Eberron pdf download






















Not much is revealed about the location or its inhabitants in that adventure, however. Proceeds from this product support ExtraLife. Journey to the Forgotten Realms to the town of Phandelver and rediscover the ancient mine lost thousands of years ago.

Proceeds from this product support Extra Life. Digital items are not returnable or refundable. By placing your order, you agree to our Terms of Sale. Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks as players search for the lost lab of the legendary artificer. He disappeared in the peaks eons ago… as it turns out, finding a crashed planar ship and studying its technology to fuel his own research.

Giving details to the region of the Forgotten Realms, the sourcebook comprises shining paragons of civilization, perilous locales fraught with evil, and a wilderness that offers an explorer both vast opportunity and great danger. Infernal Machine Rebuild launches players across distant places — and times to uncover additional components in order to reassemble the fabled Infernal Machine of Lum the Mad! From the jungles of Chult, these tribal frog-like humanoids are fiercely territorial and naturally secrete poison to use as weapons.

In an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay seeks to free Tiamat from her prison in the Nine Hells and bring her to the Forgotten Realms. The threat is so dire, factions are banding together to battle the cult. Never before has the need for heroes been as desperate. Discover a tome full of research from the legendary mage Mordenkainen as he explores the multiverse and sheds light on dozens of new monsters and creatures from new planes of existence.

This Sourcebook helps any dungeon master understand the history of races, devils, demons, and more to help run any creature for their game. Unleash your imagination and live out the dream of exploring the Upside Down from the Netflix original series, Stranger Things.

Add 2 new races, the cat-like Leonin and the forest-dwelling Satyrs for use in the Character Builder. Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction.

Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. The Beginning adventure to the Essentials Kit Bundle. The outcome of that story is determined by the actions and decisions of the adventurers — and, of course, the luck of the dice. You can run Dragon of Icespire Peak for as few as one player or as many as five players.

Each player starts with a 1st-level character. Explore the web of wars, intrigue, and lore as the Ten Guilds vie for power, wealth, influence, and control over the plane. The final adventure in the Essentials Kit Bundle. The ghosts of the Swords of Leilon have returned to bring warning so you might protect their beloved town and prevent two great evils, both competing for the same prize, from wiping it from the Sword Coast once more.

You must enter the Ethereal Plane, prevent the followers of Talos and Myrkul from gaining possession of an artifact of great evil, and put down the forces of not one, but two vile deities. Explore the war-torn continent of Wildemount in this sourcebook from the second season of the hit series Critical Role. As war brews between the Dwendalian Empire and the Kryn Dynasty, somewhere in the far corners of this landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder.

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain.

The master of Castle Ravenloft is having guests for dinner. And you are invited. Skip to content Search for:. Download options. Release Date: March 15th Eager to begin your own saga across Exandria? This information additionally consists of all the core topics and all the regulations that are required to enforce them in the fifth edition.

This ebook embraces terrific moves and additionally pulp adventures, that including the layer of neo-noir intrigue. As we understand most of the testimonies no longer quit in a proper manner. The remaining fighting came about and after that, the historical elites turned into fierce enemies, and that element devastated an entire country while retaining the scariest mark behind. As the quote says that the component that is greater unsafe than any satan or demon is human greed.

But as we recognize now not all are the same and in this darkest phase, many peoples get distinct possibilities to create a difference. This plane is incomprehensible to the minds of most mortals, and those who have tried to describe it resort to fragments of gibbering writing that speak of impossible and contradictory things. It is inhabited by monstrosities with impossible alien anatomies that sometimes make their way to the mortal realm.

The most powerful and feared of these are the daelkyr—the unfathomable artists and scientists of that plane—who twist the minds and bodies of those they meet to unknowable ends.

But mad scholars tell of even greater beings contained within Xoriat who have mercifully never noticed Eberron; these same scholars speak of Xoriat not as the Realm of Madness, but rather, the Realm of Revelation. When Xoriat is coterminous with Eberron, madness reigns. Magic goes wild, time flows strangely, and the daelkyr and their nightmarish creations can break through to the Material Plane. Xoriat was last coterminous over nine millennia ago, when the combined might of the Dhakaani Empire and the Gatekeepers drove the daelkyr away only at great cost.

The Gatekeepers, using ancient draconic magic, created dimensional seals to seal the daelkyr in Khyber and keep the plane from ever being coterminous again. Wherever you go, whatever you do, you climb The Deathsgate guild of Sharn is home to treasure seekers and a tangled web of competing interests. Allies and enemies mercenaries of questionable morals. Willing to take on nearly abound—and depending on the day, a single faction might play any job for the right price, they specialize in not asking too both roles.

Everyone wants something, though their motives are many questions. You might be useful in achieving? Learn more: SCT chapter 2.

Or both. Its halfling leader recently adventuring guild. In addition to its headquarters in Fairhaven, the Foundation has smaller branches in Sharn and Stormreach. Learn more: EHB chapter 2. Run by the Twelve, the Acquisitions Directorate conducts missions on behalf of the dragonmarked houses. The Twelve THE AURUM wants to get their hands on ancient and powerful artifacts before An organization dedicated to those who earned their wealth, other adventurers do, and are willing to pull a few strings to rather than merely inheriting it, this exclusive society opposes make sure they come out on top.

Their open and philanthropic veneer Based in Sharn, the Clifftop guild is a generally goodhearted is a cover for manipulative schemes designed to maximize group that accepts anyone brave enough to be an adventurer. These three Draconic Prophecy. Unlike others of their kind, the Chamber hags emerged from the shadows less than 15 years ago with an believes the Prophecy warrants the participation of the dragons army of war trolls behind them, seizing control of the region beyond the reaches of their own continent.

To this end, they now known as Droaam. The dragonmarked, either from afar or by assuming the guise of a terror of the Eldeen Reaches for generations, her strength and humanoid to conceal their more direct manipulations. Over the centuries, she has Chamber. Sora Katra, a green hag, is the honeyed voice of the coven. Stories abound about The criminal organization Daask serves as the hands and eyes of heroes coming to her in search of treasures or secrets, Sora Katra, and by extension, all the Daughters of Sora Kell.

It determined to best her with wit or steel, but they rarely end well deals in protection, loan sharking, and distributing illicit for the mortals. The Sora Teraza, a dusk hag, is the most mysterious member of organization is composed primarily of orcs, shifters, and gnolls, the coven. As monstrous races have become more widely accepted in the? They keep to the slums and lawless areas of cities, doubtlessly lining the pockets of the authorities to avoid interference.

Besides, what guard wants to tangle with a troll? Their assault on Eberron focused on Khorvaire, and they shattered the goblinoid Dhakaani Empire beyond repair. Eventually, the daelkyr were beaten back and trapped in Khyber. Among the six great named daelkyr, Belashyrra the Glorious Eye spawned the first beholders, while Dyrrn the Corruptor mutated the dar into the monstrous dolgrim and dolgaunts.

House Ghallanda provides the best inns and restaurants continents. Today, twelve marks exist, each tied to a across Khorvaire.

It remains popular largely due to the strict certain race and bloodline. The families bearing neutrality of its inns, with governments having no power in a each mark came together to form dragonmarked Ghallanda house.

It controls all aspects of the service political power—despite the Korth Edicts industry, from food and lodging to legal gambling. An inn with ensuring that the houses are officially unaffiliated the Ghallanda seal of certification is guaranteed to meet the with any nations or political factions, and minimum standards for health and safety in the Five Nations.

House Jorasco offers medical? Khorvaire, and some of its most powerful dragonmarked heirs can even raise the dead. Its healers were essential in the Last innovation. House Cannith is celebrated for its inventions of War, serving as medics to all nations without reservation. However, at the end of the Last War, the The Mark of Warding presents on dwarves descended from Day of Mourning killed its leader—leaving behind fierce the Kundarak bloodline and is tied to the storage and protection disputes about the rightful heir—and destroyed its main base of of material goods and places.

House Kundarak controls the operations. Both during the Last War and through the present day, House Deneith is the most reputable source of personal protection and mercenary services in Khorvaire. House Deneith controls two major guilds: the Blademarks Guild, the largest provider of mercenaries on the continent, and the Defenders Guild, specializing in personal protection.

A third branch of House Deneith is the Sentinel Marshals. These elite law enforcers are drawn from the most trusted members of the two previous guilds. The Sentinel Marshals were empowered by Galifar, and now again by the Treaty of Thronehold, to cross national borders in pursuit of criminals.

Phiarlan bloodline and is tied to illusion and stealth. During the Last War, it played an branch. Formerly based in Cyre, the house moved headquarters important role in ensuring an adequate food supply through to Sharn after the Day of Mourning.

House Phiarlan controls one major guild, along with a House Lyrandar controls two major guilds: the Raincallers secretive one that few even know exists. The Entertainers and Guild, who specialize in weather control and irrigation, and the Artisans Guild runs theaters, music halls, circuses, and oversees Windwrights Guild, which dominates the industries of shipping the artisans of the continent.

The secret Serpentine Table is the and transportation by sea and more recently by air. Khorvaire, though even its own employees usually know next to nothing about the organization that they work for. Today, these and preventing those yet to come. House Medani serves as two rival houses generally service different regions of Khorvaire, private investigators—known as inquisitives—and profited from with Phiarlan in the west and Thuranni in the east.

Like Phiarlan, the new House Thuranni is known for the arts, House Medani controls the Warning Guild, which not only but secretly it offers espionage, along with its specialty, discrete licenses non-house inquisitives and sentries, but also trains assassination services. House Thuranni operates the Shadow bodyguards to proactively anticipate and neutralize danger. Network, with a public face of entertainment, but behind the?

House Orien provides most courier services and land transport in Khorvaire, but lost its main interchange and thousands of miles of lightning rail during the Day of Mourning. House Orien maintains two guilds: the Couriers Guild, which delivers mail and packages across the face of Khorvaire, and the Transportation Guild, which is responsible for maintaining the trade roads, courier posts, and most importantly, operating the lightning rail. Its misunderstood. The extinct line of Vol once carried the Mark of message stations are ubiquitous, where an operator can use a Death, while House Tarkanan is the newest organization to speaking stone to send instantaneous messages to other message collect the aberrant marks under its control.

The Speakers Guild operates predictably through certain the speaking stone stations, as well as providing translators and bloodlines and granting positive barristers. However, another kind? Their powers are Tharashk bloodline, along with humans holding the same half- destructive, unpredictable, and orc ancestry.

This mark is tied to locating and tracking valuables hard to control, and their and people. House Tharashk, based in the Shadow Marches, bearers are universally feared and provides prospectors, bounty hunters, and inquisitives. It reviled. Long ago, during the War of the House Tharashk maintains the Finders Guild, which oversees Mark, those with aberrant marks prospectors in the wilds of Khorvaire, bounty hunters in tamed clashed with the dragonmarked lands, and inquisitives in the cities.

House Vadalis is A few decades ago, an aberrant- known for its exceptional magebred mounts and other exotic marked wetworks team was secretly formed by the Brelish animals, but also offers a wide range of practical services government.

However, House Vol was wiped out over two millennia ago, and today, nobody knows what capabilities this lost mark bestowed. While some assume it granted powers linked to death and decay, all other true dragonmarks are constructive in nature, making it unlikely the Mark of Death was destructive. Learn more: See Appendix A: Secrets. They cannot touch Eberron directly, but operate through their Inspired vessels, seeking to manipulate the world until all fall under their sway.

They believe that by controlling the dreams of mortals and the world itself, they can halt the turning of the age. The fragmented remnants of the Emerald Claw have vowed to restore the true glory of Karrnath. These fanatics serve the Lady Illmarrow, a mythical figure once regarded as a scary story to frighten children at night.

Their forces are bolstered by powerful necromancers, skilled bone knights with power over undeath, and legions of intelligent undead soldiers. Although the Order prays to the Blood of Vol, the vast majority of faithful Seekers disavow their behavior. His followers believe absolutely in his message of an apocalyptic future in which the warforged will destroy or enslave the creatures of flesh and bone that currently rule Khorvaire.

He is seen as a terrorist by some warforged, who have had their fill of war and seek only to live a quiet life, but others call him a messiah, feeling as if they were exploited by the people who used them like slaves then took away their ability to reproduce. Although the creation forges that created the warforged were ordered dismantled after the Treaty of Thronehold, rumors abound that the Lord of Blades has recovered a functioning one in the Mournland and seeks to learn how to operate it.

The immortal and endlessly patient rakshasas study the Draconic Prophecy with the intention of freeing their dark masters. They match wits and agents against the dragons of Argonnessen, both factions trying to bend the Prophecy to their own ends. The mighty city of Ashtakala in the Demon Wastes is the seat of their power, and powerful artifacts hide behind these obsidian walls. Here the prakhutu, chosen voices of the overlords, scheme and betray one another, each seeking to release their own master.

Magic allows for the rapid Karrnath. A small institute before the Last War, scholarly study copying and distribution of daily and weekly broadsheets. While of the necromantic arts blossomed under state sponsorship and these chronicles vary in integrity and veracity, the people of the tutelage of the Blood of Vol. Khorvaire rely on them to be their window to the wider world.

Poor scholarship and low This broadsheet carries both local gossip and national news. Its alumni, however, would? Learn more: SCOT chapter 1. An unproven conspiracy in the Kingdom of Galifar.

Positioned on the literal front lines of theory posits that they are all owned by the same person. Learn more: 5N chapter 4. The Twelve facilitates academic cooperation between Passage. The Voice of the Flame carries religious articles for houses, funding research and expeditions out of its headquarters followers of the Silver Flame.

Weekly recount exploits of brave adventurers. Meanwhile, the? Learn more: DMK Introduction. Located in the capital of Aundair, this school has been throughout the Five Nations. Higher education, however, is forced to expand admissions to include those not of generally a privilege available to the nobility and upper classes.

Learn more: ECG chapter 3. Many a powerful and prestigious wizard has graduated from these hallowed halls. Learn more: 5N chapter 1. While it fell short of the goal, this library in Zilargo is arguably the largest collection of knowledge in the world.

The gods of Eberron generally love. Rather, their existence is taken as a matter of faith. He is also invoked when a difficult from the power of their belief in what they worship.

Dark Six, or the Silver Flame. Boldrei is the goddess of community and the hearth, Legend holds that eons ago, thirteen great representing the simple bonds between people and working champions fought back the fiendish overlords toward the common good.

Today, they Dol Arrah is the goddess of honor and the sun, representing are worshiped as the Sovereign Host— martyrdom, righteousness, and just conflict. Worship of the Sovereign Host is the Olladra is the goddess of luck and plenty, representing the predominant faith in Khorvaire.

Its worship boons of civilization and the joys that it brings. Most followers—known as Vassals—worship industry. Clerics devoted to one Sovereign still revere all the Host, though they dedicate their life to practical service in a particular domain.

The Pure Flame sect of the Church but were cast out during the of the Silver Flame emerged as a radicalized sect focused more Schism for their evil acts. The Servants of the Pure Flame have a four, in conjunction with the following to this day, with a fanatical devotion to cleansing the Traveler and the Shadow, now world from evil, regardless of the cost.

Their intolerant views form the Dark Six. They are vastly different than the values of the traditionally accepting represent the darker aspects of and merciful Church of the Silver Flame. Servants are most civilization, the wild, and mortal common in western Aundair, along with a notable stronghold of nature. Many Vassals of the Host make prayers? Learn more: FOE chapter 3.

His whispers echo quietly in the the Six for pragmatic reasons or appreciate the balance they Flame, ensnaring the minds of the corrupt and gullible.

His represent in the natural order. He represents Flame, Melysse Miron, and she contested the claim of the the untamable power of nature and the glory of the predator. She could. Horrified at the implications and worried about the represents instinct, primal emotion, and the storm of rage. He is the collector of slain, the Church had her petrified and stored in the deepest souls, patron of selfish industry, and maker of bargains that vaults of Dreadhold. The Mockery is the god of betrayal and pain, of winning no matter the cost.

He represents the harsh realities of war and survival, the inevitable pain and bloodshed life always brings. He represents the that followed the will of the couatl, these feathered serpentfolk dangers and rewards of the pursuit of knowledge and self- worshiped the Silver Flame for many thousands of years before improvement, no matter the cost. They consider The Traveler does not incline toward evil, unlike the others of themselves sacred guards of couatl ruins scattered around the the Six, but is the god of chaos and change.

It believes that the world, and fiercely fight the forces of evil. The shulassakar do unexpected makes us stronger—but beware the gifts of the not concern themselves with the tenets of compassion and Traveler, for the unexpected comes with a cost. The Age of Demons ended when the couatls collectively sacrificed most of their race to create a? Most theologians agree that Kalok Bel Shalor threatened to break his bonds.

A Shash is in fact the same force as the Silver Flame, though the Thranish paladin, Tira Miron, sacrificed two faiths have many differences. A pillar of silver fire rose at the spot of her sacrifice, upon which the city of Flamekeep was founded. Today, templars of the Silver Flame defend the innocent against supernatural horrors, while its ministers and common faithful lead lives of compassion and goodness.

Across the face of Eberron, many cultures have developed their own sets of values and used to encompass a wide range of cults, and does not imply that beliefs. As to their validity, when no gods walk upon the world, any two such cults share a similar ideology. Some glorify aberrant from that faith. A charismatic cult leader may believe in powers and ally themselves with the daelkyr themselves so much that they draw power from that belief and and their creations, while others seek rewards that of their followers, performing miracles that a simple con from the fiendish overlords and their Lords of artist could never achieve.

However, scholars debate where this Dust. This section highlights the diversity of faith across the surface of Eberron. He appears in legends as a fierce scorrow, an Without concrete proof of the Sovereigns and the despair that enormous scorpion with the torso of a drow. Khorvairian comes from a century of war, some reject the premise of the theologists believe him to be an aspect of the Mockery.

There divine. To them, clerics are just arcane spellcasters with extra are three common aspects of Vulkoor that are worshiped among steps, and the Silver Flame is less a deity than a warlock patron. They believe that it was The Blood of Vol teaches that mortality is a curse, and that true his will that ended the reign of the giants, and will do almost divine power comes from within. The faithful, known as anything to avoid the same fate.

Seekers, believe that if other gods exist, they are cruel. Unlike the other tribes, his followers unearth and life in hopes of seizing the immortality the gods deny. Life is in the blood, and thus, once a person dies, their body is? Some Seekers become sentient undead, such as vampires; outsiders think this means the faith worships undeath, but this is a fundamental misunderstanding. Rather, any Seeker that chooses undeath does so as a martyr, sacrificing their own divinity to preserve their knowledge and protect their communities—and thus, enabling those who still live to continue their pursuit of the Divinity Within.

The fading Gatekeeper tradition is within the earth. Over the following millennia, Vvaraak's teachings spread across the? Well known for their positive relationship with fey creatures, the Greensingers believe in embracing the planes as extensions? This small sect believes that arcane magic corrupts, pointing to calamities such as the Mourning as evidence for how arcane?

The more moderate of the IREDAR Ashbound simply protest and choose to live far away from civilization, while extremists sabotage the lightning rail and An ancient and unique tradition, the iredar kobolds of the stage raids on areas with heavy use of arcane magic. This sect mountains worship Eberron directly, claiming that their magic harrows the Eastern Eldeen Reaches, with groves and meeting is their right as the first-born mortal children of the Progenitors.

From The Children of Winter believe that modern conveniences have disrupted the natural cycle of life and death, and fear that Xen'drik to the forests of the Eldeen Reaches, these warforged Eberron, source of mortal life, has a grand plan as yet unfulfilled; have formed a physical bond with the earth, growing plants if mortals stray too far from the path Eberron intended, she will upon their bodies as they try to become living extensions of the wipe the slate clean and start the world anew.

Due to their land itself. They claim that plants are as alive as they are, fervent belief in a coming apocalypse, members of this extremist complete with souls, and treat them with great reverence. Learn more: SOX chapter 5. These living constructs may be encased in metal, but beneath lies living wood, and they feel a deep kinship between themselves and nature.

This new and curious sect of druids call themselves the Followers of the Broken Path. In seeking to understand the world and their place in it, these warforged have developed a desire to heal the scars left by the Last War, particularly the open wound of the Mournland. While dragonmarked characters retain their dragonmark with the new body, they cannot pass it to their descendants. The Talenta 28—34 Gnome 7 Loxodon halflings believe these masks bond their spirits to those of their 35—38 Goblin 8 Minotaur mounts while hunting.

They believe the moons in the sky 78—79 Lizardfolk d3 Planetouched hold sway over their animalistic natures.

King's Forest of Breland their home. This small sect numbers in the mere hundreds, split into five bands who remain in constant motion. They claim to follow a whispering voice on the wind, at times clashing with forces of the kingdom, and other times helping them. Whether protecting travelers from ravenous beasts or clashing with the King's Rangers, the Shadows are as elusive and fickle as the wind.

This philosophical faith urges its the Undying Court. Noble elves deemed followers to fight the Dreaming Dark worthy to join the Court are effectively through a lifetime of meditation and mummified, then revived as deathless, spirituality, weakening the evil quori and drawing on the positive energy of Irian gradually turning the plane from one of and devotion of their ancestors rather darkness to light.

The Undying provide content to patiently meditate, and has begun to their lifetimes of wisdom and guidance to take action against the forces of the Dreaming the living, and are held in great reverence. These warriors—primarily Khorvairian? Upon adulthood, members of the Tairnadal are tribes worship the dragons of the mainland as powerful totemic chosen by a patron spirit, whom they are then responsible for figures, assigning different values and traits to each color.

As the newly freed warforged ponder their existence and the? They Those that worship the Becoming God believe that warforged practice a faith that disbelieves in the gods and bears superficial were granted souls by an unknown god of constructs.

In similarities to the Blood of Vol. However, the two faiths are very exchange for the gift of life, these Godforged consider it a sacred different, and Bloodsails follow a path of earning your eternal duty of many lifetimes to eventually create a body for their god existence as a Mabaran undead, which is anathema to the Blood to inhabit and walk the world.

If a Bloodsail cannot pay the blood price to become a? The Lord of Blades is rumored to possess a Sarlona is home to the ancient empire of Riedra, where the creation forge, but many dismiss this as a self-serving rumor Inspired rule with the guidance of otherworldly spirits known as started by the Lord of Blades themself.

The Path of Inspiration believes these spirits to be benevolent, while the dissident Path of Light disagrees. They devote themselves to introspection, emotion, rulers. Worthy and faithful souls are reincarnated in higher and insight, contemplating the place of warforged in the wider forms, moving upward from monster to human to changeling to world and the meaning of life itself.

Some Reforged even go so Inspired. Unworthy or unfaithful souls are cast down lower in far as to remove the metal plating of standard warforged the chain of spiritual purity. Learn more: FOE chapter 6.

Learn more: ROE chapter 7. The true cause of the alike. Meanwhile, the dead-gray mists of the Mournland Mourning is the most prominent of these, leaving room for a stopped their advancement exactly at the current borders of DM to explore.

The setting also holds deep secrets that canon Cyre, leaving nations like Darguun and Valenar both of which does give detail on; these mysteries are generally best left carved away pieces of Cyre during the Last War untouched by unspoiled by players, so they can experience the full joy of the mists.

This mysterious cataclysm that changed the face of exploration and grand discovery. The answer to this nominal research, and those sections are safe to provide to new question is the deepest mystery of Eberron, and is never players looking to explore the setting. In contrast, this appendix canonically answered. The Mournland intended for DM eyes only. Consider these ideas when effectively serves as the largest dungeon on the continent, ripe developing story hooks and metaplots for your campaign.

If you Mourning, a magical backlash either by accident or design. This overlord may yet be hiding within the Mournland, gathering their strength before walking Eberron freely once more. Planar Influence. Perhaps several planes overlapped with the region in a disastrous combination—the Mournland could be what results when Dolurrh, Mabar, and Shavarath touch.

The Daelkyr. The inscrutable artists of Xoriat could have set plans into motion during their invasion millennia ago, or these alien powers might have found a way to slip the bonds keeping them in Khyber and found a new experiment to enact on the creatures of Eberron. The Draconic Prophecy. Strands of the Prophecy could have been followed—or ignored—to bring about the Mourning. Wise students of the Prophecy may have caused the Mourning to prevent an even greater apocalyptic event, or perhaps their misinterpretation unleashed unexpected tragedy.

The Great Replacement. Cyre was not destroyed—it was stolen. Some dark power has replaced wondrous Cyre with a twisted duplicate, like a child swapped in the cradle. Who stole Cyre and why? Was it pulled into the mists of Ravenloft? Was it an attack on Cyre, or a dark deed done to protect it?

House Phiarlan. Though House Phiarlan was headquartered in Cyre, a curious number of its leaders were coincidentally out of the nation on perfectly legitimate business when the Mourning struck.

This could be a happy accident—or the Serpentine Table might know more than they reveal, and hold the power to recreate the Mourning should they choose.

House Cannith. The fact that the destruction of the Mournland exactly follows the borders of Cyre has left some wondering if the Mourning was a vast defensive project—intended to protect Cyre—gone horribly, tragically wrong. Many sages believe the events in this prophecy have clearly already come to pass. The prophecy speaks about the Last War and the Kingdom of Galifar itself, with "five children" obviously representing the five sibling-rulers that fought over the remains of Galifar when their father, King Jarot, died.

However, some are aware that one of these rulers, Kaius I, still walks the earth in secret. They argue the prophecy has nothing to do with Galifar, as Jarot's line has not been felled. Perhaps it speaks to both the past and the future—not of Galifar, but of Breland. The prophecy successfully predicted the death of five of King Boranel's children, but in the future, a sixth child will die and be interred in the capital city, Wroat. Or perhaps this fragment has nothing to do with anything in Khorvaire at all, and speaks to events in the distant future of another continent.

Meanwhile, the Lords of Dust want the entire prophecy to themselves to studying and mastering it. Does the symbol found on a rock that splits a river, or even the living party know who their patron is?

Do they know their task is related to the Prophecy? Is their patron trying to bring the dragonmarks of Khorvaire. Few mortals live long enough to Prophecy to pass, or to subvert it? The Dreaming Dark wields its attempting to use the Prophecy for their own ends.



0コメント

  • 1000 / 1000