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FIVE NATIONS™

GAME DESIGN COVER ILLUSTRATION


Bill Slavicsek, David Noonan, Wayne Reynolds
Christopher Perkins SCULPTED COVER DESIGN
A DDITIONAL M ATERIAL Daniel Hawkins
Brian Campbell, Scott Gearin, INTERIOR ILLUSTRATION
Kolja Raven Liquette Scott Fischer, Tomas Giorello,
GAME DEVELOPMENT AND EDITING Michael Frederick Lim, Roberto Marchesi,
Bill Slavicsek and James Wyatt Lucio Parrillo, Steve Prescott,
Richard Sardinha, Ryan Sook,
DESIGN M ANAGER
Anne Stokes, Xi James Zhang
Christopher Perkins
CARTOGRAPHY
DEVELOPMENT M ANAGER
Dennis Kauth
Jesse Decker
Rob Lazzaretti
EDITING M ANAGER
GRAPHIC PRODUCTION SPECIALIST
Kim Mohan Erin Dorries
DIRECTOR OF RPG R&D
IMAGE TECHNICIAN
Bill Slavicsek Jason Wiley
A RT DIRECTORS
PRODUCTION M ANAGERS
Robert Raper Josh Fischer, Randall Crews
Ryan Sansaver
SPECIAL THANKS:
Keith Baker, Gwendolyn F.M. Kestrel,
Ed Stark

U.S., CANADA, ASIA, Based on the original DUNGEONS & DR AGONS ® rules created by E. Gary Gygax and Dave Arneson, and
PACIFIC, & LATIN AMERICA
Wizards of the Coast, Inc.
the new DUNGEONS & DR AGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
P.O. Box 707 Baker, and Peter Adkison.
Renton WA 98057–0707 This product uses updated material from the v.3.5 revision.
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This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
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similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2005 Wizards of the Coast, Inc.
Visit our website at
www.wizards.com/eberron 620-17868000-001-EN 987654321 First Printing: July 2005 ISBN-10: 0-7869-3690-8 ISBN-13: 978-0-7869-3960-8
Contents New Cyre ........................ 63
Orcbone ......................... 63
Foreign Relations ............... 103
Notable Karrns .................. 104
Introduction........................ 7 Shavalant ....................... 64 King Kaius ..................... 104
The Five Nations.................... 8 Silent Keep ..................... 64 Moranna ir’Wynarn ......... 105

TABLE OF CONTENTS
The Origin of the Sterngate ........................ 64 Malevanor ...................... 105
Five Nations .................... 8 Torch Keep ..................... 64 Order of Rekkenmark .......... 106
The Coming of Galifar .......10 Xandrar ......................... 64 Adventures in Karrnath ....... 109
The Last War.....................10 Natural Landmarks, Korth ............................ 109
The Five Nations Today .......11 Sites, and Ruins ................ 65 Crimson Monastery .......... 114
The Blackcaps .................. 65 Fort Bones ...................... 115
Chapter 1: Aundair .............13 Faded Forest .................... 65 Prestige Class: Bone Knight ... 117
Postwar Aundair ...................14 Gray Rakes ...................... 66 Karrnathi Bulette ............... 122
Royals of Aundair .................14 Graywall Mountains .......... 66 Madborn .......................... 123
Roleplaying an Aundairian .....14 Silln Highland ................. 66
Aundairian Style ..................16 Tilorn Expanse ................ 66 Chapter 5: Thrane .............127
Plots and Factions .................17 Yedan’s Expanse ............... 66 Royals of Thrane ................ 127
The Triumvirate ................17 Shining Valley .................. 67 Keepers of the Flame ........ 128
Mosaic Committee .............19 Yarkuun Draal ................. 67 Sidebar: Royal Succession... 128
Dust Motes ...................... 20 Eruunstone ..................... 68 A Day in the Life................. 128
Foreign Relations ................ 20 Six Kings ........................ 68 Postwar Thrane .................. 130
Notable Aundairians .............21 Kyrrilspire ...................... 69 Roleplaying a Thrane........... 132
Queen Aurala ...................21 Prestige Class: Dark Lantern ... 69 Thrane Style ...................... 132
Prince Jurian .................. 23 Magebred Animals ................74 Plots and Factions ............... 133
Margana Corleis ............... 23 The Theocracy ................ 133
Royal Eyes of Aundair ........... 24 Chapter 3: The Silver Torch .............. 134
Adventures in Aundair.......... 29 Cyre/The Mournland...........77 The Chalice of Blood ........ 135
Fairhaven ........................ 29 Cyre, the Kingdom .............. 78 Host of the Faithful .......... 135
Whisper Rock................... 33 People ............................ 78 The Galifar Loyalists
Crying Fields ................... 35 Appearance and Dress ........ 80 (Throneholders) ........... 135
Floating Towers Magic and Religion ........... 80 The Whispering Flame ...... 136
of Arcanix .................... 37 Crown ............................ 80 Foreign Relations ............... 137
Prestige Class: Royals of Cyre ......................81 Notable Thranes ................. 137
Knight Phantom ................41 Postwar Cyre........................81 Jaela Daran,
Dragonhawk ....................... 45 Across the Mournland ...........81 Keeper of the Flame ...... 137
Surviving in Skaravojen ...................... 139
Chapter 2: Breland ..............47 the Mournland ...............81 Queen Diani ir’Wynarn .... 140
Royals of Breland ................. 48 Major Features, Sites, Dzarro Silvervein ............. 140
Postwar Breland .................. 48 and Ruins ..................... 83 Captain Malik Otherro ..... 141
Roleplaying a Brelish .............51 The Lord of Blades ............... 84 High Cardinal Krozen ...... 142
Brelish Style ....................... 52 Prestige Class: The Argentum ................... 143
Plots and Factions ................ 53 Cyran Avenger ................. 86 Places of Interest................. 146
The Prime Minister ........... 53 Monsters of the Mournland .... 90 Flamekeep ...................... 146
Cyre Reborn .................... 54 Mourner ......................... 90 Angwar Keep .................. 148
Cannith South ................. 54 Shroud of Death Arythawn Keep ............... 148
The Swords of Liberty ........ 55 and Despair .................. 92 Aruldusk........................ 148
Foreign Relations ................ 56 Steel Kraken .................... 93 Auxylgard ...................... 148
Notable Brelish ................... 56 Daskaran ....................... 149
King Boranel ir’Wynarn..... 56 Chapter 4: Karrnath .......... 95 The Face of Tira .............. 149
Moonwatcher ................... 58 Royals of Karrnath ............... 96 Fort Light ...................... 149
Kor ir’Wynarn ................. 58 Sidebar: Thronehold ......... 96 Morningcrest .................. 149
Three, King’s Protector ..... 59 Postwar Karrnath ................ 96 Shadukar ....................... 149
Haydith ir’Wynarn ............ 59 A Day in the Life.................. 99 Sigilstar ......................... 150
Places of Interest.................. 60 Roleplaying a Karrn ............ 100 Silvercliff Castle .............. 150
Wroat ............................. 60 Karrnathi Style .................. 101 Thaliost ......................... 150
Ardev ............................. 62 Plots and Factions ............... 101 Silver Pyromancer............... 150
Cragwar .......................... 62 The Vampire King ........... 101 Thrane Spells .................... 154
Galethspyre ..................... 63 Operation Leviathan ........ 101 Silvereye Marauder.............. 155
Mistmarsh ....................... 63 The Corpse Collectors ...... 102 Wingwyrd ......................... 156
W hen the Five Nations
work together, nothing
can stop them, but
when they are divided . . .
I NTRODUCTION

INTRODUCTION
T he Five Nations refers to the ancient kingdom of
Galifar, harkening back to a legendary time of peace
and prosperity.”

Once the great kingdom of Galifar


stretched across the continent of Khorvaire, provid-
ing the stability needed for peace and prosperity to
Now, though the Last War has ended and the
Treaty of Thronehold promotes peace across the
land, confl ict continues to bubble below the surface of
everyday life. Within the Five Nations, words of peace
fi ll the air and hands of friendship extend across the
borders even as various power groups secretly engage
in endless intrigue and espionage, and those touched
reign over the land. That all changed when the last by the war struggle with mixed emotions of hatred,
king of Galifar, Jarot, died in 894 YK. His children, loss, relief, and revenge.
the lords of the Five Nations that comprised the king- The Last War is over, but the current peace is noth-
dom, decided to break with tradition and throw off the ing more than a prelude to the war to come. The Treaty of
rules of succession. Instead of a smooth transition of Thronehold didn’t do enough to address the abundance
power to the eldest scion, the five lords each sought to of grievances, slights, pain, and fundamental disagree-
take control of the kingdom. This led to the terrible, ments that developed or were compounded during the
century-long confl ict known as the Last War. century of war. The kingdom of Galifar was born in war,
Over the course of the last hundred years, the and it died in war. During this calm, the Five Nations
character of each of the Five Nations changed and work to gain every advantage so that—individually at
developed. Today, while each of the Five Nations obvi- least—they can weather the coming storm.
ously has its roots in the great kingdom of Galifar, Most adventurers active in the land were born during
each has grown into a separate nation with a character the Last War, shaped and defi ned not only by this ter-
and outlook all its own. rible confl ict, but by the traditions and attitudes of the
During the war, alliances formed and were broken nations in which they were raised. Many fought in the
countless times. At some point during the century, each Last War, either for national pride or for plunder and
of the Five Nations fought side by side or against each profit. Today, they must reevaluate the course of their
other—and in many cases these patterns were reversed lives and learn to work with or at least tolerate adventurers
time and time again as the confl ict progressed. that hail from nations they once fought against.

USING THIS BOOK


Five Nations presents detailed information on the major For those playing in any other DUNGEONS & DRAGONS
countries that occupy the central region of Khorvaire— campaign, these five regions can be easily modified to
Aundair, Breland, Karrnath, Thrane, and the Mourn- drop into any setting. Don’t pass on all these great ideas
land, the area that used to be the nation of Cyre. It is an just because you’re not using the EBERRON setting.
invaluable resource for anyone playing in or running
an EBERRON campaign. WHAT YOU NEED TO P LAY
Players will discover details about the nations their Five Nations makes use of the core DUNGEONS & DRAGONS
characters hail from or adventure in, as well as new rules as set forth in Player’s Handbook, Dungeon Master’s
options for spells, equipment, and prestige classes, among Guide, and Monster Manual. In addition, you need a copy
other things. Dungeon Masters will fi nd all kinds of of the EBERRON Campaign Setting to place these regions in
campaign hooks, adventure ideas, and a wealth of details context and for many of the background elements and
to help their adventures in these regions come alive. campaign-specific rules presented in that volume.

7
human settlements arose in central Khorvaire. These
T he Five Nations
The Five Nations were named for the eldest scions of
would become the Five Nations.
For five hundred years, the five human settlements
Galifar the First. The new king granted his sons and grew and fought with the neighboring goblinoids—the
daughters—his warlords—these portions of the realm remnants of the once-powerful Dhakaani Empire.
INTRODUCTION

to govern in recognition of the help they provided in Then, two thousand years ago, human imperialism
establishing the kingdom. Galifar had a vision for a began. Karrn the Conqueror established the first
unified empire that stretched across Khorvaire, and human nation, Karrnath, along the northeastern
he trained his family for the many wars of conquest shores of the great five-spoked river that divided the
that would be required to establish his dream. As each central continent. His armies defeated and drove the
son and daughter came of age, they became Galifar’s remaining goblinoids to the south. Then he turned
warlords and generals, leading his armies to victory. his attention on his human neighbors.
Along the way, Galifar also trained them for the peace Karrn the Conqueror was a cruel and covetous
that would follow, honing five visionary leaders as he man who believed that he was destined to rule over all
honed his weapons and troops for every battle. of Khorvaire. He had built the most powerful human
Galifar’s eldest daughter, Aundair, governed the army up to that time, and after defeating the goblinoids
northwestern portion of the kingdom and helped shape he began a campaign to conquer the other four major
the region that would eventually bear her name. human settlements. Karrn swept south, ostensibly to
The southwestern portion of the kingdom became drive the remaining goblinoids into the wild regions,
the domain of Brey, Galifar’s second daughter. During but actually invading the region that would one day
her reign, the region came to be called Breland. become Cyre. Caught by surprise, the region fell to
Cyre, youngest son of Galifar, governed the south- Karrn. With two nations now claimed as part of his
eastern portion of the kingdom and gave his name empire, Karrn’s forces massed on the border of what
to the region in 32 YK. would one day be called Thrane and demanded the
Karrnath, the eastern region of the kingdom, nation’s immediate surrender.
was turned over to Galifar’s eldest scion, Karrn, to Before Karrn could claim another victory, the
govern. This area was the original seat of Galifar’s remaining three nations joined forces to stop the
power, and it was only natural that his oldest son would Conqueror’s spread. What emerged from the carnage
be granted control of the area. were five distinct human nations that spent the next
The southern portion of the kingdom became thousand years alternately working together, compet-
the domain of Thrane, Galifar’s middle son. As with ing for space and resources, and ultimately setting the
the other nations, the region adopted the name of its stage for the great human civilization to come.
governor-prince in 32 YK. Of course, while humans were the most numer-
For almost a thousand years, the great kingdom ous and in many of the key positions of power, the
of Galifar rose atop the pillars of the Five Nations to other common races participated in the rise of the Five
create an unprecedented age of peace and prosperity. Nations. Thanks to the growing economic strength of
For almost a thousand years, the scions of the kingdom the dragonmarked houses, all the common races found
governed the Five Nations and followed the rites of a place in the developing human countries. Dwarves,
succession as put forth by Galifar the First during his elves, gnomes, halfl ings, half-elves, and half-orcs
forty-year reign. This honored tradition was aban- started out as representatives and employees of their
doned a century ago, when the last king of Galifar, respective dragonmarked houses, but eventually mem-
Jarot, died. For the fi rst time in the history of the bers of each race settled down and made homes in the
kingdom, the scions refused to honor the rites of suc- Five Nations. These neighborhoods began as house
cession. Each governor-prince eventually decided to enclaves, becoming less attached to the houses as the
claim the throne and the crown for himself or herself, common race populations in the nations grew.
and the kingdom broke apart in all-out war. If Karrn taught the people of the Five Nations
To understand the Five Nations as they exist today anything, he taught them to establish national identi-
(in the year 998 YK as reckoned by the people of ties. For a thousand years, the Five Nations expanded
Khorvaire), it helps to understand the history of this and developed unique personalities. A nd they
important region. adopted names to further distinguish themselves
from each other.
THE ORIGIN OF THE FIVE NATIONS
Humans arrived in eastern Khorvaire some three Pre-Galifar Name Galifar/Current Name
thousand years ago. They traveled across the Sea of Thaliost Aundair
Rage, leaving Sarlona for reasons that have been lost to Wroat Breland
the passing years. For the next thousand years, humans Metrol Cyre/The Mournland
spread westward, struggling with the goblinoid tribes Karrnath Karrnath
for the best portions of the land. Eventually, five major Daskara Thrane

8
THE COMING OF GALIFAR Nations, allowing him to slowly win the hearts and
Galifar Wynarn, of the bloodline of Karrn the Con- minds of those he hoped to lead.
queror, entered the world one thousand and forty- Fourteen years after the war began, the Five Nations
three years ago, born to the warlord of Karrnath. laid down their arms and surrendered to Galifar.
Galifar assumed leadership of the nation just before his True to his word, Galifar didn’t come as a conqueror
INTRODUCTION

twenty-fi rst birthday, upon the death of his father. He from Karrnath—he proclaimed himself king of a new
grew up during the Border Wars, a decade-long confl ict kingdom composed of five equal parts. (Originally, it
that saw the Five Nations battle over land rights and was simply “the Kingdom” or “Galifar’s Kingdom.” It
water sources. He saw the cruelty and shortsightedness didn’t officially adopt the name Galifar until the second
of the warlords, including his father, and he decided decade of the king’s rule.) To ensure loyalty and to push
that those currently in charge were wasting the poten- his postwar programs, he appointed each of his five
tial of the Five Nations. children to manage the affairs of the Five Nations. As
Galifar envisioned a united kingdom made up governor-princes, they would administer their portions
of five equal parts, where petty disagreements were of the realm in his name, as well as serve on a ruling
put aside and the people worked to improve life and council that would advise and support the new king. It
advance the human condition. Young Galifar studied helped that, in the end, the common folk respected and
the exploits of his famous ancestor and decided that in grew to love Galifar and his scions, seeing them as just,
many ways Karrn had the right idea. Only by combin- fair, and ultimately visionary rulers.
ing their resources and efforts could the nations achieve Galifar established that the oldest living scion
the next level of civilization. Where Karrn failed, in would ascend to the throne upon the ruler’s death or
Galifar’s opinion, was in his cruelty, his blood lust, and abdication, whichever came fi rst. Thus, the traditions
his desire for aggrandizement above all other concerns. and patterns surrounding the succession of power were
Galifar swore to avoid these failings and find a higher set in place, helping to keep the kingdom going until
purpose to lead the way. King Jarot’s scions broke the pattern in 894 YK.
During the fi rst decade of his rule over Karrnath,
Galifar began preparations to see his dream become THE LAST WAR
a reality. While Galifar hoped to convince the Five King Jarot, the last king of the great Kingdom of Gal-
Nations to accept his plan, he knew that his best chance ifar, set the stage for the fall of the kingdom and the
of uniting the kingdom was to have a powerful army to start of the Last War. Dark dreams of a terrible future
assure compliance. He expanded the Karrnath mili- plagued Jarot, and paranoia slowly filled his every
tary and set the best minds in the nation to helping thought as time went on. He feared the dragonmarked
him plan the kingdom he envisioned building. Then, houses. He believed that his aristocracy and nobility
in the eighth year of his reign, he began negotiations were plotting against him. He hated the realm of Aer-
with the leaders of the other nations. It didn’t take the enal, totally convinced that the ancestor-worshiping
other warlords long to reject Galifar and his plans for elves coveted his beloved domain. To these concerns,
a unified kingdom. Jarot added the threats he believed were watching
Undeterred, Galifar continued to explore diplo- from distant Argonnessen and Riedra, waiting for
matic approaches to unity for the next two years. Each the fi rst sign of weakness before they launched devas-
demonstration of shortsightedness and refusal on tating attacks. Worst of all, in Jarot’s mind, were the
the parts of the other warlords simply made Galifar unknown horrors that fi lled the mysterious continent
more determined to bring his vision to reality. On of Xen’drik. Nightmares of this strange land haunted
the tenth anniversary of his rise to power in Karr- him, and deep down he knew that the ruination of his
nath, Galifar began a military campaign to build realm would come from that direction.
the kingdom he dreamed of. For the next fourteen Without revealing his overt fears, but with a desire
years, this campaign would rage across central Khor- to protect the kingdom and its people from the threats
vaire. During this period, Galifar demonstrated his he believed were amassing all around him, King Jarot
military genius time and time again, and his children began a series of public works projects and secret
grew to become his chief lieutenants as each reached experiments designed to reinforce the kingdom’s
the appropriate age. infrastructure and borders while also increasing its
While Galifar and his forces didn’t win every capacity for war. Out of these projects were born the
battle in the war to establish the kingdom, they did win warforged, the floating fortresses of Breland, and
the most important ones. Over the course of the war, other magical wonders. During the same period, the
the warlord-who-would-be-king made two influential lightning rail expanded throughout the kingdom, and
diplomatic ploys that helped ensure his eventual vic- Jarot’s beloved and trusted children—the governor-
tory. The fi rst was to take the dragonmarked houses princes of the Five Nations—increased their standing
out of the confl ict and gain their support by offering armies and magical arsenals. And then the kingdom
them special status in the new kingdom. The second waited for the war Jarot feared was approaching like a
was to take his dream directly to the people of the Five chill breeze on a hot, still night.

10
The humans of the Five Nations, from left to right: a cleric of the Silver Flame from Thrane,
a fighter from Karrnath, a wizard from Aundair, a sorcerer from Breland, and a bard from Cyre

The war that Jarot feared never erupted during his In the largest cities of Khorvaire, idealists rejoice
life. However, thanks in no small part to the prepara- that the war has fi nally ended. Lightning rails and
tions he orchestrated, it broke out with his death. The trade roads are once again open to those with the
war, proclaimed to be the Last War by the Korranberg money and means to travel. Marketplaces again bustle
Chronicle, was fought not against some terrible external with merchandise and goods from all corners of the
enemy—it was fought among the Five Nations as the continent. Only five years ago, a noble would have paid
Kingdom of Galifar collapsed from within. handsomely to enjoy Brelish cheese and Aundairian
In 894 YK, King Jarot died. His scions decided wine in the same meal, but now such trade is once again
to break with tradition, using the armies they had common. At the same table where such a meal is shared,
fostered to take the crown for themselves. For more ideas and tales are exchanged, and many learn about
than a century, the Five Nations were at war. Other nations and people they were once taught to fear.
nations arose during the confl ict, shattering Galifar’s For all the open smiles and friendly handshakes,
dream into more than a dozen fragments. In the end, old grudges do not die easily. The Five Nations have
no single victor emerged. Instead, compromises were a century of dark memories of rivalries and atroci-
reached and a treaty was drawn up to put a stop to the ties to put behind them, and forgetting such things
endless battles. Now, in 998 YK, the fragile peace is never easy. For every border that has been moved,
holds—but for how long? someone’s home or family has been displaced. For
every battle lost or won, someone’s loved one has died.
THE FIVE NATIONS TODAY Friendships and alliances may still defy national
The Last War officially ended two years ago with the boundaries, but there are those who plot retribution
signing of the Treaty of Thronehold. Four years ago, and renewed mayhem.
the nation of Cyre disappeared in a terrible and unex- Cities such as Sharn demonstrate an ability to
plained confl agration that turned the entire area into live openly with representatives of all nations, races,
a devastated region now known as the Mournland. and ideologies, but such progressive thinking doesn’t
Today, in addition to the remaining four of the Five extend across the countryside. Can you help extend
Nations, the old kingdom has been divided into fi fteen this period of peace and hold off the fl ames of the next
distinct countries, twelve of which were recognized by war? No matter where you start on the map, a world of
the historic treaty. adventure awaits. Let’s explore the Five Nations!

11

M y grandfather owned this land.
My father owned this land. Now I
own this land. I suggest you save
yourself some trouble and turn around.”
CHAPTER ONE

AUNDAIR

AUNDAIR
A ll folk of the brightest realm, wave the flag for victory!
Build the walls high that none can harm a land so free!
Aundair is on the move! Hold your standard high!
March on! March on!
Aundair strives on until victory is ours!
—March of Tensin, the Aundairian anthem
Enemy tacticians can prepare for an assault against
an Aundairian army, but predicting the ways of
wizards is far more difficult. To this day, wizards,
sorcerers, magewrights, and artificers are held in
high esteem.
The influence of wizardry and sorcery has fostered
respect for intellect and wit here. From commoners
Aundair is a land of earth and sky. On the ground, to kings, most Aundairians have strong opinions and
common folk plow fields and raise crops, toiling to enjoy a spirited debate. A typical peasant may possess
make the land’s villages and communities thrive. an encyclopedic knowledge of local and natural lore,
The nation’s fields and vineyards are among the while a lord or lady can often regale listeners with local
most bountiful in all Khorvaire, tended by the same history. Although labor offers its own rewards, the
families for generations. Although the nation’s larg- average Aundairian believes that intellect and dedica-
est cities attract traders and adventurers from across tion can overcome nearly any problem. Magic merely
the continent, most of its citizens live a simple, rural empowers and exemplifies these traits. In fact, respect
existence. Yet for all their earthy wisdom, idealists for quick wits and intellectual discipline may very well
inspire the citizens of Aundair, including the nation’s be one of the reasons so many talented wizards come
arcane mages. from this country.
Cynics scoff that powerful wizards act as the power Aundair, the land of wizards in floating castles,
behind the throne of Queen Aurala, but there is little ivy-covered universities, fragrant vineyards, and
evidence that the arcane has an undue influence on golden wheat fields, struggles to reclaim past glories
the crown. While the nation utilizes master mages in the wake of the Last War. The nation isn’t what it
for its defense, the common folk are quite capable of once was, having lost land and people to the Eldeen
defending themselves. They are steadfast, trusting Reaches while trading territory with Thrane. Still, it
to what they know, what they can make, and what they is a proud land, full of proud people, led by a proud
can defend by themselves. The trials of the last century and ambitious queen.
have only strengthened their resolve. Without magic, The common folk of this largely agrarian country
the average Aundairian works long and hard to suc- stand fast to defend their land, valuing wit and bravado
ceed. With it, she is even stronger. and demonstrating a powerful connection to knowl-
While the nation has orders of knighthood, edge and magic.
militias drafted from the common folk bolster its Before there was a Galifar, the human settle-
standing armies. This is as much out of tradition as ment that would eventually become Aundair grew up
necessity—large and extended families are common, along the northwestern shore of Scions Sound, in the
and any threat of danger can bring distant relations approximate location of modern-day Thaliost. In fact,
running to help. When war looms, young men and that city carries the original name of the nation as a
women gather in the fields to train with simple and reminder of its beginnings. It wasn’t until later, as
martial weapons. Like a thunderstorm rolling across the nation spread to the west, that Fairhaven became
the plains, a noble’s call to battle can marshal armies its capital.
overnight, mustering commoners willing to fi ght and Today, Aundair holds a long sliver of land that
die for their land and queen. stretches from the Eldeen Bay and Scions Sound to
When the martial wizards of Arcanix, the Starpeaks the Blackcaps in the south, and is bordered on the west
Academy, and other secluded schools emerge from by the Wynarn River. The eastern border is harder to
their studies, their combined force is undeniable. identify, and is hotly disputed with Thrane.

13
recruits. The Arcane Congress (described below)
P ostwar Aundair
Aundair spent most of the Last War in battles against
provides the country with access to arcane magic that
often exceeds that available anywhere outside the
Karrnath and Thrane, and those nations remain dragonmarked houses. Moreso than any other nation,
rivals to this day. The Treaty of Thronehold estab- Aundair integrates arcane magic into its military
lished Scions Sound as the border between Aundair efforts—from the magic missile-casting sorcerer attached
and Karrnath, and the two nations eye each other to an infantry squad and the artificer-built arcane
AUNDAIR

warily over coastlines that bristle with defenses. At any weaponry, to the summoned creatures and earth-
given time, most of the Aundairian Navy’s flotillas are shaking spells of mighty wizards. This arcane potency
patrolling Scions Sound and Eldeen Bay, keeping a is enough to make any enemy think twice before clash-
close eye on their Karrnathi counterparts. ing with Aundair.
Aundairians keenly feel the loss of the Thaliost
region in the east, which wound up in Thrane’s hands
after the Treaty of Thronehold. Many Aundairians
mutter that Thaliost is “Aundair’s by heritage” and
R oyals of Aundair
In 894 YK, when the Kingdom of Galifar collapsed and
believe that Queen Aurala’s diplomats capitulated too each scion declared his or her nation to be a sovereign
easily. Other Aundairians point out that Thrane’s and independent country, Wrogar, fourth scion of
Army of the Northern Crusade was camped in Jarot, reluctantly declared himself king of Aundair.
Thaliost when the treaty was signed (and have been The rulers of Aundair are outlined on the table
in control of the region, for the most part, since 977 below. This information can be gleaned with a DC 10
YK), so it’s not surprising that Thrane wound up Gather Information or Knowledge (history) check.
with this chunk of land. Aundair would very much
like to reclaim Thaliost—through either diplomatic Date Monarch
or military means. 892–920 YK Wrogar (declared king in 894 YK)
The loss of territory on the western border also 921–923 YK Wrella
continues to haunt Aundair and its leaders. Forty years 923–940 YK Marlex [regent]
ago, the nation lost two-thirds of its land mass and a 941–961 YK Aarott
fi fth of its people when the Eldeen Reaches declared 962–979 YK Barvette
independence. Periodic efforts during the Last War to 980 YK–Present Aurala
reclaim “Western Aundair” met with bloody failure,
and a low-intensity guerrilla war still wages between
the Aundair army’s border garrisons and the people
of the Eldeen Reaches.
ROLEPLAYING
Despite the loss of territory, Aundair has strengths AN AUNDAIRIAN
that match its strategic ambitions. Aundair’s army and Many outsiders consider Aundairians to be fiercely
navy are slowly rebuilding from their low point at competitive, almost arrogant in their willingness
the end of the war, and periodic saber-rattling about to display their verbal, martial, and intellectual
“liberating Thaliost” ensures a steady stream of young skill. Arrogance is hardly a unique trait in the Five

AUNDAIR AT A GLANCE
Data based on census ordered by royal decree, 997 YK.
Population: 2 million
Area: 560,000 square miles
Sovereign: Queen Aurala ir’Wynarn, heir to Galifar
and Regent of the Brightest Realm
Capital: Fairhaven
Major Cities: Passage, Stormhome
Climate: Temperate
Highest Point: Mt. Colieris in the Starpeak Range, elevation
16,112 feet
Heraldry: The head and wings of a dragonhawk, on a field of blue,
beneath the tome of knowledge and grains of unending wheat
Founder: Wrogar, fourth scion of King Jarot
National Motto: “What we sow in effort, we harvest in good fortune.”

14
Nations, however. A clever commoner would instead problems they cannot handle, but if no heroes are
say that an Aundairian learns from an early age to around to aid them, they will tackle the problem as
stand his ground. Those who grow up in the country best they can.
with many brothers and sisters quickly learn to deal
with competition. Any Aundairian who’s worked an
afternoon in a trading village’s marketplace knows
that making a living depends on making your opin-
A undairian Style
What distinguishes Aundairian style from its neigh-
AUNDAIR

ions well known. bors? As in the other nations, the influence of the
This doesn’t mean that an Aundairian responds unified kingdom of Galifar makes some aspects of
to any disagreement by being stubborn; quite the architecture and fashion similar, but Aundair has
opposite. Aundairians know that if they can’t settle developed its own variations that make it stand out from
something with a quick test of wits, a simple duel to the rest of Khorvaire.
“first blood,” or a clever quip, their neighbors are
“resolute” enough to hold a grudge for a long time. ART
Bad feelings can easily escalate into a more danger- The people of Aundair tend to employ paint and
ous confl ict. An Aundairian is more likely to follow rhyming verse when it comes to artistic expression.
someone with a good plan or glib tongue than the Fine art, in the form of oil paintings and watercolors,
largest or strongest warrior in the group. When bul- ranges from realistic renderings of landscapes and
lied or coerced, an Aundairian patiently waits for a people to the uniquely developed and increasingly
time when he can overcome his opponent with wits, popular Mage-Aundist style. First seen in the mar-
not force of arms. This is as true for monks and bards kets of Arcanix, this form combines a highly stylized
as it is for well-armed fi ghters. Aundairians who are approach that uses mildly glamered, richly pigmented
unusually belligerent are more likely to embark on paints to create a type of expression that one Wynarn
adventures in distant countries, since boorish or University provost called “life at its essence, as seen
crass behavior isn’t tolerated in local trading villages through an arcane haze.” Compared to its fi ne art,
and marketplaces. Aundairian rhyming verse tends to be crude, boister-
Aundairians walk a careful balance between ous, and relatively unsophisticated.
pragmatism and idealism. Even common folk feel a
responsibility to stand up for what is right. When a ARCHITECTURE
hero makes a stand, an entire village steps forth to The people of Aundair prefer neat, orderly construc-
support him if he fi ghts for what is right—or mobi- tion that stresses function above style or comfort. That
lizes against him if they believe he is wrong. If the isn’t to say that Aundairian architecture is neither
world does not live up to an Aundairian’s ideals, he is stylish nor comfortable, just that utilitarian concerns
patient enough to work throughout the year, or even a are fi rst and foremost in mind when a building is
lifetime (in some cases), to make it right. Its citizens designed and constructed.
are ambitious without being foolhardy. They know that In Aundairian cities and towns, towers of magi-
the nation has skilled fi ghters and wizards to resolve cally worked stone form the central spoke from which

FIVE THINGS EVERY AUNDAIRIAN KNOWS


1. The names of fi ne wines and other liquors. 4. Several “add-a-verse” songs. Popular as
Not every Aundairian can afford Bluevine wine or everything from children’s lullabies to drinking
something from the Mount and Moon cellars, but chanties, rhyming songs where a verse is added each
everyone can name his or her favorite labels and time (such as “The House that Galifar Built” or “The
engage in animated conversations about the relative 12 Days of End Year”) are an Aundairian tradition.
merits of each. Some run for nearly a hundred verses.
2. Some signature dueling moves. Aun- 5. The Epic of the Valiant and Vigilant.
dairians love the f lash of swordplay, and even the Popularized some forty years ago by Aundair’s bards,
clumsiest citizen can slowly emulate the “twisting this tale takes about forty-five minutes to recite—and
lunge” or “dragonhawk riposte” that he sees in the most Aundairians have heard it so many times that
swordfighting demonstrations common in village- they can recite it from memory. The Epic of the Valiant and
square entertainment. Vigilant describes the twin sieges of Tower Valiant and
3. A bit about horses. With its rolling verdant Tower Vigilant in 951 YK, told from the perspective
hills, Aundair is horse country second only to Valenar of two lovers, each trapped within one of the castles
in Khorvaire. but believing the other to be safe.

16
the rest of the community grows. Most buildings tend on the town but have become the common practice.
to be made of brick or worked stone, though wood is Many feel that they haven’t fi nished dressing if they
used in portions of the construction. Everything has haven’t donned their party gloves.
an elegant look, light and airy, with ornate features The simpler folk, including common laborers and
that suggest the soaring spirit and outlook of the farmers, wear simpler garb. Everyday clothes for both
people of this nation. men and women include the bard-style tunic, a pull-
Farms and villages promote a simple architectural over shirt with a V-cut neck and fl ared sleeves, durable

AUNDAIR
style that one can find throughout the rural regions of cotton pants, and sturdy leather boots. Most men try
the Five Nations. A traveler can tell he’s visiting a farm in to have at least one set of “best clothes,” an outfit suit-
Aundair, however, due to the concave gables that adorn able for wear to a town gathering, a special function,
the roofs of the houses, barns, and outbuildings. or holiday party. Women keep a simple dress and an
Interior design throughout the nation strives to elegant dress (made of glimmersilk or spidersilk if they
create open, airy, well-lit rooms with high ceilings and can afford it) for the same purposes.
few partitions separating one space from another.

CUISINE
Aundairian cuisine features a cacophony of ingredi-
P lots and Factions
Like any of the Five Nations, Aundair seethes with
ents that their classically trained chefs turn into a sym- intrigue and plotting. Some of these plots are inter-
phony of taste and texture. Aundairian meals consist nal to the workings of the nations; others stretch far
of small portions presented in elegant fashion, each beyond its borders to seek advantages in this age of
plate a beauty to behold and a wonder to savor. Sauces peace before the next war.
play a heavy role in any recipe, and the cuisine of this
nation is considered to be exquisitely rich and suitable THE TRIUMVIRATE
for special occasions. In principle, Queen Aurala ir’Wynarn rules as the
Pan-seared rabbit with an Aundairian wood-nut absolute monarch of Aundair. In practice, an unof-
sauce, gold pheasant stuffed with sparkle mushrooms ficial triumvirate governs the land: Queen Aurala,
and rice, and dragon salmon in butter and dark her brother Adal (who holds the titles of First Warlord
wine sauce are particular favorites that have begun and Royal Minister of Magic), and Lord Darro ir’Lain
appearing in House Ghallanda inns throughout the (Second Warlord of the Realm and commander of the
Five Nations. Knights Arcane).
This region also has a reputation for its premier The members of the triumvirate have a genteel
vineyards, and the wines of Aundair are considered rivalry with each other. Not one of them completely
among the fi nest in all of Khorvaire. Some of the best trusts the other two, but they realize that they cur-
recent vintages now being traded in markets across rently have a shared destiny.
the land include fi reburst wine from the vineyards
of Arcanix, dark Orla-un wine known for its fruity Lord Darro’s Scheme
sweetness, and Windshire rainbow wine, a type of Lord Darro (LN male human wizard 6/knight phan-
mursi (red wine) that changes color and fl avor as one tom 6) has been planning a campaign to reclaim part
consumes a glass. of the Eldeen Reaches. Specifically, his plans sug-
Finally, Aundairian pastries and sweets reveal a gest that Aundair could take back the portion of the
level of artistic and culinary sophistication unmatched Reaches that stretches from the Wynarn River to Moss-
throughout the Five Nations. From tarts to cremfels mantle and the start of the Towering Wood. Doing so
(thin, fruit-and-cream-fi lled pancakes), the desserts would battle-harden the core of the Aundair army,
that originated in this region combine elegance with including Darro’s own Knights Arcane, as well as gain
artistry that reveals at least a portion of the Aundair- them some new territory to expand into. A campaign
ian spirit. in the northwest would not overly concern Breland, he
believes, and while the people of Aundair could prob-
FASHION ably be more easily convinced to strike out to take back
The Aundairian taste for elegance and sophistication Thaliost, Darro isn’t ready to go up against Thrane at
extend to the fashions worn in cities such as Fairhaven this point in time. If he can convince Adal to provide
and Passage, where frilled glimmersilk combines with magical support to bolster the army, he’s sure he can
ornately decorated cloaks and jackets to adorn the rich sway Queen Aurala to approve the campaign when the
and powerful. Those of more modest means attempt time is right.
to duplicate these styles as best they can, using spider- Getting PCs Involved: Lord Darro ir’Lain secretly
silk or some similarly less expensive fabric in place of prepares war plans for an invasion of the Eldeen
glimmersilk. Men and women in the cities and larger Reaches. He’s been surreptitiously hiring bands of
towns wear elegant party gloves in public, a style that adventurers to go into the Reaches to reconnoiter and
began as an accoutrement to fashions worn for a night disrupt Eldeen activities. Lord Darro pays well; he has

17
a vast personal fortune as well as the treasures seized of an accident of timing, and he sees himself as the
by the Knights Arcane during the Last War. true power behind the Aundairian throne. He uses
A DC 15 Gather Information or Knowledge his role as First Warlord and Minister of Magic to
(local) check made in Fairhaven reveals that a noble steer the ship of state through the troubled waters of
aligned with Lord Darro, Count Tarnik ir’Weld, seeks fi rst the Last War and now this time of uneasy and
adventurers and long-range scouts to slip across the ultimately false peace.
border into the Eldeen Reaches. Tarnik can be found Getting PCs Involved: Adal’s agents are alert
AUNDAIR

in Windshire Keep, on the Wynarn River. A meeting to news of powerful magic. If a major magic item
with the noble reveals that the adventurers can earn or potentially controllable monster is discovered—
gold for fi nding a weakness in the Eldeen defenses west whether in Khorvaire or Xen’drik—Adal might hire
of the Wynarn River, as well as bringing back informa- freelance agents to acquire it for him. He’s also
tion on troop strength and movements in the area. If cautious enough to hire deniable “independents”
the PCs succeed on a mission for Count Tarnik, they to do the initial testing of any spell or weapon pro-
get to appear before Lord Darro and are offered more totypes his cabal develops.
lucrative—and dangerous—missions. If the PCs try to sell powerful magic items, schemas,
or other items of arcane power, Adal serves as a potential
First Warlord Adal’s Plan buyer. A DC 15 Diplomacy check is usually sufficient to
First Warlord and Royal Minister of Magic Adal (NE get a meeting with one of Adal’s lieutenants at the Min-
male human fi ghter 2/wizard 8) regards the Eldeen istry of Magic, or perhaps with Adal himself. Characters
Reaches as a meat grinder; send in troops, and they with a connection to the Arcane Congress may meet
become food for the beasts of that wild, untamed land. Adal within the floating castles of Arcanix.
On the other hand, he’d very much like to wrest Thali-
ost from Thrane’s hands. He works to develop a single Queen Aurala’s Dreams
arcane event, an apocalypse of spells to rain down For her part, Queen Aurala (NG female human
on Thrane’s army simultaneously. Adal hopes to test aristocrat 8) has her eyes fi xed on the vacant Galifar
this scenario against the Thrane forces that surround throne. She believes that the last century has proved
Thaliost. If it works as planned, Aundair can use the that war won’t gain Galifar’s throne for anyone. But
event to threaten the other nations into submission, diplomacy, subterfuge, and more focused battles
and Aurala’s path to the Galifar throne—or better yet, might succeed where the free-for-all that was the Last
Adal’s own path to that throne—will be clear. War failed. She encourages the ambitions of Darro
Adal has a cabal of arcanists researching spells and Adal, but she’s determined that Aundair won’t
and new weapons of war, working toward this very make any moves unless they fit into Aurala’s strategies
purpose. He regards Lord Darro as a capable, if and intrigues.
overly aggressive, military leader. He shares many Getting PCs Involved: Queen Aurala directly
of his sister’s dreams, especially the one in which controls Aundair’s spy network, the Royal Eyes of
an Aundairian lord takes the crown of Galifar. The Aundair. The Eyes are Queen Aurala’s favorite tool;
trouble is, he believes that his sister rules only because she sends her agents on missions of espionage and

AUNDAIRIAN VIEWS ON THE FIVE NATIONS


Arwyn Clearwater, an Aundairian farmer, gives her Cyre: “Kind of moot, isn’t it? I heard the Cyrans
opinions about the Five Nations. who survived are all Brelish now. I don’t know whether
Aundair: “We may fi ght among ourselves, but I’ll it was their own fault or someone else’s, and to be
gladly follow another Aundairian before I’ll surrender honest, I don’t care. We survived the war, they didn’t,
to an invader. I was born here, and I’ll die here, if and that’s what’s important.”
that’s what it takes to defend my land.” Karrnath: “No country that refuses to let its dead
Breland: “Sharn’s only one small part of their rest in peace is worthy of respect. Oh, they fi ght well
country, no matter what the Brelish may believe. enough, and they make a mean wheel of cheese and a
Those arrogant braggarts think they’re the center of hearty mug of ale, but they use skeletons and zombies to
the world, but they still send their merchants to us for fight their battles. It’s a dark and strange land to be sure,
food and wine. I’ve talked to some who say the Brelish and such a land breeds dark and strange people.”
would have won the Last War if they kept fi ghting. I Thrane: “I prefer my religion on the side, not
don’t believe that for a second, since I know Aundair running the country. The people of Thrane are fanatics,
would have never surrendered. Queen Aurala, maybe, and they ended up stealing land that rightfully belongs
but not me and my neighbors.” to Aundair. I say it’s time to take back what’s ours.”

18
sabotage abroad and to spy on and deal with her rivals
within Aundair’s borders.
Queen Aurala defi nitely wants to keep an eye on
Adal and Darro. Anyone working for her First Warlord
or the Knights Arcane commander might get a quiet
visit from the Royal Eyes. In such cases, the Royal Eyes
either interrogate and arrest the PCs or recruit them
as double agents.
A character who succeeds on a DC 20 Knowl-
edge (nobility and royalty) check knows about Queen
Aurala’s close connection to the Royal Eyes. Further-
more, such a character knows the bureaucratic process
necessary to set up a meeting with Spy Master Batrax
of the Royal Eyes, a confidant of the queen.

MOSAIC COMMITTEE
From their floating castles above the village of Arca-
nix, the powerful spellcasters of the Arcane Congress
delve into the greatest secrets of magic. The studies of
one group of Congress wizards have led them to believe
that the draconic Prophecy, when fulfi lled, will lead
to cataclysmic destruction, not transformation. The
only way to avert the future cataclysm, these wizards
believe, is to destroy parts of the Prophecy as they are
discovered—or better yet, prevent them from being
revealed in the fi rst place. This is the purpose for
which the Mosaic Committee was formed.
The Mosaic Committee, named for the decoration
in its secret meeting chamber, realizes that its mission
puts it at odds with most of the world’s dragons, as well
as the rest of the Arcane Congress. But most members
of the Mosaic Committee are powerful wizards totally
dedicated to their cause; they genuinely believe that
they’re forestalling the end of the world. The stuffed
dragon heads mounted on the walls of the Mosaic
Chamber bear silent witness to the committee’s power
and effectiveness.
Getting PCs Involved: If the characters are in the
possession—or even the proximity—of part of the dra-
conic Prophecy, they might fi nd themselves the target
of Mosaic Committee agents. The Mosaic Committee’s
efforts put the secret group at war with the Chamber
(described on page 229 of the EBERRON Campaign Setting),
so enemies of the Chamber might fi nd allies within
the Mosaic Committee, and vice versa.
The Mosaic Committee keeps its existence a secret
since most members of the Arcane Congress see the
draconic Prophecy as a wonder worthy of study, not a
harbinger of doom. Characters must succeed on a DC
25 Knowledge (arcana) check to even suspect the exis-
tence of the Mosaic Committee. Setting up a meeting
with representatives of the group requires dedicated
detective work, carried out from within the walls of
the Arcane Congress.
If the PCs have access to part of the draconic
Prophecy, of course, the Mosaic Committee may reveal
itself as it tries to destroy the prophetic expression—and
perhaps the PCs as well.

Members of the Mosaic Committee conspire


in one of the floating towers of Arcanix
DUST MOTES
The Lords of Dust maintain a secret base in Aundair
from where they can observe the events unfolding
FAundair
oreign Relations
maintains an active diplomatic presence
in the Five Nations. This base, hidden deep within throughout the nations of Khorvaire. On one hand,
the grottos beneath the city of Passage, provides the the queen and her ministers claim to seek ways to
demons with a secure facility close to one of the major better cement the fragile peace created by the Treaty
crossroads of the current civilization. From here, the of Thronehold. On the other, Aurala uses the guise
AUNDAIR

rakshasas and other fiends spread out into the Five of diplomatic missions to further her own plans and
Nations and beyond to sow discord, foster fear and intrigues among the recognized nations of Khorvaire.
paranoia, and gain personal power while constantly Here are where things stand between Aundair and
seeking the means to free their ancient, trapped mas- its neighbors.
ters from the bowels of the planet.
One scheme currently unfolding involves the split BRELAND
among the leaders of House Cannith. The rakshasa Early in the Last War, Aundair and Breland engaged
that calls itself Kkressd has taken the form of a House in savage battles. Eventually, in an effort to protect
Orien scion and has been courting Baron Jorlanna the core of the nation, Aundair pulled back its
d’Cannith for the better part of a year now. The two forces and left the western territories to fend for
spend much time together whenever Jorlanna retires themselves. After losing these territories to the
to the Cannith enclave in Passage, built high upon Eldeen Reaches, Aundair sought to come to terms
a bluff that overlooks Lake Galifar. In addition to with Breland. The two even became allies at times,
making Jorlanna fall in love with him, Kkressd has so today relations remain warm between the two
been making suggestions to the baron that could even- nations. Neither country’s ruler trusts the other,
tually lead House Cannith into civil war. however, so it would be an exaggeration to call the
“You are the rightful heir to House Cannith and two nations friends.
should be in control of its fortunes,” Kkressd whispers Breland has the size, power, and resources to stand
to Jorlanna in the dark of night. “Your house weakens more or less on its own, and this makes Queen Aurala
and loses face with every passing day that this struggle envious and more than a little angry. She hates that such
for leadership remains unresolved. Show Merrix and potential has been wasted on the boorish Brelish and
Zorlan why that position should be yours—before they their idealistic, naïve ruler, Boranel. Still, Aundair
steal your birthright from you.” could not long withstand a concentrated attack from the
Getting PCs Involved: There are two ways to south, so Aurala (like her parents and grandparents
involve the PCs in the plots of the Lords of Dust in before her) continues to make nice and cultivate as
Aundair. Either could be the start of a long campaign peaceful a relationship as possible with the ancient
that might culminate in a confrontation with the cabal bear of a man who rules Breland.
of evil. It isn’t Boranel and his grand plan for peace that
The fi rst pits the PCs against Kkressd as the patri- really concerns Aurala. She is more worried about
arch of House Orien asks them to check into the odd what happens after the Old Bear dies. A kingless
behavior his youngest son has demonstrated over the Breland (for she has heard the talk of democracy
last year. “He has not been himself,” Baron Kwanti that bounces around the Brelish Parliament) could
explains, “and I am worried about what kind of influ- be as bad for Aundair as an ambitious king, though
ence Jorlanna d’Cannith might be having on him. I’m few of Boranel’s scions seem to have support or
all for strong relations between our two houses, but my even a modicum of the Old Bear’s charisma. She
son has not been himself since this courtship began.” has ordered her ambassadors to play both ends of the
The baron asks the PCs to investigate and return to spectrum, and has even begun to engage in secret
him with a better understanding of the relationship. negotiations with Lord Ruken ir’Clarn, a vocal
The second method places the PCs in the service of opponent of Boranel’s policies who seems to have
Kkressd, at least indirectly. Through Baron Jorlanna ambitions and schemes that Aurala not only under-
of House Cannith, Kkressd sends the PCs on a mission stands, but respects as well.
to discredit Cannith East in an effort to widen the gap
between the three branches of the family and lead them CYRAN REFUGEES
one step closer to open confl ict. Cannith East has a Immediately after the Day of Mourning, the few Cyran
facility in Karrnath, in the town of Vulyar, where work refugees who reached Aundair were turned away at the
proceeds on developing a new type of siege engine for border; Aundairian officials didn’t know whether the
the Karrnathi army. “Sabotage this facility and steal events of that day would (or could) be repeated, but
the plans for the siege engine for me,” Baron Jorlanna wanted nothing to do with Cyre or the Day of Mourn-
explains, “and you will help me move one step closer ing. Aundair’s unstated diplomatic policy is to support
to once again uniting House Cannith while keeping a the formation of a new Cyran state, as long as it takes
terrible weapon out of the hands of Karrnath.” root far from the Aundair border.

20
Today, no Cyran ambassador maintains an wants the Thaliost region back, along with repara-
embassy in Fairhaven. Instead, the ambassador and tions for the years that the city has been in Thrane
her family reside in the House Cannith enclave in hands. The Aundair-Thrane border, one of the most
Passage while she tries to sort out which of the nobles hotly disputed aspects of the Treaty of Thronehold,
and royal heirs still living in the various Cyran refu- forces both nations to keep their armies poised for
gee camps scattered about have authority to provide defense—or invasion. Both nations engage in dip-
her with a new diplomatic mission. For her part, lomatic missions and have embassies in each other’s

AUNDAIR
Queen Aurala ignores the ambassador and usually country, but they quickly recall ambassadors when
refuses to see either her or any Cyrans representing tensions run high. There have been three recalls since
the small clusters of survivors now nestled in the peace was declared.
other nations. Aundair’s rivalry with Thrane extends beyond
the two nations. Queen Aurala tries to thwart Thrane
ELDEEN REACHES efforts elsewhere in the world, even if that opposi-
Aundair has no ongoing diplomatic relations with tion winds up hurting Aundair as well. If Thrane
the various factions of the Eldeen Reaches. It peri- promotes something, it’s often the case that Aundair
odically sends emissaries to Oalian the druid or to is against it.
the Wardens of the Wood seeking their cooperation
in trade or border controls, but such missions are OTHER NATIONS
always rebuffed. Aundair maintains diplomatic presences—generally a
While diplomatic missions usually fail (and to be working embassy in the capital city—with Aerenal, the
honest, Aurala doesn’t want to recognize “the renegades Lhazaar Principalities, the Mror Holds, and Zilargo.
to the west,” as she calls them), the Royal Eyes of Aun- These relationships are strictly pragmatic ones, with
dair run many successful espionage missions, as well as no long-term alliances sought or expected. Relations
missions geared toward fomenting unrest within the are slightly better with Valenar because Aundair
“renegade” nation. was one of the first nations to recognize the new
elven state. (Not coincidentally, it was also the only
KARRNATH one of the Five Nations without a direct stake in the
Some of the most brutal battles of the Last War were Cyre-Valenar split.)
fought between Aundair and Karrnath. Many of these Aundair sends diplomatic missions to the Talenta
confl icts took place along the waterways of Scions Plains, Darguun, and (rarely) Q’barra when it has
Sound, Eldeen Bay, and Karrn Bay, where the naval something specific to discuss. The country tries to have
forces of the two countries clashed over and over again. as little as possible to do with Q’barra, as Aurala sees it
As the last decade of the war played out, Aundair found as an upstart, pretender nation. Beyond that, Aundair
its navy reduced to a handful of ships relegated to works hard to maintain a cordial relationship with the
defensive patrols close to home, beaten back by both dragonmarked houses, and Aurala herself has a close
Karrnathi and Thrane warships. friendship with the matriarch of House Lyrandar.
Despite the anger and even hatred that many Aun-
dairians feel toward Karrnath, diplomatic activities
between the two countries are at their highest point
since before the start of the Last War. Kaius III and his
N otable Aundairians
A selection of important Aundairians follows. Some
ambassadors continue to extend the hand of friendship can serve as friends or foes for player characters,
and make aggressive overtures regarding treaties and others as patrons or simply as background movers and
reparations, and Aurala listens politely and exchanges shakers in this nation.
diplomats while nurturing her own plans of revenge
against Karrnath. She dislikes Kaius and doesn’t trust QUEEN AURALA
his insincere (to her ears) proclamations of peace, but The blonde woman above you has a half-smile on her face as she
she knows that her nation needs time to rebuild its looks you over. The royal finery she wears—gems on top of gold on
forces before the inevitable war once again breaks out top of silk—is so dazzling that you almost don’t realize that her smile
across the land. Thus far, Aurala has politely refused doesn’t extend to her eyes. But once you do notice, you can’t help but
to participate in the heir exchange program that Kaius stare back, looking into predatory gray orbs without a trace of joy
has entered into with Breland and Thrane, citing the or amusement.
poor health of her eldest scion, but in truth she has no
stomach for allowing a Karrnathi heir to live under The Queen of Aundair, Aurala ir’Wynarn, is known
her roof. for her eloquence. In fact, her enemies sometimes
claim that she talked her way out of the Last War.
THRANE When Aurala was younger, her suitors considered her
If Aundair’s relations with Karrnath are cool, its attractive and charismatic, but they never realized how
dealings with Thrane are completely frozen. Aundair cautious and clever she was in playing them against

21
each other—a talent she has cultivated ever since. (Her Queen Aurala and the PCs
supporters attest she fi nally married for love, but some Queen Aurala might become a patron to the PCs,
suspect her marriage to a noble from House Vadalis especially if they get involved with the Royal Eyes
was really a political move.) of Aundair. In an intrigue-oriented campaign, she
While Aurala willingly relinquishes some measure makes a worthy adversary as well. She has great ambi-
of power to lesser nobles in order to keep the wheels tions and a powerful nation to carry them out.
of government turning, she excels at asserting her The following interaction block assumes that
AUNDAIR

authority at every opportunity. With flowery words Aurala’s granted the PCs an audience—which might
and a powerful presence, she rallies her most stalwart take an adventure itself in addition to some interaction
supporters with confidence and ease. with one of Aurala’s high-ranking nobles or senior staff
Aurala powerfully and loudly proclaims the need to accomplish. Further, it assumes that the PCs have
to maintain the hard-fought peace, while secretly plan- a venture requiring the Crown of Aundair’s help.
ning for the next stage of the war. Although she has The fi rst time Aurala grants an audience to the
put on a public show of backing away from confl ict, PCs, her starting attitude is unfriendly, regardless of
including withdrawing troops from the western border, what the characters may have done to deserve her atten-
she has given a handful of her nobles the authority to tion. After applying any appropriate modifiers from
muster and maintain “small” defense forces that she the following list, the DM makes a Diplomacy check on
can call upon whenever the nation is threatened. behalf of the character with the highest modifier in that
Her nation, her people, her family; Aurala uses skill. The outcome of the PCs’ contact with the queen
these assets to lay the foundation to ultimately claim depends on the check result, as outlined below.
her heart’s desire—the throne of Galifar. No matter Modifiers: PCs come recommended by First War-
her words or deeds, no matter the show she puts on for lord Adal or Lord Darro ir’Lain (+1); PCs are agents
the public, everything that Aurala does leads her one of the Royal Eyes (+2; +4 if trusted agents, +6 if elite);
step closer to the crown and throne of her ancestors. PCs have performed acts of heroism on Aundair’s
She has no intention of letting a lasting peace stand in behalf (+2); PCs have performed acts of heroism that
the way of her ultimate goal. furthered Aurala’s ambitions (+6); PCs fail to observe
social protocols during audience (–2); PCs have
Thrane or Karrnath connections (–4); PCs haven’t
been vetted by Royal Eyes inquisitives (–4).
If Aurala remains hostile (check result 4 or lower),
she dismisses the PCs—at spearpoint, if necessary.
The PCs can count on Royal Eyes surveillance for the
rest of their time in Aundair.
If she becomes unfriendly (check result 5–14),
Aurala brusquely thanks the PCs for their time and
says she’ll refer the matter to her staff.
If she changes to indifferent (15–24), Aurala
provides deniable, inexpensive support. She grants the
PCs appropriate travel papers, assigns a staff member
to answer questions, and so forth.
If she becomes friendly (25–39), Aurala tells
the Royal Eyes that the PCs’ situation is important
to Aundair’s national interests. As long as their
requests are reasonable, the PCs can count on covert
aid from the Royal Eyes.
If Queen Aurala’s attitude changes to helpful
(40 or higher), her assistance extends to every part
of the Aundairian government, from the military to
the diplomatic corps.

QUEEN AURALA CR 7
Female human aristocrat 8
NG Medium humanoid
Init +1; Senses Listen +9, Spot +9
Languages Common, Elven, Halfl ing
AC 16, touch 13, fl at-footed 15
hp 28 (8 HD)
Fort +1, Ref +3, Will +8

Queen Aurala of Aundair


22
Speed 30 ft. (6 squares) PRINCE JURIAN IR’WYNARN CR 10
Melee +1 dagger +7 (1d4+1) or Male human rogue 5/fi ghter 4
Ranged +2 longbow +10/+5 (1d8+2) CG Medium humanoid
Base Atk +6; Grp +6 Init +4; Senses Spot +7, Listen +7
Abilities Str 10, Dex 12, Con 9, Int 14, Wis 14, Cha 15 Languages Common, Gnome, Elven, Goblin, Halfling
Feats Alertness, Skill Focus (Bluff), Skill Focus AC 20, touch 14, fl at-footed 20 (uncanny dodge)
(Diplomacy), Weapon Focus (longbow) hp 51 (9 HD)

AUNDAIR
Skills Bluff +16, Diplomacy +16, Knowledge (nobility Resist evasion
and royalty) +7, Listen +9, Ride +6, Sense Motive Fort +9, Ref +12, Will +4
+13, Spot +9 Speed 40 ft. (8 squares)
Possessions Diani’s enchanted gown +3, +2 longbow with 10 Melee rapier of puncturing +14/+9 (1d6+6/18–20 plus 1
arrows, ring of protection +1, amulet of natural armor +1, Con) or
+1 dagger Ranged +1 flaming burst hand crossbow +12/+7 (1d4+1/ ×3
Hook “My people have no interest in war. Aundair plus 1d6 fi re)
seeks peaceful relations with its old neighbors.” Base Atk +7; Grp +9
Atk Options sneak attack +3d6, Combat Expertise,
PRINCE JURIAN Improved Disarm, Improved Feint, Point Blank Shot,
Prince Jurian ir’Wynarn, Queen Aurala’s second son, quick-draw either weapon (with gloves of storing)
hasn’t spoken face to face with his mother in almost Special Actions 3/day melee touch attack for 1d6 Con
two years. Combat Gear potion of invisibility, potion of haste
Shortly after signing the Treaty of Thronehold, the Abilities Str 14, Dex 18, Con 13, Int 18, Wis 8, Cha 15
queen issued a decree banning sword duels over matters SQ trapfi nding, trap sense +1
of honor; “The crown cannot bear to see Aundairian Feats Combat Expertise, Improved Disarm, Improved
steel shedding Aundairian blood,” the decree read. Feint, Point Blank Shot, Rapid Reload (hand cross-
No sooner was the ink dry on the decree parchment bow), Weapon Finesse, Weapon Focus (rapier),
than Prince Jurian found himself the winner of an Weapon Specialization (rapier)
honor duel over a woman—and his lordly foe was dead. Skills Balance +14, Bluff +10, Climb +14, Diplomacy
Jurian immediately fled Aundair, choosing exile over +14, Hide +12, Intimidate +8, Jump +25, Knowl-
the embarrassment of forcing his mother’s hand. edge (local) +8, Knowledge (nobility and royalty)
+8, Listen +7, Move Silently +12, Ride +16, Sense
In theory, Aundairian agents are supposed to be
Motive +7, Spot +7, Tumble +14.
pursuing Jurian, but now he lives the life of a wealthy Possessions combat gear plus rapier of puncturing, +1 flam-
playboy-in-exile. The Aundairian wine he’s fond of ing burst hand crossbow with 10 bolts, +2 glamered mithral
has dulled neither his wits nor his reflexes, and some chain shirt, glove of storing (with rapier), glove of storing
suspect that the prince is doing more than socializ- (with hand crossbow), boots of striding and springing, cloak
ing as he moves from noble manor to dragonmarked of resistance +3
villa across the Five Nations. Jurian served a stint in
Hook “I don’t engage in that sort of dueling anymore.”
the Aundairian military and had the fi nest fencing Note: The Prince’s Challenge Rating is one higher than
instructors the royal court could provide, so his victory it would otherwise be to account for his higher than
in his last duel was no accident. elite ability scores and high-value equipment.
Currently, Jurian enjoys the hospitality of the
court of Lord Ruken ir’Clarn in Wroat. He sends coded MARGANA CORLEIS
messages to his mother on a regular basis; few outside Margana, an up-and-coming member of the Arcane
Aurala’s inner circle know that her wayward son is actu- Congress and a professor in divination magic at the
ally one of her top agents in the Royal Eyes. wizard academy within the floating towers of Arcanix,

AUNDAIRIAN SPEECH
The following turns of phrase are uniquely Aundairian. “Have two strings for your bow.” An expression of cau-
“Chattering doesn’t roll the barrel.” Shut up and get to tion and preparation.
work, in other words. “Without wine there is no conversation.” Beyond its
“Dirty hands stroke a white beard.” As you get older, obvious meaning, the phrase is spoken as a request for
you may have to compromise your youthful ideals. or promise of hospitality.
More generally used to mean “sometimes you have “Brightness be!” An expression of surprise.
to compromise.” “Aundair dares! Aundair dares!” A warcry and taunt popu-
lar among Aundairian soldiers during the Last War.

23
can serve as a patron, ally, or adversary for the PCs. charges), headband of intellect+2, amulet of health +2, cloak of
Instruction, however, holds no lure for her; she wants resistance +2, spellbook, material component pouch,
to amass power both within the Arcane Congress and sapphire lens (for analyze dweomer), silver mirror
beyond it. (for scrying), diamond dust (for nondetection)
In this respect, Margana is a typical member of Hook “I sensed your presence long ago.”
the Arcane Congress. She might be part of the Mosaic
Committee (described earlier in this chapter), she
AUNDAIR

might be one of the wizards the PCs meet in a random


encounter within the floating towers, or she could be
teacher to a PC wizard. It’s a simple matter to change
R oyal Eyes of Aundair
“The queen must know everything about her rivals if Aundair is to
her alignment, specialty school, or equipment—or remain free. Whether in Fairhaven, a foreign capital, or the deepest
transplant her from the Arcane Congress entirely. wilderness, Aurala’s eyes must be everywhere.”
As an ally or patron, Margana can send the PCs —Thuel Racannoch,
on missions that generally serve the greater good while Spy Master of the Royal Eyes
also providing her with power, influence, or some other
means for improving her station. As an adversary, Mar- The Royal Eyes of Aundair serves as the crown’s elite
gana can be the mentor who has become jealous of her covert force. Its operatives spy on other nations, pursue
student’s accomplishments or the member of the Mosaic Aundair’s most notorious criminals, and undertake all
Committee who keeps turning up to challenge the PCs sorts of cloak-and-dagger missions for Queen Aurala.
as they go about their usual adventuring business. The history of the Royal Eyes goes back to Lady Aundair
herself, who had a handful of loyal agents she used to
MARGANA CORLEIS CR 11 gather intelligence throughout the kingdom—and to
Female human wizard 11 watch the activities of her younger siblings.
N medium humanoid
Init +5; Senses Spot +0, Listen +0 ROYAL EYES AFFILIATION
Languages Common, Draconic, Giant The Royal Eyes seeks loyal Aundairians or foreigners
AC 15, touch 11, fl at-footed 15 (+4 AC if shield active) whose loyalty can be assured with skills useful to those
hp 51 (11 HD) in the espionage trade. Agents gradually induct suc-
Fort +7, Ref +6, Will +9 cessful operatives deeper into the organization, while
Speed 30 ft. (6 squares) keeping less trustworthy operatives at arm’s length.
Melee quarterstaff +4 (1d6–1) or For the Royal Eyes to hire you, you must be an
Ranged wand of magic missiles (9th) automatic (5 missiles Aundairian citizen by the time you reach agent status.
at 1d4+1 each) The queen can grant that citizenship by secret decree,
Base Atk +5; Grp +4 however, if the Royal Eyes wants you to maintain a
Combat Gear scroll of teleport, scroll of wall of force, cover as a citizen of another nation or a member of a
scroll of summon monster VI dragonmarked house.
Wizard Spells Prepared (CL 11th; 1d20+13 to over- Once a character begins working with the Royal Eyes,
come SR): he or she has an affiliation score that shows the character’s
6th—analyze dweomer, chain lightning (DC 20) standing in the organization. A new operative begins with
5th—contact other plane, dominate person (DC 20), teleport a base score of 1 plus one-half the character’s level. From
4th—confusion (DC 19), charm person (DC 19), scrying (DC there, the score increases or decreases, depending on
19) (2), wall of fire which of the factors listed below apply.
3rd— arcane sight, clairaudience/clairvoyance, dispel magic, nonde-
tection†, lightning bolt (DC 17), suggestion (DC 18) Score Modifier
2nd—alter self, blur, detect thoughts (DC 17) (2), scorching ray,
Character level bonus +1/2 PC’s level
whispering wind
At least 8 ranks in a relevant skill: Bluff,
1st—charm person (DC 16), feather fall, mage armor†, shield,
unseen servant (2) Diplomacy, Disguise, Forgery, or
0—detect magic (3), message (2) Knowledge (nobility and royalty) +1
† Already cast You fought for Aundair during the Last War +2
Each successful mission +2
Abilities Str 8, Dex 13, Con 14, Int 19, Wis 10, Cha 14
Each successful secret mission +4
Feats Craft Wondrous Item, Improved Initiative,
Queen Aurala personally recommends
Scribe Scroll, Spell Focus (divination), Spell Focus
(enchantment), Spell Penetration you to Racannoch +6
Skills Bluff +5, Concentration +14, Decipher Script Each failed mission –2
+3, Knowledge (arcana) +14, Knowledge (history) You are known to consort with agents of other
+14, Knowledge (the planes) +8, Spellcraft +14 nations or dragonmarked houses –2
Possessions combat gear plus staff of charming (DC 16 or You fought for another nation during the Last War –4
DC 19; 10 charges), wand of magic missiles (CL 9th; 25 Your Royal Eyes affi liation becomes widely known –2

24
A character can receive the “8 ranks” modifier for each ROYAL EYES BENEFITS
of the listed skills. The Royal Eyes takes care of its agents in direct
Secret missions are those in which the target never proportion to how useful they are. The best are
learns that Aundairian agents were involved. noble lords made wealthy after high-risk missions.
A character who “consorts with agents” has his or New agents have little more than a shadowy contact
her score reduced by 2 for every nation or dragon- and the promise of a bag of gold when the mission
marked house he or she has a strong connection to. is complete.

AUNDAIR
For example, if you have a close friend in House
Thurannni and two relatives in the Karrnathi military Missions
intelligence, your affi liation score is reduced by 4. Characters on the watch list get dangerous missions
Only apply this modifier if the Royal Eyes know about that the Royal Eyes wants to be able to deny involve-
the situation (and you can usually assume the Royal ment in, including theft, sabotage, and commando
Eyes know about most things). raids. If you get one of these missions, your contact
Success or failure on any given mission can be a appears as a shadowy fi gure that provides the mission
subjective thing. The Spy Master or other senior agent details in a secluded location. If the mission is suc-
(as played by the Dungeon Master) determines if a cessful, then the promised reward is delivered in a
particular mission was a success or a failure. In some similar manner. You might be hired to frighten off a
cases, no modifier will be rewarded for a mission, as merchant with political aspirations, catch a criminal
the mission results in neither a true success nor a true who escaped beyond Aundair’s borders, or expose a
failure. Such is life in the espionage game. Thrane agent in a foreign capital.
Above all else, the Royal Eyes rewards trust- Agents get more assistance from the Royal Eyes:
worthiness and success. A character with a strong intelligence briefi ngs, contacts near the target, and
Royal Eyes affiliation eventually receives missions often hirelings to handle logistical details. Agents
directly from Spy Master Racannoch or Queen infi ltrate the guerrilla forces on the Eldeen border,
Aurala herself. undertake surveillance missions into Thrane, and spy
on ambitious nobles within Aundair’s cities.
Affi liation Trusted and elite agents take an active part in
Score Consequence planning their own missions, basing their decisions
3 or less No affi liation on the Royal Eyes’ vast network of spies—a network that
4–10 Watch List: Royal Eyes are gathering informa- elite agents were probably once a small part of. These
tion about you and are considering a member- top agents steal prototype siege engines from House
ship offer. You may get occasional Royal Eyes Cannith, plant magic sensors in Karrnathi strong-
missions, although you may not know for whom holds, and kidnap foreign ambassadors long enough
you’re truly working. to impersonate them during treaty negotiations.
11–20 Agent: You have access to a steady stream of Pay for Royal Eyes missions varies widely, but 500
missions from the Royal Eyes. By contacting the gp per average encounter level is a useful average. A
Royal Eyes, you can make Gather Information sabotage mission against mostly CR 3 foes, for exam-
checks within Aundair’s borders as if you had a ple, would pay 1,500 gp—plus the benefits associated
+15 bonus. Doing so takes at least 24 hours. with gaining affi liation in the organization.
21–30 Trusted Agent: You plan your own missions in Agents and trusted agents get longer-term mis-
collaboration with an assistant spy master. You sions, and the pay is better: 750 gp per average
can access most parts of the Tower of the Eyes encounter level for most missions, and double that
(described below). The Royal Eyes issues you a if the mission requires expenses on the PCs’ part or
hat of disguise or similar magic item. Your contacts is unusually sensitive. The elite agents set their own
among the Royal Eyes collectively have a +20 missions and requisition what funds they require from
bonus on Gather Information checks made on Racannoch directly. You’re probably wealthy by the
your behalf. time you reach elite status, but you can award yourself
31 or more Elite Agent: You plan your own missions and set a stipend of thousands of gold pieces per month for the
your own agenda, subject only to Racannoch and work you do for crown and country.
the crown. You have nearly unfettered access to
the Tower of the Eyes. You receive the noble title Information
of lord, although circumstances may preclude The Royal Eyes has a network of thousands of infor-
you actively enjoying the life of a noble. Your mants, both in Aundair and abroad. By speaking with
contacts among the Royal Eyes collectively have your superiors in the Royal Eyes, you can often fi nd
a +25 bonus on Gather Information checks made out what the “word on the street” is. This functions as
on your behalf. a Gather Information check that the Royal Eyes makes
on your behalf. You can make your own inquiries with
Gather Information if you like, but you roll each check

25
The Aundairian countryside, along the Aundair River

separately. If you are a trusted agent with a Gather unfortunate enough to know something the Royal Eyes
Information bonus of +12, for example, you can make has an interest in.
two checks: one in a few hours at +12 and one the fol- The Tower of the Eyes is a central clearinghouse
lowing day at +20. for the Royal Eyes’ intelligence-gathering operations,
You can use the Royal Eyes’ intelligence network but few agents are there at any given time. Only those
even if you aren’t working on a Royal Eyes mission agents undergoing training or those taking a fi rsthand
at the moment. If you ask unusual questions of your look at spy reports can be found within the Tower of
Royal Eyes superiors, they usually ask, “Why do you the Eyes. All others are spread across Khorvaire, doing
want to know that?” Answers won’t be forthcoming the Crown of Aundair’s bidding.
until your superiors are satisfied with the answer Once you’re a member of the Royal Eyes, you can
you give. enter the tower and request assistance (often a scrying
spell or research in the tower’s libraries). Unless Aun-
Tower of the Eyes dair is facing a national crisis, access to a scrying spell
In the Royal Court of Fairhaven, a round alabaster or crystal ball can be arranged within 12 hours. Trusted
tower with two heavy-lidded eyes carved into the stone and elite agents can meet with other top agents and
near the top, rises from the northeast portion of the with Spy Master Racannoch, and sometimes get magic
Great Keep. This otherwise nondescript tower houses items made by the Royal Eyes’ crafters (only if it’s for a
the secret headquarters of a secret organization—the mission, and only with Racannoch’s approval). Spar-
Royal Eyes of Aundair. tan but magically secure accommodations are available
The Royal Eyes headquarters has one of Khor- for agents visiting Fairhaven for a few days.
vaire’s greatest concentrations of magical and mun-
dane surveillance. At any given time, Spy Master Equipment
Racannoch has a half-dozen arcanists using scrying The Royal Eyes issues its trusted agents hats of disguise so
spells or crystal balls to observe Aundair’s rivals at home they can go incognito when they need to. Change-
or abroad. Other spellcasters within the tower experi- lings and others who don’t need the hat’s magic get
ment with illusion magic, crafting stealthy magic items another item useful in the spy trade, often a cloak of
for Royal Eyes agents, or interrogating those prisoners elvenkind or slippers of spider climbing. When a particular

26
mission demands it, you might get other magic items deliverables are the tangible object of your mission:
issued to you, but it’s always with the understanding the item you were sent to steal, the crumbled stone of
that the Royal Eyes wants the item back when the mis- the bridge you destroyed, or the head of the rival spy-
sion ends. master. Sometimes the deliverables are information of
a specific nature. Once you exchange the deliverables
Noble Title for your pay, your time is your own until the Royal Eyes
Elite agents are made lords of Aundair in a private needs your talents again.

AUNDAIR
ceremony with Queen Aurala. A noble can use the ir
prefi x before his or her surname, and lordship often Combat
comes with title to a small piece of land in rural Aun- As a member of the Royal Eyes, you’re taught that
dair. (Because the Last War decimated entire noble combat is just one of many possible means to an
families, the crown is acting as steward for hundreds end—and it’s usually the messiest, loudest, and most
of unclaimed noble estates.) dangerous means at your disposal. Avoid it whenever
If you have an unsavory or muddled background, possible, your superiors are always counseling.
the Royal Eyes develops a lordly identity that you But especially if you’re a native-born Aundair-
can assume when you wish. Many elite agents lead ian, you can’t help but fight with the f lair that the
lives of noble ease—until the crown calls them to realm of the dragonhawks is known for. Few Aun-
undertake “ just one more mission” for the good of dairians can resist the urge to show off their prowess
the nation. with a blade or bow, and operatives of the Royal Eyes
are no exception. A typical Royal Eyes agent tries
Favors to infi ltrate an enemy fortress without resorting to
You can also use your affi liation score to get favors violence—but then grins with anticipation when the
from the Royal Eyes beyond what you need for your guards fi nally catch him and blades are drawn for a
current mission. If you reduce your current affi liation proper swordfi ght.
score by 1 point, you get a simple favor such as access
to sensitive information, hard-to-get documents, or a Advancement
meeting with an important Aundairian official. If you At fi rst, you advance through the ranks of the Royal
reduce your current affi liation score by 2 points, you Eyes without realizing it. The Royal Eyes keep tabs on
get a dangerous, expensive, or illegal favor. your activities, and eventually you prove your worth
The Royal Eyes favors function like the Favored and receive a mission. Succeed, and you learn just who
in House feat on page 53 of the EBERRON Campaign Setting, those mysterious patrons have been over the course of
except that no favor check is required. several previous adventures. Fail, and you may never
hear from those patrons again.
PLAYING THE ROYAL EYES Once you’re an agent of the Royal Eyes, your life
Being a member of the Royal Eyes means simultane- settles into a routine: get a mission from your supe-
ously keeping track of what you’re doing and what rior, complete the mission, get paid, take a break for
you’re supposed to look like you’re doing. You’ve got to relaxation or freelance work before repeating. Occa-
balance your actual identity as a spy for Aundair with sional failures at this point in your career are black
your cover identity. And if you undertake freelance marks on your record, but no worse than that. Your
missions, that’s a third set of priorities to juggle. advancement is limited only by your ability and your
Once you’ve reached the upper echelons of the willingness to commit to the crown. The Royal Eyes
Royal Eyes, you’ve proved both your effectiveness and will take all the effort you have to give.
your loyalty. That means either that you’re an Aun-
dairian patriot or that a more personal code of honor Missions
motivates you to risk your life for queen and crown. The Royal Eyes is one of Queen Aurala’s favorite
The Royal Eyes pays well, but so do Aundair’s rivals, so tools. In postwar Khorvaire, it is the queen’s primary
most mercenary spies don’t join the Royal Eyes. They instrument for influencing events beyond Aundair’s
might get occasional missions from the Royal Eyes, but borders. About half your missions probably take place
they’re never invited to join. in foreign lands, and even those within Aundair often
Most of your contact with the Royal Eyes is with involve foreign agents or plots to destabilize Aundair
your superior. When you fi rst join the Royal Eyes, your or the crown.
superior will be another agent. But as you advance Depending on your talents, your superiors may
through the Royal Eyes’ hierarchy, you’ll report to have you spy, fi ght, or commit acts of sabotage on the
assistant spy masters and eventually to Spy Master crown’s behalf—or perhaps all three in a particularly
Racannoch and Queen Aurala directly. Your superior difficult mission. One month you might be on the
provides you with reports, gives you missions, and trail of Rhunadask and the Eldeen Wolves, and the
makes sure you get paid. Your job is to give your supe- next might fi nd you infi ltrating a masquerade ball in
rior what the Royal Eyes call the “deliverables.” The Zilargo. All of your missions somehow relate to the

27
queen’s ambitions—even if you can’t always see how internal security. The Royal Eyes keeps dissidents
the queen is involved. under surveillance, chases spies from Thrane and
Karrnath, and makes periodic raids against hostile
Responsibilities targets in the Eldeen Reaches.
The Royal Eyes is tolerant of some freelance opera-
tions among its agents; if the organization didn’t NPC Reactions
regard you as essentially trustworthy, it never would Most residents of Aundair have never heard of the
AUNDAIR

have let you join. But it’s aware that other nations Royal Eyes. It is a secret organization, and it likes to
would like to plant double agents within the ranks of remain that way. There is a saying at court: “The
the Royal Eyes. Your superior probably puts you under Royal Eyes are watching.” But few truly understand the
surveillance periodically to make sure you’re still loyal significance or truth of that statement. Only the most
to Aundair. You’re required to report contacts with well-connected and powerful nobles have an under-
agents from other nations and the dragonmarked standing of what goes on within the alabaster tower
houses. If you have acquaintances in these groups—or that rises quietly about the Royal Court.
if you sometimes do work for them—you may have to Beyond Aundair’s borders, the Royal Eyes are also
keep those associations a secret if you want to advance an unknown or perhaps a rumor. Other intelligence
in the Royal Eyes. agencies know of the Royal Eyes, of course, but since
they tend to keep their own activities secret, little details
THE ROYAL EYES IN THE WORLD of the games of intrigue get out into the public.
Given Queen Aurala’s ambition, it’s not surprising
that the Royal Eyes works from shadows across Khor- THE ROYAL EYES IN YOUR GAME
vaire. Of all the Five Nations’ covert agencies, the The Royal Eyes are important allies or enemies in an
Royal Eyes is the most active. And with the exception of Aundair-based campaign, and they’re everywhere. If
Houses Phiarlan and Thuranni, the Royal Eyes inte- you need a shadowy group of foreign spies to hire or
grates magic into its spying efforts better than anyone. thwart the PCs, the Royal Eyes fit the bill. Because
When your campaign needs secret agents who appear the Royal Eyes are an extension of Queen Aurala’s
out of nowhere on a mysterious errand, the Royal Eyes will, they’re potentially as helpful or sinister as you
provides a logical choice. make her.
If your PCs want to take part in cloak-and-dagger
Organization adventures, the Royal Eyes offers a wide variety of
The PCs can take active roles within the Royal Eyes, opportunities, especially for PCs that want to travel
acting as spies, saboteurs, or commandos. The bulk of beyond Aundair’s borders.
the Royal Eyes’ personnel, however, engage in the less
glamorous job of tracking and sorting the immense Adaptation
amount of information constantly moving through The Royal Eyes are in most respects a typical covert-
the Tower of Eyes. operations department. They differ from their coun-
Spy Master Thuel Racannoch (LN male human terparts in other nations in two main respects: their
rogue 4/wizard 7) manages the network and keeps track close connection to the crown and the degree to which
of Aundair’s many agents. He’s utterly loyal to Queen they integrate magic into their operations. It’s a simple
Aurala; her every word is an order to him. While his matter, though, to change the leadership or ultimate
loyalty is beyond question, he’s cautious when he’s aim of the Royal Eyes. Maybe a cabal of high-ranking
unsure of the queen’s wishes. Some of the assistant nobles runs the organization; they’re meant to be eyes
spy masters would like the Royal Eyes to do more on on the royal family, not eyes of the royal family. Perhaps
their own initiative and less at the behest of the queen. Racannoch remains in charge but has secret ambitions
Thuel has a curt reply for his subordinates: “They call at odds with the queen.
it the Royal Eyes for a reason.”
Queen Aurala appointed Racannoch to head the Encounters
Royal Eyes immediately after the conclusion of the Like any encounter with cloak-and-dagger opera-
Last War. The previous minister, Nara ir’Galanatyr, tives, an encounter with the Royal Eyes should feel
was regarded as one of the queen’s closest wartime like more than just another fight. The Royal Eyes
councilors, so her replacement puzzled court watch- should attack from the shadows and f lee into them
ers. Ir’Galanatyr now lives in seclusion in Wyr. She rather than risk capture.
hasn’t appeared in public since Queen Aurala signed And when they’re crossing blades with the PCs,
the Treaty of Thronehold. Royal Eyes agents are still gathering information and
At any given time, the Royal Eyes has a dozen displaying typically Aundairian elan. In between
major operations under way. About half to two-thirds blows and taunts, they’ll ask questions like, “Don’t
of these missions take place beyond Aundair’s borders. you know who you’re really working for?” and “What
The remainder of the missions concern Aundair’s do you suppose that hissing sound behind us is?”

28
is the point in the city that doesn’t afford a view of
A dventures in Aundair
Queen Aurala’s realm has countless places where PCs
the massive castle.
Leadership: Fairhaven has no city government
can make their mark—whether they’re looking for to speak of; Queen Aurala ir’Wynarn rules it as her
wealth, glory, or answers to mysterious riddles. personal domain within the nation she also leads.
Aurala’s brother Aurad (LG male human aristocrat
FAIRHAVEN 6) is the governor for Capital Affairs and handles the

AUNDAIR
Aundairian Capital City, Metropolis, Population day-to-day operations of the city. But major public
92,500 works projects and law enforcement activities happen
The alabaster spires of Queen Aurala’s palace, Fairhold, dominate only with the queen’s approval.
the city skyline. Yet despite their grandeur, the denizens of Fairhaven Demographics: Humans 65%, half-elves 15%,
scurry about their business, oblivious to the architecture that towers over gnomes 9%, elves 7%, changelings 2%, other 2%.
them. Cask-filled wagons, tasseled stallions, and scurrying pedestrians Many of the half-elves ply the Aundair River, so
crowd the streets, and the shouts of vendors and laughter of revelers their population shifts upward or downward by as
fill the air. much as a thousand, depending on fi shing and other
river trade.
Fairhaven is the social and cultural center of Aundair Economics: 100,000 gp purchase limit; no asset
as well as its capital city. Accordingly, it’s also the limit.
center of intrigue for the region and fertile ground
for adventure. Characters who come to Fairhaven can Notable Features
establish connections with the Royal Eyes, smuggle for Fairhaven has places where PCs can fi nd employ-
the black market, or bid on exotic wares in the famed ment, buy and sell rare and powerful items—and sneak
Distant Exchange. into or out of town when need to avoid unnecessary
Fairhaven lies near the headwaters of the Aun- entanglements.
dair River some 80 miles west of the Thrane border. Chalice Center: This red brick plaza is the
City planners divide the city into a dozen wards, first part of Fairhaven that well-to-do travelers see.
the most prominent of which are described below. At one end of the square is the docking tower for
The immense palace of Fairhold in the center of House Lyrandar’s airships. Airships depart daily.
the city is practically a ward unto itself, and rare One route goes to Wroat (78 hours, 1,560 gp) and
Sharn (100 hours, 2,000 gp), and another goes to Treasures from Xen’drik often turn up here, though
Korth (29 hours, 580 gp) and Krona Peak (92 hours, they rarely stay on sale for long.
1,840 gp). A third airship route goes to Flamekeep Sovereign Ward: The Sovereign Host has a
(18 hours, 360 gp) and either Taer Valaestas (100 sprawling temple in the ward to which it lends its
hours, 2,000 gp) or Trolanport (88 hours, 1,750 name. The temple has a central Hall of the Assembled
gp). There’s also a twice-daily express that connects Host that seats almost two thousand worshipers. Indi-
Fairhaven to the Lyrandar enclave at Stormhome (32 vidual shrines to each of the deities that comprise the
AUNDAIR

hours, 640 gp). Sovereign Host surround the central hall; Arawai
The other end of Chalice Center contains House and Olladra’s shrines are particularly large and well-
Orien’s lightning rail station. Lightning rails depart attended. The surrounding buildings provide resi-
every hour for the Orien hub at Passage (360 miles, 12 dences for the acolytes and priests of the temple. In the
hours, 180 gp). Within 2d12 hours on any given day south part of the ward, a number of vacant buildings
there’s a lightning rail going through Passage and on denote the crumbling emptiness of the Church of the
to Wroat (1,844 miles, 61 hours, 922 gp) and Sharn Silver Flame.
(2,300 miles, 76 hours, 1,150 gp), or in the other Abandoned Cathedral of the Silver Flame:
direction to Thaliost (900 miles, 30 hours, 450 gp). Thrane and Aundair were frequent enemies during
Prices are for fi rst-class accommodations. the Last War, and relations between them haven’t
Fairhold: Queen Aurala’s palace takes up acres improved much since the war has ended. This tall,
in the center of Fairhaven. Parts of it are open to the imposing cathedral was one of the largest outside
public, including a museum, extensive public gar- Thrane’s borders, and it was a frequent sendoff point
dens, and a large winery. Other parts of Fairhold, for many Silver Flame missionaries to the west. But
such as the royal family residences and the deten- when the Church of the Silver Flame seized control
tion center within the Courts of Justice, define of Thrane after Thalin’s death in 914 YK, King
high security and bristle with both mundane and Wrogar ordered the cathedral closed, and its clerics
magical guardians. fled rather than face arrest.
The centerpiece of Fairhold is the Crown’s Hall, The cathedral has lain vacant ever since. A few
where Queen Aurala holds audience on a daily basis. looters have explored its many chambers, but most
The arena-sized hall has gold-leaf decorations on Fairhaveners regard the place as haunted. Few chil-
nearly every surface—so much shiny gold that the very dren willingly walk within the cathedral’s shadow,
walls seem to radiate a warm light of their own. believing that “Thrane ghosts” will get them if they
The head of the palace staff is Castellan Adele do. Even adults regard it as bad luck to stand within
Fulirno (described below). She manages more than the cathedral’s shadow—or even to acknowledge its
a thousand workers—everyone from the cooks to the presence. The entire city does its best to pretend that
bedchamber servants to the royal executioners. She the cathedral isn’t there.
also keeps the queen’s daily schedule; few ever speak One of Fairhaven’s most powerful criminal syn-
to the queen without Fulirno’s assent. dicates, the Dark Dagger Gang, has seized the oppor-
Fairhold also houses the Royal Collection of Aun- tunity that the city’s deliberate amnesia presents. The
dair, a peerless collection of historical texts. Access changeling head of the syndicate, Kreelo (described
to the Royal Collection provides a +4 circumstance below), has moved his headquarters into the cathedral.
bonus on Knowledge (history) checks that involve the Now the Dark Dagger gang plots to rule Fairhaven’s
history of Galifar or the original Five Nations. Doing underworld from amid the tattered tapestries and shat-
research at the Royal Collection requires permis- tered stained-glass windows of the former cathedral.
sion from First Warlord Adal, Castellan Fulirno, or W hiteroof Ward: Named for the light gray
Queen Aurala herself. slate roofs on many of the buildings, the Whiteroof
The Tower of Eyes can also be found here, though Ward handles much of the city’s river shipping. A
few people actually understand the purpose or signifi- rough-and-tumble part of town, Whiteroof is home
cance of that particular alabaster tower. to Fairhaven’s transient half-elf population. The
Distant Exchange: The city has larger market- “river elves” of Whiteroof spend about half their
places, but none are as vibrant and exotic as the Distant time idling in Fairhaven and the rest of it fishing
Exchange. Caravans from House Orien and inde- the Aundair River or shipping cargo downriver to
pendent merchants pull up almost daily to sell wares Scions Sound. The half-elves have a reputation up
from far-off lands. By law and custom, nothing sold at and down the river as schemers and con artists, but as
the Distant Exchange can be found within Aundair’s canny business owners as well. Most Aundairians say
borders. Shoppers thus fi nd everything from Karr- that you’ll either get the best deal of your life from
nathi brandy to Q’barran ebony carvings. Many of a Whiteroof half-elf, or you’ll get cheated and left
the vendors offer exotic food, drink, and clothing, empty-handed.
but more than a dozen antiquities dealers have shops The Whiteroof half-elves tend to be more cosmo-
on the streets that surround the Distant Exchange. politan than most Aundairians. They’re among the

30
few Aundairians who regularly trade with Thrane, for The Dark Daggers make most of their money run-
example. Many an Aundairian bard, half-elf or not, ning protection rackets and smuggling contraband
traces his love of story and song to an encounter with (everything from poisons and evil magic to barrels
a Whiteroof “river elf” that told magical tales of life of untaxed wine) into and out of the city. If the PCs
on the Aundair River. do any significant business with Fairhaven’s black
Knowledge Ward: The University of Wynarn marketeers, they have a good chance of attracting
(described below) dominates the Knowledge Ward. Kreelo’s attention.

AUNDAIR
The rest of the ward is given over to meager student Kreelo was a bold changeling as a youth—while
housing, inexpensive public houses, and a small in disguise, he even met Queen Aurala—but now he
enclave of several hundred kalashtar. rarely leaves his bodyguards and the safety of the aban-
House Jorasco Citadel: Adventurers naturally doned Silver Flame cathedral from which he controls
want to know where to go to have a slain comrade his criminal empire. He knows that everyone from the
raised from the dead. Fairhaven’s most potent healer Royal Eyes to rival gang lords would love to put his head
is Haneela d’Jorasco (LN female halfl ing cleric 13). on a pike.
She’ll perform raise dead immediately for 6,000 gp in Thothar (CG male human bard 10): Thothar is
goods or coin as long as she’s convinced that she’s not one of the city’s best-known gadfl ies, a soapbox orator
raising a wanted criminal. Given 24 hours notice, who advocates nonviolent “revolution of the masses”
she can cast resurrection for 11,000 gp in goods or coin. and a democracy so laissez-faire that it borders on
Haneela channels divine power from the spiritual anarchy. The Royal Eyes keeps a close eye on him and
remnants of the Dragon Above, so she’s affi liated with arrests him periodically, but Thothar is careful not
no particular deity. to explicitly advocate elimination of the crown or
violence against any government apparatus.
Notable NPCs Most Fairhaveners regard Thothar with a sympa-
In a city of more than 90,000 people, it’s certain that thetic ear, even if they realize that a consensus-driven
characters can fi nd an NPC of nearly every descrip- society would never come to pass. But because Thothar
tion if they look hard enough. The following NPCs all moves in all circles of Fairhaven’s civic life, he’s one of
possess information, skills, or access that make typical the most well-informed residents of the city, capable
PCs want to interact with them. of dishing out more rumor, gossip, and little-known
Castellan Fulirno (LN female human expert fact than the nosiest courtier. He’s also an attentive
4): Queen Aurala doesn’t grant an audience to unan- student of magic, a knack he claims is a result of “a
nounced visitors, no matter how outlandish their tales. clear-headed revolution of the mind.”
It falls to Castellen Adele Fulirno to interview and vet Thothar willingly casts legend lore, identify, or other
those who have business for the queen or any of the spells in his repertoire on behalf of characters whom
senior ministers. Fulirno works closely with the queen he thinks have the potential to become altruistic
and has a strong, but not infallible sense of the queen’s revolutionaries. If he doesn’t think you have sufficient
priorities. She even suspects that Aurala’s ambitions lie revolutionary fervor, however, no amount of money
beyond leading Aundair to claiming the Galifar crown will change his mind.
at Thronehold. Thothar is also a good source when PCs are
Kreelo (CE male changeling rogue 7): The most making Gather Information checks within Fair-
wanted criminal in Fairhaven, Kreelo leads the Dark haven. He can be found in nearly any ward of the
Dagger Gang. His control of the city’s underworld is city, preaching a rose-colored future from a box on
far from absolute, but his gang is the city’s strongest. the sidewalk.

AUNDAIRIAN NAMES
Aundairian names follow the Galifaran tradition of a Surnames: Aarland, Acker, Adriansen, Alyea,
personal name followed by a family-based surname. Arendt, Bacher, Banekert, Bartell, Bateu, Cruda-
Male: Ari, Bokk, Breyten, Daen, Dover, Erben, ker, Caldamus, Corleis, Dekker, Ennes, Gerlach,
Fluin, Gavrin, Hagro, Herschem, Huys, Jurian, Haldron, Hugrin, Jurians, Karch, Kendig, Maar-
Kamiel, Killian, Kleris, Reng, Retief, Riaan, Saal, tel, Mantanye, Merchiot, Nagel, Ostren, Petilom,
Sarelo, Sithov, Tak, Tyman, Urik. Redeker, Rhuli, Romhaar, Serontain, Shreve, Sykes,
Female: Aafki, Agate, Baltia, Batrax, Beleth, Taumen, Thiel, Toriun, Tullier, Valleau, Veseur,
Chantal, Fientia, Flerentia, Gwen, Hjeltia, Juliona, Yanger, Zenden.
Levini, Margana, Marloes, Sanne, Sien, Tanne-
ken, Vilina.

31
BUYING AND SELLING IN FAIRHAVEN

Fine Aundairian Wines Divine Spellcasting


Mount and Moon Enterprises; handles only the rarest Banau Chardil, Sovereign Host high priest; 9th-level
vintages cleric, but very busy
Fairhaven Vintners; cartel of several large vineyards and Montesi Errensea, Silver Flame missionary; 5th-level
AUNDAIR

wineries cleric; hard to fi nd


Aundair’s Finest; an elf, Jannea Entragent, is Aundair’s
oldest vintner Arcane Spellcasting
Larishea; 8th-level wizard connected to Arcane Con-
Scrolls and Spellbooks gress
Haldran and Sons, Booksellers; a subsidiary venture of the Molthorek the Wizened; independently wealthy 9th-level
Arcane Congress wizard
League of Independent Arcanists; upstart rivals to Arcane Thothar; 10th-level bard revolutionary (see above)
Congress
Molthorek the Wizened; independently wealthy 9th-level Exotic Beasts
wizard Fairhaven Husbandry; in Distant Exchange; hires inde-
pendent trappers
Weapons and Armor House Vadalis compound; availability varies widely,
Chammanau Blades; most are masterwork depending on who you are
Aundairian Army Supply Depot; sells surplus from Last
War Magebred Mounts
Yukiri the Swordsman; despite the name, sells armor House Vadalis compound; as described on page 124 of
as well EBERRON Campaign Setting

Other Magic Items Fancy Clothing


Artificers of Aundair; cartel of several powerful artifi- Riena’s Starfall; specializes in fl ashy courtier clothing
cers Kanshaq the Tailor; more subdued formalwear
Magecraft Ltd.; mostly low-level items made by mage-
wrights Expedition Gear
Boot and Trail; general gear and excellent Aundairian
Alchemical Supplies/Optional Material Components maps
Dragonhawk Reagents; a subsidiary venture of the Arcane Wayfarer Foundation Surplus; subsidiary of the conti-
Congress nentwide explorer society
Blorreuvi and Co.; run by a high-profi le worshiper of
Onatar Inquisitive Work
Chered and Gordau; extended gnome family
Art Objects and Gems (from ruins and dungeons) Arrow Inquisitives; few inquisitives, each with large sup-
Fairhaven Galleries; consortium of several large art port staff
galleries
ir’Uvanto Family Antiquities; noble family that lost its False Papers
fortune in the Last War Dark Dagger Gang; see Kreelo and Abandoned Cathedral,
above
Rare Metals and Gems Janatra Steadyhand; undercover Royal Eyes “sting” opera-
Torak of Mror, Ltd.; son of Mror Hold’s ambassador to tion
Aundair
Hineeji Artaum; known as “The Squint” for his close Poisons and Other Contraband
examination of gems Dark Dagger Gang; see Kreelo and Abandoned Cathedral,
above
Morak’s Crew; rivals to the Dark Daggers, led by the half-

Tirah the Shark (CN female half-elf ranger 6): any dangerous or extralegal undertakings. She still
Tirah is the quintessential Whiteroof half-elf; in the undertakes them, of course, but she hems and haws
last century she’s been a smuggler, a legitimate mer- about it fi rst.
chant, an angler, and even a river privateer in Scions No one knows the Aundair River better than
Sound. She’s now reached middle age for a half-elf, Tirah the Shark, and no one’s more adept at elud-
and she fi nally owns her own keelboat: Darandra’s ing the Aundairian revenue cutters—or bribing the
Thrill. Accordingly, she’s a little more cautious about ones she can’t outmaneuver. Tirah’s a good source for

32
characters who want to slip into or out of Fairhaven overpowers the twittering songbirds and other pleas-
surreptitiously. Darandra’s Thrill has been known to make ant forest sounds.
pickups and dropoffs on deserted Thrane beaches Forest Trails: The Whisper Woods is criss-
as well. crossed with a network of trails seemingly as old as the
Typical City Watch (N human fi ghter 1): A typical forest itself. The trails vary in width between 5 and 15
member of the city watch has chainmail armor, a heavy feet, with most of the wide trails spreading outward
crossbow, a ranseur, and a sap. Two to six members from Whisper Rock like spokes. Regardless of their

AUNDAIR
of the watch comprise a typical patrol, depending on width, all the trails take meandering paths through
the neighborhood. the woods.
Skull Cairns: Hundreds of black stone piles are
WHISPER ROCK scattered throughout the Whisper Woods, most within
Oracle Site; Temperate Forest a few feet of a trail. Character who pass within 20 feet
The woods that surround you seem colder and darker than they should of such a cairn automatically notice that each stone is
be, even in this clearing. Before you is a massive edifice of crumbling roughly carved into the shape of a humanoid skull.
granite—perhaps a fortress, perhaps a mausoleum, perhaps an immense Each skull cairn is the center of a permanent wild
altar. The forest seems to recoil from the rock, tree branches twisting magic effect, as described on page 149 of the Dungeon
away from the center of the clearing. Master’s Guide. The wild magic area extends 100 feet from
You aren’t alone. You see dark shadows flitting through the forest, each cairn.
beyond the wan light of the clearing. The cairns also seem to attract game, and conse-
quently predators of both the natural and unnatural
Something lives inside Whisper Rock, a massive, sort. PCs who rest or camp near a cairn have a 25%
ancient monolith in the center of the forest. No one chance per hour of an encounter, rather than the usual
knows what’s inside the rock, but some brave the sur- 8% chance.
rounding forest to hear the prophetic rhymes that Gnarl Valley: The home of the Gnarl tribe of
Whisper Rock whispers to those who approach it. Such centaurs, Gnarl Valley is a treeless valley 2 miles
a journey is risky; Whisper Rock has self-appointed south of Whisper Rock. About a hundred centaurs call
guardians that jealously guard the prophetic whispers the valley home, although between half and two-thirds
for themselves. of the tribe is away hunting or patrolling the Whisper
Whisper Rock lends its name to the Whisper Woods at a given time.
Woods of northern Aundair. A few woodcutters live Most of the centaurs live in tall-roofed thatch huts
on the edge of the forest, but few draw their liveli- that surround twin teepees: one for Warchief Horgun
hood from the woods. Any Aundairian can tell you (centaur fi ghter 4) and another for Shaman Jalanatra
the woods are haunted. The rock itself sits about a (centaur druid 5).
dozen miles off a particularly forbidding stretch of Characters who approach within a mile of Gnarl
Aundair’s coast, or 80 miles from the Whisper Woods’ Valley have a 75% chance per hour of encountering a
southern edge. patrol of 1d4+2 centaurs. Horgun and Jalanatra both
Environment: The clearing itself has normal partake of Whisper Rock’s prophecies, so it may be
outdoor lighting, but the forest seems unusually dark. difficult for even stealthy intruders to elude the cen-
During the daytime, characters with normal vision can taur patrols.
see only 40 feet (with another 40 feet of shadowy illu- Copse Impenetrable: About 15 miles northwest of
mination) unless they bring their own light source. Whisper Rock, the forest is unusually dense, making
Even in winter, the leaves and branches of the it one of the most verdant temperate forests in Khor-
Whisper Woods rustle ceaselessly, imposing a –5 pen- vaire. For about nine square miles, the Whisper Woods
alty on Listen checks within the forest. is a dense forest as described on page 87 of the Dungeon
The weather at Whisper Rock is normal for the Master’s Guide.
area, except that the air in the Whisper Woods is The Copse Impenetrable is home to several colo-
always 10 degrees colder than elsewhere. While snow nies of araneas, rivals to the Gnarl tribe centaurs. The
is rare in the rest of Aundair, it’s common within the araneas crave access to Whisper Rock, for who wouldn’t
Whisper Woods. want to hear their future foretold? The more numer-
Terrain: The Whisper Woods is a medium forest ous centaurs usually drive off the araneas before they
as described on page 87 of the Dungeon Master’s Guide. The can reach Whisper Rock, but once the araneas reach
undergrowth that covers most of the forest provides the Copse Impenetrable, the centaur pursuit ends
concealment and costs 2 squares of movement to because the centaurs can’t maneuver or fi ght in such
move into. dense woods.
A drider known only as “The Seven” lives in
Features the Copse Impenetrable. While not the leader of
Despite the f lora all around, the Whisper Woods an aranea colony, the Seven enjoys the confidence
are a bleak, forlorn place. The rustle of the leaves of the araneas, and they generally follow her advice.

33
How the Seven came to the Whisper Woods and how WHISPER ROCK ENCOUNTERS
she lost a leg and gained her name are matters she
won’t discuss. d% Encounter Average EL
Whisper Rock: At the heart of the Whisper Woods 01–10 1d4+2 centaurs 7
stands a tumble of black rock—neither wholly a natural 11–13 1 warbound impaler (lesser battlebriar)* 7
outcropping nor fully a constructed ruin. Whisper 14–23 1d3 araneas 6
Rock is at least as old as the early days of Galifar, and
AUNDAIR

24–30 1d4+2 boars (animal) 6


fragmentary references from the Dhakaani Empire 31–37 1d3 dire boars 6
suggest it might be thousands of years older. Nothing 38–42 2d4 krenshars 6
larger than a stunted bush grows within 300 feet of 43–49 1d3 owlbears 6
Whisper Rock, and the entire clearing has an over- 50–51 1d4+2 satyrs 6
whelming aura of abjuration magic. Something pow- 52–54 1d3 thorns* 6
erful is magically trapped within Whisper Rock, and 55–58 1d3 wood woads* 6
that presence gives prophetic whispers to those who 59–65 1d3 assassin vines 5
dare to approach it. 66–75 1d3 centaurs 5
Once per hour, the presence within the rock 76–83 1d3 dire wolves 5
whispers something to a creature within the clearing. 84–85 1d3 dryads 5
If more than one creature is within the clearing, it 86–89 1d4+2 petals* 5
chooses one apparently at random (but the decision 90–94 1 monstrous spider, Huge (vermin) 5
may not be random from the perspective of the pres- 95–100 1d3 monstrous spiders, Large (vermin) 4
ence inside the rock). *Appears in Monster Manual III.
The chosen creature hears a few whispered sen-
tences, each repeated three times. The whispers fore- DM, you still have to make sure that the prophecy
tell the future in a cryptic fashion not unlike that of comes true—even if it does so in a way that the PCs
a divination spell, but the prophecies can extend more don’t expect.
than one year into the future. If you aren’t ready with a prophecy that matches
Whisper Rock provides the prophecy it wishes to your plans for an ongoing plot, consider the follow-
provide, but characters who meditate on a particular ing prophecies. They all have specific details, but
matter can sometimes guide Whisper Rock to prophesy they leave enough unsaid that you still have room
about a particular topic. Doing so requires a DC 30 to maneuver.
Concentration check; failure means that Whisper
Rock foretells an event of its choice—which might • “Beware the man with blue gauntlets, for he holds
wind up being the topic that character wanted in the your doom in his hand.”
fi rst place. • “Three tests before you reach your goal. Two tests
Both Warchief Horgun and Shaman Jalanatra you master, but the third masters you.”
come to Whisper Rock on a daily basis, asking the rock • “Riders bring ill news on the next new moon.”
about everything from future intruders in the forest • “A serpent-tongued woman will be more dangerous
to personal crises that tribe members face. Jalanatra to you than a demon horde.”
in particular regards the rock as a mentor worthy of • “Your greatest foe is just a marionette. Weep for he
veneration—if not outright worship. Whisper Rock has that holds the strings!”
guided the Gnarl tribe for years, and the centaurs are • “Your candle fl ickers and fades, but on the fourth
loath to share it with anyone else. day, your friends can reignite the fl ame.”
• “No foe will best you in battle, but you will be absent
Encounters when your foes are at their best.”
The Whisper Woods provides a place for every creepy • “Beware the fl ame, but trust the shadows it casts.”
denizen of the forest appropriate for a low- to mid- • “Your own family will conspire against you before
level game. The PCs probably follow the winding paths winter’s end.”
of the forest in order to fi nd their way to Whisper Rock
so they can receive a prophetic answer to an otherwise After Whisper Rock has given a prophecy to a character,
thorny puzzle. there’s a 25% chance upon each return visit that the
Characters within the Whisper Woods have an 8% rock whispers an instruction to the PC, not a prophecy.
chance per hour of a random encounter. No prophecies will be forthcoming for that character
until the PC completes the rock’s instructions.
Development The presence within the rock uses the whispered
A prophecy can be both a terrific opportunity and instructions to hasten the end of its imprisonment.
an immense hassle for a DM. Whisper Rock is easier Whisper Rock remains a secure jail today, because
to handle than a divination or commune spell, because the presence mostly whispers to the centaurs, who are
characters can’t ask specific questions. But as the cooperative but not capable of missions beyond the

34
Whisper Woods. Whisper Rock would love to fi nd PCs CRYING FIELDS
amenable to following its directions, because they can Haunted Battlefield; Temperate Plains
undertake more difficult instructions. As the last rays of the sun fade from the red-stained plain, crenellated
At fi rst, the instructions are simple and innocu- walls and ruined siege engines emerge from the gloom. Ghostly soldiers
ous. They gradually get more difficult and more charge one another in a swirling melee, crying “A throne for Wroann!”
sinister, and it should gradually dawn on the PCs that or “Aundair to victory!”
the whispered voice they hear has motives of its own.

AUNDAIR
Sample instructions include: Twenty-seven days of the month, the Crying Fields of
• “Bring twelve paleberries to the f lat rock at the southern Aundair are quiet grasslands notable only for
north end of Whisper Rock.” the red-tinged flora and the white stone monuments
• “Fashion a crown from deer antlers, and leave it and crypts that dot the landscape. But on nights when
atop Whisper Rock.” the moon is full, the Crying Fields become a twisted
• “Cast dispel magic at Whisper Rock at dawn for three mockery of a Last War battlefield, with once-living
days in a row.” soldiers battling each other to gain the victory they
• “Slay a centaur within the clearing, then burn its could not attain in life.
hooves as an offering to me.” The Crying Fields lie east of Ghalt near the Thrane
• “Construct a golem from the skull cairns throughout border. Thrane armies, attempting to avoid long sieges
the forest, for I desire an instrument of my will.” of Tower Valiant or Tower Vigilant, invaded toward
Ghalt on five separate occasions during the Last War.
Treasure Each time, a bloody battle was fought among the farms
There’s a 50% chance at any given time that a 6th-level of southeast Aundair—hundreds of acres of land that
treasure can be discovered on Whisper Rock—either now comprise the Crying Fields.
because the centaurs left it there as a primitive offer- Aundairian farmers long since abandoned the
ing, or because the presence within the rock instructed farms, and now the only life in the Crying Fields is
someone to leave the item there. the hardy, crimson-tinged grass that sprang up when
PCs might be suspicious of treasure just lying in the fields lay fallow. Even on the sunniest day, visitors
the open, theirs for the taking. But Whisper Rock to the Crying Fields can hear the clash of swords and
won’t—and can’t—do anything about characters that cries of anguish, though muffled and distant as if issu-
take treasure from the area. That won’t necessarily ing from another world. At night the sounds of battle
stop it from whispering dire warnings and castiga- grow louder and more distinct.
tions at the PCs on an hourly basis until they leave the On the night of the full moon, the battle becomes
Whisper Woods, however. entirely real, as undead soldiers, Aundairian and
Thrane alike, emerge from the night to battle one
Adaptation another—and any among the living who are brave
Whisper Rock is a low- to mid-level adventure site enough or unlucky enough to be in the Crying Fields
because its biggest lure is the prophecies from the on that night.
rock, and higher-level PCs have access to divination, Environment: During the day, a DC 20 Listen
contact other plane, and commune on their own terms. The check is sufficient to hear the sounds of past battles;
draw for high-level PCs might be the presence within on ordinary nights the DC drops to 15. On the night
the rock itself, especially if it’s about to break out of of the full moon, hearing the battle is automatic—it’s
its rocky prison. Your characters might be trying to a real battle at that point, not just the distant echo of
reestablish the wards that keep Whisper Rock intact, past clashes.
or they might be trying to free whatever’s inside the When the moon is full, characters can see clearly
tumble of stones. for 60 feet, and they can peer through concealing
shadows for another 60 feet; characters with low-
Whisper Rock Lore light vision can see 120 feet, plus another 120 feet in
Characters with Knowledge (local) can research the shadows. The prevailing Aundair weather applies in
Whisper Rock to learn more about it. the Crying Fields on full-moon nights, although the
DC 10: Whisper Rock is a ruin in the center of undead soldiers largely ignore weather. The magi-
the Whisper Woods of northern Aundair. cal transformation that turns the Crying Fields into
DC 15: Hostile centaurs and strange fey infest the an undead battlefield suffuses the entire area with a
forest that surrounds Whisper Rock. strong aura of necromancy.
DC 20: It’s called Whisper Rock because the Terrain: The Crying Fields are battlefield ter-
monolith at the center of the forest foretells the future rain as described on page 91 of the Dungeon Master’s
of anyone who comes near. Guide. The same necromantic transformation that
DC 30: A creature of ancient power is trapped creates undead soldiers also recreates a hodgepodge
beneath the rubble of Whisper Rock, and it’s whisper- of walls, trenches, and the detritus of war. But because
ing for aid in escaping its prison. the historical battles that led to the creation of the

35
Crying Fields were fought decades apart and under bloodthirsty vampires to implacable wraiths. But
different conditions, the arrangement of the fortifica- some living creatures venture into the Crying Fields
tions makes no rational sense—it’s just a jumbled mix in search of necromantic knowledge or the treasures
of five battles overlaid atop one another. of the funeral pyres. The half-fiend cleric and the
retriever on the random encounter table below are
Features examples, but you can create your own rival pyre-rob-
Unless it’s a full moon, the Crying Fields are nearly bers as well.
AUNDAIR

featureless, with only the occasional graveyard or tomb Both the Aundairian undead and the Thrane
breaking up acres of grassland. But when the moon is undead hate the living and will attack any PCs they
full, the Crying Fields become a mixture of battlefield see. But after 2d4 rounds have passed in a given battle
and nightmare. between the PCs and a group of undead, roll per-
Fortifications: Walls, trenches, and berms appear centile dice. There’s a 50% chance that more com-
in the night. They function as described on page 91 batants (determined randomly) will see the skirmish
of the Dungeon Master’s Guide. and join the fray. If they do, there’s a 50% chance
Graves:The Crying Fields didn’t undergo monthly that the new undead represent the other nation and
transformation into a necromantic battleground until will attack their undead enemies before turning on
974 YK, the fi rst anniversary of the Battle of Crying the PCs.
Fields. After major battles in 920, 925, 955, and 968 For example, if the PCs are fi ghting bodaks wear-
YK, peace returned to the region long enough for one ing tattered Thrane uniforms, there’s a 50% chance
side or the other to bury their dead and commemorate after 2d4 rounds that someone else on the battlefield
the valor of the fallen. will notice the fi ght and join it. If the DM rolls six
Whether it’s day or night, the Crying Fields are vampire fi ghters, there’s a 50% chance that they were
home to dozens of graveyards, crypts, and monuments Aundairian soldiers once and will attack the bodaks
to the fallen. rather than the PCs.
Graveyards have gravestones every 10 feet. Stand- Due to the ongoing battle, encounters take place
ing in a square with a gravestone gives you a +2 bonus frequently within the Crying Fields: make a random
to Armor Class and a +1 bonus on Reflex saves (these encounter roll (12% chance for an encounter) every
bonuses don’t stack with cover bonuses from other 10 minutes.
sources). The presence of a gravestone doesn’t other-
wise affect a creature’s fi ghting space. CRYING FIELDS ENCOUNTERS
Crypts and monuments are generally windowless
10- or 20-foot-square stone buildings, sometimes with d% Encounter Average EL
a basement level. Monuments have open doorways 01–11 1 charnel hound* 13
so visitors can see the statuary and inscriptions, but 12–18 1 lich 11th-level wizard 13
crypts are kept locked (with a DC 20 or 30 lock). Some 19–30 1d3 wraiths, dread 13
50% of crypts have a CR 7 to CR 10 trap to keep grave 31–39 1d4+4 bodaks 12
robbers out; those that don’t have traps were looted 40–47 1 devourer 11
decades ago. 48–55 1 half-celestial 9th-level paladin 11
The undead soldiers that fight on the Crying 56–63 1 half-fiend 7th-level cleric, 1 bone devil 11
Fields emerge from the night itself, not from specific 64–73 1 retriever 11
crypts. But the undead fi ght tenaciously to seize and 74–82 1d4+4 spectres 11
hold graves belonging to their side. 83–94 1d4+4 vampires, 5th-level human fi ghters 11
Funeral Pyres: The practice of a funeral pyre 95–100 1d3 shadows, greater 10
for dead war heroes isn’t widespread among the Five *Appears in Monster Manual III.
Nations, so the prevalence of funeral pyres in the
Crying Fields on full-moon nights is puzzling. Yet Development
dozens of funeral pyres burn across the Crying Fields, The undead, the funeral pyres, and the battle-
each with a dead Aundairian or Thrane hero from one ments all disappear when the first rays of the sun
of the five major battles. strike the Crying Fields. Any living creatures find
The pyres burn throughout the night, casting themselves once more on a largely empty plain of
bright illumination for 200 feet in every direction. red-tinged grass.
They also have treasure (described below) that makes
them a target for treasure hunters willing to risk the Treasure
wrath of the undead. Each funeral pyre has a rich array of gifts for the
afterlife—a double standard treasure for a CR 12
Encounters encounter. Reroll any results that give you fl ammable
On a full moon, most Crying Fields encounters will treasure, such as scrolls or tomes.
be with undead soldiers, which run the gamut from

36
Adaptation FLOATING TOWERS ROOMS
The Crying Fields present a high risk for high reward
location full of undead horrors and big piles of trea- d% Room [Aura]
sure. You can adapt them for lower-level play by simply 01–08 Summoning Chamber: This chamber has a magic
choosing weaker undead and smaller treasures. If you circle spell holding an elemental or outsider of 6 HD
do so, consider why the Crying Fields aren’t inundated (Glarehold/Amberwall) or 12 HD (Nocturnas/Sky-
with low-level treasure hunters every month when the

AUNDAIR
reach). The creature will plead or bargain for its
moon is full. Few on Khorvaire can survive a night freedom. [Moderate conjuration]
among dread wraiths, vampires, and charnel hounds, 09–15 Private Library: Books provide +2 circumstance
but many could manage a treasure grab against skel- bonus on any one Knowledge skill, and magical ref-
etons and zombies. erence tomes are equivalent to a wizard’s spellbook
of level 1d6+4. Some of the important books (10%)
Crying Fields Lore are trapped with sepia snake sigil or fire trap. [Faint con-
Characters with Knowledge (local) can research the juration or moderate abjuration]
Crying Fields to learn more about the place. 16–22 Construction Area: Dedicated wrights, 1st-level
DC 10: The Crying Fields are a place in southern magewrights and artificers, and possibly more pow-
Aundair near Thrane where a number of battles were erful spellcasters are working on a magic item (70%)
fought during the Last War. or golem (30%). [Varies depending on item]
DC 15: No one goes there anymore except to 23–30 Meeting Room: Room has a magic trap of CR 1d6+2
honor the dead soldiers buried there. It’s said you on the entrance. Room has a Mordenkainen’s private sanc-
can still hear the sounds of battles if you stand in the tum and/or detect scrying spells active within it [Moder-
Crying Fields and listen. ate abjuration and/or moderate divination]
DC 20: Every month when the moon is full, 31–38 Storage Vault: As described in the Treasure section
those who died on the Crying Fields are returned below. [Varies]
to life as undead horrors, and they battle each other 39–46 Portal Chamber: Teleportation circle connects this
until sunrise. room to one of the other Floating Towers (50%),
DC 30: The undead hate the living, but even more another portal chamber within the same tower
they hate undead who wear the uniforms of their ene- (40%), or an Arcane Congress facility elsewhere in
mies in life. They venerate fallen heroes with funeral Aundair (10%) [Strong conjuration]
pyres, many of which have rich treasures atop them. 47–54 Divining Chamber: Room has a polished silver
A DC 15 Knowledge (history) check is sufficient to mirror (80%) or functioning crystal ball (20%) [Dim
know details of the five battles that took place on what divination]
is now the Crying Fields: the strategic circumstances, 55–61 Necromantic Laboratory: Room has cadavers,
the units involved, and individual acts of heroism great embalming equipment, and 1d6+3 ghasts [Dim
enough to become folklore. necromancy]
62–69 Classroom: Typical lecture hall; 20% chance a class
FLOATING TOWERS OF ARCANIX is in session [None]
Wizard Academy; Temperate Plains 70–79 Private Residence: Home of a 1st- through 3rd-level
As you soar upward, you see four castles, each floating on a rocky island student (Glarehold/Amberwall) or 7th- through
thousands of feet above the verdant fields of Aundair. Each castle is 12th-level master (Nocturnas/Skyreach); 50% chance
a crazy-quilt of different architectural styles, each more outlandish that resident is home. Masters’ homes are likely to be
than the last. Periodic flashes of light illuminate the windows, and trapped and guarded; student dorms aren’t. [Varies]
every so often a gout of flame or eldritch energ y bursts forth from a 80–84 Shrine: To Aureon (50%), Onatar (40%), The
door or chimney. Shadow (5%), or a Cult of the Dragon Below (5%).
Entrance has a magic trap of CR 1d6+2. [Varies]
The Arcane Congress, one of Khorvaire’s greatest col- 85–89 Exhibit Hall: Chamber devoted to lasting displays
lections of arcane minds, operates out of the floating of arcane magic. Roll 1d8 for school (with examples):
towers that hover above the village of Arcanix. Over 1 is abjuration (inscribed magic circle, antimagic field), 2
the centuries, the Arcane Congress has turned its is conjuration (summon monster, Evard’s black tentacles), 3 is
Aundair headquarters into a showcase for the power divination (arcane sight, scrying), 4 is enchantment (deep
of magic. Visiting the floating towers means seeing slumber, confusion), 5 is evocation (darkness, wind wall), 6 is
wonders undreamt of by most Aundairians—from illusion (hypnotic pattern, major image), 7 is necromancy
baffl ing illusions to animated contrivances to cap- (scare, gentle repose), and 8 is transmutation (pyrotechnics,
tured creatures from other dimensions. animal growth). [Faint or moderate]
The floating towers are at once a college of wiz- 90–96 Mundane Area: Kitchen, pantry, etc. [None]
ardry and the personal laboratories of some of the 97–100 Manifest Zone: Roll a random plane on page 92 of
most powerful wizards in the Five Nations. Many a the EBERRON Campaign Setting. Reroll if you get Dal Quor.
would-be magewright or wizard comes to the village [Strong conjuration]

37
of Arcanix, below the towers, hoping to study hard FLOATING TOWERS HALLWAYS
and someday ascend to the lofty ranks of Aundair’s
fi nest arcanists. d% Hallway [Aura]
The Arcane Congress devotes two of the towers, 01–08 Moving Pictures: Portraits on the walls are pro-
Glarehold and Amberwall, to training the next gen- grammed images that move when approached. [Moder-
eration of magewrights and wizards. Nocturnas and ate illusion]
Skyreach, the other two towers, are the residences,
AUNDAIR

09–16 Statue Gallery: Marble statues of famous arcan-


libraries, and laboratories of Arcane Congress mem- ists, some with magic mouth spells on them. [Faint
bers. From these two towers the Congress advises the illusion]
Aundairian crown on magical matters and schemes 17–29 Vertical Lift: Magic elevator, escalator, or plat-
against its rivals, the Twelve (described on page 245 form takes characters up or down swiftly [Strong
of the EBERRON Campaign Setting). transmutation]
Environment: Everburning torches light every corner 30–38 Phase Door: As the spell on page 261 of the Player’s
of the f loating towers, unless a member of the Con- Handbook; triggering condition is “humanoid.” Orig-
gress has a specific reason to prefer darkness. Some inally built to contain out-of-control summonings.
everburning torches burst into fl ame only when someone [Strong conjuration]
enters the room, dousing themselves instantly when 39–48 Spatial Distortion: Hallway appears to be half
the room is vacant. Others burn with strangely colored (50%) or twice (50%) as long as it actually is. [Strong
fl ame, adding a bluish or reddish tint to everything transmutation]
they illuminate. The floating towers are a quiet place; 49–55 Magic Trap: Trap has CR of 1d6+3. Choose from
distracting noise is conducive to neither study nor among those in Chapter 3 of the Dungeon Master’s Guide
political machinations. The temperature is always or invent your own. [Varies]
mild within the floating towers, no matter what is hap- 56–64 Blind Corridor: Hallway section has darkness (70%)
pening outside. or fog cloud (30%) that obscures vision. [Faint evoca-
The Arcane Congress built the floating towers tion or faint conjuration]
over eight hundred years, so their walls have known 65–76 Unusual Walls: Walls are mirrored, detailed mosaic,
many architects, both mundane and magical. Within wood-paneled, or provide view of outside. [None]
the floating towers, there’s always a strong aura of 77–86 Dispelling: Every other round, an area dispel magic
transmutation (the spells that keep the towers aloft) (10th-level caster) goes off in the hallway. Another
and at least one other aura. feature built to contain out-of-control summon-
Terrain: Arcane architects aren’t constrained ings. [Moderate abjuration]
by the square footage within the f loating towers’ 87–93 Visible Aura: Magic items and active spells glow
walls; some rooms exist extradimensionally, and with visible auras, as if everyone had an arcane sight
each tower has far more space on the inside than a spell active. [Moderate divination]
conventionally made castle would. In general, the 94–100 Reconfi gurable: Copper plaques mounted on wall
f loating towers have smooth stone f loors, superior show two or three possible maps of immediate vicin-
masonry walls, and 15-foot-high wood-paneled ceil- ity. If an arcane spellcaster presses a plaque, the
ings (with 30-foot-high vaulted ceilings in particu- hallways arrange themselves into that confi guration
larly large chambers). There’s no consistency to the one round later. [Strong transmutation]
doors within the Towers. Consult Table 3–17 in the
Dungeon Master’s Guide to determine the qualities of a whatever features you like within the floating towers.
particular door. The following features are those known to almost all
The f loating towers are too vast to completely Aundairian wizards, regardless of whether they’ve
map, and such map would be out of date by the time received schooling from the Arcane Congress.
it was completed. Especially in Nocturnas and Sky- Arcanix: This village of 800 people lies directly
reach, the wizards are always making magic altera- beneath the floating towers. The residents of Arcanix
tions to their demesnes. If characters are wandering owe their livelihoods to the Arcane Congress, from
through a f loating tower, use Tables 3–11 and 3–12 the innkeeper who boards the parents of would-be
in the Dungeon Master’s Guide to determine each room’s wizards during the Autumn Entrance Examinations
features, then roll or choose a room type from the to the stablemaster responsible for exercising the
accompanying table. steeds—both mundane and exotic—of some Arcane
Half of the hallways that connect rooms are Congress spellcasters.
normal. The other half possess some strange effect, Most of the important wizards and sorcerers of
rolled or chosen from the table. the Arcane Congress live in the floating towers them-
selves, but a few reside in Arcanix. Raulo ir’Trannick
Features (LN human male wizard 9), for example, is the lord
As a DM, you have four extradimensionally augmented mayor of Arcanix and a member of the Arcane
castles to play with, so there’s plenty of room to put Congress. His family has long had holdings on the

38
southeastern banks of Lake Galifar, and his position as The half-elf sorcerer Robideur died more than
Trannick patriarch demands he live earthbound and 450 years ago, but his descendant Tanila (LG half-elf
board a hippogriff when he’s needed for the business of female sorcerer 8) is the head librarian. The library
the Congress. Raulo and other members of the Tran- forbids checking out books even to the most power-
nick family are the proctors of the Autumn Entrance ful members of the Arcane Congress; examination
Exams, determining which of Aundair’s brightest of a book at one of the library’s oak desks is the only
will get a chance to become magewrights and wizards. option. Tanila has an initial attitude of unfriendly

AUNDAIR
Raulo also serves as a de facto ambassador between toward anyone who even asks about checking out a
the Arcane Congress and any wizards who arrive at book, and she won’t bend the rules unless her attitude
Arcanix unannounced. is improved to helpful (as described on page 72 of the
The Trannick family offers trained hippogriffs Player’s Handbook).
that can ascend to the f loating towers for visitors The Library of Robideur is a terrific research
unable to get there under their own power. The tool. A PC using the library to research a specific
Trannicks collect a 25 gp per person transit fee, question gains a +4 circumstance bonus on Knowledge
which they use to fund scholarships for deserving (arcana) checks and a +2 bonus on Knowledge (the
young mages. planes) checks. The library has a few books on other
Arcanix is also home to the Tower of Alchemy, one topics—histories, gazetteers, and the like—but they
of the Five Nations’ premier colleges for the alchemi- aren’t comprehensive enough to provide a bonus on
cal arts. Its senior mentor, Tzandro Kavalant, has the skill check.
created the alchemical golems that act as servants and Adal’s Demesne: At the center of Nocturnas
guardians within the floating towers. are a series of chambers that Adal ir’Wynarn, Royal
Arcanix’s unique position makes it one of the Five Minister of Magic and brother to Queen Aurala,
Nations’ most magically aware places. Many of the calls home. Adal (described on page 18) splits his
residents are downright blasé about powerful arcane time between the f loating towers and his palace at
magic, while others take great delight in the astonish- Fairhaven. He regards the floating towers as a place
ment on visitors’ faces when a carpet of fl ying alights on where he can be free of court intrigues and free to
the town square or an aged wizard turns into a glorious direct his staff as they conduct magical research and
dragon and fl ies away. build weapons of arcane destruction to defend Aun-
The White Arch: Visitors to the floating towers dair or extend its reach.
often ascend (via magic or the Trannicks’ hippogriffs) Adal is more politically connected than most
to Glarehold Tower, where an outcropping of rock has of the Arcane Congress. He has the queen’s ear at
a massive white marble arch that leads to a white marble a moment’s notice (although the trust between them
courtyard. The White Arch is also the traditional is far from complete). Adal isn’t a great wizard in his
gateway that new students use when they begin their own right, but he’s a consummate power broker and
studies; many an Aundairian youth dreams of walk- charismatic leader. Most of the researchers on his
ing under the white arch, clad in the brown robes of a staff are higher-level wizards than he is, and the many
fi rst-year student. agents in Adal’s employ are likewise among the most
The courtyard beyond the White Arch is the larg- elite in Aundair.
est outdoor space on any of the four floating towers. At any one given time, Adal has three or four
Magically animated topiaries in the shape of boars major research or weapon-development programs
(described on page 173 of Monster Manual III) stand at the under way within his chambers. Each is kept separate
corners of the courtyard. from the others, and only Adal knows the extent and
Library of Robideur: Near the top of Skyreach progress of all the programs. One team might be
is one of Khorvaire’s finest collections of arcane trying to reverse-engineer House Cannith’s creation
lore—although librarians in Korranberg would argue pattern for warforged. Another team works on a system
the point, and who knows what dark lore lurks in the of weather control, and a third is breeding wyverns
libraries of Ashtakala? that shoot fiery rays from their tails.
The library takes up the top four floors of Sky- Maze of Shadow y Terror: In the lowest level
reach’s tallest spire, with bookshelves running from of Amberwall Tower is a maze intended to humble
floor to ceiling. Only the doors and the stained-glass young apprentices confident of their ability to meet
windows interrupt the walls crammed with spellbooks, any threat with magic. The Maze of Shadowy Terror
tomes, and grimoires. A unique spell not unlike unseen spontaneously generates monsters from the summon
servant controls the books within the library. An arcan- monster II and summon monster III lists with a shadow
ist of the Arcane Congress need only state the title and conjuration effect. The denizens of the Maze of
author of a book, and it slides from its shelf, opens Shadowy Terror thus have 20% of their normal hit
wide, then slowly descends to the arcanist’s waiting points, and characters who succeed on DC 17 Will
hands, lazily fl apping its cover open and shut in imita- saves realize that a maze monster is only quasi-real
tion of a bird. and take only 20% of normal damage from it. Each

39
maze monster also has a lower Armor Class, as weak-appearing prey. Sporadic attempts by one wizard
described in the shadow conjuration spell on page 276 or another to wipe out the pests haven’t been success-
of the Player’s Handbook. ful thus far.
The Amberwall instructors intended that the The Arcane Congress has a pragmatic attitude
maze, which looks like a typical set of twisting dun- toward spellcasting, so it’s not uncommon to see both
geon corridors, serve as a final test for wizards and demons and celestials making pacts with the arcan-
sorcerers before they head out into the world or ists of the floating towers. While individual denizens
AUNDAIR

become members of the Arcane Congress. But brave of the towers might be paragons of good or evil, the
and foolhardy students eager to prove themselves are Arcane Congress as a whole places no stigma on affi li-
always sneaking into the basement and entering the ation with either fiends or celestials.
maze on their own. Two encounter tables appear below, one for the
Gate of Xabra: Near the top of Nocturnas is an towers devoted to education, Glarehold and Amber-
astronomical observatory and one of the great arti- wall, and another for Nocturnas and Skyreach, the
facts of the Arcane Congress: the Gate of Xabra. This towers where the higher-level wizards of the Congress
circle of menhirs, transplanted from a Q’barran ruin live and scheme. In either of these areas, the chance
shortly before the start of the Last War, has graven of a random encounter is 10% every 30 minutes.
glyphs that correspond to no known language or code.
The glyphs hold overwhelmingly powerful conjura- GLAREHOLD/AMBERWALL ENCOUNTERS
tion magic sufficient to send everything within the
circle to another plane of existence. d% Encounter Average EL
When a would-be traveler uses a fi nger to trace 01–10 1 8th-level sorcerer 8
certain glyphs on the stones, they glow slightly. When 11–15 1 Huge elemental (any) 7
all the correct glyphs are lit, everything within the 16–21 1d3 phase spiders 7
Gate of Xabra disappears and a whoosh of air fi lls the 22–25 1 phasm 7
void that remains. 26–36 1 5th-level wizard, 1d3 3rd-level wizards 7
Finding the correct sequence of glyphs is no 37–44 1d3 gargoyles 6
easy task. Fortunately, failed attempts don’t have 45–48 1d3 summoning oozes* 6
negative consequences—or at least they haven’t so 49–53 1 will-o’-wisp 6
far. The glyph sequence can’t be learned by rote, 54–63 1d4+2 2nd-level wizards 6
because the correct glyph sequence depends on both 64–67 1d3 Large animated objects 5
the destination plane and the alignment of the stars 68–72 2d4+3 dedicated wrights** 5
around Eberron. 73–79 1 Large elemental (any) 5
In general, it takes a DC 25 Knowledge (the 80–86 1d3 Medium elementals (any) 5
Planes) check to open the Gate of Xabra to a specific 87–96 1d4+2 iron defenders** 5
plane. Uli Blackthatch (NE male gnome wizard 7/ 97–100 1 ravid 5
loremaster 2) studies the Gate of Xabra for the Arcane *Described in Monster Manual III.
Congress. He has a Knowledge (the planes) modi- **Described in the EBERRON Campaign Setting.
fier of +18 and will direct planar travelers in what he
believes is the correct sequence. Characters will have more challenging encounters
The Gate of Xabra only opens for an instant, in the towers where the Arcane Congress itself lives
although in most cases it leaves a circular impression and works.
on the other plane that allows a return trip. Trav-
elers appear within the circle at the moment they NOCTURNAS/SKYREACH ENCOUNTERS
arrive; once they step back inside it, they reappear
in the gate chamber in Nocturnas. On the plane of d% Encounter Average EL
Irian, the return circle might be marked with crystals, 01–07 1 glabrezu demon 13
while it might be a circular glade on the forest plane 08–13 1 iron golem 13
of Lamannia. 14–23 1 11th-level wizard, 1d4+2 7th-level wizards 13
24–31 1d4+2 erinyes devils 12
Encounters 32–40 1d3 clay golems 12
Most encounters within the walls will be with students 41–47 1d3 guardian nagas 12
and arcane instructors (in Glarehold and Amber- 48–57 1 12th-level sorcerer 12
wall) or higher-level wizards and their assistants (in 58–65 1 11th-level wizard, 1 shield guardian 12
Nocturnas and Skyreach). But the hallways also have 66–74 1 elder elemental (any) 11
monstrous guardians, and out-of-control summoned 75–82 1 alchemical golem* 11
creatures from conjurations gone awry happen at all 83–92 1 half-dragon celestial lammasu 11
four towers. In addition, the towers are plagued with 93–100 1d3 arcane oozes* 11
gargoyles and arcane oozes that sometimes ambush *Described in Monster Manual III.

40
Development
If characters trigger an alarm within the f loating
towers, they face an array of magic traps, summoned
Prestige Class:
guardians—and wizard after wizard keen on defend-
ing Congress and home. The internal layout of each
K NIGHT PHANTOM
“When we reached the ridge, we could see that our soldiers were hard-
tower magically changes at the direction of senior pressed by Karrnathi forces. There was nothing to do but dismiss our
wizards, so intruders may fi nd that the hallways along steeds, cast a few spells, then charge into the fray.”

AUNDAIR
their escape route don’t lead to the same places they — Knight phantom Athum,
used to. remembering the Battle of Starpeak Mile

Treasure During the Last War, the knight phantoms were spe-
Some of Khorvaire’s greatest magical treasures are cialized light cavalry that used phantom steeds to reach
found within the walls of the floating towers, mostly in the critical point in a battle, then a combination
secure vaults within Nocturnas and Skyreach. A typi- of spellcasting and martial prowess to win the day.
cal vault is a lead-lined chamber with multiple magic Part of Aundair’s famed Knights Arcane, the knight
traps, each CR 7 to CR 10, on its door. Beyond the phantoms prided themselves on their ability to ride
door lies the treasure—and undoubtedly a guardian of hard and reach strategic points in the battle before the
at least CR 10. The vault guardians are often outsid- enemy could—or to rescue Aundairian units in danger
ers, constructs, or undead because the wizards of the of being overwhelmed by the enemy.
floating towers can create or control them somehow. Like other members of the Knights Arcane, the
Alarm spells, contingent versions of the whispering wind spell, knight phantoms remain in service to the Aundair
and other alarms typically guard the vault’s most pre- crown after the end of the Last War. But their num-
cious contents. bers are diminished, and many a knight phantom
It’s a lot of trouble to get into a vault, but the has retired—or put her war-won talents to use as
effort can be worth it. A typical vault holds a CR 12 an adventurer.
treasure with double items. Some vaults hold still
greater treasures—and have commensurately more ENTRY REQUIREMENTS
deadly guardians.
Feats: Still Spell.
Adaptation Skills: Ride 4 ranks.
The floating towers offer both low-level play (among Special: Proficiency in all martial weapons.
the arcane scholars in Glarehold and Amberwall) Special: Ability to cast phantom steed.
and high-level play (among the leaders of the Arcane Special: Citizen of Aundair, member of the Order of the
Congress in Nocturnas and Skyreach). Emphasize Knights Arcane.
whichever aspect of the floating towers—wizard col-
lege or cabal of eldritch schemers—best fits the needs BECOMING A KNIGHT PHANTOM
of your campaign. Becoming a knight phantom requires a great deal
of arcane power, so the class is available only to
Floating Towers Lore 5th-level wizards, 6th-level sorcerers, and 7th-level
Characters with Knowledge (arcana) can research the bards. The latter two classes are relatively rare,
floating towers to learn more about them. because few characters expend a precious spells
DC 10: The floating towers, on the southeastern known slot on phantom steed—the signature spell of the
shore of Lake Galifar, are an arcane academy that knight phantoms.
trains many wizards and magewrights.
DC 15: The Arcane Congress runs the floating CLASS FEATURES
towers and many powerful wizards live there. The knight phantom prestige class takes capable wiz-
DC 20: Two of the towers, Glarehold and Amber- ards and gradually turns them into capable melee fi ght-
wall, are for students. The other two, Nocturnas and ers, without slowing their spellcasting too much.
Skyreach, are for the powerful members of the Arcane Phantom Steed (Sp): Once per knight phantom
Congress, including Adal ir’Wynarn, Aundair’s First level per day, you can conjure a phantom steed to act as a
Warlord and Minister of Magic. mount for you or someone else you designate. It takes
DC 30: Adal ir’Wynarn has top-secret laborato- a standard action to will the steed into existence.
ries in the Nocturnas tower where his staff develops Add your levels in knight phantom and your highest-
weapons of arcane destruction. level arcane spellcasting class to determine the caster
Knowledge (local) is the relevant skill for learn- level of this effect—particularly important because
ing about Arcanix and its connection to the floating it sets the duration on your steeds and determines
towers. whether they can ride over difficult ground or even
into the air.

41
can activate or deactivate your aspect of the phantom
ability as a free action, and you can divide up your
available rounds as you wish.
Countenance of the Phantom (Su): For a
number of rounds equal to your knight phantom
The Knight Phantom level, you take on a ghostly pallor, and gray tendrils
of mist cling to your form. Starting at 7th level,
you gain the concealment of a blur spell (20% miss
chance) as the misty tendrils envelop you in a pro-
tective cloak.
Your eyes glow a baleful red when you take on the
countenance of the phantom. At the beginning of
your turn, each creature within 10 feet of you must
succeed on a Will save (DC 10 + your knight phantom
level + your Cha modifier) or be shaken for 1 round.
This ability does not stack with other fear effects, and
it has no effect on a creature that is already shaken.
This ability works only while your countenance of the
phantom ability is in effect.
You are immune to the fear effect of other knight
phantoms.
You can activate or deactivate your countenance of
the phantom ability as a free action, and you can divide
up your available rounds as you wish.
Blade of the Phantom (Su): At 10th level, you are
able to extend your phantom powers into the weapon
you carry. For a number of rounds equal to your knight
phantom level, you can bestow upon a melee weapon
you wield the brilliant energy quality. Your weapon
Somatic Prowess (Ex): The Knights turns gray and semi-insubstantial, however, rather
Arcane has taught you techniques for than glowing brightly. But the effect is otherwise the
simplifying the gestures you use when you same: You ignore armor bonuses to AC, although
cast a spell. You can cast arcane spells while other bonuses due to Dexterity, def lection, dodge,
wearing light armor without incurring the normal natural armor, and so on still apply.
arcane spell failure chance. However, like any other Undead, constructs, and objects are unharmed by
arcane spellcaster, you incur a chance of arcane spell your blade when it is in phantom form. Your weapon
failure if you cast a spell with a somatic component otherwise functions normally, including any magic
while wearing medium or heavy armor, or while using enhancements bestowed upon it.
a shield. You can activate or deactivate your blade of the
Spellcasting: At each level except 1st, you gain phantom ability as a free action, and you can divide
new spells per day and an increase in caster level (and up your available rounds as you wish.
spells known, if applicable) as if you had also gained
a level in an arcane spellcasting class to which you PLAYING A KNIGHT PHANTOM
belonged before adding the prestige class level. You As a knight phantom, you are among Aundair’s most
do not, however, gain any other benefit a character elite soldiers. You can get to places that traditional
of that class would have gained. If you had more than cavalry can’t reach—and you can get there before
one arcane spellcasting class before becoming a knight your enemy has a chance to react. And once you’ve
phantom, you must decide to which class to add each arrived, you can outcast what you can’t outfi ght and
level for the purpose of determining spells per day, outfi ght what you can’t outcast. That’s the strategic
caster level, and spells known. maxim drilled into every knight phantom: Throw your
Aspect of the Phantom (Su): For a number of strength against your enemy’s weakness, and you’ll
rounds per day equal to your knight phantom level, carry the day for Aundair.
you take on the gray, semi-insubstantial appearance Now that the Last War is over, many knight phan-
of your steed once you reach 4th level. You hover just toms are retired or on “detached duty,” free to seek
above the ground and can ignore swampy ground, their fortunes across Khorvaire. Unless war breaks
difficult terrain, and other impediments that don’t out again, you have a great deal of independence and
extend more than a few inches above the ground. You need only check in with the Knights Arcane from
can even walk across water or other liquids safely. You time to time.

42
THE KNIGHT PHANTOM HIT DIE: D8

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +1 +2 +0 +0 Phantom steed, somatic prowess —

AUNDAIR
2nd +2 +3 +0 +0 — +1 level of existing arcane spellcasting class
3rd +3 +3 +1 +1 — +1 level of existing arcane spellcasting class
4th +4 +4 +1 +1 Aspect of the phantom +1 level of existing arcane spellcasting class
5th +5 +4 +1 +1 — +1 level of existing arcane spellcasting class
6th +6 +5 +2 +2 — +1 level of existing arcane spellcasting class
7th +7 +5 +2 +2 Countenance of the phantom +1 level of existing arcane spellcasting class
8th +8 +6 +2 +2 — +1 level of existing arcane spellcasting class
9th +9 +6 +3 +3 — +1 level of existing arcane spellcasting class
10th +10 +7 +3 +3 Blade of the phantom +1 level of existing arcane spellcasting class
Class Skills (2 + Int modifier per level): Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (geography),
Ride, Spellcraft, Spot.

Combat: While most knight phantoms are accom- KNIGHT PHANTOMS IN THE WORLD
plished equestrians, few fi ght from the backs of their “We had a whole battalion dug in the bridge, ready for the Aundair-
phantom steeds. While faster than conventional horses, ians. But somehow they used magic horses to ride across the river
phantom steeds are too fragile to handle the rigors of a several miles downstream, so they captured our headquarters and
cavalry charge. You’re likely to use your phantom steed supply train.”
to get to the battle, then dismount and use spells or —Hann Olbrecht, Karrnath Army
swordplay to defeat the enemy (which is why you’re
called a knight). The knight phantom prestige class is a good choice for
Because you fi ght reasonably well in melee, you’re a character who wants to transition from an arcane
more likely than most arcane spellcasters to cast pro- spellcaster—usually a wizard—to a hybrid fi ghter/
tective and attack-enhancing spells on yourself before caster. It’s similar to the eldritch knight in the Dungeon
battle. If you can get a few rounds before a fi ght to cast Master’s Guide, but the knight phantom fights a little
spells such as bull’s strength, haste, or stoneskin, you’re a much better at the expense of some spellcasting and more
more dangerous foe. onerous entry requirements.
By 9th or 10th-level, you’re capable of casting As a DM, you can also use the knight phantoms
Tenser’s transformation—and unlike many wizards, you’ve as enemies who can be nearly anywhere at a moment’s
got the gear and training to make that spell pay off. notice—or as the proverbial cavalry that arrives in the
Combined with your armor-defeating blade of the nick of time to save the PCs’ hides.
phantom ability, you’re a terror on the battlefield. Daily Life: Now that the Last War is over, many
Advancement: When you volunteered for knight knight phantoms sell their unique talents as merce-
phantom training, you made an unusual choice. naries or freelance adventurers. Those that remain on
You diverted a career in the arcane arts to learn the active duty mostly patrol Aundair’s borders, arriving
soldier’s craft as well. Few arcanists have the physical at trouble spots before conventional troops can even
attributes to make good soldiers, so you’re already a get out of the barracks. They otherwise live typically
breed apart. And when you consider the elite missions austere military lives, stealing time with their spell-
that the knight phantoms undertake, you’ve had plenty books and to brush up on their arcane skills whenever
of chances to earn promotions and decorations in the they can.
Aundairian military. Even though peace prevails across Notables: The most famous former knight phan-
Aundair at the moment, Aurala’s realm still faces many tom is now one of Aundair’s most influential men:
dangers. If you opt for active duty, the Knights Arcane Darro ir’Lain, Lord of the Knights Arcane. Lord
will defi nitely keep you and your fellow knight phan- Darro (LN male human, wizard 6/knight phantom 6)
toms busy. has a greater say in affairs of state than anyone other
Resources: The Knights Arcane tend to issue than Queen Aurala and First Warlord Adal. Lord
equipment on a mission-by-mission basis, so you Darro rarely rides with knight phantoms anymore,
have whatever you own and whatever they’ve given you. because he has the larger Knights Arcane organization
Because the Knights Arcane has access to powerful to command. But he still wears the coat of the knight
spellcasters, you have access to all sorts of magic arms phantoms with pride whenever he’s in uniform.
and armor. But you aren’t the only soldier clamoring Organization: At the height of the Last War,
for better gear; access doesn’t mean ownership. the knight phantoms were able to field two heavy
cavalry companies for the Knights Arcane—nearly

43
400 knight phantoms in all. Now only a single com- cal resource: available actions. Every round you spend
pany of 150 knight phantoms remains on active duty; swinging your sword is a round you didn’t cast a spell,
the rest are dead, retired, or on long-term leave from and vice versa. You’re also going to face tough equip-
the Knights Arcane. ment choices: magic sword or ring of wizardry? Better
Captain Mathus Brochand (LG male human armor or new spells for the spellbook?
fi ghter 1/wizard 5/knight phantom 5) now commands That’s the price you pay for having one of the most
the knight phantoms, and his staff is responsible for versatile classes in the game. And the knight phantom
AUNDAIR

keeping at least tenuous tabs on former members who isn’t without its less tangible benefits as well. You get
are still in fi ghting shape. He’s headquartered in to stride across the battlefield looking like a vengeful
Lathleer, although the knight phantoms have been apparition, and low-level foes will flee in terror. Your
spending more time in the vicinity of Windshire than fellow PCs will be grateful every time you summon
anywhere else lately. enough phantom steeds for the whole party to travel over-
land at great speed.
NPC Reactions
The knight phantoms are rare enough that most Adaptation
Aundairians tend to group them with the Knights As written, the knight phantoms are connected to
Arcane in general. Everyone knows that the Knights the Knights Arcane, one of Aundair’s strongest and
Arcane combine spellcasting with traditional military most capable military units. But you can extract
techniques, and most think of the knight phantoms as that bit of backstory if you like, making the knight
just “Knights Arcane on horseback.” While the details phantoms elite soldier/spellcasters of any of the Five
of the knight phantoms elude most Aundairians, Nations—or perhaps an order within House Deneith
they know that the Knights Arcane were a bulwark of or the Valenar elves.
Aundairian strength throughout the Last War—and
thus any Knight Arcane is assumed to be a war hero Encounters
by default. The average Aundairian has an initial A challenging encounter with NPC knight phantoms
attitude of friendly toward anyone wearing the coat is a matter of repeatedly confounding PCs expec-
and leather of the knight phantoms. tations. First, surprise the PCs by putting knight
Karrnathi and Thrane soldiers regard the phantoms where they thought no enemies could pos-
knight phantoms less kindly, but an unfriendly sibly be. Then, let them puzzle out why chain shirt-
attitude is limited by the fact that only elite enemy wearing spellcasters are capable of fireball spells. And
units and top commanders knew of the knight then surprise them with the phantom-related class
phantoms’ existence. Unless they actually faced the features—and offer them a phantom steed chase for the
phantoms in battle, former soldiers of Karrnath fi nale when the knight phantoms retreat.
and Thrane have an attitude of indifferent toward
a knight phantom. LIEUTENANT BARA MERNU CR 10
Female human fi ghter 1/wizard 5/knight phantom 4
KNIGHT PHANTOM LORE NG Medium humanoid
Characters with Knowledge (history) can research the Init +4; Senses Spot –1, Listen –1
knight phantoms to learn more about them. Languages Common, Elven, Sylvan
DC 10: The knight phantoms are the light cavalry AC 17, touch 11, fl at-footed 16 (+4 AC if shield active)
of Aundair’s Knights Arcane. hp 48 (10 HD)
DC 15: Only powerful wizards are considered for Fort +8, Ref +3, Will +4
membership in the knight phantoms. They’re called Speed 30 ft. (6 squares); aspect of the phantom: 4
that because they ride phantom steeds twice as swift as even rds/day ignore difficult terrain
a magebred horse. Melee +1 greatsword +11 /+6 (2d6+4/19–20) or
DC 20: T he knight phantoms aren’t truly Ranged +1 composite longbow +9/+4 (1d8+3/×3)
cavalry—they’re more like horse-mobile, spellcast- Base Atk +7; Grp +9
ing infantry, which makes them a tough match for Combat Gear potion of cure serious wounds, scroll of invis-
an enemy general. ibility, scroll of dimension door
DC 30: Lord Darro ir’Lain was once a knight Wizard Spells Prepared (CL 8th):
phantom, and he still wears their insignia on his dress 4th—enervation, greater invisibility, Otiluke’s resilient sphere, stoneskin
uniform. 3rd—fl y, greater magic weapon, haste, heroism
2nd—bear’s endurance, bull’s strength, scorching ray, extended
KNIGHT PHANTOMS shield
IN YOUR GAME 1st—magic missile (3), ray of enfeeblement, expeditious retreat
It takes a successful balancing act to play a knight 0—detect magic, light, message (3)
phantom effectively. You can cast spells and hold your Abilities Str 14, Dex 13, Con 12, Int 19, Wis 8, Cha 10
own in melee, but you have to hoarde your most criti- SQ familiar

44
Feats Craft Magic Arms
and A rmor, Extend
Spell, Improved Initia-
tive, Quick Draw, Scribe
Scroll, Still Spell, Weapon
Focus (greatsword)
Skills Concentration +12, Diplo-

AUNDAIR
macy +6, Intimidate +4, Knowledge
(arcana) +12, Knowedge (geography)
+2, Ride +13, Spellcraft +12
Possessions combat gear plus +1 mithral
breastplate, +1 greatsword, +1 composite long-
bow (+2 Str bonus) with 10 arrows, head-
band of intellect +2, spellbook, diamond dust
(for stoneskin)
Hook “We can be there by nightfall. Behold!”
Aundairian dragonhawk
D RAGONHAWK
The dragonhawk is Aundair’s national symbol.
Trained dragonhawks perform aerobatics before In the heraldry of Khorvaire, Aundair is represented
major affairs of state such as parades and other by a majestic dragonhawk, the symbol of his high ideals
celebrations. and aspirations. Above the rolling plains and fields
of Aundair, dragonhawks soar through clear skies.
DRAGONHAWK Their aeries are hidden in the highest mountains.
Huge Animal Many prey on smaller species of monsters, seizing an
Hit Dice: 8d8+40 (76 hp) orc here or a kobold there to sustain themselves and
Initiative: +1 their offspring. Unprotected settlements of humans,
Speed: 10 ft. (2 squares), fly 120 ft. (average) on the other hand, fear almost as much for the safety as
AC: 18 (–2 size, +1 Dex, +9 natural), touch 9, fl at- their horses and livestock as their families. The largest
footed 17 and most majestic dragonhawks serve as mounts and
Base Attack/Grapple: +6/+22 companions to heroes.
Attack: Claw +12 melee (1d8+8) The eastern territories of the Eldeen Reaches
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 were part of Aundair before the end of the Last
melee (2d6+4) and 2 wings +7 melee (1d6+4) War. Because of the movement of the border, several
Space/Reach: 15 ft./10 ft. aeries are now on Eldeen lands, a few small circles
Special Attacks: — of druids have experimented with awakening free and
Special Qualities: Low-light vision, blindsense 60 ft. feral dragon hawks. In fact, the legendary First Aerie,
Saves: Fort +11, Ref +7, Will +4 home to some of the largest (12 to 18 HD) dragon-
Abilities: Str 26, Dex 12, Con 20, Int 2, Wis 14, Cha 6 hawks, is now deep within the Eldeen wilderness.
Skills: Listen +7, Spot +15, Survival +7 Some believe these creatures have f lown as far as
Feats: Alertness, Flyby Attack, Wingover Fourth Aerie in southern Aundair, where they are
Environment: Temperate mountains (Aundair) already conspiring with their lesser brethren against
Organization: Solitary, pair, or aerie (5–20) the lords of Arcanix.
Challenge Rating: 6
Treasure: None Combat
Alignment: Always neutral Dragonhawks attack with their talons, sharp beaks, and
Advancement: 9–18 HD (Huge) wings, which deal bludgeoning and slashing damage.
Level Adjustment: — Blindsense (Ex): The thin feather at the base of a
dragonhawk’s beak is extremely sensitive to vibration.
This bird of prey is enormous—easily large enough to carry a human on Combined with the bird’s excellent sense of hear-
its back in flight. Its beak is heavy and sharply pointed, its head tufted ing, this gives a dragonhawk blindsense to a range
with long, pointed feathers, and its eyes bright yellow with irregularly- of 60 feet.
shaped pupils. A single long, gently curved feather juts up above its four Skills: Dragonhawks have a +8 racial bonus on
nostrils at the base of its beak. Its wings are patterned in shades of brown, Spot checks.
and a large claw juts from the joint of each wing. Special: A 10th-level druid from Aundair can call
a dragonhawk as an animal companion.

45
G rund was not impressed.
Two law officers—even two
of the King’s Citadel—
were no match for his entire
gang. “Outnumbered,” Grund
rumbled. “Should have left my
business alone.”

T hen Kage, who joined the gang


a few months back, moved to
stand with the Citadel Agents.
He brandished a rapier in one hand
and a badge in the other.


N ow there are three of us,” Kage
said, relishing the looks of
outrage and surprise, “and you
better believe we’re better than the City
Watch you normally have to deal with . . .”
CHAPTER TWO

BRELAND

BRELAND
B reland, our Breland,
Land of freedom and bravery,
Forever will the Bear and Crown
Stand upon this land we love.
Breland, our Breland,
Realm of gold and wonders,
Always will we sing of thee
become the greatest in the land, he knew that his days
as an explorer and pirate had come to an end. Mal-
leon and his loyal warriors conquered and enslaved
the goblins and erected a fortress atop their ancient
ruins. What was once Duur’shaarat and would one
day be Sharn now belonged to Malleon. He named the
place Shaarat.
Across this land we love . . . For six hundred years, Malleon, his warriors,
—“The Song of Breland,” and their descendants built Shaarat into a power-
Breland’s national anthem ful and wealthy city on the bluff overlooking the
Hilt. By this point, Breggor Firstking had estab-
Distance allowed Breland to develop in ways that were lished the nation of Wroat some 500 miles north
distinctly different from the other human nations. along the Dagger River. It was inevitable that the
While each of the human settlements that eventu- two settlements would come into conf lict. Breggor
ally became the Five Nations took root in the rich wanted Shaarat for his own, but Malleon’s descen-
land surrounding the Scions Sound, the ancestors dants refused to yield. The siege of Shaarat lasted for
of the Brelish nation felt confined along the shore almost a year before Breggor ordered his wizards to
of the Brey River. The original settlement, built destroy the place. Shaarat fell, but Breggor claimed
near where A ruldusk stands today, was quickly the ruins and renamed the city Sharn. Over the next
abandoned and its people moved south, following eight hundred years, the towers rose and the city
the river until they found a site that pleased them. grew, becoming the second jewel in the nation of
The original nation of Wroat grew up around what Wroat’s crown.
is today Vathirond. The glory of Sharn was lost during the last days of
The frontier nation didn’t stop there, however, the War of the Mark, when the remnants of the aber-
and soon those within the settlement who wanted rant mark forces took refuge in the City of Towers.
more open space and more freedom continued to Rather than fall before the onslaught of the armies
move south and west. It was about 2,400 years ago that of the pure dragonmarked houses, the leaders of the
Breggor Firstking led most of the pre-Brelish settlers aberrant mark forces destroyed themselves and their
to fertile fields where the Howling and Dagger Rivers followers in a display of arcane power that left Sharn
converged and established the nation of Wroat. in ruins. The city remained abandoned for more than
Meanwhile, as the humans of the Lhazaar expe- five hundred years.
ditions landed on Khorvaire’s eastern shores and It was Galifar I, king of the newly united kingdom,
migrated inland, one of Lhazaar’s most powerful who came to the City of Tower’s rescue. In 35 YK, Gal-
lieutenant’s struck out to map the southern shores of ifar ordered Sharn to be rebuilt so that it could serve as
the new land. With four mighty warships and more the southern bastion of his kingdom. It took more than
than a thousand warriors, Malleon explored the coast five years to make a portion of the city habitable, then
of southern Khorvaire. Along the way, Malleon earned another fi fty years for the towers to rise over the ruins,
the name “the Reaver” as he plundered the settlements but by 150 YK, Sharn was well on its way to becoming
of goblins, gnomes, and lizardfolk he discovered. the largest and most powerful city not only in Breland
Then, about twenty-five years after Lhazaar fi rst led but in the entire kingdom.
them to this new continent, Malleon sailed into the Meanwhile, the rest of the nation grew and pros-
Hilt of the Dagger River. pered. It maintained ties with the other nations, and
When Malleon fi rst set eyes upon the ancient when it became part of Galifar’s united kingdom,
city on the bluff, a city that would eventually grow to it served as a valued and powerful realm within the

47
larger country. But the distances between Breland’s The rulers of Breland are outlined on the table
capital and the seats of power of the other Five Nations below. This information can be gleaned with a DC 10
allowed for new ideas and attitudes to develop. No Gather Information or Knowledge (history) check.
matter how prosperous and large Breland became, it
was always seen as “the frontier” by the other nations. Date Monarch
And on this frontier, new ideas such as personal 892–919 YK Wroann (declared queen in 894 YK)
freedom, inalienable rights, and individual think-
BRELAND

919–922 YK Kason
ing thrived. 922–927 YK Brask [regent]
Today, Breland stands as a benign monarchy that 928–960 YK Boranex
combines a system of heredity and nobility with an 961 YK–Present Boranel
elected parliament. (The parliament existed prior to
the creation of the independent kingdom of Breland,
during which time it helped the governor-prince
administer this portion of the realm. Wroann estab-
P ostwar Breland
Breland weathered the storm of the Last War amazingly
lished it as a true legal force in 895 YK, shortly after well. The size of the nation, the strength and deter-
the start of the Last War.) Of course, some feel that mination of its people, and its abundance of resources
the monarchy should be supplanted and replaced by gave it the ability to carry on when others fell back, to
an elected leader, but King Boranel remains fi rmly in choose its own course and not be dependent on allies
command. Still, no other nation enjoys such power, of convenience. Breland did earn friends over those
such diversity, and such freedom for the majority of its years, and ties between Breland and Zilargo remain
citizens. The opportunities are endless, and the wealth strong now that the war has ended.
of ideas that flow from the cities to the countryside is The central and southern regions of the nation
truly amazing. saw little if any direct confl ict over the century of
battle, but no one in Breland made it through without
losing a friend or loved one to the war effort. While the
R oyals of Breland
From the moment Brey ir’Wynarn took the ruling
farms north of Wroat and Galethspyre never suffered
the indignity of invasion, it was the sons and daughters
chair in the Great Hall of Wroat, the descendants of of the farmers who went off to fi ght for Brelish honor
Galifar have governed the nation of Breland and its and glory. They fought at the borderlands, repelling
people. Governor-princes in line to one day inherit invaders, and they fought across the borders, taking
the throne of Galifar administered the nation until the battle to whatever nation was considered an enemy
894 YK, when the kingdom collapsed and each scion that season.
declared his nation to be a sovereign and inde- Today, the borderlands of Breland remain strong
pendent country. In that year, Wroann, fi fth scion and on the alert, even as reconstruction takes place
and youngest daughter of Galifar’s last king, Jarot, to repair the ravages of battle. In the west, Orcbone
named herself Queen of Breland until she could and Shadowlock Keep watch for any incursions from
rightfully claim the crown of Galifar and reunite the Droaam. Drum Keep, in the north, watches the
shattered kingdom. Eldeen border, where so many on both sides fell in

BRELAND AT A GLANCE
Data based on parliamentary census records, 997 YK.
Population: 3.7 million
Area: 1,800,000 square miles
Sovereign: Boranel ir’Wynarn
Capital: Wroat
Major Cities: Sharn, Starilaskur, Galethspyre, Xandrar
Climate: Temperate in the north, tropical in the south
Highest Point: Erix Peak in the Blackcaps Range, elevation
13,256
Heraldry: A roaring bear surrounded by gold wyverns on a
crimson shield
Founder: Wroann, fi fth scion of King Jarot
National Motto: “We gain what we give.”

48
some of the worst battles of the Last War. Sword Keep rights afforded other Brelish citizens—once the Last
and Brey Crossing protect the borders with Aundair War was over. This edict allowed Boranel to emancipate
and Thrane, while Sterngate keeps an eye on the passes the warforged while still guaranteeing their service for
into Darguun. Perhaps the most active post in the the duration of the war. It had the secondary effect of
current day is Kennrun, where knights and warriors making the Brelish warforged more committed to the
must constantly deal with threats emerging from the Brelish cause, and it attracted warforged from other
dead-gray mist surrounding the Mournland. nations to rally to the Brelish banner—especially
BRELAND

Breland is a progressive nation that welcomes all warforged from the northern nations of Aundair
who come in peace with open arms and the promise of and Thrane.
honest wages for honest work. Its progressive nature,
however, provides a home for those who wish to engage SOCIETY TODAY
in less than honest work, especially in the larger cities. Breland came out of the Last War in relatively good
The nation works hard to maintain the Treaty of shape. Financially, the coffers are full and the nation’s
Thronehold, for King Boranel believes that peace is a industries are strong. Militarily, the Brelish forces
better road to travel than war. remain alert and ready should war again break out
King Boranel is well and truly loved by the across the land. But Boranel isn’t interested in fi ght-
majority of the Brelish people. Unfortunately, ing another war. He realizes that the nation must
Boranel’s age is beginning to show, and none of his defend itself, and he knows that there are still hostile
heirs have demonstrated even a modicum of his intel- forces surrounding the country, but he hopes that
ligence and charisma. Many believe that Breland’s through diplomacy and trade agreements, the remain-
strength relies on Boranel’s leadership, and many of ing sparks of confl ict can be doused.
his enemies beyond the borders of the nation can’t Boranel works hard to keep the lines of commu-
wait for him to fall. Will the hope of many who covet nication open with Aundair and Karrnath, though
the Brelish countryside come to pass? When Boranel he doesn’t completely trust the leaders of these rival
falls, so falls Breland? kingdoms. He has a grudging respect for the power
of Thrane, but he has no love for the theocracy that
THE PEOPLE at times was his most powerful and deadly opponent
The people of Breland have a strong tradition of during the Last War. Boranel continues to extend the
independence and free thought. They are fiercely hand of friendship to the nations formed in the wake of
loyal to the kingdom and to the Brelish crown, but the Last War, but he secretly fears that the next threat to
at the same time they don’t want the laws interfering peace will come not from the original Five Nations but
with their daily lives. The Brelish always speak their from one of these upstarts. Finally, the king seeks to
minds, and while they treat aristocrats and officers make good on the remnants of Cyre that have swarmed
with the respect due to rank, they still consider into his country after the destruction of their own.
themselves to be the equal of any other person. While When others turned them away and tried to ignore the
the Brelish expect their voices to be heard, they also horror that had befallen them, Boranel opened his
take the time to listen to others, and they are known borders and gave them a home. He prays that by doing
for their tolerance. There is also a strong strain of the right thing, he won’t live to regret it.
skeptical pragmatism in the Brelish character; the
Brelish always try to find the catch in every deal, SCHOOLING
question what others take on faith, and look for a Breland’s relative isolation from the horrors of the
personal advantage in any situation. This attitude has Last War allowed it to maintain the high educational
its dark side, and the major cities of Breland have the standards inherited from the kingdom of Galifar. A
highest crime rates in Khorvaire. character born and raised in Breland can choose one
The Brelish are proud of the size and power of regional education benefit.
their nation. Where Aundairians are often smug and
slightly condescending, the Brelish tend to be brash Regional Education—Breland
and loud. They know their nation is the greatest power The Brelish are industrious folk who are a little fl ighty
in Khorvaire. This strength gives them a bit of an and easygoing about their faith. Any character with
overbearing presence when traveling. They often like Breland as his or her region of origin gains a +1 bonus
to visit other lands and see new sights, but they carry on Knowledge (nobility and royalty) and Profession
their nationality on their sleeve (sometimes literally), checks, while taking a –1 penalty on Concentration
and won’t hesitate to compare the accomplishments of and Knowledge (religion) checks.
others to things “back home.”
In 986 YK, ten years before the Treaty of Throne- Regional Education—
hold, King Boranel forced the Brelish parliament to Morgrave University
pass the Warforged Decree. This decree recognized The students at Morgrave University study Xen’drik,
warforged as sentient beings and granted them the the continent of secrets, and share the Brelish laxity

50
in regards to religion. Of course, many consider those an attitude that suggests they know this. They tend
associated with Morgrave to be less than trustworthy. to be confident, liberal, and tolerant of others.
These characters start play with less money (having Nothing seems to surprise or faze the Brelish. They
paid college fees) but know people who might help love to engage in debate, especially regarding poli-
them move recovered relics. Any character can choose tics, though they enjoy conversations of all types.
to have received an education at Morgrave University, They have a rather special love of gossip, which
gaining a +1 bonus on Decipher Script and Knowl- is why the Sharn Inquisitive has such a strong reader-

BRELAND
edge (geography) checks, while taking a –1 penalty on ship throughout Breland, but usually fares poorly
Diplomacy and Knowledge (religion) checks. Further, beyond the Brelish borders, where it is seen as light
the character begins play with one lesser underworld and inconsequential.
contact in Sharn, and has starting gold reduced by 25 The people of Breland may disagree and debate
(minimum of 0). the merits of their leaders among themselves in town
halls and taverns, but don’t let them hear an outsider
Regional Education—Sharn disparage their nation or their king. They take great
A youth in Sharn can’t help but spend some time pride in their country and its accomplishments, of
climbing on the outside of one of the great towers its openness and tolerant views. Sure, things can be
as part of growing up, or hear about the importance improved, but they will handle that themselves, thank
of manifest zones in the city’s architecture. On the you. Like the bear that serves as the symbol of their
other hand such youth are likely to have only lim- country, the Brelish can appear to be slow and sluggish
ited contact with domesticated animals or even the one moment, but that appearance belies their power,
world outside the enormous city. Any character with ferocity, and ability to move quickly when the situation
Breland as his region of origin may choose to have calls for it.
been raised in the city of Sharn, gaining a +1 bonus Religion is all well and good, and the Brelish
on Climb and Knowledge (the planes) checks, while have their share of priests and faithful. But religion
taking a –1 penalty on Handle Animal and Knowl- is a private matter to most Brelish, not something to
edge (geography) checks. be shared or, worse, pushed upon others. Though
tolerant and understanding of all things different,
the Brelish have a tendency to show stronger emotions
R oleplaying a Brelish
Brelish tend to be loud, boisterous, and easygoing.
regarding king and country and other tangible things.
“Gods and religion are all well and good,” Beggar
They enjoy more personal rights and freedoms than Dane has written, “but get back to me when you see
seen anywhere else on the continent, and they carry Dol Arrah walking the streets of Sharn.”

FIVE THINGS EVERY BRELISH KNOWS


1. The Galifar Code of Justice. Every citizen of 4. The virtues of democracy. Unique among the
Breland learns at least the basics of the Code of Justice, Five Nations, Breland has long been experimenting
especially as it pertains to the rights afforded individuals with a new form of government. While the monarchy
in any situation. This knowledge boils down to the right remains in place, many other duties of government,
to defend yourself, the right to confront your accuser, including legislation, falls to a partially elected
and the right to open debate. Of course, the code con- body—the Brelish Parliament. Thanks to town meet-
tains many additional rights and laws, but these tend to ings where all citizens have a voice and the right to vote
be the most important for the average Brelish citizen. for the elected members of the parliament, the Brelish
2. That different is just different. Tolerant and understand the rights, responsibilities of democracy,
accepting, the average Brelish believes that different as well as the great gift they have to live in such a pro-
isn’t better or worse, good or bad; it’s just different. gressive nation.
Different races, different faiths, different cultures . . . 5. The wisdom of Beggar Dane. Out of the
the Brelish, on the whole, are the most accepting and pages of the Sharn Inquisitive, the simple lessons for
unifying people in Khorvaire. living popularized by this anonymous street bard
3. Something about the weather. Everyone in have become ingrained in the Brelish mindset.
Breland has an opinion about the weather, and they These include: “A copper piece in the cup is a
love to discuss their views and share them with others. copper piece earned,” “Never borrow, never lend,”
This is especially true in the southern portions of the “The silent man has no one to blame but himself,”
country, where the weather seems to vary between two and “A magewright in the town is worth an army in
states—hot and wet, and hotter and wetter. the wilderness.”

51
The nation’s heroes stand brave and ready in wonder why the Brelish like to build vertically. It’s
battle, fi ghting strongly for the things they believe in. a mystery.”
This belief doesn’t extend to issues of ultimate good Even within many of the towers and stone buildings
or ultimate evil, but instead center on the down-to- in the cities, the Brelish tend to use elements of their
earth matters of the rights and responsibilities of the rustic heritage. Large rooms decorated with natural tree
individual. In many ways, the street sage Beggar Dane trunks and logs give the stone interiors a sense of life
puts the ideals of the Brelish people into words: “Help and warmth. In the countryside, especially in the south-
BRELAND

those who need help,” and “Treat the beggar as you ern climes, buildings are designed to keep the coolness
would treat the king.” in and the heat out, and windows are plentiful.
In New Cyre, in eastern Breland, the Cyran refu-
gees have begun to fashion a city that harkens back to
B relish Style
Breland combines the rich heritage of Galifar with
the wonders of lost Cyre. This makes the small city very
different in look and feel from similarly sized settle-
the new ideas of its people. As is typical of a frontier ments in other parts of the country.
nation, much of the Brelish countryside has a rustic,
quaint feel that somehow fi nds a place even in the CUISINE
larger cities. The exception, of course, is Sharn, which Brelish cooking utilizes meats, vegetables, and hearty
has a style and feel all its own. sauces to create fi lling and comforting meals. North-
ern Brelish cuisine tends to be simpler fare, with a
ART sweet and savory fl avor. This is the food of farmers,
The diverse nature of Breland’s people tends to create designed to satisfy even the most ravenous appetites
a diverse number of artistic styles, and one can fi nd before and after a day of work in the fields. Here one
almost anything if one looks long enough and hard can fi nd beef boranel, a favorite of the king, that fea-
enough. The Brelish spirit, however, is best demon- tures a bread and mushroom stuffi ng roasted inside a
strated in the neo-Brelish renderings that advance the full side of beef. Other hearty meals from the north-
Galifaran form to a new level. Whereas traditional Gali- ern and central regions of Breland include farmer’s
faran paintings use a fl at, shadeless, two-dimensional stew, thrice-poached eggs and sizzling pheasant, and
rendering style, the paintings of the neo-Brelish have kettle fried spider and redeye berries.
depth and a more true to life depiction of what the artist Southern Brelish cooking is more adventurous,
sees. Much of this has been influenced by the artisans utilizing the spices and vegetables that grow in the
of House Phiarlan, but the Brelish have taken the style more tropical clime. Food with a lot of heat dominates
and made it their own. the menu, as do meals influenced by the diverse popu-
Brelish art tends to convey a sense of freedom and lation of Sharn and then transported into the rest of
energy, no matter the subject matter. Artists often the countryside.
create scenes taken from life, though they prefer Traditional southern Brelish cooking is spicy
to create portraits that place the subject within the and fl avorful, and often too hot for those used to
grandeur of the Brelish countryside, as well as scenes simpler fare. Fire-wrapped golden fi sh, spiced pork
of the fantastic wildlife that roams the land. The Brel- and orange peppers, and hot-spiced chicken in panya
ish also have a fondness for battle scenes, and while leaves are considered high cuisine in the best inns and
many show the power of Breland on the battlefield, restaurants throughout Breland.
some show the darker, less inspiring side of war. King Sharn fusion, meanwhile, is a culinary experiment
Boranel, in particular, used images of the dead and in combining traditional Brelish cooking with the
dying, remarkably portrayed in the work of Saranven exotic cuisine of the diverse people that regularly pass
d’Phiarlan, to help gain support for his role in the through or settle in the City of Towers. Taking ingre-
Treaty of Thronehold. dients and cooking styles from all over Khorvaire, the
master chefs of Sharn combine these exotic dishes with
ARCHITECTURE their native presentation to make a totally new form
In the cities of Breland, from Starilaskur to Wroat of cuisine. Bold and exciting, Sharn fusion isn’t for
to Sharn itself, Galifarn-style towers scrape the sky everyone. But for those willing to try something new
and buildings of stone connect one to another. In the and a little different, this exotic culinary experience
countryside, however, the heart of Brelish architecture is worth the effort and expense (Sharn fusion tends
can be seen in the rustic houses and common buildings to cost more than a traditional Brelish meal).
made of heavy logs and bricks.
Through the use of magic, Breland raises impos- FASHION
sibly tall towers above its cities, reaching heights that Brelish fashions tend to be simple and comfortable.
are rarely seen in the cities of the other nations. Because of the heat, the Brelish prefer lighter fabrics
“For all the space they have horizontally,” Kothin and open, airy designs in casual dress. It is quite rare
of the Mror Holds once commented, “you have to for Brelish clothes to cover the shoulders, and women

52
often wear detached sleeves to keep their shoulders bare.
The Brelish hate to be confi ned by rules, and aside
from the demands of the weather, they follow few stan-
dards in dress. They do have one rule, however—cloth
dyed with sayda. This rich sky-blue dye is made from
shellfi sh found only in waters of the Dagger River near
the Hilt. Sayda has become synonymous with Brelish
national pride, making it more commonly known as
“Brelish blue.” Natives of Breland traveling abroad
make a point of always including at least a splash of
Brelish blue in their clothes (unless traveling incog-
nito). When the Brelish dress up, they are as likely to
wear more elaborate versions of their normal garb as
to adopt styles from across Khorvaire; there have even
been times when hobgoblin clothing has been in vogue
in cosmopolitan Sharn.
Jewelry is common, even among the lower classes,
with copper wire being used for many everyday adorn-
ments. Anklets and particularly armbands are the
most common, although any sort of jewelry can be
found among the wealthy.

P lots and Factions


Postwar Breland is rife with intrigue and adventure.
Wild bulettes can strike anywhere,
even in the King’s Forest
While Sharn seems to attract a lot of this kind of cloak-
and-dagger plotting, the rest of the country sees its
own share of shadowy subterfuge. Here are a few such
plots and those working to make them come to pass; To make his dream become reality, Lord Ruken
adventurers can get involved in any or all of these as conspires with a handful of other legislators. Those
they travel the roads of Breland. working with him include mostly nobles with heredi-
tary posts in the parliament, since they have the time
THE PRIME MINISTER to bring such plans to fruition. He has two elected
Lord Ruken ir’Clarn (LE male human aristocrat 2), lawmakers in his camp, however. Shiana of Wroat,
a member of the Breland Parliament’s prestigious now in her third term as senior representative of the
Noble Legislature, has a dream. In that dream, the capital, and Thanoc of Zilspar, who has served as the
monarchy has faded away to be replaced by a govern- representative of the border village for almost twelve
ment of the people, by the people. This new govern- years, both adhere to the theory that the crown must
ment needs direction and leadership, however, and be replaced by the vote.
in his dream Ruken provides all that and more as the To further his aims, Ruken has begun a series of
elected Prime Minister. secret meetings with Queen Aurala of Aundair. She is
But dreams don’t put swords in the hands of willing to provide funds and advice to make the dream
soldiers, as Beggar Dane is fond of saying. So Ruken of a monarchy-free Breland a reality, and Ruken is
conspires to remove the authority of the crown after willing to accept her help—regardless of the Queen’s
Boranel dies or abdicates the throne. Thrane, for true motives in the matter. In the end, Ruken sees an
example, has gotten along fi ne without a king or queen, ally who wants the crown of Breland to get pushed aside
Ruken has observed. Of course, he doesn’t want to as soon as Boranel is fi nished wearing it.
replace the crown with a theocracy. He fears the abuses Getting PCs Involved: The King’s Citadel gets
of the religious as much as the incompetence of those information that a high-ranking Aundairian offi-
of noble birth. Instead, he plans to take the democratic cial is having secret meetings with a member of the
experiment so crucial to Breland’s success to the next Breland Parliament. The characters are brought in
level. He plans to turn all power over to the parliament, (due to past services or because of their reputation)
eliminating the current system of shared authority in to discover whether these clandestine meetings pose
which the crown controls all executive and judicial a danger to crown and country.
power while the parliament administers legislative On the other hand, Lord Ruken can hire the
power. A central authority fi gure is still required; Lord characters to engage in work to further his own ends.
Ruken plans to win the election for prime minister The characters may never realize the full scope of
when this plan is fully implemented. Ruken’s plans for Breland, but they can perform

53
missions for the noble that might, on the surface, on the Day of Mourning or who might have been
appear to be in the best interests of the nation. Ruken responsible for the terrible destruction, and serving
has need of messengers, spies, and operatives for as diplomats charged with fi nding friends and allies
missions that range from simple deliveries to more in other nations for the New Cyran government. He
dangerous jobs dealing with “enemies of the crown” knows he has few friends in Aundair and Thrane, but
that actually provide Ruken with status or disrupt the Oargev hopes to fi nd help in Karrnath or one of the
actions of true agents of the king. new nations formed in the wake of the Last War.
BRELAND

From the other side of the situation, any number


CYRE REBORN of foreign powers and organizations have an interest
The terrible devastation that destroyed Cyre and in gaining information on New Cyre and the plans of
created the Mournland left somewhere in the range its leaders. Missions include espionage, intelligence
of twenty thousand Cyrans without a home or a land gathering, and diplomatic forays into the rapidly
to call their own. In the wake of the disaster, some growing community of New Cyre.
Cyrans were away on business or for the war effort,
while others were lucky enough to escape before the CANNITH SOUTH
dead-gray mist that seemed to spread from the center With the destruction of Cyre, the leadership of House
of the nation grasped them in its cold embrace. Today, Cannith and many of its most skilled artisans disap-
one of the largest concentrations of Cyran refugees peared in the wink of an eye. Just as with the Cyrans,
can be found in eastern Breland, where, by the grace though, not all of Cannith was confi ned to the
and good will of King Boranel, the town of New Cyre destroyed nation. Today, three distinct factions have
has been established. arisen within the dragonmarked house: Cannith East,
With a population of more than four thousand Cannith West, and Cannith South. The split has not
and growing, New Cyre has become a beacon for dis- yet reached the level of disagreement that broke apart
placed Cyrans around the world. Oargev ir’Wynarn House Phiarlan, and the factions do work together
(NG male human aristocrat 2/bard 2), last prince of for the greater good of the house, but they also work
Cyre, serves as mayor of the town and king-in-exile against each other in subtle and often incomprehen-
for his people. Openly, Oargev praises the kindness sible ways.
of Breland and promises to be a good guest. Inwardly, Baron Merrix d’Cannith (LE male human artifi-
three desires drive him. He wants to discover what cer 9/dragonmark heir 3) commands the vast resources
really happened to his country. He wants to gain of Cannith South. His influence touches all the
vengeance against those responsible. And he wants to enclaves and workshops operating throughout Breland
rebuild his fallen nation, either in its original location and Zilargo, and he has recently opened the fi rst Can-
or somewhere else if necessary. He has made an oath on nith facilities in Darguun. In addition to overseeing
the Mournland, his once-beautiful home that is now the day-to-day efforts of the house and debating pro-
the grave of his ancestors, to make all three of these tocol and objectives with the leaders of the other two
desires a reality. parts of the family, Merrix engages in a number of
Lately, Prince Oargev has decided on a new course questionable to outright illegal hobbies. The Baron
of action. He plans to rebuild his nation in eastern of Cannith South funds numerous expeditions into
Breland, deciding that he will claim all the land east of the Mournland and Xen’drik, and he continues to
Dragon’s Crown when the time is right and the major- experiment with warforged creation processes despite
ity of the Cyran refugees have found their way to his the orders to cease such activities that were part of the
side. The Brelish Parliament, not sure it wants twenty Treaty of Thronehold.
thousand refugees gathered within the country’s bor- His interest in Xen’drik is driven purely by
ders, has introduced legislation to limit the number a need for knowledge, for Merrix fundamentally
of Cyrans that can settle in New Cyre. Oargev has understands that the continent of secrets is the
opposed this legislation, and the decree is currently source of both his family’s original fortunes and the
held up in debate and waiting for a vote. The king-in- elemental-binding magic of the gnomes of Zilargo.
exile has no intention of adhering to the decree even From ancient creation patterns to the secrets of the
if it passes the vote and becomes law. “These Brelish magic of the giant civilization, Merrix has a hunger
laws are fit for the Brelish,” Oargev has told his closest for arcane knowledge from Xen’drik. This interest is
aides, “but they have no authority over the sons and not illegal, but there are many—including the Trust
daughters of Cyre.” of Zilargo—who have no desire to see Merrix uncover
Getting PCs Involved: Oargev and his closest some of these secrets.
aides constantly seek out adventurers to engage in Merrix sends adventurers into the Mournland
missions for the Cyran crown. These missions include purely to study the effects of whatever power magic
getting word to Cyran refugees across the land that was released on the Day of Mourning. Merrix wants
their king-in-exile awaits them in New Cyre, explor- to understand what happened, then improve upon
ing the Mournland for evidence of what occurred the process and make it available for use sometime in

54
the future—for the right price, of course. At the same
time, many House Cannith secrets remain in the ruins
of enclaves and workshops throughout what was once
Cyre, and Merrix is determined that his portion of the
house lay claim to these treasures.
Baron Merrix has no desire to divide House
Cannith, nor does he want to lead the house. He just
doesn’t want anyone interfering in his own plans and
experiments. These experiments include continuing
his work to improve the warforged, which he carries
on in secret in his hidden labs deep beneath the towers
of Sharn.
Getting PCs Involved: Adventurers are in
high demand for jobs related to Baron Merrix
and Cannith South. Indeed, adventurers could do
worse than having Cannith South as a patron. In
addition to partaking in expeditions to Xen’drik
or the Mournland, Baron Merrix has a number of
ongoing jobs related to keeping Cannith South run-
ning smoothly. Deliveries must be made, resources
must be secured, and contracts must be negoti-
ated throughout Breland, Zilargo, and Darguun.
The goblin nation in particular provides numer-
ous opportunities for adventurers tied to Cannith
South. To keep on the good side of the gnomes and
to make sure that the agreements that are currently
in place hold, Merrix has agreed to build a lightning
rail connection between Sharn and Trolanport, a
line of conductor stones that would follow the trade
road along the southern coast. Work has begun, but
adventurers are needed to keep the workers safe and
to secure the construction zones until after the arcane
matrix is put in place.

THE SWORDS OF LIBERTY


Karrnath has its Order of the Emerald Claw, Breland
has the Swords of Liberty. This outlaw band of self-
proclaimed freedom fi ghters operates in small cells
throughout the country, engaging in acts of violence
against the crown as well as taking on select missions
beyond the Brelish borders. Membership in the Swords
of Liberty is secret, and operatives wear Brelish blue
hoods when meeting with other Swords.
The Swords of Liberty fi rst appeared in the ear-
liest days of the Last War, but the group has become
more active in the past decade or so. The tenets of the
Swords of Liberty are fairly simple and straightfor-
ward. During the last years of the Last War, the Swords
called for the abolishment of the Brelish crown and
the formation of a new democratic government. Since
the signing of the Treaty of Thronehold, the group has
added to its message. Now it wants to reignite the war,
believing that Breland is strong enough to win out-
right and spread the ideals of democracy throughout
the land.
This radical and violent organization doesn’t see
that its methods don’t match its message. It attracts
extremists and idealist alike, however, and King

Cannith Tower, in Sharn


Boranel has grown more and more concerned about settlement New Cyre. Is that sad or what? And a little
the Swords and what they may do next. In addition to disturbing, if you ask me. This is Breland, after all,
striking at targets designed to weaken the crown, the not Cyre reborn.”
Swords also strike targets guaranteed to raise tensions Darguun: “We’re trying to live in peace with the
between Breland and the other kingdoms. goblin nation, but I’d like to see some evidence that
While Lord Ruken has met with the Swords of those savages are doing the same. I hear that their
Liberty a few times over the years, he has no real alli- leader isn’t as in control of the place as he made out to
BRELAND

ance with the group. Indeed, he even sees the Swords be during the Treaty of Thronehold meetings.”
as too violent to be of any real aid to his plans. What Droaam: “Monsters of all kinds live to the west.
no one knows is that the true master behind the Nation? Not likely. Savages, that’s what they are. King
Swords is Bastinu, a warmongering fiend with ties to Boranel once met their champion in single battle. Did
the Lords of Dust. Through deception and a call for you know that? Beat that ogre to within an inch of its
patriotism, the fiend hopes to shatter the peace of life and then let it go. His heart’s too big sometimes.
Thronehold and once more plunge Khorvaire into Too big.”
all-out war. Eldeen Reaches: “We fought the Reachers more
Getting PCs Involved: Agents of the crown want than once during the war, and both sides remember
to stop the next Swords of Liberty plot before it gets the pain and suffering those battles caused. Still, trade
off the ground. This could be an assassination attempt with the Reachers is good, and I love it when Eldeen
(either on a Brelish official or a visiting diplomat or fruits reach the market near my home.”
head of state), a terrorist strike, or a plan to sabotage Karrnath: “We didn’t fi ght the Karrns very often,
one of the crown’s industrial centers. but when we did we gave as good as we got. That’s a
On the other hand, the Swords of Liberty might powerful and scary bunch living up there in the cold.
try to recruit adventurers and use them to strike at Makes them hard and formidable. And more than
targets outside of Breland. Bastinu particularly enjoys a little cranky. And what’s all this talk about using
corrupting heroes by appealing to their sense of honor undead to fight for you? Creepy. Still, I’d rather
and heritage—and then tricking them into doing trade with them and drink with them than fight
something totally against their nature. against them.”
Lhazaar Principalities: “Pirates every one of
them. They even tried to take Sharn by sea once. Or
FBartis
oreign Relations
Lonn, a wheelwright from Galethspyre, shares
was that Karrnath? When a Lhazaar ship appears in
the harbor, though, you hold onto your purse with one
his thoughts about foreigners, and his opinions reflect hand and your sword with the other and hope they’ve
those of Breland’s popular majority: come to trade not plunder.”
Aundair: “Magic is all well and good, and Breland Zilargo: “A land of true friends to crown and
has as much arcane might as anyone, but the Aundair- country. The gnomes have done right by us over the
ians drink up magic the way they drink their fancy years, and I think we’ve done right by them.”
wine—quickly and to excess. They fought well during
the war, but we could have beaten them.”
Breland: “This is the greatest country in the world.
We have the greatest king, the strongest army, the larg-
N otable Brelish
Some of the more important fi gures in Breland are
est cities, the most land. We’re all about freedom and described below.
hope and honor, and while we’re extremely humble, we
also know that we’re the best in all the land.” KING BORANEL IR’WYNARN
Cyran Refugees: “King Boranel has extended Born into the aristocracy with his lineage tied to
the hand of friendship to these poor souls, so who am King Jarot, Boranel ir’Wynarn was groomed for
I to disagree with the king. Still, you have to wonder leadership from birth. Perhaps the most beloved
what they’re doing out there. They even named their ruler Breland has ever known, Boranel has certainly

BRELISH SPEECH
The following turns of phrase are uniquely Brelish. “Tower spit!” An expression of discontent or an indi-
“Ogre’s eyes!” An expletive, similar to “drat!” cation of nonsense, similar to “hogwash!” It refers to
“Dagger take you.” An expression of annoyance or anger, the spray that falls from the towers of Sharn during
referring to the fast-moving currents of the Dagger and immediately after it rains.
River which quickly wash away whatever falls in it.

56
had the longest reign since the nation was founded, them (or himself) for the loss of western Breland, and
ruling with strength and wit for 37 years. Boranel given proof of their involvement, he would launch into
was crowned in 961, in what seemed like Breland’s war against Droaam in an instant.
darkest days. His two elder brothers were killed in With the fall of Cyre, some say that Breland could
fi ghting on the western frontier within the space of have won the Last War; certainly it had the edge in
a week, and his father, King Boranex, took his own population, resources, and strategic alliances. Weary
life in grief the following month. The third son, of death and destruction even before the Day of

BRELAND
Boranel, never expected to see the throne at all. Still Mourning, Boranel came to desire peace more than
a young man, he was adventuring in Sharn when the the crown of Galifar. Still, many Brelish hold to the
news of his father’s unexpected passing forced a swift vision of Boranel on the unified throne; in the minds
return to Wroat. of these loyalists, Breland is Galifar, and the Treaty of
Boranel received a broad education, giving him a Thronehold simply a polite way of letting the other
good basis upon which to make decisions. He learned nations back out of the war.
all of the languages common to Breland, which Boranel rules from Brokenblade Castle in Wroat.
helped him understand the diverse cultures that He has outlived three wives and has eleven fiercely
make up the cosmopolitan nation. The young noble independent children (six sons and five daughters). He
also studied strategy guides and tactical journals of enjoys the company of Haydith, King Kaius’s younger
battles. He and his tutors fought and refought the sister, who attends the court and studies in Wroat
great confl icts of the past using miniature soldiers (Boranel’s children, Halix and Borina, have, in turn,
on a tabletop field. been sent to Karrnath). The two rarely discuss poli-
Along with the development of his mind came the tics, since the topic tends to dampen Boranel’s spirits.
training of his body. Boranel studied with some of “Anything but politics!” is one of his oft-quoted (and
the fi nest weaponmasters on Khorvaire, including a mocked) expressions.
female Valenar elf named Eliri who taught him how to In addition to numerous attendants, advisors, and
ride and fi ght on horseback. Eliri was the fi rst love of family members, the king has two male magebred ghost
Boranel’s life, but he was too young for her and foolish tigers (see page 75 for statistics) that dog his heels,
to think he could indulge such boyish infatuations. keep him company, and reflect his moods. One tiger
When he reached adulthood and entered the mauled Boranel’s son Aejar after the boy jokingly
Breland army, Boranel rose through the ranks poked it with a wooden sword. Although Aejar sur-
swiftly, and solely by merit. Long before becoming vived the incident,
Breland’s king, Boranel had been a general who was Jorasco healing
loved and respected by the entire army. He was also magic could
quite the womanizer, as adventurous in love as he was not rid him
on the battlefield. of the ter-
In his youth, Boranel was an adventurer, getting rible scars
away from concerns of war and nation to explore
Xen’drik, the dungeons of Sharn, and the wilds of
Droaam. This adventurous spirit served him well, but
Boranel has experienced highs and lows politically
and in his private life. He used his popularity after
his fi rst campaign to break with tradition and marry
the lady Chaseva ir’Maasat, a minor noble from Cyre
whom he meet at school before returning to Breland.
Enemies thought to use this seeming betrayal against
him, but the Sharn Inquisitive ran a series of articles
about their early encounters at the Library of Kor-
ranberg, and the entire world was charmed by a royal
romance that reached across hostile borders. During
a lull in the fi ghting, he made several expeditions to
Xen’drik, taking more of a scholar’s interest in the
ruins there than a treasure hunter’s zeal to loot the
continent of secrets.
The joy of a happy marriage and four children
turned to dust when his wife was assassinated on a
moonless night. The sizable bounty for the killer has
still never been collected. Unlike his father, Boranel
overcame his grief, though he still suspects the hags of
Droaam had a part in the murder. He has never forgiven

King Boranel of Breland


or reattach his left arm. Boranel feels his son learned AC 26, touch 11, fl at-footed 24
a harsh lesson that day and bears the tiger no ill will, hp 38 (4 HD)
while Aejar has never overcome his fear and hatred of Fort +9, Ref +6, Will +2
his father’s pets. Speed 50 ft. (10 squares) with +1 mithral full plate barding
and swift breed special quality; base 50 ft.; Run
KING BORANEL CR 10 Melee 2 hooves +8 (1d8+5) and
Male human aristocrat 3/fi ghter 8 bite +3 (1d4+2)
BRELAND

CG Medium humanoid Space 10 ft.; Reach 5 ft.


Init +1; Senses Listen +1, Spot +1 Base Atk +3; Grp +12
Languages Common, Dwarven, Elven, Goblin, Abilities Str 20, Dex 15, Con 21, Int 2, Wis 13, Cha 6
Gnome, Halfl ing, Orc, Sahuagin SQ excellent learner
AC 25, touch 12, f lat-footed 24; light fortification Feats EnduranceB, Improved Natural Attack (hoof),
(25% chance to negate critical hit or sneak attack) Run
hp 79 (11 HD) Skills Listen +5, Spot +4
Resist fi re 10 Possessions +1 mithral full plate barding, military saddle
Fort +10, Ref +5, Will +7 Excellent Learner (Ex) See page 295 of the EBERRON
Speed 20 ft. (4 squares); Ride-By Attack Campaign Setting.
Melee +1 adamantine battleaxe +16/+11 (1d8+6) or
Ranged +1 composite longbow +12/+7 (1d8+4) KOR IR’WYNARN
Base Atk +10; Grp +13 Kor ir’Wynarn, younger brother to King Boranel,
Atk Options Cleave, Mounted Combat, Power Attack, serves as the king’s advisor and commander of the King’s
Spirited Charge, Trample Citadel. He cherishes his older brother and is extremely
Combat Gear 2 potions of cure serious wounds, potion of bear’s loyal to both crown and country. As commander of the
endurance, potion of shield of faith (+4) Citadel, Kor is far from the best agent the group has to
Abilities Str 17, Dex 14, Con 13, Int 10, Wis 12, offer. He has learned leadership and commitment from
Cha 15 Boranel, however, and he has developed a keen ability
Feats Cleave B , Greater Weapon Focus (battleaxe) B , to administer the duties of the office.
Mounted Combat, Negotiator, Power Attack, Kor splits his time between the Citadel headquar-
Ride-By Attack, Spirited Charge, Trample B , ters and the king’s chambers in Brokenblade Castle.
Weapon Focus (battleaxe) B , Weapon Specializa- As commander of the Citadel, Kor directs a team of
tion (battleaxe) B captains who each command a division of the elite
Skills Diplomacy +13, Knowledge (arcana) +1, Knowl- agency. As the royal advisor, Kor brings important
edge (architecture) +1, Knowledge (dungeoneer- information to Boranel, listens to the king, and offers
ing) +1, Knowledge (geography) +2, Knowledge advice on matters of state. King Boranel often follows
(history) +2, Knowledge (local) +2, Knowledge
his own heart, but not without fi rst listening to the
(nature) +2, Knowledge (nobility) +3, Knowledge
(religion) +1, Ride +15, Sense Motive +9 advice of his trusted brother.
Possessions combat gear plus +1 mithral full plate with light It has been suggested that Kor might step in to
fortification, +1 heavy steel shield, amulet of protection +1, +1 lead the nation after Boranel’s reign ends, but the
adamantine battleaxe, +1 composite longbow (+3 Str bonus) royal advisor doesn’t want the office or the respon-
with 10 arrows, 10 silvered arrows, 10 adamantine sibility. Besides, he is only a few years younger than
arrows, 10 cold iron arrows, minor ring of energ y resis- Boranel—not the strong and vigorous leader the nation
tance (fire), cloak of resistance +1, ring with sending (usable will need when the time comes. He is content to watch
once; CL 7th) for threats to crown and country, offer opinions and
Hook “Anything but politics!” intelligence as warranted, and be a friend and brother
to the king.
MOONWATCHER
King Boranel has a reputation as an excellent rider. KOR IR’WYNARN, CR 4
The town of Moonwatch presented him with a fi ne, COMMANDER OF THE CITADEL
magebred heavy warhorse when he last visited them. Male human aristocrat 3/fi ghter 3
It is lavishly caparisoned in magic mithral full plate NG Medium humanoid
armor. Boranel named it Moonwatcher to remind him Init +4; Senses Listen +4, Spot +5
of the town’s generosity. Languages Common, Dwarven, Elven, Gnome
AC 18, touch 12, fl at-footed 18
MOONWATCHER CR 2 hp 37 (6 HD)
Male magebred heavy warhorse Fort +5, Ref +2, Will +5
N Large animal Speed 30 ft. (6 squares)
Init +2; Senses low-light vision, scent; Listen +5, Melee +2 longsword +10 melee (1d8+4/19–20)
Spot +4 Base Atk +5; Grp +7

58
Atk Options Combat Reflexes, Power Attack Immune disease, fear, poison, sleep effects, paralysis,
Combat Gear potion of invisibility disease, nausea, fatigue, exhaustion, effects that cause
Abilities Str 15, Dex 11, Con 12, Int 13, Wis 13, Cha 12 the sickened condition, energy drain, breathe
Feats Alertness, Combat Reflexes, Improved Initia- Resist healing at half effect
tive, Negotiator, Power Attack, Weapon Focus Weakness unusual physical construction (ECS 23);
(longsword) cannot heal lethal damage naturally
Skills Diplomacy +9, Gather Information +7, Intimi- Fort +10, Ref +3, Will +6

BRELAND
date +10, Knowledge (nobility and royalty) +7, Speed 20 ft. (4 squares)
Listen +4, Sense Motive +9, Spot +5 Melee +2 adamantine warhammer +14/+9 (1d8+5/ × 3) or
Possessions combat gear plus ring of mind shielding Melee slam +11 (1d4+4) or
(silver band with boar’s head emblem), +2 long- Ranged mwk light crossbow +8 (1d8/19–20)
Base Atk +8; Grp +11
sword, +2 chain shirt, ring of protection +2, jeweled dagger
(worth 250 gp), gold curio pendant (175 gp), royal Atk Options smite evil 2/day, Cleave, Power Attack,
garments, Citadel uniform Powerful Charge
Hook “I am Boranel’s rock, the eyes in the back of Special Actions lay on hands (5 hp/day), turn undead
his head.” (+1, 2d6+3, 2nd)
Combat Gear potion of bull’s strength, potion of bear’s
endurance
THREE, KING’S PROTECTOR Paladin Spells Prepared (CL 2nd):
Three, a warforged paladin of Dol Arrah, has 1st—bless weapon
walked beside King Boranel since 976 YK Spell-Like Abilities (CL 5th):
and the Battle of Brey Crossing. Three At will—detect evil
wasn’t a paladin then, just a warforged
fi ghter serving in the Brelish army. Abilities Str 16, Dex 10, Con 14, Int 10,
Wis 16, Cha 13
He was part of the forces com-
SQ faint aura of good, special
manded by King Boranel him- mount, does not need to eat
self on that day, fi ghting to or drink
repel a Thrane offensive Feats Adamantine Body, Cleave,
and retake the bridge Power Attack, Powerful Charge,
spanning the Brey River. Weapon Focus (warhammer)
When Boranel was cut Skills Climb +4, Concentration
off from the bulk of the Brel- +5, Intimidate +7, Knowledge (reli-
ish army, Three and a handful gion) +3, Ride +2, Sense Motive +5
of other warforged battled to his side. Possessions combat gear plus +1 heavy steel
Together, Boranel, Three, and the other Three shield, +2 warhammer, masterwork light cross-
warforged held the bridge until the rest of bow with 10 bolts, 10 adamantine bolts,
the Brelish troops could launch a counterstrike and cloak, platinum cloak pin (225 gp)
drive the Thrane forces back to Nathyrr. Hook “For honor, for sacrifice, for the king.”
Grateful and impressed by the warforged, partic-
ularly Three, Boranel had the survivors reassigned to HAYDITH IR’WYNARN
his personal troops. Three became a trusted compan- Haydith ir’Wynarn, fifteen-year-old sister of King
ion of the king, traveling with him and participating in Kaius III of Karrnath, arrived in Wroat a year ago as
adventures and battles alongside him. When Three asked part of an exchange program designed to solidify the
if he could study with the paladins of Dol Arrah, King peace accords ratified by the Treaty of Thronehold. In
Boranel gave his blessing. Afterward, Three returned to truth, she knows that she is a hostage for her brother’s
become the King’s Protector, a duty he performs with hard-won peace, but she has grown to like the rustic
honor and commitment because he loves the king and charm of the Brelish countryside—and she has grown
is pleased to call him friend. to love the nation’s leader, King Boranel.
Haydith came to Wroat miserable and depressed.
THREE CR 8 Her brother had changed almost from the moment he
Male personality warforged fi ghter 3/paladin 5 donned the crown of Karrnath, and then he decided to
LG Medium construct (living construct) send her away from her family and friends. She started
Init +0; Senses Listen +3, Spot +3 her sojourn in Wroat shy and quiet, keeping the worst
Aura courage (10 ft., allies gain +4 on saves against of her depression to herself. But conversations with
fear) King Boranel slowly brought her out of herself and
Languages Common, Gnome opened her up to the wonders and excitement of Wroat
AC 21, touch 10, fl at-footed 21; light fortification and the Brelish countryside. Now she has become a
(25% chance to negate critical hit or sneak attack) constant companion of the king, a regular at court
hp 61 (8 HD); DR 2/adamantine functions, and a darling of the nobility. Haydith still

59
worries that her brother’s letters are often short and to
the point—the kingship has seemed to drive all the love
out of him, and that worries her.
P laces of Interest
The kingdom of Breland features a variety of villages,
On a recent visit to Sharn with King Boranel, cities, natural habitats, and ancient ruins. A few of
Haydith fell in love with the City of Towers. When these places are described below.
her “studies” in Wroat come to an end, she might want
to spend some time exploring the heights and depths WROAT
BRELAND

of Sharn. Capital City, Metropolis, Population 80,870


Wroat, a great walled city, surrounds the shores of the Howling River,
HAYDITH IR’WYNARN CR 1/2 just a few miles east of where the Howling River meets the Dagger River.
Female human aristocrat 1 The city was built in a place where the river widens, so that the city lines
CG Medium humanoid not only both banks but also occupies an island that the city founders
Init +2; Senses Listen +2, Spot +2 constructed in the middle of the river. Brokenblade Castle, the Citadel,
Languages Common, Dwarven and the walls and bridges of the city can be seen from a great distance,
AC 19, touch 10, fl at-footed 19 and while Wroat isn’t as spectacular as Sharn, it makes an impression
hp 5 (1 HD) on all who come to visit or trade.
Fort +0, Ref +2, Will +4
Speed 30 ft. (6 squares) While Sharn has more people, more towers, and more
Melee mwk dagger +0 (1d4–1) day-to-day adventure, Wroat serves as the capital of
Base Atk +0; Grp –1 Breland and the seat of both the royal family and
Abilities Str 8, Dex 14, Con 11, Int 13, Wis 15, Cha 13 the elected parliament. Therefore, the place is not
Feats Investigator, Negotiator without its own intrigues and adventure possibilities.
Skills Bluff +5, Diplomacy +7, Gather Information King Boranel and his senior staff spend a third of
+4, Knowledge (nobility and royalty) +3, Ride +3, the year at Brokenblade Castle. The rest of the time,
Search +5, Sense Motive +8 the royal court can be found traveling the Brelish
Possessions masterwork dagger, royal garments, jewelry countryside or attending functions in distant lands
Hook “I am growing to appreciate Brelish wit and style (though the Citadel continues to try to convince
more and more each day.” Boranel that the benefits of such trips do not outweigh
the inherent dangers).
Wroat rises along both sides of the Howling River, log-framed ceilings and walls, houses the king’s public
surrounding a man-made island that houses both throne. This massive stone-and-wood chair seems to
Brokenblade Castle and the Citadel Tower. A massive fit Boranel like a glove, and he holds court and hears
wall encircles the city, and impressive bridges span the petitions while seated in it.
waterway. A lightning rail station services the city, along The Citadel: The offices and training facilities of
with well-maintained Orien trade roads and Brelish the King’s Citadel fi ll this massive obsidian tower and
king roads. A lot of water traffic arrives from the Dagger compound located directly across from the grounds

BRELAND
River as well as from farms to the east. of Brokenblade Castle. Agents of the Citadel travel
On days when the cloud cover breaks, one can see throughout Breland, dispensing the King’s justice
the towers of Sharn rising in the south from the walls while serving as the eyes, ears, and strong right arm
of Wroat or the castle parapets of Brokenblade Castle of the crown.
and the Citadel. And to the east, the mountains of the Lord Kor ir’Wynarn commands the Citadel, serv-
Howling Peaks disappear into the constantly present ing as conduit between his captains and King Boranel.
storm clouds that crown the highest peaks. Five agencies operate as separate divisions within the
Leadership: King Boranel’s royal court and the Citadel: Swords, Shields, Wands, Dark Lanterns,
heads of his royal agencies operate out of Wroat. The and Shadows.
Breland Parliament meets in Wroat, as well, working The King’s Swords, commanded by Captain Ella-
out of the Parliament Hall on the southern bank of the nar (LG female half-elf paladin 6), consists of elite
river. The city itself is administered by Lord Konner warriors trained to operate far and wide on missions
ir’Starn, who serves as governor of Wroat at the plea- in service to the King.
sure of the king. The King’s Shields, led by Captain Sortan (LG
Demographics: Humans 30%, gnomes 20%, half- male human paladin 5), provide protection for the
elves 15%, elves 10%, dwarves 8%, halflings 5%, change- royal family and other dignitaries, as well as overseeing
lings 4%, warforged 2%, goblinoids 2%, other 4%. matters of royal security throughout the kingdom.
Economics: 100,000 gp purchase limit; no asset Captain Nebik (NG male gnome wizard 7) com-
limit. mands the King’s Wands, a division of wizards and
sorcerers used to provide magical support and to
Notable Features undertake missions that require arcane talents. The
Here are a few of the notable features of the city of agents of the Wands usually work as part of a task
Wroat. Feel free to create other places of interest that force made up of operatives from at least two parts
serve the needs of your campaign. of the Citadel.
Brokenblade Castle: The ancestral home of the The King’s Dark Lanterns, one of two secret
rulers of Breland, Brokenblade Castle features dark- divisions operating under the auspices of the Citadel,
gray stone piled high to create a powerful keep and gathers intelligence and performs espionage missions
towered castle. A sturdy wall surrounds the grounds, for the crown. Captain Vron (LN male changeling
creating a defensible position within the walled city. rogue 8) commands the Dark Lanterns, and he keeps
It is further protected and set off by being constructed in close contact with Lord Kor and King Boranel
atop a man-made island in the middle of the Howling about many of his division’s ongoing activities.
River, at the place where the river widens before meet- The King’s Shadows, under the direction of Cap-
ing up with the Dagger River. tain Terra (CG female human ranger 9), is the second
The castle features both living quarters for the royal secret division working within the Citadel structure.
family and public areas where the king and his court can The smallest and most exclusive branch of the Citadel,
conduct the business of state. The Great Hall, a massive the Shadows only employs the most seasoned, most
chamber decorated in the rustic style, with open hearths, trusted, and most elite agents in service to the king.

BRELISH NAMES
Brelish usually have a personal name followed by a Isti, Itlani, Joherra, Ket, Khaal, Lorsanna, Margu,
family-based surname. Maril, Monesti, Narcy, Nebra, Penti, Riki, Soranda,
Male: Alain, Beren, Cord, Curlot, Destir, Duran, Tabin, Tolri, Wroaan, Wroenna.
Erix, Jovi, Kaine, Kuven, Laren, Lis, Maal, Minyu, Nelt, Surnames: Aggan, Bakker, Colworn, Devir,
Norn, Oarsen, Pater, Pol, Rand, Reesir, Saal, Stend, Tars, Ebinor, Faldren, Graccen, Helmworth, Jonz,
Teesen, Uthar, Verden, Vorj, Werem, Wrogarr, Yelfis. Kemble, Lanner, Lonn, Makker, Morrus, Nelview,
Female: Aanna, Alike, Beaf, Channa, Dabren, Perryn, Riston, Roole, Smyth, Snarik, Thorn,
Delru, Elazti, Fromm, Gersi, Glenas, Habra, Heeson, Toppe, Wrighten.

61
An agent of the Shadows always appears to be either a When the full Parliament gets together to vote on
member of one of the Citadel’s public divisions (Swords, pressing matters, the wall between the two chambers
Shields, or Wands) or as someone not connected to the is removed, creating a single large hall.
Citadel at all, depending on the nature of the mission. Lightning Rail Station: The lightning rail
The King’s Shadows do what must be done, with the station in Wroat provides service to Sharn, Aundair,
authority of the crown but also with enough secrecy that Thrane, and Zilargo. The lightning rail departs twice
Boranel can disavow knowledge of their activities when daily, in the afternoon and at night.
BRELAND

necessary. Indeed, one of the King’s Shadows operates The distances, times, and costs (first class passage)
under the knowledge that the crown may not back him involved in traveling the lightning rail from Wroat are
if a mission gets into trouble. summarized below.
All Citadel agents need to be part warrior, part spy,
and part inquisitive, ready to handle whatever threats ARDEV
or situations come to their attention in the execution Small Town, Population 1,600
of their duties. Halfway between Droaam and the Dagger River, Ardev
Parliament Hall: The legislative branch of the is the main gathering place for farmers and ranchers
Brelish government operates out of an historic facility working the Ardev Expanse. Ardev was built to take
on the southern shore of the Howling River. The Par- advantage of Chalice Lake, which collects the water
liament Hall consists of two chambers and a series of of several small creeks flowing across the plains. The
surrounding offices. Each member of the Parliament town also sits astride a major Orien trade road, making
and their staffs have an office in the building, but the it an important rest stop for caravans traveling to the
real work of the Parliament takes place within the two west. Ardev markets provide the supplies for the king’s
meeting chambers. private dwellings at Castle Arakhain, and the city has
The Noble Chamber provides space for the more than the usual share of Citadel agents to ensure
hereditary members of Parliament to meet and debate the safety of the king. As the main jumping-off point
the issues before them. These are the representatives for prospectors using the old western road to travel
of the noble families of Breland, and all twenty-seven to the Graywalls, Ardev always has miners in town, as
have a seat in Parliament. well as those offering maps to “lost mines” and other
The Commons Chamber provides similar space for ancient ruins.
the legislators that are elected by popular vote. These
are the representatives of villages, towns, and cities CRAGWAR
that stretch across the Brelish countryside; each serves Large Town, Population 3,600
a two-year term, but reelection is commonplace. A border town during the Last War, Cragwar changed
hands no less than nine times, being held by Thrane,
From Distance Breland, and Aundair. The site of numerous bloody
Wroat to: Between Stops Time Cost battles, the town would have been abandoned long
Sharn 450 miles 15 hours 225 gp ago if not for the rich veins of silver and jewels found
in the eastern Blackcaps. Cragwar serves as the
Nowhere 930 miles 31 hours 465 gp base camp and trading center for dozens of smaller
Hatheril +120 miles +4 hours +60 gp mining villages reaching back into the mountains.
Sword Keep +225 miles +7.5 hours +112.5 gp Those mines are the single largest source of mithral
Marketplace +180 miles +6 hours +90 gp in western Khorvaire. House Kundarak’s inf lu-
Passage +390 miles +13 hours +195 gp ence has kept the town running and even profit-
Fairhaven +360 miles +12 hours +180 gp able despite the battles to control the area. House
Thaliost +540 miles +19 hours* +270 gp Cannith also has a modest guildhall in the village,
having always been a major buyer of rare metals to
Nowhere 930 miles 31 hours 465 gp stock its forges.
Starilaskur +330 miles +12 hours +165 gp In addition to the monsters that come down out
Vathirond +420 miles +14 hours +210 gp of the mountains or up from the depths of Khyber
Aruldusk +230 miles +8.75 hours* +115 gp through the mines, the lives of ordinary citizens are
Sigilstar +130 miles +4.25 hours +65 gp sometimes threatened by the machinations of the
Flamekeep +270 miles +9 hours +135 gp Aurum. Two members of the Aurum’s gold concord
make their home in Cragwar—Daeluse d’Kundarak
Nowhere 930 miles 31 hours 465 gp (LE female dwarf aristocrat 3/rogue 2/dragonmark
Starilaskur +330 miles +12 hours +165 gp heir 4) ensures the safety of the Aurum’s interests
Sterngate +405 miles +13.5 hours +202.5 gp in the Blackcaps, and the steady flow of money into
Zolanberg +315 miles +10.5 hours +157.5 gp their coffers. Zeed (NE male changeling rogue 2/sor-
Korranberg +300 miles +10 hours +150 gp cerer 4/master inquisitive 2) runs the town’s limited
* Includes a 1-hour delay for ticket and customs inspection. underworld, and acts as an information broker and

62
arms dealer. Zeed’s ambitions to start a war, with the A lben ir’Clarn (LN male human aristocrat
goal of eventually securing southern Thrane for the 1/ranger 2), the youngest son of Lord Ruken
Aurum, are an audacious attempt to elevate himself to ir’Clarn, serves as sheriff in the region. He has
the platinum concord, and do not have the full sup- been a friend to the people of the hamlet and is well
port of the Shadow Cabinet, which generally prefers respected, though they fear he does not pay enough
more cautious advances. Zeed’s activities have also attention to their warnings about the perils of the
attracted the attention of the King’s Citadel, which is Mistmarsh Swamp.

BRELAND
currently considering sending in new agents or even a
few trusted outsiders who would be unknown to Zeed NEW CYRE
and his minions. Large Town, Population 4,200
Building a community out of the wreckage of Cyre,
GALETHSPYRE New Cyre continues to attract survivors of the Day of
Large Town, Population 3,900 Mourning and new residents of other lands seeking
With buildings surrounding the Galethspyre, a narrow a home after the war. An empty stretch of grasslands
sliver of blue stone jutting up over 600 feet from the bank below the northern Seawall Mountains when King
of the Dagger River, this town is a major hub for barges Boranel granted the area to Oargev and the Cyran
and ferries landing on the west bank of the mighty river. survivors, the town is becoming the economic heart
Ferries run to Wroat on the other side of the Dagger of the region. All the dragonmarked houses have
River four times a day. The dock area is always bustling gone out of their way to send representatives to
with activity, even at night, as Citadel agents check all Oargev’s court, and with their help he has established
goods going into Wroat at Galethspyre before issuing the town as a seat of civilization and a fair reminder
a permit to sail on the Howling River. of the grace and style that was once the birthright of
Galethspyre specializes in textiles, with both bolts all Cyrans.
of cloth and fi nished garments fi lling the marketplace.
The town is also home to the nation’s largest dyer. ORCBONE
The distinctive “Breland Blue” dye seen throughout Fort, Population 450
the country is crafted here in huge copper cauldrons. Grim and functional, Orcbone is the central base
The smell can be overwhelming for the new visitor, for the Westwind Riders, a mobile company charged
as boiling dyes reek of fi sh, herbs, and rare earths. with guarding Breland’s western expanse. Sitting
The city also has several major lumberyards; timber astride the gap between the Graywall Mountains
cutters at Woodhelm lash together rafts of logs and and Silver Lake, Orcbone has been the focus of the
ride them down the river to Galethspyre to be milled fiercest fi ghting between Breland, Droaam, and the
or carved. Eldeen Reaches. The stone keep is surrounded by
House Deneith maintains a large Defenders Guild wide ditches designed to channel invading troops
enclave in Galethspyre, because the town is a major into narrow formations so the hammer of Brel-
staging area for caravans journeying into Droaam. ish cavalry can crush them against the anvil of the
The town also boasts an enormous outdoor amphi- fortress’s walls. Without other natural defenses, the
theater, and House Phiarlan promotes grand festivals keep has come under savage attack time and again,
three times a year as the Artisans Guild fi lls the streets and royal blood has been spilled defending it against
with song and color. These festivals have become a vastly greater forces.
large enough part of Breland’s social calendar that The halls of Orcbone have been quiet since the
thousands make the short journey from Wroat to end of the Last War. Lord Veirner ir’Tajar (NG male
attend, with more spectators coming from Sharn or human aristocrat 4/wizard 5) commands the keep and
even as far away as Starilaskur. its infantry. He strongly disagrees with the captain of
the Westwind Riders, Yurell ir’Iff (LG female half-
MISTMARSH elf ranger 7), about the security situation along the
Hamlet, Population 240 border. Veirner wants to take a more active stance,
A small village in the county of Clarn chiefly houses sending scouts across the border to disrupt the so-
farmers who take advantage of the fi ne soil and weather called “raiders” who continue to slip in and out of the
along the southern edge of the Mistmarsh Swamp. The country. Yurell insists that her riders cannot violate
citizens of Mistmarsh enjoy an above-average standard the Treaty of Thronehold, and should only strike
of living, and many families have one or more daring once the thinly disguised Droaam units have entered
youths who partake in the annual treks into the Faded Breland proper. Veirner has been unable to drive his
Forest to gather the magical acorns that grow there. point home with Yurell or gain Boranel’s permission
While dangerous, these expeditions are highly orga- to engage in active raiding. Now Veirner is courting
nized and well prepared, with each family keeping the Sentinel Marshals of House Deneith to deputize
secret records of where particular dragonseye and the riders to pursue bandits on behalf of the dragon-
ghost oaks can be found. marked house.

63
SHAVALANT TORCH KEEP
Village, Population 820 Fort, Population 80
The center of Shavalant may be a single cobbled road- Little more than a heavy stockade around a collec-
way and seven dusty cross-streets, but its wealth is tion of homes, barracks, and a single fortified tower,
defi nitely scattered across the surrounding 150 miles Torch Keep began as a simple lighthouse to aid sailors
of gently rolling grasslands. Springing up around in navigating the Hilt. The isolated location required
Tenneth Ford, the only easy crossing point along the addition of homes and some services to maintain
BRELAND

Shavalant Creek as it flows from the Ranruunwood to the lighthouse. Attacks by wild creatures forced the
Silver Lake, Shavalant was the logical stopping point construction of more elaborate defenses and the addi-
for ranchers bringing their stock to Orcbone or the tion of a garrison. The garrison’s small magical arse-
trade road from Xandrar. nal prompted raids by brigands, forcing the keep to
The stockyards of Shavalant are one of House enlarge yet again until the site has become something
Vadalis’s key holdings. The dragonmarked house effec- between a lighthouse and a true fortress. Assignment
tively rules the town, since its designated representative to the keep is viewed as a six-month sentence by most
consistently wins election as village spokesperson. posted there. The location is not far from Sharn, but
leaves to visit the city are granted only rarely. The keep
SILENT KEEP is reputedly haunted, and the glare from the power-
Fort, Population 100 ful beacon atop the keep’s only tower ensures that no
Unmarked on any official map, Silent Keep is a name night’s sleep is entirely restful.
whispered only by the most knowledgeable of Breland’s The proximity of the Tilorn Jungle provides
nobles. Tucked back in the Howling Peaks, hidden from danger and sometimes welcome relief from bore-
view until one is virtually at the gates, this small fortress dom, with garrison members occasionally mount-
is one of the King’s Citadel’s best-kept secrets. Silent ing expeditions to capture rare and valuable birds
Keep is the main training ground for the Dark Lanterns, to supplement their military pay. Officially, visi-
the Citadel’s division of scouts and spies. It is standard tors are unwelcome, but in practice a few small bribes
practice to dump these capable spies into the adjacent can quickly convert the keep into an excellent base
portion of the King’s Forest and see if they can find their camp for expeditions into the jungles of the Tilorn
way back unaided. The fort also houses a private archive Reach from its eastern edge.
for the King’s Wands, and a repository for cursed and
dangerous items the Wands have collected in the course XANDRAR
of their duties. Most important, the fort conceals the Small City, Population 12,800
entrance to a small but very rich gold mine, which has The modern city of Xandrar, built on the eastern bank
provided the Citadel with a steady supply of funds. of the Silver River where the waters of Silver Lake pour
into Lake Galifar, takes its name from the much older
STERNGATE Dhakaani city of Xandrar, whose ruins occupy the
Fort, Population 800 western riverbank and several miles of the lakeshore.
Captain Eredenn Davoh (NG male human fi ghter 6) The thriving city is Breland’s gateway for trade with
knows that his post at Sterngate puts him at the very the Eldeen Reaches, and small barges ply the lake,
forefront of the new cold war following the signing providing ties to Aundair as well. Since Eldeen and
of the Thronehold Accords. Sterngate guards the Aundair were openly at war for most of the last cen-
broad western end of Marguul Pass, and it is his job tury, Xandrar became a key link for what little trade
to see to it that Darguun raiders cannot slip past the the two nations could not avoid.
fortress into Breland’s interior. Sterngate is now the Mayor Garrit Tomraan (NG male gnome aris-
centerpiece of a massive array of berms, ditches, and tocrat 2/expert 4) governs the city, but the Countess
pit traps designed to funnel travelers to the castle gates Yassiv ir’Oeskai (CG female human aristocrat 2/fighter
and prevent anyone from crossing into Breland on 1/monk 3) provides the city watch and administers the
foot without the fort’s knowledge. Mounted patrols surrounding lands. The countess spends most of her
sweep from the castle to check for signs of illicit pas- time at her mansion within the city rather than at Drum
sage, and Eredenn’s frequent and inventive drills Keep, the primary garrison of her holdings. She and
have kept the garrison here alert and in high spirits Garrit hold wildly different opinions on the “Swords of
despite the relative calm. There have been lapses, Liberty problem” that has infested the region in recent
however, and Eredenn is happy to hire outsiders with months, but generally manage to work together to keep
good credentials to follow up on incursions that have the city from being burned to the ground.
slipped beyond his immediate grasp. Such bounties Yassiv has some sympathy for the goals of the Swords
make the castle a bustling center for adventurers, of Liberty, and rumors persist that she once adventured
and a gathering place for those interested in stirring with Red Owl, the legendary leader of the area’s Swords
up a little trouble of their own on the Darguun side of Liberty cell. Garrit, meanwhile, has no patience for
of the border. the destructive tactics of the Swords and the suffering

64
Red Owl and the Swords of Liberty engage in acts of violence
in their efforts to cast off the yoke of the monarchy

Red Owl has personally brought to innocents while snow on the dark stone. Explorers who have dared the
trying to strike out against the monarchy. heights report that the rock faces are almost uncom-
The Liberty Palace, the headquarters of Red Owl fortably warm day and night, and snow falls from the
spoken of in whispers throughout the region, is said heavy clouds but melts immediately rather than accu-
to be located in Xandrar. This is nearly true; the rebel mulating. Water pours down the cliffsides during rains
hideout is concealed within Old Xandrar, hidden among or snows, and fl ash flooding would be a real danger if
the ruins and well sheltered from magical scrying. not for the many crevasses the water flows into. The
sounds of industry or the cries of strange creatures
can sometimes be heard emerging from the mouths
Natural Landmarks, of these crevasses, but no explorer has returned with
tales of the interiors of the mountains.
SBuiltITES, AND RUINS
over the ruins of an ancient goblinoid empire and FADED FOREST
across some of the richest, most varied natural resources Warm Forest, Medium
in all the land, Breland contains many amazing land- Travelers generally avoid this sizable stretch of wood-
marks, interesting sites, and astounding ruins. land between Yedan’s Expanse and the Howling Peaks.
The trees have pale bark and leaves so dark they appear
THE BLACKCAPS almost black. The ground slopes gently down to the
Temperate Hills, Rugged; Mountains, Forbidding southeast, until the forest drops into the bogs of
Jutting fiercely into the sky along the southern shores Mistmarsh. The last 20 miles is made up of trees that
of Lake Galifar, the Blackcaps loom over the bor- have drowned in the slowly expanding mash, and their
derlands between Aundair, Breland, and Thrane. skeletal remains thrust into the sky in a strange parody
Seen from a distance, the mountains have a distinctly of bones. The forest would probably lie completely
ominous presence. Few trees grow on the lower slopes, undisturbed except for the presence of a handful of
and thick banks of clouds cling to the bare peaks. Red dragonseye oaks in the interior. The forest is also
and green lightning can sometimes be seen playing home to the equally rare ghost oak. Gathering the
among the clouds or licking the mountaintops. The acorns from these magical trees is a major source of
mountains take their name from the complete lack of income for the villagers of Mistmarsh.

65
In the center of the drowned trees, a huge arch has SILLN HIGHLAND
been constructed of rough bleached wood. This portal Temperate Desert, Rocky
becomes a gate to Mabar on the tenth night of each This stony plateau occupies most of Breland’s southern-
month. The entire region becomes a Mabar manifest most peninsula, separating the eastern crosspiece of
zone throughout the month of Sypheros. Who con- The Hilt from the sea. Much of the area is rocky and
structed the arch is unknown, but the markings hacked barren, except where emerald oases of ferns and juniper
into the wood suggest it was built during the Daelkyr trees spring up seemingly at random. Thousands of
BRELAND

War. Those who attack the arch fall sick within minutes, underground springs feed the small pools at the heart of
and none have returned from the effort, though their each of these oases. What could be a dangerous country-
companions who did not participate went unscathed. side is instead somewhat parklike, with the largest oases
linked by the remnants of old Dhakaani roads. The
GRAY RAKES stark contrast between gray-white stone and vivid green
Warm Hills, Gentle plant life has made the region popular with wealthy
These high, foreboding cliffs guard Breland’s western travelers willing to make the crossing from Sharn.
shores, discouraging any landing on the edges of the Despite its rugged beauty, Silln is not without dangers.
Tilorn Expanse west of Moonwatch. While the area is The pools are sometimes used as meeting sites for secret
unoccupied now, remnants of old Dhakaani towns cling cabals in Sharn, and stumbling across such groups can be
to the cliffs in several places. The most striking remains deadly. Even with patrols from Flint Keep on the alert,
of the lost empire are the sacrificial platforms jutting monsters still wander the region, often coming up from
out from the cliffs over the sea. Twenty-six such plat- the caverns that wind throughout the massive plateau.
forms remain (along with the ruins where three more Worst of all, a Dhakaani clan, hobgoblins who retreated
have collapsed into the sea), each exactly four miles underground after the Daelkyr Wars, took refuge under
from the next. The shelves are quite uniform, seemingly Silln. Most of their energies are turned toward breaking
molded by magic out of the stone of the cliffs. Each has a the curse of Yarkuun Draal (see below), but they still make
single low stone bier molded into it. Channels for blood time for the occasional kidnap and ransom of a wealthy
connect the biers to the edges of each shelf, causing the tourist or raid on Flint Keep. Were Yarkuun Draal to be
spilled blood to fall into the sea at twenty-nine points restored, they would make themselves known in force,
around the edge of the platform. While only rainwater claiming all of Silln as their own nation.
fi lls the channels these days, the platforms have not lost
all of their power. Undead are unable to set foot upon TILORN EXPANSE
a platform or pass over one. This has saved the lives of Warm Hills, Gentle; Plains, Grasslands
more than one adventurer, as the region is infested with Stretching from the Dagger River to the Gray Rakes,
the drowned (Monster Manual III, page 46). this great plain was nearly untouched by the coming of
The cliffs are gray, with narrow beaches at their Galifar. Since before the rise of the Dhakaani Empire,
bases that appear only at low tide. Gray sand covers the region has had a reputation as haunted and treach-
these beaches, but small patches of rusty red sand (called erous. While enormous to begin with, the vast grassy
bloodsand) accumulate near the platforms. plains sometimes seem to go on forever. Unlike most of
southwestern Khorvaire, Tilorn has no great goblinoid
GRAYWALL MOUNTAINS ruins to serve as way markers, just the occasional low,
Warm Mountains, Rugged nameless hill or green ridge in a sea of waist high grass.
These high, rugged mountains defi ne the western Armies and caravans have ventured onto the plains only
border of modern Breland. The Graywalls have been to discover years have passed during their week-long
an important barrier in wars across Khorvaire for excursion. Other times only their remains are found,
millennia, playing a part in containing the destruc- with signs of starvation and wagon wheels worn down as
tion of the Daelkyr War. Veins of rare byeshk and pre- if from many thousands of miles of use.
cious adamantine still lie hidden in the tall peaks. In Fey live throughout the expanse, hiding from trav-
addition to the slick, dangerous slopes, the Graywalls elers except when they want to have some fun or make
are home to numerous flying predators. Some adven- some mischief. The worst are the satyr barbarians, who
turers come seeking these beasts, hoping to bring back are rumored to enjoy the taste of human flesh every now
a clutch of griffon eggs to sell or raise. and then.
Like many areas of Breland, the Graywalls have
an unusual number of manifest zones scattered among YEDAN’S EXPANSE
the peaks. Most are attuned to Risia and go unnoticed Warm Plains, Farms, Grasslands
among the naturally occurring glaciers. The spectacu- The heartland of Breland, Yedan’s Expanse encom-
larly active volcano Kobek’s Voice almost certainly has passes nearly a third of the nation, reaching more
a Fernia zone at its heart. Two such zones have been than a thousand miles from the Dagger River to the
bound together to power an unusual eldritch engine edge of the Mournland. While the Dagger River is the
built during the Last War. industrial heart of the nation, the countless villages

66
that dot the expanse are the source of its vast reserve of
food and small crafts. Huge tracts of the expanse are
still untamed wilderness. In general, the creatures that
wander into the farming communities are well within
the abilities of the local militia to fend off. If not, help
is often only a day or two away, with adventurers arriving
swiftly by lightning rail to collect the bounties placed
on more dangerous predators. The expanse is divided
into over a dozen counties, and these lands form the
basis of power for many of Breland’s most influential
noble families.
The political concerns of the growing Cyran
presence and renewed raids coming out of Darguun
have made the expanse a favorite of young adventurers
hoping to earn money and reputation.

SHINING VALLEY
Thorp, Population 52
Strongly connected to Irian, the realm of Eternal Day,
this valley hidden within the foothills of the Graywall
Mountains is bathed in a light that fades to a luminous
dusk for only a few hours each night, despite the high
cliffs that should cast shade most of the day. A secret
tunnel leads through a series of caverns to a small cave
on the Droaam side of the mountain range.
When the Haunting Song, a flight of harpies living
in Droaam, refused to bow to the Daughters of Sora Kell,
the Carrion Callers and Stormsingers harpies combined
forces to make an example of them. Decimated, the
survivors fled into the mountain caves and eventually
discovered Shining Valley. Tending their wounded, they
quickly discovered the curative properties of the Irian
manifest zone. The flight has remained in the valley ever
since. The flight bides its time, raising a new genera-
tion in the valley’s endless light and planning for the
day when the Haunting Song will have revenge on the
Daughters of Sora Kell and their treacherous kin.

YARKUUN DRAAL
Ruined Metropolis
Near the eastern edge of the Silln Highlands, a great
gash splits the stone for ten miles inland to the sea.
The goblins of Dhakaan discovered this gorge and
built a great city into the walls, taking advantage of
the natural harbor it created to establish a thriving
port. Even today, great statues and elaborate arches
decorate the entrances to a labyrinth of caverns and
dwellings. Natural streams flow over the edge of the
gorge and are channeled into cisterns. Records from
other goblinoid ruins speak of Yarkunn Draal as one
of the shining jewels of the empire, the seat of a great
house, and a center of mighty magics. Few artifacts
have been retrieved from Yarkuun Draal, however,
and the city is believed to be cursed.
Far from being a dead city, Yarkuun Draal seethes
with life—or the twisted mockeries of life created by the
daelkyr. Gardens and lush palms decorate the city’s many
airy walkways and balconies, but they are all poisonous or

The Silln Highland


The Six Kings of Graywall

capable of moving to attack visitors or each other. This of the river are steep, but not covered with the dense
feral ecology should consume itself within months, if undergrowth that fi lls much of the wood. The twin
not weeks, but their numbers are replenished daily by lakes are known as Glisten and Gloam in local folk-
the city’s true master, the daelkyr Bhodex’av’gr. lore, and are charged with the magic of dreams. Wish,
At the heart of Yarkuun Draal, in a large court- limited wish, miracle and similar spells have their XP costs
yard open to the sky, rests a dimensional seal forged reduced by 25% when cast from on the waters of either
by the Gatekeepers millennia ago. The seal suppresses lake. Legends say that wishes (with or without use of the
one of the few true gateways to Xoriat, a passageway spell) made on one lake always turn back on the wisher,
created solely for the invasion of the world. After while those made on the other rarely take the expected
the Daelkyr War, Bhodex’av’gr was able to partially form but usually turn out for the best. The tales do not
corrupt the seal, allowing it to inf luence the lands clearly identify which lake is which, so those who jour-
around the city. Unable to breach the seal, he instead ney there must decide where best to make their desires
baits the trap of Yarkuun Draal with countless horrors known. Beyond the promise and the dangers of the
and the occasional potent symbiote. In his own mind, lakes, the presence of aggressive ragewalkers, mind-
the presence of such treasures and so many monsters less breeds of quori, and nixies along the river’s banks
is sure to attract adventurers who can be forced to do makes any expedition to the lakes hazardous at best.
what the daelkyr cannot—destroy the Gatekeepers’ seal
and open the world to invasion once more. SIX KINGS
Ruined Monument
ERUUNSTONE Along the north face of the northernmost peak of the
Ruin Graywall Mountains stands a testament to the power and
The Laughing River flows out of a spring at the base of grandeur of the Dhakaani Empire that has the power to
an unmarked obelisk of pearl-gray stone deep in the inspire awe to this day. The mountain has been carved
Dragonwood. The water flows into a pair of small lakes, and shaped to create a bas-relief sculpture over 1,000
each roughly half a mile across, before draining into feet high. Rising from the smooth stone face are the
a narrow gorge and flowing out of the forest, running images of the Six Kings, hobgoblin warlords who came
all the way to the Hilt of the Dagger River. While much together to create the empire that once ruled the conti-
of the Dragonwood borders on impassable, the banks nent. The second and third figures have been damaged,

68
either by the passage of years or some forgotten act of The King’s Dark Lanterns were vital to Breland’s
vandalism. The valley at the foot of the monument has defense during the Last War. However, conspiracies
been a campsite of many monstrous war parties through abound in the aftermath of war as nations struggle to
the ages, and it must be acknowledged that many gob- rebuild and reclaim what was lost. The Thronehold
linoid commanders who stopped to pay their respects Accords have done nothing to end the secret con-
to the lords of old found great success in the campaigns fl icts being waged across the Five Nations—confl icts
that followed. Caves pierce the mount at the base of the steeped in espionage and subterfuge. With the threat
carvings, and it is said that an ancient armory of byeshk of another war looming on the horizon, Breland needs
weapons is hidden within the caves, and that the ghosts its Dark Lanterns now more than ever.
of Dhakaani champions test those who would enter,
allowing those found worthy to emerge with a single BECOMING A DARK LANTERN
weapon to carry into battle. Most members of the King’s Dark Lanterns do not
have levels in the Dark Lantern prestige class. Only the
KYRRILSPIRE most talented agents—the ones trusted with the truly
Manifest Zone dangerous assignments—have the ability and where-
The Kyrrilspire Mountain in the Blackcaps, usually withal to rise up from the ranks and become a true
visible to the southeast from Drum Keep, changes shape Dark Lantern. These dangerous few represent the best
from day to day. It exists inside a permanent Kythri of King Boranel’s spies, confounding and opposing
manifest zone. Some days the mountain appears as a tall, foreign powers for the greater glory of Breland.
thin spire with hundred-foot-long stone thorns grow- Dark Lanterns must be equally good at espionage,
ing out of it, other days twisted like a unicorn’s horn. combat, and diplomacy, for their missions often require
The mountain has also split into two or more peaks or some combination of stealth, swordplay, and seduction.
vanished entirely on occasion. Most days, Kyrrilspire A Dark Lantern must be a Brelish native with a family
appears like a typical mountain, although small details lineage that’s traceable. In addition, each member of the
change. Other days the mountain appears to be carved organization must swear a series of oaths and hold true to
with the faces of people or animals or monsters. Rarely, them for life (see Oaths of the Dark Lanterns, below).
the mountain is decorated with vast sections of draconic Most Dark Lanterns begin as fighters or rangers,
script, with letters hundreds of feet high. The changes some of them Brelish soldiers who fought in the Last War.
are accompanied by tremors and often a tremendous However, they may need to take a level or two of rogue to
roaring sound as earth and stone is created, destroyed, pick up some fundamental skills. These Dark Lanterns
or redistributed. Characters on the mountain when a make ruthless agents and are usually assigned to special
change begins suffer as if within the effects of an earth- strike teams or “shadow work.” Bards also make excellent
quake spell 1d4 times over the course of 2d10 minutes. Dark Lanterns, despite their nonlawful alignment; as
agents, they tend to be debonair and sophisticated, and
they serve well as diplomats and spies.
Prestige Class: The organization welcomes members of all races,
although changelings have a particular gift for the
D ARK LANTERN
“Your brother was a thief who sold secrets to Thrane. He betrayed the THE DARK LANTERN HIT DIE: d8
crown, so I killed him. That’s what happens to traitors.”
—Aron “Sharpsword” Fainn, Base
a King’s Dark Lantern Attack Fort Ref Will
Level Bonus Save Save Save Special
The Dark Lanterns serve the crown of Breland as spies 1st +0 +0 +2 +0 Citadel training
and assassins. Collectively they form the intelligence 2nd +1 +0 +3 +0 Sneak attack +1d6
division of the King’s Citadel, a much larger organi- 3rd +2 +1 +3 +1 Nondetection
zation sworn to defend Breland from its enemies and 4th +3 +1 +4 +1 Sneak attack +2d6
dispense justice in the name of King Boranel. More 5th +3 +1 +4 +1 Skill mastery
than any other division within the Citadel, the Dark 6th +4 +2 +5 +2 Sneak attack +3d6
Lanterns tend toward intelligence-gathering missions 7th +5 +2 +5 +2 Slippery mind
that extend beyond Breland’s borders. As the secret 8th +6 +2 +6 +2 Sneak attack +4d6
servants of the crown, members of the organization are 9th +6 +3 +6 +3 Hide in plain sight
granted the authority to conduct intelligence operations 10th +7 +3 +7 +3 Sneak attack +5d6
on foreign soil, execute covert missions across the globe, Class Skills (4 + Int modifier per level): Appraise, Balance,
and prevent national secrets from falling into the hands Bluff, Diplomacy, Disable Device, Disguise, Escape Artist,
of rival intelligence agencies. The Dark Lanterns also Forgery, Gather Information, Hide, Intimidate, Knowledge
have an unwritten license to eliminate any creature that (any), Listen, Move Silently, Open Lock, Perform (any), Search
threatens their nation, its sovereign, or its citizens. Sense Motive, Speak Language, Spot, Use Magic Device.

69
work. Illiterate characters cannot join the King’s Citadel Training: The Citadel Academy in Wroat
Dark Lanterns, nor can any individual affi liated with trains its elite agents well. At 1st level, you gain a +2
a known religion. Captain Vron, the current leader of insight bonus on all Diplomacy, Gather Information,
the King’s Dark Lanterns, doesn’t want barbarians or Search, and Sense Motive checks.
agents who have to walk the thin gray line separating Sneak Attack (Ex): You can strike a vital spot for
church and state. extra damage. Any time your target would be denied
a Dexterity bonus to AC (whether your target actually
BRELAND

ENTRY REQUIREMENTS has a Dexterity bonus or not), or when you fl ank the
target, your sneak attack deals extra damage. The extra
Base Attack Bonus: +5. damage is 1d6 points at 2nd level and an additional
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 1d6 points of damage every two levels thereafter. This
4 ranks. ability is otherwise identical to the rogue’s sneak attack
Region of Origin: Breland. and is cumulative with any sneak attack capability you
Special: Cannot be illiterate or affi liated with a religion. have from other classes.
Nondetection (Sp): Starting at 3rd level, you ben-
CLASS FEATURES efit from a permanent nondetection effect (as the spell). If
All of the following are class features of the Dark Lan- a divination is attempted against you or anything you
tern prestige class. carry, the caster of the divination must succeed on a
Weapon and Armor Proficiency: As a Dark caster level check (1d20 + caster level) against a DC
Lantern, you gain no proficiency with any weapon of 15 + your Dark Lantern class level.
or armor. Skill Mastery (Ex): At 5th level, you become so
certain in the use of particular skills that you can use
them reliably even under adverse conditions. When
making a Climb, Disable Device, Open Lock, or Search
check, you can take 10 even if stress and distractions
would normally prevent you from doing so.
Slippery Mind (Ex): This ability, gained at 7th
level, represents your ability to wriggle free from
magical effects that would otherwise control or compel
you. If you are affected by an enchantment spell or
effect and fail your saving throw, you can attempt a
new save 1 round later at the same DC. You get only
one extra chance to succeed on the saving throw.
You can also spend an action point to automati-
cally break free of the enchantment spell or effect.
Hide in Plain Sight (Ex): Beginning at 9th level,
you can use the Hide skill even while being observed.

PLAYING A DARK LANTERN


A Dark Lantern’s loyalty to the crown of Breland must
be absolute and unswerving. Most of the King’s Dark
Lanterns—and not just members with levels in this
prestige class—are culled from the ranks of the Brelish
military, but the leaders of the organization to fi ll its
ranks with trustworthy bards, rogues, and assassins of
proven ability. Any agent of the King’s Dark Lanterns
whose loyalty comes into question faces a lengthy (and
depending on the captain in charge, brutal) interroga-
tion, during which inquisitives attempt to ascertain the
agent’s true allegiance. Agents who prove uncoopera-
tive, evasive, or treacherous are quickly eliminated.
By taking levels in the Dark Lantern prestige class,
you are proclaiming or reinforcing your loyalty to both
the organization and the King of Breland. You have
proven yourself to your superiors at least one occasion,
and by pursuing this career path, you are pledging
your life and future service to the Brelish crown and
throne. The missions you’re assigned usually play to your

King’s Dark Lantern

70
strengths. If you are charismatic, your orders might be to active service, he can be recalled at any time to perform
seduce an Aundairian noble and discover some secret he some mission for His Majesty, as the organization sees
or she is protecting, or to uncover the individual’s sus- fit. The very best of the best might obtain an audi-
pected role in a rumored assassination plot. If stealth is ence with King Boranel himself, but no member of
your game, you might be assigned to locate and eliminate the King’s Dark Lanterns has ever earned the crown’s
a defector hiding in Korth or rescue a captured Citadel complete trust. Given the organization’s predilection
agent in Flamekeep. Regardless of objective, missions for deception, this should come as no surprise.

BRELAND
generally entail protecting or seizing information that, An agent of good standing who performs his duty
in the wrong hands, could jeopardize the future of without question can expect the full protection and sup-
Breland and its current ruler. port of the King’s Citadel in times of need. However, if
The leaders of the King’s Dark Lanterns toler- you are captured abroad, you may need to rely on your
ate agents who indulge various pastimes, including own resources for a time if the Dark Lanterns are unable
adventuring. They understand the importance of such to reach you for whatever reason. If you are captured
diversions, and if nothing else, agents can use their and considered too valuable to give up, a company of
adventuring careers as cover to hide their true modus the King’s Swords might be assigned to rescue you (see
operandi. Indeed, most of the organization’s best agents Organization, below) once your location is determined.
are adventurers of one sort or another, trained to handle Although the Dark Lanterns can provide you with finan-
peril and intrigue with disarming aplomb. cial or legal aid, such assistance usually comes at a price.
A Dark Lantern captured or detained by a rival The organization may require you to repay the expense or
intelligence agency would do well to hide his affi lia- perform some service beyond the normal call of duty, and
tion. Rival agencies share a dim view of Brelish spies any agent in debt is usually seen as a liability and denied
and are as likely to kill a Dark Lantern as to use him the “choice” assignments until the debt is repaid.
for bait or blackmail. Although many of the King’s Dark Lanterns have
military ranks, the organization is not considered part
Combat of the Brelish military, and the organization does not
Like a rogue or assassin, you prefer guile and subter- generally promote its members to higher ranks.
fuge to a straight-up fight. You prefer to take out your
enemies using stealth and sneak attacks. The Dark Lan- Resources
tern mantra is “Kill quickly or be killed,” and a lengthy As soon as you take your first level in this prestige class,
combat isn’t to your advantage. You are also trained to you gain access to certain resources. You are given neces-
adjust your fighting style to more handily dispatch ene- sary forged identification papers and travel documents
mies of a particular class or prestige class—a nice advan- to complete your assignments abroad, as well as money
tage if you’re trading secrets at a wizards’ emporium in to cover bare expenses such as food and shelter. You can
Aundair, infi ltrating a thieves’ guild in Newthrone, or take refuge in any Brelish embassy or Citadel safe house.
raiding an Emerald Claw stronghold in Karrnath. (Brelish embassies exist in every recognized capital city
You favor feats that make you a superlative diplo- in Khorvaire. Citadel safe houses can be found in every
mat, infi ltrator, or martial combat expert. large city, metropolis, or capital city, although they are
well hidden and require a DC 25 Gather Information
Advancement check to locate.) You can also tap into a network of Dark
You must be a member of the King’s Dark Lanterns to Lantern agents, hidden Brelish nationals, and foreign
take levels in the Dark Lantern prestige class. More- sympathizers and use them as informants or couriers,
over, you must fi rst prove your worth by completing at although finding one in a given settlement requires a
least one important mission for the organization and successful Gather Information check with a DC equal to
the crown. Once you take your fi rst level in the prestige 10 + the settlement’s modifier: thorp or hamlet +0, vil-
class, you are welcomed into the “inner circle.” Instead lage or castle/fort +2, small town +4, large town +6, small
of taking orders from intermediaries, you receive your city +8, large city +10, metropolis or capital +12.
orders from the highest echelons of the organization Dark Lanterns use a variety of magic items to
(see Organization, below). As you advance in the complete their missions. Members of the organization
prestige class, you gain the right to decline a mission can purchase any of the single-use or charged items on
for personal or professional reasons without ruffl ing the table below from any Dark Lantern headquarters
too many feathers. However, the King’s Dark Lanterns or safe house at a 20% discount.
need agents who are useful and productive; refuse too Dark Lanterns who operate within the borders
many missions, and you might fi nd your loyalty to the of Breland openly wear a Citadel signet ring or cloak
crown called into question. pin (depicted on page 138 of Sharn: City of Towers), which
There’s a saying in the Citadel: “Once a Dark Lan- allows them access to Citadel headquarters. However,
tern, always a Dark Lantern.” Agents are expected to Dark Lantern agents operating beyond the borders
serve the Brelish crown unto death “and beyond into of Breland carry false identification papers and no
the next life.” Although an agent might “retire” from identifying apparel or symbols of any kind.

71
MAGIC ITEMS AVAILABLE resident exiles that represent a possible security risk to the
TO DARK LANTERNS people of Breland. The organization has upward of 500
agents operating within Breland’s borders and roughly
Item Discounted Price one-fifth that number stationed abroad.
Dust of illusion 960 gp Dark Lanterns often work in teams. They also
Dust of tracelessness 200 gp work closely with other divisions of the King’s Citadel,
including the King’s Wands and the King’s Swords. In
BRELAND

Elixir of hiding 200 gp


Elixir of sneaking 200 gp addition, some Dark Lanterns join forces with adven-
Elixir of truth 400 gp turers whose goals happen to coincide with theirs; in
Potion of arcane sight 600 gp such cases, they might choose to keep their allegiance
Potion of blur 240 gp to the crown of Breland a secret.
Potion of clairaudience/clairvoyance 600 gp A Dark Lantern operating within Breland’s bor-
Potion of darkvision 240 gp ders can expect cooperation from any Brelish citizen
Potion of displacement 600 gp in the pursuit of his mission. That said, a Dark Lan-
Potion of expeditious retreat 40 gp tern represents the crown. One who takes advantage
Potion of glibness 600 gp of a citizen’s cooperation or endangers the lives of
Potion of heroism 600 gp innocent Brelish does not serve the crown and may
Potion of invisibility 240 gp have to answer for his misconduct.
Potion of spider climb 240 gp
Potion of fl y 600 gp Daily Life
Potion of gaseous form 600 gp A Dark Lantern doesn’t make a lot of money and is
Potion of see invisibility 240 gp expected to live a modest life, so as not to attract undue
Potion of tongues 600 gp attention. The work he is called upon to perform can
Potion of undetectable alignment 40 gp be as simple and straightforward as spying on a foreign
Potion of water breathing 600 gp diplomat for a few days or as dangerous and complex as
Wand of detect secret doors 600 gp buying information from a dubious source in a remote
city while dodging rival agents and assassins. When not
Oaths of the Dark Lanterns performing a service for the crown, a Dark Lantern
A member of the King’s Dark Lanterns must adhere can participate in private ventures, provided they don’t
to a set of oaths, summarized below: conflict with his allegiance to the Brelish crown.
I hereby swear fealty to the Brelish crown and
pledge my loyalty to the king above all. Notables
I hereby vow to protect and serve Breland, its Every Dark Lantern has a story to tell. Kryx (LG war-
ruling monarch, and its citizenry and dedicate my life forged scout [see Monster Manual III] fi ghter 2/rogue 5/
to thwarting those who conspire against them. Dark Lantern 1) joined the organization in 996 YK after
I hereby vow to perform my duty to king and coun- three years of distinguished service in the Brelish army.
try to the best of my ability, and not allow other duties, He joined Captain Vron’s personal retinue and, in no
obligations, or loyalties to interfere with this duty. time, demonstrated a knack for keeping secrets. When
I hereby swear to guard any and all secrets of the Vron needed a warforged agent to gather intelligence on
Brelish crown, the King’s Citadel, and the King’s the Lord of Blades in the Mournland, he could think of
Dark Lanterns until death takes me, and beyond into no one better than Kryx for the job. Kryx’s orders were
the next life. simple: Locate and infi ltrate the Lord of Blades’ camp,
I understand that by breaking any of these oaths, ascertain the size of his army, and learn the warlord’s
I sever my allegiance to the Brelish crown, whereupon plans. More than a year has passed, and Kryx has not yet
I may be branded a traitor and rightfully incarcerated returned. The popular theory is that the Lord of Blades
or executed for treason, by order of the king. learned of Kryx’s mission and destroyed him, but Vron
hopes than Kryx is still in the Mournland, attempting
DARK LANTERNS IN THE WORLD to subvert the Lord of Blades’ efforts. A few detractors
“His majesty’s secret servants are known for their sharp eyes and ears, think Kryx may have fallen under the warlord’s sway
but one must also beware their sharp swords. Our beloved king sleeps and given up his allegiance to Breland. In time, Vron
very well at night knowing they’re out there.” hopes to send a team of well-equipped agents into the
—Alexei ir’Tain, a noble in Sharn Mournland to ascertain the truth.
Another notable Dark Lantern is Raskalorn (NG
The King’s Dark Lanterns serve as Breland’s eyes and ears half-orc rogue 2/ranger 4/Dark Lantern 2), who spies
across Khorvaire and beyond. Through a vast network on the criminal element in the lower levels of Sharn.
of contacts that includes local constabularies, the Dark However, Dark Lantern agents recently obtained
Lanterns watch for known criminals entering Breland. information from a reliable source suggesting that
They spy on radicals, politicians, foreign dignitaries, and Raskalorn might be selling secrets to the Royal Eyes

72
of Aundair to supplement his income. Characters The organization can serve as a powerful ally or enemy
hunting a criminal in the pits of Sharn might uncover depending on whether the adventuring heroes are per-
Raskalorn’s divided loyalties. ceived as a boon or threat to Breland’s security.

Organization Adaptation
The King’s Dark Lanterns represent one branch of a As the DM, you should feel free to create organiza-
greater organization called the King’s Citadel, which tions like the King’s Dark Lanterns for other nations

BRELAND
is based in Wroat. King Boranel’s brother, Lord Kor and adapt the Dark Lantern prestige class accordingly.
ir’Wynarn (see page 58), commands the Citadel, Groups functionally similar to the Dark Lanterns
assisted by five Citadel captains, each of whom heads might exist in places such as Droaam, the Mror Holds,
up a division of the agency. Zilargo, Aerenal, Valenar, and Riedra, for example.
Captain Vron appoints various other captains to
oversee the four branch offices of the King’s Dark Lan- Encounters
terns. The ruthless Captain Talleon Haliar Tonan (LE The individual described below makes an excellent
male gnome rogue 5/master inquisitive 3) tyrannically nemesis for characters serving the Brelish crown and
leads the King’s Dark Lanterns in Sharn and spends for characters serving rival nations or agencies.
much of his time building useful relationships with the EL 10: Within the ranks of the King’s Dark Lan-
city’s criminal elements. The leader of the King’s Dark terns, Aron Fainn is known as Sharpsword. Abandoned
Lanterns in Starilaskur is Captain Meryl d’Ravalas (LN as an infant and raised in orphanages until the age of
male human aristocrat 4/fighter 2/Dark Lantern 2), a fourteen, he took to living on the streets of Sharn as
handsome man with a disarming smile, a keen strategic an adolescent. He slept in alleys and scrounged for
mind, and a fondness for changelings. In Xandrar, crowns (copper coins) to buy food. He became a skilled
leadership falls to Amber Korranor (NG female dwarf cutpurse despite feeling sick at the thought of stealing
bard 6/rogue 2), the widow of a well-known dwarf other people’s money. Blessed with a strong sense of jus-
adventurer (Shekkal Korranor) who died in the Last tice, he rescued a merchant from a changeling mugger
War. Amber has no military record, but she’s a proven and received a reward that kept him off the streets for a
Brelish patriot of sharp wit and mind. The fifth leader, while. At age sixteen, he joined the army and marched
Jev (LN male changeling rogue 5/assassin 3 disguised as east to fight in the Last War. His skill with the blade and
a male half-elf) leads a small team of agents in Storm- his fierce devotion to Breland caught the eye of a captain
reach on the continent of Xen’drik. working for the King’s Citadel, and before long Aron
All King’s Dark Lanterns are based out of Wroat, was indoctrinated and assigned to the Dark Lanterns.
Sharn, Starilaskur, Xandrar, or Stormreach and report Aron showed little interest in surveillance work, but he
to one of the five aforementioned division leaders. excelled at hunting down criminals, traitors, conspira-
tors, and rogue agents. Although the world is painted
NPC Reactions in shades of gray, Aron tends to see things in black and
The common citizens of Breland respect and fear the white. Enemies still plot against the Brelish crown, and
King’s Dark Lanterns. They understand the purpose Aron has vowed to stop them. He rarely leaves the coun-
of the organization but sometimes call into question its try and prefers to work alone. Although he has many
methods, particularly when it turns its sharp eyes inward likable qualities, Aron is ruthless and uncompromising
and begins spying on Breland nationals and resident in the pursuit of his mission.
foreigners. Although the Last War is over, most educated Aron prefers to fi ght one-on-one and retreats if
Brelish suspect that the Dark Lanterns still engage in accosted by multiple foes, using his potion of expeditious
acts of espionage and violence across Khorvaire, and retreat and boots of striding and springing to aid his escape.
they fear that one misstep could destroy the delicate
peace set forth by the Treaty of Thronehold. Meanwhile, ARON “SHARPSWORD” FAINN CR 10
Brelish youth searching for adventure, intrigue, and Male human rogue 2/fi ghter 4/Dark Lantern 4
the chance to explore exotic places dream of becoming LG Medium humanoid
Dark Lanterns when they grow up. Action Points 3
Init +2; Senses Listen +3, Spot +3
DARK LANTERNS IN THE GAME Languages Common, Orc
Eberron is a world of intrigue. As the nations of Khor- AC 15, touch 12, fl at-footed 13; Dodge, Mobility
vaire vie for political, economic, military, and magical hp 51 (10 HD)
superiority in the wake of the Last War, intelligence Fort +7, Ref +10, Will +4; evasion
agencies work behind the scenes to ensure the survival Speed 40 ft. (8 squares); base 30 ft.
and prosperity of their leaders while undermining Melee mwk greatsword +13/+8 (2d6+6/19–20) or
the efforts of their foreign rivals. The King’s Dark Ranged mwk composite shortbow with +1 arrow +11/+6
Lanterns represent one of several agencies attempting (1d6+4/ × 3)
to shape the future of Khorvaire through espionage. Base Atk +8; Grp +11

73
magebred ghost tiger animal companions continue to
haunt the king’s rainforests.
The excellent learner trait makes magebred ani-
mals much more trainable. On occasion, a magebred
animal escapes back to the wild and upsets the delicate
ecological balance when its progeny thrive. Although
rangers and druids learn to coexist with such crea-
tures, often adopting them as their animal compan-
ions, a wild magebred bear or tiger can quickly and
ruthlessly take down a wayward hunter or ill-prepared
band of adventurers.

MAGEBRED BROWN BEAR


Large Animal
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch
11, fl at-footed 18
Base Attack/Grapple: +4/+17
Attack: Claw +13 melee (1d8+9)
Full Attack: 2 claws +14 melee (1d8+9) and bite +7
melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Excellent learner, low-light
Magebred Bear vision, scent, thick-skinned breed
Saves: Fort +11, Ref +7, Will +3
Atk Options Cleave, Point Blank Shot, Power Attack Abilities: Str 29, Dex 15, Con 23, Int 2, Wis 12, Cha 6
Special Actions sneak attack +3d6 Skills: Listen +4, Spot +7, Swim +13
Combat Gear potion of expeditious retreat Feats: Endurance, Improved Natural Attack (claw) B,
Run, Track
Abilities Str 16, Dex 15, Con 10, Int 13, Wis 8, Cha 12 Environment: Cold forests
SQ nondetection (DC 19), trapfi nding
Organization: Solitary or pair
Feats Cleave, Dodge, Heroic Spirit*, Mobility, Point
Blank Shot, Power Attack, Weapon Focus (great- Challenge Rating: 4
sword), Weapon Specialization (greatsword) Advancement: 7–10 HD (Large)
*Feat described in the EBERRON Campaign Setting. Level Adjustment: —
Skills Balance +4, Bluff +6, Climb +7, Diplomacy +10,
Disguise +3 (+5 acting in character), Gather Infor- This brown bear looks exceptionally large and fierce.
mation +13, Hide +7, Intimidate +12, Jump +15,
Knowledge (local) +6, Listen +4, Move Silently +12, These massive carnivores weigh more than 2,000
Open Lock +6, Search +8, Sense Motive +5, Sleight pounds and stand nearly 9 feet tall when they rear up
of Hand +9, Spot +4, Survival –1 (+1 when following on their hind legs. Magebred bears encountered in the
tracks), Tumble +9, Use Magic Device +5 wild are generally bad-tempered and territorial. How-
Possessions +1 leather armor of silent moves, masterwork ever, domesticated magebred bears are quite gentle
greatsword, masterwork composite shortbow (+3 (until provoked) and serve as mounts for Brelish sol-
Str bonus) with 15 +1 arrows, boots of striding and springing, diers who patrol the country’s many borders.
cloak of resistance +2, pouch containing 100 gp, King’s The magebred brown bear’s statistics can be used
Citadel signet ring (15 gp) for almost any big magebred bear, including the mage-
Hook “Long live the king.” bred grizzly.

Combat
M agebred Animals
Throughout the Last War, Breland paid House Vadalis
A magebred brown bear attacks mainly by tearing at
opponents with its claws.
handsomely for magebred animals. Brelish cavalry Improved Grab (Ex): To use this ability, a mage-
units rode magebred warhorses into battle, and to this bred brown bear must hit with a claw attack. It can
day, Brelish rangers astride magebred bears patrol the then attempt to start a grapple as a free action without
western border, while Brelish druids and their ghostly provoking attacks of opportunity.

74
Skills: A magebred brown bear has a +4 racial rainforests with them. Boranel has decreed that killing
bonus on Swim checks. magebred ghost tigers in the King’s Forest is a crime
punishable by incarceration or death.
Magebred Brown Bears These great cats get their name from their white
as Animal Companions stripes and eerie silence. They stand more than 3 feet
Thanks to its excellent learner ability, a magebred tall at the shoulder and are about 9 feet long. They
brown bear can learn a maximum of eight tricks, weigh between 500 and 700 pounds.

BRELAND
and the DC for all Handle Animal checks involving a
magebred animal is reduced by 2. In addition, the time Combat
required to train a magebred brown bear for a purpose Magebred ghost tigers are cunning predators in the
is reduced by 1 week (to a minimum of 1 week). wild, but they can be easily trained as guardians, track-
A druid from Breland of 7th level or higher or a ers, and even mounts.
ranger from Breland of 14th level or higher may select a Improved Grab (Ex): To use this ability, a tiger
magebred brown bear as her animal companion instead must hit with a claw or bite attack. It can then attempt
of a polar bear. See page 36 of the Player’s Handbook for to start a grapple as a free action without provoking
more information on animal companions. attacks of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
MAGEBRED GHOST TIGER Pounce (Ex): If a magebred ghost tiger charges a foe,
Large Animal it can make a full attack, including two rake attacks.
Hit Dice: 6d8+24 (51 hp) Rake (Ex): Attack bonus +11 melee, damage 1d8+4.
Initiative: +3 Skills: Magebred ghost tigers gain a +4 racial
Speed: 50 ft. (10 squares) bonus on Balance, Hide, and Move Silently checks.
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch *In areas of tall grass or heavy undergrowth, the Hide
12, fl at-footed 14 bonus improves to +8.
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8) Magebred Ghost Tigers
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 as Animal Companions
melee (2d6+4) Thanks to its excellent learner ability, a magebred
Space/Reach: 10 ft./5 ft. ghost tiger can learn a maximum of eight tricks, and
Special Attacks: Improved grab, pounce, rake 1d8+4 the DC for all Handle Animal checks involving a
Special Qualities: Excellent learner, low-light vision, magebred animal is reduced by 2. In addition, the time
scent, swift breed required to train a magebred ghost tiger for a purpose
Saves: Fort +9, Ref +8, Will +3 is reduced by 1 week (to a minimum of 1 week).
Abilities: Str 27, Dex 17, Con 19, Int 2, Wis 12, Cha 6 A druid from Breland of 7th level or higher or a
Skills: Balance +7, Hide +4*, Listen +3, Move Silently ranger from Breland of 14th level or higher may select
+10, Spot +3, Swim +13 a magebred ghost tiger as her animal companion instead
Feats: Alertness, Improved Natural Attack (bite), of a dire lion. See page 36 of the Player’s Handbook for
Improved Natural Attack (claw), Run B more information on animal companions.
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —

This muscular tiger has alternating white and black


stripes and wicked claws.

King Boranel of Breland doesn’t allow just


anyone to hunt in his royal rainforests, but
when House Vadalis approached him about cre-
ating magebred animals, he allowed the house
to take a dozen ghost tigers from the King’s
Forest east of Sharn. Within a year, represen-
tatives of the dragonmarked house returned
with two baby magebred ghost tiger siblings
and bestowed them to Breland’s king as a gift.
Boranel instantly fell in love with the ani-
mals and spent several years populating his

Magebred tiger

I n the wreckage of
decadent Cyre I shall
forge an empire.

T he weakness of flesh
and blood and bone
has been exposed,
and my people shall be the
next dominant species on
this rock called Khorvaire.

I
t starts here, in the Mournland.
It starts now, in the First Year of
the Thirteen Blades.

I t starts with us, the war-


forged. It starts with me,
the Lord of Blades. . . .”
CHAPTER THREE

CYRE /

CYRE/THE MOURNLAND
THE MOURNLAND
W
“ eep, oh nations of Khorvaire, for the Jewel of Gali-
far is no more. You have finally completed what
you started when you rejected the true and proper
right of Mishann to ascend the throne of Galifar.
With your jealousy and petty ambitions, you have
brought this disaster on us all!
“Weep, my brothers and sisters, for our homes and our families
loyal knights of the Silver Flame at his side, Thalin
asserted that he was the better choice to be king of
Galifar. Kaius and Wroann supported Thalin, in so
far as they wanted a different method of selection to
be put in place. “Why should the oldest and weakest
automatically gain the crown?” Wroann asked. Wrogar
supported Mishann’s claim, but the other three
have been eliminated in a foul and cowardly way. Do not let Cyre be rejected her. Wrogar was able to stop the scions from
forgotten! Do not let the Day of Mourning end! Not until we have spilling royal blood at Thronehold, but the five sib-
discovered the villain. Not until we have made the villain face justice lings and their followers departed the island without
for this heinous crime. Not until Cyre’s children are once more safe and reaching any resolution to the question of succession.
content within their homeland. Before the year was out, the fi rst battles of the Last War
“Weep this day, my fellow Cyrans, and never forget. But tomorrow erupted, and each sibling eventually declared his or
. . . tomorrow we begin to hunt down this villain, to demand justice, her own ambition to take the crown.
and to rebuild beloved, cherished Cyre. Tomorrow! Tomorrow we shall As the kingdom collapsed and the Five Nations
go home!” became fi ve distinct and separate countries, war
—Prince Oargev, Address to the Cyran Refugees spread throughout the land. Beautiful Cyre, of all the
at the Brelish Camp nations, wound up as the battleground on which much
(which would become New Cyre), 994 YK of the Last War was fought. In addition to the troops
from Karrnath, Thrane, and Breland clashing with
Cyre was the future. At the height of the Kingdom of each other and Cyran forces in this region, Cyre also
Galifar, Cyre was a land of arcane dreams made mani- became the place where Darguun, Valenar, Talenta
fest. It came to be known as Beautiful Cyre, the Purple tribes, and Lhazaar pirates came to loot, plunder, or
Jewel in Galifar’s Crown, and Wondrous Cyre. To some, seek land to expand into.
it was considered a land of decadence and arrogance, And so it went, with the great wonders of Cyre
but to the rest of the kingdom, it was paradise. falling bit by bit with every battle, until the terrible cata-
When Jarot attained the throne of Galifar, none of clysm of the Day of Mourning finished the sad destruc-
his children were yet of an age to take over the admin- tion of the once-shining nation in one fell swoop. No
istration of the Five Nations. Regents and the existing one has claimed credit for the release of arcane energy
governor-princes ( Jarot’s younger brothers and sisters) that obliterated the nation, and no one seems to know
continued to govern and served as mentors and teachers exactly what happened on the Day of Mourning. What is
for Jarot’s scions. Mishann, the oldest of Jarot’s chil- known is that something terrible occurred in or around
dren, was sent to Cyre to learn at the knee of her uncle the city of Making, located at about the center of what is
and prepare for her role as governor-prince and, even- now the Glass Plateau, and slowly spread out to destroy
tually, monarch of Galifar. Just as it was since Galifar the whole nation. Those living closer to the borders,
united the kingdom, just as it would be forever. as well as those outside the nation on this fateful day,
However, Mishann and the rest of the kingdom were able to survive the disaster.
would discover that nothing remains the same forever. Today, Cyre is no more. In its place is the Mourn-
When King Jarot died, Mishann prepared for the land, a blasted, mutated land surrounded by a dense wall
journey to Thronehold to attend her father’s funeral of dead-gray mist. Cyran refugees have migrated to New
and to take the crown that was her birthright as the Cyre and Sharn in Breland, Dragonroost and Zolan-
eldest scion. Her siblings each brought armed troops to berg in Zilargo, and, in smaller numbers, to communi-
the funeral, and before Mishann could be coronated, ties in Thrane, Karrnath, and Q’barra. Many Cyrans,
Thalin challenged the right of eldest succession. With still reeling from the terrible destruction, find it hard

77
to forgive the Five Nations that have refused to provide continued to attract students eager to learn the skills
them with help. Worse, the Valenar elves slaughtered necessary to defend the nation.
Cyran refugees fleeing from southeastern Cyre by the Until the Day of Mourning.
CYRE/THE MOURNLAND

thousands as they tried to escape the spreading mist. Cyre’s complete destruction in a day by a wave of
A second injustice heaped upon the survivors of arcane energy is undoubtedly the single most impor-
Cyre occurred during the Thronehold negotiations. tant moment in the last hundred years. Major battles
Though the Day of Mourning was crucial in getting the were being fought all across Cyre, with each of the
Five Nations together to end the Last War, no Cyran Five Nations losing thousands if not tens of thousands
representation was permitted. “Cyre no longer exists,” of soldiers as the dead-gray wall swept outward from
Queen Aurala argued. “The refugees have no voice in the interior. While refugees have gathered in Breland
these proceedings,” High King Vadallia of Valenar under the graces of King Boranel’s mercy, Cyre as a
agreed. And so Cyre did not participate in the accords nation is simply gone, lost behind a wall that follows
that redefi ned the continent and ended the Last War. Cyre’s borders with eerie precision. In its place a
strangely tranquil wasteland taunts treasure seekers
with tantalizing hints of the greatest mystery of the
C yre, the Kingdom
Cyre’s last century featured an incredible series of
modern age. . . .
What was the Mourning? Will it happen again?
highs and lows. Led by the legitimate heir to the
Throne of Galifar, Mishann ir’Wynarn, the country PEOPLE
fi rst appeared to be ready to fall to the combined might The Cyrans once held the world in their hands. Cyre
of Breland, Karrnath, and Thrane. But an inspired was on the artistic and cultural cutting edge of Galifar,
bit of negotiation brought the warbands of the Valaes with new trends constantly starting and spreading out
Tairn to Khorvaire to fi ght for Cyre (or at least Cyran of the nation. Cyrans knew how to enjoy life and the
gold), and the other nations’ leaders quickly turned fruits of their labors. Art, music, fashion—there was
on each other as each decided to take the crown of the no constant in Cyre, other than constant experimen-
kingdom. For six decades Cyre enjoyed success out of tation and change. The Cyrans valued an outlook on
all proportion with its size and might. When Shearas life that became known as the Cyran appreciation.
Vadallia declared himself High King of Valenar, This described a philosophy and lifestyle that appreci-
carving out an empire in Cyre’s midst, it seemed Cyre ated beauty and magic, and promoted avant-garde and
was once again doomed. Then came the warforged, unconventional behavior in art and life in general.
bolstering Cyre’s forces and giving it the strength to This was seen by the majority of Galifar as remarkable
survive despite the toll constant warfare was taking on and wondrous until the time of the Last War. Then,
the countryside. Still, their fortunes were waning, propaganda and vicious rumors turned a virtue into
and many parts of northern and western Cyre became an excess. As the war raged around them, Cyran nobles
battlefields. Step by bloody step, the fi ghting wound allowed their indulgent lifestyles to take darker turns,
toward Metrol and the few pristine cites left in the and words such as decadent, vile, and immoral began
south. Rumors abounded that Queen Dannel and her to be used to describe the Cyrans. The Cyran refugees
advisors had plans for a major new offensive that would struggle to maintain the Cyran appreciation, even
throw back the invaders. Dannel’s uncanny charisma though this continues to cause misunderstandings
inspired a nation and, despite the losses, spirits were among the people of the nations where the refugees
high. Cyre’s martial academies and arcane colleges now live.

CYRE AT A GLANCE
Data based on the Cyran census of 992 YK and accurate as of the Day of Mourning.
Population: 1.5 million
Area: 1,020,000 square miles
Sovereign: Queen Dannel ir’Wynarn
Capital: Metrol
Major Cities: Making, Eston, Tronish
Climate: Temperate
Highest Point: Kenn Peak, elevation 7,576 feet
Heraldry: Crown and bell on a field of green, above a hammer and bellows
Founder: Mishann, fi rst scion of King Jarot
National Motto: “What our dreams imagine, our hands create.”

78
APPEARANCE AND DRESS religious. Cyran magic runs the gamut from fl ashy to
Whether fi ghting, dancing, or standing perfectly still, practical. As the center of Galifar culture, Cyre made
Cyrans possess a poise and elegance that is the envy of great use of all the dragonmarked houses and countless
CYRE/THE MOURNLAND

all the other nations. Cyrans tend to be slender and bards and lesser wizards to build an almost fairytale
long-limbed, with a casual, willowy grace that shines kingdom of light and grace. This image has become
from within. Their hair is often wavy and of medium even more exaggerated in the minds of the survivors
length, allowed to hang free so as to shift naturally with and those of other nations who never saw Cyre in its
their movements. Nearly all Cyrans have dark hair, but prime, cherishing the memory over the stark reality
a few are born with stark white locks—tradition states of the Mournland.
that such youths are to be encouraged to take up spell-
casting, and most do show an aptitude for it. CROWN
Cyran clothing is highly diverse in cut and style, Today there are two Cyres—the citizens who survived,
but most garments have long, flowing elements—the and the blasted wasteland where the nation one stood.
people like clothing that will catch even a small breeze Within the Mournland, the Lord of Blades is the
and ripple with the air currents. Short cloaks are closest thing the inhabitants have to a king. Outside
common, as are wide sleeves. The most noticeable the Mournland, for the people of Cyre who survived
element of traditional Cyran dress is gloves. Cyrans the Day of Mourning, Prince Oargev is the rightful
favor short, sturdy gloves for work and fi ghting, and leader. While the people remain scattered across the
longer, beautifully tooled and decorated gloves for Five Nations and beyond, the city of New Cyre is grow-
formal wear. Their hands are rarely exposed, and an ing, and every day sees a reunion as divided families
ungloved handshake is a sign of special trust. Formal rejoice in the return of lost kin. Oargev is determined
occasions are not identified by a change in clothing, to see the Mournland recovered, its plains purified,
but by a sharp increase in jewelry, and often the addi- its waters cleansed of taint.
tion of masks. Festivals and balls always incorporate While he governs New Cyre, Oargev dreams of
an element of costuming. rebuilding Cyre the nation. If he can’t do this in the
Cyrans simply adore jewelry, and they collect Mournland, he will carve a permanent nation from
all manner of pieces as their fortunes allow. Loose King Boranel’s fl ank. The Brelish king was the fi rst
hanging necklaces, earrings, and bracelets, particu- to reach out to the Cyrans as their lands died, and
larly those that include small bells or brightly colored Oargev hesitates to betray such kindness. To this
feathers, are preferred. The most spectacular of these end, Oargev sponsors expeditions into the Mourn-
adornments are their headdresses—elaborate pieces land and offers rich rewards for relics and natural
that run from the brow, over the head and shoulders specimens brought out of the mists. The young prince
and well down the wearer’s back. has become something of a naturalist, knowledgeable
about all the native species of plants and animals, and
MAGIC AND RELIGION an expert on the strange mutations found around the
Many Cyrans were occasional worshipers of the Sover- Great Chasm. Oargev is particularly eager to recover
eign Host, though one could not call Cyre as a nation Cyran regalia.

FIVE THINGS EVERY CYRAN KNOWS


1. Where they were on the Day of Mourning. 4. What happened on the Day of Mourning.
No Cyran will ever forget that terrible day and how Every Cyran knows what happened on the Day of
they survived as so many others did not. “Tomorrow Mourning and who caused it. They know. And every
in Cyre” has become an expression of hope, a reflec- Cyran will tell you a different version of the events.
tion of sadness, and a promise to win back what has An accident, a deliberate attack, a cowardly act of
been lost. terrorism, an act of nature, a punishment from the
2. Some form of artistic expression. Cyran are gods—these are just some of the explanations that
artists to their core, whether that art takes the form of Cyrans share in their homes and in taverns.
drawing, painting, sculpture, song, or arcane spell. 5. How to perform a Cyran tago. This highly
Cyrans love to experiment with art, pushing the bor- charged form of dance that has been described as fre-
ders and shocking others with just how far they will netic, movingly beautiful, and extremely erotic, is the
go to advance the form. birthright of every son and daughter of Cyre. It is taught
3. The Cyran appreciation. This philosophy and at a young age and perfected at social events throughout
lifestyle promotes the appreciation of beauty and magic a Cyran’s life. No Cyran performs the tago badly, and
in avant-garde and unconventional ways. some perform it with exquisite grace and precision.

80
Though young, Oargev is already a widower. His
wife was lost on the Day of Mourning while Oargev
was abroad. Oargev must take a new wife if the Cyran
A cross the Mournland
Devastated by the Day of Mourning, Cyre has become

CYRE/THE MOURNLAND
branch of the line of Wynarn is to endure. The prince, a ghastly reminder of the costs of war. Cyre’s borders,
now twenty-five years of age, is both charming and gal- now marked by a wall of dead-gray mist, shrank tre-
lant, and the coming social season is sure to be lively mendously during the later half of the Last War, but
as both the families of Cyre and the nobles of other still encompass an area over 1,500 miles long and often
nations try to woo this dynamic leader. over 500 miles wide. Within the mists, desolate vistas
and twisted ruins abound. The land lies in perpetual
twilight, for the sun never quite breaks through the
R oyals of Cyre
In 894 YK, when the Kingdom of Galifar collapsed
mist, and the mist never quite stops glowing even in
the dead of night.
and each scion declared his or her nation to be a sover- The blasted land has the characteristics of a wound
eign and independent country, Mishann, fi rst scion of that never heals, with cracked and burnt ground, shat-
Jarot, named herself queen of Cyre while maintaining tered rock, and mutated vegetation. Since so many for-
her claim to the crown of Galifar. eign troops occupied Cyre on the Day of Mourning, the
The rulers of Cyre are outlined on the table below. bodies of people from all of the Five Nations and beyond
This information can be gleaned with a DC 10 Gather litter the devastated countryside. The Mournland has
Information or Knowledge (history) check. become a vast, open grave, fi lled with the bodies of the
dead that have not yet begun to decompose—even four
Date Monarch years after the terrible disaster.
858–908 YK Mishaan (declared queen in 894 YK) In some ways, the Mournland seems to be unchang-
908–913 YK Brusst ing, but this is just an illusion. The vile magics that
914–942 YK Connos created the place continue to play across the land,
943–994 YK Dannel mutating the living and the dead, warping the environ-
994 YK–Present Oargev (prince in exile) ment, and releasing torrents of deadly spells as storm
clouds release rain.
This is a land of scavengers and predators where
P ostwar Cyre
Their nation destroyed, their countryfolk scattered,
warforged gather around a charismatic (and possibly
insane) leader and seek to create a nation of their own.
Cyrans tend to be keenly aware of the precarious posi-
tion they maintain in the Five Nations. Left out of the SURVIVING IN THE MOURNLAND
Thronehold Accords, the Cyran refugees have no status Adventuring in the Mournland presents special prob-
in the Five Nations, with the exception of in the Brelish lems, requiring extra preparation on the part of adven-
city of New Cyre, where Cyrans have been welcomed as turers seeking the secrets and treasures of lost Cyre.
guests of the crown. Displaced, alone, with few friends
and many enemies, Cyrans tend to look out for them- Provisions
selves and their closest kin. They have no love for the Plants have become twisted and poisonous. Animals
other Five Nations, and some barely contain a seething are few and far between and generally vicious. Water
hatred for the “traitors” who rejected Mishann’s right glows with a strange, sickly light. Adventurers must
to govern Galifar and thus destroyed the kingdom. bring all of their food and water with them, or risk
This said, Cyrans are not a dour lot. They con- being poisoned. The DCs of Survival checks to fi nd
tinue to hold to the ideals of the Cyran appreciation, food or shelter in the Mournland are increased by 8.
and though Cyran art and song has become a bit darker Further, no character may take 10 on Survival checks
since the Day of Mourning, it remains a culture that while in the Mournland.
is visionary, different, and ahead of its time. Cyran
fashions range from daring to amazingly chic, though Navigation
many younger Cyrans have started wearing dark, fl am- Maps of Cyre before the Day of Mourning are of only
boyant clothing they call “mourningwear” as a way of limited use now. The land has shifted and warped,
remembering the country they hardly knew. and distances seem to alter even as one treks across
Some Cyrans have changed their names and are the wastes. The DCs for navigating in the Mourn-
trying to blend into whatever society they fi nd them- land are increased by 4 with a map, and 6 without.
selves in. Most, however, hold to their traditions and While in the dead-gray mists this DC is increased by
seek larger communities of refugees to join up with. an additional 4.
Those who rally around New Cyre and Prince Oargev
see hope for their future—and a time when the rest of Healing
Khorvaire will pay for the injustices that have fallen Natural healing and spells of the healing subschool
upon Beautiful Cyre. do not work within the confi nes of the Mournland.

81
Adventurers have found several ways to sidestep this points as if a cure serious wounds spell was cast; a creature
restriction, however. The druid spell goodberry contin- or character receives the beneficial effects once every
ues to function normally in the Mournland, though hour while the font remains in place. A harmful font,
CYRE/THE MOURNLAND

keeping berries fresh can be a challenge. A paladin’s on the other hand, deals damage as though an inflict
ability to lay on hands also retains its potency, making serious wounds spell was cast. There is no way to tell the
such characters key members of many expeditions. A difference between the two phenomena.
monk’s wholeness of body ability provides benefit to Goodberry Wine: Druids living in the Greenhaunt
herself, though it does not allow her to aid her party. (a forest in northern Breland) were the first to create
Adventurers can also heal themselves by momentarily and sell goodberry wine, which is often packaged for travel
exiting the Mournland. Hanging close to the border in small clay jugs. Prior to 994 YK, goodberry wine was sold
provides the opportunity for a quick retreat, and spells only in the Brelish hamlet of Hatheril. However, it has
such as rope trick and Mordenkainen’s magnificent mansion allow gained popularity since the formation of the Mourn-
characters to momentarily step outside the limits of land and can now be purchased throughout the Five
the Mournland from anywhere within the interior Nations. Unlike normal curative potions, goodberry wine
for rest or magical healing. Psionic powers also work functions in the Mournland. A jug of the wine contains
within the mists, as do spells and effects that grant fi ve doses, and each dose cures 8 points of damage as
temporary hit points, such as aid and heroes’ feast. well as provides nourishment as if it was a normal meal
The Mournland also has a means to help those in for a Medium creature. An imbiber benefits from only
need, though it can be hard to fi nd and may as often one dose in a single 8-hour period; drinking additional
as not be dangerous. Similar to living spells, these doses of goodberry wine or eating additional goodberries
wandering fonts bubble and churn with arcane power, during this time has no effect.
appearing and disappearing with no apparent rhyme Faint transmutation; CL 1st; Craft Wondrous Item,
or reason. The chance that a wandering font can cur- goodberry; Price 250 gp; Weight 1/2 lb.
rently be found in any 10-mile-radius area is 10%,
and the phenomenon remains in place for 1d4+1 Magic
hours before disappearing. When a traveler or crea- Magic is distorted in some regions of Cyre, as if even the
ture encounters a wandering font, there is a 50% chance laws of nature were cracked and broken. One constant is
that it will be a healing font and a 50% chance that that no magic yet employed has revealed anything about
it will be a harmful font. A healing font restores hit the origins of the Day of Mourning. In particular, the
spell legend lore fails to function when focusing on any Today, a large cliff divides the once smooth plain
place or creature currently in the Mournland. into eastern and western halves. Part of the uprising
that formed the Glass Plateau, the ground burst open

CYRE/THE MOURNLAND
MAJOR FEATURES, SITES, AND RUINS so suddenly that warriors fi ghting at sword’s reach
The Day of Mourning redefi ned the geography of Cyre. found themselves abruptly separated by a 100-foot
The cataclysm raised land, swallowed lakes, and moved drop—moments before the arcane energies took their
whole cities, in addition to wiping out much of the lives. The fiercest fi ghting took place along an old trade
life in the region. Even so, some life still exists, and road from Lyrenton to Making, which still cuts across
treasures await discovery among the ruins. the fields above the cliff line, becoming more patchy
and broken until it vanishes into the Glass Plateau.
Metrol Even seasoned groups of treasure hunters enter the
Ruined Metropolis battlefield with extra caution. The sight of the thou-
The capital of Cyre remains an enticing target for sands of dead warriors has placed a hint of respect into
fortune seekers and explorers wishing to understand the hearts of even the most craven of grave robbers.
what has become of Cyre. While the deadly ghostbeasts
continue to slaughter those who enter the city at night, Glass Plateau
intruders are beginning to be a more common sight Warm Hills, Gentle
during the day. King Kaius of Karrnath has recently Like much of the Mournland’s bizarre terrain, the
proposed a joint effort with House Orien, House Ghal- Glass Plateau remains in flux. The huge upwelling of
landa, and Prince Oargev to reopen the lighting rail land reshaped much of southern Cyre around the city
line entering Metrol from the east. Together the four of Making, triggering earthquakes for weeks following
groups are offering bounties for information about the the Day of Mourning. In 997 YK the tremors began
condition of the Metrol rail station and the Orien guild- again, and now lava slowly oozes from cracks along the
hall. Surprisingly, just fi nding the station has proven western face of the plateau, like blood seeping from a
difficult. While many of Metrol’s buildings are fully poorly tended scab. Already inhospitable, the plateau
intact, a number of them have seemingly moved or been is now almost completely inaccessible on foot from the
rearranged. Whole city blocks are turned 90 degrees or west. The magma cools into new masses of pale gray
found miles from where war-era maps say they should glass, and the plateau is slowly growing.
be. For many, this phenomenon has only increased the
interest in learning what happened here. Seaside, The City of Sails
Those who escaped Metrol on the Day of Mourn- Ruined Large City
ing claim that the dead-gray mists first appeared boil- Adding to the mystery of the Day of Mourning, Cyre’s
ing out of the royal palaces of Vermishard, spreading most beautiful city is a hollow testament to the powers
from there to cover the entire city and then all of Cyre. unleashed that day. As the mists engulfed the great
Certainly the city was struck without warning, and suc- port, sailors in the bay heard a terrible keening fi ll the
cumbed quickly, but others believe that the ruin known air. Hundreds huddled on the long docks, only feet
as the Making was the epicenter of the arcane event. from the mist, which stopped precisely at the shore-
line. Those who dared return on the fi rst day died the
Field of Ruins moment they set foot upon the land. Crazed with grief,
Temperate Plains, Battlefield and desperate to see what had happened to their kin,
Nowhere else is Cyre’s status as an open grave more more folk dared the mist on the second day . . . and were
apparent than on the last battlefield of the Last War. unharmed. Seaside was the fi rst place in the Mourn-
The base camps of the armies fi ghting on the Day of land to be explored, and unlike other settlements killed
Mourning can still be seen, their tents and watch- by the mist, here not a single body was found.
towers creaking in the forlorn wind. Clockwise from Here fair weather, open courtyards, and vast awnings
the north, they include a hastily assembled Thrane allowed the people to live with few walls. The salty breezes
shrine to the Silver Flame, the crude cabins and work- lifted the sails, and the gentle flap and creak of canvas
shops of the main encampment of the Western Army of was a constant background murmur.
Cyre, the ditches and palisades of Darguun armies who
had been fi ghting in the area for over a year, and the Eston
newly established base of the Brelish warforged hero Ruined Small City
Bastion, who had arrived with a major force of humans Cyre’s only major settlement not located on a waterway,
and gnomes only weeks earlier. In the fields between Eston grew up near a cluster of prosperous hillside
these hastily built towns, tens of thousands of troops mines about 70 miles east of the Brey River and Lake
and war machines were committed in a battle that held Arul. On the Day of Mourning, the rich hills simply
the destiny of Cyre and likely the outcome of the Last sank into the surrounding plains with a sigh, the miners
War as the prize. The outcome was far different from within buried alive as the shafts collapsed. The city was
what anyone expected. devastated by the tremors accompanying the shifting

83
of the land, and only a handful escaped through magic. inherit the world by blade and blood. His most trusted
The Brey River’s watercourse shifted 30 miles closer to followers, his lieutenants and apostles, have adopted
the remains of the city, and Lake Arul nearly doubled names that honor the Lord of Blades and place them at
CYRE/THE MOURNLAND

in size as its basin widened. Totens, a village that served the head of his band—names such as Saber, Falchion,
as Eston’s link to the Brey River, was totally erased by and Scimitar. His followers hang upon his every word
the flooding before the mists killed the few residents and sermon, memorizing his proclamations and
who made it to high ground. prophecies as part of their daily devotion.
Eston’s mines once produced both iron and In battle, the Lord of Blades has few equals. Usu-
adamantine—key resources for the creation of the most ally, adventurers must contend with his followers and
powerful warforged. These lost veins of ore, in con- lieutenants, for to face the Lord of Blades directly is to
junction with the presence of no less than three creation invite death. His many blades, sharp and deadly, sur-
forges in the heart of House Cannith’s homeland, make round him like armor and form a whirlwind of blood
the broken city an irresistible target for treasure hunt- and steel when he charges into battle. The only reason
ers. The shifting land and deadly monsters have kept why he has not spread his campaign of conquest beyond
looters from bringing back more than the most basic the Mournland, many believe, is because his army is
loot, but the wealth still buried under the city is enough still too small. A relatively small faction of warforged
to tempt anyone with dreams of avarice or power. is attracted to his teachings, and not all of these zealots
have been able to yet reach his side. Rumors persist that
the Lord of Blades seeks to recover a creation forge and
T he Lord of Blades
Mystery surrounds the enigmatic Lord of Blades,
rediscover the secret of warforged construction, but it
doesn’t appear that he has yet mastered the ability to
whose reality is wrapped in legend, and whose very churn out new warforged on a regular basis.
existence threatens the future of the common races of In the meantime, the Lord of Blades’ agents attack
Eberron. The Lord of Blades, a powerful and char- Karrnath and Thrane outposts to free warforged slaves,
ismatic warforged, gathers followers from among the raid Cannith strongholds in search of information on
living constructs and seeks to build an empire upon warforged creation, and scour distant Xen’drik for
the ruins of Cyre, deep in the desolate Mournland. artifacts that may have some ties to modern warforged.
His enclave rises above the broken land as a beacon to His followers have no fear of dying for their cause; they
other warforged who have grown disenchanted with believe the Lord of Blades can repair them and raise
life among the common races. them up again in time for the fi nal battle against the
Some speak of the Lord of Blades as a great phi- flesh-bound races.
losopher and teacher. Others describe him as a power-
mad warlord and self-styled prophet who wishes to THE LORD OF BLADES CR 12
challenge the weaker, flesh-bound races for supremacy Warforged fighter 2/artificer 5/warforged juggernaut 5
of Khorvaire. His hidden enclave follows a strict regi- LE Medium construct (living construct)
men that crosses theocratic ideals with the power of a Init +1; Senses Listen +0, Spot +0
military dictatorship; the Lord of Blades serves as both Languages Common, Dwarven, Giant
god and king to his followers. In his camp, the Lord AC 24, touch 12, fl at-footed 22
of Blades’ word is law. The warforged who have joined hp 121 (12 HD); DR 2/adamantine
him must accept his rule or be destroyed. Immune healing, fear, nonlethal damage, critical hits,
Where did the Lord of Blades come from? Some mind-affecting spells and abilities (charms, com-
tales proclaim that he led the warforged armies of Cyre in pulsions, phantasms, patterns, and morale effects),
the Last War. Contradictory stories paint him as a newer death effects, necromancy effects, ability damage,
warforged, perhaps even the last to emerge from the ability drain, poison, sleep effects, paralysis, disease,
Cannith creation foundries before they were dismantled nausea, fatigue, exhaustion, effects that cause the
as required by the Thronehold Accords. One dark and sickened condition, energy drain, breathe
disturbing legend claims that the Lord of Blades caused Resist fi re 10 (from armor)
the destruction of Cyre and warns that he plans to Weakness unusual physical construction (ECS 23);
repeat this act in each of the Five Nations. Whatever the cannot heal lethal damage naturally
Fort +11, Ref +4, Will +5
truth, the Lord of Blades has emerged as a messiah to
that segment of the warforged population that seeks to Speed 20 ft. (4 squares)
embrace their construct heritage over their living heri- Melee slam +12/+7 (1d4+4) or
tage. The vast majority of warforged, however, consider Melee +1 keen/+1 keen adamantine two-bladed sword +11/+11/+6
the Lord of Blades to be a false and deluded prophet, (1d8+5/17–20) or
or even an abomination that must be destroyed. Ranged mwk composite longbow with +1 bane arrow
+12/+7 (1d8+5/ × 3 plus special)
The Lord of Blades has a small but devoted band
Base Atk +8; Grp +12
of fanatical warforged in his camp. He preaches an Atk Options Cleave, Great Cleave, Greater Power-
apocalyptic vision of a future wherein the warforged ful Charge, Improved Bull Rush, Power Attack,

84
Powerful Charge; armor blades, charge bonus, Healing Immunity See page 84 of the EBERRON Campaign
extended charge, superior bull rush Setting.
Combat Gear embedded wand of magic missile (CL 7th; 30 Item Creation (Ex) See page 32 of the EBERRON Campaign

CYRE/THE MOURNLAND
charges), oil of repair serious damage (3d8+5 points), oil of Setting.
protection from energ y (sonic) Living Construct Traits See page 23 of the EBERRON
Artificer Infusions (CL 5th; DC 12 + level of infusion): Campaign Setting.
3/day—2nd, 1st* Reserved The Lord of Blades takes a –5 penalty on
1/day—3rd* Bluff, Diplomacy, Gather Information, and Sense
*See page 103 of the E BERRON Campaign Setting for Motive checks.
available artificer infusions Retain Essence (Ex) See page 32 of the EBERRON Cam-
Abilities Str 18, Dex 15, Con 16, Int 14, Wis 11, Cha 18 paign Setting.
SQ construct perfection, craft homunculus, craft Superior Bull Rush (Ex) The Lord of Blades gains
reserve, disable traps, item creation, living construct a +5 bonus on Strength checks when making a
traits, reserved, retain essence bull rush attempt, defending against a bull rush,
Feats Adamantine Body*, Brew Potion B , Cleave, or breaking down doors. In addition, when he
Craft Magic Arms and ArmorB, Craft Wondrous makes a successful bull rush against an opponent,
Item B , Exotic Weapon Proficiency (two-bladed he deals an extra 1d8+5 points of damage with his
sword), Great Cleave, Greater Powerful Charge*B, +1 human bane adamantine armor blades (in addition to
Improved Bull Rush, Legendary Artisan*, Power the normal results of the bull rush). If the bull
Attack, Powerful Charge*B, Scribe Scroll B, Two- rush was made as part of a charge, he deals an extra
Weapon Fighting 2d6 points of damage (from the Greater Powerful
*Feat described in the EBERRON Campaign Setting Charge feat).
Skills Concentration +8, Craft (armorsmithing) Hook “The war is not over.”
+12, Craft (weaponsmithing) +12, Disable Device
+7, Intimidate +14, Jump +19, Knowledge (arcana)
+17, Search +7, Spellcraft +9 (+11 to decipher a spell Tactics and Allies
on a scroll), Use Magic Device +9 (+11 to blindly Against poorly armored foes, the Lord of Blades uses
activate a wondrous item, +13 to activate a spell on Power Attack, taking a –4 penalty on attack rolls to
a scroll) gain a +4 bonus on damage rolls. He enjoys charging
Possessions combat gear plus +1 human bane adamantine and bull rushing his opponents, for obvious reasons.
armor blades, +1 keen/+1 keen adamantine two-bladed sword, Less a fan of ranged combat, the Lord of Blades usu-
masterwork composite longbow (+4 Str bonus) with ally instructs one of his obedient warforged minions to
6 +1 dwarf bane arrows, 6 +1 elf bane arrows, 6 +1 gnome bane carry his masterwork composite long-
arrows, 6 +1 halfling bane arrows, 6 +1 human bane arrows, +4 bow until needed.
composite armor plating of fire resistance, ring of improved jump-
ing, 3 vials of mineral ointment (500 gp each; armor
enchantment material component), pouch of diamond The Lord
dust (250 gp; stone construct material component) of Blades
Armor Blades (Ex) The Lord of Blades’ body is cov-
ered with +1 human bane adamantine blades that deal 1d8+1
points of slashing damage (plus an additional 2d6+2
points of damage to humans) on a successful grapple
attack. While the armor blades can’t be removed, they
can be affected by spells like any other weapon. (Most
warforged juggernauts have adamantine armor spikes
that deal piercing damage. The Lord of Blades’ ada-
mantine armor blades are unique variants.)
Charge Bonus (Ex) The Lord of Blades gets an extra
+2 bonus on his attack roll when charging (total
bonus +4).
Construct Perfection (Ex) See page 84 of the EBERRON
Campaign Setting.
Craft Homunculus (Ex) See page 32 of the EBERRON
Campaign Setting.
Craft Reserve (Ex) See page 31 of the
EBERRON Campaign Setting.
Disable Trap See page 31 of the EBERRON
Campaign Setting.
Extended Charge (Ex) The Lord of Blades’
speed is 25 feet when making a charge.
(In combat, this trained minion maintains a readied
action to hand the bow to his master when so ordered.)
Deprived of his favorite ranged weapon, the Lord of
Prestige Class:
C YRAN AVENGER
CYRE/THE MOURNLAND

Blades relies on his embedded wand of magic missile to snuff


unreachable foes; however, he must succeed on a DC 20 “Everything I love has been destroyed. All that’s left is my revenge.”
Use Magic Device check to activate the wand. —Mirasandra ir’Thavar, a Cyran avenger
Although the Lord of Blades surrounds himself
with zealous warforged, he also relies on a pair of crafty Cyran avengers remember where they were and what
homunculi named Hilt and Pommel. Advanced to they were doing on the Day of Mourning—the day
Small size and sheathed in studded leather armor, they their nation was destroyed. A few bore witness to the
remain near the Lord of Blades at all times, using aid cataclysm fi rsthand and were driven from their home-
another actions or fl anking to help their master gain land by rolling clouds of dead-gray mist. Others were
bonuses on his attack rolls. They count on the Mobil- fi ghting battles on foreign soil that day and escaped the
ity feat to protect them from attacks of opportunity devastation. They have spent the past four years piec-
while maneuvering around foes. If either homunculus ing together their shattered lives and coming to grips
is destroyed, the Lord of Blades takes 2d10 points of with the loss of friends and family. Now, these vindic-
damage. If the Lord of Blades dies, Hilt and Pommel tive survivors seek to uncover the cause of the cataclysm
turn to dust, leaving behind their armor and amulets. and avenge their people against the architects of the
Given sufficient preparation time before a battle, Mournland. Cyran avengers also harbor lingering
the Lord of Blades uses the following infusions on animosity toward those who threatened or betrayed
himself: armor enhancement (grants resistance to elec- Cyre during the Last War, and they struggle daily to
tricity 10 for 50 minutes), stone construct (grants damage harness or put aside this hatred. They refuse to believe
reduction 10/adamantine for 50 minutes or maximum that Cyre had any hand in its own destruction or that
50 points of damage), bull’s strength (+4 Strength for 5 the Cyran people should be unduly punished while the
minutes), and shield of faith (+2 deflection bonus to AC remaining Five Nations enjoy the peace afforded by the
for 5 minutes). He then places the following infu- Treaty of Thronehold.
sions upon Hilt and Pommel: shield of faith (see above
for effect and duration) and cat’s grace (+4 Dexterity for Becoming a Cyran Avenger
5 minutes). He saves his two remaining 1st-level infu- You must be a former native of Cyre to be a Cyran
sion slots for using repair light damage (each repairs 1d8+5 avenger. Moreover, you must have the courage and
points of damage) on himself or his homunculi after survival skills required to uncover the truth about
the fi ght. what happened to Cyre and punish rival nations for
The Lord of Blades and his homunculi have a com- the wounds they infl icted upon your people during
bined EL of 13. The Lord of Blades surrounds himself the Last War.
with other warforged as well (although none as power- Rangers have the clearest path to the Cyran
ful as him). avenger prestige class, although they must still acquire
ranks in a couple of cross-class skills (Gather Infor-
HILT AND POMMEL CR 6 mation and Sense Motive) to qualify. Barbarians who
Advanced homunculi take the Track feat as their 1st-level or 3rd-level feat
N Small construct choice can become Cyran avengers with equal ease.
Init +1; Senses darkvision 60 ft., low-light vision; That said, Cyran avengers come from all vocations and
Listen +9, Spot +9 walks of life.
Languages Common
AC 17, touch 12, fl at-footed 15; Dodge, Mobility ENTRY REQUIREMENTS
hp 65 each (10 HD)
Immune construct immunities Base Attack Bonus: +5.
Fort +3, Ref +6, Will +4 Skills: Gather Information 4 ranks, Sense Motive 4 ranks,
Spd 15 ft. (3 squares), fly 40 ft. (good); base 20 ft. Survival 8 ranks.
Melee bite +7 (1d6+1 plus poison) Feat: Track.
Base Atk +5; Grp +0 Region of Origin: Cyre.
Atk Options poison (DC 17, sleep 1 minute/sleep
5d6 minutes) Class Features
Abilities Str 12, Dex 13, Con —, Int 10, Wis 12, Cha 2 As a Cyran avenger, you can make avenging strikes
Feats Armor Proficiency (light), Dodge, Lightning against enemies of the Cyran people and have extra
Reflexes, Mobility action points to spend when it counts. Your abilities to
Skills Hide +15, Listen +9, Spot +9 use discern lies and speak with dead allow you to better hunt
Possessions +1 studded leather armor, amulet of natural armor +1 down your nation’s most hated enemies. Finally, you
Hook “The master commands you, fleshbags!” gain certain combat bonuses when operating within

86
THE CYRAN AVENGER HIT DIE: d8

Base

CYRE/THE MOURNLAND
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +1 +2 +0 +0 Avenging strike (melee), Heroic Spirit —
2nd +2 +3 +0 +0 Discern lies 1/day, enemy region +1 level of existing spellcasting class
3rd +3 +3 +1 +1 Avenging strike (ranged) +1 level of existing spellcasting class
4th +4 +4 +1 +1 Speak with dead 1/day +1 level of existing spellcasting class
5th +5 +4 +1 +1 Enemy region +1 level of existing spellcasting class
Class Skills (4 + Int modifier per level): Bluff, Concentration, Disguise, Gather Information, Hide, Listen, Move Silently,
Search, Sense Motive, Spot, Survival.

the borders of enemy nations that may or may not have class to add each level for the purpose of determining
had a hand in Cyre’s destruction. spells per day, caster level, and spells known.
Weapon and Armor Proficiency: As a Cyran Speak with Dead (Sp): Starting at 4th level, you
avenger, you gain no proficiency with any weapon can use speak with dead once per day. Your caster level
or armor. equals your class level.
Avenging Strike (Ex): Starting at 1st level, you
can attempt an avenging strike on an enemy who has PLAYING A CYRAN AVENGER
dealt damage to a Cyran native or ally of yours within Your nation has been ravaged, but the fi ghting spirit
the last hour. The avenging strike must be delivered of Cyre lives on within you.
with a melee attack. You can add your Charisma modi- The destruction of your homeland and the per-
fier (if positive) to your attack roll and deal an extra sonal losses you have suffered ignite your patriotic
1d6 points of damage per Cyran avenger class level. fervor. You mourn the dead, but mainly in your night-
If you use your avenging strike against a creature that mares. You devote your waking existence to destroying
has not dealt damage to an ally within the last hour, enemies of the Cyran people and unlocking the truth
the avenging strike has no effect, but that use of the about the cataclysm that devastated your homeland and
ability is still expended. You can use an avenging strike rendered it uninhabitable.
once per day per point of Charisma bonus (minimum As a Cyran avenger, you walk the thin gray line
1/day). You can also spend an action point to use your between heroism and vigilantism. You must continu-
avenging strike (before the attack roll is made). ously hone your fi ghting and investigative skills and
At 3rd level, you can deliver an avenging strike never lose sight of your primary mission: to avenge
with a ranged attack. the thousands of Cyrans slain in the war and the thou-
Heroic Spirit: You gain Heroic Spirit (see page sands more slain on the Day of Mourning. Once you
55 of the EBERRON Campaign Setting) as a bonus feat. become aware of a present threat to Cyre, you seek it
Discern Lies (Sp): Starting at 2nd level, you can out with single-minded resolve. If you are smart, you
use discern lies once per day. Your caster level equals your cultivate a series of disguises that you can use to infi l-
character level. trate an enemy stronghold or organization, enabling
Enemy Region (Ex): At 2nd level and again at 5th you to destroy it from within.
level, you can select a nation from the following list: You may never determine what caused the cataclysm,
Aundair, Breland, Darguun, Karrnath, the Mourn- but Cyre needs you nonetheless. Now that the war is over,
land, the Talenta Plains, Thrane, Valenar, Zilargo. you’re free to travel Khorvaire in search of enemies
While in this region, you gain a +2 bonus on Bluff, who continue to plot against your fellow Cyrans. Along
Gather Information, Intimidate, Sense Motive, and the way, you hope to learn how the Mournland came to
Survival checks and a +2 bonus on weapon damage be and punish those responsible.
rolls. This bonus stacks with the bonus granted by the Combat: You usually save your avenging strike
ranger’s favored enemy class feature. ability and action points for enemies of Cyre. You
You can permanently change an enemy region by prefer to operate in whatever nation you choose as
taking a free action and spending 2 action points. their enemy region, although you should not be averse
Spellcasting: At each level except 1st, you gain new to spending action points to change your enemy region
spells per day and an increase in caster level (and spells as needs dictate. Your Heroic Spirit feat grants you
known, if applicable) as if you had gained a level in a additional action points for this reason.
spellcasting class to which you belonged before adding You rely on stealth and subterfuge to get close to
the prestige class level. You do not, however, gain any your enemies. Therefore, you tend to wear light armor
other benefit a character of that class would have gained. and prefer feats that improve your stealth and combat
If you had more than one spellcasting class before ability. If you cast spells, consider learning spells that
becoming a Cyran avenger, you must decide to which increase your chance of hitting (such as true strike) or

87
their convictions and seek to punish the enemies of
their people. They wander across Khorvaire, homeless,
searching for the seeds of Cyre’s destruction. However,
CYRE/THE MOURNLAND

most Cyran avengers go to their graves never having


discovered the truth behind the creation of the Mourn-
land, and that gives them a somewhat tragic quality.

Daily Life
Cyran avengers generally lead dour lives, although some
cling to the hope that Cyre will one day rise from the
ashes of the Mournland as a stronger nation. Some fall
victim to their own vices: drinking, debauchery, and
criminal activity. Others look for more worthy distrac-
tions to occupy their waking hours, as well as employ-
ment opportunities that could develop into a lead.
Regardless of how they deal with their loss, all Cyran
avengers carry a heavy burden and feel wronged by the
outcome of the war. They hate not having a home to go
back to and barely tolerate the fomenting prejudice other
nations display toward them and other Cyrans.

Notables
Cyran avengers did not exist prior to the Day of
Mourning. Though few in number, Cyran avengers
with unsavory reputations are wanted across Khorvaire
for assorted acts of violence and terrorism. Degen
Korr (NG male human ranger 5/Cyran avenger 2)
believes that the destruction of a large House Cannith
creation forge created the Mournland, and he has
obtained rumors that Karrnathi spies or Order of the
Cyran Avenger Emerald Claw terrorists may have sabotaged the cre-
ation forge, triggering a magical chain reaction that
caused the cataclysm. Degen Korr is wanted in connec-
spells that make you difficult to spot or catch (such as tion with the attempted murder of a retired Karrnathi
disguise self, longstrider, and pass without trace). spymaster in Korth. The Order of the Emerald Claw
Advancement: At lower levels, your avenging also holds him responsible for the deaths of two of its
strike ability applies only to melee attacks. Eventually, agents—one in Aruldusk and another in Starilaskur.
you can make avenging strikes with ranged attacks. Heroes who oppose the Emerald Claw might strike up
At higher levels, you gain spell-like abilities that are an alliance with Degen; conversely, heroes assigned
useful tools for gathering information. to protect a Karrnathi diplomat might discover that
Resources: As a Cyran avenger, you have few resources their charge is actually Degen’s latest target.
available to you. If you’re lucky, you might have a family Garu ir’Kulan (CG male longstride shifter barbar-
member or two abroad who can provide you with shelter ian 5/Cyran avenger 1) was adopted into a human noble
and food in times of need. You might also seek refuge in family based in Eston. On the Day of Mourning, Garu
New Cyre, although Prince Oargev ir’Wynarn doesn’t was adventuring in the Eldeen Reaches and didn’t get
like it when Brelish authorities come to his town in search word of Cyre’s destruction until months had passed. He
of fugitives with rumored ties to the Cyran crown. returned to find a wall of dead-gray mist between him
and his former homeland. Although he has made several
CYRAN AVENGERS IN THE WORLD forays into the Mournland to reach his family estate,
“These Cyran ‘avengers’ pose a threat to lasting peace. No amount of each time he has been driven back by living spells, war-
violence will bring back what they’ve lost, yet vengeance remains their forged patrols bearing the Lord of Blades’ standard, or
sole recourse. Alas, how little the war has taught them!” mutated monsters. Garu believes his family was wiped
—Kirant d’Orien, out in the cataclysm, but he wishes to see the family
dragonmarked scion living in Vathirond estate one last time and retrieve a memento or two. He
also wants to destroy the Lord of Blades so that Cyrans
Cyran avengers present an intriguing roleplaying chal- might one day reclaim their homeland. Although he
lenge for players who enjoy characters with a dark edge has no proof, Garu suspects that the Lord of Blades had
to them. Seen as outlaws and vigilantes, they cling to some stake in the destruction of Cyre. For these reasons,

88
Garu seeks to join a group of adventurers willing to DC 20: Prince Oargev ir’Wynarn, the sole sur-
explore beyond the dead-gray mist. viving member of Cyre’s displaced royal family, has
encouraged Cyran avengers to abide by the Thronehold

CYRE/THE MOURNLAND
Organization Accords. However, he secretly supports their efforts to
Cyran avengers are few in number, but they do uncover the cause of Cyre’s destruction and isn’t too
work together from time to time. A secret congrega- particular about how they obtain their information.
tion of Cyran nationals called the Covenant of the DC 25: A secret order of Cyran avengers convenes
Gray Mist welcomes Cyran avengers as members. The a few times each year at a secret location near the town
covenant, which currently numbers thirty members of New Cyre. They use these gatherings to share infor-
(one-fi fth of whom have levels in the Cyran avenger mation about the formation of the Mournland.
prestige class), gathers four times per year in a cave
complex located a few miles east of New Cyre, in eastern CYRAN AVENGERS IN THE GAME
Breland. Regardless of whether they attend meetings Adding Cyran avengers to the campaign gives players
of the covenant, most Cyran avengers consider New a chance to explore the plight of the displaced Cyran
Cyre their “home away from home.” The prince of the refugees and deal with one of the more serious con-
town, Oargev ir’Wynarn (LN male human aristocrat sequences of the Last War. Cyran avengers tend to see
3/fi ghter 1), is the last son of Cyre’s ruling family and things in black and white, which provides an intriguing
the head of the Covenant of the Gray Mist, although counterpoint in a setting fi lled with shades of gray.
he never attends secret gatherings and instead sends a
proxy. Oargev counts on Cyran avengers to help him Adaptation
uncover the truth about the destruction of Cyre and Cyran avengers fi ll a specific niche in your EBERRON
fuels their revenge by sending them off to investigate campaign and reflect the best and worst qualities of a dis-
individuals and organizations opposed to Cyre or placed culture ravaged by war. However, you could create
rumored to have some hand in the creation of the a psionic version of this prestige class for kalashtar once
Mournland. Not surprisingly, most Cyran avengers hunted by agents of the Dreaming Dark who now stalk
regard Oargev as their leader. Even those who do not their hunters. Instead of the avenging strike ability, you
serve Oargev attest that he’s the rightful ruler of their could give these kalashtar mindstalkers a special psionic
people and give him the respect he’s due. attack or soulblade attack that deals extra damage to the
Inspired, their agents, and their quori masters.
NPC Reactions
Aundairians, Karrns, and Thranes are decidedly Encounters
unsympathetic toward the plight of displaced Cyrans A Cyran avenger’s devotion to her country rules her
and unfriendly toward Cyrans in general. They regard life, and she will seize every opportunity to mete out
Cyran avengers as terrorists and greet them with out- justice for real and imagined wrongdoings infl icted
right hostility. Even the Brelish, for all their practiced upon her people. Characters attempting to plunder
indifference, become guarded when confronted by the Mournland might run afoul of a Cyran avenger
Cyrans, who represent a burden foisted upon them by determined to thwart bandits and raiders hunting for
their leaders. Consequently, they tend to treat Cyran Cyran magic items and artifacts. Conversely, a Cyran
refugees as second-rate citizens, no better than home- avenger might join an excursion into the Mournland
less vagabonds. Brelish have an unfriendly attitude if the ultimate goal is to uncover information about its
toward Cyran avengers; in their mind, Cyran avengers origin or hunt down the Lord of Blades.
should just be thankful that they’re alive and have a EL 8: Mirasandra ir’Thavar is the eldest daughter
safe haven such as New Cyre to call home. of a Cyran politician. On the Day of Mourning, she was
Displaced Cyran refugees look upon Cyran aveng- in Taer Valaestas with her father, who was negotiating a
ers with a mixture of pride and concern. Although treaty with High King Vadallia of the Valenar elves. Word
grateful for the avengers’ dedication to Cyre and its of Cyre’s destruction came quickly, and Mira’s father
people, they fear that the avengers might provoke fur- ordered her to remain in Taer Valaestas while he and
ther confl ict with Cyre’s former neighbors, and Cyran his entourage returned to Metrol to assess the damage.
refugees don’t want to further alienate themselves. She never saw him again. The only other member of
her immediate family who survived Cyre’s destruction
CYRAN AVENGER LORE was her aunt Magdalora, who was visiting Korranberg at
Characters can make Knowledge (local) or bardic the time. Magdalora has since relocated to Sharn, and
knowledge checks to research the Cyran avengers and the two have drifted apart. Magdalora doesn’t share her
learn more about them. niece’s thirst for vengeance and believes that Cyrans
DC 15: Cyran avengers are displaced Cyran have no one to blame but themselves—a view Mirasandra
nationals who have sworn vengeance against the enemies considers ludicrous.
of their destroyed homeland. At best, they are vigilantes Mirasandra prefers to attack from afar, pepper-
and outlaws—at worst, assassins and terrorists. ing foes with arrows while she takes advantage of cover.

89
Although she one day hopes to unravel the mystery of
the Mournland’s creation, she has grown increasingly
preoccupied with goblin activity along the Breland–
Monsters of
THE MOURNLAND
CYRE/THE MOURNLAND

Darguun border. Darguul raiders have launched


bold strikes against Cyran refugees in Breland, and The cataclysm that ravaged Cyre wiped out most of
Mirasandra has taken it upon herself to slay every last the indigenous plant and animal life. However, some
goblinoid that rears its ugly head. She also attacks scout- creatures survived the Day of Mourning, and they
ing parties and caravans heading to and from Gorgon- have since adapted to their new environment. Most
horn and Skullreave in northern Darguun. Characters of these survivors have been twisted by the lingering
traveling through Marguul Pass or exploring Darguun’s arcane energies suffusing the landscape. Others, such
northern reaches may encounter Mirasandra or one of as the living spells, were literally born out of this dev-
several goblin war bands searching for her. astation and continue to ravage the land in their own
Magdalora ir’Thavar might hire the characters malevolent way.
to locate her niece, either to bring her to justice or The EBERRON Campaign Setting introduced a handful of
to reveal something she’s recently learned about the the Mournland’s most dangerous denizens, including
destruction of Cyre. the carcass crab and the living spell. Here are some new
threats awaiting heroes who dare explore the secrets
MIRASANDRA IR’THAVAR CR 9 of ravaged Cyre.
Female half-elf aristocrat 4/ranger 2/Cyran avenger 3
CG Medium humanoid (elf) MOURNER
Action Points 3 Medium Undead
Init +6; Senses low-light vision; Listen +8, Spot +8 Hit Dice: 4d12 (26 hp)
Languages Common, Elven Initiative: +2
AC 16, touch 12, fl at-footed 14 Speed: Fly 50 ft. (good) (10 squares)
hp 44 (9 HD) Armor Class: 15 (+2 Dex, +3 natural), touch 12, fl at-
Immune sleep footed 13
Fort +8, Ref +7, Will +7 (+8 against enchantments) Base Attack/Grapple: +2/+4
Spd 30 ft. (6 squares) Attack: Claw +4 melee (1d6+2 plus 1d6 Wis)
Melee short sword +7/+2 (1d6–1/19–20) or Full Attack: 2 claws +4 melee (1d6+2 plus 1d6 Wis)
Ranged longbow with Rapid Shot +8/+8/+3 (1d8/ × 3) Space/Reach: 5 ft./5 ft.
or Special Attacks: Wail of anguish
Ranged longbow with oil of magic weapon and Rapid Shot Special Qualities: Aura of doom, damage reduction
+9/+9/+4 (1d8+1/ × 3) 5/magic
Base Atk +8/+3; Grp +7/+2 Saves: Fort +1, Ref +3, Will +6
Atk Options favored enemy goblinoids +2; aveng- Abilities: Str 14, Dex 15, Con —, Int 10, Wis 10, Cha 15
ing strike 2/day (+2 attack, +3d6 damage, melee or Skills: Hide +9, Listen +9, Move Silently +9, Spot +9
ranged); enemy region (Darguun +2); Mounted Feats: Alertness, Iron Will
Combat, Point Blank Shot, Precise Shot, Rapid Shot Environment: The Mournland
Combat Gear 2 vials of oil of magic weapon Organization: Solitary or haunt (2–5)
Ranger Spell Prepared (CL 2nd): Challenge Rating: 3
1st—longstrider
Treasure: None
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Alignment: Always neutral
SQ discern lies 1/day (CL 9th), wild empathy +5 (+1 magi- Advancement: 5–10 HD (Medium)
cal beasts) Level Adjustment: —
Feats Heroic Spirit*B, Improved Initiative, Mounted
Combat, Point Blank Shot, Precise Shot, Rapid A low groan of despair issues from a roiling cloud of dead-gray mist. A
Shot B, Track B
haunted face and wicked claws take shape as the cloud approaches.
*Feat described in the EBERRON Campaign Setting
Skills Bluff +10, Diplomacy +9, Disguise +8 (+10
acting in character), Gather Information +11, Hide Mourners are undead native to the Mournland, the
+12, Intimidate +9, Knowledge (nature) +6, Listen remains of soldiers who died as a consequence of a
+8, Move Silently +12, Ride +5, Search +1, Sense great betrayal. All verifiable mourners were once
Motive +8, Spot +8, Survival +11 Thrane soldiers under the command of General
Possessions combat gear plus +2 leather armor, short Kalion Adara at Arjon Ford (see Mourner History
sword, longbow with 20 arrows, boots of elvenkind, cloak for details). They formed in the wake of whatever
of elvenkind, assorted jewelry (50 gp total), pouch cataclysm created the Mournland.
containing 40 sp A mourner bears little resemblance to the soldier
Hook “Cursed goblins! There aren’t enough arrows it once was, appearing a roughly human-sized cloud of
in the world to slay them all!” dead-gray mist personified by a mournful visage and

90
a pair of arms ending in claws. Mourners are prison-
ers within their domain and cannot pass beyond the
dead-gray mist that surrounds the Mournland or fly
more than 30 feet above the ground. Mourners are
effectively weightless.
All mourners speak Common. Some also speak
Dwarven, Elven, Half ling, or other languages they
spoke in life.

Combat
Mourners focus their ire on one creature at a time. A
mourner usually starts combat with its wail of anguish
and then attacks a creature that has not fled. If all of
its opponents flee, it attacks the slowest. It generally
attacks one target until it or the target is slain.
Aura of Doom (Su): A mourner radiates feelings
of misery and betrayal in a 10-foot radius. Any crea-
ture in the area must succeed on a DC 14 Will save or be
shaken until it leaves the aura’s radius. A creature that
successfully saves against a mourner’s aura of doom
cannot be affected by that particular mourner’s aura of
doom for 24 hours. The save DC is Charisma-based.
Wail of Anguish (Su): A mourner can emit a
tormented howl expressing all of its pain and despair.
All living creatures within 60 feet must make a DC 14 Mourner
Will save or be frightened. A mourner must wait 1d4
rounds before it can wail again. This is a sonic, mind-
affecting effect. The save DC is Charisma-based.
Wisdom Damage (Su): The touch of a mourner Mere days before the Battle of Arjon Ford, Qui
deals 1d6 points of Wisdom damage to a living foe. approached Kalion with a deal. Karrnath promised
In this way, it saps the will to live from even the most her land, titles, and a prestigious military post supe-
vivacious creature. This is a negative energy effect. rior to what she held in Thrane’s army. Her instruc-
tions were to lead her troops (300 soldiers in all) back
Mourner History away from the river toward a narrow culvert. Karr-
During the Last War, a legion of Thrane soldiers nathi troops would cut off their escape. She agreed,
marched into northern Cyre to halt the advance of on the condition that if Karrnath ever captured her
several hundred living and undead soldiers from Karr- father, he would not be killed but instead imprisoned
nath. In the Battle of Arjon Ford, the Thrane and Karr- to live and watch his daughter’s success.
nathi forces were about evenly matched, but the terrain The battle started much as expected. Mythulan
and troop disposition gave Thrane a slight edge. feinted across the river, drawing Karrnath’s atten-
On the evening before battle, leaders on both tion. As he withdrew, Thellia’s troops pressed forward.
sides outlined their plans and formed their strate- However, Kalion’s troops did not engage as planned.
gies. Each force controlled one side of the Emerald Lacking any opposition in the center, the Karrnathi
Gleam River. The river was wide and easily crossed forces wedged down the center of the field and split the
at the Arjon Ford. Thrane forces in two.
General Delios Adara led the Thrane forces. Kalion’s soldiers had little regard for their captain,
His plan relied on the organization and cooperation but they respected her father greatly. Told that they
of the three captains under his command: Captain were circling around in a clever maneuver planned by
Mythulan Vasiraghi, Captain Thellia Zant, and Cap- General Adara, they entered the narrow culvert. Vol-
tain Kalion Adara (Delios’s daughter). Unknown to leys of Karrnathi arrows rained death upon them. All
Delios, Karrnath had sent a changeling named Qui three hundred of Kalion’s soldiers died. Back at Arjon
in disguise to spy upon the Thrane military leaders. Ford, the situation looked grim for Thrane. Delios
Qui gained more than just strategic and tactical infor- worried about his daughter and the missing troops.
mation; he found a confl ict among the generals that Karrnath, it seemed, would win the day. Then, above
he could exploit. Kalion had long envied her father’s the din and fury of battle, he heard the sound of Cyran
prestige and resented his condescension and lack of trumpets. Cyran soldiers and warforged attacked the
confidence in her leadership ability. The spy did what Karrnathi forces from the east, pulling the enemy
he could to play upon this bitterness. forces in two directions.

91
Heartened by the arrival of the Cyran troops, the Challenge Rating: 15
Thrane soldiers fought with renewed vigor. The tide Treasure: None
of battle had turned, and Thrane won a costly victory Advancement: 14–20 HD (Huge)
CYRE/THE MOURNLAND

that day. Level Adjustment: —


After the battle, Kalion Adara’s betrayal became
known. Many believe that Kalion fled to Karrnath, An enormous amoebic cloud of black energ y reaches toward you with
but to this day she has not resurfaced, leading some to one of its vaporous tendrils.
suspect that she, in turn, was betrayed and killed. The
arrow-pocked bodies of the three hundred soldiers who A shroud of death and despair is a living finger of death
died in the ambush were laid to rest. The bodies were spell fused with a crushing despair spell (as though cast by
interred in a mass grave, their arms and armor returned a 13th-level wizard). It looms just above the ground,
to the army for redistribution to other troops. The pre- reaching out with its black tendrils and leaving no
siding cleric from the Church of the Silver Flame held stone unturned in its search for life to extinguish.
a memorial ceremony for the betrayed soldiers. (For more information on living spells, see page 293
Three days after the Battle of Arjon Ford, a of the EBERRON Campaign Setting.)
cataclysm transformed Cyre into the Mournland. The A shroud of death and despair measures 15 feet in
soldiers killed by Kalion Adara’s betrayal rose from diameter and does not speak.
their mass grave as mourners. Perhaps they seek the
death of Kalion, or perhaps they resent those who left Combat
them in the Mournland to rot. Whatever they want, A shroud of death and despair can slam a single creature
they haven’t found it yet. with a black tendril or engulf up to nine Medium or
smaller creatures at the same time. A creature struck or
SHROUD OF DEATH AND DESPAIR engulfed by a shroud of death and despair must make two
Huge Ooze saves, one against the shroud’s crushing despair effect
Hit Dice: 13d10+65 (136 hp) and the other against its fi nger of death effect.
Initiative: +4 Crushing Despair (Su): A creature hit by a
Speed: 20 ft. (4 squares) shroud of death and despair’s slam attack or engulfed
Armor Class: 21 (–2 size, +4 Dex, +9 deflection), by it must succeed on a DC 21 Will save or be overcome
touch 21, fl at-footed 17 with great sadness, taking a –2 penalty on attack rolls,
Base Attack/Grapple: +9/+22 saving throws, ability checks, skill checks, and weapon
Attack: Slam +12 melee (1d8+7 plus special) damage rolls for 1 minute per HD of the shroud.
Full Attack: Slam +12 melee (1d8+7 plus special) Engulf (Ex): A shroud of death and despair can
Space/Reach: 15 ft./10 ft. flow around a Huge or smaller creature as a standard
Special Attacks: Crushing despair, fi nger of action. It cannot make a slam attack during a round in
death, engulf which it engulfs. It merely has to move over the oppo-
Special Qualities: Damage reduction 10/ nents, affecting as many as it can cover. Opponents
magic, ooze traits, spell resistance 23 can make attacks of opportunity against the shroud,
Saves: Fort +9, Ref +8, Will +8 but if they do so they are not entitled to a saving throw.
Abilities: Str 21, Dex 18, Con 21, Those who do not attempt attacks of opportunity must
Int —, Wis 18, Cha 21 succeed on a DC 26 Reflex save or be engulfed; on a
Skills: — success, they are pushed back or aside (opponent’s
Feats: — choice) as the living spell moves forward. Engulfed
Environment: creatures are subject to the shroud’s circle of death and
Any crushing despair effects each round on the shroud’s
Organization: turn, and are considered to be grappled.
Solitary Finger of Death (Su): A creature hit by a shroud
of death and despair’s slam attack or engulfed by it
must succeed on a DC 21 Fortitude save or die. A
successful save indicates that the creature takes
3d6+13 points of damage instead. The save DC is
Charisma-based.
Ooze Traits: An ooze has immunity to gaze
attacks, visual effects, illusions, and other
attack forms that rely on sight. It has immu-
nity to mind-affecting spells and abilities,
poison, sleep effects, paralysis, polymorph,
and stunning. It is not subject to extra
Shroud of death damage from critical hits or fl anking.
and despair

92
STEEL KRAKEN creation. They have orders not to attack ships that fly
Huge Construct (Aquatic) the colors of Cyre, although in the years since the war it
Hit Dice: 12d10+40 (106 hp) appears that at least some steel krakens have forgotten

CYRE/THE MOURNLAND
Initiative: +4 or decided to ignore this instruction.
Speed: 10 ft. (2 squares), swim 50 ft. Like a true squid, a steel kraken has ten tentacles—
Armor Class: 24 (–2 size, +1 Dex, +15 armor), touch two 40-foot-long ones and eight 20-foot-long ones—
9, fl at-footed 23 but attacks only with the two longest ones. The shorter
Base Attack/Grapple: +9/+32 tentacles grant the steel kraken a +8 racial bonus on
Attack: Tentacle +14 melee (1d8+7) grapple checks, however (included in the statistics
Full Attack: 2 tentacles +14 melee (1d8+7) above). This racial bonus coupled with its great size
Space/Reach: 15 ft./10 ft. (40 ft. with tentacle) enables a steel kraken to take a –20 penalty on grapple
Special Attacks: Improved grab, constrict 1d8+10 checks to remain effective in combat against other foes
Special Qualities: Construct traits, damage reduc- while grappling (see the description of improved grab
tion 10/adamantine, darkvision 60 ft., jet, low-light on page 310 of the Monster Manual).
vision, resistance to acid 10, cold 10, electricity 10, A steel kraken ignores the effects of cover (but not
fi re 10, and sonic 10 total cover) when attacking with its tentacles, thanks to
Saves: Fort +4, Ref +5, Will +4 its Precise Swing feat. When a steel kraken charges, it
Abilities: Str 24, Dex 12, Con —, Int 3, Wis 11, Cha 1 deals an extra 3d6 points of damage if it hits, thanks
Skills: Hide –2, Listen +5, Spot +5 to its Powerful Charge feat.
Feats: Cleave, Improved Sunder, Powerful Charge*, Improved Grab (Ex): To use this ability, the
Precise Swing*, Power Attack steel kraken must hit with a tentacle attack. It can
Environment: Any then attempt to start a grapple as a free action without
Organization: Solitary provoking attacks of opportunity. If it wins the grapple
Challenge Rating: 8 check, it establishes a hold and can constrict.
Treasure: None Constrict (Ex): A steel kraken deals 1d8+10
Advancement: 13–24 HD (Huge); 25 – 48 HD points of damage with a successful grapple check.
(Gargantuan) Construct Traits: A steel kraken has immunity
Level Adjustment: — to poison, sleep effects, paralysis, stunning, disease,
*Feat described in the EBERRON Campaign Setting. death effects, necromancy effects, mind-affecting
spells and abilities (charms, compulsions, phantasms,
Articulated steel tentacles thrust out of the water at you. As they begin patterns, and morale effects), and any effect that
to flail about, you begin to see the body of a squidlike construct break requires a Fortitude save unless it also works on objects
the surface, its casing made of composite materials including steel, or is harmless. It is not subject to extra damage from
wood, and iron. critical hits, nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. It cannot
The same creation forges used to build Cyre’s war- heal damage, but it can be repaired.
forged titans (see page 302 of the EBERRON Campaign Jet (Ex): A steel kraken in water can jet backward
Setting) built the steel krakens, which the Cyrans used once every 3 rounds as a full-round action, at a speed
to defend their southern coastline. Turned loose to of 200 feet. It must move in a straight line but does not
patrol within five to ten miles of shore, steel krakens provoke attacks of opportunity while jetting.
discouraged the other nations from making naval
assaults on Cyre’s coast. Incorporating early living
construct schema, the steel krakens could adapt to
changing conditions, and many have abandoned
their orders since the Day of Mourning. They
can now be found almost anywhere along Steel Kraken
Khorvaire’s southern shores.
The body of a steel kraken is 15 feet
long, and its tentacles range from 20
to 40 feet long. A typical steel kraken
weighs 6,000 pounds.
Steel krakens do not speak.

Combat
Though smarter than most con-
structs, steel krakens are barely more
intelligent than animals and rely on
instincts infused in them during their

H ow dare the Silver Flame
walk the streets of the
City of Night?” thought
Jarren Firstblood as he watched
from his shadowy perch.

A loyal soldier of the


Emerald Claw and
a devoted follower
of the Blood of Vol, Jarren
had recently undergone
transformation and joined
the ranks of the undead.

H e was eager to explore his new


abilities, and these interlopers
would serve him well.

B esides, Jarren
was very, very
hungry. . . .
CHAPTER FOUR

KARRNATH

KARRNATH
K arrnath, born in war
Karrnath, land of night
Karrnath, we salute you
Let the world marvel at your might!
“War March of the Karrns,”
Karrnath’s national anthem
were disseminated to the rest of the kingdom, but as a
people the Karrns continued to be more dedicated to
and proficient in the art of war. To this day, every citizen
of Karrnath serves a term in the military, and every
citizen of Karrnath practices with the local militia.
Life in Karrnath can be cold and hard, but the
Karrnathi people are colder and harder. When the
Known as the “birthplace of kings,” the nation of Karr- Last War began, the people of the land rallied behind
nath was born in war. The art of war remains the birth- their king. It seemed unthinkable that the other parts
right of every true son and daughter of the land, and it of the collapsing kingdom could stand against the mil-
sings in their blood and their dreams. The first humans itary might of Karrnath. Better equipment and train-
to settle the region were Lhazaar marauders. They built ing could take the Karrns only so far, however. They
outposts along the barren coastline and raided the softer underestimated the arcane weaponry of Aundair and
lands to the south. Slowly, these outposts developed into Cyre. They underestimated the divine power of the
towns and cities, and the people that remained in the Silver Flame that bolstered Thrane. And they failed to
land were tempered by the long, harsh winters. account for the sheer heart and determination of the
As the descendants of the Lhazaar raiders con- Brelish people, perhaps the most underrated nation at
tinued to spread out and eventually divide into five the start of the war.
distinct nations, Karrn the Conqueror rose to power. Karrnath suffered a series of embarrassing and
He transformed the pirates and pillagers of his north- potentially destructive setbacks, forcing King Kaius I to
eastern realm into a deadly army. Under his leader- accept aid from the Blood of Vol. Using the necromantic
ship, the Karrnathi forces swept the remnants of the arts at their disposal, the Vol priests called Karrnath’s
goblinoids out of the land and made war upon the fallen warriors back from the grave, setting the stage for
other human settlements. Karrn dreamed of ruling a the rest of the long, long war. The tireless undead troops
vast kingdom, and in his zeal he conquered two-fi fths bolstered the nation’s living soldiers and brought a sense
of the human lands. In the end, no single foe defeated of otherworldly terror to the battlefields. The Karrnathi
Karrn. Rather, he was overcome by the sheer size of undead were some of the most unusual troops deployed
Khorvaire and his own penchant for cruelty. in battle until the creation of the warforged.
Karrn’s legacy remains, and most people tend to A military dictatorship since the start of the Last
forget the atrocities and prefer to remember the accom- War, Karrnath continues to operate under martial law.
plishments. He cleared the heartland of the human This makes it a bit tougher on visitors and adventurer
nations of the remnants of the goblinoid empire. He types, but the land isn’t totally closed to travelers.
galvanized the people and kick-started the march to Instead of the Code of Galifar, the country follows the
civilization. He built the greatest army of his age. And he Code of Kaius. This rigid set of laws and responsibili-
died in a kingdom that bore his name. Centuries later, ties is based on the older code, but many rights have
his descendant Galifar, a true son of Karrnath, would been restricted or eliminated in the name of national
pick up Karrn’s dream and unite the Five Nations. defense. With the end of the Last War, a handful of the
Galifar utilized the military power of Karrnath more stringent laws have been lifted, but the overall
to forge his kingdom, and no force could stand against oppression of a martial system remains.
him. Of course, he tempered war with hope and a dream Today, Karrnath enjoys its role as one of the archi-
of a better society, and thus succeeded where Karrn had tects of peace, but there are undercurrents of unease
failed. After the Kingdom of Galifar was established, throughout all levels of the nation. It came as a surprise
military officers from across the land trained at the when Kaius III, leader of a harsh band of hardened war-
Rekkenmark Academy. Military traditions and training riors, pressed for peace. Most of the Karrnathi warlords

95
(the highest-ranking nobles in the land) believe that Kingdom of Galifar from the founding of the kingdom
their king is simply rebuilding the strength of the nation until 894 YK. In that year, as the struggle for the crown
and searching for an advantage to turn against the other that caused the Last War escalated, Karrnath broke
nations. They trust that he will unleash their armies again from the kingdom and declared itself an independent
when the time is right and grasp the throne of Galifar monarchy under the rule of King Kaius I.
as his own. But there are those among the warlords and The rulers of Karrnath are outlined on the table
KARRNATH

nobility that believe that Kaius is too soft, not at all like below. This information can be gleaned with a DC 10
his father or great-grandfather. They see the Treaty of Gather Information or Knowledge (history) check.
Thronehold as a symbol of his cowardice, and his efforts
to curtail the power of the Blood of Vol as a rejection Date Monarch
of the religion of the people. When the current peace 890–910 YK Kaius I (declared king in 894 YK)
finally breaks, it may be Karrnath that swings the first 910–960 YK Kaius II
sword—despite the wishes of its king. 961–972 YK Jaron
973–990 YK Moranna [regent]

R oyals of Karrnath
Since Karrn the Conqueror rose to power, his blood
991 YK–Present Kaius III

has flowed through the rulers of Karrnath. When King


Galifar I established his united kingdom, he set up a
P ostwar Karrnath
Karrnath spent more of the Last War in active warfare
system wherein the Wynarn family would rule over each than any of the other four nations; it never left a war
of the Five Nations. This took a bit of getting used to footing and never had long-term ceasefi res with its
in the other parts of the kingdom, but the Karrns have foes. Battles between Karrnath and Cyre were par-
long had the blood of Karrn sitting on their throne. ticularly bloody, especially when the Valenar elves
Occasionally over the centuries, as happens when became Cyran mercenaries. Karrnath and Aundair
there are fewer suitable heirs, governorship of Karr- were enemies throughout most of the Last War,
nath fell to trusted regents drawn from other parts of although that front had long periods of stalemate and
the family. low-intensity battles of attrition. Thrane and Breland
Like the others among the Five Nations, Karrnath were either enemies or allies, depending on the war’s
was administered by governor-princes as part of the shifting fortunes.

THRONEHOLD
Galifar I united the Five Nations and forged a new A special detachment of House Deneith guards, the
kingdom. He realized early on that the crown could Throne Wardens, remained in place to protect and
not rule from one of the existing realms. To do so maintain the castle, but all government functions
would be to put one of the Five Nations above the ceased with the collapse of the united kingdom. The
other, and that would lead to breaks and fractures town of Throneport, a support community in the
that would eventually destroy the kingdom. From the shadow of the castle, mutated as the Last War pro-
moment young Galifar stood on the banks of Scions gressed. It became a place for dissidents, spies, crimi-
Sound and looked upon the mysterious island that nals, and mercenaries, and the once opulent and safe
rested just out of reach of the Five Nations, he knew port turned into a rough-and-tumble town without law
that the island would play an important role in the or allegiance to any single nation.
realization of his dream of unification. On this island This neutrality has served Throneport well; by
he would build his capital—Thronehold. 975 YK it had grown into a small city in which all of the
Prior to Galifar, the island was considered to be nations and dragonmarked houses had at least a small
haunted, a place of the old ways of Khorvaire. That presence, turning it into a hotbed of international
reputation, and its location, made it the perfect place intrigue. The Treaty of Thronehold further solidi-
for Galifar’s purposes. The great castle Thronehold fied this position, establishing the city of Throneport
became a shining symbol of the kingdom, and the as a multinational province under the control of
island around it developed into a wondrous showcase small peacekeeping forces from Aundair, Breland,
for the realm. It remained so until the Last War, when Karrnath, and Thrane, with House Deneith Throne
it became a reminder of things lost. Wardens in place to make sure the terms of the treaty
After Jarot’s death and the rejection of the line are honored. Today, the small city is neutral ground,
of succession that led to the Last War, the island but the castle and its grounds remain off limits and
and castle of Thronehold were largely abandoned. under the watchful protection of the wardens.

96
Karrnathi forces had seized Cyran territory on the While Kaius has officially broken ties with the
Day of Mourning, preparing to use the area as a stag- Blood of Vol and declared it no longer the national reli-
ing ground for a push into Breland. For this reason, gion, a significant portion of his citizenry continues to
tens of thousands of Karrns were among the dead on follow the tenets of blood as life and undeath as divinity.
the day Cyre became the Mournland. The crown has gone so far as to ban the open worship
Karrnath lost as many citizens to famine and dis- of the Blood of Vol in Korth, but shrines still draw
KARRNATH

ease as it did to enemy action over the course of the war. followers in the towns and villages, and the Crimson
Shortly after the war began, plague and wheat-blight Monastery in Atur continues to hold open ceremonies
savaged the nation, bringing low the Galifaran prov- to mostly packed audiences of the faithful.
ince known for its industry and military tradition. The Kaius has had better success in curtailing the
combination of famine and disease was so devastating influence of the Order of the Emerald Claw. In gen-
that King Kaius I, desperate to save his realm, turned eral, the nation has come to see this group of one-time
to the Blood of Vol for aid—a decision that forever patriots (at least that was how they were portrayed
changed Kaius and Karrnath as a whole. when the group was originally established) as violent
When Kaius I returned to power in the guise of extremists who no longer have the best interests of
Kaius III (see the EBERRON Campaign Setting, page 178), he Karrnath at heart. (This doesn’t keep some warlords
immediately set about ending the war. But even two and nobles from working with them, however.)
years after the Treaty of Thronehold, Karrnath is still The nation continues to utilize undead forces for
a militaristic society that’s reluctant to abandon its war defense, but the vast majority of Karrnath’s undead
footing. The warlords remain the most powerful and troops have been hidden away in secret crypts for the
influential of Kaius’s nobles. Most towns still have large day when they will again be needed. This huge force
standing militias, and service in the national army is of undead, with more being added every day under the
compulsory. Karrnathi soldiers still engage Valenar orders of the Minister of the Dead, provides a ready-to-
raiders to the southeast and battle strange horrors from use army that can quickly bolster the living forces of the
the Mournland, and every skirmish receives a lot of nation’s warlords—while also remaining mostly hidden
attention in chronicles and talk within the taverns. from the rest of the nations of Khorvaire. Kaius knows
Karrnath also has the advantage of relatively secure what the Minister is up to, but he doesn’t realize the
borders. Scions Sound offers a measure of protection extent to which the undead buildup is continuing.
from Aundair and Thrane, and the northern waters
keep all but the most determined Lhazaar pirates at MAGIC AND RELIGION
bay. Karrnath’s historic weakness, its southern border, While Karrnath originally put more stock in swords
is a lot safer now that Cyre is no longer around. Mon- than in spells, this view quickly changed after the first
sters periodically emerge from the Mournland, to be few engagements of the Last War. Observing the war
sure, but that’s a far cry from an invading Cyran army. magic of Cyre and Aundair, Kaius I ordered all youths to
Garrisons in Lakeside and Irontown remain strong be tested for arcane aptitude at the enclave of the Twelve.
and alert, for Karrnath and the Mror Holds continue Over the course of the Last War, Karrnath has made
to dispute the border between the two nations, and its own strides in the mystic arts. Its greatest accom-
many Karr ns want to reclaim the dwarven lands as plishments have been in the arcane schools of evocation
their own. and necromancy. The country still lags behind the civic

KARRNATH AT A GLANCE
Data based on military draft records, 994 YK.
Population: 2.5 million
Area: 1,350,000 square miles
Sovereign: Kaius ir’Wynarn III
Capital: Korth
Major Cities: Karrlakton, Atur, Vedykar, Rekkenmark
Climate: Temperate in south with cold, cloudy winters and cool, partly
cloudy summers; central to northern region has short, cool summers and
long, harsh winters
Highest Point: Mount Tharzil in the Ashen Spires, elevation 9,925
Heraldry: A blood-red wolf head on a shield of silver and black
Founder: Kaius I, third scion of King Jarot
National Motto: “Death holds no terror.”

98
The ruins of the White Arch Bridge that once
connected Karrnath to Aundair

accomplishments of the wizards of Aundair, but they


have become almost their equal in the art of war.
The worship of the Sovereign Host dominates the
A Day in the Life
Harika Kraal approached the tower with equal parts
land of Karrnath, despite almost a hundred years in anticipation and trepidation. The anticipation part
which the Blood of Vol was the national religion. Bol- was straightforward: She’d suffered through countless
drei, Dol Arrah, and Dol Dorn are seen as the patrons tests, examinations, and demonstrations to earn a place
of the land, with a strong emphasis on the virtues of at the Rekkenmark Academy. As the fi rstborn daughter
honor, strength in battle, and love of community. of General Vorelus “Horseshoe” Kraal, Harika was
Divine spellcasters are rare, and most priests fall into taking an important step in her family’s destiny by
the category of expert, aristocrat, or fi ghter. enrolling in the junior officer corps today.
The Blood of Vol still has followers at all levels of But the trepidation wouldn’t go away. What if she
society, because some have ignored Kaius III’s restric- washed out of the academy? A third of fi rst-year offi-
tions concerning the religion. It is important to under- cers don’t come back to Rekkenmark for the second
stand that most people—including members of the year. Ten years ago, Harika’s uncle Wultram volun-
faithful—don’t realize there is a connection between the teered to fi ght on the western front after his fi rst year
Blood of Vol and the Order of the Emerald Claw, and few at the academy—and the family always whispered that
even directly worship Vol herself. Many of the common he volunteered because he was on the verge of flunking
folk who revere the Blood see life as a constant struggle out. Well, he proved himself in Scions Sound, Harika thought.
against death, believing that undeath is one way to win The Kraal family could use more Uncle Wultrams.
the battle. They know little if anything about Vol or her Harika spent the chill autumn morning standing
plans, but they treat any of the higher forms of undead at attention, waiting for Rekkenmark clerks to inspect
(vampires, liches) with reverence and great respect. her entrance papers. Figuring that the long wait was
One of the secrets of the nation is that Kaius III’s just another test, Harika concentrated on maintaining
harem consists of followers of the Blood of Vol who have her posture and breathing, trying to keep her antici-
chosen to give their loyalty to their king instead of the pation and trepidation from showing.
lich queen. They provide him with the blood he needs If the morning was devoted to standing at atten-
to sustain his own, secret undead state of existence. tion, the afternoon was an exercise in line-waiting:

99
lines for uniforms (the plain tan of Karrnathi cadets), The Karrns have grudgingly accepted the use of
lines for books (chief among them an annotated skeletons and zombies as frontline troops because in
Analects of War by Karrn himself), and lines for armor many ways these creatures epitomize the ideals of the
and weapons. nation; they are strong, tireless warriors that serve
It was at the end of the last line that Harika’s trepi- without fear or doubt. While others see Karrns as cold
dation went away, completely overwhelmed by antici- and ruthless, the people of Karrnath have a softer
KARRNATH

pation. Harika took the sheathed longsword from the side that they conceal from all but their closest family
supply sergeant, suppressing a gasp when she saw the and friends. When they gather around a roaring fi re
Rekkenmark insignia, an “R” scripted in fi ligree, on on a dark, cold evening, tankards of Nightwood ale
the pommel. Just like Father has, and just like Uncle Wultram had. accompany laughter, tales of past glories, and songs
Soon I’ll show everyone how well cadet Harika Kraal wields this sword, that praise the heroes in their bloodlines.
she thought. Earn the friendship of a Karrn and he will stand
with you against any foe. Cross a Karrn, however, and
you gain an enemy who will battle you to the death—
R oleplaying a Karrn
The people of Karrnath are grim folk, hardened by
and, perhaps, beyond.

military service and the harshness of their land. Order RELATIONS AND REACTIONS
and stability are considered to be vital to society, and Despite King Kaius III’s strong role in the ongoing
the average Karrn tends to hold a lawful outlook. A peace process, most common folk view Karrns with a
Karrn is expected to stand by his word and to protect mixture of fear and suspicion. The Karrns counter
those beneath his station. As a military dictatorship this suspicion with cold indifference.
since the start of the Last War, the country has cre- Karrns display coolness toward people of most lands.
ated a stoic, battle-hardened people. They are proud The Karrns fought against every nation at one point or
of their history and their military tradition, and they another during the Last War, and so tend to regard all
feel that every hardship they must endure simply makes of their neighbors with equal indifference.
them stronger. The one exception to this coolness centers on the
While some objected to the Code of Kaius replac- nation of Thrane. The Karrns consider the Thranes
ing the Code of Galifar as the country’s system of jus- to be true and terrible enemies; despite making some
tice, today most of the population is content with the efforts at trade and diplomacy since the signing of the
situation. The people would rather follow a leader who Treaty of Thronehold, the two nations nevertheless
instills fear in subjects and enemies alike than bow to remain cold toward one another. Anyone wearing a
a soft diplomat. Few love Kaius III, but most believe Thrane uniform receives an unfriendly reaction, at
in his strength and cunning—despite his continued best, from the common Karrn. Anyone displaying a
efforts at maintaining the peace. symbol of the Silver Flame receives a –2 penalty on any
Most Karrns display their fi rst and foremost Charisma-based skill checks.
loyalty to the land, not the king, however. If a warlord While the Blood of Vol is not the dominant reli-
proved to be a more ruthless and effective leader than gion in Karrnath, it has followers scattered through-
Kaius and could seize the throne with a minimum of out the land. Anyone serving the interests of the Blood
chaos, that warlord would theoretically win the sup- of Vol or the Order of the Emerald Claw should be able
port of much of the nation. to fi nd supporters in a village or larger community.

KARRNATH AND THE UNDEAD


Early in the Last War, plague- and famine-ravaged the average citizen and the eyes of the other nations.
Karrnath resorted to using undead soldiers in its army—a A relative few Karrnathi skeleton and zombie troops
desperate decision that might have saved Karrnath from patrol the borders and serve as special guards in Korth
utter ruin. Even today, Karrnath keeps undead legions to and Atur, usually at facilities tied to the crown.
defend its borders and to use in case hostilities resume. The average Karrn fi nds the intelligent undead
Karrnath is not, however, a place where the to be at best creepy and at worst completely terrifying.
undead are integrated into society (unlike Aerenal, Karrnathi soldiers have better tolerance, but few want
for example, where the undead and the living coex- to socialize with the undead. Everyone appreciates
ist). During the Last War, the undead formed separate the role that the undead play in defending Karrnath,
military units from Karrnath’s living soldiers, and however, and the typical soldier feels a sense of pride
only rarely performed in joint operations. Today, in knowing that he or she can continue to protect the
the legions of undead remain hidden, both from nation even after death.

100
Intimidation is an accepted method of accomplish- cheese. This is enjoyed warm as it emerges from the
ing things, even when dealing with other nations. oven, or slathered with onion butter.
Conversely, Karrns see an overt reliance on Bluff or
Diplomacy as a sign of weakness. FASHION
Karrns favor plain, functional clothing, worn neat
and immaculately clean. They generally wear dark
K arrnathi Style

KARRNATH
colors. Since Karrnathi winters tend to be long and
The origin of Galifar traces its roots to Karrnath, so it is cold, thick cloaks are a common accompaniment to
no wonder that elements of the Galifarn style permeate any outfit. While their clothing tends to be drab and
the land. The humans of Khorvaire first attained civili- unadorned, Karrns take great pride in their armor
zation in Karrnath, and this ancient heritage can still and weapons—which are some of the fi nest produced in
be seen both here and throughout the Five Nations. all of Khorvaire. Armor is frequently worn on village
and city streets, and it is always carefully polished and
ART ornately decorated.
Two subjects turn up consistently in Karrnathi art—
war and religion. Images of grand battles in fl at, two-
dimensional renderings demonstrate an emotional
connection to physical strength and perfection. For
P lots and Factions
Karrnath is a nation inextricably tied to necromancy
religious subjects, the Sovereign Host provides most and war, and many of the plots currently underway in
of the inspiration, and paintings proclaiming the faith the nation key off these central themes.
fi ll private galleries and public museums alike. During
the height of the Blood of Vol movement, a new form THE VAMPIRE KING
of disturbing yet fascinating art developed. Blood art, Karrnath’s destiny and King Kaius’s destiny are com-
known for its striking use of crimson and actual blood pletely intertwined. Kaius I probably saved the nation
to create scenes as though from a fevered dream, was by making a bargain with the Blood of Vol, but it’s a
extremely popular for a time and is still created by the bargain he’s still paying off. The lich queen Vol turned
most faithful followers of the Blood. Kaius I into a vampire, a fact that’s one of the most
closely held secrets in the world. Moreover, Kaius I has
ARCHITECTURE replaced his own descendant and now leads the nation
Karrnathi architecture tends to be heavy and symmetri- while pretending to be Kaius III.
cal, with a militaristic uniformity and lots of decorative Kaius now faces a delicate task: breaking Karr-
elements, such as monoliths and obelisks. In many ways, nath’s ties to the Blood of Vol without weakening the
the typical Karrnathi city street resembles a museum, nation and leaving it vulnerable. Like any monarch,
with heavy stone buildings, ornate sculptures, and Kaius wants the throne to be where power starts and
freestanding statues. Fountains get a lot of play in stops. But expunging the Blood of Vol entirely might
Karrnath as well, with many of these becoming frozen throw Karrnath into chaos—and Kaius’s vampiric
in the winter to form a different kind of sculpture. nature would probably be exposed in the process.
Getting PCs Involved: Kaius and the palace staff
CUISINE are intensely interested in anything involving the Blood
Karrnathi cuisine tends to be as heavy and complex as of Vol. PCs who wind up involved with Vol—whether
its architecture, with fi lling, multilayered casseroles as allies or adversaries—will certainly attract Kaius’s
one of the mainstays of the typical family meal. Karrns attention. Kaius’s agents start with a peaceful (if tense)
consider sausage- and cheesemaking to be art forms, negotiation with PCs connected to the Blood of Vol,
and all kinds and varieties of these foods can be found trying to ascertain where their true loyalties lie.
throughout the land. When the PCs have their guard down, a mysteri-
Because of the harsh winters, stews and soups are ous stranger approaches them, wanting to talk about
a staple of Karrnathi cooking, and every hearth has a the Blood of Vol. If the PCs can convince Kaius’s agent
pot of something simmering over the fi re throughout that they oppose the Blood of Vol, Kaius follows up
the long winter season. with a job offer: often an assault on an Emerald Claw
Brewing, another popular Karrnathi pastime, has base or an infi ltration of a Blood of Vol temple or
created some of the most fl avorful and potent beers Emerald Claw cell. But if Kaius’s agent believes that
and ales in the Five Nations, and kegs of Karrnathi the PCs are working with the Blood of Vol, Kaius’s next
brews fi nd their way to markets across the continent. move will be an attempt to kidnap or arrest the PCs,
Baking has also developed into a staple of Karr- then interrogate them about Vol’s plans.
nathi culinary art, and all kinds of pies and breads
come out of the rich-smelling ovens throughout the OPERATION LEVIATHAN
land. One particularly popular loaf, called vedbread, The Order of the Emerald Claw is Khorvaire’s most
combines crusty bread with the fl avorfully sharp ved extensive secret society, with cells in every major city

101
and infi ltrators in every power structure. Many of THE CORPSE COLLECTORS
their plots involve protecting the Blood of Vol cults Officially, undead legions are still on the rolls of
in Karrnath and beyond, but they undertake other Karrnath’s army. Royal corpse collectors still have
endeavors on behalf of Vol herself. the right to claim suitable bodies from Karrnath’s
Once such endeavor, known as Operation Levia- morgues, turning them into the Karrnathi skeletons
than, involves Emerald Claw cells across Khorvaire. and zombies (described on page 292 of the EBERRON
KARRNATH

Most members of the Order know that they’re supposed Campaign Setting).
to acquire as many Khyber dragonshards as possible for Kaius has ordered his Minister of the Dead, Count
something called “Operation Leviathan.” But Emerald Vedim ir’Omik, to maintain Karrnath’s undead legions
Claw leaders know more: The Order is gathering hun- while keeping a low profi le. Count Vedim is obeying
dreds of Khyber dragonshards to draw forth from Lake the letter of the king’s instructions; his plans are ambi-
Dark a monster of unspeakable power, then bind it to tious but secret.
do Vol’s will. Not even the Emerald Claw clerics who Everything about necromancy and the undead
will perform the ritual know exactly what the monster fascinates Count Vedim, but ironically he’s unaware
in the bottom of the lake is. Ancient texts speak of it that his liege and cousin, Kaius, is himself a vampire.
as being the equal of any army, capable of destroying Count Vedim has secrets he’s keeping from Kaius, as
entire cities and cutting a swath of destruction across well. Vedim’s necromancers have started to experiment
the landscape. with small units of wight and vampire spawn, “field
Getting PCs Involved: Most Khyber dragon- testing” them beyond Karrnath’s borders. The corpse
shards are still in the depths of Khyber, of course, so collectors seem to be collecting bodies from specific
PCs who travel deep underground can meet Emerald bloodlines, trying to reanimate them with powers
Claw agents trying to mine dragonshards. But mining beyond the norm for undead.
isn’t an area of expertise for the Emerald Claw; they’d Getting PCs Involved: A PC from Karrnath
rather have others do the work for them. Emerald might have a bloodline of interest to a corpse collec-
Claw agents try to steal any Khyber dragonshards tor . . . and Count Vedim’s collectors aren’t always
that reach the surface world—whether they’re in the scrupulous about waiting for their targets to die of
hands of other governments, dragonmarked houses, natural causes.
or the PCs. The Emerald Claw is also seizing control The Valenar elves know that someone is raiding
of mining operations and enslaving the miners to get their borders with organized bands of wights and vam-
more Khyber dragonshards. pire spawn. The elves naturally suspect Karrnath, but
If the PCs don’t get involved in preventing the Emer- they don’t have proof. If the PCs come into possession
ald Claw from gaining the necessary Khyber dragon- of such proof, that’s valuable information to both the
shards, they have two other chances to stop Operation Valenar and potentially Kaius. To the corpse collec-
Leviathan. They can disrupt the nightlong ritual that will tors, the existence of the experimental undead units
call forth the creature from Lake Dark. And high-level is a secret worth killing to keep.
PCs might be able to defeat the creature once it emerges
from the lake, ready to do Vol’s bidding.

FIVE THINGS EVERY KARRN KNOWS


1. How to play Conqueror. This chesslike board and a major, the proper way to salute superior officers,
game reputedly invented by Karrn the Conqueror is and what various uniform insignia mean.
enjoyed across Khorvaire. But in Karrnath, it’s the 4. An appreciation for art. During the Last
national pastime and a popular way to spend long, War, many of Karrnath’s artists painted colorful pro-
wintry nights. paganda posters that adorned walls in major cities.
2. Their own family trees, going back at least Though the war is over, many Karrns have taken the
four generations. The Blood of Vol has encouraged posters into their homes, where they hang as decora-
interest in genealogy. Combined with a Karrn’s natu- tion and a reminder of Karrnath’s military past.
ral pride in heritage, it’s not surprising for everyone 5. A keen sense of the weather. Of the Five
to know their families well. Two Karrns who meet in Nations, Karrnath gets by far the worst weather. Karrns
a tavern will often start a conversation by mentioning love to talk (and complain) about the weather, and
their ancestors, trying to fi nd a common link. they’re adept at comparing one day’s snowfall to the
3. A bit about military organization. Almost next. They aren’t necessarily any better at predicting
all Karrnathi adults spent some time in the military, the weather, but they’re quite good at answering ques-
so they know the difference between a sergeant major tions such as “How hot was it yesterday?” in detail.

102
isn’t above provoking an incursion when he wants to dem-
FKarrnath
oreign Relations
was the most vocal proponent of what became
onstrate his friendship to a particular halfling tribe.

the Treaty of Thronehold, and it remains an active THRANE


player in the intrigues of the postwar period. But Karrnath and Thrane have cool relations for both geo-
Karrnath isn’t quite as active diplomatically as Aundair political and personal reasons. Thrane’s military might

KARRNATH
or Breland, for two reasons. First, Kaius expends more be a match for Karrnath’s, especially when augmented
effort on internal matters than Queen Aurala or King by the many spellcasters of the Silver Flame. Kaius has
Boranel does. He has the Blood of Vol and the Emerald no love for the religion that seized control of the throne
Claw to deal with, after all. Second, decades of plotting from his nephew. And Kaius sees that Thrane’s agents
have taught Kaius the value of patience—and because are more likely to discover his vampiric nature than
he’s an unaging vampire, he can afford to be more others—and more likely to promptly launch a crusade
patient than his mortal counterparts. to eliminate him and conquer Karrnath in the process.
There is no love lost between the two nations, and hos-
AUNDAIR tilities between the two could break out at any moment,
Karrnath is wary of Aundair and still regards it as an despite efforts to keep the Thronehold Accords alive.
enemy. Kaius often opposes Aundair’s Queen Aurala
diplomatically, but he doesn’t believe Aundair has the VALENAR
will or the ability to make a significant move against The peace between Valenar and Karrnath exists only on
Karrnath. In general, Aundair is a lot more worried paper. Every few weeks, the Karrnathi army clashes with
about Karrnath than Karrnath is about Aundair. riders from Valenar in a series of raids and counter-
raids that have so far proved inconclusive. But neither
BRELAND side fully commits to all-out war because both recognize
Kaius regards Breland’s King Boranel as his most pow- the clashes for what they are: a sideline. Both Karrnath
erful rival at the moment. Breland’s industry is second and Valenar are too busy establishing themselves in the
to none, and Kaius respects its capacity to return to a war postwar political landscape to be distracted with a real
footing and outproduce Karrnath at a moment’s notice. war—at the moment.
Karrnath thus supports anything that distracts or divides
Breland. It offers a measure of diplomatic recognition LHAZAAR
to Droaam’s Daughters of Sora Kell, and Kaius quietly Of all the nations formed at the Treaty of Thronehold,
encourages firebrands in the Brelish Parliament. Karrnath enjoys the most contact with the sea barons
and merchant princes of the Lhazaar Principalities.
CYRAN REFUGEES During the Last War, Karrnath employed a number of
Karrnath supports the creation of a new homeland for the the sea barons and their fleets, and received significant
Cyran refugees, mostly as a way to provide another head- assistance from the Bloodsails of Farlnen. Since the
ache for Breland. Kaius pays lip service to other efforts end of the war and Kaius’s rejection of the Blood of
at reversing the Cyran diaspora, such as resettlement in Vol and the Order of the Emerald Claw, the Bloodsails
Q’Barra, but he’d like nothing better than a pro-Karrnath have withdrawn support and have started attacking
“New Cyre” that eats up acres of eastern Breland. Karrnathi ships and villages along the coast. Other
merchant princes regularly trade with Karrnath, but
MROR HOLDS it is getting hard to tell which Lhazaar ships will be
The loyalty of the dwarven clans of the Mror Holds was friendly and which will loot and plunder as they pass
a key strategic advantage for Karrnath throughout the through Karrnathi waters.
early years of the Last War. The dwarves provided an
immense amount of war materiel, and many a column OTHER NATIONS
of dwarf troops marched alongside Karrnath’s army. Karrnath maintains some level of diplomatic relations
As the war progressed, however, the dwarves decided with every nation on Khorvaire, plus Aerenal and the
to take advantage of the turmoil and break out with Riedran Empire. Kaius’s representatives are welcome
their own nation. Karrnath has not yet forgiven what where other diplomats fear to tread, including the
it sees as a treacherous act by treacherous people, and Great Crag of Droaam.
tensions between the two run high. Getting PCs Involved: Karrnath is active on
the international stage, so any diplomatic effort will
TALENTA PLAINS involve the Karrns somehow. And PCs who wind up
Kaius uses talk of mutual protection to maintain rela- caught between Karrnath’s ambitions and those of
tions with the Talenta halflings. Karrnath keeps a stand- another nation may discover that there’s a third player
ing army garrisoned in the southern Talenta Plains, involved: the Order of the Emerald Claw, which has
taking pains to point out how it’s beating back incursions goals intertwined with, but not necessarily the same
from the Valenar elves on a monthly basis. And Kaius as, Karrnath’s.

103
Another important aspect of Kaius is his utter
N otable Karrns
Any discussion of Karrnath’s most interesting citizens
ruthlessness. This is a man who’s been through a lot: He
turned against his own sister, breaking a 900-year tradi-
must start with King Kaius III, who has literally lived tion of peaceful succession. He became a vampire to save
several lifetimes of adventure and intrigue. Of course, his nation. He killed his own wife in vampiric bloodlust.
Kaius’s peace efforts have caused some of his most- He went into hiding for eighty years, then replaced
KARRNATH

powerful warlords to question his ability to lead, and his own great-grandson on the throne. He turned his
he has to deal with his struggles with the Order of the granddaughter into a vampire, and he keeps a harem of
Emerald Claw and the Blood of Vol. young Karrns so he can drink their blood. If the PCs
face him in combat, he shows them no mercy—but he
KING KAIUS might have reasons of his own to keep them alive.
The monarch before you practically radiates a patient calm. His every Note: As detailed below, Kaius is a CR 16 foe—two
move seems deliberate and economical as he slides a piece across the levels higher than normal to reflect his higher-than-
conqueror board next to him before speaking. “You have arrived, as I average ability scores and extra equipment.
expected and anticipated,” he says.
KING KAIUS CR 16
King Kaius III is a hard man to meet in person. He Male human vampire aristocrat 2/fi ghter 11
takes audiences only with those he trusts—and that’s a LE Medium undead (augmented humanoid)
pretty short list. Mordenkainen’s private sanctum and dimen- Action Points 3
sional lock spells cover his personal quarters. He doesn’t Init +8; Senses darkvision 60 ft.; Spot +14, Listen +14
have many scheduled public appearances or official Languages Common, Dwarven, Elven, Draconic,
ceremonies. If the PCs fit into his plans, he deals with Giant
them through Regent Moranna (described below). AC 41, touch 16, fl at-footed 38; Dodge, Mobility
Above all else, Kaius is a planner. He always has hp 95 (13 HD); fast healing 5; DR 10/silver and magic
contingency plans—and then contingencies for his con- Immune sunbeam, mind-affecting spells and effects,
tingencies. If you use him in an encounter, make sure divination spells and effects, undead immunities
he has at least two good escape plans, plus some specific Resist cold 10, electricity 10; +4 turn resistance
tactics to use against the known abilities of the PCs. Fort +12, Ref +16, Will +15
Weakness vampire weaknesses
Speed 20 ft. (4 squares) with +3 glamered mithral full plate, climb
20 ft. (spider climb), base 30 ft.; Spring Attack
King Kaius Melee sword of life stealing +22/+17/+12 (1d8+6/19–20) or
of Karrnath Melee slam +20/+15/+10 (1d6+6 plus energy drain)
Base Atk +12; Grp +18
Atk Options energy drain (2 negative levels); Combat
Reflexes, Quick Draw
Special Actions alternate form (bat, dire bat, wolf,
dire wolf); blood drain (pin, 1d4 Con/round, Kaius
gains 5 hp), children of the night, dominate (look
into eyes, dominate person, Will DC 22 negates, CL
12th, range 30 ft.), create spawn, gaseous form (at
will or when reduced to 0 hp)
Abilities Str 23, Dex 22, Con —, Int 20, Wis 18, Cha 23
Feats Ability Focus (dominate), Alertness, Action Surge,
Combat Reflexes, Dodge, Greater Weapon Focus
(longsword), Greater Weapon Focus (slam), Heroic
Spirit, Improved Critical (longsword), Improved
Initiative, Lightning Reflexes, Mobility, Quick Draw,
Spring Attack, Weapon Focus (longsword), Weapon
Focus (slam), Weapon Specialization (longsword)
Skills Climb +13, Bluff +19, Diplomacy +22, Disguise
+18, Gather Information +8, Handle Animal +9,
Hide +10, Intimidate +24, Jump +13, Knowledge
(geography) +10, Knowledge (history) +10, Knowl-
edge (local) +10, Knowledge (nobility and royalty)
+10, Listen +14, Move Silently +10, Ride +17, Search
+13, Sense Motive +22, Spot +14
Possessions combat gear plus +3 glamered mithral full plate,
winged shield, sword of life stealing, cloak of resistance +5, ring of
protection +3, amulet of natural armor +3, ring of counterspells the following list, the DM makes a Diplomacy check on
(searing light), boots of speed behalf of the character with the highest modifier in that
Children of the Night (Su) Standard action, summon skill. The outcome of the PCs’ contact with the regent
1d6+1 rat swarms, 1d4+1 bat swarms, or 3d6 wolves; depends on the check result, as outlined below.
arrive 2d6 rounds, last 1 hour. Modifiers: PCs have performed missions for Karr-
Create Spawn (Su) Humanoid or monstrous humanoid nath already (+2); PCs served Karrnath when Moranna

KARRNATH
slain by energy drain becomes a vampire in 1d4 days. was in charge (prior to 991 YK) (+4); PCs are members
Humanoid or monstrous humanoid slain by blood of Order of Rekkenmark (+2); PCs demonstrate gull-
drain becomes vampire spawn if below 4 HD. ibility or naiveté (+2; Moranna plans to exploit that flaw
Hook “I’ve been waiting for you.” Kaius has disguise undead, later); PCs are brash and don’t back down when Moranna
greater spell immunity (sunbeam), and mind blank cast on him acts threatening (–4); PCs are druids or are connected
by palace staff before important audiences. to the Silver Flame (–2).
If Moranna turns unfriendly (check result 0 or
REGENT MORANNA IR’WYNARN lower), she summons guards and dismisses the PCs
(LE female human vampire aristocrat 4/wizard 5) from her presence, using fear spells and her dominate
With her gray hair tight in a bun, you might first mistake this matronly ability if necessary.
woman for a typical Karrn courtier. But then you notice the corded If she remains indifferent (check result 1–14),
muscles in her forearms and the faint blade-scars on her face. ”Speak Moranna agrees to provide minor assistance to the
or leave,” she says, jabbing her finger in your direction. PCs if they perform a task for her fi rst. The task is an
adventure that probably involves thwarting the Order
If the PCs undertake missions for the crown, Regent of the Emerald Claw.
Moranna eventually becomes their patron and main If she changes to friendly (15–29), Moranna offers
contact point. Other than Kaius himself, she’s the most periodic employment for the PCs; a series of missions
feared presence in Korth. against the Order of the Emerald Claw and Karrnath’s
Everyone knows she has some necromantic power, enemies abroad.
and it’s an open secret that she uses magic to give her- If she becomes helpful (30 or higher), Moranna
self a deathlike pallor and some undead qualities. But provides whatever assistance she can, and recommends
few know the truth: she’s a vampire. the PCs to King Kaius for additional missions.
Moranna takes great delight in throwing her
political weight around. She used to run Karrnath, MALEVANOR
after all, and she knows all the political players. If the Before you stands a mummy wrapped in funerary wrappings under-
PCs have Moranna on their side, problems with the neath the blood-robes of a priest. His voice is raspy. “Coming here
Karrnathi government evaporate as soon as the PCs’ was the last mistake you’ll make—in this life.”
connection to the regent is made clear. And if the PCs
have crossed Moranna, they’ve effectively crossed the Malevanor is the high priest in the Crimson Monastery,
entire government of Karrnath. Karrnath’s largest Blood of Vol temple. He spends most
The fi rst time Moranna grants an audience to the of his time overseeing necromantic research and the
PCs, her starting attitude is indifferent, regardless of construction of ever greater undead to serve the Blood
what the characters may have already done to deserve her of Vol and the Order of the Emerald Claw. He’s no great
attention. After applying any appropriate modifiers from researcher himself, but his abilities to command both

WHO KNOWS ABOUT KAIUS?


The vampiric nature of King Kaius III is one of haven’t discussed the matter with each other; each
Khorvaire’s best-kept secrets. Queen Etrigani knows believes he or she alone noticed unusual behavior on
the truth. So does Regent Moranna (who’s a vampire the king’s part. Kaius and Moranna have placed spies
herself, bound to Kaius) and the members of Kaius’s among their personal servants who know to be alert
harem and personal spellcasters. for any suspicious discussions. Warlord Thauram is
High Priest Malevanor knows part of the truth. likewise in a position to suspect something, but not
Vol has told him that Kaius III is a vampire, but not actually in the know.
that Kaius III is actually Kaius I. Vol told Malevanor None of the other palace staff or ministers know
to tell no one this secret, so he hasn’t. the truth. Beyond the borders of Karrnath, only Vol
The rest of Kaius’s family don’t know the truth, but herself knows about Kaius’s vampirism and true history,
they’re all aware that something strange happened to although a prisoner in the darkest cell in Dread hold
him prior to the end of the Last War. Those relatives might know that the king isn’t who he claims to be. . . .

105
the living and the undead make him an effective task- For almost a thousand years, the best military officers
master for the temple’s many necromantic acolytes. in Galifar graduated from Karrnath’s Rekkenmark
In a fight, Malevanor tries to take out anyone Academy and joined the Order of Rekkenmark.
paralyzed by the sight of him. Then he uses enervation During the Last War, members of the Order led Karr-
on an enemy cleric or other spellcaster. After that, he nath’s armies to victory time and again, often against
wades into combat, hitting foes with spontaneous inflict daunting odds. Even in a time of peace, the opal ring
KARRNATH

spells and mummy rot as part of his slam attack. that marks a member of the Order earns more respect
from veteran soldiers than a dozen medals.
MALEVANOR, HIGH PRIEST OF VOL CR 12
Male mummy cleric 8 ORDER OF REKKENMARK
LE Medium undead AFFILIATION
Init +0; Senses darkvision 60 ft.; Listen +17, Spot +17 The vast majority of warlords and officers in the vari-
Aura despair (on sight; Will DC 18 or paralyzed for ous Karrnathi armies graduated with honors from
1d4 rounds) the Rekkenmark Academy and earned a place in the
Languages Common, Elven Order of Rekkenmark. But both King Kaius and the
AC 20, touch 10, fl at-footed 20 Karr nathi warlords sometimes bestow membership
hp 91 (16 HD); DR 5/— in the Order on those who excel on the battlefield or
Immune undead immunities in other service to Karrnath. Joining the order in
Fort +13, Ref +7, Will +19 such a way is not unlike earning an honorary degree
Resist fi re 10 (from ring) from a university or a battlefield commission. It’s
Weakness vulnerability to fi re recognition of skills and accomplishments equivalent
Speed 20 ft. (4 squares) to those who did excel at the academy.
Melee slam +17 (1d6+10 plus mummy rot) Once a character gains affi liation with the Order
Base Atk +10; Grp +17 of Rekkenmark, he or she has an affi liation score that
Atk Options mummy rot (Fort DC 16, incubation 1 shows the character’s standing in the organization. A
minute, 1d6 Con/1d6 Cha) newly inducted character begins with a base score of
Special Actions command undead (+4, 2d6+10, 8th), 1 plus one-half the character’s level. From there, the
spontaneous casting (inflict spells) score increases or decreases, depending on which of
Combat Gear lesser strand of prayer beads the factors listed below apply.
Cleric Spells Prepared (CL 8th):
4th—divine power, enervation (CL 9th) D, spell immunity, Modifier
summon monster IV
Character level bonus +1/2 PC’s level
3rd—bestow curse (CL 9th), deeper darkness, dispel magic (2),
Karrnathi army veteran +2
vampiric touch (CL 9th) D
2nd—command undead (CL 9th)D, gentle repose, hold person, Recommendation from Karrnathi warlord or royal +2
resist energ y, spiritual weapon Aided a member of the order in need +2
1st—command, deathwatch (CL 10th), divine favor, protec- Per successful mission on behalf of the order +3
tion from good (CL 9th), ray of enfeeblement (CL 9th) D, Graduate of Rekkenmark Academy +4
shield of faith Assisted Karrnathi army after Last War’s conclusion +4
0—detect magic (4), guidance, read magic Personal recommendation from King Kaius III +6
D: Domain spell. Domains: Evil, Necromancer Honors graduate of Academy +6
Abilities Str 24, Dex 10, Con —, Int 10, Wis 18, Cha 15 Known to use necromantic magic –2
Feats Ability Focus (despair), Alertness, Combat Cast- Per failed mission on behalf of the order –2
ing, Great Fortitude, Toughness, Undead Empathy Known ties to Blood of Vol –4
Skills Concentration +8, Diplomacy +10, Hide +11, Fought dishonorably with an order member –4
Knowledge (religion) +8, Listen +17, Move Silently
+11, Spellcraft +8, Spot +17 Notes: Many of the modifiers involve your char-
Possessions combat gear plus minor ring of fire resistance, acter’s backstory. Consult with your DM about whether
cloak of resistance +3 it’s okay to declare that you were an honors graduate of
Hook “Only your blood will appease Vol’s wrath!” the academy, for example.
As your affi liation score within the Order of
Rekkenmark improves, you’ll eventually be invited to
O rder of Rekkenmark
“With this sword, I will defend Karrnath to the last. Its shine is my shine,
join the inner circle, where you’ll be privy to some of
Karrnath’s war plans and have a voice in setting the
for I will be a flash of glory for Karrnath. Its sharpness is my sharpness, nation’s military policy. And the best military minds
for I will outwit any who oppose me. Its steel is my steel, for I will neither within the order become High Warlords who person-
bend nor break in my duties.” ally advise King Kaius on military matters.
—Part of the “Oath of the Sword” administered
to Rekkenmark’s advanced graduates

106
Affi liation officers obey any lawful order, but they know they
Score Consequence aren’t supposed to be used as front-line troops.
3 or less No affi liation. (And in any case, they’re low-level and unable to
4–11 Potential Member: There’s a fi le on you some- provide much help overcoming typical adventure
where in the Rekkenmark archives. challenges.) If you’re adventuring, you’ll fi nd that
12–19 Member: You receive the opal signet ring, and the bodyguards are useful for mundane tasks such as

KARRNATH
you can identify yourself as being a member of keeping watch, performing manual labor, acting as
the order. You gain a +2 circumstance bonus on messengers, and guarding prisoners.
attempts to influence the attitude of other order The staff officer assigned to you is somewhat more
members. You have access to the Rekkenmark capable. The officer, typically a lieutenant, can handle
Academy facilities. You have an honorary rank logistical tasks such as buying and selling equipment,
of major in the Karrnathi army unless your arranging travel papers, and (if a spellcaster) casting
actual rank is higher. low-level spells on your behalf.
20–27 Member of the Inner Circle: The order issues
you a magebred light warhorse (or equivalent Access
steed). You also receive a bodyguard detail (four As a member of the order, you have access to the facilities
1st-level fi ghters) and a staff officer (4th-level on the Rekkenmark Academy campus. You can check
NPC of a class you choose) who handles logistics out masterwork versions of any weapon or armor from
tasks for you. You gain a +4 circumstance bonus the armory, stay in the officer billet for free overnight,
on attempts to influence the attitude of other and consult with the academy’s staff. The academy
order members. You have an honorary rank faculty collectively has a +20 modifier on Knowledge
of colonel in the Karrnathi army unless your (history), Knowledge (local), and Knowledge (nobility
actual rank is higher. and royalty) checks. It takes 4d6 hours at the academy
28 or more High Councilor: Your retinue now consists to get an answer to an obscure question; the instructors
of four 3rd-level fi ghter bodyguards and a are busy and the academy’s reference books are spread
7th-level staff officer. You can get an audience out over several small libraries. The map room at the
with the king 1d8 days after you request it. You academy is particularly good, granting a +4 bonus on
gain a +6 circumstance bonus on attempts to Knowledge (geography) checks you make.
influence the attitude of other order members.
You have an honorary rank of warlord in the Status
Karr nathi army. Aside from the camaraderie with fellow members of
the order, you gain an honorary rank in the Karrnathi
ORDER OF REKKENMARK BENEFITS army. You have no specific duties and no soldiers
Joining the Order of Rekkenmark means joining under your command other than your personal staff.
Khorvaire’s most elite club of military officers. Your But lower-ranking soldiers stand at attention and
peers within the order treat your requests more favor- salute you as soon as they know your status. You can
ably. The Academy assigns promising students to assist issue orders to lower-ranking soldiers, but you may
your endeavors. have to explain yourself later if you take them away
from their regular duties without a good reason.
Gear It doesn’t come up much, but honorary rank
Every member of the Order of Rekkenmark wears an works both ways. Higher-ranking officers in the
opal-studded signet ring. Virtually the entire Karrnathi Karrnathi army can order you around or send you on
officer corps knows what what ring means: that you special missions.
graduated with honors from the prestigious Rekkenmark
Academy, or that you otherwise distinguished yourself PLAYING A MEMBER OF THE ORDER
through your heroism in battle for the crown. The Order of Rekkenmark accepted you for your prow-
Inner circle members get a swift magebred light ess in warfare, so you’re apt to approach problems—even
warhorse, which the Academy acquires from House nonmilitary ones—from a tactical viewpoint. Military
Vadalis. The Academy replaces your horse periodically terminology peppers your language, and you approach
if you lose it in battle or on a mission for the crown. each adventure as if it were a mission to complete or
You also get a Karrnathi army dress uniform if a battle to win.
you don’t have one already. Your fellow members of the order are spread out.
Some teach at the Rekkenmark Academy, some still
Services serve in the Karrnathi army, some work in Karrnath’s
The academy assigns guards and staff officers to inner government or serve a noble or warlord, and some have
circle members and high councilors—often academy retired. The order is generally working to advance the
students who hope to learn at the elbow of a distin- cause of Karrnath (and more specifically the military
guished member of the order. The guards and staff units within Karrnath), but there aren’t specific duties

107
expected of its members. At its heart, the Order of integrating your light cavalry with my scouts, then
Rekkenmark is an honorary society. probe into Valenar,” without involving the entire Karr-
athi army bureaucracy. The Order of Rekkenmark is,
Missions in some ways, a parallel leadership structure based
Despite your honorary status, you shouldn’t be sur- not on rank but on the shared experience of getting
prised if Karrnath calls on you from time to time. through Rekkenmark Academy.
KARRNATH

The higher echelons of the Karrnathi government, And for a few dozen elite members of the order,
including the crown, often seek members of the order the High Councilors, the order is an important
as troubleshooters that handle problems that Karr- sounding board for King Kaius as he contemplates
nath’s army can’t or won’t handle. In short, that means military matters. Whenever word of a military crisis
adventures. Your patrons expect you to be generally reaches the king’s ears, he summons High Councilors
willing to act for the good of Karrnath, but they also to seek their expertise before making a decision. The
understand that they need to compensate you somehow councilors aren’t Kaius’s sole advisors, and he doesn’t
for time and risk. always heed their advice, but they are among the most
influential voices in his court.
Advancement At the head of the High Councilors is Gruden
Almost every member of the Order of Rekkenmark ir’Erdei, Kaius’s First Warlord. Ir’Erdei is an honors
has some connection to the Karrnathi military or the graduate of the Rekkenmark Academy, its former
crown. The vast majority of your peers either served chancellor, and Karrnath’s Southern Front general
in the Karrnathi army during the Last War or are still at the end of the Last War. Like many in the Karrnath
on active duty. The few without military experience military, Gruden is dubious of Kaius’s push for peace
distinguished themselves by aiding the army or per- and expects war to reignite, perhaps within a matter
forming personal missions on behalf of the crown. of months.
Once you’re a member of the order, you advance The most famous member of the Order of Rek-
by undertaking missions on behalf of the crown and kenmark is Caldrus ir’Kurtvach. Known throughout
the army. As you develop a reputation for success, you’ll Karrnath as the “Rock of Herrenhold” from the
receive an invitation to join the inner circle, and even- battle there in 991 Y K, Caldrus has retired from
tually you might be named High Councilor. active duty and teaches a seminar on the Analects of War
at Rekkenmark Academy every semester. Caldrus
Responsibilities chooses the staff officer and retinue for each member
While missions on behalf of the order are the key to of the Inner Circle.
advancement, you can also accept the opal ring and The Order of Rekkenmark also has a secret society
honorary rank and leave it at that. There’s no require- within it: At All Costs. This small cabal of warlords
ment for specific service. Only criminal or treasonous thinks that ending the Last War was a mistake made by
acts will result in your expulsion from the Order a foolish King Kaius. They undermine the authority
of Rekkenmark. of the crown whenever they can do so without get-
ting caught, dragging their heels on the shift from
THE ORDER OF REKKENMARK a wartime army to a peacetime one. Members of the
IN THE WORLD At All Costs society regard themselves as Karrnathi
Depending on the needs of your campaign, the Order patriots through and through—it’s the king who won’t
of Rekkenmark can be a genteel “old generals’ club,” protect his country, they think. At All Costs leaders
or it can be an activist group of commanders devoted to are particularly keen to influence other members of
Karrnathi military supremacy. The order is a way for the royal family. Eventually, they feel, a more suitable
the PCs in your game to gain some of the useful benefits king might emerge. And if At All Costs can “facilitate”
of a military affi liation (frequent missions, rank, access the transition of power, so much the better.
to resources) without being locked into a command
structure and getting ordered around all the time. NPC Reactions
Almost everyone in the Karrnathi military knows what
Organization the opal ring means: that the wearer is a well-trained,
Most members of the Order of Rekkenmark treat it as elite military leader. Accordingly, Karrn soldiers have
simply an honorary society. They travel to Rekkenmark an initial attitude of friendly toward members of the
once a year for the annual meeting, raise a toast to their Order of Rekkenmark—so long as they’re attending to
fellows, and wear their opal ring with pride. military matters.
Inner circle members see a different side of the The order is well known among military com-
order, however. For them, the order is a useful way manders of other nations, as well. Officers who have
to accomplish military matters without involving the the rank of major or higher probably know what the
entire military chain of command. For example, one order means, and they’ll have an initial attitude of
member of the order can say to another, “Let’s try unfriendly based on a sense of rivalry or envy.

108
ORDER OF REKKENMARK LORE for them. (The PC members of the order are unusual
Characters with Knowledge (history) can research the in this regard.) Order members make excellent patrons
Order of Rekkenmark to learn more about it. for covert, military-style missions. They also make for
DC 10: The Order of Rekkenmark is an honorary powerful archvillains, superbly trained and able to draw
society for Karrn military officers and warlords. on a network of contacts within the Karrnathi army.
DC 15: Only those who graduate with honors from

KARRNATH
the Rekkenmark Academy get to join the order and
wear the opal signet ring.
DC 20: King Kaius often turns to elite members
A dventures in Karrnath
Traditionally, most Karrns live along Scions Sound
of the Order of Rekkenmark for military advice. But on the western and southern edges of the country.
mostly, it’s a genteel old soldiers’ club. But that changed on the Day of Mourning, when
magic destroyed Cyre and Karrnath’s southern border
THE ORDER OF REKKENMARK became far more dangerous.
IN THE GAME Accordingly, King Kaius is encouraging his sub-
The characters’ fi rst contact with the order is probably jects to settle the sparsely populated northern coast.
a Karrnathi military officer who’s acting as patron or This effort, combined with the displacements caused by
adversary. You can mention the opal ring or have a almost a century of war, is leading to a massive resettle-
throwaway reference to “my fellows in the order,” then ment of the nation—a process that’s only begun.
let the PCs do the research and uncover the Order of
Rekkenmark themselves. KORTH
It’s not too difficult for PCs to join the order Karrnath Capital City, Metropolis, Population
themselves if they wish, because the order is pragmatic 85,500
enough to want the help of high-level adventurers loyal The weight of age is apparent even as you pass under the gates and enter
to Karrnath. But when PCs join the order, make sure Korth. Many of the stone buildings here appear thousands of years old,
you know what motivates them. Some characters simply their crumbling edifices displaying the decorative arts of a bygone age.
want the prestige and recognition of being a top mili- And the buildings are as massive as they are old. Many take up entire
tary officer. Others will want to delve into Karrnathi city blocks and stretch to fill the sky.
military policy and defend the realm from foreign
threats. Plan future adventures accordingly. Karrnath has a number of large cities, but only one
true metropolis: Korth, the capital city and heart of
Adaptation the nation.
While the Order of Rekkenmark is tied to a specific Korth suffered sieges from both Aundair (939–
military academy and a specific nation, it’s easy to 940) and Cyre (936 and 971–973), but it never fell
imagine similar orders existing elsewhere. The notion to the invaders—a fact that fi lls Korth residents with
of an “old generals’ club” wielding influence behind pride. But siege weapons damaged large swaths of the
the scenes is common, both in the real world and in a city, and Kaius used the rebuilding opportunity to
fantasy setting. unsnarl many of the tangled streets and add a sem-
blance of order to one of Khorvaire’s oldest cities.
Encounters Now Korth has fi ve main wards: Highcourt,
Most encounters with other members of the order Temple, Commerce, Community, and the Low District.
don’t involve combat; these fellows are officers, and the The riverside bluffs on which Korth was built provide
whole point is that they have people to do the fi ghting natural borders between one district and the next.

THE WARLORDS OF KARRNATH


Karrnath has a long and honorable tradition of war. the warlords had real power and real responsibility to
The highest-ranking nobles in the land, charged with create and maintain armies to protect the nation.
protecting specific regions and granted the right to Each warlord has a charter, a specific mission
raise armies, have held the title of warlord from before and portion of the realm to protect. The warlords
the time of the kingdom of Galifar. During the time receive coordination from the crown and the First
of the kingdom, the title was mostly symbolic, as any Warlord when battle plans require such cooperation.
troops under a warlord’s command were also loyal to A warlord’s troops wear a standard Karrnathi uni-
and under the direction of the king. When Kaius I form with the insignia of their warlord as part of the
declared that Karrnath was an independent nation decoration. The various warlord troops constitute
at the start of the Last War, this changed. Suddenly, the Karrnathi army.

109
Leadership: Fundamentally, King Kaius III From the docks near Rivergate, sailing ships leav-
runs Korth just as he runs Karrnath. He leaves the ing every 2d12 hours for the following destinations:
day-to-day functioning of the city to his Civic Minis- Rekkenmark (7 days, 10.5 gp), Karrlakton (13 days, 19
ter, Hyran ir’Tennet. The Civic Minister’s authority gp), Thaliost (14 days, 20 gp), Flamekeep (8 days, 12
doesn’t extend to the city watch; the city’s garrison, gp). House Lyrandar galleons leave every 1d3 days for
known as the White Lions of Korth, is under the com- Regalport (25 days, 1,800 gp), and Stormhome (7 days,
KARRNATH

mand of General Thauram (described below). 500 gp). Ships bound for other destinations leave less
Demographics: Humans 60%, dwarves 19%, frequently, and chartered ships are also available.
halfl ings 6%, half-elves 4%, elves 4%, other 7%. Lightning rails depart Northgate every 1d12 hours
Economics: 100,000 gp purchase limit; no asset for Rekkenmark (128 miles, 4.25 hours, 64 gp) and
limit. every 1d6 hours for Atur (274 miles, 9.25 hours, 137
gp), Vedykar (522 miles, 17.5 hours, 261 gp), and Fort
Notable Features Zombie (778 miles, 1.1 days, 389 gp).
Each of Korth’s five wards has features of interest to Two other gates, Southgate and Holygate, exist,
adventurers, whether they seek an audience with the but they aren’t ordinarily open. Southgate, near the
king or black-market identity papers. king’s palace at Crownhome, is opened only for cer-
The Gates: The PCs’ fi rst contact with the White emonial parades. Clerics of the Sovereign Host magi-
Lions and their fi rst glimpse inside Korth’s walls takes cally fused shut Holygate in the northeast during the
place at one of four places: Westgate (the terminus of 973 YK siege, and it hasn’t reopened yet.
the road from Rekkenmark), Northgate (the termi- Crownhome: On King’s Hill in the Highcourt
nus of the lightning rail), Eastgate (the terminus of Ward is the fortress-palace of Crownhome where Kaius
the road from Karrlakton), and Rivergate (a customs rules. Built like a massive wall between two towering
house on the dock, rather than a gate per se). Each gate rock spires, Crownhome is as much military base as it
has scores of White Lion soldiers on duty at all times, is residence or seat of government. More than a thou-
a not so subtle reminder for travelers of Karrnath’s sand soldiers are garrisoned here, including elements
umbrella of martial law. But it takes only minutes to of the White Lions city guard and the Conqueror’s
pass a cursory check of travel papers, and even mer- Host, the king’s royal guard. The towers and roofs
chants bearing taxable goods can usually get beyond bristle with magical siege engines capable of reaching
the gate in less than an hour. a full mile from the city walls.

Danger in the Nightwood


Kaius’s audience chamber is rather austere, but it’s studying with the Keeper of the Flame, while Haydith has
designed to put visitors off their guard. Elite guards found a place within Breland’s royal household.
escort visitors through a labyrinth of twisting corridors. Tower of the Twelve: Floating above the center of
When they climb a fi nal set of stairs into the throne the lightly wooded Wollvern Park is the Tower of the
room, they fi nd they’ve emerged from underneath Twelve, a magicians’ college where the dragonmarked
Kaius’s iron throne (a gift from the Mror dwarves) and houses send their best and brightest. This thirteen-
now stand with him above and behind them. Maps of floor tower (with one empty floor to memorialize the
Khorvaire cover every wall, and a board for the chesslike lost Mark of Death) is full of classrooms, libraries, and
game of conqueror sits at Kaius’s right hand. The throne laboratories devoted to arcane research. The Tower of
room is strictly for official audiences; Kaius takes no the Twelve is the primary rival to the Arcane Congress,
entertainment there, and his ceremonial duties are few. but only those affi liated with a dragonmarked house
The queen rarely uses this chamber; she has a pleasant, can enter and study within.
tapestry-fi lled audience chamber of her own. The Twelve is described in greater detail on page
The east wing of Crownhome is the residence for 245 of the EBERRON Campaign Setting.
the royal family, and it’s also where Kaius keeps the Cathedral to the Sovereign Host: After the
harem of young Karrns he feeds from. A sect within Treaty of Thronehold, Prelate Roerith (described
the Blood of Vol supplies cultists for the harem, cult- below) led the reconstruction of Korth’s Cathedral
ists who follow Kaius instead of Vol. The warforged to the Sovereign Host, a massive house of worship at
Beauty (LN female personality warforged fi ghter 7) the heart of the Temple Ward. Travelers come from
guards the harem and serves Kaius faithfully. miles around to worship there and see the Dome of
As part of the exchange of relatives with the other the Twelve Moons, the inside of which has a magically
Five Nations, Kaius has sent his younger brother and animated starscape said to predict the future.
sister, Gaius and Haydith, to the courts of his neighbors. Lair of the Midwife: In Korth’s Low District is
In truth, he has done this as much to promote diplomacy an unassuming curio shop in a ramshackle building.
as to get the younger siblings (who are really his great- Underneath a trapdoor within that shop is a fortified
grandchildren) out of the way so they can’t stumble unto sequence of rooms. And those underground chambers
the truth of the situation—that this Kaius isn’t really their are home to a criminal gang led by the master forger
brother, but their great-grandfather. Gaius is in Thrane, known as the Midwife (described below).

111
The Tower of the Twelve

The Midwife’s gang numbers less than two dozen, Notable NPCs
so she relies on an extensive network of traps to protect Korth is home to Karrns of every race and class.
herself. Pits, poison darts, magic glyphs and symbols, and Among those the PCs will interact with are the fol-
a host of other traps guard every door and every 10- lowing NPCs.
foot section of hallway within the Midwife’s Lair. Prelate Roerith: NG female human cleric 10.
Caves of the Skeletal Hand: Within the bluffs The most powerful cleric in Korth is Prelate Alinda
that mark the eastern edge of the Community Ward Roerith, unless a high priest of the Blood of Vol is in
are a series of muddy caves, each marked with a Huge the city on some secret errand. Roerith remained in
skeletal hand that emerges from the earthen bluff. Korth throughout the Cyran siege in the early 970s
The caves were used to store food and water during YK, heedless of her own safety as she healed fallen
the Last War, but the W hite Lions emptied them defenders atop the walls. Accordingly, she’s one of the
out when the war ended. Last year, a tribe of goblins city’s greatest heroes.
affi liated with the Dhakaan moved in, claiming the Roerith urges Sovereign Host followers to oppose
caves as their historic home from when the Dhakaani the Blood of Vol whenever possible. She sees the cult as
Empire was extant, more than six thousand years ago. a rival faith capable of stealing followers of the Sover-
(The Dhakaan are described on page 304 of the EBERRON eign Host, but she has no idea of its true nature. Like
Campaign Setting.) most in Karrnath, she sees the Blood of Vol as a noth-
The goblins negotiated an agreement with Civic ing more than an ancient cult devoted to bloodline,
Minister Hyran and have further excavated and remod- heritage, and the mysteries of death.
eled the caves. But bands of goblins have been harass- Prelate Roerith sponsors missions that oppose
ing citizens of Korth at night, and nearby residents the Blood of Vol in some way, but she has to be
and shopkeepers worry that the goblins are trying to circumspect because Vol worship is still popular
establish a claim to more of the ward. Everyone suspects in parts of Karrnath. If she learns the truth about
that the goblins are behind a series of kidnappings and the Blood of Vol, she’ll become much more militant
disappearances. If adventurers were to drive off the in her opposition—which is why the Blood of Vol has
goblins, they’d receive a sizable reward from grateful infi ltrated her priesthood and is poised to assassinate
merchants and residents in the area. her at a moment’s notice.

112
BUYING AND SELLING IN KORTH

Nightwood Ale Divine Spellcasting


Brinter Distillery; claims to have invented the beverage Cathedral of the Sovereign Host; typically offers 4th-level
Hyruvi and Sons; mostly exports to other nations; sells spells or lower
cheese as well Temple of the Blessed Lineage; Blood of Vol headquarters

KARRNATH
Silver Hook; seedy wharfside tavern with small congrega-
Weapons tion devoted to the Traveler
Blades of Karrn; major foundry and supplier to Karrnathi
army Arcane Spellcasting
Bluefist of Mror; specializes in masterwork items and Tower of the Twelve; wide selection for dragonmarked
unusual materials PCs only
Korth Armory; sometimes sells surplus army gear Vauth Kuryek; 8th-level transmuter wizard

Armor Exotic/Magebred Animals


Jarranek Family; known for durability and wide selection House Vadalis compound; most are of the thick-skinned
Naura the Tanner; light armors and hides only, but many breed (see EBERRON Campaign Setting, page 295)
are exotic
Korth Armory; sometimes sells surplus army gear Fancy Clothing
ir’Alanso Clothiers; noble-sponsored tailoring house
Necromantic Items
Blood of Vol Temple; wide selection, but they’re curious Expedition Gear
why you’re buying/selling Lankuvorr Prospecting; once a dwarven mining company,
Raurek of the Red Eye; independent sorcerer seeking to since expanded
become a lich New Frontiers Co.; specializes in settlers bound for
Necropolis of the Valiant; Korth’s corpse collector head- northern coast
quarters Karrnathi Cartographers Guild; specializes in maps and
explorer journals
Other Magic Items
Chandra the Seer; specializes in divination and illusion Inquisitive Work
items Varisha the Circumspect; member of House Tharashk
Kol Korran Shrine; mostly divine items offered in Jotrem and Saulo; retired army officers specializing in
exchange for temple “donation” military matters
Catalyst’s Guild; optional material components
Tower of the Twelve; arcane items only Poisons/Drugs
Band of the Fang; small yuan-ti cult posing as exotic reli-
Art Objects gion
Orecha ir’Kell; wealthy art patron with multiple galleries Urval the Herbalist; “herbalist” is a euphemism—Urval
Baru Nikrodem; antiquities dealer connected to Library does almost no legal business
of Korranberg
Contraband
Midnight Market; sets up every Zul somewhere in Low
District, then disappears by morning
The Shadow Captain; smuggler who keeps his identity

The Midwife: N female halfl ing rogue 1/wizard 9. 130 years, and he’s fought in every major campaign
Her clients call her the Midwife not because she assists in the Last War. Now he oversees the city’s defenses as
in births, but because she gives birth to new identities the commander of the White Lions brigade, keeping
as Khorvaire’s preeminent forger. The Midwife can the Code of Kaius and imposing military law.
flawlessly create realistic travel or identity papers. She’s General Thauram is a hands-on commander and
also the inventor of the parchment of the cursory glance, a set is almost always inspecting one unit or another. He’s
of identity papers that seem to always show what the alert to any disturbances within the city and often
reader expects to see. The Midwife cares only about her oversees arrests personally. Thauram also interro-
continued safety and her vast fortune; she’ll sell forged gates noteworthy prisoners before turning them over
papers to anyone and asks no unnecessary questions, as to the Justice Ministry for punishment. He’s been
long as she can avoid trouble with the city watch. known to offer amnesty for criminals who agree to
General Thauram: LE male half-elf fighter 8. join the White Lions or perform some service for
Yorin Thauram has been a loyal Karrn for all of his the city.

113
As a young half-elf, Thauram was one of Kaius all the doors they ordinarily pass through during their
I’s royal bodyguards. He fi nds the current king’s daily duties.
resemblance to Kaius I to be remarkable and wonders Doors that exist only for privacy, such as those
whether Kaius III isn’t using magic to make himself within living quarters, are simply made of wood (1
appear more like his great-grandfather. inch thick, hardness 5, 10 hp, break DC 13). They
White Lions: Human fi ghter 1. A typical member rarely have locks.
KARRNATH

of the White Lions has a breastplate, a longbow, and a


greataxe. They patrol in groups of two to eight. Many are Features
led by higher-level fighters, veterans of the Last War. The Crimson Monastery is several acres on the inside,
and even determined adventurers are unlikely to
CRIMSON MONASTERY explore the entire building. Few Blood of Vol priests
Blood of Vol Temple, within Atur, Population have seen every ritual chamber and shrine within the
12,600 monastery. A few typical features are listed below, but
This pyramidal building made of bloodred brick and ebon-black mortar designing features that meet the specific needs of your
seems to faintly glow within Atur’s twilight. The smell of incense is almost adventure will pay big dividends.
overpowering, and you can hear the low, droning chants of the Vol Ritual Chamber: The Blood of Vol cultists have
worshipers within. Red-robed guards—some living, some not—stand scattered dozens of ritual chambers throughout the
at attention to either side of the main entrance, and wild-eyed priests Crimson Monastery.
beckon passersby to enter and take part in the evening’s rituals. A typical chamber is at least 40 feet square. At the
center, each chamber is equally likely to have a sac-
The Crimson Monastery, Khorvaire’s largest public rificial altar or brazier, a sarcophagus or embalming
shrine to the Blood of Vol, is second only to the frozen table, or a summoning circle (an inlaid magic circle spell).
island of Farlnen in powerful Vol worshipers. The There’s enough room around the perimeter of the cen-
cult stores much of its offerings and tribute in Crim- tral object for dozens of cultists to dance, chant, and
son Monastery vaults, and many of the Blood of Vol’s pray. Ritual chambers always have an undead guardian
private rituals involving living sacrifices, often from of some sort (often a mummy or wraith) and the art
specific bloodlines or victims of a particular social objects and magic items of a 5th-level treasure.
station, take place in this location. Shrine: Chapels and altars devoted to Vol herself
The Blood of Vol’s official authority ends at the are connected by a network of wide passageways and
Monastery’s walls. The city of Atur is part of Karr- stairs; the crowds of ordinary worshipers mostly move
nath, and King Kaius is no friend of the Blood of Vol. from shrine to shrine, staying out of side corridors.
But the cult has infi ltrated the city watch and much of Blood of Vol priests have cast both unhallow and desecrate
Atur’s civic government, so the PCs can never be sure on the shrine areas. Each has seating for 50 to 200
when they’re dealing with a mere worshiper of the people. A given shrine is vacant 75% of the time during
Blood of Vol, a loyal member of the cult, or a secret the day and 25% of the time at night. When occupied,
agent whose life is pledged to Vol herself. the shrine has a priest (typically a 5th-level cleric, but
Environment: Torches on wall sconces light most sometimes a more powerful one) and 2d6 ×10 non-
rooms within the Crimson Monastery, and candles combatant worshipers. Treat the worshipers as crowds,
provide shadowy illumination in the hallways. Because described on page 100 of the Dungeon Master’s Guide. Half
the Blood of Vol uses real torches and bonfi res in the time there’s a monster of some kind present as well;
many of its rituals, a pall of smoke often hangs over roll randomly on the table below.
the exterior of the monastery, wafting upward through Treasure Vault: These 20-foot-square rooms fi ll
hundreds of small chimneys. the underground levels of the Crimson Monastery.
The droning chants of Vol worshipers echo through Each has a hallway guarded by living guards (typically
the corridors; all Listen checks within the monastery 1d4+2 1st- or 2nd-level clerics), then a locked door
incur a –2 penalty due to the background noise. with a CR 6 trap, then a wight, mummy, wraith, or
The entire interior of the Crimson Monastery has spectre within the vault itself. A typical treasure vault
a permanent desecrate effect (as the spell on page 218 of has 1d4 6th-level treasures within it. Some treasure
the Player’s Handbook; caster level 15th). vaults have greater wealth within them—and more
Terrain: Within the Crimson Monastery, the powerful guardians to match.
floors are made of smooth stone. The walls are rein- Detention Cell: Near the top of the Crimson
forced masonry (1 foot thick, hardness 8, 180 hp, Monastery are detention cells that hold mostly victims
Climb DC 15). Ceilings are generally 15 feet high, and for future sacrifices, but also some prisoners the Blood
most corridors are 10 feet wide. of Vol doesn’t want to kill or set free. Each cell has a
Most doors that lead to important places are stone door with a shuttered slot for food and water, a
carved from red marble (8 inches thick, hardness 8, lock to pick (Open Lock DC 25), and a glyph of warding
60 hp, break DC 28). The doors have DC 20 locks, but spell that triggers when the door is destroyed or opened
are usually kept unlocked. High priests carry keys for without using the key to unlock it fi rst.

114
At any given time, about half the cells have attention to pacing while the PCs are within the mon-
occupants. Most prisoners are 1st-level commoners, astery; it’s easy to run so many encounters in quick suc-
but one-fi fth are higher-level NPCs who crossed the cession that they have no resources left to accomplish
Blood of Vol and wound up here. Unless the Blood their mission. Because the monastery is so vast, bat-
of Vol has some special purpose in mind for them, tered and wounded PCs might be able to fi nd a hidden
prisoners stay here for 2d4 days before they’re ritually place to rest even as the cultists search for intruders.

KARRNATH
sacrificed. A few of the prisoners are later reanimated A table suitable for random encounters within the
as undead; even death doesn’t allow them to escape the Crimson Monastery appears below. There is a 15% chance
Crimson Monastery. of an encounter in the monastery every 30 minutes.
Ossuary of Malevanor: In the heart of the Crim-
son Monastery is an immense necromantic laboratory Development
where the high priest Malevanor spends almost all his The cultists within the Crimson Monastery are slow
time. Corpses—some animate, some not—lie on tables to organize a response to intruders, but once they do,
and biers throughout the cavernous room. Channels it’s often overwhelming. Faced with intruders, the
carved into the floor hold a steady stream of blood that nearby denizens of the monastery organize a defense
drains into catch basins at the room’s edge. Unless locally while one of their number goes to fi nd Mal-
he’s leading a worship service, Malevanor (described evanor. The rest of the monastery is likely unaware of
above) is here as well, creating more undead minions the intrusion.
for the Blood of Vol. Once Malevanor knows about intruders, he puts the
On a central table sits a bipedal fi gure covered in entire monastery on alert, sends waves of cultists to the
scraps of parchment. This is a grisgol Malevanor is last known location of the intruders, and organizes search
making on Vol’s behalf. Once the Blood of Vol acquires a parties to check every chamber within the monastery.
lich’s phylactery, this grisgol will be complete. Grisgols
are described on page 76 of Monster Manual III. Adaptation
Other Blood of Vol temples across Khorvaire have
Encounters similar denizens and features; they’re simply less mas-
Whether the PCs are sneaking or fi ghting their way sive. Those beyond Karrnath’s borders are probably
through the Crimson Monastery, they’ll face a mix of entirely underground or otherwise hidden from the
cultists, undead servitors, and darker horrors. Pay close eyes of nonbelievers.

CRIMSON MONASTERY ENCOUNTERS FORT BONES


Frontier Outpost, Population 400
d% Encounter Average EL At first it’s just a white blot in the shimmering haze of the horizon. But
01–02 1 salt mummy1 8 as you approach, the blot resolves into a cluster of white stone buildings
03–05 1d3 boneclaws2 7 surrounded by a wall. You also see the first sign of human life for miles:
06–08 1 flesh golem 7 armored soldiers walking along the top of the wall.
09–11 1 vampire 5th-level fi ghter 7 You approach closer and see that your initial impressions were
12–15 1 gauth 6 false in at least two respects: The figures shuffling along the top of the
16–21 1d3 vampire spawn 6 wall have a gait matched by no living human. And many of the white
22–24 1d3 minotaur zombies 6 stones aren’t stones at all. They’re bones—human and otherwise.
25–29 1d3 allips 5
30–44 1 Blood of Vol priest3 5 Fort Bones is the farthest extension of Karrnathi power
45–49 1d4+2 Emerald Claw soldiers 4 5 on Khorvaire, an armed camp that projects force not
50–59 1d4+2 human 1st-level clerics 5 only into the Talenta Plains, but beyond into Valenar.
60–62 1 gibbering mouther 5 As the sign above the main gate says, “Welcome to the
63–67 1 mummy 5 edge of the sword.” From Fort Bones, Karrnathi com-
68–72 1d3 shadows 5 manders and grizzled mercenaries play a deadly cat-
73–75 1 shadow mastiff 5 and-mouse game with Valenar riders across the Talenta
76–80 1d3 wights 5 Plains—which are not without dangers of their own.
81–84 1 wraith 5 Most adventurers reach Fort Bones by traveling
85–88 1d3 ogre zombies 5 to either Fort Zombie or Vulyar, both of which have
89–92 1 carrion crawler 4 lightning rail stations. After a 150-mile overland
93–96 1d3 rat swarms 4 journey, they arrive at Fort Bones. No one checks their
97–100 1d3 vargouilles 4 travel papers when they walk through the gate—most
1 See Monster Manual III, page 146. people who come to Fort Bones aren’t eager to adver-
2 See Monster Manual III, page 17. tise their identities and pasts.
3 See EBERRON Campaign Setting, page 228. Throughout Karrnath and among mercenaries
4 See EBERRON Campaign Setting, page 245. across Khorvaire, Fort Bones is known as a place to

115
get a fresh start. When you enlist with the Captain of the fort, he incorporated the skeletons of Cyrans and
Bones, she writes the name you give her in the rolls of Valenar elves into the fort’s walls, a grisly reminder of
the Company of the Skull. Then you’re issued identity what happens to those who cross Karrnath.
papers with that name and made a Karrnathi citizen The walls are 20-foot-high tangles of bone and
on the spot; your previous identity legally ceases to stone (hardness 3, 180 hp, Climb DC 10). They exude
exist. In exchange, you agree to serve at Fort Bones for a permanent desecrate effect (as the spell, caster level
KARRNATH

a year or until the Captain of Bones releases you from 5th) within 10 feet, which aids the Karrnathi skeletons
active duty. Many a fugitive, tragic lover, and prodigal and zombies that patrol the walls.
son have found their ways to Fort Bones, eager to start Stable: The largest building within the fort’s walls,
their lives over with the Company of the Skull. the stable has dozens of light and heavy warhorses, plus
Environment: Unlike in the rest of Karrnath, more than 50 of the skeletal steeds that the Company
the weather around Fort Bones is generally warm and of the Skull favors.
dry. Rolling plains, low foothills, and the occasional The cavalry at Fort Bones can’t hope to match the
copse of trees are the only features in the vast land- speed of fi ne Valenar horses, so they compensate with
scape. It’s ideal horse country, which is why almost all undead steeds that never tire and thus can travel 24
the soldiers at Fort Bones are cavalry-capable. hours a day. On long journeys, the skeletal steeds are
Terrain: Southeastern Karrnath and the north- actually faster than the best horses Valenar (or House
western Talenta Plains are grasslands, as described on Vadalis for that matter) can provide, simply because they
page 91 of the Dungeon Master’s Guide. never stop. Furthermore, their swaying gait is smoother
than that of a living horse. An accomplished rider on a
Features skeletal steed can sleep normally in the saddle by making
Fort Bones hasn’t been attacked since the end of the a successful DC 15 Ride check; failure means a night of
Last War—it’s more of a jumping-off point for patrols fitful sleep that provides only 4 hours of rest.
into the Talenta Plains and incursion into the deserts
of northern Valenar. SKELETAL STEED CR 2
The Valenar elves have such fast horses that an LE Large undead
attack is always possible, however, as are attacks from Init +6; Senses darkvision 60 ft.; Spot +0, Listen +0
the halfl ing tribes. (Karrnath has permission from AC 13, touch 11, fl at-footed 11
the major halfl ing tribes to patrol the western regions hp 26 (4 HD); DR 5/bludgeoning
of Talenta, but not every tribe was party to those nego- Immune undead immunities, cold
tiations.) Every soldier at Fort Bones fi gures that if Fort +1, Ref +3, Will +4
an attack comes, it’ll arrive without warning—and the Speed 50 ft. (10 squares)
nearest Karrnathi units are three days away on the fast- Melee hooves +5/+5 (1d6+4) and
est horse. After a few weeks at Fort Bones, new recruits bite +0 (1d4+2)
start reflexively scanning the horizon for the telltale Space 10 ft.; Reach 5 ft.
dust cloud of cavalry on the move. Base Atk +3; Grp +11
Wall of Bones: Valenar elves razed a previous fort here Abilities Str 18, Dex 15, Con —, Int 2, Wis 10, Cha 1
during the Battle of the Long Night during the Last War. Feats Improved Initiative
When the Captain of Corpses arrived too late from Fort
Zombie with a relief column, he vowed that the enemies
of Karrnath would rebuild what they had destroyed. Infi rmary: Sanjaen d’Jorasco (NG female half-
After years of reprisal raids into Valenar and Cyre, the ling cleric 5) rarely leaves her station among the sick
Captain of Corpses made good on his vow. Rebuilding beds of the infi rmary that takes up the lowest floor of

KARRNATHI SPEECH
The following turns of phrase are uniquely Karrnathi. to make yourself a tempting target to your rivals; a way
“You can break a single arrow, but not ten in a bunch.” Used of saying “put your guard up.”
to express how Karrns prefer to work together, fi nd- “There’s more to good ale than a silver flagon.” A Karr-
ing strength in numbers. It’s also a subtle reminder nathi proverb expressing a preference for substance
to conform to the direction the other “arrows” (fellow over style.
citizens) are taking. “Blunted!” An expression of dismay or failure.
“While the wolf drinks, the dog looks on.” A Karrnathi way “Khoot! Khoot! Karrnath!” A battle cheer common among
of saying “rank has its privileges.” rank-and-fi le Karrn troopers. The “oo” sounds are
“Edible birds don’t live long.” A Karrnathi warning not often drawn out into a howling wail.

116
WESTERN TALENTA PLAINS ENCOUNTERS captain’s eyes, she’ll release them from their year’s
commitment so they can adventure elsewhere.
d% Encounter Average EL If the PCs don’t join the Company of the Skull,
01–05 1 triceratops 9 the captain might still hire them for specific scouting
06–10 1d3 bloodstriker dinosaurs1 8 missions—especially ones that might require some
11–18 1 destrachan 8 spellcasting or time out of the saddle.

KARRNATH
19–25 1d3 lamias 8
26–35 1d4+2 3rd-level elf rangers Adaptation
on Valenar riding horses2 7 In some ways, the Company of the Skull is a roman-
36–43 1 dragonne 7 ticized version of the French Foreign Legion, and
44–51 1d4+2 glidewing dinosaurs2 7 you can certainly develop organizations of your own
52–58 1d3 harssafs1 7 that trade a fresh start in life for dangerous military
59–66 1d4+2 lions 7 service. Such groups naturally attract a colorful cast of
67–72 1 hieracosphinx 6 characters, so the PCs will fit right in.
73–80 2d4+1 hyenas 6
81–95 1d4+2 1st-level halfl ing barbarians
on fastieth dinosaurs2 6 Prestige Class:
96–100 1d3 ankhegs
1 See Monster Manual III.
2 See the EBERRON Campaign Setting.
5
B ONE KNIGHT
“We shall emerge triumphant from this dreadful war or be reduced to
dust. We defend Karrnath with our spilled blood, our last breath, our
Fort Bones’ central tower. The Karrnathi army pays very bones.”
House Jorasco well to keep Sanjaen here, so she’ll — Madox Kaminarr, bone knight of Karrnath
freely heal anyone who staggers into her infi rmary,
subject to her available healing spells that day. Bone knights are Karrn patriots, living protectors who
fight alongside the undead legions of their land. During
Encounters the Last War, they provided tactical expertise and fine
Most adventures use Fort Bones as a starting point; the control to the legions of undead Kaius raised to defend
vast Talenta Plains offer more adventure than the walls his people. In postwar Karrnath, they serve as elite
of the fort. Unless you’re planning an adventure where knights who travel abroad to complete missions that
Fort Bones falls under Valenar attack, send the PCs out serve the greater glory of their king. They wear suits of
into the Talenta Plains, where they’ll fi nd plenty of bonecraft armor that they craft themselves and learn to
Valenar elves to chase and other monsters to fi ght. harness the power of necromancy, turning hordes of
The accompanying table has random encounters undead into disciplined, even cunning, troops.
suitable for riders patrolling from Fort Bones. There is
a 10% chance of a random encounter every 30 minutes. Becoming a Bone Knight
Most bone knights begin their service to Karrnath as
Development clerics or cleric/fi ghters. A few ex-paladins also drift
If the PCs accept the offer of a fresh start and join the easily into the bone knight class, regaining much of
Company of the Skull, have the Captain of Bones send what they lost for straying from the highest ideals of
them out on patrols into the Talenta Plains. Once they the paladin.
distinguish themselves, introduce more capable Valenar Bone knights train in the armies of Karrnath and
adversaries. And once the PCs become heroes in the must swear oaths to the nation’s king. A handful of

KARRNATHI NAMES
Karrns usually have a personal name followed by a Haedrun, Karola, Lorelea, Mauriana, Menelda, Oydelis,
family-based surname. Renilda, Syardis, Syele, Theda, Valpaea, Vaunn.
Male: Adalstan, Alarich, Arend, Berend, Bre- Surnames: A ltaner, Argland, Balich, Bar-
nius, Detlev, Drago, Evetius, Falko, Fraedus, Garrick, thus, Brand, Cerfas, Denka, Dorn, Erdei, Eschus,
Geroldt, Gertan, Gustavus, Halden, Leonus, Leo- Furnau, Gaebler, Gergus, Grogloth, Hellekanus,
degar, Maenrad, Rochus, Rolund, Sigor, Theoban, Hintram, Jaranus, Karlach, Kessler, Kraal, Las-
Vedim, Vorik, Wultram. sinus, Losho, Maerer, Ochem, Rangoth, Roerith,
Female: Adalgisa, Alinda, Asta, Bauin, Clotrila, Sattler, Senglin, Taggert, Thul, Trothut, Vanalan,
Demuth, Ebba, Ermena, Forsindh, Gisaul, Harika, Vedenin, Zecklin.

117
others are taught by the Order of the Emerald Claw, a level in a divine spellcasting class to which you
who fi rst proposed the idea of knights shepherding belonged before adding the prestige class level. You
the undead. do not, however, gain any other benefit a character
of that class would have gained. If you had more than
ENTRY REQUIREMENTS one divine spellcasting class before becoming a bone
knight, you must decide to which class to add each level
KARRNATH

Base Attack Bonus: +4. for the purpose of determining spells per day, caster
Skills: Craft (armorsmithing) 6 ranks, Knowledge (religion) level, and spells known.
4 ranks, Ride 6 ranks. If your only divine spellcasting ability prior to
Special: Ability to turn or rebuke undead. becoming a bone knight was as a paladin, you con-
Special: Ability to cast 1st-level divine spells. tinue to advance your paladin spellcasting as normal.
In addition, you add the following spells to your spell
CLASS FEATURES list, as if they appeared on the paladin’s spell list:
The following class features reflect the bone knight’s 1st—bane, deathwatch, doom; 2nd—death knell, desecrate, gentle
commanding presence on the battlefield and his mas- repose; 3rd—bestow curse.
tery of necromancy. Bone March (Su): At 2nd level, you gain the abil-
Weapon and Armor Proficiency: Bone knights ity to assume control of animated undead from a will-
are proficient with all simple and martial weapons and ing caster as a standard action. You must be within 60
with all armor and shields (including tower shields). feet of both the caster and the undead to assume con-
Bonecraft Armor (Ex): At 1st level, you learn to trol. The maximum total Hit Dice you may command
make and wear the distinctive bonecraft armor used by in this manner is equal to four times your class level.
the order of bone knights. You can produce a suit of You may not control any individual undead creature
bonecraft medium or heavy armor that would normally with more Hit Dice than your class level; for example,
be composed mostly of metal. The bonecraft armor has a 2nd-level bone knight can control up to 8 Hit Dice
the same cost and time to create as normal armor of of undead creatures, each with 2 Hit Dice or less.
that type. It is possible to spend additional time and Summon Skeletal Steed (Sp): At 2nd level, you gain
money to produce spiked or masterwork bonecraft the services of a skeletal steed: a heavy warhorse with the
armor (which may then be further enhanced through skeleton template applied (or a war pony with the skeleton
magic). Only a character with this ability can effec- template applied for Small bone knights). You may
tively wear bonecraft armor. call this steed in the same fashion as a paladin whose
The armor grants you a +4 bonus on Intimidate level equals your paladin level plus your bone knight
checks made while you wear it. In addition, the armor level, and the steed gains the same special abilities as a
grants you damage reduction 1/bludgeoning if it is paladin’s special mount at the same effective level.
medium armor or damage reduction 2/bludgeoning if A skeletal steed cannot be turned while its bone
it is heavy armor. Bonecraft armor is not metallic and knight master rides it.
not subject to spells such as chill metal or to special attacks Master of the White Banner (Su): Beginning at
that target metal, such as a rust monster’s touch. 3rd level, you grant any undead under your control
Paladin Conversion: If you were a paladin or ex- turn resistance equal to your Charisma bonus (if any)
paladin before becoming a bone knight, you can never as long as they are within 60 feet of you.
again advance levels as a paladin, since your associa- Improved Bonecraft Armor (Ex): At 4th, 7th,
tion with the undead forever taints you. However, you and 10th levels, the damage reduction afforded by your
retain (or regain) certain paladin abilities, including bonecraft armor increases by 1. Moreover, you gain
divine grace, lay on hands, aura of courage, divine additional benefits while clad in your bonecraft armor,
health, and spellcasting. You cannot detect or smite as described below:
evil or remove disease. You can use your lay on hands At 4th level, your bonecraft armor grants you immu-
ability to cure living or undead creatures. You lose the nity to stunning attacks and nonlethal damage.
service of your special mount (but see the summon skeletal At 7th level, your bonecraft armor has a 50% chance
steed ability, below). of negating any critical hit or sneak attack made against
Rebuke Undead (Su): At 1st level, you gain the you. In addition, the bonecraft armor allows you to act
ability to rebuke undead as a cleric of your bone knight and fight without penalty even while disabled or dying.
level. If you already had the ability to turn or rebuke At 10th level, your bonecraft armor grants you
undead, you add your previous effective cleric level immunity to extra damage from critical hits and
to your bone knight level to determine your effective sneak attacks.
cleric level for rebuking undead now. You can no Fill the Ranks (Sp): At 5th level, you can use a
longer turn undead once you gain this ability. limited form of animate dead once per day. The target
Spellcasting: Beginning at 2nd level, you gain corpse rises as either a Karrnathi skeleton or Karrnathi
new spells per day and an increase in caster level (and zombie (depending on the condition of the corpse and
spells known, if applicable) as if you had also gained your preference). This undead’s Hit Dice count against

118
THE BONE KNIGHT HIT DIE: d10

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +0 Bonecraft armor, paladin conversion, —

KARRNATH
rebuke undead
2nd +1 +3 +0 +0 Bone march, summon skeletal steed +1 level of existing divine spellcasting class
3rd +2 +3 +1 +1 Master of the white banner +1 level of existing divine spellcasting class
4th +3 +4 +1 +1 Improved bonecraft armor +1 level of existing divine spellcasting class
5th +3 +4 +1 +1 Fill the ranks 1/day +1 level of existing divine spellcasting class
6th +4 +5 +2 +2 Bonecraft weapon +1 level of existing divine spellcasting class
7th +5 +5 +2 +2 Improved bonecraft armor +1 level of existing divine spellcasting class
8th +6 +6 +2 +2 Exoskeleton of undeath +1 level of existing divine spellcasting class
9th +6 +6 +3 +3 Death strike 1/day +1 level of existing divine spellcasting class
10th +7 +7 +3 +3 Improved bonecraft armor +1 level of existing divine spellcasting class
Class Skills (2 + Int modifier per level): Craft (armorsmithing), Craft (weaponsmithing), Handle Animal, Intimidate, Knowl-
edge (nobility and royalty), Knowledge (religion), Ride.

the maximum number of undead you can control at Some savor the sweet taste of peace. You at least have
once with your bone march ability. the freedom to choose, unlike the walking dead.
See the EBERRON Campaign Setting for Karrnathi skele- In times of peace, your king and country rely on
ton and Karrnathi zombie statistics (pages 292–293). you to complete important missions abroad. Your
Bonecraft Weapon (Ex): At 6th level, if you have orders might be to hunt down traitors and fugitives
at least 6 ranks in Craft (weaponsmithing), you can in foreign lands, scour the Mournland for mighty
craft weapons with pieces of bone worked into the artifacts, or ensure your nation’s future prosperity by
design. The bonecraft weapon has the same cost and destroying those who would threaten the delicate peace.
time to create as a normal weapon of that type. It is Most bone knights are either loyal servants of the crown
possible to spend additional time and money to pro- or minions of the Emerald Claw. A few have forsaken
duce a masterwork bonecraft weapon (which may then their allegiance to Karrnath altogether to become
be further enhanced through magic). masters of their own destiny.
In the hands of a bone knight of 6th level or higher, Combat: Toe to toe, you’re as strong a combatant
a bonecraft weapon deals +1d6 points of damage against as any paladin. What you lack in feats compared to a
living creatures. A bonecraft ranged weapon bestows fi ghter you make up for with spellcasting ability and
this benefit on its ammunition. supernatural powers. Your place is in the front of any
Exoskeleton of Undeath (Ex): At 8th level, your battle, riding your undead mount and striking terror
bonecraft armor fuses to your body and cannot be into the hearts of your enemies.
removed without killing you. However, you gain immu- You can craft and wear special bonecraft armor
nity to poison, sleep effects, paralysis, disease, death that gives you defensive benefits akin to those of
effects, fatigue, exhaustion, ability damage to your undead creatures, and at higher levels you can craft
physical ability scores, ability drain, energy drain, and and wield weapons that severely punish the living.
death from massive damage. By the time you reach the highest bone knight levels,
Death Strike (Su): At 9th level, once per day, you you should never be without an undead retinue, for
may use a bonecraft weapon (see above) to strike down Karrnathi undead make formidable companions and
a living foe. You must decide to use this ability before excellent scouts and bodyguards, being both loyal
the attack roll is made. If the attack succeeds, the target and durable. While some necromancers might derive
must succeed on a Fortitude save (DC 10 + your bone perverse satisfaction from sending undead minions
knight level + your Cha modifier) or die. This is a nec- forward to check for traps in a dungeon, you should
romantic death effect. show more interest in using your undead servitors in
melee combat. Even if they pose little threat to a foe,
PLAYING A BONE KNIGHT they can aid your attacks or increase your AC.
You stood shoulder to shoulder with undead soldiers, Advancement: Bone knights are an elite corps
defending your homeland from the depredations of of soldiers in Karrnath’s armies. Many who wish to
Thrane knights, Cyran artillery, Brelish cavalry, Talenta join are turned away year after year, but you have
marauders, and other foes. You rode deep into enemy been accepted. You demonstrated the right mix of
territory to break his will and burn his crops. Now the combat prowess, divine dedication, and—perhaps most
war has ended, and you do not rise each day to lead troops importantly—loyalty to Karrnath, to Kaius, or to Vol,
into battle. Some bone knights miss the call of glory. depending on who recruited you. You’ve demonstrated

119
that you’re comfortable around undead and have them early, and improving your Ride skill, to make
some ability to exert your will upon them, making the best use of your skeletal steed. The Extra Turn-
you well suited as the commander of a Karrnathi ing feat and the Knowledge (religion) skill might not
undead company. have been useful to you before, but they become more
Although you are (or were) a member of Karrnath’s so now that you have the ability to rebuke undead.
army, you have great personal latitude in the aftermath Finally, you might not have had Intimidate on your
KARRNATH

of the Last War. Many bone knights have been placed on class skill list before—but it’s a fi ne addition to your
detached duty (reducing the strain on the treasury), and repertoire as a bone knight, very in keeping with the
may travel freely so long as they are prepared to assemble fl avor of the class.
as quickly as possible upon the king’s command. In Resources: Bone knights are granted minor
theory, their oaths to the king ensure that they can be nobility (if they were not already nobles before taking
trusted to act in the nation’s best interests, but Kaius III up the calling) and can expect hospitality anywhere in
is finding that some knights have a distinctly different Karrnath. The distinctive bonecraft armor of the class
vision of Karrnath’s best interests from his own. The is the only equipment typically associated with bone
rare bone knights trained by the Order of the Emerald knights, and you are expected to craft that yourself
Claw are kept on a much shorter leash, directly serving a soon after joining the order.
powerful priest (until such time as they are able to seize
control of their cell themselves). BONE KNIGHTS IN THE WORLD
As you advance as a bone knight, you’ll want to “To call them knights is an affront to the name. To call them paladins
learn new feats and improve skills that allow you to is blasphemy.”
take maximum advantage of your new class —Dania ir’Vran, Paladin of the Silver Flame
features. If you don’t already have feats in
the Mounted Combat tree, consider taking The bone knight class has some elements in common
with the blackguard—it’s a new take on the paladin
archetype, but dedicated to a nation (with its peculiar
military tradition of necromancy) rather than to an
alignment, good or evil. As such, it’s a fascinating
class to add to a campaign. An evil bone knight can be
a chilling villain full of evocative fl avor. A neutral or
good bone knight would make a fi ne player character,
particularly appealing to players who enjoy playing a
hero with a dark side or an antihero.
Organization: Karrnath turned to the power
of necromancy in the Last War in an effort to offset
losses. While the undead provided a critical boost
to troop strength, it became clear that the numbers
required to shift the balance were far greater than
could be controlled by loyal clerics. Further, the
A bone hordes were too easily dispersed by rival priests or
knight outwitted by living captains. The king’s shadowy allies
proposed to create a new kind of champion to lead the
growing undead legions, a warrior with Rekkenmark
Academy training who holds power over the undead.
The bone knights form a loose order consisting
of some hundred or so members. The knight-mar-
shal of the order, Prothan ir’Vemel (LN male human
paladin 4/bone knight 8), is one of the more power-
ful and influential warlords of Karrnath. Unlike his
colleagues Charl ir’Loran and Renn ir’Tanar, Pro-
than genuinely supports Kaius in his efforts toward
peacemaking—the better for Karrnath to raise a truly
gigantic undead horde to conquer their enemies when
war fi nally does resume.
When Kaius outlawed the Order of the Emerald
Claw, several bone knights fled Karrnath to maintain
their affi liation with the order. The headquarters
of this estranged order of bone knights remains
unknown, although Karrnathi spies continue to search
for its location and its presumed leader, Dessarin punish him too much for evil deeds such as animating
ir’Savathar (LE female cleric 4 [Blood of Vol]/fi ghter the dead or casting death knell.
1/bone knight 5). It is entirely possible that these bone
knights no longer form a cohesive order at all, but Adaptation
have dispersed to pursue their own aims or serve the The bone knight is set up to be attractive to paladins
Emerald Claw independently of each other. who fi nd the stringent alignment requirement of that

KARRNATH
class too restrictive. It’s something of an exit strategy
NPC Reactions from the paladin class, a way for a character to become
The bone knights are legendary in their service to something else without feeling like his paladin levels
Karrnath, fighting on the front lines against all invad- were utterly wasted.
ers. While terrifying to their enemies, they are well The elves of Aerenal might have a class of knights
loved by those they protect, so most Karrns have an who deal with the deathless in a similar way to the bone
initial attitude of friendly toward those wearing the knight’s relationship with undead. Recasting the class
distinctive bonecraft armor. Knights of other lands are abilities of the bone knight class to deal with elven death-
often greatly distressed by the extremes to which bone less rather than animated undead would be another
knights go in carrying out their orders, and rarely have way to adapt this class within the world of Eberron.
an initial attitude better than hostile. Paladins in par-
ticular have a hard time disguising their hostility toward Encounters
bone knights, who are at once so similar to paladins and In any encounter with a bone knight, make sure to
so very different. The knights conducted many raids high light the bizarre appearance of the character in
outside Karrnath during the Last War, and most non- bonecraft armor astride a skeletal mount. Even more
Karrns fear and respect their reputation but hold no important, emphasize the juxtaposition of this undead
strong position toward them individually. motif with a knight’s sense of honor and fair play. The
combination is jarring, and can leave players off-
BONE KNIGHT LORE balance in the encounter.
Characters can make Gather Information, Knowledge EL 10: Although he swears allegiance to the
(nobility and royalty), or bardic knowledge checks to fl ag of Karrnath, Madox Kaminarr believes that his
learn the following facts about the bone knights. nation should have pressed the war and fi nished off
DC 10: The bone knights are mounted warriors its enemies. When Kaius sued for peace, Madox lost
clad in bonecraft armor who surround themselves with respect for his king, although he still believes Kaius
skeletons and zombies. may be the greatest man alive (having no inkling that
DC 15: While most bone knights are honorable Kaius is, in fact, a vampire). Madox counts himself
champions of Karrnath, a sinister few use their powers a student of history and knows the details of many
to serve evil gods or their own dark ambitions. great battles and commanders. He believes that the
DC 20: Powerful bone knights can summon skel- descendants of Karrn the Conqueror have an obliga-
etal mounts and create their own undead soldiers. tion to unite all of Khorvaire under one banner, but
his solemn hope of a unified Khorvaire was dashed the
BONE KNIGHTS IN THE GAME day Kaius signed the Treaty of Thronehold.
Bone knights are rare and elite enough that their Madox has no specific orders. He patrols Karr-
absence from a campaign to date is no reason to nath’s borders astride a skeletal heavy warhorse and
exclude them from future encounters. Although they travels with a retinue of dire wolf skeletons (which
exist primarily in Karrnath, they travel across Khor- he controls). He occasionally makes forays into the
vaire and can also be found in Emerald Claw enclaves. Mournland, the Mror Holds, and the Talenta Plains.
If the PCs have an existing rivalry with the Emerald A few times each year, the bone knight visits family in
Claw, it would be easy to introduce an exiled bone Korth or pays his respects at the tombs of fallen Karr-
knight as a new player in that rivalry. If your campaign nathi knights in Rekkenmark.
brings the PCs to Karrnath, they might meet a bone
knight as either an enemy or ally, and have no cause to MADOX KAMINARR CR 10
wonder why they’ve never met one of these very unusual Male human paladin 4/bone knight 6
individuals before. LN Medium humanoid
A character who adopts the bone knight prestige Init –1; Senses Listen +1, Spot +1
class probably wants to explore a hero with a dark edge. Aura courage (10 ft., allies +4 against fear)
Eberron features many shades of gray, but if you’re not Languages Common, empathic link
comfortable refereeing a game where PCs walk that AC 19, touch 9, fl at-footed 19
fi ne line, it’s probably best to disallow the prestige class hp 77 (10 HD); DR 3/bludgeoning
from the outset rather than ignite controversy after the Immune disease, fear, nonlethal damage, stunning
character has invested a level or more into the class. Fort +14, Ref +5, Will +7
It’s not fair to the player of a bone knight character to Speed 20 ft. (4 squares) in +2 bonecraft full plate; base 30 ft.

121
Melee +1 bonecraft greatsword +14/+9 melee (2d6+5/19–20 and that are within 60 feet of him gain +3 turn
plus 1d6 against living creatures) or resistance.
Ranged mwk bonecraft heavy crossbow +9/+4 ranged Hook “After you die, you’re mine!”
(1d10/19–20 plus 1d6 against living creatures)
Base Atk +9; Grp +12 MADOX’S SKELETAL STEED CR —
Atk Options Cleave, Mounted Combat, Power Attack, Heavy warhorse skeleton
Ride-By Attack
KARRNATH

N Large undead
Special Actions rebuke undead 6/day (+3, 2d6+10, 7th) Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
Combat Gear potion of protection from arrows 10/magic, potion Languages empathic link
of shield of faith (+3)
AC 19, touch 11, fl at-footed 17
Paladin Spells Prepared (CL 5th):
hp 52 (8 HD); DR 5/bludgeoning
2nd—gentle repose
Immune undead immunities, cold
1st—bane, divine favor
Resist improved evasion
Abilities Str 16, Dex 8, Con 14, Int 10, Wis 13, Cha 16 Fort +10, Ref +5, Will +6
SQ bone march (24 HD total, up to 6 HD per creature),
Speed 60 ft. (12 squares)
fill the ranks 1/day, lay on hands (30 points), master of
Melee 2 hooves +8 melee (1d6+5) and
the white banner (+3), share spells, summon skeletal steed
bite +3 melee (1d4+2)
Feats Cleave, Mounted Combat, Power Attack, Ride-
Base Atk +4; Grp +13
By Attack, Weapon Focus (greatsword)
Skills Craft (armorsmithing) +7, Craft (weapon- Abilities Str 20, Dex 15, Con —, Int —, Wis 10, Cha 1
smithing) +6, Intimidate +6, Knowledge (religion) SQ +3 turn resistance within 60 ft. of Madox (cannot
+4, Ride +6, Sense Motive +4 be turned while serving as mount), undead traits
Possessions +2 bonecraft full plate, +1 bonecraft greatsword, Feats Improved Initiative
masterwork bonecraft heavy crossbow with 20 bolts,
gauntlets of ogre power, amulet of health +2, cloak of Charisma DIRE WOLF SKELETONS (4) CR 3
+2, pouch containing 48 gp N Large undead
Bone March (Su) As a standard action, Madox can Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0
assume control of up to 24 Hit Dice of animated AC 14, touch 12, fl at-footed 11
undead from a willing caster, provided the caster hp 39 each (6 HD); DR 5/bludgeoning
and the undead are within 60 feet of him. He Immune undead immunities, cold
cannot control any individual undead creature with Fort +2, Ref +4, Will +5
7 or more Hit Dice. Speed 50 ft. (10 squares)
Fill the Ranks (Sp) Once per day, Madox can cast Melee bite +9 (1d8+10)
a limited form of animate undead, creating a Karr- Base Atk +3; Grp +14
nathi skeleton or Karrnathi zombie. This undead Abilities Str 25, Dex 17, Con —, Int —, Wis 10, Cha 1
counts toward the maximum number of Hit Dice of SQ +3 turn resistance within 60 ft. of Madox, undead
undead that Madox can control. traits
Lay on Hands (Su) Madox’s lay on hands ability heals Feats Improved Initiative
undead as well as living creatures.
Master of the W hite Banner (Su)
Undead under Madox’s control
K arrnathi Bulette
Huge Magical Beast
Karrnathi Hit Dice: 9d10+45 (94 hp)
bulette Initiative: +1
Speed: 35 ft. (7 squares), burrow 10 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch
9, fl at-footed 20
Base Attack/Grapple: +9/+24
Attack: Bite +14 melee (2d8+7 plus disease) or bull
rush +15 melee (1d8+7 plus disease)
Full Attack: Bite +14 melee (2d8+7 plus disease) and
2 claws +9 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Disease, spikes, superior bull
rush
Special Qualities: Darkvision 60 ft., immunity
to death magic, low-light vision, scent,
tremorsense 60 ft.
Saves: Fort +11, Ref +8, Will +6 Superior Bull Rush (Ex): When a Karrnathi
Abilities: Str 25, Dex 13, Con 20, Int 6, Wis 13, Cha 6 bulette makes a successful bull rush against an oppo-
Skills: Craft (trapmaking) +8, Jump +10, Listen +9, nent, it can choose to deal damage with its spikes,
Spot +3 adding its Strength bonus, against the opponent in
Feats: Alertness, Improved Bull Rush, Iron Will, Track addition to the normal results of the bull rush.
Environment: Cold hills and plains Skills: A Karrnathi bulette has a +8 racial bonus

KARRNATH
Organization: Solitary on Craft (trapmaking) checks for the purpose of build-
Challenge Rating: 8 ing and concealing pit traps.
Treasure: None
Alignment: Always neutral evil
Advancement: 10–16 HD (Huge), 21–27 HD (Gar-
gantuan)
M adborn
In the last three years, settlers hoping to open up Karr-
Level Adjustment: — nath’s northern coastline have reported a new menace
along the outskirts of the Icewood. What at fi rst appear
Landsharks are terrifying enough, but this one looks sickly and almost to be lone members of the common races come stum-
cadaverous. Bits of bone and strips of rotting flesh are caught on the bling along out of the woods, or wandering along their
creature’s spiky carapace, as if it’s been rolling around in a graveyard. perimeter. But as they draw nearer it becomes apparent
Its fanged maw snaps at the air somewhat listlessly and the stink of car- that there is something terribly wrong with them. The
rion is overwhelming. eyes of these strange apparitions glow with a midnight
blue light, and they endlessly mutter nonsense strings
The bulettes of Karrnath are both slower and weaker of words, often from several languages. Once they
than those found elsewhere. This does not make them draw close enough, they suddenly attack, unleashing
any less dangerous, however. They have adapted to waves of psionic power or more often rushing in to
the long years of the war by feeding on the aftermath bite and tear at the settlers. Large groups report the
of large battles. They even attack undead regiments, creature dragged stunned victims back into the woods,
consuming vast numbers of mindless zombies and even never to be seen again. How many smaller groups have
skeletons in their never-ending search for food. As been wiped out entirely remains a mystery. Recently
a result they have become infected with necromantic a group of timber cutters reported seeing a group of
energies and are the carriers of severe disease as cling- these staggering horrors and fled before they were
ing bits of meat molder on their spiked hides. They noticed. Thought to be linked to the fabled Madstone,
display a limited but cunning intelligence, and an they have been dubbed “madborn,” and travelers are
unusual hatred for all life. warned to flee for their lives if they spot them. It is
After generations of living on carrion, most have clear that the attacks by the madborn, whether singly
developed a taste for it. They prefer to kill their prey or in packs, are steadily increasing.
and let it sit for two or three days before consuming Madborn are the bodies of those consumed by
it, so it is sometimes possible to recover a comrade’s the Madstone, released to do the bidding of the
body or fi nd some small amount of treasure lost in fractured, composite consciousness that lurks within
a Karrnathi bulette’s territory that would have been that deadly dragonshard. They infest the Icewood in
eaten otherwise. growing numbers, and are beginning to venture out
of that forest in search of new prey to be sacrificed
Combat to the stone. Most wander “unattended,” possessing
While possessing the voracious appetites of common only a rudimentary intelligence. The Madstone may
bulettes, Karrnathi bulettes take the time to riddle their manifest itself through the madborn to a limited
hunting grounds with pit traps, digging out tunnels just degree, suddenly transforming a mildly dangerous
below the surface. They are formidable jumpers, but zombielike servant into a powerhouse of psionic
cannot make the famous leaping attack of their healthier fury. Releasing madborn from its grip is a new abil-
kin. They use their size, strength, and bull rushing ity for the Madstone, one gained only four years ago.
abilities to drive enemies into these traps, where they can Whether the stone was somehow influenced by the
be crushed and then eaten at the monsters’ leisure. release of dire energies in Cyre, or if it crossed a
Disease (Ex): Filth fever—bite, bull rush or critical threshold in absorbing victims around that
grapple, Fortitude DC 15, incubation period 1d3 time, is a mystery.
days, damage 1d3 Dex and 1d3 Con. The save DC is With new towns being built near the Icewood, the
Constitution-based. local counts are hiring adventurers and mercenaries
Immunity to Death Magic (Ex): A Karrnathi to guard their supply caravans and map the Icewood
bulette is immune to all death effects. in greater detail. The idea of offering bounties for
Spikes: Heavy barbs grow from the bulette’s slain madborn had to be dropped, as once killed they
armored carapace. These deal 1d8 points of piercing are difficult to distinguish from ordinary folk. Many
damage on a successful grapple attack. believe that Karrnath may have to turn the full might

123
of its armies against the cursed wood to end the threat,
while others hopes a small group of champions can
destroy the stone before more lives are lost.

Sample Madborn
This example uses a 3rd-level half-elf commoner as
the base creature.

Madborn Half-Elf, 3rd-level Ranger


Medium Humanoid (Elf)
Hit Dice: 3d8+12 (29 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +3 armor, –2 rage), touch
9, fl at-footed 11
Base Attack/Grapple: +3/+6
Attack: Longsword +3 melee (1d8+10/19–20)
Full Attack: Longsword +3 melee (1d8+10/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, favored enemy undead +2,
psionics
Special Qualities: Tottering blows, wild empathy
(+2), will of the Madstone
Saves: Fort +7, Ref +4, Will +4
Abilities: Str 17, Dex 13, Con 18, Int 6, Wis 12, Cha 8
Skills: Diplomacy +0, Gather Information +0, Handle
Animal +5, Hide +6, Knowledge (nature) +3,
Listen +8, Move Silently +6, Ride +3, Search –1,
Spot +5, Survival +7
Feats: Dodge, EnduranceB, Mobility, Power Attack B,
Rapid Shot B, Track B
Environment: Cold forest (Icewood)
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

The woods are quiet, snow blanketing the branches and the ground. A
figure fades in out of the soft white distance. At first it appears to be a
hunter on hard times, her clothing tattered, her gait unsteady, half-
dragging a sword behind her in the snow. Fine features and a solid build
mark her as a half-elf. As she totters toward you, you hear her speaking
quietly, a confusing torrent of words, not quite forming sentences. . . .
Her gaze seems to come into focus, as if noticing you for the first time.
You see her eyes are lit with a dark blue radiance. With a snarl, she
tightens her grip on the blade, and she lunges toward you!

Combat
The sample madborn ranger is using 3 points of
Power Attack (–3 attack, +6 damage using its long-
sword two-handed). It does not voluntarily change
this behavior.
Rage (Ex): A madborn is constantly in a state of
rage similar to a barbarian’s rage. In this state, the mad-
born gains a +4 bonus to its Strength and Constitution
scores, a +2 bonus on Will saves, and a –2 penalty to

The Madstone
Armor Class. All of these adjustments are included in Special Qualities: A madborn retains all the
the statistics above. An effect that counters rage, such as special qualities of the base creature and also gains
the calm emotions spell, temporarily suppresses this ability the following.
and negates these bonuses and penalties. Tottering Blows: Madborn have poor motor coordi-
Favored Enemy (Ex): The madborn ranger’s favored nation and strike with a fury beyond their ability to
enemy is undead; it gains a +2 bonus on Bluff, Listen, control. Anytime a madborn misses with an attack roll,

KARRNATH
Sense Motive, Spot, and Survival checks when using it becomes fl at-footed.
these skills against undead creatures. Likewise, it gets a Will of the Madstone (Su): A madborn is in constant
+2 bonus on weapon damage rolls against undead. telepathic communication with the consciousness of the
Psionics (Sp): At will—cause fear (DC 10), daze monster Madstone. It shares knowledge with the Madstone and
(DC 11), expeditious retreat, lesser confusion (DC 10). CL 3rd. all other madborn, so that every madborn is aware of
Tottering Blows: Madborn have poor motor coor- knowledge that any one possesses, such as the presence
dination and strike with a fury beyond their ability to of intruders into the forest. If encountered as part of a
control. Anytime a madborn misses with an attack roll, group of madborn, a madborn is not flat-footed as long
it becomes fl at-footed. as any other madborn in the same group is not, and is
Wild Empathy (Ex): The madborn ranger can not considered flanked unless every other madborn in
alter the attitude of an animal by making a check (1d20 the same group is also flanked.
+2) as if making a Diplomacy check to influence the Saves: A madborn’s state of rage gives it a +2 bonus
attitude of a humanoid. on Will saves.
Will of the Madstone (Su): The madborn ranger Abilities: Adjust from the base creature as fol-
is in constant telepathic communication with the lows: Str +4 (for raging), Dex –2 (minimum 1), Con
consciousness of the Madstone. It shares knowledge +4 (for raging), Int –4 (minimum 1).
with the Madstone and all other madborn, so that Skills: Do not recalculate skill points for the
every madborn is aware of knowledge that any one madborn’s reduced Intelligence.
possesses, such as the presence of intruders into the Feats: A madborn gains Power Attack as a bonus
forest. If encountered as part of a group of madborn, feat.
the madborn ranger is not fl at-footed as long as any Environment: Cold forest (Icewood).
other madborn in the same group is not, and is not Organization: Solitary, pair, or pack (5–8).
considered fl anked unless every other madborn in Alignment: Always neutral.
the same group is also fl anked. Challenge Rating: As base creature +1.

Creating a Madborn
“Madborn” is an acquired template that can be added
to any giant, humanoid, or monstrous humanoid Madborn
(hereafter referred to as the base creature), as the
creature is overwhelmed by the collective mind of the
Madstone in northern Karrnath.
A madborn uses all of the base creature’s statistics
and abilities except as noted here.
Armor Class: The madborn’s state of rage gives it
a –2 penalty to AC. Most madborn disdain the use of
shields, preferring to swing their weapons two-handed.
Attack and Full Attack: A madborn typically uses
the maximum allowed Power Attack and swings a one-
handed or two-handed weapon with both hands.
Special Attacks: A madborn retains all the special
attacks of the base creature and also gains the following
special attacks:
Rage (Ex): A madborn is constantly in a state of rage
similar to a barbarian’s rage. In this state, the mad-
born gains a +4 bonus to its Strength and Constitution
scores, a +2 bonus on Will saves, and a –2 penalty to
Armor Class. An effect that counters rage, such as the
calm emotions spell, temporarily suppresses this ability and
negates these bonuses and penalties.
Psionics (Sp): At will—cause fear, daze monster, expeditious
retreat, lesser confusion. Save DCs are Charisma-based.
Caster level equals the madborn’s Hit Dice.

125
T he pursuit would end
here, on the streets
of Flamekeep, just as
the Keeper had foreseen.
Finally, Taran had Cardinal
Shule’s assassin in sight.

H e offered the assassin one


chance. “In the name of
the Knights of Thrane, I
order you to surrender!”

T he assassin’s hand slid toward


his blade, and Taran knew
there would be no arrest . . .
CHAPTER FIVE

THRANE

THRANE
O Silver Flame, light the way
Through war and darkness and despair;
O Silver Flame, we shall not stray!
Spirit of Thrane, hear our prayer.
No foe can dim your argent glow
No child can live beyond your light
With swords in hand,
was surely the death of King Thalin. The Council
of Cardinals had grown in power and influence, and
Thalin’s heir, Prince Daslin, was seen as weak. Above
all, the nation was at war. It took little effort on the
part of the cardinals to convince the people to raise
the church above the throne, and Daslin himself
acceded to the demand without a struggle. In 914 YK,
Your soldiers stand, Thrane officially embraced the Church of the Silver
O Silver Flame, burn ever bright! Flame as its ruling body, becoming the fi rst true
—“Light the Way,” Thrane’s national anthem theocracy in Khorvaire.
While a few archbishops and cardinals crave per-
One night in Olarune of 299 YK, the settlers and sonal power, most believe that the rule of the Flame
farmers of Thrane saw dark clouds gathering over the is best for Thrane and for Khorvaire. This uncom-
Tamor Hills. A ruddy glow rose from a fi ssure in the promising zeal made it difficult for Thrane to form
hills. Those who explored the chasm did not return. As lasting alliances during the Last War, but the resolve
months passed, fiends and bloodthirsty beasts crawled of its clerics and paladins allowed the nation to hold its
out of the fi ssure and threatened the land. The Year own even when beset from all sides. The new Keeper
of Blood and Fire was a time of great terror, but it was of the Flame, Jaela Daran, does not believe that war
also a time of inspiration. The holy warrior Tira Miron within Khorvaire serves the goals of the Church.
gathered priests and soldiers to fi ght against the dark- However, many knights and cardinals still yearn to see
ness. Armed with a singular vision, she ultimately con- a new Galifar united under the Silver Flame. And in
fronted the evil forces within the Tamor Gap, binding the shadows of the court, the symbolic queen, Diani
their fiendish lord and transforming its dark flame to a ir’Wynarn, looks back on the history of her family and
font of silver light. Through her sacrifice, she became a dreams of returning her line to the throne.
spiritual vessel for the Silver Flame, a conduit through
which it could touch the souls of others.
Many in Thrane see the Year of Blood and Fire
as a turning point. Inspired by Tira’s sacrifice and
R oyals of Thrane
For the better part of a thousand years, the scions
guided by her spirit, Thranes destroyed or drove off of King Galifar I—all members of the royal Wynarn
the remaining fiends. The common folk turned to the bloodline—ruled Thrane. The children of Galifar’s
new church in droves, and the citadel of Flamekeep ruling sovereign were always fi rst in line to govern the
was soon established. The Church of the Silver Flame Five Nations. Occasionally, as happens when there are
spread across Khorvaire, but Thrane remained its fewer suitable heirs, governorship of Thrane fell to
heart. The good people of Thrane had seen the horror trusted regents drawn from other parts of the family.
of unrestrained evil, and they were determined to As with the other Five Nations, Thrane was adminis-
stand against that darkness. At times, this missionary tered by the governor-princes as part of the Kingdom of
zeal spun out of control. Queen Joliana’s fervor for Galifar from the founding of the kingdom until 894 YK.
the Flame nearly shattered the kingdom of Galifar In that year, as the struggle for the crown that caused the
centuries before the death of Jarot. However, most of Last War escalated, Thrane broke from the kingdom and
the followers of the Flame have shown tolerance toward declared itself an independent monarchy under the rule
those who pursue other faiths, saving their strength to of King Thalin. Thalin, like many of the Thrane-based
battle inhuman and supernatural evil. ir’Wynarns, was a devoted follower of the Silver Flame.
If the Year of Blood and Fire was the fi rst major He broke with tradition in order to exercise what he saw as
turning point in the history of Thrane, the second his divine right to the Galifar crown. With the kingdom

127
under his control, he could elevate the Silver Flame to its The following dates and names show the Keepers
proper position as the one true religion of the land and through the years and can be gleaned with a DC 10
the people. In many ways, it was Thalin’s zealous faith that Gather Information or Knowledge (history) check.
led to the next stage in Thrane’s history.
Thrane remained a monarchy until 914 YK, when Date Keeper of the Flame
it became a theocracy governed by the Church of the 300–320 YK Maliah Sharavaci
Silver Flame. At that time, temporal and spiritual 320–389 YK Traelyn Ghelios
THRANE

power fell to the Council of Cardinals and the Keeper 389–461 YK Darmin Avaroth
of the Flame. Although the Wynarn line in Thrane 461–524 YK Kyra Danth
continues to appoint blood regents (eldest scions of 524–525 YK Bec Avaroth
the royal family), these scions are merely fi gureheads 525–578 YK Valiron Silverthorn
without any temporal power. 578–610 YK Torah Ariadu
The rulers of Thrane are outlined on the table 610–698 YK Saren Rellek
below. This information can be gleaned with a DC 10 698–768 YK Jareen Imistil
Gather Information or Knowledge (history) check. The 768–825 YK Aelyndari Valystar
monarchy doesn’t last long, as the theocracy of the Silver 825–860 YK Jolan Sol
Flame takes over the country after Thalin’s death. 860–863 YK Tzandra Corus
863–903 YK Jovor Daran
Date Monarch/Blood Regent 903–936 YK Kaith Serrain
885–914 YK Thalin (declared king of Thrane in 937–993 YK Lavira Tagor
894 YK) 993 YK–Present Jaela Daran
914–945 YK Daslin [blood regent, Silver Flame

945–988 YK
988 YK–Present
displaces royal family]
Erivon [blood regent]
Diani [blood regent]
A Day in the Life
Ghalt stood in the corridor outside the royal bedcham-
ber for hours. Soon the sun began to shine through
KEEPERS OF THE FLAME a narrow window across the hall. A few hours later, it
In 299 YK, the Silver Flame was born. One year later, moved on, leaving Ghalt alone in the dim hallway.
the newly christened Church of the Silver Flame The castle of Thalingard was so quiet Ghalt
appointed its fi rst Keeper of the Flame—a spiritual could hear his adamantine joints grinding softly
leader of the nation who could commune directly with whenever he shifted his weight. The warforged sen-
the Flame and pass its will onto the people. tinel didn’t move around much these days. What was
In 914 YK, amid the turmoil of the Last War, the point? The queen was off at her summer retreat,
the people of Thrane abandoned the monarchy and and no guests were expected to grace the halls of
invested the Keeper of the Flame with temporal as Thalingard in her absence. Ghalt stared across the
well as spiritual governorship of the nation. Thrane hall and out the window for hours, his body idle but
became the fi rst theocracy of Khorvaire. his mind racing.

ROYAL SUCCESSION
King Galifar I established a method of government the administration of the Five Nations to. (The pre-
and succession that lasted for almost a thousand ferred age to take the crown was nineteen, though
years. It was a process with a specific structure that, some were allowed to be crowned as young as sixteen,
in practice, rarely worked as presented in the royal some were denied until they were twenty-one, and
decree. By decree, when the current monarch abdi- many were not afforded the option until they were
cated the throne (usually to retire) or died, his or her much older, depending on how long their parent
oldest living scion became king or queen. As the new stayed on the throne.)
monarch accepted the crown and took charge of the In general, the practice developed such that the
kingdom from the seat of power in Thronehold, his crown heir’s children were sent to study at the feet
or her five oldest sons and daughters ascended to the of the current governor-princes, learning about the
governorships of each of the Five Nations. portion of the kingdom that he or she would one day
Over the centuries, the reality did not always administer. If a new monarch ascended the throne but
match the decree. Not every monarch had a scion was too young to govern, the prior governor-princes
of ruling age when he or she died, for example, and remained in place or regents were appointed until
many did not have five children of their own to pass the scion could take over the role.

128
A gull landed on the windowsill, fidgeted nervously, the tower near the familiar ninth floor window. Light
and paid Ghalt no heed. The warforged unhinged his crept into the hall. Ghalt was nowhere to be seen.
mouth and said, “Hey, bird,” at which point the gull, Outside, far below, a low fog had settled over Flame-
startled, flew away. keep’s harbor. Esallin emerged from his cabin with red-
Ghalt sighed. bone cup in hand, ready for his morning tea. He spotted
It was very lonely on the ninth floor of the west tower. a warforged standing on the deck, a greatsword slung
He could hear the distant shrieking of gulls, the faint over its back and saltwater pooling at its feet.
THRANE

sounds of the busy harbor. Ghalt stood in the corridor for “Now thar’s something ye don’t see every day,” he
several more hours. The hall darkened, and the wooden said. Esallin stroked his beard, thought for a moment,
floor creaked. He looked at the floor. He stared at the then snapped his fi ngers. “Crawled up the anchor line,
ceiling. He looked at the window. He looked at an empty did ye?”
suit of armor standing in one corner of the hall. “Hope that’s okay,” Ghalt replied.
“That’s me in another five years,” the warforged “Well now, that’s somethin’ ye’ll need to take up
lamented. with the cap’n. I’m just the bosun on this here boat.”
Ghalt sighed. The warforged and the bosun studied each other
“What am I doing here?” he asked out loud. “I was for a moment. Ghalt turned his gaze up to the crow’s
built to fi ght armies! I was built to defend Thrane! nest. Esallin sipped his tea. “You drink?”
Nice of m’lady to leave me standing here like a coat rack Ghalt fi xed his gaze upon the man once more. “I
for a month while she sips Brelish brandy and catches don’t think so,” he replied.
up on her reading.” “I reckon you don’t.”
Silence gripped the hall for another hour or so. Ghalt felt a moment of awkward silence.
Clump, clump, clump, clump. Ghalt stepped over to the “I’m afraid I’m not quite sure where to go from
window, his footfalls echoing loudly. He peered down at here.”
the twilit harbor hundreds of feet below. Vertigo made “The world is a big place,” mused Esallin. “If all
his head swim, but he could not pull away. An anchored else fails, pick a star and follow it, or just go wherever
ship with bundled sails lingered in the bay. He won- the wind takes ye. That’s freedom, my adamantine
dered what it might be like to stand on its deck, to feel friend, granted to ye by the Treaty of Thronehold.
the planks heaving gently beneath him. He wondered Embrace it while you can.”
where the ship had been, what perils its crew had faced, Ghalt nodded, thinking that the treaty didn’t seem
and what great adventures awaited them. to apply in Thrane. “Is this boat going away?” he asked.
“Crooked!” the warforged exclaimed, shaking his The bosun sipped his tea. “Aye, away from
head as he returned to his post. “What am I doing? I Thrane,” he replied evenly, catching the warforged’s
am a servant of Thalingard, not an adventurer. I guard true question.
stuff. That’s what I do.” “Then I would like to go with it,” Ghalt said.
Night fell. Hours passed. The last shred of evening The warforged set his jaw, closed his eyes, and felt the
light fled the hall. From out of the darkness came the gentle waves carry him away.
soft sound of adamantine creaking against wood.
“I guard stuff,” whispered the warforged. “Yep,
that’s what I do.”
The tower fell silent.
P ostwar Thrane
Imagine being surrounded on all sides by angry, resent-
Six hours later, the fi rst rays of morning struck ful neighbors, and you can begin to understand how

THRANE AT A GLANCE
Data based on military draft records, 996 YK.
Population: 2.3 million
Area: 500,000 square miles
Sovereign: Jaela Daran, Keeper of the Silver Flame
Capital: Flamekeep
Major Cities: Aruldusk, Sigilstar, Thaliost
Climate: Temperate
Highest Point: Trumpet Mountain in the Starpeak Range, elevation 10,965
Heraldry: A silver sword set beneath the symbol of the Silver Flame (pictured)
Founder: Thalin, second scion of King Jarot
National Motto: “Glory to the Silver Flame.”

130
the common Thrane feels. Thrane shares borders with to Queen Diani ir’Wynarn and the line of Galifar.
all four of its longtime enemies, and Thrane alone Some of these loyalists reject the power of the Church
abandoned the royal bloodline of Galifar in favor of entirely, while others (such as Captain Otherro of the
a theocracy. Moreover, Thrane seized parcels of land Knights of Thrane) believe that both have their place
from Aundair and Breland—territory that Queen in the kingdom, and that it was a mistake to upset the
Aurala and King Boranel would like returned. Thrane balance between the two.
has also been duly chastised for its cruelty. It demon-

THRANE
strated a startling lack of compassion when it denied SOCIETY TODAY
Cyran refugees a new home after the destruction of Thrane is still rebuilding as a result of the Last War. It
their homeland, and vengeful Karrns resent Thrane has few coins left in its treasury, it owes money to various
for the ruthless bombardment of their capital—an dragonmarked houses (House Kundarak in particular),
audacious attack that left the imperious Karrnathi its citizens are overtaxed, and its cities still show signs of
citizens feeling vulnerable and defenseless. Sur- the carnage and destruction wrought by Aundairian,
rounded by such resentment, Thranes can ill afford Brelish, Cyran, Karrnathi, and Darguun invaders.
to lead carefree lives. However, they take great comfort The dragonmarked houses have trouble acting within
in the Silver Flame, for it has never broken their trust the tight strictures of the Church of the Silver Flame,
or led them astray. and they must trod carefully around prickly, overbear-
ing cardinals.
THE PEOPLE The Last War brought pain and loss to every family
The overwhelming majority of Thranes are honest, in Thrane. Dead brothers, sisters, sons, and daugh-
proud, and passionate people who believe in the Church ters are remembered in daily prayer. Cardinal Yisek,
of the Silver Flame. Equally devoted to family and work, who spoke out against the war, proclaimed that “the
Thranes do nothing halfway. If a citizen of Thrane Last War was about who gets to sit on that old chair
undertakes a task or agrees to serve a cause, he gives it his in Thronehold.” The sad irony is that after Thalin’s
all. That said, few Thranes are mindless zealots. Most death, Thrane forsook the royal bloodline altogether.
followers of the Flame tolerate other belief systems. When the nation transformed into a theocracy,
After all, Tira Miron herself began as a paladin of Dol Thranes stopped fi ghting for their king and instead
Arrah. The Silver Flame demands only that its followers began fi ghting for land and for the greater glory of the
fight evil, whether it’s evil incarnate—fiends, undead, Silver Flame. It’s no wonder that many Thranes today
and other abominations—or the evil that plagues the feel detached from the rest of the Five Nations.
human soul. If a paladin of the Silver Flame senses evil Although Thranes hear news of rampant corrup-
in an innkeeper, he should try to find a way to bring that tion in the cities of Aundair, Breland, and Karrnath,
soul back to the light, not strike down the innkeeper they are blind to the corruption within their own
or destroy his business. However, this is a hard road borders. Too many officials who learned to abandon
to follow, and try as they might, many Thranes do not their morals and ethics during the Last War remain
measure up to these high ideals. in power, wearing their faith like a mask and cleverly
In general, Thranes lead ascetic lives. Gambling, hiding their personal agendas and thirst for power.
carousing, and similar activities are frowned upon in Whether the theocracy can survive the machinations
the land of the Silver Flame. Religious observances of these tainted few remains to be seen.
are very important. However, not all Thranes see eye
to eye. Many are divided on the importance of the THE ROLE OF MAGIC
monarchy, for example. Most citizens pledge their Thranes have never shied away from arcane science.
greatest loyalty to the Church, but a small faction holds While arcane magic has its place in postwar Thrane,

FIVE EDICTS OF THE CHURCH


1. Trust in the Silver Flame. The Voice of the draw a sword. We must also remain vigilant, for the
Silver Flame never lies. It will light your way to glory one thing evil does well is hide in plain sight.
and salvation. 4. Lead a noble life, and encourage others to do
2. Heed the words of the Keeper. The Keeper of the same. Temptations abound, but the wisest of us can
the Flame is your emissary. Through the Keeper, the recognize and avoid them. If you die with a pure spirit,
Silver Flame speaks. you will be forever bound with the Silver Flame.
3. Fight evil in all its forms. Not everyone can 5. Share the faith. The Silver Flame can purify
have the strength or conviction of a paladin, but there the darkest spirit. Share the power of the Flame with
are many ways to fi ght evil that don’t require one to those who have not yet embraced it.

131
citizens these days concentrate their energy on spiri- the Church of the Silver Flame have overlaid the old
tual devotion. Thrane’s lack of arcane sophistication with the new, giving much of the country a decidedly
is countered by the widespread use of divine magic. different feel from its neighbors.
While arcane magic is not seen as evil, most Thranes
regard excessive devotion to arcane studies as a dis- ART
traction from the light of the Silver Flame. Likewise, The people of Thrane embrace the tenets of the Silver
most followers of the Flame are tolerant of those who Flame in all of their forms of expression. From fi ne art
THRANE

worship the Sovereign Host, but they judge other to sculpture, the most popular artistic style remains
religions more harshly. The Blood of Vol is seen as an Kree-Flamic, a stylized form of rendering that uses
abomination, and the Thranes have never forgiven cubes and triangles to create all shapes and images.
Karrnath for embracing this darkness. Jesp Kree pioneered the style; he served as the Church
Art Master for Keeper Traelyn Ghelios and helped
establish the principles of the Flamic style. From
R oleplaying a Thrane
Thrane culture demands restraint and control, but
stained glass in the great cathedrals that present styl-
ized images of great moments in the faith’s history to
when a Thrane shows emotion, everyone knows it. the three-sided, stained-glass fl ame boxes found in the
Offended or upset, a Thrane may very well respond homes of many followers of the Silver Flame, almost
like a focused blast of fi re, either incinerating what all Flamic-style art pays homage to the Church and its
invokes his displeasure or smoldering for a long, long significant fi gures.
time. It is considered rude to shout or rant, so Thranes Of course, not everyone in the country adheres
show their opposition in very brief and very precise to the tenets of the Silver Flame. A small but grow-
displays. Thrane citizens grow up learning exactly ing artistic counterculture has taken root in Thrane.
where the boundaries of propriety and modesty lie, Called Pre-Kingdom style by critics and practitioners
but the wise ones learn how to defy such rules without alike, the form harkens back to the art created before
explicitly breaking them. When rules are circum- the coming of Galifar and the united kingdom. It is
vented, success can justify forgiveness. a raw, humanistic form that draws on strong emo-
Some foreigners see this as a double standard, but tions, primal urges, and topics more grounded than
natives consider such behavior a very precise code of the religious ideals depicted in Flamic art. Although
conformity. When dealing with elders or authority, it is not outlawed, some Church leaders and the most
young Thranes are reverent, obedient, and proper, conservative of the faithful dismiss Pre-Kingdom art
but when left to their own devices—as is often the case as frivolous, distracting, and in some extreme cases
among Thrane adventurers—they burn with passion even perverse.
and intensity, either resolving problems with the
swiftness of an inferno or searing all opposition until ARCHITECTURE
it melts away. Thrane architecture features Galifar-style towers
Thranes do not typically see themselves as zeal- and keeps, deep-wood long homes, and Flamic-style
ous, fanatical, or hypocritical. While these extremes cathedrals and public buildings. In some places, the
do exist in Thrane society, such attitudes are more older-style construction has been modified to incor-
villainous than heroic. Thranes are certainly very pas- porate Flamic elements, while newer buildings fully
sionate, and that passion applies to all aspects of life, embrace the Flamic style from the ground up.
not just religion. Many learn about heroism from an Flamic architecture features tall windows and
early age, including a few notable stories of spectacular open arches to let in light, and incorporates an open,
failures that are now seen as heroic. Boys and girls play soaring use of space to revere the power of the Silver
at being paladins, and in recent years, many young Flame. From urban centers to the larger villages in
women go through a “Jaela Daran” phase. the countryside, Thrane surrounds itself with reli-
The nation’s heroes are not reckless or stubborn gious symbols, edifices, and art that makes the entire
in battle—those who are don’t survive for very long. country feel like an extended church.
However, the average Thrane has an instinctive sense The Last War caused much damage to the infra-
of right or wrong, just as a paladin has a supernatu- structure of the country, and today the Keeper of
rally strong sense for what is good and evil. Many are the Flame and other Church officials have begun to
dedicated to preserving what they know is right, and put programs in place to repair what has been dam-
more important, supporting those who are willing to aged and replace what has been destroyed. The newly
make that same sacrifice. appointed Art Master, Kenra Deel, has been charged
with updating the Flamic style for the new generation.
Her fi rst project, the impressive Tower of Cardinals,
T hrane Style
While Thrane continues to show the cultural influence
now under construction in Thaliost (much to the
dismay of Aundair), shows signs of taking the Flamic
of its Galifaran roots, the attitudes and influences of style in new but wholly appropriate directions.

132
CUISINE
While the heart and soul concentrates on the Silver
Flame, the collective stomach of Thrane looks to the
country’s unique cuisine for a different kind of reli-
gious experience. Many find that secular life in Thrane
is stifled by the theocracy, but few who come to the coun-
try find the food to be disappointing. “It is like a breath
of fire in the cold of a dark winter’s night,” said Princess
Wroya of Breland during a diplomatic visit to Thrane,
after partaking in the Feast of the Silver Flame.
Utilizing thrakel spices cooked in thick sauces,
Thrane cuisine tends to be heavy, fi lling, hot, and deli-
cious. Thrakel-seared beef in red sauce, three-thrakel
fi sh stew, and the traditional silvered vegetable skewers
are particular favorites in Thrane and beyond.
The people of Thrane also enjoy their desserts,
but here they take a different tack. To counter the
spicy nature of the main meal, Thrane desserts tend
to be sweet and served cold. Beesh-berry sorbet on
top of silverfruit pie is considered the best of many
tempting desserts.

P lots and Factions


Postwar Thrane has more than its share of plots and
intrigues both within the Church of the Silver Flame
and beyond. Thrane harbors many extreme orders,
including a few the ruling theocracy would prefer to
disavow. Some Thranes believe the very fact that such
orders persist calls into question the morality and
dedication of the nation’s rulers. Others champion
ideals such as freedom of speech and expression,
insisting that if Thrane’s elders hunted organizations
that do not share their beliefs and persecuted them,
the nation truly would become a tyranny, more than
its enemies already believe it to be.
For all the rhetoric about the “tyrannical theoc-
racy,” tolerance abounds in Thrane. Its citizens believe
that they act for the common good, and they believe the
country’s clerics and paladins oppose absolute evil when
they fi nd it. Despite efforts to unify belief and loyalty,
passionate Thranes are often in conflict with one another
about the government and future of the nation.

THE THEOCRACY
The most powerful and influential organization in
Thrane is its theocracy, the very government that
now controls both church and state. United under
a common faith, the theocracy is cohesive enough to
defend and inspire a troubled nation, but it’s a young
government fi lled with lesser groups and aspiring
individuals who struggle for power within it.
The structure of Thrane’s theocracy is similar
to the Church of the Silver Flame itself, with a series
of ranks: Priests tend to temples, bishops watch over
the larger towns and cities, and archbishops travel
throughout a region. Councils of cardinals govern
larger regions and, like legislators, are empowered to

Thrane defenders in Angwar Keep


draft new laws when needed. Thirteen High Cardinals THE SILVER TORCH
oversee these various councils, gathering in Flamekeep As one of the most fervent religious and political
to heed the words and wisdom of their spiritual leader, sects in the nation, the Silver Torch represents the
Jaela Daran. The High Cardinals accept visitors from very beliefs many outsiders fear when they think of
various noble houses and organizations and determine Thrane. Born as a secret society at the start of the
what is best for the theocracy and its constituents. Not Last War, the Silver Torch presently includes several
every priest and cleric in the Church of the Silver outspoken individuals who proudly claim member-
THRANE

Flame is a “theocrat.” Only those chosen by the High ship. Only its “inner circle” of leaders maintains
Cardinals are invested with the power to enforce (or absolute secrecy.
make) law. The Silver Torch believes in the Silver Flame and
Theocratic laws and doctrine are not universally seeks to turn, punish, or eliminate unbelievers. Its
applied to the nation. Instead, a bishop or archbishop members (called Torchbearers) have no faith in the
has the authority to determine what he thinks is best modern government, which they believe has strayed
for the citizens in his domain. One would hope this from the path of ideological purity by compromising
authority is tempered by faith and respect for the with other nations and organizations that have little
Church’s teachings, but it is entirely possible that a or no faith in the Silver Flame. Sect fanatics ostracize
bishop may act out of personal interest when he decides anyone who is not human. The state does not exile a
what it is right and wrong. In theory, cardinals watch citizen for voicing such opinions, but those who openly
over bishops and archbishops for signs of corruption, profess loyalty to the sect are watched closely in case
but Khorvaire’s marvelous means of transportation they should choose to act on their bigoted or danger-
don’t extend everywhere. It is possible that a corrupt ous beliefs.
priest or bishop in a small village or town might escape When the Silver Torch is outraged, one can
notice for a time. expect a mob armed with torches and pitchforks in
Travel to any city in Thrane, and you’ll soon learn the streets shortly thereafter. On several occasions, the
the name of the local theocrat, his immediate superi- theocracy’s defenders have raided Torch meetings, but
ors, and high-ranking potentates who watch over the eliminating this one sect would call into question the
land for miles around. Thrane’s government isn’t an very existence of many others. The theocrats routinely
abstraction, after all—in any place smaller than Flame- disavow any connection to the Silver Torch, even as
keep or Thaliost, the Church’s authority is represented they accept its existence.
by a single individual or small cabal whose word is law. Torchbearers use propaganda to gather new mem-
Most theocrats are lawful good, but even they can make bers. They prey on Thranes who have suffered unduly
life difficult for adventurers despite the best intentions. during the war as well as disenfranchised youth look-
Lawful theocrats put the needs of entire cities or regions ing for trouble in all the wrong places. They claim
first, while chaotic ones may act out of simple arrogance that the Treaty of Thronehold should not apply to
or ambition. Evil theocrats exist, but they must take Thrane, since it does not swear fealty to the Galifar
special measures to conceal their alignment and agenda line. Others maintain even more ridiculous beliefs,
from Thrane’s crusaders and investigators. such as the notion that the faithful should retake and
Getting PCs Involved: Priests, bishops, and purify the Mournland.
archbishops often use noble adventurers to combat Moderate Thranes have little patience for the Silver
evils threatening their villages, towns, and districts. Torch but hold them up as an example of the perils of
They are, after all, responsible to ensuring the safety zealotry and proof that the nation’s theocracy is not as
of their fellow citizens. Heroes who prove their worth rabid or hostile as its enemies would make it seem.
might become embroiled in Church politics as their Getting PCs Involved: Thrane’s government
deeds become known and other Silver Flame temples abides by the Treaty of Thronehold for the most part,
call upon them for aid. In time, they are bound to but old hatreds still smolder. Wise heroes can play a
inadvertently offend one bishop by serving another, role in preserving peace by stopping the Silver Torch
and managing these relationships will require some and similar sects that endeavor to fan the fl ames.
delicacy on their part. The Torchbearers’ intolerance and use of propa-
Characters who aid the Church might also be ganda, coupled with their rights as protected citizens
called upon to root out evil cultists lurking in Flame- of Thrane, make them difficult for adventurers to
keep, slay evil monsters haunting an ancient Dhakaani deal with. Torchbearers use the law as a shield and are
ruin, rescue an abducted archbishop, investigate a more likely to attack heroes with words than swords.
foreign diplomat suspected of plotting against the Adventuring parties that include nonhuman members
Church, locate some missing missionaries in the might run afoul of the Silver Torch through no fault of
Eldeen Reaches, recover Silver Flame relics from a their own. The sect might send spies to watch them and
ruined temple in the Mournland, or catch thieves who report on their activities. If the adventurers appear
have stolen something precious from the tomb of one to act against the will of the Silver Flame, the Silver
of Thrane’s great leaders. Torch might alert the local theocrat or distribute

134
literature professing the dangers of allowing “sword- the Faithful. They can trace their lineage back through
wielding infidels who call themselves adventurers” centuries of Thrane’s history, and they are as much
such free rein within Thrane’s borders. citizens of the nation as those who hold the Silver
Flame as infallible. By ignoring them, the theocracy
THE CHALICE OF BLOOD relegates the Host of the Faithful to second-class citi-
Seventy percent of Thrane society is human, and zens. In an incendiary postwar culture, worshipers of
humans hold most positions of authority in Thrane. the Sovereign Host must remain vigilant and find

THRANE
Despite the presence of a handful of dwarf, elf, half-elf, quiet ways to legitimize their religion. Religious intol-
gnome, and halfling bishops and priests, the theocracy erance does not pervade Thrane’s society, but devout
seems to favor the human race over all others, and all followers of one religion remember those who openly
members of the Council of Cardinals are human. Non- practice other religions. Many members of the Host
human citizens cannot help but feel underrepresented choose to hide their religious affiliation, pretend-
and disadvantaged. Throughout the nation, cabals ing to revere the Silver Flame while attending secret
of nonhuman conspirators have various methods of services for the Sovereign Host. While the theocracy
retaliating against what they view as a corrupt govern- tolerates such activity when it is found, Flame devotees
ment. Some advance specific political rivals. Others use are sometimes less forgiving.
their mistrust as an excuse for rebellion. The Chalice Getting PCs Involved: Characters with any
of Blood lies between these two extremes. connection to the Sovereign Host who spend time
Agents of the Chalice of Blood quietly support in Thrane will hear about the Host of the Faithful.
nonhuman candidates who show political promise They might be called upon to help Arawai-worshiping
within the theocracy. Legal tactics may include farmers fi nd the zealous Flame-worshipers who have
preaching about human clerics and cardinals with been slaughtering their livestock, or they might serve
sympathetic views, anonymously making donations in as escort for a merchant who worships Kol Korran and
support of a local theocrat or his causes, and speaking learn more about the religious intolerance he faces
in public about the good works a nonhuman cleric has whenever he trades in Flamekeep. Characters with
performed. Extremists within the group are willing family ties to House Cannith might be called upon
to enact more drastic measures, such as sabotaging to help worshipers of Onatar (god of artifice and the
the efforts of human religious leaders or even assas- forge) build a shrine in Flamekeep and deal with the
sinating them outright. more violent opponents of the project.
This is not to say that the Chalice is strictly anti-
human. When the first cabals of the order met, they THE GALIFAR LOYALISTS
spoke of an egalitarian society in which all were equal. (THRONEHOLDERS)
Unfortunately, arguments ensued over what constituted In the darkest days of the Last War, the Church of the
“racial progress,” leading to various splinter groups Silver Flame rose to power following a people’s revolt
that prefer action to words. As long as the vast majority against the monarchy. Several corrupt and minor nobles
of Thranes are human, the Chalice will have a cause to were driven into exile, and Prince Daslin ir’Wynarn
champion. Coexistence is no longer the watchword it retreated to Silvercliff Castle. The events that led to
once was within the society. Whenever nonhumans must this transition of power have been analyzed countless
surrender their agenda to humans in Thrane, zealots times since then, and many question the legitimacy
within the society speak of spilling blood instead. of what occurred. The horrific events of the Last War,
Getting PCs Involved: Members of the Chalice particularly the annihilation of Shadukar, unhinged
keep a watchful eye out for exceptional nonhumans to many citizens. They lost faith in the crown. No longer
represent them. Good-aligned adventurers make likely were they willing to place their fate in the hands of
candidates because of their power and prestige. Non- mortal men and women, yet critics of the government
human clerics and paladins of the Silver Flame are even insist that the clerics, paladins, and priests who now
more desirable. Characters might be approached to help serve the Silver Flame are as fallible as the nobles who
a nonhuman village priest who’s being terrorized by ruled before them. Now that the war is over and the
members of the Silver Torch or to prove the innocence worst troubles have passed, they say, it is time for the
of a nonhuman framed for theft or murder. descendants of Galifar to return to the throne.
The Galifar Loyalists (referred to colloquially as
HOST OF THE FAITHFUL “Throneholders”) believe that Queen Diani ir’Wynarn
Roughly three percent of Thrane’s citizens worship the should lead Thrane into the next century. Many of
Sovereign Host instead of the Silver Flame. Modest these loyalists are wealthy nobles whose families have
shrines to the Sovereign Host can be found in most served the Wynarn line for generations, and they trust
of the nation’s major settlements, although they pale that Diani will reward their loyalty and support them
next to the Silver Flame’s magnificent and ostenta- when she returns to power.
tious cathedrals. Groups who worship the deities of In Flamekeep, displays of royal fealty become more
the Sovereign Host are collectively called the Host of subtle and secretive. Lesser nobles hesitate to incur

135
the wrath of the theocrats. However, a scattered band They may partially fund the heroes’ expeditions in
of societies throughout Thrane do more than simply exchange for information on corrupt theocrats or the
revere their would-be queen. They hold festivals and occasional “small service.” Such services might include
gatherings for events the nobility supported in years bullying some troublesome Torchbearers, thwarting
past. Others are willing to extend their loyalty to the some Whispering Flame cultists, or helping Queen
nobility to outright subterfuge, espionage, or politi- Diani fi nd powerful allies abroad.
cal opposition of the theocracy. The proponents of
THRANE

monarchy gather all the information they can of the THE WHISPERING FLAME
theocracy’s failings, disseminating their critical tracts The religious leader of Thrane, Jaela Daran, holds
to all who would (or can) read them. A few know that great power within the confi nes of the Cathedral of
they cannot tear down a government overnight, so the Silver Flame. Outside its sanctified grounds, she is
they focus their tirades against a select few theocrats but an 11-year-old cleric, but inside, the Silver Flame
regarded as corrupt or dangerous. The most secretive grants her immense divine power. A small and secre-
loyalists form cabals to actually assassinate or elimi- tive cult within Thrane believes that Jaela Daran’s gifts
nate enemies of the nobility, although they typically come not from Tira Miron or the couatl spirit that sus-
act independently of any noble. tains the Silver Flame, but from the malevolent demon
On rare occasions, a noble in exile has used his trapped within the unquenchable fire. Although
family’s wealth or connections to fund a group of vil- they would dare not speak such heresy openly, their
lains who would tear down theocrats in his former cult centers on the conviction that infernal voices
domain. Such scandals, when exposed, vilify all advise their nation’s spiritual leader. According to
Throne holders. Adventurers on either side of the the theories, outside forces powerful enough to hide
confl ict should choose their allegiances wisely, since within the Church of the Silver Flame in Flamekeep
failure can have consequences far beyond the punish- avoid detection by the many paladins and clerics who
ments meted by a vengeful theocracy. frequent it. While this conspiracy theory may seem
Getting PCs Involved: Adventurers might fi nd elaborate, the cultists of the Whispering Flame do
themselves embroiled in a confl ict between the Gali- more than simply believe in this idea. They hear the
far loyalists and members of the Silver Torch or the voices, and they obey.
Whispering Flame (see below) determined to stamp Only a few evil cults have managed to survive in
them out. If they choose to ally themselves with the Thrane—a feat demanding powerful magic, eternal
Throneholders, they will eventually come into con- vigilance, and a lack of sanity (or presence of vision, if
tact with influential nobles eager to see the Galifar you prefer). The Knights of Thrane have been ruth-
line restored to power. less in eliminating such corruption, yet the inner
circle of this cult uses an array of spells to mask their
alignments, bury their true thoughts, and veil their
fiendish schemes. Few gatherings are held; instead,
Whispering Flame cultists maintain contact through
whispering flame spells (see page 155) and other secretive
means of communication.
Whispering Flame cultists fi rmly believe that
Jaela Daran herself is part of their organization, and
that the orders she receives are the same as theirs.
Investigators outside the cult hear rumors of Whis-
pering Flame plots to eradicate the last vestiges of the
monarchy, ensuring that the Keeper of the Flame’s
rule continues unchallenged. Still others fear that
the cultists might be capturing monsters from the
Mournland to unleash upon Thrane or researching
ways to unleash the fiend within the Silver Flame.
Such ideas are speculative at best, however. The most
pervasive theory is that the Whispering Flame cultists
are simply insane, which could be the most dangerous
rumor of all.
Getting PCs Involved: Whispering Flame cult-
ists lurk within all echelons of society, acting on the
visions they believe originate from the terrible fiend
bound within the Silver Flame. Although most cult-
ists act independently, their individual misdemean-
ors often link together into a tightly woven plot. For

Whispering Flame cultist


example, a cultist in Daskaran might receive a vision Cyran Refugees: “That was the judgment of the
prompting him to kill a House Cannith magewright, Silver Flame, I tell you. The corrupt and faithless Cyrans
steal a key in her possession, and bring it to Arul- got what they deserved.”
dusk. Meanwhile, a second cultist might receive a Darguun: “A recognized nation of goblins? What
vision that prompts him to travel to the ruins of Eston filth! Flame forgive me, but you can’t civilize the
in the Mournland, retrieve a sealed iron chest from a uncivilized—Treaty of Thronehold be damned!”
destroyed House Cannith workshop, and return with Eldeen Reaches: “The Reachers have been a pain-

THRANE
it to Aruldusk. Only when the key and locked chest ful thorn in Aundair’s side, so they have our respect.
are brought together do the cultists realize what must If only they embraced the power of the Silver Flame
be done. and not those pagan druids. Perhaps, in time.”
Characters hired by House Cannith to investi- Karrnath: “Damn Kaius and his blasphemous
gate the death of the magewright might blunder into army! The Karrns may pretend to serve the gods, and
a Whispering Flame plot to capture a House Cannith they may claim to want peace, but no Thrane will ever
talisman built to destroy or enslave warforged. Perhaps forget the atrocities committed by the Karrns in Sha-
the cultists need the talisman to break into a vault dukar. I will take their money, but how I loathe them!
guarded by warforged, or perhaps they intend to sell it As long as evil reigns in Karrnath, the bridge between
to the Lord of Blades in exchange for a more powerful Thrane and Karrnath will never be rebuilt.”
weapon or some useful information in his possession. Lhazaar Principalities: “The sea princes put too
The Whispering Flame’s plots are often tangled in much faith in the gold coin. Most of them are no better
such a manner, and unraveling them can be difficult. than pirates and vultures.”
Once the Whispering Flame cultists realize the heroes Mror Holds: “One must admire the dwarves’
are onto them, they use whispering flame spells to inform wry wit and keen business savvy. I don’t think Thrane
others, and soon cultists begin attacking the characters would have made it through the Last War without
at every opportunity. the aid of House Kundarak and others. It’s no secret
that the dwarves helped Karrnath through the war
as well, although I suspect mutual self-interest gov-
FErebeth
oreign Relations
Zaharno, a merchant from Flamekeep, shares
erned that alliance. Perhaps with their long lives,
dwarves have the patience necessary to deal with such
her thoughts about foreigners, and her opinions insufferable neighbors.”
reflect those of Thrane’s popular majority: The Shadow Marches: “Dreary place. I hear the
Aundair: “Wizardry and sorcery are well and Church has sent missionaries to help the Marchers feel
good, but Aundairians have grown fat on arcane the warmth of the Silver Flame.”
magic. Not every problem can be solved with a spell, Talenta Plains: “It’s good to hear Karrns com-
and the sooner Aundairians realize that, the better plaining about Talenta raiders pillaging their live-
off they’ll be. And now Aurala’s diplomats demand stock. A ll Thranes should be grateful that we don’t
that we return Thaliost to them. We paid for it in share an 800-mile-long border with those ferocious
blood! All the charm spells in Aundair won’t win little heathens.”
back what they’ve lost. Let them try to take it by force, Valenar: “The Valenar elves are a violent lot, or
and see what happens!” so I hear. We don’t have many dealings with them,
Breland: “Boranel may be a great man, and one frankly. They keep to their lands fairly well, although
cannot help but admire his cities and his willingness to the Cyrans might feel differently. I hear they’re very
help those poor, displaced Cyrans. However, the Brelish good with horses, so I suppose we have something
put too much faith in greedy nobles and corrupt poli- in common.”
ticians. It is as though they are trying to build towers Zilargo: “Crafty ones, those gnomes. They chose
that can reach to the heavens, but without a common their allies wisely and survived the Last War pretty
faith, those towers have no foundation.” much unscathed. Well played. It’s reassuring to
hear that so many Zil gnomes have embraced the
Silver Flame.”

THRANE SPEECH
The following turns of phrase are uniquely Thrane.
N otable Thranes
Some of the more important fi gures in Thrane are
“Crooked!” An expletive, similar to “drat!” described below.
“Flame forgive me.” An expression usually preceding
or following a nasty curse or insult. JAELA DARAN,
“What filth!” An expression of discontent or an KEEPER OF THE FLAME
indication of nonsense, similar to “hogwash!” The spiritual leader of the Church of the Silver
Flame has always been a person—usually a human—

137
gifted with visions. The Council of Cardinals JAELA DARAN, KEEPER OF THE FLAME CR 3
receives reports of visionaries throughout the land, Female human cleric 3 (Silver Flame)
choosing one to act as the intermediary between the LG Medium humanoid
Voice of the Silver Flame and the people of Thrane. Init +1; Senses Listen +5, Spot +5
A committee sifts through the charlatans and false Languages Common, Dwarven
seers to fi nd the “chosen one,” although more often AC 21, touch 15, fl at-footed 20
than not, fate fi nds a way for this spiritual leader to hp 17 (3 HD)
THRANE

reveal himself or herself to Flamekeep’s ruling body. Fort +5, Ref +2, Will +8
For the moment, the spiritual leader of Thrane is also Speed 30 ft. (6 squares)
its temporal leader—a precarious predicament for the Melee unarmed strike +1 (1d4–1 nonlethal)
government of Thrane. Should the current Keeper Base Atk +2; Grp +1
of the Flame perish, a replacement would need to be Special Actions spontaneous casting (heal spells), turn
found quickly. undead 8/day (+7, 2d6+8, 3rd)
Eleven-year-old Jaela Daran came from humble Cleric Spells Prepared (CL 3rd):
origins, the daughter of a craftsman working in Flame- 2nd—calm emotionsD (DC 18), enthrall (DC 17), hold person
keep. At age four, she manifested an uncanny ability (DC 18)
to predict catastrophic events before they occurred. 1st—bless, command (DC 17), detect evil, protection from evilD,
So compelling and accurate were her dreams and sanctuary (DC 16)
nightmares that her father contacted Cardinal Hagaci, 0—detect magic, guidance, read magic, resistance
who brought her to the Church of the Silver Flame D: Domain spell. Domains: Good, Law.
for testing. When Jaela was brought before the Silver Combat Gear scroll of mass cure critical wounds (CL 18th),
Flame, it warned her of a Lords of Dust cabal operat- potion of cure serious wounds
ing secretly within Flamekeep’s walls. Armed with Abilities Str 8, Dex 12, Con 10, Int 13, Wis 20,
this information, the Knights of Thrane located and Cha 21
eradicated the cabalists. The Council of Cardinals SQ faint aura of good
dutifully accepted their new leader, and Jaela’s prede- Feats Great Fortitude, Scribe Scroll, Spell Focus
cessor stepped down. (enchantment)
Jaela Daran has survived assassination plots by Skills Concentration +7, Diplomacy +12, Heal +12,
rival nations determined to destabilize Thrane’s Knowledge (religion) +8
Possessions combat gear plus bracers of armor +6, ring of
government. She receives extensive theological
protection +4 (also allows wearer to cast word of recall 1/
instruction within the walls of the Church of the day), periapt of Wisdom +6, cloak of Charisma +6, silver holy
Silver Flame and regularly communes with the Voice, symbol marked with verses of anathema (worth 500
often gaining divinatory warnings of impending gp; focus for destruction spell), prayer beads (worth
trials facing Thrane. On the rare occasions that she 500 gp; focus for atonement spell)
must leave the Cathedral, precautions for her protec-
Hook “I see another war on the horizon.”
tion are elaborate. Current political rhetoric favors
the idea of another religious leader being chosen
in the unfortunate event of her demise, and thus, JAELA DARAN (INSIDE THE CATHEDRAL
many suspect that Flamekeep’s council would appoint IN FLAMEKEEP) CR 18
High Cardinal Krozen as an interim leader. Others Female human cleric 18 (Silver Flame)
have suggested that the Church should fi nd another LG Medium humanoid
visionary, in case anything untoward should happen Init +1; Senses Listen +7, Spot +7
to Jaela. Languages Common, Dwarven
Jaela herself seems rather humble, modest, and AC 21, touch 15, fl at-footed 20
meek for a young girl whose pronouncements alter hp 86 (18 HD)
the history of a nation. She often calls cardinals and Fort +13, Ref +7, Will +20
councilors before her to carry out what the Voice Speed 30 ft. (6 squares)
has planned. Barring revelations from the Silver Melee unarmed strike +12 (1d4–1 nonlethal)
Flame, the Council of Cardinals is granted enough Base Atk +13; Grp +12
autonomy to enforce the law as it sees fit. At any time, Special Actions spontaneous casting (heal spells), turn
a pronouncement from the Voice, through Jaela, can undead 8/day (+7, 2d6+23, 18th)
nullify or circumvent the cardinals’ authority. Cleric Spells Prepared (CL 18th; 1d20+22 to over-
Jaela usually dresses in simple gray or black come SR):
clothes, walking barefoot on the marble steps of the 9th—miracle*, summon monster IXD, true resurrection
Cathedral. She has gray eyes, short-cropped dark 8th—antimagic field, discern location, holy auraD (Fort DC
hair, and a chocolate-colored complexion. Within 25), summon monster VIII
the Cathedral, she is rarely seen without her fearsome 7th—destruction (DC 24), greater restoration, holy word D
pet, Skaravojen. (DC 24), repulsion (DC 24), resurrection
6th—banishment (DC 23), greater dispel magic, geas/

138
quest, harm (DC 23), heal (DC 23), hold monster D Keepers of the Flame. The result is Skaravojen, an
(DC 25) ugly six-legged beast that the Cathedral’s guards have
5th—atonement*, break enchantment, dispel evil D (DC taken to calling a “dragonhound.” Skaravojen is the
22), flame strike (DC 22), mark of justice, spell resis- only creature of its kind, and the secrets of its origin
tance (SR 30) are kept safe by House Vadalis.
4th—air walk, death ward, dimensional anchor (+14 ranged Skaravojen is a gentle, obedient creature most of
touch), discern lies (DC 21), holy smite D (DC 21), the time. When it perceives a threat to the Keeper, it

THRANE
neutralize poison, tongues attacks viciously and does not stop until it or the threat
3rd—dispel magic, invisibility purge, prayer, magic circle is destroyed. Skaravojen is immune to enchantment
against evil D (DC 20), protection from energ y, remove spells and cannot be compelled to abandon or turn
blindness/deafness, remove curse, searing light (+14 against its charge. Although capable of showing affec-
ranged touch) tion, it never forgets its duty. When a Keeper of the
2nd—calm emotions D (DC 21), enthrall (DC 19), gentle
Flame is replaced, Skaravojen immediately attaches
repose, hold person (DC 21), lesser restoration, remove
paralysis, spiritual weapon (longbow; +20/+15/+10 itself to the new Keeper and holds no particular loyalty
ranged; 1d8+5/ × 3), zone of truth (DC 21) to the previous one. If the Keeper dies while under
1st—bane (DC 21), bless, command (DC 21), comprehend its protection, Skaravojen hunts down the Keeper’s
languages, detect evil, protection from evilD (DC 18), remove slayer tirelessly, using its discern location ability to home
fear, sanctuary (DC 18) in on its prey.
0—detect magic (2), detect poison, guidance, read magic, resistance Although she carries the burden of an entire
D: Domain spell. Domains: Good, Law. nation on her slim shoulders, Jaela adores Skaravojen
* Jaela ignores the XP cost for casting atonement or and at times engages it with games of fetch. Most of the
miracle. She cannot ask for miracles that come with an clerics and cardinals who operate within the Cathedral
XP cost, however (see PH page 254). give Skaravojen a wide berth, even when it’s apparently
Combat Gear scroll of mass cure critical wounds (CL 18th), in a good mood.
potion of cure serious wounds When it attacks, Skaravojen rears up on its hind
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 24, legs, using its tail for balance. It then gores with its
Cha 21 horns and rakes with its forward claws. It can sense
SQ moderate aura of good invisible creatures and detect evil at will.
Feats Combat Casting, Great Fortitude, Greater Spell On all six legs, Skaravojen stands 3 feet tall at the
Focus (enchantment), Greater Spell Penetration, shoulder and measures 5 feet in length (not includ-
Iron Will, Scribe Scroll, Spell Focus (enchant- ing the tail). It weighs 300 pounds. Skaravojen cannot
ment), Spell Penetration speak but can growl menacingly.
Skills Concentration +21 (+25 casting defensively),
Diplomacy +26, Heal +28, Knowledge (religion) +22 SKARAVOJEN, GUARDIAN OF THE KEEPER CR 14
Possessions combat gear plus bracers of armor +6, ring of Dragonhound (unique creature)
protection +4 (also allows wearer to cast word of recall LG Medium magical beast
1/day), periapt of Wisdom +6, cloak of Charisma Init +2; Senses darkvision 60 ft., low-light vision;
+6, silver holy symbol marked with verses Listen +19, Spot +19
of anathema (worth 500 gp; focus for
destruction spell), prayer beads (worth
500 gp; focus for atonement spell)
Hook “I see another war on the
horizon.”

SKARAVOJEN,
THE KEEPER’S PET
In 321 YK, assassins came perilously
close to killing Traelyn Ghelios, the
Keeper of the Flame. At the behest
of High Cardinal Syketel, House
Vadalis wizards bred (some would
say created) a special
guardian to protect and
serve Traelyn and future

Skaravojen, guardian
of the keeper

139
Languages none when obliged to deal with adventurers directly, she
AC 24, touch 12, fl at-footed 22 normally adopts a disguise.
hp 150 (12 HD); fast healing 5; DR 10/magic Although she secretly opposes what Jaela Daran
Immune enchantment spells and effects represents, Diani likes the young Keeper of the Flame
Fort +15, Ref +10, Will +6 and does what she can to help Jaela make decisions that
Speed 50 ft. (10 squares) are both wise and in the best interests of her people.
Melee gore +18 (2d6+6) and Diani believes that the theocracy will be proven
THRANE

4 claws +16 (1d6+3) with Multiattack corrupt or incompetent, and that the good citizens of
Space 5 ft.; Reach 5 ft. Thrane will one day restore her lineage to its right-
Base Atk +12; Grp +18 ful position of authority. Until then, she remains a
Atk Options Combat Reflexes silent representative of what arrogant clerics regard
Special Actions breath weapon as a lost age.
Spell-Like Abilities (CL 15th): At will—detect evil
(continuous), discern location, see invisibility QUEEN DIANI IR’WYNARN,
Abilities Str 22, Dex 15, Con 24, Int 11, Wis 15, REGENT OF THRANE CR 3
Cha 12 Female human aristocrat 4
Feats Ability Focus (breath weapon), Alertness, NG Medium humanoid
Combat Reflexes, Improved Natural Attack (gore), Init –1; Senses Listen +0, Spot +0
Multiattack Languages Common, Dwarven
Skills Listen +19, Spot +19 AC 9, touch 9, fl at-footed 9
Breath Weapon (Su) 30-ft. cone, once every 1d4 hp 18 (4 HD)
rounds, 12d6 sonic, Reflex DC 19 half Fort +1, Ref +0, Will +4
Hook deep growl when it senses evil Speed 30 ft. (6 squares)
Melee dagger +2 (1d4–1/19–20)
Base Atk +3; Grp +2
QUEEN DIANI IR’WYNARN, Abilities Str 8, Dex 9, Con 10, Int 12, Wis 11, Cha 14
BLOOD REGENT OF THRANE Feats Negotiator, Persuasive, Skill Focus (Disguise)
Diani tries her best to preserve the traditions of her Skills Bluff +10, Diplomacy +16, Disguise +8 (+10
people while striving to keep the monarchy relevant. acting in character), Gather Information +8, Intim-
One day she hopes to seize power in Thrane, but she idate +6, Knowledge (religion) +4, Knowledge
knows she cannot accomplish this alone. To date, she (nobility and royalty) +7, Sense Motive +8
remains little more than a political fi gurehead. Theo- Possessions ring of mind shielding (silver band with boar’s
crats regard her as an expert in etiquette within the head emblem), potion of invisibility (tiny vial hidden in
rarefied world of the nobility. Her rivals regard her pendant), jeweled dagger (worth 250 gp), gold curio
as a tragically beautiful woman whose sole function is pendant (175 gp), royal garments
to look elegant at formal events. They would be wise, Hook “The Silver Flame isn’t for everyone.”
however, not to underestimate her.
Diani uses Thalingard, the royal palace in the DZARRO SILVERVEIN,
capital city of Flamekeep, as her primary residence QUEEN’S BODYGUARD
throughout the year. Here, she keeps one finger Dzarro, a sly silver-bearded Mror dwarf with a bejew-
on the pulse of her nation. However, Diani often eled leather eye patch, has served the royal family
retreats to Silvercliff Castle, her family’s summer of Thrane for 142 years. He was King Thalin’s gruff
residence, to meet privately with those who can companion and trusted advisor until Thalin’s death
advance her personal agenda. Diani holds audiences in 914 YK. To honor his departed friend, Dzarro
with nobles from other kingdoms, particularly ones vowed to protect Thalin’s children and grandchil-
whom the theocracy regards as irrelevant. High Cardi- dren. Queen Diani views Dzarro more as a steward
nal Krozen, in particular, meets only with nobles and and advisor than a bodyguard but does not discount
diplomats who can advance his own schemes, leaving his martial prowess.
Diani to conspire with the ones he neglects. Behind As much as he feels that faith in the Silver Flame
the stately balls, gentle rhetoric, and majestic gath- is important to the nation’s well-being, Dzarro
erings of her court, enemies of the theocracy speak thinks that Thrane’s people betrayed Thalin’s
with her about subtle political intrigues, rivalries in family by allowing the Church to rule in their
other noble courts, and hints of machinations within place. He holds most of the cardinals in low regard
neighboring Aundair, Breland, and Karrnath. On (and loathes High Cardinal Krozen in particular)
many occasions, Diani has diverted private funds to but respects Captain Otherro and the Knights of
hire discreet adventurers to undermine the efforts Thrane. He works closely with Otherro, particu-
of her enemies, namely the theocrats. Most of the larly when overseeing security during one of Queen
time she uses intermediaries to hire adventurers; Diani’s public appearances.

140
DZARRO SILVERVEIN CR 8 Captain Otherro’s mount is a magebred heavy war-
Male dwarf fi ghter 8 horse named Thaedrar (Elven for “summer wind”).
NG Medium humanoid
Init +0; Senses darkvision 60 ft.; Listen +4, Spot +4 CAPTAIN MALIK OTHERRO CR 8
Languages Common, Dwarven Male human paladin 8 (Silver Flame)
AC 22, touch 10, fl at-footed 22; +4 AC against giants LG Medium humanoid
hp 74 (8 HD) Init +0; Senses Listen +1, Spot +1

THRANE
Resist +2 on saves against spells and spell-like effects, Aura courage (10 ft., allies +4 against fear)
stability (+4 against bull rush and trip) Languages Common
Fort +9 (+11 against poison), Ref +2, Will +6 AC 19, touch 10, fl at-footed 19
Speed 20 ft. (4 squares) hp 62 (8 HD)
Melee +1 dwarven waraxe +14/+9 (1d10+5/ × 3) or Immune disease, fear
Ranged mwk light crossbow +8 (1d8/19–20) Fort +10, Ref +5, Will +6
Base Atk +8; Grp +11 Speed 20 ft. (4 squares) in +1 full plate; base 30 ft.; Ride-
Atk Options Cleave, Point Blank Shot, Power By Attack
Attack, Precise Shot; +1 on attacks against orcs Melee +1 merciful greatsword +11/+6 (2d6+4/19–20) or
and goblinoids Ranged +1 composite longbow +9/+4 (1d8+2/ × 3)
Combat Gear potion of bull’s strength, potion of bear’s endurance Base Atk +8; Grp +10
Abilities Str 16, Dex 10, Con 16, Int 10, Wis 14, Atk Options Mounted Archery, Mounted Combat,
Cha 10 smite evil 2/day (+3 attack, +8 damage), Silver
SQ stonecunning (PH 15) Smite (+1d6 points of sacred damage against smite
Feats Cleave, Greater Weapon Focus (dwarven waraxe), evil target)
Iron Will, Point Blank Shot, Power Attack, Precise Special Atk lay on hands (21 points), turn undead
Shot, Weapon Focus (dwarven waraxe), Weapon 6/day (+5, 2d6+4, 1st)
Specialization (dwarven waraxe) Combat Gear potion of cure serious wounds, potion of shield of
Skills Appraise +0 (+2 for stone and metal items), faith (+3 AC)
Intimidate +11, Listen +4, Spot +4, Ride +3. Paladin Spells Prepared (CL 4th):
Possessions combat gear plus +1 full plate, +1 heavy steel 1st—bless weapon, divine favor
shield, +1 dwarven waraxe, masterwork light crossbow Abilities Str 14, Dex 10, Con 13, Int 10, Wis 12,
with 10 bolts, cloak, platinum cloak pin (225 gp), Cha 17
bejeweled leather eye patch (50 gp) SQ faint aura of good, detect evil, remove disease 1/week
Hook “You don’t want me as your nemesis.” Feats Mounted Archery, Mounted Combat, Ride-By
Attack, Silver Smite ECS
CAPTAIN MALIK OTHERRO, Skills Diplomacy +10, Handle Animal +8, Heal +6,
Knowledge (nobility and royalty) +5, Knowledge
KNIGHT OF THRANE (religion) +5, Ride +10
Malik Otherro took an oath to defend the royal family Possessions combat gear plus +1 full plate, +1 merciful
and the citizens of Thrane. As Shadukar burned, he greatsword, +1 composite longbow (+2 Str bonus) with 20
led a large force of knights into the ruins to locate arrows, cloak of Charisma +2, holy symbol
survivors and dispatch the Karrnathi looters. When
Hook “Rest assured, I will show you more mercy than
Thrane’s populace vilified Diani for failing to prevent you probably deserve.”
the catastrophe, Captain Otherro stood by her side.
Court insiders suspect that the handsome paladin’s
unswerving loyalty hides some behind-the-scenes THAEDRAR (OTHERRO’S SPECIAL MOUNT) CR —
romance. Dzarro is aware of Otherro’s feelings for the Magebred heavy warhorse (tracking breed)
queen and has privately discouraged the paladin from N Large animal
pursuing her, reminding him of his duty to Thrane Init +1; Senses low-light vision, scent; Listen +7,
and the Church. Nevertheless, Captain Otherro often Spot +6
confers with Diani often about political maneuver- AC 28, touch 11, fl at-footed 26
ings, military threats, and the fate of the nation. For hp 76 (8 HD)
her part, Diani is terribly fond of Malik but has no Resist improved evasion
plans to pursue him. Fort +9, Ref +6, Will +3
The lawful paladin struggles to remain true to Speed 50 ft. (8 squares) in chainmail barding; base
his station, enacting the will of the ruling theocracy 60 ft.; Run
while concealing his love for Diani. When the Coun- Melee 2 hooves +8 (1d6+6) and
cil of Cardinals summons him, he answers the call bite +3 (1d4+3)
promptly, and without fail. Fate may invariably compel Space 10 ft.; Reach 5 ft.
him to choose Diani over his duty, but only time Base Atk +3; Grp +13
will tell. Abilities Str 22, Dex 15, Con 21, Int 7, Wis 13, Cha 6

141
SQ link, low-light vision, scent, share spells mastermind behind a conspiracy of evil in Thrane or
Feats Alertness B , Endurance, Run a diversion for the genuine evils in his country. Until
Skills Listen +7, Spot +6, Survival +1 (+5 when the truth is revealed, investigations continue.
tracking) A few zealous cardinals aspire to take Krozen’s
Possessions chainmail barding place, so he must constantly deal with rivals. Most who
Hook Tries to throw elf riders. cross him live to regret it.
THRANE

HIGH CARDINAL KROZEN HIGH CARDINAL KROZEN CR 12


Most theocrats manage to maintain their humility and Male human cleric 12 (Silver Flame)
virtue in the face of temptation, but some stray from the LE Medium humanoid
path. In a nation whose paragons are paladins and clerics, Init –1; Senses Listen +4, Spot +4
a sinister few have managed to mask their true allegiances Languages Common, Infernal
and agenda—and even their true alignments. AC 21, touch 9, fl at-footed 21
In his youth, Krozen was an idealistic crusader. hp 82 (12 HD)
His single-minded dedication to the Silver Flame and Fort +10, Ref +3, Will +12
willingness to stand behind his convictions earned Speed 20 ft. (4 squares); base 30 ft.
him the position he holds today. Unfortunately, the Melee mace of smiting +15/+10 (1d8+5)
power corrupted him, and now he treats Thrane like Base Atk +9; Grp +11
his own personal kingdom. Since the destruction of Atk Options Spell Penetration
Cyre, however, Krozen has become unusually para- Special Actions rebuke undead 5/day (+4, 2d6+14,
noid, conducting extensive correspondence in secret 12th), spontaneous casting (inflict spells)
and seldom leaving Flamekeep. Claiming concern for Combat Gear potion of owl’s wisdom, potion of cure serious
his safety, he holds audiences with his peers only in wounds
private chambers, and only then after forcing court- Cleric Spells Prepared (CL 12th; 1d20+14 to over-
iers to submit to elaborate security protocols. When come SR):
Krozen does fi nally meet someone face to face, he is 6th—greater dispel magic, harm (DC 20), hold monster D
always armed, even if his visitors aren’t. Some suspect (DC 20)
that he has fallen from grace. His caution, however, 5th—flame strike (DC 19), slay living, spell resistanceD (SR
has not diminished his power. Despite all investi- 24), true seeing
gations, allegations of 4th—cure critical wounds, divination, divine power, order’s
wrathD (DC 18), sending
his misdeeds remain
3rd—cure serious wounds, deeper darkness, dispel magic,
unproven. He is invisibility purge, protection from energ yD, searing light (+8
either a brilliant ranged touch)
2nd—align weapon, calm emotionsD (DC 16), cure moderate
wounds, death knell (DC 16), silence, undetectable alignment†
1st—bane (DC 15), cure light wounds (2), divine favor, entropic
shield, protection from chaosD (DC 15), protection from good
(DC 15), shield of faith
0—cure minor wounds (2), detect magic, detect poison, read
magic, resistance
D: Domain spell. Domains: Law, Protection.
† Already cast
Abilities Str 14, Dex 8, Con 14, Int 13, Wis 18,
Cha 14
SQ moderate aura of evil
Feats Brew Potion, Combat Casting, Craft Wondrous
Item, Scribe Scroll, Spell Penetration, Weapon
Focus (heavy mace)
Skills Concentration +12 (+16 casting defensively),
Diplomacy +12, Heal +14, Knowledge (history)
+11, Knowledge (religion) +11, Spellcraft +10
Possessions combat gear plus bracers of armor +5,
+2 heavy steel shield, mace of smiting, gauntlets of ogre power,
amulet of health +4, eye ointment (worth 250 gp; for
true seeing spell), holy symbol
Hook “What happened to the Mournland could
happen to Thrane if we’re not vigilant.”

High Cardinal Krozen


T he Argentum
“My friends, the Eye of Daskar has apparently resurfaced and found
Character level bonus
At least 5 ranks in a relevant skill: Gather
Modifier
+1/2 PC’s level

its way into the private collection of a Cyran wizard named Arvik Information, Knowledge (arcana), Search,
Rularin. You know what the Eye means to Thrane. I’d like you to Sleight of Hand, or Spellcraft +1
recover it. You leave for Newthrone tonight.” Thrane military veteran +2
—Nystrum Shadar, Minister of the Argentum Worshiper of the Silver Flame +2

THRANE
Per successful mission for the Argentum +3
The Argentum is a ministry within the Church of the Aided a member of the Argentum in need +3
Silver Flame dedicated to the acquisition, study, and Recommendation from a High Cardinal +4
redistribution of magic items and artifacts. Freed from Recommendation from Queen Diani +4
all restrictions and disavowed by the Church at large, it Convicted of a minor crime in Thrane1 -–1
sends agents abroad to retrieve items of power—things Evil alignment –2
that can be used by Thrane to solidify its political and Per failed mission for the Argentum –2
magical dominance. Some of these items languish in Convicted of a major crime in Thrane2 -–3
half-forgotten ruins. Others must be snatched from Fought for another nation during the war –3
the clutches of their present owners. The Argentum Known ties to an evil religion –4
is a shadow organization that cares not for treaties. It Your Argentum affi liation becomes known –4
exists because Thrane needs powerful magic as much 1 Minor crimes in Thrane include aggravated assault, civil
as it needs great armies. disobedience, theft, vagrancy, and vandalism.
2 Major crimes in Thrane include arson, fraud, murder, and
Argentum Affi liation treason.
The Argentum is looking for loyal Thranes (or for-
eigners whose loyalty can somehow be assured) with a Affi liation
penchant for espionage. The nature of the Argentum’s Score Consequence
work demands a broad range of expertise. It needs 3 or less No affi liation.
agents skilled in the use of arcane and divine magic. It 4–11 Potential Member: You might need to pass a
also needs agents who can verify an item’s authentic- test before membership is granted.
ity, gather information about an item’s whereabouts, 12–19 White Agent: You gain a +2 circumstance
negotiate, lie, steal, fi ght, and escape. bonus on attempts to influence the attitude of
Agents typically operate in teams of four, with other Argentum members and Thrane cardi-
each member bringing a unique set of skills and nals. The Argentum will post and guarantee
abilities to the team. New agents are assigned relatively your freedom if you are arrested and detained
low-risk missions, such as stealing potions from an for a minor crime in Thrane. You get 50% of
alchemist’s shop or scrolls from a library. Agents who the market price of an item as a reward for its
complete their mission without drawing undue atten- safe recovery, paid in gold coins.
tion to the Argentum are rewarded for their good work 20–27 Black Agent: You gain a +4 circumstance bonus
and given more challenging missions. Missions rarely on attempts to influence the attitude of other
happen in quick succession, so the Argentum allows Argentum members and Thrane cardinals.
its agents to pursue their own goals between assign- The Argentum will post bail and guarantee
ments (although agents cannot use the organization’s your freedom if you are arrested and detained
resources for unauthorized quests). for any crime in Thrane. You get 75% of the
For the Argentum to hire you, you must be a Thrane market price of an item as a reward for its safe
citizen. The Argentum will also consider anyone rec- recovery, paid in gold coins.
ommended to them by at least two Thrane cardinals. 28 or more Gray Agent: You gain a +6 circumstance bonus
The Minister of the Argentum has the authority to on attempts to influence the attitude of other
grant citizenship to any such candidate once he or she Argentum members and Thrane cardinals.
is indoctrinated into the organization, but that citi- The Argentum will post bail and guarantee
zenship can be instantly revoked if the agent and the your freedom if you are arrested and detained
Argentum part company for any reason. for any crime in Thrane. You get 100% of the
Once a character is accepted for membership in market price of an item as a reward for its safe
the Agrentum, he or she gains an affi liation score that recovery, paid in gold or platinum coins.
shows the character’s standing in the organization. A
new member begins with a base score of 1 plus one-half As your reputation within the Argentum improves,
the character’s level. From there, the score increases or you’ll eventually be invited to join the inner circle,
decreases, depending on which of the factors listed on where you’ll have your pick of assignments as well as
the accompanying table apply. (A character can receive a heftier reward for delivering powerful items and
the “5 ranks” modifier for each of the listed skills.) artifacts into the Argentum’s clutches.

143
ARGENTUM BENEFITS his score by 1 point gains a simple favor, such as access
The Argentum takes care of its agents in direct pro- to peripheral information, hard-to-get documents, or
portion to how effective they are. Agents who retrieve a meeting with an important Thrane official. An agent
difficult items with minimal fuss can become quite who reduces his score by 2 points may secure a danger-
wealthy and earn more lucrative assignments. New ous, expensive, or illegal favor.
agents have little more than a shadowy contact and the Argentum favors function like the Favored in
promise of a bag of gold for their work. House feat (EBERRON Campaign Setting, page 53) except that
THRANE

Detailed Briefs: Agents working for the Argen- no favor check is required.
tum are assigned a contact of similar rank who feeds
them information about the mission at hand. They are PLAYING AN ARGENTUM AGENT
given the name of the desired “deliverable” (usually Agents of the Argentum are paid to steal magic items.
a single item or small collection of items), a detailed Some of these magic items lie in dusty sepulchers and
description of the deliverable, and the most up-to- sealed vaults, while others are worn around the fi ngers
date information on the deliverable’s whereabouts and and necks of Khorvairian nobility. Each mission pres-
present owner (if one exists). Agents are also given ents its own unique challenges and requires a diverse
transportation options if the assignment isn’t local. array of skills, which is why Argentum agents usually
Services: The Argentum reimburses its agents operate in groups of four. In other words, working
for basic travel, food, and lodging expenses. Agents for the Argentum is rather like adventuring, except
expecting recompense must record how much they’ve that you have a buyer already lined up for the items
spent and file a verbal report upon their return. you acquire.
Agents may be asked to subject themselves willingly to The Argentum asks that you keep your allegiance
a discern lies spell while fi ling such a report. to the organization and your knowledge of its activi-
The Argentum prefers that its agents travel incog- ties to yourself. While most intelligence agencies in
nito and can provide false identification papers, traveling Khorvaire are aware of the Argentum’s existence, they
papers, and disguise kits as needed and at no cost. do not have a good handle on its membership, and the
If an agent is arrested and detained for a crime in Argentum prefers to keep it that way, for your safety
Thrane, the Argentum may take steps to free the agent and the safety of every other agent and adventuring
from custody. This process takes 2d12 hours. The orga- party affi liated with it.
nization won’t risk exposure to rescue a low-ranking If you are a low-ranking white agent, your pri-
agent accused of a major crime such as murder or treason, mary contact within the Argentum is another white
and unless the agent was detained while executing an agent who serves as a courier and information broker,
assignment, he or she will almost certainly have the bail briefi ng you on missions and providing you with
amount subtracted from his or her final payment. the necessary paperwork and travel arrangements to
Argent Sign: Argentum scholars have crafted a execute your mission.
unique sign language called Argent Sign. Agents of If you are a mid-ranking black agent, you can
the Argentum can spend a skill point on the Speak expect to deal with other members of the Argentum
Language (Argent Sign) skill to learn the sign lan- who are more intimately involved in uncovering and
guage. This language is taught only to members of the researching powerful magic items. The agent to whom
organization. Comprehend languages spells cannot deci- you report is usually a director assigned to several
pher Argent Sign because it has no spoken words. groups of agents. Do well, and the highest echelons of
Payment: Low-ranking agents (called white the organization will recognize your handiwork.
agents) are paid 50% of an item’s market price once it is If you are a high-ranking gray agent, you are
successfully delivered into the hands of the Argentum. invited into the Argentum’s inner circle. You gain the
Mid-ranking agents (called black agents) are paid 75% privilege to conduct your own missions, you get full
of the market price. High-ranking agents (called gray market price for each deliverable you recover, and your
agents) command full market price of the item for boss is probably Minister Nystrum Shadar himself.
their hard work. Once in a while, he may have a special mission for you
In addition to the flat payment, agents may keep any . . . one that few other members of the organization
incidental items or treasure recovered during the course could hope to accomplish.
of the mission. They may also sell other magic items to
the Argentum, which pays 75% of the market price. Missions
Note: The Argentum doesn’t sell magic items to Minister Shadar likes to call his agents “retrievers,”
its agents (or anyone else, for that matter). It pays its because that’s exactly what they do. Missions for the
agents in gold or platinum and trusts that they will Argentum invariably begin the same way: Some deliv-
purchase or obtain their own magic items elsewhere. erable (either a singular magic item or collection of
Favors: An agent can reduce his current affi liation magic items) is discovered and targeted by Argentum
score to get favors from the Argentum beyond what is researchers, and retrievers are assigned to retrieve
needed for the current mission. An agent who reduces it. However, each mission presents its own unique

144
challenges, depending on the location of the deliver- the entire organization, which is based in Flame-
able and what might be guarding it. The mission con- keep. He also shares information with Queen Diani
cludes once the item is safely returned to an Argentum ir’Wynarn, possibly out of respect for her position or
vault or safehouse and payment is made in full. perhaps because he longs to see her returned to power.
Once in a while, something goes horribly awry. A retired army general, Minister Shadar is very “hands
A gray agent defects or is captured alive and threat- on” but trusts his troops to get the job done. Shadar
ens to expose the entire organization. It then falls to has twenty-four directors who report to him. Each

THRANE
agents of the Argentum to fi x the problem, either by director manages a team of agents, couriers, spies,
eliminating the defector or rescuing the unfortunate. information gatherers, or researchers. Agents are split
Either way, the ministry loathes losing good agents. by color (black, white, and gray), as previously noted.
Couriers, spies, and information gatherers are sepa-
Advancement rated by nation and have false identification papers
Minister Shadar and the directors who report to him certifying them as citizens of the respective nations
watch their agents closely, looking for ones who display in which they operate. Research teams are divided up
an uncanny knack for magic item theft. These sterling by magic item type (arms and armor, potions, rings,
retrievers are well treated and carefully groomed. rods, scrolls, staffs, wands, wondrous items, and arti-
The Argentum gives them plenty of latitude to pursue facts). The hard-nosed Director of Artifact Research,
their own quests between missions, and if they get Lycia Velencor (LN female human wizard 9), serves as
into trouble, the Argentum does what it can to bail Minister in Shadar’s absence.
them out. At any given time, the Argentum has a dozen or
more operations underway. Most of the missions take
Responsibilities place outside of Thrane’s borders, from the Shadow
The Argentum allows agents to pursue freelance Marches and Demon Wastes to Q’barra and the
assignments, providing they don’t confl ict with the Lhazaar Principalities. The Argentum even has oper-
ministry’s agenda of keeping magic items out of the atives in Stormreach, on the continent of Xen’drik.
hands of Thrane’s enemies. As a member of the orga-
nization, you can turn down any mission you feel is NPC Reactions
beyond or beneath your abilities. One word of caution: Very few citizens of Thrane know of the Argentum,
Turn down too many missions, and the Argentum may but they know Nystrum Shadar well enough as a retired
feel obliged to revoke your membership. army general who won several decisive victories toward
Should you choose to leave the Argentum or the end of the Last War. Most assume that he’s living
should your membership be revoked, you must submit the quiet life these days—a thought that Shadar himself
to a geas/quest spell and swear not to divulge what you fi nds quite humorous.
know about the organization and its members. The Argentum is known throughout the intel-
ligence community. The Royal Eyes of Aundair have
THE ARGENTUM IN THE WORLD pegged several of its agents and shared this information
“I hear you’re good at plundering dungeons. Well, we’re good at with the King’s Dark Lanterns in Breland. Aundair,
finding them.” Breland, and Karrnath have their own counterparts to
—Nystrum Shadar, Minister of the Argentum the Argentum, although only Aundair’s society of “relic
hunters” has the size and scope to rival Thrane’s orga-
The Argentum’s researchers rely on Thrane’s libraries, nization. Agents of the Argentum captured in Aundair,
bards, and spy networks to gather intelligence on spe- Breland, or Karrnath are treated harshly. Often the
cific magic items. In some rare instances, they employ only way to escape imprisonment is to become a double
House Phiarlan or House Thuranni spies to help or triple agent.
gather the information they require, although they call
upon the servants of shadow houses only when the item ARGENTUM LORE
they seek is particularly important or valuable. Characters can make Gather Information checks to
If your players are tired of pillaging dungeons for learn more about the Argentum.
no apparent reason or want more coin for their hard- DC 20: The Argentum is a ministry tied to the
won magic items, the Argentum provides a new and Council of Cardinals in Thrane. Its members research
interesting toy for them to play with. The structure magic items.
of the Argentum allows the PCs to stick together as a DC 25: The Argentum not only studies magic
group. After all, if they clearly work well together, the items, but it pays people to retrieve them.
Argentum has little reason to split them up. DC 30: The Argentum seeks to gather as many
magic items as possible, keeping them for Thrane’s
Organization use and out of the hands of Thrane’s enemies. Agents
Minister Nystrum Shadar (LN male human fi ghter of the Argentum can communicate with one another
10) answers to the Council of Cardinals and manages using a special sign language.

145
A Silver Flame
church could be an independent organization in Thrane,
operated by Nystrum Shadar for reasons known
only to him. Conversely, Shadar and his organiza-
tion might be working for Queen Diani ir’Wynarn
and embroiled in a plot to restore the Galifar line
to power in Thrane.
You can also use the Argentum as a model to build
similar organizations in Aundair, Breland, Karrnath,
Q’barra, and Zilargo.

Encounters
An encounter with agents of the Argentum should
not be some run-of-the-mill fi ght. Argentum agents
are usually adventurers with class levels and plenty
of magic items to spread between them. However,
unless the agents are after an item that happens to
be in the PCs’ possession, characters have little to
fear from them. As a general rule, Argentum agents
are taught to choose their battles wisely and avoid
unnecessary ones.

P laces of Interest
The realm of the Silver Flame offers countless places
for PCs to explore, from ancient Dhakaani ruins and
cities rife with intrigue to war-torn battlefields and
forests crawling with monsters.

FLAMEKEEP
Capital city, Metropolis, Population 150,000
From afar, Flamekeep resembles a gigantic fortress enclosed by high
THE ARGENTUM IN THE GAME walls, its buildings perched atop a rocky plinth surrounded on all sides
The Argentum can appear wherever magic items are by a water-filled crevasse. Deep within this crevasse sits the city’s bustling
found. Characters might cross paths with Argentum harbor and more crowded districts. The magnificent Cathedral of the
agents while exploring a remote dungeon or meeting Silver Flame, its white alabaster walls agleam, surmounts the rocky
with an Aundairian wizard whose tower the agents plinth—a glorious beacon visible for miles in every direction. West of the
intend to plunder. Cathedral rise the slender spires of Thalingard, the ancestral home of
Thrane’s kings. Unlike the Cathedral, the royal palace is sculpted from
Adaptation gray rock and looks somewhat glum by comparison.
Like so many organizations spawned during the Last
War, the Argentum relies on stealth and subterfuge Flamekeep is, in all respects, the heart of Thrane.
to get the job done. However, it needn’t be an arm Nearly half of the nation’s population lives here, both
of the Church of the Silver Flame. The Argentum in the city and in outlying areas. Therefore, it should

THRANE NAMES
Thranes usually have a personal name followed by a Kahlia, Lycia, Maradal, Margil, Melindri, Morgana,
family-based surname. Narvala, Norah, Nyllestra, Sede, Suspiria, Taris,
Male: Alestair, Arrun, Andri, Calemi, Coref, Thradi, Varikah.
Demodir, Drego, Drosin, Egen, Javi, Jeffi n, Kaith, Surnames: Aeyliros, Askarda, Atrelioth, Cor-
Lukar, Mizar, Ossul, Pentar, Rave, Sercyl, Sudro, liostor, Corus, Desekane, Drosin, Entarro, Eskelien-
Suthar, Syro, Taran, Tokorin, Urdan, Valtar, Vencyl, dro, Ghastor, Hetrion, Imaradi, Irvallo, Karavastar,
Verodin, Zoder. Krayci, Lerendazi, Marktaros, Neskus, Ovion, Rava-
Female: Avaliah, Beref, Chantalyn, Draci, danci, Sarhain, Talandro, Tarravan, Teskelyndros,
Ghanji, Hariel, Heken, Imperi, Irulan, Jahanah, Vanatar, Vasiraghi.

146
surprise no one that most of the cloak-and-dagger The Cathedral has white alabaster walls supported
intrigue gripping the theocracy unfolds here. by massive f lying buttresses and fitted with dozens
Flamekeep sits along the western cliffs of Scions of tall, stained glass windows set in ornate, wrought-
Sound. Most of the city rests atop a multitiered pedes- iron frames.
tal of rock. A water-fi lled channel surrounds the great The interior of the Cathedral, with its silver-
plinth, enabling ships to move between Scions Sound inlaid black marble floors and pillars, seems a perfect
and the city’s well-hidden and well-defended harbor. marriage of majesty and decadence. Deep within the

THRANE
On a clear day, one can stand on the highest para- Cathedral, beyond heavy doorways and well-armed
pets of the Cathedral and barely make out the distant warforged guards, sits the Chamber of the Flame.
island of Thronehold, seat of the Kingdom of Galifar, The Flame itself rises from a fiery pool at the center
to the east. of a brilliant circular mosaic of floor tiles.
Leadership: The Council of Cardinals, which In addition to housing a veritable swarm of
is based in Flamekeep, rules the city. High Cardinal clerics and paladins, the Cathedral is home to the
Krozen (see page 142) is the man responsible for offices of the cardinals and the private chambers of
maintaining order, and he does so with an iron fi st. the Keeper of the Flame, Jaela Daran. Anyone lucky
Demographics: Humans 70%, dwarves 9%, half- enough to be granted access might stumble upon Jaela
lings 6%, half-elves 4%, elves 4%, other 7%. in the halls, for she paces them often, murmuring
Economics: 100,000 gp purchase limit; no asset quietly to herself. Of course, wherever Jaela goes, so
limit. too goes her ferocious pet and guardian, Skaravojen
(see page 139).
Notable Features A gray stone causeway connects the Cathedral to
Only three features are called out on the map of the tall spires of Thalingard.
Flamekeep, and these are described brief ly below. Thalingard: It is customary for the imperial ruler
Feel free to create other places of interest that serve of Thrane to name the royal palace after himself (or
the needs of your campaign. herself). Thalin was the last of Thrane’s true monarchs,
Cathedral of the Silver Flame: The Cathedral and thus the palace retains his name. Thalingard has
rests atop the highest tier of the city, an indomi- narrow spires that reach higher than any other structure
table bastion and source of great inspiration for in the city, including the Cathedral. Although stocked
the Silver Flame worshipers who call the city home. with vigilant warforged guards, it feels strangely empty
and neglected. It clings to the west side of the city’s It reads: “Warforged soldier for hire. Comes with adamantine body,
central plinth, its sheer walls and precarious balconies bastard sword, and shield. Inquire at the Rusty Anchor.”
looming high above the rest of the city.
Thalingard serves as the primary residence for ANGWAR KEEP
Thrane’s royal regent, Diani ir’Wynarn. Every few Damaged Fort, Population 80
months, Diani leaves the city and retreats to Silvercliff Angwar Keep was attacked many times during the Last
Castle farther north. The Council of Cardinals pay little War, and the work to repair its many sundered walls
THRANE

heed to her coming and going unless they need her for has begun.
some diplomatic function. Diani keeps Thalingard clean The steadfast defenders of Angwar Keep cur-
and ready for visiting dignitaries and important gather- rently include an elite squad of seven warforged (LN
ings, but she considers Silvercliff Castle her “nest.” warforged fi ghter 3) called the Redeemed. Once part
Lightning Rail Station: The lightning rail sta- of Cyre’s army, the warforged felt mistreated and
tion is the northern terminus for a line connecting underappreciated, and so they defected. One by one,
Flamekeep to Sigilstar, Aruldusk, and Vathirond. It they trudged across the Brey River and pledged their
connects to an even larger line that runs the length loyalty to the enemies of their homeland. The tired
of Breland, passing through Starilaskur and Wroat defenders of Angwar Keep were suspicious of the war-
before terminating in Sharn. The lightning rail forged at fi rst, but their fears were gradually allayed.
departs twice daily, in the morning and evening. The warforged proved their worth as tireless guards
The distances, times, and costs (fi rst class pas- and skilled laborers. What happens to the Redeemed
sage) involved in traveling the lightning rail from once the keep is rebuilt remains to be determined.
Flamekeep are summarized below.
ARYTHAWN KEEP
From Distance Damaged Fort, Population 100
Flamekeep to: Between Stops Time Cost Perched atop a rocky crag in the southeastern corner of
Sigilstar 270 miles 9 hours 135 gp Thrane, gray-walled Arythawn Keep remains isolated
Aruldusk +130 miles +4.25 hours +65 gp from most of the nation. The keep took a pounding
Vathirond +230 miles +8.75 hours* +115 gp from Cyran and Brelish troops, and repairs are just
Starilaskur +420 miles +14 hours +210 gp beginning to get underway. The soldiers assigned to
Wroat +1,290 miles +43 hours +645 gp this post have grown bored and lax in their duties.
Sharn +450 miles +15 hours +225 gp They are weary, lonely, and frustrated by the lack of
* Includes a 1-hour delay for ticket and customs inspection. news from Flamekeep.

Notable NPCs ARULDUSK


Flamekeep is home to Thranes of every race and class. Small City, Population 10,800
Here are a couple of minor NPCs the characters might When invading Karrns burnt Shadukar to the ground,
run into. the citizens of Aruldusk feared their city would fall next.
Orison: LG male human cleric 3. The man whom These fears were never realized. Years later, when Cyran
folk call “Orison” is a discharged cleric of the Silver and Brelish attacks drove the garrison from Arythawn
Flame named Lusef Arcarion who witnessed a few too Keep, Aruldusk again feared an attack that never came.
many atrocities during the Last War. Now, he’s been In short, Arulduskans have much to be thankful for.
reduced to a raving street preacher who anxiously warns Aruldusk receives a lot of visitors thanks to the
passers-by that the war isn’t over and that “The Karrns lightning rail that passes through. The rustic town
are coming!” Orison’s madness isn’t magical in nature has blossomed into a quaint city that caters to tourists
but can be cured with a greater restoration, heal, or miracle with a plethora of taverns, inns, shops, merchants’
spell. Once cured, Lusef might be able to provide some carts, and farmers’ wagons.
vital piece of information the heroes need to complete Outside of the tourist quarter, Aruldusk is a peace-
a quest, perhaps something he learned in the service ful settlement. Commoners lead a simple life, attending
of the Church. services as the local Silver Flame cathedral and catch-
Tower: LG warforged fi ghter 4. The warforged ing up on the latest rumors and gossip. Adventurers
known as Tower fought for Thrane in the dying days of looking for trouble might fi nd a rowdy gathering of
the Last War, and now that the war has ended, he doesn’t shifter gypsies living on the outskirts of the city. The
quite know what to do with his time. He’s looking for Arulduskans have little patience for the shifters and
direction and a way to use his martial prowess (since he would love to point the PCs in their direction.
doesn’t know a trade). A dwarf suggested that he draft
some notices and post them around the city, and Tower AUXYLGARD
has taken the suggestion to heart. PCs in need of some Fort, Population 200
hired muscle or a cohort might stumble upon one of High in the Auxyl Hills stands a relic of a bygone age:
several tattered pieces of parchment nailed to a post. a great blocky fortress of crumbling gray stone. Horse

148
trails snake from Auxylgard through the surrounding FORT LIGHT
countryside to Daskaran, Flamekeep, and Athandra. Fort, Population 120
Soldiers standing on the battlements of Auxylgard Fort Light stands perilously close to the borders of
can see trouble coming from miles away and mobilize Aundair and Breland. Although overrun many times,
quickly to any of these three cities. the castle has always managed to fall back into Thrane’s
The fortress itself is surrounded by scorched hands and has withstood some startling assaults. From
hills. In decades past, Auxylgard served as an acad- this castle, small bands of war-weary rangers and

THRANE
emy for the king’s royal guard, but the fading of the fi ghters patrol the borders, waiting to see whether the
monarchy sealed the academy’s fate. That said, the Treaty of Thronehold will indeed keep the Aundairian
fortress fended off several Aundairian incursions and Brelish hordes at bay.
during the Last War, and its strategic importance has Fort Light’s defenses include an impressive array of
not diminished over time. It now watches over the giant polished metal shields rigged to a series of gears.
road to Flamekeep. A priest (LG male human cleric The shields can be angled to catch and reflect either sun-
7 [Silver Flame]) remains on site to tend to the sick light or bright moonlight, shining on any who approach
and relay warnings to Flamekeep (via sending spells) the castle without invitation. At night, fi res are stoked
when necessary. in the highest towers, and conjured witchlights illumi-
nate the surrounding battlefield.
DASKARAN
Large Town, Population 4,500 MORNINGCREST
Once the cold capital of Thrane, Daskaran now serves Fort, Population 300
as the nation’s gateway to the north. The town is The citadel of Morningcrest is home to a small yet
nestled in the rocky foothills of the Starpeaks and is respected order of paladins called the Eternal Dawn.
probably best known for its white-needled coniferous Although the order has fewer than a hundred mem-
trees and neatly cobbled streets. bers, the paladins are skilled riders, swordfighters, and
In 696 YK, a terrible fi re swept through the com- archers. In addition to housing the order’s barracks and
munity, destroying nearly all its wooden buildings and armory, the citadel contains a small village that includes
leaving over half of its citizens without homes. With no an inn, a smithy, and a mill. The commoners who inhabit
time to rebuild before winter, the homeless bundled the citadel treat the paladins with the utmost respect, for
up their few remaining possessions and fled to Flame- they are all devoted emissaries of the Silver Flame.
keep. They never returned, and Daskaran’s population Although Morningcrest did not escape the Last
shrank greatly. A few of the original stone buildings War unscathed, Aundair’s generals seemed reluctant
remain, though they seem weirdly out of place near to attack the citadel, perhaps because it seemed too
the newer stone-and-wood structures. Two prominent obvious a target. Most of their attacks were directed
temples stand in the center of town: the Temple of the at Sentinel Keep to the north or Arolangard to the
Silver Flame and the Temple of Dol Arrah. A stone south. Although Morningcrest seldom faced a direct
statue of Tira Miron on horseback stands between threat, the paladins of the Eternal Dawn took it upon
the temples, her sword raised high. Careful observers themselves to patrol the Landrise between Sentinel
quickly discover that the statue is actually the center- Keep and Arolangard, dispatching or scaring off any
piece of an enormous sundial set into the ground, with Aundairian scouts or soldiers they encountered.
the shadow of Tira’s sword counting the hours.
The priests who oversee the two temples do not SHADUKAR
see eye to eye on a great many things, but they are Ruined City, Population 0
not rivals. Once called the Jewel of the Sound, Shadukar is now
a scorched ruin built into the side of a rocky shelf
THE FACE OF TIRA looking north toward Thronehold. Many Thranes
Landmark Site believe the ruins are haunted.
In 734 YK, King Thaldren IV commissioned a famous Karrnathi soldiers stormed the city of Shadukar
sculptor named Helgar Lezirani to carve Tira Miron’s in 959 YK. The city’s defenders were not expecting a
face into a rocky crag looking south toward the Tamor Karrn attack from Cyre, especially one accomplished
Hills, where the Silver Flame was born. This 80-foot- using soarwood skiffs that could glide across the Brey
high stone face is chiseled into the top of a 250-foot- River. The Karrnathi troops took control of the city
high, 200-foot-wide outcropping of bare rock. It can be in a matter of hours and held the city hostage for two
seen from the nearby trade road and lies roughly 80 miles years. During that time, they looted and pillaged what
east of Danthaven and 80 miles west of Flamekeep. they could. They let Thranes die of famine and mas-
Pilgrims traveling along the nearby road typically sacred entire families. They animated dead Karrns and
stop to offer a prayer to Tira. Any worshiper of the Thranes to reinforce their dwindling ranks.
Silver Flame who does this gains a +1 insight bonus on Thrane forces from Flamekeep laid siege to the
skill checks for the next 24 hours. city, but they couldn’t punch through its defenses. In

149
961 YK, the Karrns fi nally withdrew, burning the city halfhearted attempt to reclaim the city in 927 YK, but
to the ground as they left. The Knights of Thrane and they were too few in number to uproot the entrenched
their cleric allies were able to destroy the remaining Thranes. The knights thought the city was theirs until
undead and rid the city of its Karrnathi stench. How- the Aundairian commoners revolted in 928 YK. The
ever, the damage and loss of life was staggering. Council of Cardinals tried to starve the Thaliosans into
Ask any Thrane about Shadukar, and he’ll tell you submission. Eventually, the instigators were captured and
it’s a cursed ruin ruled by ghosts. burned alive. That same year, a magical conflagration
THRANE

destroyed the colossal White Arch Bridge that spanned


SIGILSTAR Scions Sound between Thaliost and Rekkenmark,
Small City, Population 12,000 severing the lightning rail line and breaking Thrane’s
Sigilstar is commonly known as the “crossroads of surest link into Karrnath. Exactly who destroyed the
Thrane.” It’s named after a fi xed star in the heavens bridge—Aundairians, Karnns, or Thranes—remains
that the other stars seem to revolve around. a mystery, although a number of factions have stepped
The city sits on the lightning rail line between forward and claimed responsibility.
Flamekeep and Vathirond, and Sigilstar’s merchants The Thaliosans are a bitter, divided, and defeated
are always competing with those in Flamekeep to the people. Some have made plans to return to Aundair
north and Aruldusk to the east. A major trade route now that the war has ended. Others accuse Aundair
also runs through the center of town, making Sigilstar of abandoning them and leaving them to suffer at the
an obvious transfer point for cargo and goods moved hands of the Thranes. These same Aundairians sadly
on land, water, and rail. proclaim that they have no homeland to return to.
Sigilstar contains some of the most striking A large garrison of knights barely maintains order
displays of Flamic architecture found anywhere in in Thaliost. Meanwhile, the Archbishop of Thali-
Thrane. In addition, many of the city’s rooftops are ost, Solgar Dariznu (LE male human cleric 8 [Silver
lined with crystal spikes that capture the sun’s rays Flame]), is widely regarded as a vicious tyrant who
during the day and illuminate the city at night. burns people alive for his personal pleasure.
Citizens of Sigilstar call themselves Sigilans, and
visitors often remark at how open-minded the average
Sigilan seems. An impressive number of wizards, sor-
cerers, and magewrights live in Sigilstar. In addition,
S“Silver
ilver Pyromancer
fire is my weapon, the Silver Flame my power.”
the city has more than a few competent alchemists. —Kievan ir’Talar, Adept of the Third Circle
Sigilstar is also known for its tea. The city boasts
several distinguished teahouses where patrons can sit Casting fire spells tinged with the holy power of the Silver
comfortably, drink copiously, and debate politics and Flame, the silver pyromancer is an arcane champion of
religion without offending anyone. the Church, taking his place alongside clerics, paladins,
and exorcists in the Church’s cause. As a silver pyro-
SILVERCLIFF CASTLE mancer, you wield fire spells with proficiency exceeding
Castle, Population 50 your level, and imbue those spells with holiness in imi-
This remote estate built atop the cliffs overlook- tation of the purifying fires of the Silver Flame.
ing Scions Sound has long served as a refuge for the
royal family and their noble friends. Diani ir’Wynarn BECOMING A SILVER PYROMANCER
retreats here when she wants to escape the sour politics Most silver pyromancers are wizards with a single level
of Flamekeep or confer surreptitiously with her allies of cleric—or, occasionally, a handful of paladin levels.
in the aristocracy. A few sorcerers, bards, and even warmages dedicate
Warforged soldiers patrol the grounds night themselves to the Church of the Silver Flame and
and day, while inside lurk empty suits of armor that adopt this prestige class, but wizards are by far the
animate and attack intruders the instant a royal family most common.
member gives the command.
ENTRY REQUIREMENTS
THALIOST
Large City, Population 24,500 Alignment: Lawful good.
Thaliost doesn’t look like other Thrane cities with its Skills: Knowledge (religion) 4 ranks.
skyraking towers, magically shaped stonework, tree- Special: Ability to cast 3rd-level arcane spells.
lined boulevards, and wide-open spaces. It looks more Special: Ability to turn undead.
like Fairhaven, the capital of Aundair, which isn’t sur-
prising since Thaliost was once an Aundairian city. CLASS FEATURES
Thrane conquered Thaliost and the surround- As you gain levels as a silver pyromancer, you learn to
ing territory in 926 YK and spent the next two years infuse increasing amounts of holy power into your fi re
trying to annex the region. Aundairian soldiers made a spells. Your fi re spells can harm even creatures with

150
THE SILVER PYROMANCER HIT DIE: d6

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +0 +0 +2 Pyromancer, purge undead, —
bow proficiency

THRANE
2nd +1 +0 +0 +3 Sacred fl ame +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Smiting spell 1/day +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Persistent fi re +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Smiting spell 3/day (blinding), +1 level of existing arcane spellcasting class
improved sacred fl ame
Class Skills (2 + Int modifer per level): Concentration, Craft, Diplomacy, Heal, Knowledge (arcane), Knowledge (nobility
and royalty), Knowledge (religion), Profession, Sense Motive, Spellcraft.

immunity to fi re, deal extra damage to evil creatures, In addition, starting at 1st level, you can treat
and burn for an additional round. spells from the paladin spell list as though they were
Pyromancer: Whenever you cast a spell with the fire arcane spells on the spell list for the arcane spellcast-
descriptor, use your character level as your caster level. ing class in which you could cast 3rd-level spells before
Purge Undead (Su): Starting at 1st level, you can becoming a silver pyromancer. You can add these
use your turn undead ability to deal damage to undead spells to your spellbook or your list of spells known
creatures by channeling positive energy and infusing normally, just as though they were arcane spells. You
it with fiery divine wrath. When you use this ability, cannot add these spells to the warmage spell list, or to
all undead creatures within 30 feet of you take 1d6 the list of another similar class that can freely access
points of damage per effective cleric level. Your effec- all spells on its class spell list.
tive cleric level for this purpose is your effective cleric Sacred Flame (Su): Beginning at 2nd level, you can
level for purposes of turning undead plus your arcane lace your fire spells with sacred energy that is not subject
caster level. For example, if you are a cleric 1/wizard to resistance to fire-based attacks or even fire immu-
5/silver pyromancer 2 or a paladin 4/wizard 5/silver nity. Half of the damage your fi re spells deal results
pyromancer 2, your effective cleric level for purposes from this sacred energy, while the rest is normal fi re
of turning undead is 7th. damage. Thus, if you hit a salamander
Affected undead can attempt a Will save (DC 10 with a scorching ray that would normally
+ one-half your effective cleric level + your Charisma deal 17 points of fi re damage, the
modifier) to reduce the damage by half. Undead with salamander takes 8 points of damage
turn resistance subtract its value from the damage they from sacred energy, while ignor-
take from this ability. For example, a vampire with ing the remaining 9 points of
turn resistance +4 subtracts 4 from the damage it takes. fi re damage. You can choose
When used against incorporeal undead, this ability is not to use this ability—for
not subject to the normal 50% chance of not affecting example, if your spell targets
an incorporeal creature. a creature that is vul-
Using this ability counts as a use of your turn undead nerable to fi re (such
ability for the day. This ability does not increase your as a creature with
effective cleric level for purposes of turning undead. the cold subtype).
Bow Proficiency: At 1st level, you gain proficiency When you reach
with the longbow and shortbow. 5th level, you can
Spellcasting: When you gain a new silver pyro- c hoose to ma ke
mancer level after 1st, you gain new spells per day fire spells deal no A silver
and an increase in caster level (and spells known, if fire dam age at all, pyromancer
applicable) as if you had also gained a level in whatever in stead dea ling
arcane spellcasting class you had before you added full normal dam-
the prestige class level. You do not, however, gain age derived from
any other benefit a character of that class would have s ac red power.
gained. If you had more than one arcane spellcasting Thus, creatures
class in which you could cast 3rd-level spells before you that are immune
became a silver pyromancer, you must decide to which or resistant to fi re
class you add each level of silver pyromancer for the take full damage
purpose of determining spells per day, caster level, from such a spell.
and spells known. However, if you

151
use this ability, you cannot also make the spell a ordinary believers. Silver pyromancers are a tiny—they
smiting spell and your persistent fi re ability does not might say elite—minority within the larger Order, with
apply to it. no well-defined place in its hierarchical structure. Thus,
Smiting Spell (Su): Beginning at 3rd level, you you have a significant degree of freedom and autonomy
can choose to imbue your fi re spells with additional with respect to the organization you belong to.
holy power so that they deal extra damage to evil crea- Combat: Fire spells are your signature tactic.
tures. You can use this ability once per day, and you When you’re carrying enough fi re spells, any evil oppo-
THRANE

must declare that you are using it before you cast the nent starts to look like a dry haystack just waiting to go
spell. Thus, if you lose the spell for any reason (failing a up in fl ames. Once you reach 2nd level, fi re spells even
Concentration check to cast the spell defensively, failing retain some utility against fi re-immune opponents, so
to bypass the target’s spell resistance, and so on), your the need to prepare alternatives diminishes drastically.
daily use of a smiting spell is still expended. Little has changed about your fundamental approach
When you cast a smiting spell, you gain a +4 bonus to combat situations: You are still vulnerable to attacks
on caster level checks to bypass the spell resisitance of (especially attacks of opportunity while casting), so
evil creatures with that spell, and the spell’s damage your best approach is to remain out of the thick of
is increased by 50% against evil creatures (as if you melee and blast opponents from a safe distance.
had applied the Empower Spell feat to it). In addition, Against undead opponents, your ability to purge
evil creatures take a –2 penalty on their saving throws undead is an extremely effective weapon—not driving
against a smiting spell. If you also apply the Empower undead away, but damaging them just as you would
Spell feat to your smiting spell, it deals double damage with a spell. The addition of paladin spells to your
(+50% twice) to evil creatures. spell list gives you access to a few more low-level spells
At 5th level, you can use this ability three times that can protect you and your allies from harm rather
per day. In addition, once you reach 5th level, an evil than dealing damage directly.
creature that fails its saving throw against a smiting Advancement: To become a silver pyromancer,
spell you cast is blinded for 1 round. you need to seek out the Order of the Pure and apply
Persistent Fire (Su): Beginning at 4th level, for membership. Most commonly, you’ll do this with
when a creature fails its saving throw against one of the sponsorship of another pyromancer who supports
your fi re spells, it takes an additional 1d6 points of your application and promises to train you if you are
fi re damage on your turn in the next round as the fi re accepted. Joining the order can be a grueling process,
from the spell continues to smolder in the creature’s particularly for those whose morality and motives are
clothing, hair, or even flesh. This is similar to the not absolutely spotless. You will certainly be subjected
effects of catching on fi re, but the fi re is automatically to a battery of divinations to determine your alignment
extinguished after 1 round. and assess your purposes. If you are accepted into the
order, you can begin your pyromancer training.
Ex-Silver Pyromancers In your initial training, you gain insight into
If you cease to be lawful good or willfully commit an fi re spells and learn to channel holy power to damage
evil act, you lose all silver pyromancer abilities (includ- undead. As you progress, you bring those two elements
ing access to paladin spells). You cannot progress any together. Working one on one with your sponsor/
further in levels as a silver pyromancer. You regain mentor, you learn to infuse your fi re spells with holy
your abilities and advancement potential if you atone power, carefully measuring the energy that makes up
for your violations (see the atonement spell description each spell. Your mentor gives you plenty of room to
in the Player’s Handbook), as appropriate. adventure, viewing that freedom as a good opportunity
for you to practice what you are learning.
PLAYING A SILVER PYROMANCER The path of advancement as a silver pyromancer
Most spellcasters who share your fascination with fi re is a short one and doesn’t offer you a lot of choices. As
spells would be viewed as crazed pyromaniacs. Not you gain feats, consider those that enhance your spell-
you. Fire is not an end in itself, but a useful means to casting, if you don’t already have them, such as Spell
purify the world around you. Your fi re spells are just Focus (evocation), Spell Penetration (and the greater
a reflection of the zeal that burns in your heart, the versions of both feats), Combat Casting, and meta-
purifying fl ame that has purged evil from your soul. magic feats. Empower Spell works particularly well in
That zeal defi nes who you are: It consumes your every combination with a smiting spell, and Maximize Spell
thought and defi nes every word you speak. Purging evil is even more effective. Extra Turning works to improve
from the world is your sole purpose. your purge undead ability as well.
As a silver pyromancer, you are part of the Order of Resources: The Order of the Pure generally leaves
the Pure—an organization with a somewhat checkered silver pyromancers to pursue their own goals without
history of relationship with the Church of the Silver providing significant assistance. The order does occa-
Flame as a whole. The Order of the Pure includes hun- sionally put the weight of its sponsorship behind a cru-
dreds of clerics, dozens of paladins, and legions of more sade it believes to be particularly important, however.

152
If you can convince leaders of the order that your work is a significant quest or important service to the broader
essential to the purity of the Church (not just important Church might be promoted to Hierophant of the Seventh
for ridding the world of some evil monster), the order Circle. Currently, Gennara ir’Damilek holds the title of
might loan you a holy magic item (a holy or disrupting Hierophant of the First Circle, and there are no other
weapon, a strand of prayer beads, or a minor relic). If you hierophants except three in the Seventh Circle.
have the skills and talents of leadership (represented by
the Leadership feat), the order can provide a cadre of NPC Reactions

THRANE
fanatically loyal followers to support your mission. The college of pyromancers is struggling to achieve the
same degree of recognition and respect accorded to
SILVER PYROMANCERS paladins and other established servants of the Church
IN THE WORLD of the Silver Flame in Thrane, but it is an uphill
“I’d no sooner ride into battle without a silver pyromancer behind struggle. Most Thranes remain ignorant of the college’s
me than I would without my steed.” existence. Nevertheless, most Thranes show respect to
—Alestair ir’Davin, Silver Flame Paladin anyone decked out in regalia of the Church, so silver
pyromancers can expect friendly reactions assuming
Paladins are not the only champions of law and good that they wear a holy symbol and incorporate other
in the world. Characters with much less of a martial insignia of the Silver Flame into their clothing. Beyond
bent are still called to holy service, particularly in a Thrane, however, they receive mixed reactions—more
nation that upholds the paladin as a cultural ideal. friendly from supporters of the Church, and less so
The silver pyromancer is no less combat-oriented than from shifters and other groups traditionally hostile
the paladin and shares the paladin’s drive to battle evil to the Church.
with force, but his weapons are spells—particularly fi re The members of the Whispering Flame are hostile
spells—rather than sword and lance. to silver pyromancers. They believe them selves to be
Organization: The Order of the Pure is much the true arcane servants of the Silver Flame, and view
larger than its silver pyromancer membership, and it the pyromancers as attempting to usurp that role. For
pays little attention to these fanatical wizards within their part, silver pyromancers are necessarily hostile
its ranks. Within the order, the tiny college of pyro- to the evil deeds of the Whispering Flame, though
mancers has a loose structure, relying on individual most are unaware of its existence as an organization.
relationships of mentorship and collegiality to main-
tain its traditions and identity. SILVER PYROMANCER LORE
The titular head of this informal college is cur- Characters with Knowledge (local) or Knowledge
rently Gennara ir’Damilek (LG female half-elf wizard (arcana) can research the silver pyromancers to learn
5/cleric 1/silver pyromancer 3), a younger member of a more about them.
family that is quite prominent in many levels of society, DC 10: Some wizards in the Church of the Silver
government, and the church. Her vision for the college Flame fancy themselves arcane paladins.
is to forge it into a finely honed weapon in the Church’s DC 15: These wizards make extensive use of fi re
service. In fact, she admires the Puritans who launched spells charged with holy power, and do have some
the crusade against lycanthropes a century ago, and powers comparable to those of paladins. They can smite
would like to see the Church take up a similar cru- evil with their spells, blast the undead, and replace fi re
sade now that the Last War is over and the Church has energy in their spells with pure divine power.
unprecedented political power. She has not settled on DC 20: These silver pyromancers are part of the
an appropriate target, though necromancers, undead, Order of the Pure, an order dedicated to purity and
and doppelgangers are all high on her list. purifying the world. They have a little hierarchy of
Despite its small size, the pyromancers’ college enjoys their own within the order, though it’s possible that
assigning ranks to its members. These elaborate rank- there are more ranks in the college than there are
ings sometimes seem absurd, as there are more ranks members. Their leader is Gennara ir’Damilek.
than members to fill them, but every member knows DC 30: Gennara ir’Damilek is about as fanatic
what other members she outranks and who outranks her. a Thrane as can be. Rumor has it she’d like to launch
New members of the college receive the rank of Initiate another crusade like the one that nearly wiped out the
of the Seventh Circle, and progress fairly quickly (based lycanthropes a hundred years ago.
almost purely on seniority) through lower-numbered
circles to Initiate of the First Circle. Beyond the Initiate SILVER PYROMANCERS
ranks, demonstrated ability and service to the college IN THE GAME
begin to play a part in determining rank. An Initiate of Incorporating silver pyromancers into your campaign
the First Circle who performs well is promoted to Adept should be effortless. The Order of the Pure makes a
of the Seventh Circle, and then once again progresses natural ally for characters who share its goals of fi ght-
through successive circles, assuming continued good ing supernatural evil in the world—and a natural enemy
performance. An Adept of the First Circle who completes for characters who might be perceived as a threat to the

153
stability of Thrane society or the Church’s rule. Like Base Atk +3; Grp +2
any other organization in Eberron, it might act as an Atk Options Combat Casting, sacred fl ame
enemy in one adventure and an ally in the next, and Special Actions purge undead, spontaneous casting
silver pyromancers might play any role in the course (heal spells), turn undead 3/day (+2, 2d6+1, 1st)
of that interaction. Wizard Spells Prepared (CL 5th):
A player character silver pyromancer is much 3rd—fireball (2) (CL 8th, DC 18), fl y
like a paladin. She should have ample opportunity to 2nd—invisibility, mirror image, scorching ray (2) (CL 8th, +4
THRANE

seek out evil threats, whether they lurk in the ruins of ranged touch)
Xen’drik or in the hierarchy of her own church. Like 1st—burning hands (CL 8th, DC 16), expeditious retreat,
paladins, silver pyromancers are most easily integrated mage armor†, shield
0—dancing lights, detect magic, flare (DC 15), mage hand
into an adventuring group that shares at least some of
† Already cast
their ideals—a strongly chaotic or evil-leaning group Cleric Spells Prepared (CL 1st):
of adventurers is not the best place for a silver pyro- 1st—divine favor, shield of faith, protection from evilD (DC 13)
mancer, who risks losing class features as a consequence 0—light, read magic, resistance
of even associating with such characters. D: Domain spell. Domains: Good, Law.
Abilities Str 8, Dex 13, Con 12, Int 17, Wis 14, Cha 10
Adaptation SQ faint aura of good, familiar
The combination of lawful good zeal with an interest Feats Brew PotionB , Combat Casting, Greater Spell
in fi re is peculiar to the Church of the Silver Flame Focus (evocation), Lightning Reflexes, Scribe
in Eberron, making this class difficult to adapt to Scroll B , Spell Focus (evocation)
other purposes. In theory, a similar class could be Skills Concentration +15, Heal +6, Knowledge
built around a different energy type, though there (arcana) +13, Knowledge (history) +11, Knowledge
are more fi re spells, and thus more opportunity to (religion) +13, Listen +4, Sense Motive +6, Spell-
use the class abilities, than there are spells that use craft +13, Spot +4
different types of energy. Similarly, the class could be Possessions masterwork dagger, masterwork shortbow
adapted to serve a different alignment, infusing spells with 10 arrows, holy symbol
with unholy power and smiting good, for example. Purge Undead (Su) 30-ft. radius, 7d6, Will DC 14
A wizard devoted to chaos and electricity could look half.
mechanically very similar to the silver pyromancer Sacred Flame (Su) Kievan’s spells with the fi re
while being completely different in fl avor. descriptor deal half fi re damage and half sacred
damage.
Encounters Hook “I burn evil. It’s really that simple.”
The silver pyromancer described below would make a
fi ne cohort or companion for a cleric or paladin of the
Silver Flame or any adventurer dedicated to fi ghting
chaos and evil.
EL 8: Kievan ir’Talar escaped the doldrums of the
T hrane Spells
The following spells fi rst appeared in Thrane during
aristocracy by studying wizardry under the tutelage of the Last War.
Vadi ir’Savaci of Sigilstar. Vadi introduced Kievan to
an old friend named Gennara ir’Damilek. As the head FLAMEBOUND SYMBOL
of the Order of the Pure, Gennara invited Kievan to Transmutation
join the Order as an Initiate of the Seventh Circle, and Level: Cleric 3, paladin 3 (Silver Flame)
he agreed. He has since risen to the rank of Adept of Components: V, S, DF
the Third Circle. At this point, he’s ready to log some Casting Time: 1 swift action
“field time” and join an experienced group of adven- Range: Personal
turers on a quest or two. Target: You
Duration: 1 round
KIEVAN IR’TALAR CR 8
Male human wizard 5/cleric 1/silver pyromancer 2 Clerics of the Silver Flame devised this spell to dispose
LG Medium humanoid of Karrnathi undead legions, since turning them was
Init +1; Senses Listen +4, Spot +4 seldom enough.
Languages Common Casting this spell is a swift action. If you cast the
AC 15, touch 15, fl at-footed 14 spell before attempting to turn undead, your turn
hp 25 (8 HD) undead ability changes as follows: Instead of being
Fort +4, Ref +4, Will +9 turned or destroyed, all undead within 60 feet take
Speed 30 ft. (6 squares) 1d6 points of sacred damage per caster level. A suc-
Melee mwk dagger +2 (1d4–1/19–20) or cessful Fortitude save (DC 10 + one-half your cleric or
Ranged mwk shortbow +5 (1d6/19–20) paladin level + your Wis modifier) reduces the damage

154
by half. Undead creatures destroyed by the damage Base Attack/Grapple: +6/+10
are utterly consumed in silvery fi re, leaving nothing Attack: Bite +13 melee (2d6+4 plus 2d6 sacred fi re)
behind except their possessions. Full Attack: Bite +13 melee (2d6+4 plus 2d6 sacred
Special: Only clerics and paladins of the Silver fi re) and 2 claws +11 melee (1d8+2)
Flame can cast this spell. Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, improved grab,
FLAMEBOUND WEAPON pounce, rake 1d8+2

THRANE
Level: Paladin 1 (Silver Flame) Special Qualities: Construct traits, damage reduction
Components: V, S 5/adamantine, darkvision 300 ft., improved grab,
Casting Time: 1 swift action low-light vision, scent
Range: Touch Saves: Fort +3, Ref +10, Will +3
Target: Weapon touched Abilities: Str 19, Dex 24, Con —, Int 2, Wis 11, Cha 11
Duration: 1 min./level Skills: Climb +12, Listen +6, Spot +6
Saving Throw: None Feats: Ability Focus (breath weapon), Improved Ini-
Spell Resistance: No tiative, Multiattack, Weapon Finesse
Environment: Any
Casting this spell is a swift action. With it, you imbue Organization: Solitary or pack (2–5)
a weapon you hold with the power of the Silver Flame. Challenge Rating: 8
The weapon becomes sheathed in a silvery nimbus Treasure: None
of light and deals an additional 1d6 points of sacred Alignment: Always neutral
damage upon striking an evil creature. Advancement: 10–16 HD (Medium)
Special: Only paladins of the Silver Flame can Level Adjustment: —
cast this spell.
Two glowing silver eyes flicker in the darkness. Suddenly, a gleaming
WHISPERING FLAME metallic quadruped with razor-sharp talons springs forth, its toothy
Divination maw spewing silver light.
Level: Druid 2, cleric 2
Components: V, S, M, DF One of Thrane’s most devastating contributions to the
Casting Time: 1 standard action battlefield, the silvereye marauder is a vicious engine
Range: Touch; see text of destruction devised by an Aundairian defector,
Target: Two candles wizard, and Silver Flame worshiper named Kaldor
Duration: 1 day/level Ravalek. Ravalek worked closely with silver pyromanc-
Saving Throw: None ers and House Cannith magewrights in Sigilstar to
Spell Resistance: No build the fi rst working prototype. The Church of the
Silver Flame secretly poured hundreds of thousands
This spell is placed on two candles, which the caster of gold coins into the project. In 946 YK, two years
must hold at the time of casting. Anything that is spoken after the prototype’s completion, packs of silvereye
into the flame of one candle can be heard issuing from marauders were set loose to slaughter enemy patrols,
the fl ame of the other. The candles’ ability to transmit protect Thrane trade routes, and guard Silver Flame
and receive messages works over any distance, provided temples. Only a handful of silvereye marauders sur-
they’re both on the same plane of existence. Both candles vived the war.
must be lit for the message transfer to occur. A silvereye marauder has a vaguely leonine body
Although the spell’s effect can last for days, a whis- composed of silvery steel. It measures 5 feet long,
pering flame candle can burn only for a total of 8 hours stands 3 feet tall at the shoulder, and weighs 250
before it melts away and loses its power, so keeping it pounds. Silver light spills from its hollow inte-
lit for long periods of time is inadvisable. rior, and it emits a hollow, raspy sound similar to
A single candle cannot have more than one whisper- labored breathing.
ing flame spell cast on it. Using magical ingenuity similar to warforged cre-
Material Components: Two candles. ation forges, House Cannith magewrights imbued the
silvereye marauders with the barest of sentience, making
them as smart as hounds. They understand basic com-
SMedium
ilvereye Marauder
Construct
mands spoken in Common, but cannot speak.

Hit Dice: 9d10+20 (69 hp) COMBAT


Initiative: +11 A silvereye marauder moves with terrifying speed and
Speed: 60 ft. (12 squares), climb 30 ft. uncanny grace. It springs into combat, pouncing on its
Armor Class: 27 (+7 Dex, +10 natural), touch 17, fl at- prey and raking with its steely talons. It saves its breath
footed 20 weapon for foes it cannot reach.

155
W ingwyrd
Medium Monstrous Humanoid
(Earth)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft.
(average)
Armor Class: 16 (+2 Dex, +4 natu-
ral), touch 12, fl at-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2)
and wing slam +3 melee (1d6+1) and gore
+3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fiend strike
Silvereye marauder Special Qualities: Damage reduction 5/magic, dark-
vision 60 ft., death burst, freeze, spell resistance 14
Saves: Fort +4, Ref +5, Will +4
When a silvereye marauder is destroyed, the silver Abilities: Str 15, Dex 14, Con 16, Int 10, Wis 12, Cha 11
fi re within it burns out, leaving nothing but a crumbly Skills: Hide +8*, Listen +9, Spot +9
steel husk. Feats: Alertness, Multiattack
Breath Weapon (Su): 30-foot line of heatless silver Environment: Any
fl ame, once every 1d4 rounds, damage 3d6 sacred, Organization: Solitary, pair, or pack (3–12)
Reflex DC 16 half. The save DC is Constitution- Challenge Rating: 3
based and includes the silvereye marauder’s Ability Treasure: None
Focus feat. Alignment: Always lawful good
Improved Grab (Ex): To use this ability, a silver- Advancement: 4–5 HD (Medium)
eye marauder must hit with its bite attack. It can then Level Adjustment: +5 (cohort)
attempt to start a grapple as a free action, without pro-
voking attacks of opportunity. If it wins the grapple This gargoyle has pale gray wings and a pale gray hide. Other notable
check, it establishes a hold and can rake. features include sharply pointed ears, a broad nose, jet-black eyes, and
Pounce (Ex): If a silvereye marauder charges a foe, horns that curve back from its brow.
it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +11 melee, damage Wingwyrds are descendants of normal gargoyles that
1d8+2. have been touched by the Silver Flame. They serve and
protect temples of the Silver Flame, occasionally acting
Construction as messengers between them.
Carefully sculpted plates of polished steel comprise a Wingwyrds require no food, water, or air. They
silvereye marauder’s body. The fi re that burns within spend their time waxing philosophic and reflecting on
it comes from the Silver Flame itself. The materials the Silver Flame. They are social creatures but under-
cost 5,000 gp. stand that duty comes before personal pleasure.
The silvereye marauder’s creator may assemble the Wingwyrds are very communicative. They speak
body himself or hire someone else to do the job. Creat- Common and Terran.
ing the body requires a DC 20 Craft (blacksmithing) or
Craft (armorsmithing) check. After the body is pieced COMBAT
together, the silvereye marauder is animated through a Wingwyrds rarely fi ght except to defend their temples.
lengthy ritual performed by a silver pyromancer with They attack wisely, taking out weak targets fi rst before
the sacred fl ame class feature (see page 151). If the cre- ganging up on stronger foes. A wingwyrd gives up some
ator is personally constructing the creature’s body, the of the gargoyle’s damage reduction for spell resistance.
building and the ritual can be performed together. A wingwyrd’s natural weapons are treated as magic for
A silvereye marauder with more than 9 Hit Dice the purpose of overcoming damage reduction.
can be created, but each additional Hit Die adds Fiend Strike (Su): A wingwyrd’s natural weapons
5,000 gp to the market price. deal an extra 1d6 points of damage to evil outsiders.
CL 15th; Craft Construct (see Monster Manual page Death Burst (Su): When a wingwyrd is reduced
303), limited wish, major creation, permanency; Price 120,000 to –10 hit points, it releases a burst of silvery fl ame
gp; Cost 65,000 gp + 4,600 XP. that consumes its remains and deals 1d6 points of

156
fi re damage per Hit Die to evil creatures in adjacent
squares. A successful DC 14 Reflex save reduces the
damage by half. Nothing remains of the dead wing-
wyrd except its possessions (if any) and some powdered
gray stone. The save DC is Constitution-based.
Freeze (Ex): A wingwyrd can hold itself so still it
appears to be a statue. An observer must succeed on a DC
20 Spot check to notice the wingwyrd is really alive.
Spell Resistance (Ex): A wingwyrd has spell
resistance equal to 11 + its Hit Dice.
Skills: Wingwyrds gain a +2 racial bonus on Hide,
Listen, and Spot checks. *The Hide bonus increases
by an additional +8 in areas where Flamic architecture
dominates (such as in temples of the Silver Flame).

WINGWYRDS AS CHARACTERS
Wingwyrds make excellent emissaries of the Church of
the Silver Flame and stalwart companions for clerics
and paladins of similar faith.
Wingwyrd characters possess the following racial
traits:
— +4 Strength, +4 Dexterity, +6 Constitution,
+2 Wisdom. Wingwyrd
— Medium size.
—A wingwyrd’s base land speed is 40 feet. It also
has a fly speed of 60 feet (average).
—Darkvision out to 60 feet.
—Racial Hit Dice: A wingwyrd begins with three
levels of monstrous humanoid, which provide 3d8 Hit
Dice, a base attack bonus of +3, and base saving throw —Racial Feats: A wingwyrd’s monstrous humanoid
bonuses of Fort +1, Ref +3, and Will +3. levels give it two feats.
—Racial Skills: A wingwyrd’s monstrous humanoid —Special Attacks (see above): fiend strike.
levels give it skill points equal to 6 × (2 + Int modifier). —Special Qualities (see above): damage reduction
Its class skills are Hide, Listen, and Spot. A wing wyrd 5/magic, death burst, freeze, spell resistance.
has a +2 racial bonus on Hide, Listen, and Spot —Automatic Languages: Common. Bonus Lan-
checks, and an additional +8 bonus on Hide checks guages: Auran, Dwarven, Gnome, Ignan, Terran.
when concealed against Flamic stone architecture —Favored Class: Fighter.
(common in Thrane cities and temples). —Level Adjustment: +5.

ABOUT THE AUTHORS


Bill Slavicsek is the Director of Roleplaying and Min- Universe (Del Rey), and the recently released DUNGEONS &
iatures Games Design and Development for Wizards DRAGONs for Dummies (Wiley).
of the Coast. He oversees all of the creative aspects of
DUNGEONS & DRAGONS products, as well as d20 MODERN David Noonan works for Wizards of the Coast, Inc., as a
and Star Wars Miniatures. Bill was part of the selection game designer. Dave’s most recent design credits include
committee that chose Keith Baker’s original idea as the Races of Destiny, Whispers of the Vampire’s Blade, Complete Divine,
basis of a new D&D campaign, then worked with Keith Races of Stone, and Unearthed Arcana. Dave lives in Washington
and James Wyatt to turn it into Eberron. State with his wife, Susan, and their son, Jacob.
In addition to his strategic and managerial
duties, Bill has a long list of game design and writing Christopher Perkins joined Wizards of the Coast,
credits going back to his start with West End Games in Inc., in 1997 as the editor of Dungeon ® Magazine and
1986. Some of his products include Torg: Roleplaying the currently serves as the Design Manager for Role-
Possibility Wars, The Star Wars Sourcebook (WEG), Revised Dark playing and Miniatures Games. His previous design
Sun Campaign Setting (TSR), Alternity RPG, d20 Star Wars credits include Book of Exalted Deeds and Monster Manual
RPG, d20 MODERN RPG, Star Wars Miniatures Starter Game, III. Chris lives in Washington State with his three-
EBERRON Campaign Setting (WotC), A Guide to the Star Wars legged terrier, Reggie.

157
Introductory Products
D&D ® is easy to learn, but can be hard to teach. With the Dungeons & Dragons ® Basic Game,
you can quickly bring your friends up to speed and get them ready for more adventure.
❖ DUNGEONS & DRAGONS Basic Game ❑ 0-7869-3409-3 ❑ $24.99 ______________

Accessories
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And add excitement to every session with ready-made adventures, maps, and more.
❖ EBERRON Character Sheets ❑ 0-7869-3849-8 ❑ $14.95 ______________
❖ EBERRON Dungeon Master’s Screen ❑ 0-7869-3850-1 ❑ $14.95 ______________
❖ DUNGEONS & DRAGONS Dice ❑ 0-7869-3513-8 ❑ $9.95 ______________

Supplements
Expand your options for developing characters, creating adventures, and building campaigns
with books filled with new races, feats, equipment, spells, monsters, magic items, and more.
❖ Lords of Madness: The Book of Aberrations ❑ 0-7869-3657-6 ❑ $34.95 ______________
❖ Races of the Wild ❑ 0-7869-3438-7 ❑ $29.95 ______________
❖ Complete Adventurer ❑ 0-7869-2880-8 ❑ $29.95 ______________
❖ Libris Mortis ❑ 0-7869-3433-6 ❑ $29.95 ______________
❖ Weapons of Legacy ❑ 0-7869-3688-6 ❑ $34.95 ______________
❖ Races of Eberron ❑ 0-7869-3658-4 ❑ $29.95 ______________
❖ Sandstorm ❑ 0-7869-3655-X ❑ $34.95 ______________
❖ Monster Manual III ❑ 0-7869-3430-1 ❑ $34.95 ______________
❖ Races of Stone ❑ 0-7869-3278-3 ❑ $29.95 ______________

Other EBERRON Supplements TM

Discover more action and intrigue with ready-made adventures and other books that highlight
the world of Eberron. Each supplement offers a wealth of information and inspiration
that will add depth to your characters and detail to your campaign.
❖ Five Nations ❑ 0-7869-3690-8 ❑ $29.95 ______________
❖ Grasp of the Emerald Claw ❑ 0-7869-3652-5 ❑ $9.95 ______________
❖ Sharn: City of Towers ❑ 0-7869-3434-4 ❑ $29.95 ______________

Total: ______________

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Name: __________________________________________________________ Telephone: _____________________________________
Address: _________________________________________________________________________________________________________
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©2005 Wizards of the Coast, Inc. Permission granted to photocopy for reference and ordering purposes.
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