D ESI GN
A R T D I REC T O R
KEITH BAKER, SCOTT FITZGERALD GRAY, GLENN MCDONALD, CHRIS SIMS
KATE IRWIN
D EV EL O PER
WAYNE REYNOLDS
ANDY COLLINS
I N T ERI O R A RT I ST S
KALMAN ANDRASOFSZKY, DAVID BIRCHAM, TOMM COKER, FRED HOOPER, RON LEMEN, HOWARD LYON, WARREN MAH Y, LUCIO PARRILLO, JI M PAVELEC, MARTINA PILCEROVA, STEVE PRESCOTT, ANNE STOKES, MARK TEDIN, FRANZ VOHWINKEL, JAMES ZHANG
ED I T O R
M. ALEXANDER JURKAT ED I T I N G M A N A G ER
K I M MOHAN D ESI GN M A N A G ER
CHRISTOPHER PERKINS
C ART O GRAPH ER
LEE MOYER
D EV EL O PM EN T M A N A G ER
JESSE DECKER D I REC T O R O F R PG
C O V ER I L L U ST RAT I O N
G RA PH I C D ESI GN ER
LISA HANSON
R& D
BILL SLAVICSEK
G RA PH I C PRO D U CT I O N SPEC I AL I ST
ERIN DORRIES
PRO D U CT I O N M A N A G ERS
JOSH FISCHER, RANDALL CREWS
I M AGE T ECH N I CI AN
SVEN BOLEN
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Based on the or i gi nal DUNGEONS & DRAGONSR r ul es cr eat ed by E. Gar y Gygax and Dave Ar n eson , and the new DUNGEONS & DRAGONS game desi gned by Jon at han T weet, Monte Cook, Ski p Wi l l i ams, Ri char d Baker , and Peter Adki son . T hi s pr oduct uses updat ed mat er i al f r om the v.3.5 r evi si on. T hi s WIZARDS OF THE COASTR game pr oduct cont ai ns no O pen Game Cont ent . No por ti on of t hi s wor k may be r epr oduced i n any f or m wi t hout wr i t t en per mi ssi on. To l ear n mor e about the O pen Gami n g L i cense and the d20 Syst em L i cense, pl ease vi si t www. wi zar ds. com/ d20 . DUNGEONS & DRAGONS, D & D , DUNGEON MASTER, d20. d20 System, WI ZARDS OF THE COAST, EBERRON, Player's Handbook, Dungeon Master's Guide. Monster Manual, Secrets of Sarlona, all other Wi zar ds of the Coast pr oduct names, and thei r r especti ve l ogos ar e t r ademar ks of Wi zar ds of the Coast in the U.S.A. and other countr i es. Al l Wi zar ds char acter s, char acter names, and the di sti ncti ve l i kenesses ther eof ar e pr oper ty of Wi zar ds of the Coast, I nc. T hi s mater i al is pr otected under the copyr i ght l aws of the Uni ted States of Amer i ca. Any r epr oducti on or unaut hor i zed use of the mater i al or ar twor k cont ai ned her ei n is pr ohi bi ted wi thout the expr ess wr i tten per mi ssi on of Wi zar ds of the Coast, I nc. T hi s pr oduct is a wor k of f i cti on. Any si mi l ar i ty to actual peopl e, or gani zati ons, pl aces, or events is pur el y coi nci dental . Pr i nted in the U. S. A. ©2007 Wi zar ds of the Coast, I nc.
620-95567720-001-EN
9 8 76 54 3 2 1
First Printing: February 2007 ISBN: 978-0-7869-4037-0
CONTENTS I ntr oducti on
7
Chapter 1: Wel come to Sar l ona 9 Acr oss the Seas 9 Means of Tr avel 10 Danger ous Water s 11 A Land Apar t 11 H i stor y 12 Wi ld Zones 16 The Dr eamspace 18 Adar 19 Land of Ear th- Sky 19 Getti ng Ther e 19 A Day in the Li fe 20 The Adar ans 20 Adar an Rel i gi on 22 Adar an Style 22 State of the Nati on 25 Notable Adar ans 26 Chanaakar , Speaker of the Wor d 26 Luunkashtai , Speaker ' s H and 27 Plots 27 K eeper s of the Wor d 27 Stor m Guar di ans 27 Endseeker s 28 Ant i K al asht ar Senti ment..........28 Encounter s 29 Mur ephan, Summi t Road Gui de 29 K el ki , Summi t Gui de 29 YuzdeepXeel , 29 Endseeker Master 29 The Summi t Road 30 Places of I nter est 33 Couatl and Dr agon Rui ns ... 33 Dvaar nava 33 Ghoza 34 H aztar atai n Monaster y 34 K asshta K eep 34 Mal shashar 36 Ruukosi 36 Shal quar 36 Tashal ator a 36 Uutkl eza 37 Xephanan 37 Zi ' ti l ' natek 37 Adventur e Si tes 37 Ahdr yat mi n 37 Spher es of K or r andar 38 Ri edr a 41 Land of Uni ty 41 Bor unan 41 Cor vagur a 41 Dor Mal eer 42 K hal esh 42 Nul akesh 43 Pyr i ne 43 Getti ng T her e 44 A Day in the Li fe 46 The Ri edr ans 47 Ri edr an Rel i gi on 50
Ri edr an Style 51 Rebel l i on in Par adi se 52 Nonhuman Ri edr ans 52 State of the Nati on 53 Notable Ri edr ans 59 Devoti on 59 I laan, Unchai ned Dr eamer ... 59 K eshr aa the Fallen 59 Lor d Sul atesh 60 Ruukr a, Hor ned Guar d 60 Plots 60 Anci ent Rel i gi ons 60 T he Br oken T hr one 60 Di ssensi on in the Ranks 61 T he Dr eam Mer chants 61 T he H anbal ani Al tas 62 Monoli th Featur es 62 T he Hei r s of Ohr K al uun ... 63 The Hor ned Shadow 64 T he Unchai ned 64 Encounter s 65 T he I nspi r ed 65 Du' ulor a Champi on 66 Tsucor a Dr eambl ade 66 Taskaan Shi fter 68 Masquer 68 Edgewal ker s 68 Places of I nter est 71 Bastion Cities 71 Dar Jin 72 Ri edr an For tr esses 76 Shatter ed Ci ti es 76 War Mazes of Ohr K aluun........76 Adventur e Si tes 77 Dar Myan 77 Mokush 79 Shanj ueed Jungl e 81 Syr kar n 83 Land of the Far Hor i zon 83 Getti ng Ther e 84 A Day in the Li fe 84 The Syr ks 86 Syr k Rel i gi on 87 Syr k Style 87 State of the Nati on 88 Notable Syr ks 90 Plots 90 The Eyes of Ri edr a 90 The Yuan- Ti 90 Encounter s 91 Adventur e Si te: Sar l onan Rui ns 92 T he T ashan a T undr a 94 Land of Many Water s 94 Getti ng Ther e 95 A Day in the Li fe 96 T he T ashanans 97 Tundr a Rel i gi on 99 T ashanan Style 99 State of the Nati on 100 Notable T ashanans 102 Naar - Esqa, Qi ku Sky Teller 102 Jade- Li n, Aki ak Resistance Leader ... 103
Plots 103 K al aak Rai der s 103 The Aki ak 104 Whi tetooth and Wi nter stead 105 Encounter s 105 Chok- Palla, Chuni i gi Chi ef 105 Cl ovi s For lai ne, Whi tetooth Fence 105 K uni gaal theDesecr ator ......... 105 Chapter 2: Sar l onan Char act er s Races Aventi Changel i ngs Chosen (Empty Vessel s) Dr omi tes Dwar ves and Duer gar El ans Eneko H al f - Gi ants H umans K al ashtar Maenads Ogr es and Ogr e Mages Shi fter s Skul ks Xephs Yuan- Ti Pl anar Races Al ter nati ve Cl ass Featur e: T he Psi oni c Assassi n New Feats Fist of Dal Quor H aztar atai n New Spel l s Spell Descr i pti ons New Power s Power Descr i pti ons Chapter 3: T r easur es of Sar l ona Speci al Mater i al s Weapons Emoti onal Ar mor Speci al Substances and I tems Magi c and Psi oni c I tems Magi cal Locati ons Chaos Pool Teeth of the T hr ee (Major Ar ti f act) Chapt er 4: Sar l onan Monst er s Essence Reaver Quor bound Cr eatur e Quor br ed Cr eatur e Quori Du'ulor a Quori H ashal aq Quori K al ar aq Quori
10 7 107 107 107 107 108 108 108 109 109 110 110 110 111 111 112 112 112 113 113 113 119 122 125 126 129 130 135 135 135 137 138 139 142 142 142 147 147 150 151 153 153 154 156
INTRODUCTION
O
n a wi ndswept slope of bl asted scr ee, a lone monk wat ches the movement of Ri edr an tr oops below. Wi th a thought, she aler ts her comr ades hi dden in the caves and tunnel s nearby. The force attacks wi th swi ftness and sur pr i se. As it has each day for a thousand year s, the si ege of Adar begi ns anew. . . . On the gol den steppes of Syr kar n, a gi ant skul l atop a makeshi ft cai r n mar ks a mi lestone on a danger ous road. It is sai d that the cul ts of K ar r ak the Fi nal Guar di an pass by her e in the dead of ni ght, l eavi ng cr ypti c messages car ved in the stones for those who follow them. On the southern Tundra, an Aki ak strike team wai ts out the deadly force of a reality storm. Ahead, the icy expanse of a Ri si an wi ld zone mar ks the Ri edr an frontier, and beyond that, the monolith that is the team's goal gleams in the fading li ght. By moonr i se, the dwar ves wi l l speak the names of ancestor s lost in the Ni ght of Razor Dr eams. By mor ni ng, fate wi l l i ng, thi s hanbalan of the I nspi r ed wi l l fall. . . . In the war mazes of Ohr K al uun, dar k magi c l i nger s from the ti me of the Sunder i ng. Ri edr an for ces spend thei r days sweepi ng the r ui ns of skul ks and watchi ng the sea lanes for any si gn of masts to the east. East li es K hor vai r e, and the lure of Sarlona's past pulls str ongly on those who hunger for power in that unci vi l i zed l and. . . .
USING THIS BOOK Secrets of Sarlona explores Khorvaire's mysterious neighbor across the seas—the continent from which the culture and history of humani ty are dr awn. Thi s book provides the first compre hensi ve look behi nd the wal l s of secrecy the I nspi r ed have erected around Ri edr a. It also detai ls the incredible r ange of Sar lonan lands and peoples outside I nspi red control. For char acter s who have connecti ons to Adar or Ri edr a, Secrets of Sarlona offers the oppor tuni ty to r etur n to thei r homel ands. K al ashtar and Ri edr an r efugees ar e scatter ed thr oughout K hor vai r e, many si mply wai ti ng for the oppor tuni ty to end thei r exi le and face the I nspi r ed. Shi fter s of K hor vai r e have only r ecentl y hear d tal es of thei r ki n in the T ashana Tundr a. Char acter s who have Sar l onan backgr ounds need never leave K hor vai r e in or der to take advantage of thi s book's contents. Such char acter s can benefi t not only from r ules mater i al , but also from enhanced under standi ng of the hi stor i cal and cultur al context of the land of thei r ancestor s. The hi stor y of humani ty begi ns in Sar lona, and as the I nspi r ed look to K hor vai r e, thi s land mi ght yet r eclai m its i mpor tance in the affai r s of all humans.
WHAT YOU NEED TO PLAY Secrets of Sarlona makes use of i nfor mati on in the Player's
Sar lona is a land of anci ent secr ets and pr esent dar kness. Four nati ons and a dozen races stand as the end result of fifteen hundr ed year s of confli ct, i ntr i gue, and r epr es sion. Despi te its hi stor y and its status as the bi r thplace of humans, Sar lona r emai ns myster i ous to K hor vai r i ans. T he r ebel l i ous dwar ves of the Tundr a' s Aki ak cl ans, the shi fter s of Tashana and the Savage Legi on, the ar canist Hei r s of Ohr K al uun, the scr uti ny of the T housand Eyes—all these and more underlie the complexi ti es of power that twi st acr oss Sar lona. Sti l l, to a K hor vai r i an, Sar lona means li ttle mor e than Ri edr a, home of the I nspi r ed. T he expl or er s who car ve thei r way thr ough Q' bar r a, Dr oaam, or Xen' dr i k speak al most r ever entl y of the magi cal r ui ns and lethal wi l der nesses they have encoun ter ed. The Mar uk Ghaash' kal a of the Demon Wastes and the Gatekeeper s of the Shadow Mar ches know of the anci ent ter r or s l ur ki ng beneath those l ands. In taver ns and ar ound campfi r es fr om Shar n to Stor mr each to the Ser en shor es, the bold loudly decl ai m her oi c deeds that mark some cor ner of K hor vai r e, Xen' dr i k, or Ar gonnessen as the most danger ous place on Eber r on. Only those who make the j our ney to Sar lona wi l l ever know how wr ong they ar e.
Handbook (PH), Dungeon Master's Guide (DMG), an d Monster (MM), as wel l as t he EBERRON Campaign Setting (ECS).
Manual
As befi ts a book cover i ng a conti nent so steeped in psi oni c tr adi ti ons, Secrets of Sarlona fr equentl y r efer ences Expanded Psionics Handbook (EPH). In addi ti on, mater i al from sever al suppl ements is ci ted, i ncl udi ng Arms and Equipment Guide, Complete Arcane, Complete Divine, Complete Psionic, Complete Warrior, Dungeon Master's Guide II (DMG2), Explorer's Handbook, Fiend Folio, Frostburn, Magic of Eberron, Miniatures Handbook, Monster Manual II (MM2), Monster Manual III (MM3), Monster Manual IV (MM4), Planar Handbook, Player's Guide to Eberron, Players Handbook II (PH2), Sandstorm, Spell Compendium, Stormwrack, an d Tome of Magic. T h ese suppl e
ments can enhance your enjoyment of Secrets of Sarlona, but in most cases, the details you need are provided in this book.
REFERENCES Game mechani cs menti oned in other books ar e often accompani ed by a title and page r efer ence. Wher e doi ng so would be cumber some, symbols are used i nstead. If a noted term or game mechanic is described in this book, a dagger (†) appears after the ter m. If a noted term appears in the EBERRON Campaign Setting, a superscript ECS is used. Subjects from the Expanded Psionics Handbook are mar ked wi th a superscript EPH.
CHAPTER ONE
W ELCOME TO SARLONA
T
he treasures of the lost age of Xen'drik are l egendar y. T he wonder s and danger s of K hor vai r e ar e i mmor tal i zed in stor y and song. The lore of the myster i ous dr agons has fixed Ar gonnessen in the mi nds of scholar s and sages for a thousand year s. A wor ld away from the rest of Eber r on, Sar lona r emai ns a land of myster y.
W H Y COME TO SARLONA? It is di ffi cult to r each thi s l and, and it offer s li ttle shel ter for adventur er s. Why take the r i sk? T hi s is a topic explor ed in more detai l in the descr i pti on of each r egi on, but her e ar e a few basi c poi nts. Power ful Patr ons: The dragons of the Chamber shun Sar lona, but they want to know what is tr anspi r i ng beyond its shor es. PCs who have ti es to the Chamber , the Undyi ng Cour t, or even the Lor ds of Dust could be sent to explor e myster i es r elated to the dr aconi c Pr ophecy. Agents of the Silver Flame or the Sovereign Host might arrive in K halesh or Pyrine to search for relics tied to the modern religions. An Aur um Concordian might send the PCs to negotiate wi th the Riedran smugglers known as the Dream Merchants. Whether it's a quest for gold or knowledge, the power ful of K hor vai r e have many r easons to cast an eye towar d Sar lona. Cul t ur al Exchan ge: Advent ur er s who have ti es to academi c or gani zati ons could be sent to expl or e the lands of Sar lona or to find another expedi ti on that has di sappear ed. T housands of myths concer n the moun tai ns of Adar , and the people of K hor vai r e ar e only j ust di scover i ng the Tashana Tundr a and Syr kar n. PCs who have str ong ti es to a gover nment could be asked to assi st an ambassador newly establ i shed in Dar Ji n. Ar e the I nspi r ed as fr i endly as they seem? Bat t l i n g the Dar kness: One of the pr i mar y r easons to come to Sar lona is to fight the Dr eami ng Dar k. Even PCs who have no i nter est in the dr eam war could be employed by the K i ng' s Dark Lanter ns or a si mi l ar agency to engage in i ntel l i gence oper ati ons agai nst the I nspi r ed. I nsi de Ri edr a, thi s ser vi ce r equi r es subtlety and i ntr i gue, si nce the I nspi r ed ar e bel oved. El sewher e in Sar lona, the PCs finally have the oppor tuni ty to engage the I nspi r ed and thei r evi l di r ectly. Whi l e the Dr eami ng Dar k is i ntegr al l y ti ed to Sar lona, it isn't the only force of evi l in thi s l and. T he Lor ds of Dust once r ul ed all of Eber r on, and devi ous r akshasas haunt Sar lona as wel l . T he Or der of the Emer al d Claw could take an i nter est in Sar lona's wi l d zones of Mabar . And the Hei r s of Ohr K al uun, the K al aak bar bar i ans,
and the Hor ned Shadow ar e potenti al thr eats ever y bit as deadly as the vi l l ai ns of K hor vai r e. Secr ets of the Mi nd: From the duer gar tr adi ti ons of the Aki ak dwar ves to the quor i techni ques of the kal ashtar and I nspi r ed, psi oni cs ar e str ong in Sar l ona. Adventur er s mi ght have no r ecour se but to tr avel to Sar lona to lear n cer tai n psi oni c ar ts. T he tr adi ti ons of the psychi c war r i or could have found thei r way to K hor vai r e, but per haps the di vi ne mi nd and other cl asses of Complete Psionic ar e sti ll hi dden in Sar l ona. Untapped O ppor t uni t i es: Ri edr a is li tter ed wi th anci ent r ui ns that have been shunned si nce the Sunder ing. The Ri edr ans have no use for gold and fear the magi c hi dden in these pl aces. Tr easur e, mysti c knowl edge, and mor e lie wai ti ng to be found. T he Sar l onan Campai gn: The nati ons of Sarlona offer many i nter esti ng possi bi li ti es for full- scale cam pai gns. When star ti ng a new campai gn, a DM should con sider the possi bi li ti es pr esented by the cultur es of Sar lona. For an unusual twi st, a campai gn could cast PCs as loyal ser vants of the I nspi r ed—agents of the Har moni ous Shi eld or Thousand Eyes who must uncover the deadly schemes of the Heirs of Ohr K aluun before hundr eds of i nnocents are ki lled. Or per haps the PCs would li ke to tr y thei r hands as agents of the Dr eami ng Dark, engagi ng in psychi c espi o nage and assassi nati on wi thi n Adar or K hor vai r e.
ACROSS THE SEAS Deal i ng wi th any of Sar lona's tr easur es or hazar ds ulti matel y means getti ng ther e in the first place. For those char acter s used to the conveni ence of an Or i en car avan or the i nevi tabi l i ty of the next shi p to Stor mr each, ar r angi ng tr anspor t to the l and of the I nspi r ed can be an adventur e in i tself. Tr aveler s seeki ng passage from K hor vai r e to Sar lona must deci de whi ch coast of K hor vai r e they want to depar t fr om. Sar lona is r oughl y equi di stant fr om K hor vai r e from the east or west, and the Sea of Rage and the Bar r en Sea ar e equal l y unfor gi vi ng. Onl y two Ri edr an por ts allow K hor vai r i an shi ps to l and, however , and the shor es of Adar ar e all but i mpassabl e. Fr om Shar n and wester n K hor vai r e, the i sl ands of Ohr K al uun ar e a common desti nati on. The Dr eam Mer chant smuggl er s have outposts ther e. From easter n K hor vai r e, tr avel er s to Sar l ona find themsel ves bound for Syr kar n, wi th such voyages l eavi ng not from centr al K hor vai r e but the Lhazaar Pr i nci pal i ti es. Lhazaar pi r ates have been pl yi ng the Sea of Rage
si nce the end of the Last War , avoi di ng the Ri edr an outposts on the Aventus I sl ands wi th pr acti ced ski l l . The r el ati vel y r ecent establ i shment of for mal tr ade between Ri edr a and K hor vai r e has i ncr eased the demand for Sar l onan goods in the Fi ve Nati ons, and though it now faces competi ti on, the tr ade of Lhazaar smuggl er s shows no si gns of sl owi ng down.
MEANS OF TRAVEL A sea voyage is the typi cal method of r eachi ng Sar lona fr om K hor vai r e, but the smal l number of shi ps maki ng the j our ney (at least compar ed to the constant str eam of mer chant tr affi c fr om K hor vai r e to Xen' dr i k) gr eatl y r educes a par ty' s opti ons. Tr avel by Sea: Shi ps set out for Ar dhmen in souther n Syr kar n from many of the Lhazaar i sl ands, but Regalpor t and Port Ver ge are the pr i mar y poi nts of depar tur e. Shi ps from those por ts al so r un to the Ri edr an center of Dar Ul atesh on the Rhi avhaar coast, but only vessel s autho r i zed by the I nspi r ed ar e per mi tted to l and ther e. Mundane and soar wood sai l i ng shi ps leave fr om sever al por ts, but Pr i nce K olber kon' s r el ati onshi p wi th House Lyr andar makes Port Ver ge the only place wher e one can get passage on a wi nd gal l eon or a Lyr andar sai l i ng shi p. T hough Lyr andar often oper ates its Sar l ona car go r uns at a loss in or der to establ i sh i tsel f in the pr i nci pal i ti es, its pr i ces for passage r emai n steep. The di stance between K hor vai r e' s west coast and Sar lona is sl i ghtl y shor ter than the j our ney from the pr i nci pal i ti es, but uni nvi ti ng Ri edr a occupi es most of Sarlona's easter n shor e. Shi ps commonl y land at the por t ci ty of Dar Ji n in Cor vagur a, but li ke Dar Ul atesh in the west, Dar Ji n accepts no unauthor i zed vessel s. Onl y in recent decades have the I nspi r ed begun to al l ow shi ps that have val i d busi ness (most commonl y mer chant ves sels and ambassador s) to dock at Dar Ul atesh and Dar Ji n. It is someti mes possi ble to get wor ki ng passage on a Ri edr an mer chant vessel , but in all cases non- Ri edr ans in both these por ts are confi ned to the for ei gn quar ter by the I ron Gate, Ri edr a's for ei gn ser vi ce. Other than in Dar Ji n and Dar Ul atesh, a str i ct Ri e dr an quar anti ne agai nst outsi der s r emai ns in effect. For westbound shi ps seeki ng cl andesti ne entr y i nto Ri edr a, the i sl ands of Ohr K al uun ar e a common por t of cal l . Shi ps occasi onal l y cr oss the Bar r en Sea from Zar ash' ak in the Shadow Mar ches, bound for one of the smal l por ts on the easter n coast of the Tashana Tundr a. T hi s j our ney' s tr avel ti me and cost ar e the same as a tr i p from the Lhazaar isles to Ar dhmen, but mundane sai l i ng shi ps are usual l y the only passage avai l abl e. Passage on a car go shi p means a hammock for those who ar e lucky, the deck for those who ar en't. Al though PCs aren't expected to pi tch in wi th ever yday shi pboar d duti es, they ar e expected to help dur i ng emer genci es or attacks fr om (other) pi r ates. Gi ven the low level of tr ade and tr affi c, char acter s often have to tr ust to luck when seeki ng passage to Sar lona. Sti l l , from ei ther the Lhazaar Pr i nci pal i ti es or Shar n, a wai t of mor e than a week (two weeks in wi nter ) for a shi p to set sai l for Ar dhmen, Dar Ul atesh, or Dar Ji n is r ar e. Booki ng smuggler ' s passage fr om Shar n to Ohr K al uun is a mor e hi t- and- mi ss affai r . Tr avel by Ai r : House Lyr andar ai r shi ps make no r uns to Sar lona, and few pr i vateer s are mad enough to risk thei r
G E T T I N G T O SA R L O N A
Regal por t to Ar dhmen T r anspor t 1 Ai r shi p Sai li ng ship Sai li ng shi p, Lyr andar Sai li ng shi p, soarwood Wi nd galleon
Appr oxi mate Tr avel T i me 15 days 150 days 50 days 75 days 15 days
Aver age Cost 2 7,500 gp 225 gp 3,750 gp 375 gp 2,250 gp
Appr oxi mate Tr avel T i me 9 days 90 days 30 days 45 days 9 days
Aver age Cost 2 4,500 gp 150 gp 2,500 gp 225 gp 1,350 gp
Appr oxi mate Tr avel Ti me 6 days 60 days 20 days 30 days 6 days
Aver age Cost 2 3,000 gp 100 gp 1,700 gp 150 gp 900 gp
Appr oxi mate Tr avel Ti me 9 days 90 days 30 days 45 days 9 days
Aver age Cost 2 4,500 gp 150 gp 2,500 gp 225 gp 1,350 gp
Regal por t to Dar Ul atesh 3 Tr anspor t 1 Ai r shi p Sai li ng ship Sai li ng shi p, Lyr andar Sai li ng shi p, soarwood Wi nd galleon Regal por t to Whi tetooth T r anspor t 1 Ai r shi p Sai li ng ship Sai li ng shi p, Lyr andar Sai li ng shi p, soar wood Wi nd galleon Shar n to Ohr K al uun Tr anspor t 1 Ai r shi p Sai li ng ship Sai li ng shi p, Lyr andar Sai li ng shi p, soarwood Wind galleon Shar n to Dar Ji n 3 Appr oxi mate Aver age Cost 2 T r anspor t 1 Tr avel T i me Ai r shi p 6 days 3,000 gp 60 days 100 gp Sai li ng ship Sai li ng shi p, Lyr andar 20 days 1,700 gp 30 days 150 gp Sai li ng shi p, soar wood Wind galleon 6 days 900 gp 1 As available. From the Lhazaar Principalities, airships must be privately chartered or owned by the PCs. From Sharn, all transport except sai li ng ships must be privately chartered or owned by the PCs. 2 Costs for passage on Sarlonan runs are seldom fixed. PCs can often haggle or exchange services for lower fares, or might pay more depending on circumstances. 3 Authorized vessels only. shi ps on a cr ossi ng of ei ther sea. Char acter s who own or command an ai r shi p are free to put speed ahead of caution, or to hi r e themsel ves out to other expl or er s. T el epor tati on: House Orien's desi r e to cur r y favor wi th the I nspi r ed- br oker ed tr ade between K hor vai r e and Sar lona means that the house offi ci ally conducts no passage between these two l ands. Unoffi ci ally, the excr u ci ati ng length of the sea voyage means that hei r of Si ber ys Or i en oper ati ves do i nter mi ttent yet lucr ati ve busi ness
taki ng eli te expl or er s and academi cs fr om Passage or Shar n to Sar lona usi ng greater teleport at a stagger i ng cost of 30,000 gp per one- way tr i p. A maxi mum of five Medi um or smal l er cr eatur es can be tr anspor ted in thi s manner , along wi th whatever equi pment they can car r y. PCs have a 10% chance of fi ndi ng an Or i en hei r wi l l ing to under take a telepor tati on to Sar lona from Passage (5% in Shar n) on any gi ven day. For PCs wi thout a clear desti nati on, Ar dhmen is the default ar r i val poi nt. Few (if any) Or i en oper ati ves telepor t i nto Ri edr a itself, and in almost all cases, an hei r doesn't stay in Sar lona more than the day r equi r ed to r egai n the use of hi s greater teleport ability. A par ty r equi r i ng a r etur n tr i p must ar r ange a r endezvous. Al l tr i ps must be pai d for in advance. Pl an ar Tr avel : Mani fest zones and smaller wi l d zones of unstabl e pl anar acti vi ty spr ead acr oss Sar lona as they do nowher e else on Eber r on. The shi fter s and dr ui ds of the Eldeen Reaches have l ong spoken of str angely unstable pl anar acti vi ty wi thi n thei r land and of hapless wander er s seemi ngl y snatched from mani fest zones of T hel ani s or Lamanni a to some other place, never to be seen agai n. Perhaps one of these pl anar gateways leads to a wi l d zone or wi l d r eser ve in Sar lona. T hi s is a hi ghl y unpr edi ctabl e means of tr avel, and those who use such pl anar br eaches must often find another way to r etur n home.
DANGEROUS WATERS The Sea of Rage and the Bar r en Sea are har sh expanses of endl ess water , r agi ng stor ms, and l ethal hazar ds. Seas of Eber r on (Player's Guide to Eberron 132) has mor e i nfor mati on on the Sea of Rage, the Bar r en Sea, and the other seas of Eber r on. Stormwrack offer s a weal th of r ul es for mar i ne hazar ds and adventur i ng.
A LAND APART The cr adle of humani ty, Sar l ona is a land whose hi stor y and pr esent ar e steeped in confli ct. Ar ound the bonfi r es of the nomadi c Syr ks, lost l egends of sor cer er - ki ngs and devastati ng magewar s ar e passed from one gener ati on to the next. Myths of the yuan- ti and the Age of Fi ends ar e whi sper ed among the K eeper s of the Wor d and the Hei r s of Ohr K al uun al i ke. H omel and of the I nspi r ed and a hal f- dozen i nde pendent cul tur es, Sar l ona is a land wher e majesti c ci ti es r i se al ongsi de empty deser t wastes; wher e massi ve pl anar br eaches ar e hi dden behi nd wal l s of stone and thought. Sarlona is yuan- ti and couatl r ui ns standi ng in the empty steppes. Sar lona is the bi r thplace of humani ty and of the wor shi p of the Sover ei gn Host. Sarlona is home to a nation of ogr e mages and to the Stor m Guar di ans—l egendar y dr aconi c senti nel s. Al l these tr uths ar e unknown except to the few K hor vai r i an expl or er s who have j our neyed to the myste r i ous conti nent. Accor di ngl y, the DCs in Lor e and What Do You K now? secti ons ar e appli cable only to Sar l onans. Those from K hor vai r e add 5 to all such DCs.
LA ND S A ND ENV I RO NMENT Sar lona is sl i ghtl y l ar ger than K hor vai r e, and its geogr a phy cover s a wi de r ange. T he open steppes and savannah of the Tundr a and Syr kar n gi ve way to mountai ns al ong the Ri edr an fr onti er of both l ands. To the south, the peaks of Adar thr ust up li ke spi kes fr om the Sea of Lost
Soul s. Mi dconti nent, the gr eat deser t of Andnemun str addl es the bor der of Syr kar n and Bor unan. T he huge i nl and seas of K el nel uun and Rhi al uun ar e the center pi eces of life in Ri edr a' s nor ther n pr ovi nces, whi l e dense forest spr eads al ong the easter n coast. Much of Sar lona is agr ar i an, from the thousands of si mi l ar f ar mi ng vi l l ages of Ri edr a to the open gr assl ands of the Tundr a and Syr kar n. In its own way, Adar has an agr ar i an soci ety to r i val Syr kar n' s, but the Syr ks enjoy bounty that the har dscr abbl e folk of Adar can only envy. Cl i ngi ng to the r i dges and val l eys of the near ly i mpass able mountai ns, Adar is less a si ngle r egi on than count less bands of cl i mate and geogr aphy r i si ng from val l ey floor to hi gh peak. Weather in Sar lona woul d l i kel y be har sh enough, but uncontr ol l ed pl anar magi c al so r i ps acr oss thi s l and, often wi th deadly effect. Pl anar br eaches and mani fest zones ar e common acr oss the conti nent. The wor st of these wi l d zones ar e sealed off by edi ct of the I nspi r ed, who have cr eated an enti r e br anch of the Ri edr an mi l i tar y—the Edgewal ker s—t o contai n such di stur bances. Even outsi de these per manent wi l d zones, smal l er br eaches flare and fade at r andom, chur ni ng the land to chaos or l eavi ng fr eaki sh weather in thei r wake. In the Tundr a, the aukuraks (r eali ty stor ms) cut acr oss the pl ai ns, and those who tr avel ther e lear n to avoi d them.
FAITH AND INSPIRATION T he Path of I nspi r ati on is the pr escr i bed fai th of the Ri edr an people, and the I nspi r ed for m the pi nnacl e of that fai th' s mor tal hi er ar chy. However , in contr ast to the hal f- whi sper ed r umor s that ci r cul ate ar ound Ri edr an outposts in K hor vai r e, the I nspi r ed ar e only the emi s sar i es of thi s fai th, not its focus. I nstead, the lor ds of Ri edr a ar e seen as vessel s of the gr eat spi r i ts, known as il- altas in the Quori tongue. These ar e mor tal s ascended to a hi gher state of bei ng—a state to whi ch all who follow the Path of I nspi r ati on aspi r e. To K hor vai r i an wor shi per s of the Sover ei gn Host, the Path of I nspi r ati on and its ti ght contr ol of soci al or der mi ght bear mor e than a passi ng r esembl ance to the Chur ch of the Si lver Fl ame, though follower s of that latter r eli gi on find li ttle cause for compar i son. For fol lower s of the Path of I nspi r ati on, the Si lver Fl ame and the Sover ei gn Host ar e near ly the same. Ri edr ans bel i eve the fai ths of other cul tur es all wor shi p dar k spi r i ts, or altavars—fiends that cor r upt all about them for the sake of power , be it mater i al , ar cane, or di vi ne. T he massi ve monol i ths (hanbalani altas, or " sanctuar ies for the soul " ) that dot the Sar l onan l andscape ar e the most over t symbol s of the Path of I nspi r ati on. To the Ri edr ans who bui l d the monol i ths, they ar e tempor ar y r esti ng places for the souls of the dead—tombs that pr e par e the dead for movement i nto the next li fe. Those who know the I nspi r ed under stand a much dar ker tr uth. The Path of Li ght in Adar is f ami l i ar to any folk of K hor vai r e who have spent ti me in the company of the kal ashtar . However , Adar tr adi ti ons pr edati ng the ar r i val of the kal ashtar i ncor por ate wor shi p of what appear to be aspects of Bal i nor and Ar awai of the Sover ei gn Host. Li ke all featur es of human cul tur e on K hor vai r e, the Sover ei gn Host was car r i ed over fr om Sar l ona, and its l egacy can be found among the Syr ks and in the Ri edr an pr ovi nce of Pyr i ne wher e it was bor n.
PEOPLE AND CULTURE Li ke K hor vai r e, Sar lona is a mosai c of r aces and cul tur es. Even after twel ve centur i es of I nspi r ed r ule (and the thr ee hundr ed year s of confli ct that pr eceded i t), Ri edr a is far fr om a uni fi ed soci ety. Sti l l , under the pr ecepts of the Path of I nspi r ati on, the r aces of Sar lona are each seen to occupy a speci fi c ni che. At the top of the soci al or der ar e the I nspi r ed—bei ngs bl essed by gr ace and as close to enl i ghtenment as mor tal s can be. Beneath them ar e the Chosen, wi th Ri edr an humans bel ow them. T he Path of I nspi r ati on mar ks all nonhuman r aces by thei r degr ee of spi r i tual evoluti on, and Ri edr ans accept thi s. T hus, ogr es and shi fter s ar e subhuman, whi l e changel i ngs ar e acknowl edged as super i or and si ngul ar l y bl essed. H uman soci ety on Sar l ona is as wi del y var i ed as on K hor vai r e, but war and r ebel l i on defi ne thr ee major human gr oups acr oss the br eadth of the conti nent. Ri e dr an humans make up the major i ty of that nati on, and even establ i shed pr ovi nci al cul tur es cannot over come the monol i thi c natur e of I nspi r ed r ul e. The humans of Adar have stood al ongsi de the kal ashtar agai nst Ri edr an si ege for a thousand year s, and thi s str uggl e now defi nes thei r ver y essence. T hough Syr kar n' s human popul ati on is l ar gel y descended fr om Ri edr an r efugees, and though new r efugees expand that popul ati on each year , no open confl i ct exi sts between Ri edr a and that l and. Many Syr ks suppor t the Adar an cause, some mor e openl y than other s. However , some Adar ans have come to r esent the way in whi ch the Syr ks have accepted—some mi ght say acqui esced to—I nspi r ed r ule acr oss thei r bor der s.
L A NGU A GE Sar l onans do not speak Common unl ess thei r tr ade i nvolves for ei gner s, and even then they do so wi th r eluc tance. Centur i es of I nspi r ed uni ty and domi nati on have made Rei dr an the common par l ance, even for those who oppose the power s that be. Substi tute Ri edr an for Common in the l anguages of all i ntel l i gent i nhabi tants of Sar lona, and el i mi nate l anguages for r aces that aren't nati ve to the conti nent. Add Common to the li st of avai l able bonus l anguages. For exampl e, an Aki ak duer gar automati cal l y speaks Ri edr an, Dwar ven, and Under common; he can choose Common, Dr aconi c, Gi ant, or Ter r an as bonus l anguages. You mi ght add l anguages such as Xeph and Maenad to the li st of bonus l anguages, r epl aci ng the el i mi nated Gobl i n and Orc l anguages. The Quori l anguage is consi der ed to be the l anguage of the il- altas and the I nspi r ed. Al l Chosen (empty vessels) ar e taught the l anguage and gener al l y conduct i mpor tant busi ness in Quor i , but few other s l ear n the l anguage. If a Ri edr an does not need to know how to r ead to per for m hi s j ob, he is l i kel y to be i l l i ter ate. However , thi s r ule only appli es to NPCs. A PC Ri edr an mi ght have pi cked up the ski ll on her own or been chosen for speci al tr ai ni ng. Adar ans ar e gener al l y li ter ate; Syr ks and the peoples of the Tundr a ar e not.
CALENDARS The most i mpor tant date in Sar l onan hi stor y, at least accor di ng to the I nspi r ed, is the Uni fi cati on of Ri edr a. Al l befor e that was dar kness, war , and ar cane depr avi ty; all after , peace and muni fi cent gui dance. Al though the I nspi r ed began thei r conquest of Sar lona 1,500 year s ago, they did not openl y decl ar e thei r r ule for another
200 year s. Al though mor e anti ci pati on that r eal i ty at the ti me, the I nspi r ed set the fi rst year of the Uni fi cati on of Ri edr a as 1 Uni ty, a date 1,300 year s ago (—302 YK ) . I nspi r ed and hi gh- r anki ng Chosen are the lor ekeep ers of Ri edr a, but these r ecor ds and the dates used in them are not wi dely di ssemi nated. Dates are unnecessar y among common Ri edr ans, and thei r use is di scour aged. The majority of Sar lonans need not concer n themsel ves wi th hi stor y—they are satisfied to know that the I nspi r ed ar r i ved someti me in the di stant past, br ought blessi ng and peace wi th them, and si nce that ti me, dates are uni mpor tant. Adar an monks, of cour se, beli eve di ffer ently. In ages past, each monaster y devi sed its own dati ng conventi ons ar ound events i mpor tant to that sect. Si nce the comi ng of the kal ashtar , however , the Speaker of the Wor d has encour aged a common cal endar , whi ch has slowly spr ead to all par ts of Adar . H onor i ng the leader of the quor i r ebel s, 1Age of Tar atai (1 AT ) was establ i shed 1800 year s ago (- 802 YK ) . T he Syr ks ei ther fol l ow the Ri edr an custom of not usi ng dates, or they secr etl y keep r ecor ds usi ng the Adar an cal endar . T he dwar ves of the Tundr a mai ntai n thei r own anci ent dati ng system, whi l e the few shi fter s who count year s in that land do so accor di ng to a hodge podge of cl anni sh or al tr adi ti ons.
HISTORY T he hi stor y of Sar lona is a patchwor k of l egends and tr uth, wi th as many pi eces mi ssi ng as are pr esent. Year s of war saw a gr eat deal of Sar lonan lore lost for all ti me—hi s tor i es of the conquer ed er ased by the conquer or s, who wer e themsel ves conquer ed i n ti me. In the end, however , near ly fi fteen hundr ed year s of I nspi r ed r ule in Ri edr a have r eshaped Sar lona's sense of i tself. For Ri edr ans of today, the past is not a poi nt of pr i de but a war ni ng, and one does not seek the dar kness that pr eceded the li ght of Sar lona's moder n age.
THE ANCIENT PAST The anci ent pr ehi stor y of Sar lona r emai ns as much an unknown as it does in any par t of Eber r on. T he Age of Fi ends, the gi ant expl or er s of Xen' dr i k sai d to have vi si ted thi s l and, the i nter est of the dr agons of Ar gonnessen in Sar lona and thei r r el ati onshi p to the Stor m Lor ds—ever y pi ece of cr i ti cal r esear ch has a dozen leg ends that contr adi ct it, and ever y legend i nvesti gated uncover s a dozen mor e. Sarlona does have one uni que clai m to the hi stor y of thi s lost age. It is thought to be the bi r thplace of the couatl. Cer tai nly, thi s conti nent was a stronghold for that race dur i ng the Age of Fi ends; couatl and shul assakar (feath ered yuan- ti ) r ui ns can sti ll be found here today. Such str uctur es are common in the pr ovi nce of K hal esh, but the I nspi red go out of thei r way to prevent thei r explorati on. In Syr kar n, the r ui ns wer e taken over by the feathered yuan- ti on a gr and scale, and it r emai ns uncer tai n how much of the or i gi nal race's lore and hi stor y mi ght have been corrupted or r ewr i tten before the yuan- ti wer e put down. Schol ar s si fti ng the l egends of the Age of Fi ends beli eve that thr ee r akshasa rajahs ar e bound in Sar l ona— one wi thi n the hear t of K or r andar in Adar , one beneath the yuan- ti r ui ns of Syr kar n, and a thi r d in the K r er tok Peni nsul a of the Tundr a.
Of the nonhuman r aces, four appear to have an extended history: the kalashtar, the shifters, and the Dorann dwarves of the present day, and the yuan- ti of the Twelve K i ngdoms age. The Dorann dwar ves in turn gave rise to a progressive coalition of dwar f and duergar, the Aki ak, who split from their ki n to mi grate south across the Tundra.
MYSTERIES Pr ecar i ously balanced among the planes, Sarlona has many wi ld zones and r eali ty stor ms. These phenomena pr oduce cr eatur es and effects unseen elsewher e in the wor ld. A few vei ns of K hyber shar ds exi st on the conti nent, l ar gel y in the hands of the dr omi tes. Defyi ng any logi c, however , Eber r on dr agonshar ds si mply do not form on Sar lona. Si mi l ar l y, Si ber ys shar ds aren't found in equa tor i al Sar lona at all . Ti ed to thi s phenomenon is the utter absence of dr agonmar ks. Sar l ona was the bi r thpl ace of human ity, and today humans make up the vast majori ty of the dr agonmar ked populati on, but no dr agonmar ks have ever appear ed on the people of Sar lona. Ear ly si gns i ndi cate that the chi l dr en of dr agonmar ked par ents don't develop dr agonmar ks if they are concei ved in Sar lona. The Twelve has no expl anati on for thi s phenomenon, but many beli eve that it is one of the keys to the ul ti mate myster y of the dr agonmar ks and thei r pur pose in the wor ld. The lack of dr agonmar ks mi r r or s Sarlona's absence from the draconi c Prophecy. The few human scholar s and cataclysm mages (Explorer's Handbook 58) who have been able to di scuss the Prophecy wi th the scaled lords of Ar gonnessen have found the dr agons to be utterly unwi l l i ng to speak of Sarlona. Some beli eve that thi s is because the dr agons know of an i nescapable catastr ophe desti ned to or i gi nate from the conti nent. But others have a more di stur bi ng theory. They clai m that the dr agons don't speak of Sarlona because the continent and the events that tr anspi r e ther e are completely invisible to the Prophecy, and thi s terrifies the dr agons. Whatever the cause, the dr agons clearly shun thi s land. Beyond the fabled Storm Guar di ans of Adar , the only dr agons encounter ed in Sarlona are r ogues. The Chamber has its agents in the land of the I nspi r ed, but somethi ng—whether it is fear of the I nspi red or fear of the Pr ophecy—keeps the dr agons from comi ng to Sarlona.
HUMAN HISTORY Of Sar l ona' s ear l y human hi stor y, al most not hi ng is concl usi vel y known. Sever al l egendar y human ki ng doms and empi r es ar e sai d to have r i sen and fallen her e, but onl y two of those—Aventus and Uor aal a—have any schol ar l y acceptance. Aventus is the common name for a land thought to be called "Aventuu'si ana," though debate ensues as to whether thi s name r efer s to the nati on or its l egendar y sor cer er ki ngs. Aventus is known today pr i mar i l y thr ough an aquati c race of the Sea of Rage called the aventi . Thought to be the descendants of Aventus, aventi have an oral history that tells the story of a ki ngdom brought down by unnatur al devastati on, then swallowed by the sea. The Aventus I slands now car r y the name of the ki ngdom that r epor tedly once stood ther e. Those isles belonged to K hunan prior to that land's destr ucti on and r ebi r th as Syr kar n; now, they are counted as par t of the Ri edr an pr ovi nce of Rhi avhaar . The Empi r e of Uor aala pr esents a tale at odds wi th much of Sarlona's endless hi stor y of i ncr easi ngly advanced
ki ngdoms r azi ng each other and thei r nei ghbor s. A r ace of bar bar i an nomads havi ng no capi tal city and no fixed bor der s, the Uor aal a ar e nonethel ess thought to have for ged an al l i ance of nor ther n ci ty- states that in ti me came to domi nate Sar lona down to the Andnemun Deser t. The Uor aal a wer e mer cenar y tr i bes of the steppes, thei r ar cher s and caval r y in hi gh demand among the nor ther n ci ty- states ar ound what is now Rhi al uun. But when those power s' i nsati able demand for tr oops to thr ow agai nst each other 's wal l s ul ti matel y r esul ted in each havi ng mor e Uor aal a mer cenar i es in thei r r anks than nati ve soldi er s, the war chi ef Uor (possi bly so named after the fact) called on hi s people to tur n agai nst thei r lor ds. In a br utal l y shor t campai gn, a si mul taneous thr ee- par t mi l i tar y coup saw the cr eati on of the new ki ngdom that bor e its founder s' name. The Empi r e of Uor aala is sai d to have stood for nearly four hundr ed year s before di ssolvi ng in vi olent poli ti cal i nfi ghti ng. Of all the human hi stor y of Sar l ona, one cr i ti cal pi ece is known not because the Sar l onans kept a r ecor d of it, but because of its l asti ng r eper cussi ons beyond that land. Some thr ee thousand year s befor e the pr esent age, a floti lla of shi ps left the land even then called Rhi avhaar , bound west acr oss the Sea of Rage. T he leader of thi s exodus was an expl or er named Lhazaar . T hough many K hor vai r i an humans ar e unawar e that Lhazaar ' s expedi ti on was the begi nni ng of human soci ety on K hor vai r e, all know her name. Recently, a contr over si al theor y has been gai ni ng favor in academi c ci r cl es, seeki ng to expl ai n why the tale of Lhazaar ' s expedi ti on has al ways been an obscur e par t of K hor vai r i an hi stor y. El l i as Onsten, a l i ttl e- known K or r anber g Li br ar y r esear cher whose r eputati on faded even fur ther after hi s death in 980 YK , was r esponsi ble for a r evi si oni st look at Lhazaar ' s expedi ti on. Even pri or to the end of the Last War , Onsten had studi ed the fr agmentar y hi stor i es of the sor cer er - ki ngs of anci ent Sar lona. To hi m, it had always seemed odd that the first waves of humans to reach K hor vai r e had brought pr e ci ous li ttle in the way of magi cal knowl edge wi th them. Onsten obser ved that mi gr ant popul ati ons typi cal l y hold to thei r for mer cul tur es at any cost—bui l di ng new cul tur e on a r i gi d foundati on of the customs and tr adi ti ons of thei r ancestor s. However , al most fr om the first, the ear ly humans of K hor vai r e seemed i ntent on tur ni ng thei r back on the tr adi ti ons and hi stor y of thei r for mer homel and. T hi s led Onsten to conjectur e that the first humans to settle K hor vai r e mi ght wel l have been a popu lati on that Sar l ona did not want. Today, those K hor vai r i ans who know Lhazaar ' s stor y thi nk of themsel ves as the descendants of br ave expl or er s and seeker s after glor y. Onsten' s less attr acti ve noti on is that the descendants of untouchabl es, cr i mi nal s, deser t er s, and sl aves i nstead people K hor vai r e. The noti on of slave cul tur e was of par ti cul ar i nter est to the scholar (and of par ti cul ar abhor r ence to hi s cr i ti cs), suggesti ng as it did a r eason why the ear ly K hor vai r i ans wer e so qui ck to ensl ave the gobl i ns of fallen Dhakaan. In Onsten's vi ew, the str ong contr ol l i ng the weak was the only wor ld these human i mmi gr ants knew. Onsten's hypothesi s has recently gai ned ground among schol ar s. To them, a cul tur e bui lt enti r el y by people who have avested i nterest in for getti ng who they had once been mi ght look ver y much l i ke K hor vai r e' s—peopl e tur ni ng
thei r backs on the tr adi ti ons that glor i fi ed those who had oppr essed them. Many of the l ear ned in K hor vai r e sympathi ze wi th the i dea of a people who tur ned away from the sor cer ous tr adi ti ons of thei r lor ds because those tr adi ti ons ul ti matel y tur ned thei r l ands to ash. Whatever the or i gi ns of Lhazaar ' s expedi ti on, the second wave of human mi gr ants to hi t K hor vai r e sai led west under better - known ci r cumstances. Refugees flee i ng the r i si ng power of Ri edr a pushed east i nto the forests of Nul akesh, then beyond. T hese humans l anded on K hor vai r e' s wester n shor es, spr eadi ng i nto the Shadow Mar ches wher e they r emai n today.
TWELVE KINGDOMS By the ti me Sarlona's hi stor y was fi nally codi fi ed, the con ti nent's dozens of ci ty- states had become a land of twelve ki ngdoms, r emai ni ng so thr ough long year s of confli ct. Ri edr an pr ovi nces now bear the names of ei ght of those ki ngdoms—Dor Maleer , Rhi avhaar , K hal esh, Nul akesh, Bor unan, Ohr K al uun, Pyr i ne, and Cor vagur a. Wher e the steppes of Syr kar n spr ead, the four ki ngdoms that once stood ther e exi st now only as names—Mae K hr ee, Sunyagi r , K hunan, and Lamecha. In nor ther n and easter n Sar l ona, the l ar gest power s wer e Nul akesh and Cor vagur a, each the conquer or of a dozen smal l er states and ci ty- states whose names ar e lost to hi stor y. For much of the twel ve ki ngdoms' ear ly hi s tory, Nul akesh was the domi nant mi l i tar y force in centr al Sar l ona, bui l di ng its r ule on a fanati cal and di sci pl i ned mi l i tar y caste. Though the sor cer er - ki ngs of Cor vagur a wer e r enowned, it was secr eti ve Ohr K al uun and majesti c K hunan wher e Sar lona's sor cer ous mi ght tr ul y r ose and ul ti matel y fell. Rhi avhaar on the west coast cemented its r ule usi ng a di ffer ent ki nd of power , contr ol l i ng the Sea of Rage l ar gel y by means of pi r acy and slavi ng. H avi ng sti tched i tself together from smal l er ter r i tor i es, the i nl and state of K hal esh conti nued to pr acti ce conquest of a di ffer ent sor t. As a nati on dedi cated to the wor shi p of the couatl, K hal esh had a long hi stor y of cr u sades and attempts at conver si on (some benevolent, other s less so) among its nei ghbor states. Li kewi se, Pyr i ne sought to spr ead its fai th—a pantheon of ni ne dei ti es known as the Sover ei gn H ost—thr oughout Sar lona. I n the steppes and savannah of what is now Syr kar n, Mae K hr ee, Sunyagi r , and Lamecha effecti vely or bi ted the mor e power ful K hunan, car vi ng out speci fi c ni ches for themsel ves (agr i cul tur e for Lamecha, hor ses for Mae K hr ee, mi ni ng for Sunyagi r ). At the same ti me, each nati on made a poi nt of mai ntai ni ng ar mi es and magi cal mi ght j ust power ful enough to keep K hunan and the nor ther n nati ons from getti ng any i deas. The most unusual ki ngdom of Sarlona's past r emai ns the oddest of moder n Ri edr a. Bor unan was and r emai ns the homel and of " ci vi l i zed" ogr es. Beyond the twel ve ki ngdoms of old lay the Tashana wastes and the mountai nous land of Adar . As the war s of the old Sar lonan ci ty- states evolved into the war s of Sar lonan nati ons, these ar eas r emai ned l ar gel y unaffected. As for the mountai n r eal m of Adar , it had long been known as a place of r efuge, a sanctuar y for i ndi vi dual s or enti r e vi l l ages of r efugees fleei ng from the war s. Ei gh teen hundred years ago, on a date i mmor tali zed as 1 Age of Taratai , Adar recei ved its str angest vi si tor s—spi r i ts fleeing from the plane of dr eams, seeki ng human hosts. A gr oup
of monks agr eed to provide shelter for these spi ri ts, and the kal ashtar race was born from thi s uni on.
THE SUNDERING T he ar r i val of the kal ashtar was the begi nni ng of the end for the twelve ki ngdoms of Sar lona. War r aged in Dal Quor, and the enemi es of the kal ashtar wer e deter mi ned to br i ng the str uggle to Eber r on. The quori that ser ved ilLashtavar (The Dr eami ng Dar k) wer e not pr epar ed to sac rifice thei r power and i ndi vi duali ty as the kal ashtar spi ri ts had, and thi s pr evented them from di r ectl y taki ng hosts. But they could sti ll mani pul ate mor tal s thr ough dr eams. They could gi ve a par anoi d ki ng ni ghtmar es of a conspi r acy, l eadi ng hi m to per secute hi s own people. T hey could send a char i smati c gener al vi si ons of j usti ce, ur gi ng hi m to r i se up agai nst a tyr anni cal ki ng. T hey could send two people dr eams of love, ul ti matel y for mi ng a r el ati onshi p and a chi l d mor e sui ted to quor i mani pul ati on. Star ti ng 1,500 year s ago, they di d all thi s and mor e. Usi ng fear, pr ej udi ce, and gr eed, the quor i thr ew the ki ngdoms i nto chaos. For two hundr ed year s, Sar lona was shaken by war . As one nati on became stable, another woul d attack it, dr i ven by r aci al pr ej udi ce or r el i gi ous zeal otr y, or a new r ebel gr oup woul d ar i se wi thi n its bor der s. Ter r i ble magi c was unl eashed. No human nati on had the power to r i val the gi ants of Xen' dr i k, but the wi zar ds of K hunan and the sor cer er s of Cor vagur a wer e mi ghty in thei r own r i ght, and the lor ds of Ohr K al uun wer e master s of di vi ne and ar cane magi c. T hi s per i od was known as the Sunder i ng, and nati ons wer e shatter ed in its wake. The quor i used thei r power to set the Sunder i ng in moti on, and so they used thei r power to end it. Af ter two hundr ed year s of car eful mani pul ati on, they managed to establ i sh bl oodl i nes acr oss Sar lona whose member s wer e especi al l y vul ner abl e to quor i mani pul ati on and pos sessi on—the pr edecessor s of what ar e today known as the Chosen. They began a campai gn of dr eams, pr omi si ng salvati on to those who woul d follow thei r newly for ged "Path of I nspi r ati on." Soon, the first I nspi r ed appear ed. These bei ngs had gr eat char i sma and i mpr essi ve psychi c power s, and to the people of the war - tor n l ands they wer e li ter ally the answer to thei r dr eams. T he I nspi r ed br ought an end to many feuds, fr equentl y by uni ti ng for mer enemi es agai nst car efully selected scapegoats. The yuan- ti of Syr kar n, the shul assakar of K hal esh, the ogr e mages of Bor unan, and the mysti cs of Ohr K al uun wer e all tar geted in thi s way. Many wer e destr oyed or ensl aved; other s fled to Adar , Xen' dr i k, or K hor vai r e. Thr oughout these str uggl es, the I nspi r ed extolled the vi r tues of uni ty. Wi thi n two centur i es, the old tr adi ti ons of the twel ve ki ngdoms had been abol i shed. Wher e once twel ve pr oud nati ons stood, now only one r emai ned: Ri edr a.
THE AGE Of UNITY Over the cour se of the next thousand year s, the I nspi r ed ti ghtened thei r gr i p on the people of Ri edr a, slowly expungi ng the r emai ni ng tr aces of the old cul tur es. The I nspi r ed moved slowly, maki ng changes wi th each gener a tion unti l no one ali ve r emember ed a ti me when life was any di ffer ent. T hr ough psychol ogy, i ndoctr i nati on, and contr ol of dr eams, the quor i shaped a nati on of slaves whose people wer e gr ateful for thei r chai ns, bel i evi ng that the I nspi r ed wer e thei r only shi eld agai nst the hor r or s of
the past and the outsi de wor l d. Dur i ng thi s ti me, sever al major events hel ped shape moder n Sar l ona. T he Syr kar n Mi gr at i on: In one of the openi ng strokes of the Sunder i ng, the nation of K hunan attempted to annex Lamecha, ostensi bly for the souther n por ts that stayed lar gely free of Rhi avhaar pi r acy. Mae K hr ee, Sunyagi r , and Lamecha alli ed agai nst K hunan. As a r esult, a devastati ng per i od of ar cane confli ct known as the magewar s ensued.
When it was done, gr eat K hunan lay br oken. In the after math, its sur vi vor s fled for the thr ee vi ctor i ous states or the nati ons beyond. Over the cour se of decades, tr i bes of ogr es, hal f - gi ants, and wor se cr ossed the Andnemun Deser t, eager to occupy the r ui ns of thi s once- gr eat land. In thei r mi dst, however , new cr eatur es ar ose that had never befor e been seen on Sar l onan soi l —the yuan- ti . More cunni ng than the ogr es and half- gi ants, they qui ckly establ i shed domi nance over the r emnants of K hunan.
THE STRUGGLE OF DAL QUOR The Path of Li ght. T he Dr eami ng Dar k. T he str uggl e between the kal ashtar and the I nspi r ed. What is at the root of it? The war between the kal ashtar and the I nspi r ed has li ttle to do wi th Eber r on. It is a str uggl e to deter mi ne the fate of Dal Quor, the r egi on of dr eams. Dal Quor is a mutable pl ane. When mor tal s dr eam, they mold thei r own pockets of r eal i ty al ong the f r i nges. The hear t of the plane is shaped by a force gr eater than any mor tal soul, a force that can be seen only in the r eal i ty that it cr eates. Thi s is the Quor Tarai, the spi r i t of the age, and the age it has cr eated is a ni ghtmar e. T he quor i ar e the chi l dr en of the Quor Tarai, and they call thei r cr eator il- Lashtavar (the Dar kness that Dr eams, or the Dr eami ng Dar k). T he or gani zati on known as the Dr eami ng Dar k is composed of the per sonal agents of il- Lashtavar. Quori are i mmor tal , yet they don't know thei r enti r e hi story. They have no r ecollecti on of events that occur r ed befor e the Age of Monster s on Eber r on. Studyi ng thi s, quori sages concluded that Dal Quor i tself under goes cat acl ysmi c cycles. When the cycle tur ns, the plane i mplodes and expl odes. T he Quor Tarai is tr ansfor med and r ebor n, as ar e all the spi r i ts ti ed to the r eal m. Dal Quor and the quori wi l l al ways exi st in some for m, but the quor i of the futur e mi ght have nothi ng in common wi th the quor i of the pr esent. In fact, evi dence suggested that the next age could be r adi cal l y di ffer ent. One of the wi sest of the quori was a kal ar aq named Tar atai , and she cl ai med that il- Lashtavar woul d be r eplaced by il- Yannah—a gr eat li ght that woul d bani sh the ni ghtmar e at the hear t of the r eal m. The raw ener gy of the quori mi ght sur vi ve the tur n of the age, but per sonali ty and memor y—ever ythi ng that defined them—woul d be destr oyed. For a race of i mmor tals, thi s was tr uly ter r i fyi ng, and it gal vani zed the quori to action. They wer e deter mi ned to find a way to stop the tur n of the cycle, to pr eser ve the dar kness forever. A few quori di sagr eed, sayi ng that the cycle must be allowed to r un its course; chi ef among these was Tar atai . Those loyal to ilLashtavar hunted these her eti cs unti l the spi r i ts wer e finally forced to flee Dal Quor, in ti me becomi ng the kalashtar . Even after houndi ng the her eti cs from thei r plane, the quori conti nued to study the pr oblem, finally comi ng to the conclusi on that the answer must lie in Eber r on itself. One of the few thi ngs the quori know about the pr e vi ous age of Dal Quor is that as it came to a close, the quori enter ed Eber r on and came i nto confli ct wi th the gi ants of Xen' dr i k. T he lor ds of the Dr eami ng Dar k bel i eve that contr ol of Eber r on mi ght al l ow them to contr ol the
desti ny of Dal Quor. Opi ni ons di ffer as to how thi s can be accompli shed. The domi nant beli ef is that two steps ar e r equi r ed. The first is to r eali gn Dal Quor wi th Eber r on, r epai r i ng the damage done at the end of the Age of Gi ants. The second is to gai n control of mor tal soci ety and, more i mpor tant, mor tal dr eams. Ever y ni ght, the dr eams of senti ent bei ngs shape Dal Quor. The lords of the Dr eam i ng Dark beli eve that if all mor tals can be forced to dr eam one dr eam, Dal Quor wi l l never change. It i s thi s phi l osophy that shapes the nati on of Ri edr a. T he I nspi r ed do not conquer for the sake of r i ches or even power ; most quor i pr efer the ni ghtmar e r eal m of Dal Quor to Eber r on. Ser vi ng as one of the I nspi r ed is a chor e most would j ust as soon avoi d. They do so to pr eser ve the Quor Tarai and thus themsel ves. I nspi r ed pr ovi de thei r subjects wi th food, shelter , and secur i ty. The pr i ce for that is fr eedom. If the Lor ds of Dust or the dael kyr achi eve thei r goal s, they wi l l tear the wor ld apar t. By compar i son, a wor ld under I nspi r ed r ule would be safe and stable, but wi thout fr eedom. T he kal asht ar ar e the spi r i tual descendants of Tar atai and her al l i es. T hey bel i eve that the Quor Tarai must tur n. Fur ther mor e, they feel that the natur e of the Quor Tarai r eflects on Eber r on, and that if they can tr ansfor m dar kness i nto li ght, they can br i ng a new age of enl i ghtenment to Eber r on. T hey have bel i eved that they don't need to defeat the I nspi r ed to attai n vi ctor y. For most kal ashtar , pr ayer , medi tati on, and si mpl e sur vi val keeps the wor ld movi ng on the Path of Li ght. Recently, however , doubt has begun to r i se. Many young kal ashtar thi nk that thei r people must be mor e acti ve in the wor l d, taki ng the battl e to the I nspi r ed. When deal i ng wi th the kal ashtar and the Dr eami ng Dar k, a few i mpor tant poi nts should be kept in mi nd. Fi r st is the ar r ogance of these r aces. Both bel i eve that thei r str uggl e tr anscends Eber r on. Most kal ashtar ar e noble per sons who seek to battle cor r upti on and evi l , but they sti ll feel that humans have no place in thei r war . T he Dr eami ng Dar k, on the other hand, sees humans as tools and pl aythi ngs. Second is that even the potent quori don't have all the answer s. T hey don't know exactl y why thei r pr edecessor s i nvaded Xen' dr i k. T hey don't know what caused the end of the last age, and thi s is one r eason the I nspi r ed ar e acti ng car eful l y and cauti ously. Many feel that the dr amati c acti on of the quor i in Xen' dr i k mi ght have hastened thei r downf al l . So the quor i ar e seeki ng knowl edge in the r ui ns of Xen' dr i k, and plenty of myster i es exi st that only the DM can answer .
Fr agments of lost lore col l ected by Adar ' s K eeper s of the Wor d suggest that sages of the day bel i eved the yuan- ti to be magi cal mutants, descendants of the K hunani tr ansfor med i nto ser pentl i ke aber r ati ons that qui ckl y r echr i stened thei r new ki ngdom " Syr kar n. " When the I nspi r ed ar r i ved on Sar lona, the whi s per ed al l i ances they forged among the war r i ng human nati ons wer e qui ckl y tur ned agai nst the yuan- ti . Syr kar n was i nvaded, and the yuan- ti wer e hunted to the poi nt of exti ncti on. However , even in the after math of vi ctor y, the human populati ons of Lamecha, Sunyagi r , and Mae K hr ee wer e suddenly or der ed out of thei r ancestr al l ands. In 90 Uni ty (—212 YK ) , thousands of people wer e moved and r esettled in K hal esh, Dor Maleer , and Cor vagur a. To thi s day, no offi ci al r ati onal e for the exodus has been gi ven. However , those who have attempted to pi ece together and connect the or al hi stor i es of the yuan- ti wi th the vague lore of the Age of Demons have suggested that in the cour se of el i mi nati ng the thr eat of the i ntel li gent and power ful l y psi oni c yuan- ti , the I nspi r ed di s cover ed a dar k power behi nd thei r cr eati on. A r akshasa rajah is tr apped beneath the yuan- ti r ui ns of that l and. Abel Var manc, patron and leader of the K or r anber g expedi ti on that bore his name, has gai ned recent notice for his attempts to collect the fr agmentar y lore of old Sarlona from Ri edran mer chants engagi ng in trade wi th K hor vai r e. In academi c paper s and pri vate debate, he has suggested that some li nger i ng power from the Age of Demons was not only involved in the creation of the yuan- ti , but also in the destructi on of K hunan that preceded that genesi s. In his view, oral tradi ti ons descr i bi ng the legendar y devastation of K hunan bear an eerie si mi lar i ty to the events in Thr ane of 299 YK , when the r i si ng of a terrible force bound since the Age of Demons gave bi r th to the Si lver Flame thr ough the sacrifice of a couatl and the paladi n Ti r a Mi r on. Whether the destruction of K hunan was the result of abound fiend's sti rri ngs or of potent magic wi elded by the K hunani in their attempts to confine it once more, " Syr kar n" is the name the legends gi ve to that dark presence. T he Madness of Yar uun : By 177 Uni ty (- 125 YK ) , Ri edr a was firmly establ i shed, but memor i es of the old ki ngdoms r emai ned, gi vi ng r i se to l i nger i ng tensi ons. T hen a ser i es of devastati ng psi oni c attacks took place along the bor der s of Adar . The worst of these occur r ed in the city of Yar uun, wher e ever y i nhabi tant was left i nsane. The I nspi r ed r evealed that these attacks wer e the work of an unexpected enemy: the kal ashtar , mor tals who had gi ven thei r bodi es to altavars (evi l spi r i ts). Now the Ri edr ans had a focus for thei r anger, and thus was set in motion the long str uggl e between Ri edr a and Adar that conti nues to thi s day. Af ter a few costly battl es, the I nspi r ed chose to place Adar under si ege i nstead of tr yi ng to i nvade and conquer it. The Madness of Yar uun was the defi ni ng moment of the relationship between Riedra and the kalashtar , and it indel ibly etched the i mage of the monstr ous kal ashtar i nto the Ri edr an psyche. Of cour se, the r eason behi nd the attacks r emai ns a myster y. The kal ashtar have no r ecor ds of them. It is possible that the Madness was staged by the Dr eami ng Dark to tur n the people agai nst the kalashtar . After a thou sand year s, the tr uth might never be known. T he Ni ght of Razor Dr eams: After Ri edr a was firmly establi shed as a nati on, the I nspi r ed enter ed into a tr adi ng r elati onshi p wi th the Aki ak dwar ves of nor ther n Sar lona. Duer gar engi neer s helped the I nspi r ed develop the first
of the hanbalani (monol i ths), whi ch ar e an i ntegr al par t of the quor i ' s plan for Ri edr a and Eber r on. I n ti me, how ever , the I nspi r ed no longer needed the dwar ves. In 536 Uni ty (1 Lhar vi on, 234 YK ) , Ri edr a l aunched a sur pr i se attack on the Aki ak. Dwar f leader s wer e assassi nated, and cr i ti cal str ategi c poi nts wer e sei zed. Wi thi n two year s, the Aki ak had been al most exter mi nated; only a few r efugees escaped i nto the depths of the Tashana Tundr a. Over the next centur i es, the dwar ves r ebui lt thei r cul tur e ar ound a centr al pr ecept—vengeance for the ter r i bl e cr i mes the I nspi r ed commi tted. The Xen' dr i k Tr ade: Star ti ng around 876 Unity (574 YK ) , the I nspired became interested in acqui r i ng dragonshar ds, crysteel- grade cr ystal, and other resources that wer e plentiful in shattered Xen'dri k. A century later, the Inspired established the fortress- city of Dar Qat on the wester n coast of that land, spar ki ng r egular contact between the people of Khorvaire and the Riedrans. The Inspired had long spurned the overtures of Galifar, but now the two nations' ships met on the open seas. Initially, the Ri edr ans wer e prey for the pirates of K hor vai r e. But as Gali far established its presence on Xen'dr i k, Stor mr each became a neutral gr ound for the two nations, and open trade began.
SARLONA TODAY T he people of K hor vai r e know ver y li ttle about Sar l ona. For the last thousand year s, the I nspi r ed have kept the conti nent behi nd a vei l of secr ecy, tur ni ng shi ps away and even shi el di ng it fr om scr yi ng eyes. Today, that si tuati on has begun to change. Fol l owi ng the outbr eak of the Last War , the I nspi r ed sent emi ssar i es di r ectl y to the cour ts of K hor vai r e. T hey offered many for ms of ai d, from food to medi ci ne; one of the more tr agi c r esults of thi s tr ade has been the spr ead of the addi cti ve nar coti c dr eaml i l y thr ough the under wor l d of K hor vai r e. Meanwhi l e, smuggl er s made contact wi th the Dr eam Mer chant black mar ket and found havens on the i sl ands of Ohr K al uun and the coast of the Tashana Tundr a. Ri edr an texti l es, T ashanan ar t, and many other expor ts ar e slowly finding thei r way i nto the gr eat ci ti es of K hor vai r e, and char mi ng I nspi r ed ambassador s ar e fast becomi ng fixtures among the upper cl asses of the Fi ve Nati ons. In 998 YK , the I nspi r ed took the unpr ec edented step of unvei l i ng a for ei gn quar ter in thei r gr eat por t of Dar Ji n, and al l owi ng ambassador s and other s who have l egi ti mate busi ness to come to thi s ci ty. Far more exi sts to attr act the ventur esome to Sar lona. The Aki ak ar e pl anni ng acts of sabotage. The kal ashtar and the people of Adar fear that they mi ght need to take gr eater acti on agai nst the I nspi r ed, and soon. Di ssi dent gr oups seethe beneath the stable facade of Ri edr a, fr om r ebel l i ous ogr e mages to the Hei r s of Ohr K al uun. And in the deepest shadows, the Dr eami ng Dar k conti nues to play its gr eat game wi th the wor l d.
W ILD ZONES Planar ener gy bathes Sar lona li ke no other place on Eber r on. T hi s ener gy r esults in r oami ng r eali ty stor ms in the T ashana Tundr a. In other ar eas, the mani fest zones do not move, but they are far lar ger and str onger . A wi l d zone r epr esents a tr ue bl endi ng of the pl anes i nvol ved. The r esul ts ar e never uni f or m, but they ar e al ways dr amati c and often deadly.
A number of r ul es apply to all wi l d zones. T he plane l i nked to the wi l d zone is al ways consi der ed to be coter mi nous wi thi n the r egi on, and it is consi der ed to be a mani fest zone for the pur pose of feats or effects l i nked to mani fest zones. Fur ther mor e, the r egi on is consi der ed to be an extensi on of the i ntr udi ng pl ane and adopts the tr ai ts of that pl ane, wi th the excepti on of mor phi c and ti me- al ter i ng tr ai ts. Outsi der s fr om the l i nked pl ane do not have the extr apl anar subtype whi l e in a wi l d zone, and they can't be affected by spel l s such as dismissal. Any spell that i nvolves summoni ng a cr eatur e from the l i nked plane is extended. Wi ld zones often include br eaches between the wor lds, cr acks thr ough whi ch cr eatur es can pass wi thout the use of magi c. T hese br eaches take many for ms and ar e r ar ely obvi ous; a tr anqui l pond could be a por tal to L amanni a. To r ecogni ze a wi l d zone or a br each, a char acter must have at least 5 r anks in both Sur vi val and K nowledge (the planes) and make a successful DC 20 Sur vi val check. Of course, a char acter can pass thr ough abr each wi thout bei ng awar e of its natur e. Al though many i ntelli gent outsi der s have li ttle i nter est in vi si ti ng the Sar l onan wi l der ness, less i ntel l i gent cr eatur es (fi endi sh or cel esti al ani mal s, for exampl e) ar e often found in these r egi ons. Deni zens of these pl anes that come to Eber r on thr ough a br each cannot leave the wi l d zone, ei ther physi cally, by telepor ta ti on, or thr ough any other method. The zone is an exten sion of the i ntr udi ng pl ane, but nati ves of that plane cannot enter Eber r on i tself. The ener gy of a wi l d zone has a power ful tr ansfor m i ng effect on pl ants and ani mal s. T hi s effect can r esult in the appear ance of cr eatur es usi ng any sort of appr o pr i ate templ ate, or it can be the sour ce of enti r el y new monster s—bei ngs bor n fr om the fusi on of the wor l ds. It's possi bl e that l ycanthr opy began when a gr oup of humans settled in a wi l d zone l i nked to L amanni a, and the forces of pr i mal natur e i nfected them. Effects can be psychologi cal as well as physi cal; a cr eatur e that spends an extended per i od of ti me in a Shavar ath wi ld zone could be over come by a savage thi r st for battle, potenti al l y fal l i ng i nto a per manent state of fr enzy. No two wi l d zones ar e al i ke, ei ther in appear ance or effect. Al though two zones l i nked to Mabar shar e the same foundati on, one mi ght cause the dead to r i se, whi l e the other could be fi lled wi th hungr y tr ees seeki ng the blood of the li vi ng. In gener al , a wi l d zone appear s as a fusion of the plane and the natur al sur r oundi ngs. A zone l i nked to Fer ni a is not a sheet of fire and lava, but it mi ght i nclude pools of lava wel l i ng up fr om the gr ound, bal l s of fire floati ng thr ough the ai r , or tr ees that ar e eter nal l y bur ni ng yet never consumed (unless r emoved fr om the zone). DMs seeki ng i deas can consi der the suggesti ons made for r eal i ty stor ms on page 144. When possi bl e, the Edgewal ker s cr eate buf f er r egi ons a mi le wi de mar ki ng the edge of wi l d zones— sl ashi ng and bur ni ng any vegetati on to pr ovi de a cl ear vi ew. Dependi ng on the danger pr esented by the zone, watchtower s or for tr esses mi ght be er ected. In a few cases, enti r e zones have been sur r ounded wi th hi gh wal l s. Edgewal ker s have al so been exper i menti ng wi th fields dupl i cati ng the effects of the psi oni c power aversion; thi s wor k is sti ll in devel opment, and the power r equi r e ments woul d necessi tate the pr esence of a hanbalani to mai ntai n the fi eld.
An exampl e of a wi l d zone l i nked to Mabar can be found on page 81.
THE DREAMSPACE Pl anar gateways that once l i nked Eber r on and Dal Quor, the Regi on of Dr eams, wer e sunder ed dur i ng the cata cl ysmi c war s that destr oyed Xen' dr i k and shatter ed the gi ant ci vi l i zati on. Si nce then, Dal Quor has been for ever di stant, and no stable mani fest zones to Dal Quor exi st anywher e on Eber r on. H owever , Dal Quor and Eber r on r emai ned i nex tr i cabl y l i nked by the state of dr eami ng—the pr ocess by whi ch mor tal mi nds tr avel to the Regi on of Dr eams, and the subtl e gateway thr ough whi ch the quor i fi r st began thei r conquest of Sar lona some fi fteen centur i es past. Di scover ed shor t year s ago and sti ll known only to few, the dr eamspace is an effect that appear s r elated to thi s spi r i tual connecti on between pl anes, but one that as yet has no expl anati on. It appear s as a ki nd of r i pple of ar cane and psi oni c ener gy—a bor der of sor ts between the mor tal wor ld and the wor ld of dr eams. Wher e dr eam and r eali ty touch, a vor tex of shi fti ng li ght and sound unfolds. The wor ld as seen thr ough the dr eamspace appear s as it tr ul y i s, but its colors are al ter natel y muted and i ntense. Cr eatur es who can see i nto the dr eamspace obser ve shi ft i ng aur as that sur r ound l i vi ng cr eatur es and psi oni c or magi c objects al i ke. Li ght and shadow bleed i nto each other, and an echo of uni ntel l i gi bl e voi ces twi sts thr ough the hi ss of a never - endi ng wi nd. T hough power ed in some way by the ener gy of Dal Quor, the dr eamspace is a Mater i al Plane effect. It is not si mpl y a mani festati on of the Regi on of Dr eams, nor is it connected to the dr eamscapes that r i ng Dal Quor, whi ch ar e empl oyed by the quor i mi ndhunt er s (see Magic of Eberron) and other s who seek to hunt and destr oy the quor i on thei r home pl ane. Some posi t that the r ecent appear ance of the dr eam space could be ti ed to the I nspi r ed' s monol i ths. Mor e than a few kal ashtar bel i eve that the hanbalani have a dar k pur pose—desi gned by the I nspi r ed to help br i ng Eber ron and Dal Quor coter mi nous once mor e. Wher e the two pl anes connect thr ough the act of mor tal dr eami ng channel ed by the monol i ths, they have begun to actual l y touch, r uptur i ng and r epai r i ng themsel ves as the spi r i tual and tempor al ener gy of each pl ane is dr awn i nto the other . However , r unni ng counter to that theor y is the fact that the dr eamspace can be accessed fr om anywher e on Eber r on, not si mply on Sar lona, and that pr oxi mi ty to a hanbalan appear s to have no effect on the dr eamspace or the abi li ti es that those attuned to it can obtai n. Fur ther mor e, cer tai n spel l s and power s have effects that change when cast or mani fested by the dr eamtouched—those whose study of the dr eamspace al l ows them to make contact wi th its other wor l dl y ener gy. Though the I nspi r ed and the K eeper s of the Wor d are constantly acti ve in the devel op ment of new lor e, clear ly some of these spel l s and power s pr edate cur r ent knowl edge of the dr eamspace. Regar dl ess of its or i gi n, di ffer ent facti ons among both the kal ashtar and I nspi r ed di str ust—some even say fear —the dr eamspace. In par ti cul ar , a good number of I nspi r ed ar e sai d to be di stur bed by the exi stence of a power connected to Dal Quor that they nei ther contr ol nor under stand.
ADAR "No magic exists that cannot befound in the mortal soul. Those who traffic with forces outside themselves—celestial, draconic, or fiendish—are fools. The mortal soul holds within it all potential. As mortals we are the masters of creation, notjust actors on its stage." —Chanaakar , Speaker of the Word Adar is as a land pl ucked from some other r eal m. Among the mountai ns that spr i ng from souther n Sar lona, mani festati ons of other wor l ds and the natur al r esul ts of such i nter fer ence conspi r e to pr oduce a for bi ddi ng envi r on ment. Yet, ami d unf or gi vi ng peaks and between ter r i ble stor ms, life thr i ves and evol ves. T he wor d Adar means " r efuge" i n an anci ent Ri edr an di al ect; thi s etymol ogy shows that Adar was named from wi thout. Its people have never been uni fi ed—cl ashes among its mountai nf ol k conti nue i nter mi ttentl y, and r ancor ous debates ar i se among i ts mysti cs. Sti l l , Adar has l ong been a pl ace of peace and i ntr ospecti on on a conti nent known for i ts ter r i bl e war s. O nl y when Adar accepted the str angest r efugees of al l —r enegade quor i — di d it become a r eal m beset on al l si des by i mmor t al enemi es. Adar an s must now wor k together or become i nstr ument of the I nspi r ed.
LAND OF EARTH- SKY T he ear l i est tr i besf ol k who made a home i n the deep mountai ns and val l eys cal l ed thei r l and Sthanadiv (Land of Ear th- Sky). To thi s day, Adar is a l and of extr emes. K or r andar is one of Eber r on' s tallest peaks, measur i ng 32,495 feet at i ts stor m- shr ouded peak. Near by gor ges pl unge to bel ow sea level, fi lled wi th the r agi ng water s of gl aci al and stor m r unoff. The ocean off Adar ' s souther n hor n is extr emel y deep, and the whol e coast has none of the nor mal shel f found ar ound most other l ands. I nstead, the sea floor is toothy wi th mountai ns. Less than hal f of Adar ' s l and is bel ow 12,000 feet, and much of that is forested wi th stout, tough ever gr eens. T he r egi ons above the tr ee l i ne ar e ar i d and wi ndswept, useless for f ar mi ng or her di ng. Gl aci er s cr eep acr oss the hi gh passes. As the mountai ns gi ve way to Adar ' s pl ateau, al l uvi al hi l l s and str etches of gr een val l ey appear , maki ng
about 20% of the land ar abl e. The temper atur es in deep val l eys can be tr opi cal , though usual l y mi ld in humi d ity, and the flora and fauna in such pl aces ar e abundant. Tr ees can gr ow tall her e, and some bear succul ent fr ui t. On the hi gh peaks, nothi ng li ves asi de from super natur al cr eatur es. In these pl aces, the cold, cl ouds, and wi nd ar e constant. A sti ff br eeze is al ways bl owi ng in Adar , so the wi nd is conti nuously moder ate or str onger (DMG 95). When roll i ng for weather in the l and of r efuge, use the Temper ate col umn of Table 3- 23 (DMG 93) and roll d% twi ce. Take the hi gher r oll. In wi ndy Adar , it is never foggy, though r olli ng clouds mi ght make it seem so at hi gher el evati ons. Pr eci pi tati on is al ways r ai n, snow, sl eet, or hai l —of t en mor e than one ki nd at a ti me. Power f ul stor ms ar e common, as ar e aval anches, ear t hquakes, f l ash f l oods, and mudsl i des. Most of Adar is tr ackl ess mountai ns or hi l l s. Al ti tude si ckness can be a pr obl em, but many of Adar ' s i nhabi t ants ar e accl i mated to the hi gh peaks. The mountai ns are also twi sti ng and tr eacher ous, r educi ng spotti ng di stance (DMG 90) mor e often than i ncr easi ng it. Pl an ar El emen t s: Adar has many mani f est zones to L aman n i a and K ythr i . I n a few of these pl aces, such as Ahdr yat mi n ( Mount ai nsoul ) , cr ossi ng the pl anar boundar y is possi bl e. The Shr oud often i nter fer es wi th such passage, but mani f est zones ar e al so pl aces wher e the Shr oud' s power can weaken (see Shr oud Bubbl es, page 35). El emental s ar e common in Adar . T he l and is home to str ange cr eatur es fr om L amanni a and K ythr i , i ncl udi ng PC r aces.
GETTING THERE Getti ng to Adar is not easy. If one sur vi ves the fur y of the Sea of Rage or the cal m of the Bar r en Sea, deadly stor ms swi r l ar ound Adar ' s bor der s and over its peaks r egul ar l y, maki ng any sort of ai r or water tr avel tr eacher ous at best. The mountai ns seem to shoot r i ght out of the sea floor. Smal l er peaks hi de under the waves, r eady to tear open a hul l . No l andi ng spot can be found for a shi p on al most any poi nt of Adar ' s coast. Fr eezi ng temper atur es and mi sts at hi gh al ti tudes ar e fatal for ai r shi ps, and spots in Adar seem to unl eash el emental s. People fr om l ands acr oss the sea who want to vi si t Adar usual l y l and in Ar dhmen in Syr kar n and tr ek over l and, but that path is fr aught wi th per i l . Dvaar nava has a secr et por t, but few know of it and fewer have access.
ADAR AT A GLANCE Est i mat es based on casual psi oni c census, 1,800 AT (998 YK ) . Popul at i on: 320,000 (51% human, 45% kal ashtar , 4% other ). Ar ea: 745,000 squar e mi l es. Sover ei gn : Chan aakar , Speaker of the Wor d (unoffi ci al). Capi tal : K asshta K eep (unoffi ci al). Maj or Ci ti es: Dvaar nava, H aztar atai n Monaster y, Mal shashar , Tashal ator a, Xephanan, Zi ' ti l ' natek.
Cl i mat e: Temper ate wi th war m l owl ands and cold hi ghl ands. H i ghest Poi nt: K or r andar , el evati on 32,495 feet. H er al dr y: The closest to a nati onal symbol in Adar is the symbol of the Path of Li ght (ECS 71). Founder : Unknown. N at i on al Motto: " T he stor m cannot move the mountai n."
Tr avel is di ffi cult at best in the mountai ns; the locals dear ly love thei r smal l hor ses and poni es for thei r sur efootedness. Al so, if a tr ai l r emai ns along a r i dge for long, gentl e cr eatur es aren't l i kel y to be the only ones usi ng it. Adar has no tr ue r oads. Some people in Adar have a speci al r elati onshi p wi th a br eed of magi cal beasts cal l ed asper i s (MM2 25). These i ntel l i gent and gentl e hor sel i ke cr eatur es ri de the wi nds of Adar easi l y, and they j ust as easi l y bear r i der s acr oss the tr ackl ess peaks. K al ashtar have a speci al bond wi th asper i s, si nce both r aces ar e tel epathi c, and asper i s vi si t or li ve as al l i es or ci ti zens i n Adar ' s l ar ger settl ements and monaster y- for tr esses. Reasons abound to face the r i sks of getti ng to and ar ound Adar . Legends say Adar was as flat as much of the rest of Sar lona in the Age of Demons—the dr agons and couatls dr ove the mountai ns up and sti r r ed the wi nds to hi de a gr eat evi l . So, many come to gai n ar ti facts of dr a coni c power they thi nk must be hi dden among the val l eys or i n the mi ghty, mi st- shr ouded K or r andar . O ther s come seeki ng the esoter i c knowl edge of the mysti cs i n the mountai ns, such as the K eeper s of the Wor d or the Tashal ator a. A few make the j our ney to lear n the psi oni c teachi ngs of the kal ashtar master s of the Path of Li ght.
A DAY IN THE LIFE Excer pt fr om the di ar y of Bhi maani : Voi d of T ar at ai , Day 1 Awoke under gl oomy ski es. Li ght wi nd (nor th). Snow today by after noon. Medi tated and pai d homage to Tar a tai . Remember ed you, Assi m, my love. Planted pi nah tree seeds for you and Tar atai . Ran down the mountai n fr om the cave. Assessed the near bor der . Di scover ed tr acks of a
Ri edr an patr ol and followed them thr ough the low pass. Found tr oll si gn. Found the patr ol after the tr ol l s. Tr olls lost. Ri edr ans suffer ed casual ti es—sti l l too many for me. Cur sed shi fter s. Found tr acks of another gr oup after snow star ted. Smal l squad, movi ng fast and l i ght. Noted the path of the Ri edr ans. Followed the new gr oup. Four for ei gner s accompani ed by a dr omi te gui de. Chal l enged them. T he leader speaks Ri edr an. K al ashtar but pal e. Seems honest, str ong. Looks at me str angel y. Hi s com pany has a pale and ti ny man (Sebadoh, sor cer er ), a cr ea tur e encased in metal ( Ar senal , war r i or ), and another pale and ver y stout woman (Lor ni , pr i estess). Must watch Sebadoh. Too smooth. Say they passed fr om the deser t two days ago wi t h Mur ephan. K el ki , the dr omi t e, l ed them i nto the mountai ns—not to Shal quar . Mur ephan back to Ar dhmen. I asked for hel p. T hey agr eed. Camp ing in a hi gh medi tati on cave now. K al ashtar (Voshakash) and I watch. No fi r e. Snowi ng. Li ght wi nd. Ri edr ans have smal l fire. We take them in the mor ni ng, if the yeti s don't dur i ng ni ght. Per haps I'll see you tomor r ow, my love. If I have been unwi se, see you sooner .
THE ADARANS Most Adar ans ar e human or kal ashtar , r ugged mountai nfolk who r espect wi sdom and acti on. A handful of halfgi ant fami li es called the pathadr i k (dr i fti ng gi ants) wander gypsyl i ke among the settlements and monaster i es. Adar ans ar e r esi li ent and i ndustr i ous, r eser ved and i nci si ve. T hey car e about the sensi ble and the mysti cal , and the har shness of li fe among the peaks has not made them gr i m or fatali sti c. Typi cal Adar ans are guar ded wi th str anger s but openl y emoti onal among thei r fr i ends and fami ly. Li fe is too shor t to waste ti me wi th pr etensi on, and the Path of Li ght teaches i ntegr i ty and honesty.
WH AT D O YO U K N O W? K nowl edge ( ar cana) DC 15: Adar is a place full of strange magi c. The greatest custodi ans of lore in the mountai ns are known as the K eeper s of the Wor d. DC 20: The leader of the Keepers of the Word is called the Speaker of the Word, and this person holds great sway in Adar. But Adar has many other magical traditions. DC 25: Adar ans beli eve dr agons created their land, and the great mountains there harbor dragons and dragon r ui ns. The greatest among these are the legendar y Storm Guardians who guard the mountain Korrandar. K nowl edge (geogr aphy) DC 10: K alashtar come fr om the i nsular nati on of Adar , whi ch is in souther n Sar lona. DC 15: Adar is a mountainous region troubled by terrible storms. It has been under siege by Riedra for centuries. DC 20: Climate in Adar vari es by altitude—valleys can be tropical and extremely fertile while peaks are blasted by glacial wi nds. Adar 's storms aren't altogether natural. Its mightiest mountains, the highest of which is called K or r andar , are blanketed in constant storm clouds.
DC 25: Adar ans are a mi xed bunch. Some of them are mountai nfol k, whi l e other s are monks, magi ci ans, and exi les. Many of these str ange folk came to Adar dur i ng Sar l ona' s war - tor n past. Most of them li ve in one of Adar ' s ei ght maj or settl ements all of whi ch are monasti c for tr esses car ved i nto the mountai ns. K nowl edge (the pl anes) DC 20: Some great magi c pr events all di mensi onal travel into and wi thi n Adar . DC 25: Thi s "magic" is actually a psionic shroud that envelops the country and or i gi nates from the templefortresses of Adar . DC 30: Adar has many mani fest zones connected to Lamanni a, explai ni ng its super natur ally wi ld ter r i tor i es. It also has some mani fest zones to Kythri . The i nteracti on of these forces mi ght explai n some of the stor ms that rage in the land.
Adar ans ar e gener al ly di str ustful . Mor e than a thou sand year s of si ege has taught them to be that way. Most Adar ans tend to reject the novel and the str ange, pr efer r i ng the known and the tr ustwor thy. If someone man ages to ear n an Adar an s gr ati tude or tr ust, the r esultant loyalty is deep. Nor mal Adar ans li ve si mpl y compar ed to the people of tamer l ands. T hat is not to say they li ve wi thout j oy or comfor t, but that they have access to fewer di ver si ons and l uxur i es. Gi ven thi s, an Adar an takes gr eat j oy in wor k and lei sur e, and si mi l ar pr i de in str ong r el ati onshi ps. To an Adar an, r eal l uxur y is found in a stur dy house, loose and comfor table cl othi ng, and another ' s war m ar ms to curl up in befor e sleep. An Adar an toi ls in the fi elds, dr i ves ani mal s in smal l pastur es, or hunts in the moun tai ns, then gather s wi th fr i ends at ni ght to tell stor i es, make beer and br ead, and enjoy a smoke. Adar ans val ue the spi r i tual because they know mate r i al exi stence is fleeti ng. T hey r espect the spi r i ts al ong wi th thei r ancestor s, el der s, and those who show good j udgment. Spi r i tual i ty has its place in ever ythi ng, from patter ns of weavi ng to actual medi tati on. Ar cani sts, mar ti al ar ti sts, and psychi cs who pr otect Adar seek per f ecti on in body and mi nd. T hey have to. At any moment, they mi ght be r equi r ed to offer body and soul to hol d Adar agai nst the I nspi r ed. Even the commoner s know that medi tati on on the Path of Li ght is i mpor tant wor k, not lazi ness or i nacti on. In fact, i nacti on can be consi der ed evi l . Real evi l l i ves in Adar , though. Al t hough the vast maj or i ty of folk ar e concer ned wi t h the wel f ar e of at l east thei r l ocal f r i ends and f ami l i es, a few of Adar ' s r esi dents ar e descendants of those who came to the l and of r efuge to escape per secuti on or pr osecuti on r i ghtl y deser ved. Even so, wi cked Adar ans tr y to mai nt ai n a veneer of pr opr i ety—acti ng honest and assi duous so they can better sur vi ve.
ADARAN RELIGION Tr adi ti onal Adar an pr ayer s call on Br aahyn (Bal i nor ), the god of the wi l ds and the movi ng ear th, and hi s spouse
Aar akti (Ar awai ), the goddess of abundance and stor ms. Many people also r espect the spi r i ts of natur e and those of thei r ancestor s. T he Path of Li ght, the domi nant r eli gi on in Adar , has all but ecl i psed these other spi r i tual pr acti ces. Its message has pr oven pr efer able to the r ule of r emote gods and a cold and meani ngl ess end to life in Dol ur r h. It is a path of choosi ng one's own desti ny and possi bly even tr anscendi ng death. Pr acti ti oner s on the Path of Li ght hope to change the Quor Tarai fr om its cur r ent ni ghtmar e mani festati on of il- Lashtavar, the Dr eami ng Dar k, to a tr anqui l dr eam center i ng on il- Yannah, the Gr eat Li ght. Tr adi ti onal l y, contemplati on of peace and ki ndness coupled wi th si mi l ar acti ons in the world are thought to be enough to eventuall y change the Quor Tarai. The l i ghtbr i nger s (yannahsur) among the Path' s devotees do j ust that. Di r ect acti on agai nst evi l is secondar y, and opposi ti on is someti mes seen as r ei nfor ci ng mal evol ence by i nvesti ng ener gy in it. It is necessar y, however , to have those fai thful who ar e pr epar ed to take acti on. T hese bel i ever s ar e cal l ed shadow watcher s (sheshantol). Younger kal ashtar , and those of K hor vai r e (under the i nfluence of undi sci pl i ned mi nds or human ur ges, say some elder s) have taken a str onger stand agai nst the Dr eami ng Dar k. T hese spi r i tual war r i or s poi nt to the acti ons of Tar atai , the Path of Li ght' s gr eatest sai nt, and have begun to take the war to the I nspi r ed. Pr i ests of Path of Li ght can be ei ther l i ghtbr i nger s or shadow watcher s, but all such cl er gy have duti es to thei r communi ti es that pr ecl ude constant medi tati on. Such pr i ests ar e cal l ed l i ghtspeaker s (yannahilath). T hey ar e expected to be shi ni ng exampl es of the Path of Li ght. Adar an l i ghtspeaker s can be of any r ace, but most ar e human or kal ashtar .
ADARAN STYLE Adar an people li ve modestly. Mountai nf ol k and monks al i ke see cr aft as a l ei sur e acti vi ty, and the pr ecepts of the Path of Li ght have r ei nfor ced thi s custom for over a mi l l enni um. Adar an cr afts ar e usual l y functi onal , and they ar e al ways pr oducts of car e.
FIVE THINGS EVERY ADARAN KNOW S 1. T he l egend of T ar atai . Tar atai was the myster i ous spirit that led other spirits into Adar to create the kalashtar , and teach the Path of Li ght. She is a holy mother , a gui de, and a war r i or . Ever yone knows of her sacr i fi ce, and many people in Adar set asi de five days of wi nter to mour n her passi ng. T hi s "holiday" is called the Voi d of Tar atai . 2. T he dr agons cr eated Adar . Adar is an unnatur al amal gam of mountai ns and stor ms. T he dr agons and couatl s cr eated the place to make it i mpossi bl e to get to an evi l that sleeps beneath the l and. Dr aconi c magi c sti ll cal l s to the uni que and the wi l d to come to Adar and pr otect it. T he Stor m Guar di ans who r ule myster i ous K or r andar ar e proof. 3. Some martial ar t s. Many people in Adar know a few dance steps from the path of shadows or a for mal i zed r outi ne fr om a near by monaster y. Most pr acti ce these
for ms as mor ni ng exer ci se and medi tati on, and many of them actual l y know how to fi ght (and have the I mpr oved Unar med Str i ke feat). 4. Act i ons mean mor e t han wor ds. Whether it's medi tati on on the Path of Li ght, stal ki ng and ki l l i ng a mountai n lion that's been eati ng li vestock, or j ust planti ng your barley on ti me, doi ng somethi ng is better than talk i ng or vaci llati on. In fact, one of the pr ecepts of the Path of Li ght is that the wor st acti on to take is no action at all. 5. Deat h i s not the end. Adher ents of the Path of Li ght beli eve that nothi ng in the wor ld or on any plane is eter nal. Dolurrh is a place wher e the ego di es, but the spirit is i mmor tal, and it r etur ns to the Mater i al Plane agai n and agai n. The goal of l i vi ng is eventuall y to master the Path of Li ght, ther eby tr anscendi ng fear and false desi r es. T hose who accompl i sh thi s become one wi th il- Yannah.
Ar t Adar an ar t is mor e cr aft than fine ar t. From car ved kni fe gr i ps to chanted medi tati on ver ses, ar t in Adar often ser ves a dual pur pose. It's al so ver y per sonal . People in Adar take ti me to do thei r tasks. They make beauti ful and i ntr i cate j ewel r y and armor, per sonali zed car vi ngs to hang over a house door (whi ch ai ds in knowi ng the r esi dents), and even multi colored cr ystal wi ndows for thei r templ es. Beauty is al ways coupled wi th functi onali ty. A golden roof on a temple not only shows r ever ence, but it al so never tar ni shes. A mur al not only r ecalls the past or reveres an anci ent master of the Path of Li ght, but it also beauti fi es and seals the stone. A popul ar ar t for m in Adar is "earth pai nt ing." Such wor ks, made of color ed ear th, ar e often gr oup effor ts and ar e usual l y styl i zed i mages of i nter twi ni ng l i nes of color . T he pai nti ngs ar e cr e ated in a r i tual i zed and medi tati ve way. I ntended to be i mper manent, such pai nti ngs ar e at once the pr oduct of contempl ati on and cr eati on. Whi l e stor m wi nds howl, the war m hear th pr ovi des a place to gather and cr eate. It's al so wher e stor i es ar e told and dances per for med. Adar an tales tend towar d mor ali ty plays, extol l i ng wi sdom and sur vi val . T hei r folk dances are gr oup affai r s i nvol vi ng r i ngs of people swi tchi ng par tner s or couples danci ng in ti me wi th one another . The kal ashtar path of shadows mar ti al dance is der i ved from anci ent Adar an steps.
Ar chit ect ur e Bui l di ngs in Adar ar e made out of stone, wi th wood used for r oofs. Bui lt to wi thstand the wi nd, pr eci pi tati on, and tr embl i ng ear th, houses ar e usual l y br oad and low wi th shar pl y sl anted si des. To an Aundai r i an, Adar an l i vi ng spaces woul d seem cr amped, but a nati ve of Adar values a
Creating
an Adaran
earth
painting
house that lasts more than she does a hi gh cei li ng. Adar ans take car e and ti me to per sonal i ze thei r dwel l i ngs—an Adar an mi ght spend year s car vi ng desi gns i nto the wal l s of her home. Most houses have a centr al openi ng in the r oof wi th another smal l er r oof bui l t over i t, l i ke a smal l tower . Such openi ngs al l ow li ght in and stale ai r out. Adar ans
ADARAN NA MES AND SPEECH Adar an names follow an anci ent tr adi ti on of double vowel s. Most Adar ans have a si ngl e gi ven name followed by a fami l y or cl an name. Some folk r ever se thi s or der , pl aci ng the fami l y name fi r st. Many monks and al most all kal ashtar have onl y one name, and kal ashtar names are often mi xtur es of an Adar an syllabl e wi th the nor mal kal ashtar mal e or femal e suffi xes. Some Adar an humans take kal ashtar suffi xes or names as moni ker s to r epr esent thei r fai th i n the Path of Li ght—other s ar e gi ven such names by devout par ents. Femal e N ames: Aapti , Bhi maa, Chaand, Deena, Fuul gani , Geetya, H i maadr i , H er uuna, I nuu, Jhar ee, K yamun, Leel, Muneer a, Neeta, Novaa, Paami n, Rhaaki , Shameena, Taapasee, Uudi pti , Vusgaar . Mal e N ames: Aadar sh, Bi i r , Chi ntuuk, Di l eep, Ekuumbar , Geet, H azgaal , I shwaar , Jeevan, K uumar , Lhaaksh, Manuu, Neel, Oj aas, Paar as, Pr aagya, Roopak, Shr eesh, Tyag, Uudhav, Vyed, Yaagya. Sur n ames: Adar an sur names ar e l i ke gi ven names, honor i ng an ancestor seen as the pr ogeni tor of the fami ly or cl an.
Phr ases: Adar ans ar e for thr i ght and honest among those they tr ust, but taci tur n and suspi ci ous among str anger s. Love of the moment is acknowl edged even in conver sati on, and havi ng met an old fr i end on the r oad is an excuse for bei ng late to wor k i n Adar . A chance to tal k is not to be mi ssed. T he fol l owi ng tur ns of phr ase ar e Adar an. "Storm or quake, thepath isclear." Adar ans bel i eve that a per son al ways knows what is r i ght if that per son takes the ti me to focus on the si tuati on at hand. I ndeci si veness and i dl eness ear n an Adar an a r eputati on for bei ng unr el i able and even fooli sh. "Wind and thunder!" An excl amati on of di smay. "Don't drive thegoats so you can sit by thefire." or "Don't break your back for a burden you've put down." Var i ati ons of thi s phr ase exi st thr oughout Adar , admoni shi ng one to take wi se acti ons wi thout concer n for the past or futur e. Al l that matter s is doi ng the task at hand to the best of one's abi l ity. Al l else is needl ess di str acti on—the past is unchange able and the futur e can take car e of i tself, and it wi l l if one acts wel l in the pr esent.
bel i eve, accor di ng to the Path of Li ght, that these open i ngs ar e al so pat hways for the mi nd and f ocuser s of posi ti ve ener gy. Gr ander edi fi ces, such as the shr i nes or temples that for m the center of a communi ty, ar e often domed. Most Adar ans take pr i de in a wel l - appoi nted vi l l age shr i ne. Al l bui l di ngs face east when possi bl e, or nor th, but Adar ans never bui l d mai n entr ances faci ng south. The east i nvi tes the li ght and li fe. T he nor th i nvi tes weal th. South is consi der ed a di r ecti on of decay and death.
Cu isine Food holds a speci al place in Adar an li fe. It is a r equi r e ment for li fe, but it is al so a mode of expr essi on, a bl ess i ng fr om the spi r i t wor l d, and an exper i ence. An Adar an avoi ds cooki ng and eati ng when he is angr y or gr i evi ng, lest hi s emoti ons tai nt the meal . Food is usual l y baked i n or r oasted on a cl ay oven bui lt in the house, though br oi l i ng over an open fire is a common al ter nati ve. Adar ans avoi d usi ng utensi l s. T hey use thei r hands, someti mes pr otected by l eaves, to pi ck up food, i ntendi ng to i nvolve all five senses in eati ng. Adar ans li ke spi ce. The fr agr ant her bs used in cook i ng pr ovi de taste, and many al so ai d di gesti on and forti fy the body. For ei gner s can find Adar an food too spicy, and Adar ans often find for ei gn food bl and. A wi de var i ety of comesti bl es can be found on the Adar an tabl e, fr om br oad, woody caver n fungi to the meat of mountai n sheep, from fleshy fr ui ts to the mi l k of oxen and goats—al ong wi th yogur t and cheeses from thi s
mi l k. Some Adar ans r efr ai n fr om eati ng meat, showi ng thei r r espect for the li ves of all cr eatur es. Monaster i es ar e often mor e l i mi ted i n far e, due to the r uggedness of the l and ar ound them. Sti l l , the ascet i cs appr eci ate food as a mani festati on of li fe.
Fashi on Adar ans wear loose and comfor table cl othes i ncl udi ng si mple sandal s when it's war m. In the cold, they layer in cloth and fur. As wi th all thei r cr afts, they take the ti me to decor ate thei r cl othes—l eather and cloth ar e often r i chl y color ed, and patter ns of el abor ate l i nes ar e woven or pai nted as hi ghl i ghts. Br i ght color s in i ndi vi dual i zed patter ns often make it possi ble to tell who's comi ng down the r i dge befor e that per son' s face can be r ecogni zed. Ski n is a pl ace for ador nment as wel l . I nt r i cat e, tempor ar y body ar t made wi th her bs pr ovi des a way to focus the mi nd whi l e al l owi ng one to shar e the r esul ts. H er bal pai nts or powder s ar e al so appl i ed to i ndi cate a spi r i tual or emoti onal condi ti on or event, such as yel l ow for happi ness or ash- gr ay for gr i ef. Many adher ents of the Path of Li ght pai nt an i nver ted whi te tr i angle between thei r br ows. The Adar ans' love of cr aft mani fests in a var i ety of j ewel r y. From gl ass beadwor k to ti ny si lver plates str ung together as a head cover i ng, Adar ans spar e no effort in pr oduci ng beauti ful objects to wear . They enjoy br acelets, ar mbands, and tor cs. Ri ngs ar e al so favor ed; Adar ans wear j ust as many r i ngs in thei r ear s and noses, and on thei r toes, as on thei r fingers.
THE LEGEND OF TARATAI Tar atai was the kal ar aq leader of the r ebel quor i and the or i gi nator of the Path of Li ght on Eber r on. She led si xtyseven spi r i ts that became the kal ashtar to Adar , wher e the monk H azgaal and hi s students accepted them. I n H azgaal ' s body as H aztar atai (though many stor i es sti ll call her Tar atai ), she taught and wr ote the pr ecepts of the Path of Li ght as a l i vi ng symbol of bal ance. An aged H aztar atai was the first of the kal ashtar to cr oss Adar . Followed by her enti r e l i neage, she did so as an i ndi cati on that her people should spr ead out over Adar , stoppi ng at Mountai nsoul and K or r andar , mar ki ng both as holy to many Adar ans. I n 151 Age of Tar atai (—651 YK ) , H azta r atai passed fr om thi s wor ld peaceful l y at K asshta K eep. Tar atai conti nued on, bound to H aztar atai ' s l i neage, and did so unti l over 550 year s later . Tar atai ' s sci ons wer e the most numer ous among those who had vi si ons or dr eams of the Shr oud in the wi nter of 701 AT (—101 YK ) . Constr ucti on of shroud reso nators star ted i mmedi atel y, taki ng many months of wor k deep in Adar . When the I nspi r ed lai d si ege to K asshta K eep in mi d- autumn of 702 AT (—100 YK ) , even the stor ms that natur al l y for m when war comes to Adar could not stem the ti de. The eldest of the Tar atai l i neage put out a call to hi s br ethr en, many of whom came to the front as qui ckl y as they coul d. Together , the member s of the Tar atai li ne cr eated a metaconcert unl i ke the wor l d has ever seen.
Accompani ed by a smal l ar my of br ave Adar an monks and mysti cs, they met the Ri edr ans near the K asshta Ri ver and on the headl ands of Syr kar n. Even those who sur vi ved the cl ash r emember only si l ver y l i ght. I n the end, the Ri edr an ar my was br oken, and Ul akhun, one of the gr eatest kal ar aq I nspi r ed gener al s in hi stor y, was sl ai n i n body and hi s quor i soul bound by the K eeper s of the Wor d. Agem sti ll r ests i n K asshta K eep, among many other s, contai ni ng that fiend's spi r i t. War conti nued i nto wi nter , wi th the Tar atai li ne fighting i n the for efr ont agai nst the I nspi r ed—they felt per sonal l y r esponsi bl e for the ar r i val of the I nspi r ed on Eberron. By midwinter, the Inspired still pushed into Adar , r azi ng to the gr ound the or i gi nal Mal shashar Monaster y on the bor der of Ri edr a. The I nspi r ed wer e less commi t ted to taki ng K asshta K eep only because of thei r losses to soul- bi ndi ng magi c, but thei r war machi ne gr ound on from the north. In late wi nter , shroud resonators wer e placed in the r emai ni ng fortresses in Adar , and one was placed in a caver n pr ovi ded by new alli es the kalashtar had convi nced to aid Adar —the dr omi tes of Zi'til'natek. I n the l ast month of wi nt er , the few r emai ni ng member s of Tar atai ' s l i ne came to each of Adar ' s ci ta del s. Al l di sappear ed i n si l ver l i ght as the shroud resonators began to f uncti on. T he l i ne of Tar atai was no mor e, but Adar ' s bor der s became near l y i mpossi bl e to cr oss fr om that day f or war d.
Super nat ur al St yl e Adar has a large populati on of spellcaster s and mani festers, whi ch has a gr eat i nfluence on the crafts of the country. Although magewr i ghts are not as prevalent as in K hor vai r e, many settlements have ar ti sans who speci ali ze in the magi cal or psi oni c augmentati on of tr adi ti onal cr afts. Adar an mystics take thei r "lei sur e" pur sui ts as seri ously as common folk do, and many di splay pr agmati c yet wondr ous wor ks.
Kal asHt ar St yl e K al ashtar place less val ue on mater i al objects than on thoughts and movement. Si nger s among the kal ashtar often weave emoti ons i nto thei r songs by way of psi oni c power s. T hey mi x such abi li ti es wi th all they do, i nclud i ng the path of shadows mar ti al dance. To ser ve the ver sati le needs and ways of the kal ashtar , many dances have combat appl i cati ons. K al ashtar ar ti sans cr eate wor ks that shows an ali en sensi bi li ty. Many pi eces of kal ashtar j ewel r y and cl othi ng reflect the features of the quori , most commonly the i nsectile lower castes. Renowned in Adar is the kal ashtar gl asswork in many of the monaster y- for tr esses that is as much about how the glass moves li ght as the wi ndow or object itself. For more on kal ashtar style, see Races of Eberron.
STATE OF THE NATION Adar is a nati on concer ned wi th sur vi val . At one ti me, Adar ans could get along wi thout wor ki ng together , but that all changed when the I nspi r ed began thei r si ege. The sacr i fi ce of Tar atai thr ew the i nvadi ng for ces back and left the Shr oud that pr otects Adar to thi s day. Sti l l , Adar ans know that i nter nal str i fe is the sur est means to thei r destr ucti on. Adar ' s hi gh passes (and the hi dden for tr esses guar d i ng them) shelter it from di r ect assault. Water , a bor der wi th Syr kar n, and the lar gest concentr ati on of defender s in Adar all help to protect K asshta K eep. The Ri edr an war machi ne has yet to find a way to alter the frequent stor ms that howl out of the mountai ns. Si mi l ar stor ms occur dai ly over the water s ar ound Adar , and mi ghty beasts pr owl the seas, as if natur e conspi r es to keep Adar secur e. The quori who i nhabi t the I nspi r ed actually fear the spi r i t- bi ndi ng magi c employed by Adar ' s K eeper s of the Wor d. I mmor tali ty is no defense agai nst such sor cer y. These tr uths sai d, if the I nspi r ed acqui r ed enough i ntel l i gence to locate the for tr esses in Adar and a way to br each the Shr oud, they could str i ke qui ckl y and take out Adar ' s major defenses. As it stands, Ri edr an patr ol s and fei nts on the bor der s cause many Adar an deaths and many more Ri edr an casual ti es. Adar ans, especi al l y those l i vi ng on the bor der s, ar e accustomed to loss.
W HO RULES ADAR No one author i ty r ules Adar . Excl udi ng elders among the mountai nfolk, the major poi nts of power in the land are the ei ght monaster y for tr esses that guar d passes and weak poi nts in Adar ' s r edoubtable ter r ai n. Each of these ci tadels is a center of power for a speci fi c set of monks and kalashtar . Two factors do keep Adar uni fi ed, however. First is the kal ashtar ; second is the thr eat of the I nspi r ed. The afor ementi oned r ule by elder s is pr evalent in Adar an soci ety. The wi sest and eldest lead. Wi sdom super sedes age, so many "elders" are not old at all, but often the
wi sest folk are the oldest. Each elder r epr esents a section of a settlement' s popul ati on, and that gr oup tr usts the elder to look out for them. These elder s make deci si ons for a settl ement as a gr oup. T he most r espected elder , a mal e or female who has the confi dence of all local elder s, heads a local counci l. Such a person is a leader among equals, not a chi eftai n. Li ttle di shonesty occur s in thi s system—those who are i ncompetent or cor r upt are qui ckly r eplaced. For the most par t, mer i t deter mi nes power in Adar . Among Adar ans, the Speaker of the Wor d in K asshta K eep isa respected figure. The Speaker position has exi sted far longer than the kal ashtar have been in Adar —even they r ever e the wi sdom of the Speaker of the Wor d. Al though the Speaker holds no actual author i ty, wor ds fr om thi s per son can move the ci ti zens of Adar to acti on and sway the mi nds of master s in other monaster i es. T hr oughout the ages, Speaker s have been r eputed to be di spassi onate and i nvar i ably long- si ghted. Speaker s often suggest thei r successor s, but the K eeper s' Counci l of the Wi se makes the final choi ce. Adar ans often speak of for mer Speaker s as if they wer e hi ghl y r egar ded ancestor s. Speaker s of the r ecent past ar e outl i ned on the fol l owi ng table. T hi s i nfor mati on can be gleaned wi th a suc cessful DC 10 Gather I nfor mati on check or a successful DC 15 K nowl edge (hi stor y) check. Speaker Date 1301 AT (499 YK ) Bi i ptanu (human female) 1365 AT (563 YK ) Noovakhad (kalashtar male) 1579 AT (777 YK ) Geet (human male) 1658 AT (856 YK ) Geetru (human female, Geet's daughter) 1761 AT (959 YK ) Chanaakar (human male)
FOREIGN RELATIONS Adar ans ar e i nsul ar to the poi nt of xenophobi a, and not wi thout r eason. Of other l ands Adar ans know li ttle, and they'r e not i ncl i ned to tr ust.
Ri edr a Dogs led by wolves—that' s how Adar ans defi ne Ri edr ans. Ri edr a is the kennel . To an Adar an, a typi cal Ri edr an is li ke an unswer vi ngl y loyal hound, good for wor ki ng but too qui ck to tr ust the master . Most Adar ans, especi al l y those who follow the Path of Li ght, vi ew common Ri edr ans wi th pity. Can the hound help that the master is wi cked? Does the master ' s cor r upti on make the hound evi l ? It is wi th sorrow at ti mes that the defenders of Adar str i ke down Ri edr an soldi er s, but Adar ' s war r i or s can't afford mercy. Al l Adar ans pr ay for the undoi ng of the I nspi r ed, no matter what that means for the common folk of Ri edr a.
Syr kar n Adar ans spend li ttle thought on thei r nei ghbor s to the east. T he ogr es, yuan- ti , and other cr eatur es of Syr kar n rarely attempt to ventur e into Adar , and those that manage to br each Adar ' s bor der s r ar ely last long. If it weren't for the Ri edr an for tr esses on the Syr k coast near K asshta K eep, Adar ans mi ght forget about Syr kar n altogether .
T ashan a T un dr a Many Adar ans don't know the tundr a exi sts. Those who do pay it li ttle mi nd; it's far away and mostl y empty. Unfor tunately for these Adar ans, they're wr ong. Potenti al alli es li ve in the tundr a in the form of the Aki ak dwar ves.
Ot her Nat ions Adar ' s chi ef expor t to K hor vai r e is the kal ashtar . Over r ecent centur i es, humans fr om Adar have al so made thei r way to K hor vai r e. Monks of Tashal ator a have set up school s as far away as Br el and, and many in the Fi ve Nati ons fai l to under stand that the mar ti al ar ts of the Tashal ator a ar e actual l y for ei gn. Adar has no embassy i n any nati on, however . Fur ther , Adar ans who i mmi gr ated to K hor vai r e long ago ar e l ar gel y i ntegr ated i nto thei r r especti ve nati ons. T hose who ar r i ved in K hor vai r e as r ecentl y as thr ee centur i es ago, however , sti ll have thei r own communi ti es wi thi n l ar ger settl ements such as Shar n. Most such communi ti es i ncl ude a l ar ge number of kal ashtar . Si nce Adar ans ar e qui et, cl ean, and i ndustr i ous, most ci ti zens of for ei gn nati ons bar el y noti ce them.
NOTABLE ADARANS Descr i bed bel ow ar e Adar ' s leader and that leader 's most tr usted ally.
CHANAAKAR, SPEAKER OF THE W ORD L G mal e human monk 1/ cl er i c 3/ sor cer er 4/ mysti c t heur ge 7 Chanaakar , the Speaker of the Wor d, is the fi fteenth per son to hold the posi ti on of spi r i tual leader of Adar . He was bor n the son of a ser vant. Geetr u, the Speaker at that ti me, encounter ed hi m in the hal l s of K asshta K eep. The fi ve- year - old Chanaakar was r eci ti ng complex codes of magi c to hi s si ster , Luunkashtai , as the two played a game i mi tati ng thei r father's ar cani st empl oyer s. Amaz i ngly, the boy was r eci ti ng the for mul as cor r ectly. Geetr u i mmedi atel y took the boy to her pr i vate quar ter s and questi oned hi m. Chanaakar ' s abi li ti es wer e astoundi ng, and Geetr u began to suspect that he was a r ei ncar nati on of a for mer K eeper of the Wor d. The boy's i ntegr i ty and love became clear when he r efused to be separ ated fr om hi s si ster in or der to tr ai n, even though hi s tr ai ni ng occur r ed wi thi n the keep. Geetr u al l owed Luunkashtai the chance to pass one of the tests for enter i ng the K eeper order . She di d. Chanaakar master ed phi l osophi es and pr epar ator y spel l casti ng techni ques qui ckl y, at the same ti me show i ng hi msel f to be affable and humbl e. T he boy devour ed hi stor y and l ear ned the lore of Ri edr a and the I nspi r ed. At the same ti me, he tr ai ned in the ci tadel' s mar ti al tech ni ques, l ear ni ng for ms qui ckl y and keepi ng hi s body fit so he di dn't fall asl eep in medi tati on as many other s di d. He showed hi msel f bal anced in body and mi nd. When he was ni neteen, however , Chanaakar became r estless. He br oke wi th tr adi ti on and secr etly left K asshta K eep wi th hi s si ster . Wi th the ai d of a mountai neer named K aal a, they ventur ed deep i nto Adar . Chanaakar saw what life was li ke in thi s har sh l and, and he came to love its people. For thei r par t, many folk r etur ned the af f ect i on—chanaakar , Luunkashtai , and K aal a became known for sol vi ng pr obl ems, hel pi ng the needy, and even sl ayi ng a monster or thr ee. T he stor i es of these days tell that the tr i o never asked for payment and humbl y r ecei ved any r ewar d for ced upon them, gi vi ng what they could in the form of wor k or ser vi ce.
Thi s br eak from tr adi ti on mi ght have actuall y assur ed Chanaakar ' s ascensi on to the posi ti on of Speaker . Geetr u watched hi s tr avel s wi th i nter est. She knew her ti me on Eber r on was endi ng, and she knew her r epl acement must be chosen from among those ser vi ng at K asshta K eep. Chanaakar , even better than she, knew not onl y the ways of the K eeper s, but also the ways of Adar . In Chanaakar ' s absence, Geetr u declar ed hi m her successor —much to the chagr i n of sever al of her closest advi sor s. Chanaakar was descendi ng the slopes of K or r andar after seeki ng to speak to a Stor m Guar di an (whether he succeeded in thi s mi ssi on is unknown) when wor d came or der i ng hi m to r etur n to K asshta K eep. He and hi s compani ons obeyed i mmedi atel y, ar r i vi ng at K asshta K eep as qui ckl y as they coul d. T hey ar r i ved to find Geetr u had passed from the wor ld. The elder s of K asshta K eep appr oved her choi ce for successor , and a shocked Chanaakar became Speaker of the Wor d. Chanaakar appoi nted hi s si ster and K aal a as two of hi s H ands, per sons who ser ve the Speaker and act as hi s agent s. As Speaker , he changed l i ttl e of K asshta' s tr adi ti ons. Per haps because he had never been a par t of the K eep' s hi er ar chy and because he had been away for so l ong, Chanaakar di dn' t r emove anyone fr om power or make any r ef or ms, t hi nki ng he di dn' t need to. He was wr ong. Raadu Xeel was a r espected teacher and ar cani st in K asshta. Hi s body was honed and hi s mi nd shar p. He had wai ted year s, ai di ng Geetr u in ever y manner possi bl e, hopi ng to become the next Speaker . But tempor al ambi ti on is unseeml y to the asceti cs, and Raadu was known to have delved i nto lore thought better left al one. Geetr u couldn't have placed Xeel as Speaker if she had wanted to—the elder s wouldn' t have al l owed it. Under false pr etenses, a sect of magi ci ans offered Xeel ai d—actual l y Endseeker s hopi ng to gai n control of K assh ta's r esour ces. Raadu saw an alli ance wi th these mages as a way to expand the K eeper s' knowl edge in the futur e. Fi ndi ng an i nr oad wi th dar k phi losophi es that Raadu had alr eady assi mi lated, the Endseeker s slowly cor r upted Xeel , even as he i ngr ati ated hi msel f to other s in K asshta K eep and the new Speaker al i ke. He hoped that hi s behavi or woul d place hi m in a contr ol l i ng posi ti on when all was done. The Endseeker s convi nced hi m he should become Speaker , and that they could hel p. Al l Xeel had to do was open the gate door at the r i ght ti me. Ul ti matel y, the Endseeker s and thei r dar k mi ni ons tr i ed to assassi nate Chanaakar after gai ni ng access to K asshta K eep wi th Xeel ' s ai d. But they fai led, thanks to Luunkashtai , K aal a, and the monks. Sti l l , K aal a, Cha naakar ' s fr i end, guar d, and secr et love, di ed that ni ght as a stor m gather ed over K asshta. When the tr uth of the plot was uncover ed, the elder s had Xeel executed and hi s fami ly bani shed from K asshta K eep, despi te Chanaakar ' s r equest for mer cy. Chanaakar has now been Speaker for near ly for ty year s. Hi s r ei gn has been j ust and hi s popul ar i ty has str engthened the posi ti on of K asshta K eep among the monaster i es of Adar . Many young mountai nf ol k seek tutel age at K asshta, and the Speaker ' s wor d car r i es mor e wei ght wi th Adar ans than it ever has in the past. Cha naakar uses thi s i nfluence to help keep Adar secur e and its people on a r i ghteous path, encour agi ng adher ence to the Path of Li ght. He also has the Leader shi p feat and a
cadre of near ly a hundr ed fol l ower s and students wi thi n K asshta K eep.
LUUNKASHTAI, SPEAKER'S HAND LG f emal e kal asht ar egoi st 6/ monk 6 Chanaakar ' s si ster was ever y bit as pr ecoci ous as her br other , though her tal ents r un mor e to the master y of the body than of the mi nd. Sti l l , she is kal ashtar , as was thei r mother , and she knows the i mpor tance of bal ance. Luunkashtai has al ways loved her br other deeply, and she places her duty to hi m at the hi ghest pr i or i ty. However , si nce Raadu Xeel and the Endseeker s attacked Chanaakar , she has been mor e watchf ul and i nvolved wi th the communi ty of K asshta K eep. Her posi ti on as the Speaker ' s H and is a r espected one, but she has al so ear ned the r i ght to lead the K ashtai li ne of kal ashtar in the ci tadel. Some mi ght say that bei ng a member of the elder counci l and a ser vant of the Speaker ' s is a confli ct of i nter est, but nobody questi ons Luunkashtai ' s sense of duty and honor . Luunkashtai has gi ven bi r th to many chi l dr en. Cha naakar appr eci ates bei ng an uncle more than Luunkashtai li kes bei ng a mother , but the communal r ai si ng of chi l dren in K asshta K eep allowed her to fulfi ll what she felt wer e her obli gati ons to the futur e of the kal ashtar whi l e r emai ni ng a war r i or . Al l si x of Luunkashtai ' s l i vi ng chi l dr en ar e adul ts, ser vi ng ei ther in K asshta K eep or el sewher e in the l and of r efuge. T hr ee other s have di ed on the bor der s in ski r mi shes wi th Ri edr ans.
PLOTS Sur vi vi ng Adar is an adventur e, but more than the r i gor s of an unf or gi vi ng wi l der ness can be found her e. Gr oups contemplate a mor e acti ve role agai nst Ri edr a and its I nspi r ed r ul er s, and dr agons r ead the Pr ophecy and plan for Adar ' s defense. Meanwhi l e, evi l stal ks the land in mor e than one for m. Detai l ed her e ar e a few plots and those wor ki ng on them.
KEEPERS OF THE W ORD Led by Speaker Chanaakar , the K eeper s of the Wor d ar e an amal gam of spel l casti ng tr adi ti ons, most of whi ch i nvolve ar cane magi c and none of whi ch over tl y entai l r eli gi on. T hi s or der came i nto bei ng long ago wi th a covenant among ar cani st exi l es that sought to pr eser ve thei r her i tage. As the I nspi r ed pur ged ar cane and much di vi ne magi c fr om the l ands that became Ri edr a, the r anks of the K eeper s expanded. T hei r or i gi nal str ong hold is K asshta K eep, but the si ege of the I nspi r ed and the loss of so many Tar atai kal ashtar at that battle taught the K eeper s not to keep all thei r lore and member s in one place. Repr esentati ves fr om and l i br ar i es of the K eeper s of the Wor d exi st in all of Adar ' s major monaster y- for tr esses. Even some smal l towns in Adar have a K eeper or two al ong wi th a K eeper l i br ar y- shr i ne. T he Counci l of the Wi se r ul es K eeper hol di ngs. It is made up of i ndi vi dual s who have the confi dence of the people they r epr esent. Elder s among the K eeper s ar e ti tled "venerable "; the elder Thatar i is r efer r ed to as Ven er able T hatar i , for exampl e. The counci l selects a per son as Speaker to gui de di scussi on, focus on i ssues, and br eak deadl ocks. In all cases, an elder can be r emoved if he or she loses the fai th of the r epr esented.
K nowl edge and its pr eser vati on are most i mpor tant, so many K eeper s ar e di spassi onate about other pur sui ts. However , the i nfluence of Tar atai and the kal ashtar on the or gani zati on has been si gni fi cant. Numer ous K eep er s r espect the Path of Li ght, and some pr acti ce it. Many K eeper s mer el y r ead, di scuss, and teach the lore al r eady possessed by the order . To a per son, they ar e capable spel l caster s. T hey pr eser ve even techni ques thought har mf ul to the mi nd or soul, for the sake of lear ni ng. Danger ous spells and objects are pr esent wi thi n K asshta K eep and other places the K eeper s cal l home. As the cor r upti on of Raadu Xeel shows, thi s pol i cy can pr ove tr oubl esome. I n Adar , the K eeper s study the l and, i ts st r ange phenomena, and i ts pl anar connect i ons. T hey ai m to someday connect wi th the Stor m Guar di ans and gather i nfor mati on on the dr aconi c hi stor y of Adar . As much of thi s wor k is for its own sake as it is for some hi gher pur pose. However , Chanaakar ' s ti me as Speaker has changed thi s si tuati on to some extent, and some gr umbl i ng about thi s change mi ght be hear d behi nd closed door s. Get t i ng the PCs I nvol ved: The K eeper s of the Wor d can be the sour ce for al most any new magi c or spell you want to i ntr oduce i nto your campai gn. T he tr adi ti ons detai l ed in the Tome of Magic coul d be pr esent, par ti cu l ar l y t r uenamer s. K eeper s of the Wor d f r own on the actual pr acti ce of pact magi c and shadow magi c in thei r mi dst, and the Shr oud al so makes such magi c di ffi cul t at best. The K eeper s r equi r e those who seek thei r teachi ngs to pr ove themsel ves wor thy. Si nce the sages ar e cloi ster ed asceti cs, they ar e mor e than wi l l i ng to send teams to r emote si tes in Adar and even other par ts of Sar lona and the wor l d. On the other hand, a K eeper ar cani st could make a valuable addi ti on to a par ty. Char acter s can al ways find a mar ket for i tems and spel l s among the K eeper s, even if the PCs don't wor k for the or der di r ectly. The K eeper s mi ght hi r e the PCs (or mer el y send duty- bound char acter s) to explor e a Lamanni a mani fest zone deep in Adar and r epor t back what they find. Al ter nati vely, a smal l K eeper hold that seems to have gone r ogue mi ght need deal i ng wi th. Per haps thi s cor r upti on needs to be weeded out wi thout al er ti ng other K eeper s of the Wor d, or the par ty mi ght be sent di r ectl y fr om K asshta K eep to i nvesti gate. T hen agai n, the PCs could be pawns of the K eeper s' enemi es, and j ust goi ng to tal k to the hold's r esi dents mi ght be the best cour se.
STORM GUARDIANS Legends on wi ngs, the Stor m Guar di ans ar e r eputed to be a clan of blue dr agons that calls the tallest peak in Adar home. Many bel i eve these majesti c beasts ar e r esponsi ble for the stor ms that pl ague and defend Adar . Adar ans i magi ne that a dr aconi c hear t beats at the center of ever y thunder head that bl ows over the land of r efuge. Those Adar ans ar e close to cor r ect. In some ways li ke Rhashaak, the fiend- tainted black dr agon who guar ds the r ui ns of H aka' tor vhak in Q' bar r a (Explorer's Handbook 145), the Stor m Guar di ans mi ght be mythi c figures, but they ar e r eal . T hey, however , have not been cor r upted by thei r ti me in Adar or K or r andar . Concer ned wi th the pr otecti on of a r eal m shaped long ago by dr agon and couatl magi c, the Stor m Guar di ans watch fr om above and bel ow. T hey count among thei r
number dr agon tur tl es (MM 88) and sea dr akes (Fiend Folio 147) that stal k the oceans ar ound Adar . (Such sea dr agons often attack any floti lla that contai ns mor e than a few shi ps.) Most of these dr agons ar e aloof from mor tal concer ns, but thei r hold in K or r andar contai ns what could be consi der ed the soul of Adar —t he Teeth of the Three (see page 142). T he r akshasa r ajah i mpr i soned i n K hyber shar ds under Adar sl eeps r estl essl y. It is wr at h i ncar nate. T he r akshasas name it Ran I i shi v, the Unmaker , and one coul d suppose that the Teeth of the Three ar e i n pl ace to keep it qui escent. T hi s i sn't tr ue, however , because the dr agons woul d have other such devi ces to qui et other gr eat r aj ahs. T he tr uth is that the dr agons f or esaw a ti me when Adar woul d ser ve as mor e than the pr i son of a gr eat fi end. The Stor m Guar di ans li ve by thei r duty to guar d K or r andar , and they ar e content to be l egendar y. Whi l e some folk near K or r andar have bui lt shr i nes to the Stor m Guar di ans and even lay val uabl es wi thi n as pr ayer s for peace, the Guar di ans do not tr uck wi th mor tal s. Those who cl i mb K or r andar ar e r ar el y seen agai n. T hough the cur r ent Speaker of the Wor d is a sur vi vor of such a tr ek, he does not speak about it, l i ke other si mi l ar per sons fr om Adar ' s hi stor y. Get t i ng the PCs I nvol ved: One does not tr i fle wi th dr agons. Sti l l , a pr obl em that can't be solved by mor tal magi c mi ght r equi r e the char acter s to make a tr eacher ous ascent i nto K or r andar ' s stor m clouds to ask the Stor m Guar di ans for ai d. Though si lent on the subject, Chanaakar is actual l y on the lookout for adventur er s who wi l l fulfi ll the next par t of the dr aconi c Pr ophecy in Adar . T hese i ntr epi d expl or er s, he knows, wi l l uncover secr ets of the dr agons and couatl s among the r ui ns that sti l l r i ddl e Adar . T hr ough hi nts and gener al wi sdom, Chan aakar can gui de such i ndi vi dual s, and they mi ght di scover a way to defend Adar better than it is now. Ar gunastr i sek is a matur e adult blue dr agon (MM 73) who seeks and puni shes those who vi ol ate anci ent dr a coni c si tes. She does so by dr awi ng explor er s to her, bei ng par ti cul ar l y mur der ous towar d mer e tr easur e hunter s. However , those on a r i ghteous path set by Chanaakar and the Stor m Guar di ans mi ght be able to per suade her to help. She is cur i ous about upr i ght mor tal s even though she is l awful neutr al . Secur i ng her ai d can be one of the chal l enges the Stor m Guar di ans actual l y set for the PCs befor e al l owi ng them onto K or r andar .
ENDSEEKERS Wi thi n Adar boi l mani fest zones to the r eal m of pur e chaos—K ythr i —and the whi sper s of Ran I i shi v ar e sai d to be audi ble in the dar kest shadows of the mountai ns. Some of the mysti cs who came to Adar found these places and gai ned power fr om them. T he str ange ways of fate dr ew many mad magi ci ans together , and they coalesced ar ound the desi r e to see the end of all that was cr eated by the pr ogeni tor wyr ms. Only di ssoluti on—the utter unmaki ng of ever ythi ng— can sati sfy an Endseeker . Each one is a lost soul of sor ts, often havi ng seen dear ly held tr uths melt away i nto the chaos of fate. To these magi ci ans, the uni ver se and all of its moti on ar e an abomi nati on, and thi s r epugnance must be unr avel ed.
Endseeker s ar e usual l y qui te mad, but it i s an enl i ghtened sort of madness. They know that somethi ng is under neat h all of cr eati on, somet hi ng fr om whi ch ever yt hi ng came. It's not a god—i t' s gr eater than that, for it is ever yt hi ng and not hi ng at the same ti me. It is undi f f er enti ated potenti al . Cr eati on must be r etur ned to thi s pl ace. Al though a few Endseeker s ar e mal i ci ous ki l l er s who r andoml y destr oy, those who sur vi ve and flour i sh take cal cul ated acti ons. A clever Endseeker mi ght help a di a boli c cult, then use hi s power or i nfluence to set forces of good agai nst that cul t—i nter neci ne confli ct cul mi nati ng in mutual anni hi l ati on of the facti ons bei ng the goal . Power ful Endseeker s, or gr oups ther eof, have networ ks and wi de- r angi ng pl ans. The head of such an or gani za ti on is the eye of cal m in a maddeni ng vor tex. Seemi ngl y unr el ated plots all lead to that center . Endseeker s don't wor k together as a uni fi ed whol e, though, and mi ght even be found opposi ng one another . Most Endseeker s are spellcaster s, and a lar ge number of them ar e war l ocks (Complete Arcane 5) who have power s tied to chaos. Even str anger , many Endseeker master s ar e contemplati ves (Complete Divine 31), thei r "r eli gi on" center i ng on the di vi ne noti on of unmaki ng. Domai ns acces sible by Endseeker s i nclude Chaos, Decay, Destr ucti on, Luck, Madness, Pesti lence, and Tr i cker y. In a str ange bit of irony, for the K eeper s of the Wor d consi der Endseeker s to be enemi es, many Endseeker s ar e tr uenamer s (Tome of Magic 191). Get t i n g t he PCs I nvol ved: Endseeker s, r ar e as they ar e, make easy vi l l ai ns. T he char acter s can r un acr oss these mad magi ci ans at any poi nt, finding one at the center of a web of seemi ngl y unr el ated pr ob l ems. T he K eeper s of the Wor d ar e on the l ookout for Endseeker pl ots, and they r ewar d those who end such machi nat i ons. Endseeker s don't j ust str i ke wi thi n Adar , however . Some wander i nto Ri edr a—usual l y per i shi ng sooner r ather than later , and pr ovi di ng fodder for stor i es of the demoni c magi ci ans of Adar . An Endseeker could be an ally of char acter s wor ki ng agai nst the I nspi r ed and the Dr eami ng Dar k. Such an Endseeker mi ght even expound the phi l osophi es of unmaki ng. But how far can the char acter s tr ust thei r " fr i end "?
ANT1KALASHTAR SENTIMENT Some of the nati ves and exi l es of Adar bel i eve that the kal ashtar ar e al i en cr eatur es not to be tr usted. T hese fear ful peopl e see the kal ashtar as I nspi r ed in another for m. Al though the anti kal ashtar senti ment in Adar is nei ther power f ul nor or gani zed, it does exi st. Its number s ar e for ti fi ed by Ri edr an expatr i ates who see anyone or anyt hi ng that tr affi cs wi th the quor i as cor r upt. Such people ar e usual l y har ml ess and mer el y avoi d the kal ashtar . In the past, though, extr eme exampl es of thi s par anoi a have sur faced and even led to the death of a few kal ashtar . Get t i ng the PCs I nvol ved: In Mal shashar , a for tr ess monaster y on the nor theaster n bor der , a number of Ri e dr an expatr i ates li ve and wor k. T hese for tunate few ar e among those r escued by the Summi t Road, and they'r e the first to be bl amed when a pr omi nent kal ashtar seer tur ns up mur der ed. Tensi ons r i se as the ki l l i ngs con ti nue and the Summi t Road gui de Mur ephan, an el an,
defends the honor of the Ri edr ans. T he kal ashtar ar e for gi vi ng and tr usti ng, but the el an aren't among those they easi ly bel i eve. What' s r eally goi ng on? Is one of the Ri edr ans a mur der er ? Has someone else in the monaster y fallen vi cti m to a mind seed? Or could a cr eatur e fr om the depths of Adar ' s K hyber , such as a puppeteer or an i ntel lect devour er (EPH 209 and 202, r especti vel y), be secr etly movi ng among the monaster y' s i nhabi tants?
ENCOUNTERS A few of the people the PCs mi ght r un i nto whi l e pur su ing one or mor e of the plots in Adar ar e detai l ed her e.
MUREPHAN, SUMMIT ROAD GUIDE Mal e el an r anger 2/ nomad 6 Mur ephan is an eni gma. Bor n as the r esult of some hei nous cr i me agai nst the I nspi r ed, and once one of the Chosen of Ri edr a, he is a per manent amal gam of quor i spi r i t and human f l esh. He came to Adar l ong ago—even he doesn't know how l ong—wi thout memor i es or possessi ons. He expected to di e. But the kal ashtar of Mal shashar sl owl y i nf l uenced Mur ephan even as they i mpr i soned hi m, and hi s suppr essed hatr ed for the I nspi r ed r esur faced. He began to wor k for the Summi t Road and now spends much of hi s ti me in Syr kar n, hel p ing other s out of si tuati ons all too f ami l i ar to hi m. T he r anger tur ned psi on has pr oven hi s loyalty and abi li ty time and agai n, but hi s race keeps hi m eter nal l y an out sider. Onl y in the ci ty- hi ve Zi ' ti l ' natek does he find any true company. Mur ephan is har d- nosed, and he speaks unki nd tr uths mor e often than he shoul d, but he is fai r - mi nded over al l . H i s gr uf f ness is per f ect for testi ng other s' pati ence, whi ch means it can be an asset in the r i sky busi ness he's i n. T he el an is less l i kel y to car r y out thr eats of abandoni ng those he ai ds than he seems. He i s, however , a mer ci l ess ki l l er of Ri edr ans, and he's l i kel y to gi ve anyone who attacks hi m a good t hr ashi ng. H i s cl osest friend is the dr omi te K el ki , who doubles as Mur ephan' s soft si de.
KELKI, SUMMIT GUIDE Dr omi te wi l der 4 K el ki i s a r el i abl e Summi t Road gui de, and Mur ephan has taken a l i ki ng to the young and vi vaci ous dromi te. When tr avel i ng wi th Mur ephan and those bei ng ai ded by the Summi t Road, K el ki spends a lot of ti me expl ai ni ng what Mur ephan r eal l y meant wi th hi s har sh wor ds. In these " tr anslati ons," K el ki is usual l y cor r ect. For tunatel y for ever yone i nvol ved, K el ki defer s to the elan'sj udgment in i mpor tant matter s. K el ki has nothi ng r esembl i ng common sense, and the dr omi te is too fond of fire.
YUZDEEP XEEL, ENDSEEKER MASTER Yuzdeep is the youngest son of Raadu and the only sur vi vi ng member of the Xeel f ami l y si nce i ts exi l e fr om K asshta K eep and al l of Adar ' s monaster y- f or tr esses. An Endseeker cul t r ai sed Yuzdeep fr om a young age. T hor oughl y i ndoctr i nated, Yuzdeep has a deep hatr ed for the monasti c or der s of Adar and for Ri edr ans. He
is a psychopath who wants nothi ng mor e than to see the wor d r etur ned to its pr i mor di al state, but hi s pl otti ng is car eful , and he wor ks to r emai n unknown or to seem fr i endly. Cur r entl y, he and hi s follower s have desi gns on the chaoti c scar of Uutkl eza, but Yuzdeep hopes to find the key to awakeni ng Ran I i shi v. The cal cul ati ng war l ock (Complete Arcane 5) has al r eady uncover ed hi nts at the tr ue contents of K or r andar . If you have access to Tome of Magic, Yuzdeep could be a t r uenamer / f i end bi nder i nstead of a war l ock. Even if he's not, some of hi s power f ul f ol l ower s coul d be. Yuzdeep has a Leader shi p scor e of 14, and hi s fol l ower s and cohor ts for m a f anati cal i nner ci r cl e of hi s Endseeker cul t. YUZDEEP XEEL CR 10 Male human warlock 10 CE Medium humanoid I ni t +2; Senses see in darkness 30 ft.; Listen —1, Spot —1 Languages Riedran AC 16, touch 12, flat- footed 14 hp 57 (10 HD); fiendish resilience 1/day; DR 2/cold iron Resi st cold, sonic 5 Fort +6, Ref +6, Wi l l +9 Speed 30 ft. (6 squares), fly 30 ft. (good) Melee +1 heavy mace +9 (1d8+2 plus 5d6 hideous blow) or Melee +1 heavy mace +9/+4 (1d8+2) Base Atk +7; Gr p +8 Atk Opti ons Point Blank Shot, Precise Shot Speci al Acti ons eldritch blast 5d6 (CL 10th, +9 ranged touch) Combat Gear necklace of fireballs type II, 4 scrolls of cure moderate wounds, scroll of confusion, 2 scrolls of darkness, scroll of fear, scroll of greater invisibility, scroll of barkskin, scroll of shield, scroll of slay living, wand of magic missile (50 charges) I nvocati ons K nown (CL 10th): Least (at will)—beguiling influence (+6 on Bluff, Diplomacy, and Intimidate checks for 24 hours), devil'ssight (see normally in darkness and magical darkness), hideous blow (melee attack channels eldritch blast) Lesser (at will)—fell fight (gain fly speed for 24 hours) Spell- Li ke Abi l i ti es (CL 10th): At will—detect magic Abi l i ti es Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 16 SQ deceive item Feats Iron Will, Point Blank Shot, Precise Shot, Leadership, Magical Aptitude Ski l l s Bluff +14, Concentration +12, Diplomacy +11, Intimi date +11, Knowledge (arcana) +5, Knowledge (the planes) +3, Listen —1, Spellcraft +9 (+11 to decipher scrolls), Spot —1, Use Magic Device +16 (+18 to use scrolls) Possessi ons combat gear plus +1 glamered studded leather, +1 heavy mace, cloak of resistance +1 Fi endi sh Resi li ence (Su) Once per day, as a free action, gain fast healing 1 for 2 minutes. El dr i tch Bl ast (Sp) Standar d action; range 60 feet; +9 ranged touch; 5d6 damage. Decei ve I tem (Ex) When maki ng a Use Magic Device check, Yuzdeep can take 10 even if distracted or threatened. Hook "Look around you. Everything is dying, and living is misery. One day, the world will die and its wretchedness wi ll end. Why fight it?"
THE SUMMIT ROAD "You heard I canget you into Adar? Well aren't you a bold one—Brelish I'd betfrom theswagger, theaccent, and that gods- awful blue. How'd you and your whelp friends survive long enough toget here, boy? And even if I could get you to Adar, why would I? Go home. You've been misled." —Mur ephan, Summi t Road gui de Some di ssi dents wi t hi n Ri edr a l i ve l ong enough to escape, but few places in Sar lona ar e wel comi ng, and get ti ng i nto Adar is not easy. Occasi onal l y, Adar an war r i or s engage in sor ti es to br i ng the war to the I nspi r ed or to get to other l ands. Adar ' s defender s also need i ntel l i gence on thei r enemi es' movements along thei r bor der s. In sum, a need for spi es and a secr et way acr oss Adar ' s boundar y is obvi ous. A cl andesti ne or gani zati on called the Summi t Road, or si mpl y "the Road," per f or ms these ser vi ces.
JOINING THE SUMMIT ROAD Entr y i nto the Summi t Road' s r anks is a mi xed bl ess i ng, and few take to thi s ar duous pur sui t li ghtly. But the Summi t Road doesn't j ust tr ust those who woul d j oi n it because they pass a cur sor y exami nati on i nvol vi ng detect evil or mindprobe. Member shi p on the Road is only offer ed to har dy souls who have pr oven themsel ves capable and dar i ng, steadfast and honor abl e. Such per sons must be loyal to Adar and foes of the land' s enemi es. Such agents ar e often cal l ed Summi t Road gui des, or j ust gui des. EN T RY REQ U I REM EN T S A l i gn men t : An y non- evi l . Base Savi n g T hr ow: Wi l l +1. Ski l l s: 4 r an ks each i n any t wo of Bl uff, Di sgui se, Gat her I nf or mat i on, H i de, K n owl edge ( geogr aphy) , K n owl edge ( l ocal ) , Move Si l entl y, Sense Mot i ve, and Sur vi val . Must l ear n Summi t Road si gn l an guage wi t hi n t wo l evel s af ter admi t t ance. L an gu ages: Ri edr an. Spel l cast i n g/ M an i f est i n g: Spel l cast er s and man i f ester s ar e gi ven pr ef er r ed ent r y; such abi l i ty can r epl ace the need for one r equi r ed ski l l . Speci al : Must be sel ected by an exi st i ng gui de for mer i tor i ous ser vi ce that benef i ts Adar or r ecommended to the Road by author i ti es in Adar . (For non- Adar ans, thi s usual l y t akes the f or m of cl andest i ne wor k outsi de Adar assi gned by a gui de who doesn' t r eveal hi s af f i l i ati on unti l af ter the ser vi ces ar e per f or med. ) Al so, must wi l l i ngl y su bmi t t o a mind
probe.
Al l sor ts of peopl e wor k for the Summi t Road. T hei r common bond i s a desi r e to fight for f r eedom and wi l l i n gn ess to f ace,
confound, and even ki ll Ri edr an author i ti es. Member s are pr epar ed to die before al l owi ng themselves to be captur ed. About half of the member s of the Road are spellcaster s or mani fester s of some sort, si nce these talents aid in fooli ng and defendi ng agai nst the forces of the I nspi r ed.
SUMMIT ROAD BENEFITS At its cor e, the Summi t Road is a gr oup of hi ghl y ski l l ed i nfi ltr ator s and sneaks. T hey form a networ k of i ndi vi dual s and smal l gr oups, Adar ans and non- Adar ans, wi l l i ng to shelter those on the move. Al l hope to thwar t the I nspi r ed and to free as many awakened Ri edr ans as possi bl e. Many in Sar lona sympathi ze wi th the Summi t Road, or woul d if they knew about it. Economi cs: Summi t Road gui des can get a di scount fr om those who sympathi ze wi th the Summi t Road. T hi s benefi t is dependent on NPC r eacti ons and a gui de's wi l l i ngness to call attenti on to hi s affi li ati on. Spel l caster s and mani fester s who wor k wi th the Road ar e wi l l i ng to cr eate i tems that defend agai nst mi nd- affecti ng spel l s, power s, and abi li ti es or that pr otect a gui de from di vi na ti on or cl ai r senti ence for 75% of the mar ket val ue. T he or gani zati on also buys these i tems at 60% of mar ket val ue. In gener al , such i tems wor th 2,000 gp or less ar e r eadi l y avai l abl e for pur chase for 75% of mar ket val ue. Gear : The Summi t Road often pr ovi des expendabl e mundane gear essenti al to a mi ssi on. T he Road har dl y ever has magi c i tems avai l abl e for thi s pur pose—gui des ar e expected to avai l themsel ves of Road spel l caster s to have any such i tem made. Ser vi ces: T he l ar ge number of spel l caster s and mani f ester s i n the r anks of the Summi t Road means easy access to ser vi ces pr ovi ded by such per sons. H eal i ng and spel l s or power s that r emove mi nd- affecti ng spel l s, power s, and abi li ti es are accessi ble wi thi n a day, as long as the spell or power r equested is 5th level or lower . Gui des must pr ovi de costly mater i al components. Si mi l ar l y, if they pr ovi de the mater i al s and can show a gr eat need, Summi t Road gui des can get a magi c i tem made for cost. T hose who abuse these ser vi ces for per sonal gai n qui ckl y find that thei r fellow gui des won't pr ovi de such ai d. I n f or mat i on : K nowl edge is one of the Summi t Road's str ong sui ts, par ti cul ar l y when it comes to Adar ' s bor der s. It has maps of Ri edr an fortifications near Adar , di agr ams of r egular patrol routes, lists of sympathi zer s, and so on. Usual l y, when a gr oup of gui des goes on a mi ssi on for the Road, the leader (trailblazer) assi gni ng the task sup pli es all r elevant i ntel l i gence avai labl e for and per ti nent to the j ob, i ncl udi ng desti nati on, contacts, and expected chal l enges. K nown i nfor mati on gaps ar e al ways r evealed. Of cour se, someti mes the j ob is to gather i ntel l i gence, in whi ch case some or all of these facts can be "gaps."
ADARAN DEFENDERS In Adar , ar mor ed sol di er s car r yi n g hal ber ds ar e not the nor mal def ender s of monaster i es and templ e- f or tr esses. Even in the vi l l ages of the mount ai ns, a town' s def ender i s mor e l i kel y to be ski l l ed i n un ar med combat t han to be r el i ant on heavy weapon s and
ar mor . For the t ypi cal Adar an monast er y guar d, use 2nd- or 3r d- l evel monks fr om Tabl e 4 —17, DMG 119. About a thi r d of these guar ds ar e kal asht ar —mor e i n Shal quar , Mal shashar , and T ashal at or a—and most ar e l awf ul neutr al .
Many of the Road' s member s and sympathi zer s ar e knowl edgeabl e and capable i nfor mati on br oker s. When needed, a PC gui de can make a successful DC 15 Diplomacy check (modified ci r cumstanti ally by status wi thi n the orga nization) to locate an NPC affiliate who iswi l l i ng to attempt a desi r ed K nowl edge or Gather I nfor mati on check at a +5 bonus. For ever y poi nt mor e than 10 by whi ch the check result beats the DC of the r equi r ed Di pl omacy check, the NPC has an addi ti onal +1 bonus wi th the desi r ed ski l l . Access: As Summi t Road gui des, char act er s have access to a wi de var i et y of tr avel modes and r outes, as well as known safe houses and hi di ng spots. Secr et r outes thr ough under gr ound passages and psi oni c por tal s ar e all avai l abl e. NPCs sympatheti c to the cause mi ght also pr ovi de ai d. Access to all such benefi ts is gi ven on a need basi s—i mpor tant and sensi ti ve i nfor mati on and locati ons are r eser ved for tr usted gui des.
PLAYING A SUMMIT ROAD GUIDE You are the pathfinder on away to safety and hope from a land that has lost all freedom. Someti mes you are a chirurgeon's knife, infiltrating diseased territory to lead someone in need from Riedra to Adar . Other ti mes you are the watchman's eyes, obser vi ng to di scer n tr uth and useful knowl edge about the enemy. And when need be, you are the merciful arm of death that removes those who cannot be saved. Tr ust is vi tal to you and your team member s, and to those who di r ect you. Mi spl aced fai th is death or wor se. Without one another, Summi t Road gui des can't sur vi ve— each pr ovi des essenti al ski l l s. Your team is only as str ong as its weakest member , and when fai li ng can cost you your mind, nobody wants to be the chi nk in the group's armor. You do much of your wor k i ncogni to. Whether you're actual l y masked or di sgui sed depends on the wor k and the ti mi ng, but l etti ng someone see your face who doesn't need to do so is a mi stake. Many per sons you ai d never learn your name or what you look l i ke. When you j oi ned the Summi t Road, you di d it because you thought it was r i ght or because you had nowher e el se to go. Regar dl ess of your i ni ti al moti va ti ons, the r i sks you take in i nfi l tr ati ng Ri edr an ter r i tor y or the Syr k fr onti er aren't par t of some r omanti c fantasy. Worst of al l , people back home in Adar mi ght r espect what you do, but they' r e al ways wonder i ng if the per son who comes home is r eal l y you. Sti l l , you ar e a her o. You can see it in the eyes of the Ri edr an defector you smuggl e thr ough Zi ' ti l ' natek and into centr al Adar . He has seen hor r or s, you know, and now he'll have a har d li fe, but he'll be fr ee. Sur e, the monks wi ll watch hi m, but he'll mar r y a plump val l ey woman and r ai se hi s chi l dr en to be whatever they want to be. And he won't have to ser ve bei ngs he has come to know as evi l and ali en. You created that life for hi m, and, the Light wi l l i ng, you'll sur vi ve long enough to do it for many other s. One day, the I nspi r ed wi l l ki ll you if you're lucky, or captur e you if you're not. Between now and then is the ti me to make them pay and take fr om them what they never deser ved to own. Maybe you' l l l i ve to see the I nspi r ed f al l . Unti l then, your homage to the Path of Li ght is wal ki ng the Summi t Road. Combat: You evade enemi es unti l you must engage, usi ng thr ee "weapons" taught to ever y Summi t Road gui de: information, stealth, and speed. First off, know your enemy and your path as well as you can before you set out. "Prepar e
for the wor st, but tr avel li ght" is a maxi m for those on the Summi t Road. Stealth means goi ng only wher e you have to, and doi ng so unnoti ced. Speak wi th whom you must, but r eveal only that whi ch must be told. Speed means getti ng whatever you came for and getti ng out. If you must engage an enemy, ki ll qui ckly, letti ng that be a form of mer cy to those doi ng thei r duty for the I nspi r ed. If you want to send a message wi th your vi olence, send it di r ectly to the Chosen or the I nspi r ed—the soldiers and common folk of Ri edr a ar e sl aves, and they don't deser ve fur ther pai n. Advan cemen t : T he Summi t Road r ecr ui ted you because you showed the ability to do what needs to be done. You exemplify some combination of stealth, fighting prow ess, and resistance to mi nd control. You also showed a wi ll i ngness to do thankless work in nerve- rattling conditions. New r ecr ui ts face i ntense scr uti ny and danger ous mi ssi ons. Gr een gui des are gi ven i nfor mati on and shelter as needed and no mor e. As you show dependabi l i ty and good per f or mance, al ong wi th a wi l l i ngness to under go r egul ar and r i gor ous testi ng to guar d agai nst mind seed and other sor ts of i nfi l tr ati on, you can be i nducted fur ther i nto the Road's i nter nal str uctur e, and you become pr i vy to mor e sensi ti ve i nfor mati on. Rank isn't formal on the Summi t Road—respect must be earned and kept through merit. If leadership is for you, the cur r ent leader s, called tr ai lblazer s, must make sure you're not an infiltrator. Once you do get in, you can assi gn teams to speci al oper ati ons and over see i nfor mati on- gather i ng. Stayi ng in the field is always an option, but doing so means never bei ng tr ul y on the i nsi de. Mi ssi ons: Wor ki ng the Summi t Road is har d but si mple. You get mi ssi ons from tr ai l bl azer s and you per for m them. A Summi t Road gui de mi ght be asked to do any number of tasks. H el pi ng a di ssi dent cr oss i nto Adar is usual , but gui des mi ght be assi gned to take out a gr oup of monster s that have moved i nto one of the or gani zati on' s secr et passages thr ough or under Adar ' s mount ai ns. Scouti ng enemy posi ti ons and r emovi ng obstacl es for another team's mi ssi on, or even pr ovi di ng a di str acti on, can be par t of a gui de' s duti es. Someti mes a Summi t Road gui de is taken pr i soner . Other gui des ar e di spatched to help the pr i soner escape or, if they must, end the unfor tunate' s li fe. Respon si bi l i t i es: T he Summi t Road expects you to devote your ti me to the or gani zati on's needs, taki ng mi ssi ons whenever they are avai l abl e. You can engage in other acti vi ti es as long as they don't endanger the Road, and finding and pl anni ng your own mi ssi ons is looked upon favor ably when such under taki ngs pr ove successful and meani ngful . However , long absences rai se suspi ci ons, especi al l y when they'r e not pr ear r anged. Such a hi atus can lose a member some standi ng and mi ght r equi r e her to under go i nter r ogati on and a fresh mind probe.
THE SUMMIT ROAD IN THE W ORLD "Thoseguides, they'rehard and strange. Not normal, you know? Why anyone would do what theydo isbeyond me. Still, ifanycomehereneedingaroofor some food, my house isopen to them. My wife'sgrandfather was Riedran. ..." —Deepak Ruudr aksh, Adar an herder As Summi t Road gui des, the PCs ar e r evol uti onar i es and sol di er s—per haps in an unwi nnabl e war . The Road r equi r es a stoic r esolve and unswer vi ng commi tment. It
Life as a Summit
Road guide is never
boring
also offers a gr eat deal of fr eedom. Gui des can plan and execute thei r own mi ssi ons, gai ni ng that much more glor y when the under taki ng wor ks in favor of Adar . Fur ther , the char acter s can rest assur ed that if they'r e captur ed, thei r alli es in the Road won't sit i dle. Member s of the Summi t Road are li ke a str ange fami l y wher e i nter dependence is as i mpor tant as good steel and the ri ght spell. O r gani zat i on: When Adar shut its bor der s after r epelli ng the i ni ti al attacks of the I nspi r ed, the early focus was on for ti fyi ng all poi nts of entry. Dur i ng that ti me the Shroud was bui lt. The master s of the monaster y- for tr esses, especi al l y K asshta K eep, Mal shashar , and Shal quar , qui ckly found they needed away to get into and out of Adar . T hi s need was the genesi s of the Summi t Road. Mal shashar has always had fri endly contact wi th the dr omi tes of Zi 'ti l'natek. Zi 'ti l'natek's i nhabi tants had no love for Riedra's new leader s. Pr el i mi nar y cr ossi ngs wer e thr ough Zi 'ti l'natek and under gr ound ways constructed for the pur pose. In thi s ti me, many would- be Ri edr ans still opposed the I nspi r ed and sought escape. Adar an war r i or s also took the fight to the I nspi r ed on a small scale. Condi ti ons on both si des of the mountai ns soon sta bi l i zed, mor e Ri edr ans becomi ng l oyal i sts and Adar ans becomi ng more defensi ve and i nsular . The Summi t Road evolved. Fai led mi ssi ons and subver ted gui des pr oved the need for str ong wi l l among Road member s. Super natur al defenses wer e essenti al par ts of any team, so the r emai n i ng leader s began to favor mysti cal r ecr ui ts. Dur i ng thi s gr owth phase, the Road also put for th tendr i l s, establi sh i ng bases in dr omi te ci ty- hi ves under Ri edr a and even in the Syr k por t of Ar dhmen.
Summi t Road gui des call thei r leaders tr ai l bl azer s— those who find new ways. New, pr obati onar y, and r egular member s have always been called gui des, and most Road agents are gui des for year s before bei ng named tr ai lblazer s. Gui des have di ffer i ng levels of esteem in the or gani zati on, but no official r ank di ffer enti ates them. Those wi th less exper i ence usually defer to those wi th mor e. Advancement is based pur ely on merit and is totally opti onal—under the control of exi sti ng leader s. No gui de is ever forced to become a tr ai lblazer , whi ch can be a sedentar y j ob. Master s of the temple- keeps in Adar are nomi nally in contr ol of the Summi t Road. It is they who often ask the tr ai l bl azer s to under take some task for the good of Adar . T he tr ai l bl azer s in tur n assi gn gui des to a task, or even oversee a mission directly. Most tr ai lblazers r emai n in Adar however , so it is har der for the Road to be subver ted. T he Road is hi ghl y decentr al i zed, l i ke Adar ' s enti r e defense i nf r astr uctur e. Gui des must speak or l ear n Ri edr an, and they l ear n speci al phr ases and si gn l anguage that help them i denti fy one another and communi cate secr etly. Few outsi de the Summi t Road know its under gr ound l anguage, and unauthor i zed per sons who show such knowl edge ar e often met wi th hosti li ty. Cel l s of the Road oper ate i ndependentl y. A gr oup of gui des is a hi ghl y speci al i zed team composed of four to si x member s. Each member has ski l l s that compl ement those of the other s in the gr oup. In thi s way, each Summi t Road squad is a str ong suppor t system for its member s. Su mmi t Road H eadqu ar t er s: L i ke Adar , the Summi t Road has no centr al oper ati ons center . Gui des wor k from Dvaar nava, K asshta K eep, Shal quar Mon aster y, Mal shashar , and even Zi ' ti l ' natek—tr ai l bl azer s collect i ntel l i gence and r un mi ssi ons fr om these pl aces among many other s. Some Summi t Road agents ar e stati oned per manent l y outsi de Adar i n wi l der Syr k settl ements—especi al l y Ar dhmen. I nfor mati on is shar ed between gr oups by psi oni c, magi cal , and mundane means, and teams change oper ati ons center s as needs di ctate. Al l teams ar e expected to take ci r cui tous r outes fr om thei r star ti ng poi nts to pr event those poi nts fr om bei ng located by Ri edr an patr ol s. N PC React i ons: Adar ans admi r e the cour age and ski l l s of Summi t Road gui des, and those who r ecogni ze a gui de ar e often fr i endly. Onl y in the smal l est Adar an thor p mi ght a gr oup of gui des find no ai d. However , most Summi t Road gui des keep thei r affi li ati on secr et, and few people can tell a gui de on the Summi t Road fr om other har dened folk who tr avel the wi l ds of Adar . Many of the Road's member s are outsiders in Adar an society. Some are known cr i mi nals. Other s are member s of races that rarely work on Adar 's surface but that also di sli ke the I nspi r ed, such as dr omi tes. Because of thi s unusual member shi p, a few inside Adar fear Summi t Road gui des. One sli p, these people say, could open the door to the I nspi r ed or wor se. Such per sons mi ght be unfr i endl y. Agent s of Dvaar nava, Shal quar , Mal shashar , and K assht a K eep cl osel y watch member s of the Summi t Road, but they ar e usual l y i ndi f f er ent. T hei r j ob i s to catch any unusual behavi or among the gui des, not to help or hi nder . Loyal Ri edr ans have no love for Summi t Road gui des, bel i evi ng they are ki dnapper s and assassi ns in the ser vi ce of fiendish magi ci ans. Such Ri edr ans who di scer n a gui de' s tr ue connecti ons ar e i nvar i abl y hosti l e.
SUMMIT ROAD LORE Characters who have ranks in Knowledge (local) can research the Summi t Road to learn more about it. When a char acter makes a ski ll check, the followi ng lore is r evealed, i nclud ing the i nfor mati on from lower DCs. K nowledge (geogr a phy) can also be used, but the DCs all i ncr ease by 5. DC 15: The Summi t Road, or "the Road" as we call it, is a bunch of spi es, war r i or s, and mysti cs who ai d those in need of passage i nto Adar . Its agents are called Summi t Road gui des. DC 20 : Despi te what some thi nk, the Road and its gui des actual l y take the fight to the I nspi r ed. I've hear d tell they str i ke wi thi n Ri edr a and other I nspi r ed- con trolled ar eas. T hei r l eader s ar e called tr ai l bl azer s. DC 25: If you want to oper ate i nsi de and outsi de Adar wi th ease, the Road is your best bet. Gui des have a lot of fr eedom and get r espect ar ound her e. Many ar e outcasts in Adar an soci ety. Meeti ng a gui de outsi de Adar requi res a DC 25 or hi gher Gather I nfor mati on check. In thi s si tuati on, the gui de always acts unfr i endl y, tr yi ng to test the PCs' temper a ment. H i s al l i es ar e i nvar i abl y near by should vi ol ence ensue. I nsi de Adar (assumi ng favor able condi ti ons), a successful DC 15 Gather I nfor mati on check locates a gr oup of Summi t gui des.
SUMMIT ROAD GUIDES IN THE GAME Summi t Road gui des ar e faci li tator s, spi es, soldi er s, and, well, gui des. If somebody needs to get i nto Adar from the outsi de, it's l i kel y that the Summi t Road is goi ng to be i nvolved somehow. Gui des ar e meant to be a "first con tact" poi nt between for ei gner s and the land of r efuge, but they al so ser ve as foi ls for Ri edr an patr i ots and a way for Adar an char acter s to move i nto the wi der wor ld. From r escue mi ssi ons, to str i kes agai nst Ri edr an f or ti f i cati ons, to expedi ti ons to uncover potenti al l y useful ar ti facts from Sar lona' s bygone ages, the Summi t Road can be a moti vati ng force behi nd an enti r e cam pai gn. Outsi der s and for ei gner s can ear n the r espect of Adar ans by ser vi ng the Road, so for ei gn char acter s could do wor se than to have the Road as an al l y or a patr on. Player s who li ke acti on and i ntr i gue mi xed wi th a good dose of par anoi a should find the Summi t Road to be a fine home for thei r PCs. Adapt at i on: T he Summi t Road seems di sti nctl y Adar an—i t ser ves Adar ' s needs. However , it's also a cover t or gani zati on that's desi gned to r un a for mi dabl e bor der and to make str i kes i nto hosti le ter r i tor y. In Sar l ona, somethi ng li ke thi s gr oup al so fits for the Aki ak dwar ves and thei r oper ati ons agai nst Ri edr a. L hazaar pi r ates could have such a gr oup to make sur gi cal r ai ds i nto the Mr or Hol ds. Wi th some modi fi cati ons, the Road could j ust as easi ly be a monstr ous facti on of spi es wor ki ng acr oss the bor der s of Dar guun or Dr oaam. Encount er s: The Summi t Road has the potenti al to be a gr oup of al l i es or foes, or even a patr on. I ni ti al encounter s wi th gui des are al ways edgy as they get to know for ei gn char acter s or r aw r ecr ui ts. Ever ythi ng is a test at that stage. If pushed, Summi t Road gui des don't take chances—they str i ke wi th deadl y effi ci ency agai nst those they see as r i sks to the Summi t Road.
EL 8: Mur ephan and hi s si deki ck K el ki ar e in Ar dhmen in Syr kar n l ooki ng for the PCs, havi ng hear d of them thr ough i nter medi ar i es. T he r ogue elan wants to si ze up the for ei gner s and see why they're in Sar lona. If he li kes what he sees, he offers the char acter s thei r first test r un for the Summi t Road. Al ter nati vel y, Mur ephan and K elki are about to put some i nexper i enced Adar an gui des to the test by pr etendi ng to be a couple of questi onabl e wander er s in Adar ' s wi l der ness.
PLACES OF INTEREST Adar is wi del y var i ed in its featur es. T he r i ngi ng moun tai ns that sur r ound it ar e a defensi ve wal l i nto whi ch ei ght monaster i es ar e bui lt. Anci ent and l i vi ng places dot the l andscape. Rui ns of str uctur es abandoned in bygone ages ar e evi dence of the l egacy of the dr aconi c i nfluence over thi s magi cal l and.
COUATL AND DRAGON RUINS An ci en t Dr aconi c Si tes Among the hi lls and val l eys of Adar , the anci ent past sleeps over gr own by lowland for ests, par ti al l y bur i ed by l andsl i des, or gr ound away by the ti r eless i ner ti a of a passi ng glaci er . Massi ve or str angel y si zed for humanl i ke cr eatur es, these places hold clues to the battle fought here dur i ng the Age of Demons. Most Adar ans shun r ui ns near thei r homes, fear i ng the ire of the Stor m Guar di ans. Li ttle do they know that feather ed shul assakar sti ll li ve among or bel ow some of the r ui ns, wor ki ng to keep Adar safe. Di sappear ances near such occupi ed sites are often due to the shul assakar finding a new and wi l l i ng ally.
DVAARNAVA H i dden Por t; Smal l Ci ty; Popul at i on 6, 730 The souther nmost of Adar ' s temple- keeps, Dvaar nava is the only place in Adar wher e shi ps can still actually land. Danger ous spires of under water rock form a maze that leads to a natur al caver n in the shar p cli ffs on the ti p of Adar ' s hor n. Only those who know how can even appr oach the caver n, and a fur ther test awai ts them—a si si utl (20 H D; Stormwrack 159) guar ds the cave mouth as part of an ages- old pact. Only sailors who gi ve the correct answer s to the crea ture's challenges can pass wi thi n. The protectors of Dvaar nava can watch the sea passage and the grotto from galler i es in the cliffs above, and some leaders in the monaster y can gr ant access to those that do not meet the sisiutl's r equi r e ments. If necessar y, watcher s in the gal l er i es can assault unwanted vi si tor s wi th bal l i stae, ar r ows, and magi c. Dvaar nava' s popul ace li ves by fishing and col l ecti ng pl ants in the sea caves near by, and it enjoys the sunl i ght that comes from the nar r ow fissures in the caver n cei li ng. Stor ms ar e sti ll common her e, though, and habi table spaces are placed wel l above the water . The for tr ess is located far from any other settlement, and the mountai ns ar ound it ar e for bi ddi ng. Sti l l , the Summi t Road and xeph mer chants al so wor k in the city, maki ng passage to and from Ar dhmen in shi ps under pr i vateer flags. Dvaar nava is the gate by whi ch many Adar ans leave Adar for good. Vessel s from the por t car r y goods and people thr ough tr eacher ous water s and Ri edr an l i nes, thei r cr ews knowi ng full wel l that any attempt to r etur n to Dvaar nava could mean thei r deaths.
Nearing
the secret
port of
Dvaarnava
GHOZA H i dden For t r ess; L ar ge Town; Popul at i on 3, 250 South of a wi de poi nt in the water way Adar ans call Jathar a Sound—the wi de ar ea known as K asshta' s Bel l y— si ts the hi dden for tr ess of Ghoza. Al though Ghoza is bui lt hi gh on the cli ffs near the sound, it has r ooms that occupy caver ns to the water l i ne. T hese natur al cham ber s lead to flooded gr ottos that eventual l y open i nto K asshta' s Belly. Ghoza's war r i or s ar e exper t swi mmer s and mor e free spi r i ted than many of Adar ' s monks. The magi c of local el emental bi nder s (some affi li ated wi th the K eeper s of the Wor d) allowed Ghozan speci al i sts to bui ld a few vessel s that per mi t l i mi ted under water oper ati ons. However , most mi ssi ons r ely on people i nstead of cr aft. For centur i es, Ghozans have caused tr ouble for Ri edr an shi ppi ng—pr obl ems easi ly bl amed on weather , the cr eatur es that i nhabi t the sound, or the mongr el ogr es (eneko) of Syr kar n. Ri edr a' s acti vi ti es on the sound ar e l i mi ted now, and much of its suppli es pass over l and.
HAZTARATAIN MONASTERY H i dden For t r ess; Smal l Ci ty; Popul at i on 9, 950 H aztar atai n Monaster y is famous among Adar ans for its role in the bi r th of the kal ashtar r ace—i t was her e that Tar atai and her follower s first found r espi te fr om thei r fli ght. From her e, Tar atai made her pi l gr i mage acr oss Adar . Many adher ents of the Path of Li ght see H aztar atai n Monaster y as a holy si te, and some even make the tr eacher ous j our ney to the pl ace. For some, thi s is a r el i gi ous pi l gr i mage; for other s, it's a step on the path to becomi ng a H aztar atai n (see page 122).
Car ved into a mountai nsi de, the monaster y rests on an escar pment above a fertile valley. From the watchtower s chi seled into the li vi ng r ock of the hi gh coastal peaks, the guar di ans can look onto the coast of Ri edr a less than 50 miles away. (Ri edr ans avoid this stretch of water, known for its sudden squalls and di sdai ned for its nearness to Adar.) Adar an settlements are also wi thi n a day's j our ney of the fortress. Vi llager s in these places regularly supply the Haz tar atai n Monaster y's i nhabi tants wi th goods and ser vi ces, counti ng themselves lucky to live so near the sacred site.
KASSHTA KEEP Renowned For t r ess; L ar ge Ci ty; Popul at i on 17, 690 Thousands of feet above the blue- gr een K asshta River, wi sps of vapor dance ar ound spi res of reddi sh rock, mai n tai ni ng themsel ves eter nal l y and i ncr edi bl y in the wi nd that bl ows her e. Occasi onal l y el ectr i ci ty ar cs between them. Dar k flags flutter atop four tower s of natur al stone car ved li ke anci ent watcher s wi th four heads, each look i ng in a di ffer ent di r ecti on. What seems li ke a sheer cliff, car ved her e and ther e wi th open pathways, pl atfor ms, and wi ndows, is the anci ent K asshta K eep. K asshta K eep is the only monaster y for tr ess in Adar whose locati on is accur atel y known to the Ri edr ans and even f or ei gner s. Founded by the l egendar y ar cani st K asshta, first Speaker of the Wor d, the keep was bui lt thousands of year s ago, mostly car ved i nto and under the mountai ns by human magi c and hands. K asshta is the seat of the K eeper s of the Wor d and thei r potent magi cal legacy. It is al so the tr adi ti onal home of thei r leader , the Speaker of the Wor d.
The ci tadel is vi si ble from the water s of the K asshta River below it from a di stance of sever al mi les when the ai r is clear. Storms enshr oud the Keep at unpredictable inter vals, however , maki ng si ghti ng the place difficult at best. A broad beach, dock, and stai r s to the keep wer e once located on the river. Only the slightest si gns of the stairs to K asshta Keep r emai n, the rest havi ng been erased by war and magi c long ago. The r emoval of the docks and the exi stence of the strange hangi ng mi sts are the legacy of the Taratai li neage members' passi ng at the Ri edr an siege of K asshta K eep. No roads enter K asshta K eep. A wor n trail does appear near wher e over l and r outes conver ge to appr oach the fortress's mai n gates. The ci tadel also has magi c wi nches to lift boats out of the river or lower them down agai n. As a result, the keep's "port" is some 5,000 feet off the water . Most of the people in the keep li ve in subter r anean chamber s. T he K eeper s of the Wor d cr eated magi c l i ghts that provide nour i shment as sunli ght does, keepi ng people and pl ants heal thy in the cool dar k of the mountai n. Unli ke Shal quar , K asshta has a var i ety of vegetabl es and fr ui ts avai l abl e. L eader shi p: Chanaakar , the cur r ent Speaker of the Wor d, li ves and wor ks in K asshta K eep. He r ar ely leaves. The K eeper s' Counci l of the Wi se advi ses hi m, and some
of these elder s actual l y over see the keep's functi ons as a settl ement. Chanaakar li ves in the hi ghest r ooms of K asshta K eep not desi gned solely for mi l i tar y pur poses. Di r ectl y beneath hi s l i vi ng quar ter s ar e the Counci l Chamber s and the Counci l H al l . Demogr aphi cs: 65% humans, 32% kalashtar, 3% others (dr omi tes, xephs, for ei gner s, and extr apl anar r aces). Economi cs: 40,000 gp l i mi t (many excepti ons for magi c i tems); much tr ade occur s in bar ter . Asset li mi t appr oxi matel y 27,000,000 gp.
Not abl e Feat ur es In near l y all ar eas of K asshta K eep, water , heat, venti l a ti on, and li ght ar e suppli ed by el emental magi c. Coun ci l Chamber s: In the hi ghest secti ons of K asshta K eep, i mpor tant el der s and mysti cs l i ve and wor k. Not ever y elder takes a chamber in these hal l owed hal l s—many choose to r emai n among thei r f ami l i es (or l i neage gr oups, if kal ashtar ) . So, about hal f of the Counci l Chamber s ar e occupi ed by per sons i mpor tant to the functi oni ng of K asshta K eep. Al l these r ooms have extensi ve passi ve magi cal defenses. The most open and publi c r oom at thi s level is the Counci l H al l . A hemi spher i cal chamber , it is set up as an
THE SHROUD The first line of defense for the exi les of Adar , the Shroud is an ener gy field gener ated by a set of massi ve cr ystals, one in each of the eight monaster y- for tr esses hi dden throughout the mountai ns. As long as all eight shroud resonators (see page 141) are acti ve, the Shroud pr ovi des two effects—a dimensional lock that pr events all forms of extr adi mensi onal movement i nto, wi thi n, or out of Adar , and a nondetection effect that hampers all scr yi ng attempts wi thi n Adar . The lock does not prevent summoni ng spells, nor does it hamper spells that send creatures back to their home planes, such as dismissal. The resonators r equi r e constant psi oni c power . Should a cr ystal fai l to r ecei ve any psi oni c power for 1 hour , it shuts down and the Shr oud is weakened. T he dimensional lock and nondetection effects become less r eli able. If one shroud resonator is i nacti ve, any effect the Shr oud nor mal l y blocks has a 20% chance of penetr ati ng it i nstead. If two shroud resonators ar e i nacti ve, the chance r i ses to 50%. When thr ee or more r esonator s are i nacti ve, the Shr oud shuts down. Each of the ei ght mai n monaster y- f or tr esses in Adar has a chamber in whi ch a shroud resonator is set. Al l monaster i es have a r otati ng gr oup of psi ons that mai n tai ns and power s the r esonator . Most r esonator s ar e placed in ar eas that ar e di ffi cult to get to even if the sur r oundi ng ci tadel is br eached. Al l shroud resonator chamber s ar e bui lt for defense.
SHROUD BUBBLES Small ar eas of Adar r emai n unpr otected by the Shr oud—a fact Adar ' s defenders are awar e of and the I nspi r ed could exploit. One who knows exactly wher e two of these bubbles are can travel between them usi ng teleport or si mi l ar effects. Si nce tr avel wi thi n the Shr oud is only possi ble between bubbles; psychopor tati on or teleportati on into Adar is still
not possi ble. It is feasible, however , that some devi ce could be fashi oned to functi on as a beacon to allow travel into a Shroud bubble from outside Adar . Adar ans haven't created such devi ces, and for tunately for them, if the ar ea wher e a bubble exi sts is not "very fami li ar " to someone usi ng teleport, the effect functi ons as if the user had a false desti nati on. The ar r i val point in such a case is never wi thi n Adar . Each monaster y- for tr ess has a lesser resonator, whi ch al l ows its i nhabi tants to r ehear se psychopor tati on power s or spel l s that r equi r e extr adi mensi onal tr avel or el e ments, or to conduct emer gency tr anspor t. Lesser resonators ar e kept in speci al ar eas of a monaster y, heavi l y guar ded. Such ar eas ar e too smal l for any gr oup l ar ger than a couple dozen humans to cr owd i nto. A char acter power i ng a shroud resonator can sense shr oud bubbles wi thi n a mi le of the devi ce and shut them down at wi l l . The Shr oud r eaches less than a mi le beneath Adar at sea level. Far ther under gr ound is one bi g Shr oud bubble. T hi s weakness is har d to exploi t, however . Danger ous cr eatur es dwel l i n the deeps of K hyber , and the dr omi tes that li ve bel ow Adar ar e hosti l e to Ri edr ans and suspi ci ous of str anger s. Other Shr oud bubbl es occur in mani fest zones, especi al l y those ti ed to K ythr i . Such bubbles are wi l dl y unr el i abl e in thei r locati on and l ength of exi stence. Those who power shroud resonators can do li ttle about these bubbles, si nce the bubbles often reopen i mmedi ately after bei ng closed. Natur al Shr oud bubbles could pr ove to be a weak spot in Adar ' s defenses if Ri edr an forces wer e to di scover one they could use consi stently. They' d sti ll have to devi se a means of cr ossi ng the Shr oud to the bubble, however , and most wi l d bubbles ar e deep wi thi n Adar .
amphi theater wi th a centr al r ai sed dai s for speaker s. T he Counci l of the Wi se meets her e. Par t of the hal l is often set asi de for ci ti zens of K asshta K eep to ai r gr i evances or watch the pr oceedi ngs. Unknown to many in K asshta K eep, the centr al plat for m is a magi c i tem. Some of the elder s, i ncl udi ng the Speaker , can command the dai s to produce calmemotions, deep slumber, dimensional anchor (more useful before the Shr oud), hold monster, tongues, and zone of truth up to thr ee ti mes per day. The ar ea ar ound the dai s is also a complex magi cal di a gr am useful for many spells such as magic circle against evil. Asper i Rooker i es: K asshta has long had little asperi " nei ghbor hoods." The asper i s who li ve in these places are consi der ed ci ti zens. T hough asper i s ar e wi l d and fr ee i n Adar , the guar di ans of K asshta watch over these rookeries to protect them from har m. Gi ven thei r openness, the rook eries form one of the few potenti al poi nts of i nfi ltr ati on. Duj ong: Below the Counci l Chamber s is the Dujong, the ar ea wher e many of K asshta K eep's war r i or s li ve and tr ai n. Rooms si mi l ar in layout to the Counci l H al l pr o vi de wi de tr ai ni ng gr ounds, and ample venti l ati on keeps the ar ea pl easant. T he H at t a: On the lowest level of K asshta is an open cour tyar d filled wi th orderly bui l di ngs and stalls, a wi de lane passi ng thr ough the mi ddle. The whole ar r angement r esembles a ti ny vi l l age. Her e, mer chants sell common goods and ar r ange deals. The Hatta, as K asshtans call it, is li ke the open mar kets in vi l l ages el sewher e in Adar , but it is unusual in the eight monaster y- for tr esses that guar d the land of r efuge. Only Dvaar nava has anythi ng si mi lar . In K asshta K eep, and Adar as a whole, the goods avai lable are hi ghly var i abl e and the pr i ces fluctuate based on thi s r eali ty. Much of what is avai lable are basi cs needed for comfortable li vi ng or engagi ng in cr aftsmanshi p. Fur ther, whi l e Adar ans do use money, that too is hi ghl y var i able, and mer chants often wei gh coi ns. Bar ter is common. Assume any magi c item or r eagent is avai lable in K asshta K eep, up to the gold piece li mi t, and deci de on its pri ce based on how you want it to appear in your campai gn.
MALSHASHAR H i dden For t r ess; Smal l Ci ty; Popul at i on 6,500 Set among the tal l est peaks of the Ahnadi v Moun t ai ns, M al shashar guar ds a maj or poi nt i n Adar ' s defenses. Mal shashar isn't as close to the foothi l ls as Shal quar , but the for tr ess is named after a monaster y that once was. Even so, it has mor e to wor r y about in the form of Ri edr an patr ol s and potenti al spi es than many other str onghol ds. It faces Ri edr a pr oper and not the smal l settl ements on the fr onti er of the Andnemun Deser t and Syr kar n. T he for tr ess is mai nl y under one mountai n, but it spr awl s under two other peaks and connects to the dr omi te ci ty- hi ve of Zi ' ti l ' natek thr ough psi oni c por tal s that functi on wi thi n Shr oud bubbl es. Life is har sh in Mal shashar , wher e even the food must be gr own under gr ound. Regul ar stor ms and l andsl i des make the sur r oundi ng ter r i tor y hosti l e and i mpen etr able. Ar ti f i ci al wal l s have sealed passes for centur i es, but magi c and psi oni cs make these wal l s look natur al. A par ti cul ar l y di scer ni ng dwar f mi ght be able to see thei r real natur e, but the dwar ves of Sar lona li ve far away. K al ashtar outnumber humans in Mal shashar . Feel i ng it is thei r duty to defend the l and of r efuge in a war for whi ch they ar e r esponsi bl e, they handl e al l mi l i tar y
matter s i n the str onghol d. Suppor ted by kal ashtar psi ons and mar ti al ar ti sts, a few of the human monks of Mal shashar li ve as they have for ages, some not over tl y par ti ci pati ng in the ongoi ng str uggl e. The kal ashtar val ue the medi tati ons of these paci fi st monks nonethel ess.
RUUKOSI H i dden For t r ess; L ar ge Town; Popul at i on 4, 780 Ruukosi guar ds the mouth of the Ruukosi Ri ver wher e that water way spi l l s under a natur al ar ch and i nto the wi de Jathar a Sound below. T he str onghold occupi es the cli ffs on both si des of the r i ver , and the wondr ous ar ch that br i dges the r i ver has been hol l owed by muscle and mi nd to ser ve as a tower i ng over look. Monks her e can see i nto Syr kar n when weather per mi ts. Far ther upr i ver , the Ruukosi wi dens and sl ows. T her e, the smal l Adar an town of K hada thr i ves not only on the abundant fish, but al so on the far m goods gr own on the nar r ow flood pl ai n and hi l l s near the r i ver . K hada suppli es the monks, and the monks in tur n guar d the town agai nst the danger s of the mountai ns. Many K hadan youths ar e educated at the monaster y, and some j oi n the monks for good. Si nce it is the for tr ess closest to Xephanan, Ruukosi al so enjoys a si zable popul ati on of xephs.
SHALQUAR H i dden For t r ess; L ar ge Town; Popul at i on 3,50 0 Only 22 mi l es fr om the near est Ri edr an settl ement in the foothi l l s of the Ahnadi v Mountai ns, Shal quar is the si ster ci tadel of Mal shashar and al so on the front l i nes of the ongoi ng confli ct wi th Ri edr a. It ser ves as a base for Adar ' s defender s and a gate to Adar ' s i nter i or . Shal quar is car ved between and under two mountai ns, and i nhospi tabl e peaks sur r ound it. T hi s gateway to Adar is detai l ed fur ther i n Explorer's Handbook.
TASHALATORA H i dden For t r ess; Smal l Ci ty; Popul at i on 10 , 350 T he thi r d and final templ e- for tr ess that guar ds passage i nto Adar di r ectl y fr om Ri edr a, Tashal ator a is home to monks r enowned even in K hor vai r e. A few K hor vai r i ans even seek thi s monaster y as a place to per fect thei r tr ai ni ng. Tashal ator a' s fighters ar e among the most power ful in Adar , bl endi ng psi oni c or magi cal ski l l wi th fighting pr owess in unor thodox ways. Vener able T hatar i (LG female kal ashtar telepath 18) is an aged psi oni c pr eceptor associ ated wi th the elder s of Tashal ator a, to whom she usual l y speaks by usi ng her power s. She is one of the few psi ons in Adar who can mani fest psychic chirurgy (EPH 126) and reality revision (EPH 128), and thus she mi ght be the only one who can save a PC from a mind seed (EPH 119) or si mi l ar nasti ness. Unfor tunatel y for seeker s who want to speak wi th her, Thatar i li ves in the mountai ns many mi les from Tashal ator a, alone wi thi n a cave car ved i nto a cli ff face. Getti ng to her r equi r es find i ng out wher e she is and tr aver si ng tr eacher ous ter r ai n i nhabi ted by unfr i endl y cr eatur es. What she mi ght ask of those seeki ng her aid is unknown, but such a r equest wi l l sur ely have little to do wi th weal th. Tashal ator a br eeds str ong fighters because many wi thi n the for tr ess and in Adar fear the Ri edr ans wi l l one day cr oss i nto the land of r efuge by way of Vul pana Falls, whi ch the ci tadel over looks. For the hundr eds of mi l es between Tashal ator a and the H aztar atai n Monaster y no
other land is passabl e. Sti l l , an ar my woul d have to pass thr ough or ar ound the Shanj ueed Jungl e and its Mabar mani fest zone, cl i mb all the way up the hi l l s and moun tai ns to the fal l s, and then cr oss the falls. Fur ther mor e, the I nspi r ed have few si gni fi cant settl ements near by to suppor t such an under taki ng. As a r esult, the Ri edr ans have yet to tr y the passage.
UUTKLEZA K yt hr i Mani f est Zone Although Adar has more than a few Kythri manifest zones, Uutkleza is a par ti cular ly dark scar on the moun tains near whi ch only bedlam dwells. Getti ng to Uutkleza requires a treacherous cli mb from 4,000 to 10,000 feet, then a descent into a crater like that of an inactive volcano. No volcano sleeps here, though. Wi thi n the r i ngi ng peaks, Uutkleza's landscape roils and shi fts, someti mes even wi th the thoughts of a traveler. Openi ngs to Kythri pop in and out at random i nter vals, defying the Shroud and sometimes trapping deni zens from the Chur ni ng Chaos in Adar . Chaos pools (see page 142) also dot the landscape. Uutkl eza is home to any cr eatur e found on K ythr i , and wi thi n it at least one chaos roc (MM2 45) is known to r esi de. The entr opi c atmospher e of Uutkl eza shar es all of K ythr i ' s tr ai ts, except that it is only mi l dl y chaos- al i gned and gr avi ty is nor mal . In the expanse of Uutkl eza, a few outcast or lost ner aphi m (Planar Handbook 12) hunt and a smal l or der of gi thzer ai (MM 129) have an encl ave they call Sudakha. T hough they know and admi r e some of the val ues expr essed wi thi n Adar , the gi thzer ai i nter act li ttle wi th those outsi de Uutkl eza, spendi ng much of thei r ti me honi ng thei r ski l l s by keepi ng whatever comes fr om K ythr i wi thi n Uutkl eza. Recently, an Endseeker sect has moved near the cr ater , appar entl y havi ng desi gns on the gi thzer ai monaster y and the chaos pools.
XEPHANAN Xeph Capi t al Ci ty; L ar ge Ci ty; Popul at i on 15, 440 Deep i n the awe- i nspi r i n g canyons wher e the i mpassabl e Xar yai Ri ver f l ows, a for est occupi es the chasm' s floor. The r i ver has cut a wi der openi ng thr ough softer stone, cr eati ng a shaded val l ey and r eveal i ng l umi nescent cr ystal that bathes the ar ea in al most eter nal twi l i ght. In thi s wei r d j ungl e of cr ystal and tr ees li ve the xephs. Xephs have long been accepted among Adar ans. The l ar gest concentr ati on of xephs i n the Xar yai Coul ee, as the xephs name the valley, is in a settl ement of gr aceful bui l di ngs mel di ng stone, tr ee, and cr ystal . Xephs call it Xephanan. From Xephanan, xephs tr avel all over Adar ; many ar e i ntegr ated i nto Adar an soci ety and i nvolved in the war agai nst the I nspi r ed. A few bold xeph mer chants r un tr adi ng vessel s fr om the por t at Dvaar nava, wher e they also wor k wi th the Summi t Road.
ZI'TIL'NATEK Dr omi t e Ci t y- H i ve, L ar ge Ci ty, Popul at i on 13, 980 Under Malshashar , dromi tes have lived for mi llenni a— their ancient city- hive Zi'til'natek is often thought to be the cradle of dr omi te ci vi li zati on in Sar lona. Deep in its hal l s, the dr omi tes hide from the I nspi r ed and aid the Adar ans, though it was not always so. Dromi tes have battled humans for much of Sarlona's tumultuous history, and it was only thr ough the i nterventi on of the kalashtar that the dr omi tes of Zi'til'natek came to work wi th Adar ans. Now the Summi t
Road operates thr ough Zi 'ti l'natek and many goods reach Adar that would other wi se be impossible to get. The city isa center of trade, but it is only accessible through psionic por tals or the deep caver ns under Malshashar . Should Ri edra ever threaten Malshashar, the dromi tes of Zi'til'natek would provide a considerable reserve force. Even so, some dromites wi thi n the city- hive har bor thei r race's tr adi ti onal gr udge agai nst surface dweller s.
ADVENTURE SITES Wi thi n Adar ar e mani fest zones, dr aconi c r ui ns, si gns of anci ent gi ant expl or er s, among other wonder s. Her e ar e a couple of possi ble adventur e si tes in Adar .
AHDRYATMIN Mani f est Zone; T emper ate For est, Dense; T emper at e H i l l s, Rugged; T emper ate Moun t ai n s, Rugged A valley of fertile soil and abundant life exi sts at the heart of Adar , covering about 400 square miles. Adar ans call this place Ahdr yatmi n or "Mountai nsoul." A huge manifest zone tied to Lamanni a (all drui d spells are extended wi thi n Ahdr yatmi n' s boundar i es), Ahdr yatmi n is an anci ent holy site to most Adar ans. Few live ther e despite the land's rich ness, for danger s lurk among its lushness. Al l for ms of life known to Lamanni a can be found in Mountai nsoul ' s tr ees, hi l l s, and water ways. T hese cr eatur es attack anyone who wantonl y abuses the l and. Rar e and potent her bs and el ements can be found as wel l , al ong wi th exoti c foes and myster i ous her mi ts. T he secr ets of Mountai nsoul ar e many. Woul d- be H aztar atai ns must vi si t Mountai nsoul as H aztar atai did in the kal ashtar ' s ear ly days. T hey seek the center of Ahdr yat mi n, wher ei n dwel l s a cr eatur e fr om whi ch the place dr aws its name. T hi s el emental fey, a spi r i t of the l and (60 H D; MM2 189), is usual l y found only on Lamanni a or T hel ani s. T he spi r i t Ahdr yat mi n is as old as Adar , and many bel i eve it to be close to the dr aconi c Pr ophecy. It often tests those who vi si t it, i nvi s ibly contr ol l i ng the weather and the gr ound, and sendi ng deni zens of the mani fest zone to meet and foil tr avel er s. T hose H aztar atai ns who leave Mountai nsoul ali ve ar e seen as the chosen of Ahdr yat mi n.
Lore Char acter s who have r anks in K nowl edge (local) mi ght know somethi ng about Ahdr yat mi n, as mi ght those who have r anks in K nowl edge (geogr aphy). When a char ac ter makes a ski ll check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on from lower DCs. DC 10 : Ahdr yatmi n is a valley full of natur al wonder in the hear t of Adar . DC 15: It is a place ti ed to Lamanni a, the Twi l i ght For est, and mostly wi l d cr eatur es i nhabi t it. Ani mal s r oam ther e, but so do fi erce el emental s and full- blooded l ycanthr opes. Br ave and r eclusi ve dr ui ds al so make thei r homes in the val l ey. DC 20 : Mountai nsoul gets its name from an anci ent spi r i t that i nhabi ts the center of the val l ey. It is as old as Adar , and it knows many for gotten tr uths.
Encounters Ahdr yatmi n is a huge, wi l d place. No matter what the PCs do, they'r e li kely to r un acr oss exoti c beasts and hor r or s
from Lamanni a. Most people cr oss Ahdr yatmi n to get to somewher e else, but a few have reason to go to the center of the place. The spi r i t in the center of Mountai nsoul mi ght have essenti al i nfor mati on about an object the char acter s must acqui r e or a quest the PCs need to complete. Char acter s on the move have a 30% chance of r un ni ng acr oss an encounter ever y hour they spend in Mountai nsoul . T hose who ar e r esti ng have a 10% chance of an encounter each hour . In addi ti on to what appear s on the Ahdr yat mi n Encounter s table, feel free to cr eate encounter s i nvol vi ng any sort of ani mal and ver mi n— nor mal , di r e, cel esti al , or fi endi sh. Al so, l ycanthr opes often tr avel wi th nor mal ani mal s of thei r type.
AHDRYATMI N ENCOUNTERS d% 01 02 03-07 08- 10 11- 12 13- 15 16- 20 21- 25 26- 36 37- 40 41- 43 44 45- 55 56- 59 60- 63 64- 67 68- 72 73- 79 80- 83 84- 90 91- 93 94 95- 96 97- 98 99 100
Encounter Spirit of the air (Fiend Folio 160) Bebilith (demon) 1d2 legendary ani mals (MM2 136) Huge air or ear th elemental Dust wi ght (MM3 47) 1d2 wer eti ger s 1d3+1 wereboars and 1d4 boars Belker 1d3+1 air, dust, earth, or salt mephits Xorn 1d2 avalanchers (MM3 13) Djinni Large earth or air elemental Ni ghtmare 1d3+2 spitting felldrakes (MM2 97) 1d2 horned felldrakes (MM2 97) 1d2 yeth hounds 1d3+2 crested felldrakes (MM2 97) 1d3 wi zened elders (MM4 180) 1d2 +3 3rd- level dr ui ds (human) 1d3+1 werebears Abominable yeti (Frostburn 163) 1d4+2 wood woads (MM3 196) 1d4+1 blood apes (MM2 32) Avoral guar di nal Leonal guar di nal
EL 11 10 6- 12 8 7 5- 7 5-9 6 5- 7 6 5- 7 5 5 5 5- 7 3- 5 3- 5 3- 5 2- 5 7- 8 7-9 7 7-9 8- 11 9 12
Devel opmen t Ahdr yatmi n' s i nhabi tants aren't or gani zed, so the PCs often have a chance to hi de and rest between encounter s, but the wonder and danger of Mountai nsoul can r i se up at any ti me. Punctuate a few hosti le encounter s wi th the r eser ved fer oci ty of a gr oup of fel l dr akes or the i nher ent goodness of wer ebear s. K eep the good cr eatur es in mi nd as the par ty faces evi l or hosti le neutr al ones. An avor al guar di nal ser ves well as a dr amati c r escuer than a set pi ece. Of cour se, you can al ways have the char acter s encounter a battle of good agai nst evi l .
T r easur e I tems that are scarce in the outside world can be found in relative abundance in Ahdr yatmi n by those who know where to look. Rewar d adventur ous PCs wi th rare elements, exotic her bs, and unusual spell components. Many such objects might be valuable in the var i ous keeps of Adar . The intelli gent i nhabi tants of Mountai nsoul won't have coins, but they should have gems, ar t objects, and even magi c i tems.
Adapt at i on Ahdr yatmi n can ser ve as a str ange valley in Xen' dr i k. On a smaller scale, Mountai nsoul is not unli ke Greenheart in the Eldeen Reaches. Encounters in the Tower i ng Wood should emphasi ze dr ui ds more, felldr akes and lycanthr opes less.
SPHERES Of KORRANDAR Dr aconi c Si te; T emper ate Moun t ai n , For bi ddi ng K or r andar is a frigid and mer ci less mountai n covered by stor ms and i nhabi ted by dr agons. A set of anci ent and hidden hal l s—r ound, domed chamber s bui lt accor di ng to the dr aconi c Pr ophecy—li e under the mountai n's clouds, glaci er s, and r ocks. The Storm Guar di ans call these halls "spheres." Unobser vant explor er s are often fooled i nto enter i ng caver ns under the spher es i nstead of the spher es themselves. Wi thi n the spheres are tr i als of wor thi ness, and anci ent cr eatur es bound to enfor ce these tests. Each test is ti ed to the natur e of a dr agon god, and ar t on the wal l s and/ or cei l i ng of each chamber shows the constel l ati on r epr esenti ng the appropri ate deity and the symbol of that enti ty (K nowl edge [ reli gi on] DC 20). No passages exi st between the r ooms—bound ear th elementals open the wal l s between tests once they are passed. These wal l s are at least 5 feet of magi cally treated hewn stone (DMG 60), and br each i ng them dr aws the ire of power ful ear th el emental s. Per sonal i ze these tests so it seems as if the PCs wer e pr edesti ned to come to the spher es. The Encounter Level of most encounter s her e should be 2 or mor e hi gher than the par ty level. Test of the Messenger : A key found in a rui ned dragon hold elsewhere in Adar fits into a stand shaped like a dragon head made of br ass and set wi th tur quoi se. The keyhole is set inside a golden star. Thi s is the test of Aaster i ni an, Mes senger of Io. If the key is placed in the stand, a secret door on the far side of the caver n opens i mmedi ately. Wi thout the key, the secret door must be found (Sear ch DC 35) and opened by force or other wi se br eached. Regar dless, the door is 20 feet up the far wal l , acr oss a 20- foot- deep pit leadi ng into caves beneath the hal l s. Test of Fate: Her e, thr ough a gossamer wal l of vi olet ener gy, is the test of Chr onepsi s. A shades effect cal l s forth dupli cates of the PCs as they mi ght have been if they had chosen dar ker life paths and wor l dvi ews. Under the unbl i nki ng eye of Chr onepsi s in the cei l i ng, the char acter s must face thei r si ni ster sel ves. Test of Weal th: Set in the center of thi s place is a pool shaped li ke a sun and swi r l i ng wi th purple energy. K nowl edgeable explor er s mi ght r ecogni ze the pool as a symbol of Asti l abor , the Hoar d Mi str ess (K nowl edge [ reli gi on] DC 20). Ei ght golden statues of noble and wi nged kobolds pour vi ol et str eams into the pool, and somethi ng spar kles deep wi thi n. Those who gi ve gener ousl y by casti ng weal th i nto the pool mi ght find thei r weal th i ncr eased tenfold in the form of a desi r ed magi c i tem. Those who steal are puni shed when the statues ani mate. Test of the Nor th Wi nd: T hi s room's domed cei l i ng sparkles as a night sky, the constellation of Bahamut shi ni ng most brightly. Those who look into the stars see the depreda tions of an evi l dragon or some spawn of Ti amat, and those who want to do so can be car r i ed as if by a cold wi nd to the wi cked wyr m' s lair. Slayi ng the beast r etur ns the quester s here and the evi l one's hoar d to the Teeth of the Three. Test of Death: The massi ve skul l of a bl ack dr agon r ests in the center of thi s chamber , si gni f yi ng the baleful
The great mountain Kor r andar
majesty of Fal azur e. Its eyes flash r ed as anyone enter s, cal l i ng for th hei nous undead to har r y good folk. Evi l bei ngs mi ght find a boon her e i nstead, such as the secr et of becomi ng one of the fr ee- wi l l ed undead, if they ar e wi l l i ng to r i sk death to acqui r e it. Test of T al es: The ghost of a ver y old copper dr agon sleeps her e upon a golden book (the symbol of H l al ), wai ti ng for someone who can spin a tale to rouse her hear t and free her fr om her duty. A Per for m check r esult of 30 or hi gher is enough to sati sfy her, but a cl ever bluffer or a ski l l ed di plomat can al so r ouse the j aded spi r i t. She then i mpar ts some i mpor tant knowl edge in the for m of a long- wi nded tale befor e sendi ng the adventur er s on thei r way. T hose who want to can r ead the golden book for a speci al boon. Of cour se, the spi r i t can also be sl ai n. Test of Just i ce: A magi c golden longswor d stands in the center of thi s room, balanced on a tiny plati num needle and flanked by stone dr agons (two dr akestone gol ems, Draconomicon 164, or mar ut i nevi tables, MM 159). Thi s is the test of Lendys. Spi ri ts wi thi n the dr agonsj udge each passer for some mi sdeed, possi bly causi ng the guar di ans to attack if the defense is i nadequate. Vi ctori ous char acter s are puri fied thr ough thi s tr i al by or deal . Death cl ai ms the gui lty. A par agon of law mi ght be able to take the swor d and the needle fr om thi s r oom. Test of the Fi r el or d: Those who manage to make it thr ough the pr evi ous halls come to avolcani c shaft that has cool lava at the bottom. A wi de spi re of r ock stands in the mi ddle, red and gli steni ng. An obser vant char acter mi ght noti ce (Spot DC 25) r oughl y car ved symbol s of Gar yx, the Al l - Destr oyer , on the outsi de of the ar chway l eadi ng
i nto the shaft. Acr oss the tube is a platfor m that appar ently allows access to another par t of the complex—but thi s pl atfor m is hi gher in the shaft than the entr y poi nt and obscur ed by the spi r e. Fur ther , a decoy cave opens in the nor ther n wal l near the l ava. T he moment anyone enter s the vol cani c tube, it spr i ngs to life as if er upti ng, forci ng the char acter s to make a mad dash for the other side. Run thi s event as if each par ty member faced some danger each round from flying debri s, danger ous gases, or hot magma. Add fire el emental s and other fire cr eatur es if you prefer combat to a furi ous r ush or car eful l y plotted escape. The fires settle down as the char acter s exit the shaft, almost as if it wer e all an i llusi on. Monster s do not pur sue those who make it to the platfor m, but they mi ght follow those who enter the caver ns. Test of L i f e: Beneath a bl ack cei l i ng etched wi th a si lver seven- poi nted star, the skeleton of a couatl is r ever ently coiled in a funer ar y basi n, poli shed bones and bri ght feathers showi ng thr ough or naments of gold and pr eci ous stone. Those who r etur n thi s cr eatur e to life pass the test of Tamar a and gai n the ai d of a power ful nati ve outsi der for a whi l e. The couatl war ns those who r etur n it to life of the test of power . Cr eatur es si tti ng in the basi n are affected as if by a regenerate spell once per day. Any cor pse lai d in it is gr anted a constant gentle repose spell (time spent in the basi n doesn't count agai nst the ti me limi t of raisedead). At the same ti me, the basi n reduces the body to skeletal r emai ns. Test of Power : A gr and idol of T i amat stands in the center of thi s chamber, and the evil one suffers none to pass thi s chamber . The idol becomes an aspect of Ti amat—a red dr agon that has a Chal l enge Rati ng at least 3 hi gher than the i ntr uder s' aver age level, except that it can br eathe the br eath weapon of any evi l dr agon i nstead of j ust fire. It still uses its br eath only once ever y 1d4 r ounds, and it does not chase those who flee back to the test of life. If you want, you can i nstead use the aspect of Ti amat (Miniatures Handbook 54) as agui de to cr eati ng a more power ful aspect to ser ve in thi s r oom. T hose who best Ti amat' s aspect ar e r ewar ded wi th passage to the Teeth of the Three, and possi bl y mor e. Chamber of the T eeth. T hi s gr eat, r ound chamber r epr esents Io the Concor dant, Cr eator of Dr agonki nd, and in its center is set the Teeth of the Three (page 142). T he r oom gl ows in eer i e col or s—the li ght of the Teeth r eflected off pol i shed sur f aces. Whi l e anyone who r et ur ned thr ough K or r andar ' s hal l s woul d have to face many of its tests agai n, the Chamber of the Teeth al l ows egr ess thr ough its cei li ng. T hi s way passes thr ough the l ai r s of sever al mi ghty Stor m Guar di ans, but the dr agons show those who have passed the tests thr ough the wi ndi ng cav er ns, l etti ng them leave after havi ng a shor t conver sati on and pr esenti ng a smal l token of r emembr ance.
L or e Rel evant lore about the Teeth of the Three (and thi s site) is i ncluded in the descr i pti on of that ar ti fact (page 142).
En coun t er s K or r andar ' s stor ms often pr event flight, and the Teeth of the Three and the Shr oud thwar t di mensi onal tr avel. The elusi ve Stor m Guar di ans ar e usual l y seen only if they have busi ness wi th i ntr uder s (that i s, i f you want them to be seen). O ther wi se, the mountai n is a wi l der ness of the most unf or gi vi ng type. Dr aconi c cr eatur es ar e more common her e than el sewher e in Adar .
For adventur es under K or r andar ' s cl oud cover , use all the wor st a mountai n has to offer (DMG 89—90). Dependi ng on the season, thr ow i n a thunder stor m or snowstor m, and i nter mi ttent bl i zzar d or tor nado condi tions (DMG 94). Much of the ti me, vi si on is i mpai r ed due to dr i vi ng wi nds and pr eci pi tati on, and/ or thi ck clouds obscur i ng li ght. Sever e cold (DMG 302) is a par ti cul ar problem in the wi nter and at ni ght, but K or r andar is cov ered wi th gl aci er s and snow all year . If you have access to Frostburn, use the Fr ostfell Mountai n Ter r ai n char t (page 22). You mi ght al so use r ul es for cr evasses, snowfi el ds, and whi teout. T he super natur al ener gy sur r oundi ng the mountai n could al so r esult in sudden squal l s of blood snow, death hai l , and howl of the nor th, as wel l as ebony ice and r ar e pools and r i vul ets of coldfi r e.
Devel opmen t Another of Adar ' s holy si tes, K or r andar is a place few people vi si t. T hose who do come al ways have a pur pose. The most l i kel y r eason is ei ther to i nvesti gate the mys ter y of the Teeth of the Three and possi bl y to use it to for ti fy Adar ' s Shr oud, or to thwar t the pl ans of some evi l doer who has desi gns on the mountai n' s contents. The Stor m Guar di ans ar en' t l i kel y to i nter f er e, especi al l y if some el ement of the dr aconi c Pr ophecy is unf ol di ng befor e thei r eyes. A char acter who wants to ti e the Shr oud to the Teeth of the Three must have seen each of Adar ' s ei ght shroud resonators. By contacti ng the ar ti fact, vi sual i zi ng a speci fi c shroud resonator, maki ng a successful DC 35 Concentr ati on check, and taki ng 1d4 poi nts of Consti tuti on dr ai n, such a char acter can ti e the vi sual i zed shroud resonator to the Teeth. Fai lur e on the check deacti vates the vi sual i zed shroud resonator for a day, so taki ng 20 is i mpossi ble. Wi l l i ng par ti ci pants wi thi n 60 feet of a char acter per for mi ng thi s pr ocess can pr ovi de ai d by taki ng the same Consti tuti on dr ai n. Each char acter who does so al so gr ants the char acter in contact wi th the Teeth a +2 bonus on hi s Concen tr ati on check. T hose who di e in thi s pr ocess vani sh in a flash of si l ver y li ght and cannot be r ai sed wi th magi c less than true resurrection coupled wi th a wish or miracle. A shroud resonator ti ed to the Teeth of the Three no l onger needs power i ng but other wi se functi ons as nor mal . If all of Adar ' s shroud resonators ar e ti ed to the Teeth, all must be shut down or destr oyed for the Shr oud to cease func ti oni ng. It is possi ble that shor i ng up the Shr oud thi s way r eleases the spi r i t of Tar atai fr om the shroud resonators.
T r easur e Free to pass wi thi n thei r own hal l s, the Stor m Guar di ans have placed r i ches wi thi n the mountai n, gather ed over mi l l enni a as the people near K or r andar and pi l gr i ms to the mountai n made offer i ngs at shr i nes near the peak' s base. Those who sur vi ve K or r andar and thei r quest for the Teeth of the Three ar e unl i kel y to be r obbed of whatever they take fr om under the mountai n—at l east by the dr agons of K or r andar . The same cannot be sai d for those who bur gle from one of the Stor m Guar di ans.
Adapt at i on K or r andar ' s hal l s could be r el ocated to Xen' dr i k or, r adi cally, to Ar gonessen. T hi s compl ex could i nstead be placed under the I cehor n Mountai ns between the Eldeen Reaches and the Demon Wastes in K hor vai r e.
RIEDRA The fish does not seek to fly, and the raptor does not swim. Each life isa lesson, and you must live the life you have been given if you hope to rise in the next. Follow thepath, and do not stray. Help your neighbors, and call on them when you are in need. And above all, trust the Inspired, whose wisdom guides us all. —The Path of Inspiration Once Sar lona was a land of many nati ons. T hese ki ng doms had thei r her oes and gods—a host of pr oud and uni que tr adi ti ons. Fi fteen hundr ed year s ago, a force r eached out of ni ghtmar e to cl ai m Sar l ona. Over the cour se of two centur i es, a dozen nati ons wer e shatter ed by war and psychi c subver si on. The I nspi r ed rose among the r ui ns and for ged a new ki ngdom from the wr eckage—the vast empi r e known as Ri edr a.
LAND OF UNITY Befi tti ng a nati on that extends acr oss a conti nent, Ri edr a featur es a vast ar r ay of l andscapes and cl i mes. Al l the I nspi r ed' s teachi ngs about uni ty cannot er ase geogr aphy. As such, the cur r ent Ri edr an pr ovi nces map closely to some of Sar lona's for mer nati ons. T hus, to get a pr oper over vi ew of the l ands of Ri edr a, it is helpful to speak in ter ms of its pr ovi nces.
BORUNAN Bor unan is homel and to ogr es. It's a bar r en and hosti le r egi on, spr ead acr oss the Andnemun Deser t and the K el shak Mountai ns. Before the Sunder i ng, the ogr es had a br utal and aggr essi ve cul tur e, domi nated by power ful ogr e mage lor ds. Despi te thei r mar ti al mi ght, the ogr es r ar ely thr eatened the other ki ngdoms; the Bor unan clans consi der ed humans to be unwor thy foes and devoted thei r ener gy to i nter nal str uggl es. Over the course of the Sunder i ng and the Unification, the ogr es wer e br ought under Ri edr an r ule and for ci bly conver ted to the Path of I nspi r ati on. Those who r esi sted wer e ki l l ed or dr i ven i nto Syr kar n, wher e they spawned the eneko. Today the ogres are a sur pr i si ngly peaceful folk, thei r war l i ke cultur e expunged by the I nspi r ed. Al though ogr es for m the bul k of the popul ati on in Bor unan, all vi l l ages have Chosen over seer s, and human and shi fter tr oops ar e found in the basti on ci ti es. The people of Bor unan tend to be cheer ful and str ai ghtf or war d. Feats of str ength ar e admi r ed; a human isn't expected to match an ogr e but sti ll ear ns r espect for pr ovi ng hi s pr owess. Athl eti c events typi cal l y i nclude wei ghtl i f ti ng and thr owi ng contests. Popul at i on: 96,000 (80% ogr es, 8% humans, 4% ogr e mages, 3% shi fter s, 2% Chosen/ I nspi r ed, 2% halfgi ants, 1% other ). Envi r onment s: War m deser t, temper ate mountai ns. Pl an ar El ement s: Hi gh concentr ati on of wi l d zones l i nked to Fer ni a and Shavar ath.
CORVAGURA A land of lush j ungl es and fertile plai ns, Cor vagur a is in many ways the heart of Ri edra; it has the highest population
The streets of a bastion are full of life
density of any region in Sarlona, and both the capital city of Durat Tal and the pr i mar y por t, Dar Ji n, are located her e. The people of Cor vagur a once ser ved a tyr anni cal dynasty of sor cer er - ki ngs, but the I nspi red helped over thr ow these di ctator s. In addi ti on to havi ng the hi ghest populati on of the eight pr ovi nces, Cor vagur a also has the gr eatest number of monoli ths (hanbalani), a fact that undoubtedly contr i butes to the fanati cal loyalty of the i nhabi tants. Many br anches of the Uni ty are based in the basti ons of Cor vagur a. A few of the other basti ons are dedi cated to r esear ch; notewor thy subj ects i nclude behavi or modi fi cati on, eugeni cs (speci fi cally, the br eedi ng of i mpr oved vessel s for the I nspi r ed), and pl anar theor y. Pol i ti cal l y and in ter ms of popul ati on, Cor vagur a is the cr own pr ovi nce of Ri edr a. The i nhabi tants are deeply devoted to the I nspi r ed, and the bul k of Ri edr ans who ar e al l owed to i nter act wi th f or ei gner s—i ncl udi ng most sai lor s and mer chants—ar e Cor vagur an. Popul at i on: 5,400,000 (91% humans, 3% shi fter s, 2% changel i ngs, 2% Chosen/ I nspi r ed, 1% ogr es/ ogr e mages, 1% other ). Envi r onment s: War m plai ns, mar shes, and forests. Pl an ar El emen t s: Wi l d zones l i nked to Mabar , L amanni a, and T hel ani s.
DOR MALEER Dor Mal eer shar es a bor der wi th the Tashana Tundr a—a bor der that has been slowly shi fti ng north over the centu r i es. Pr i or to the Sunder i ng, Dor Mal eer was a loose fed er ati on of cl ans of many r aces, i ncl udi ng Aki ak dwar ves, Qi ku shi fter s, and hal f- gi ants. Dur i ng the Uni fi cati on,
city
the humans and shi fter s of the r egi on wer e absor bed i nto the Ri edr an al l i ance, but the dwar f populati on was vi r tu ally exter mi nated in the Ni ght of Razor Dr eams. Dor Mal eer is the Ri edr an fr onti er , and its people ar e not as fanati cal as thei r counter par ts in many of the souther n pr ovi nces. Mal eer i ar e mor e toler ant of nonhumans than most Ri edr ans, though dwar ves typi cal l y r ecei ve an unfr i endl y r eacti on. Al though they per for m what agr i cul tur e they can in the har sh envi r onment, the Mal eer i ar e pr i mar i l y hunter s, and they r espect such ski l l s. Tr adi ti onally, anyone who br i ngs meat to a Maleer i vi l l age is i nvi ted to stay and j oi n in the meal . Popul at i on: 390,000 (73% humans, 15% shi fter s, 3% Chosen/ I nspi r ed, 2% changel i ngs, 3% ogr es/ ogr e mages, 2% dwar ves, 2% other ). Envi r onments: Cold deserts, mountai ns, and plai ns. Pl an ar El ement s: Wi l d zones l i nked to Dol ur r h, Lamanni a, and Ri si a.
KHALESH K hal esh was once a theocr ati c nati on dedi cated to the wor shi p of the couatl , wi th a long hi stor y of cr usades. Dur i ng the Sunder i ng, it was r evealed that many of the noble fami l i es of K hal esh wer e actual l y shul assakar . The I nspi r ed combi ned the gener al di sdai n for K hal esh wi th fear of these ali en cr eatur es, and the K hal eshi tes wer e l ar gel y exter mi nated over centur i es of war . T he humans i nhabi ti ng the r egi on today are mostly descended from r esettled people of the west. T he K hal esh r egi on i ncludes a number of couatl r ui ns from the Age of Demons. T he I nspi r ed wor k to
suppr ess knowl edge of these r ui ns, whi ch ar e hi dden in wi ld zones and pr otected by the Edgewal ker s. T he peopl e of K hal esh know that demons (the shul assakar ) once r ul ed thei r l and. As a r esul t, they ar e especi ally devoted to the Path of I nspi r ati on, bel i evi ng that gr eat fai th is r equi r ed to r esi st the temptati ons of the altavars. They shun the anci ent r ui ns and don't assi st those who want to explor e them. Popul at i on : 260,000 (90% humans, 3% shi f ter s, 2% changel i ngs, 2% Chosen/ I nspi r ed, 2% ogr es/ ogr e mages, 1% other ). En vi r on men t s: Temper ate pl ai ns and deser t. Pl an ar El ement s: Couatl shr i nes and r ui ns, wi l d zones l i nked to I r i an, Shavar ath, and Syr ani a.
NULAKESH The Nulakesh Empi re domi nated central Sarlona for cen turies before the Sunderi ng. Nulakesh lacked the magi cal or philosophical sophistication of many of the smaller ki ng doms, but it had a lar ge, dedi cated popul ati on and exten sive natur al r esour ces, al ong wi th a super bly di sci pl i ned army. Nul akesh went thr ough many per i ods of expansi on and decl i ne over the centur i es, and it was fadi ng when the quor i came to Sar l ona. Dr eam mani pul ati on helped i nspi r e the Nul akesh war l eader s to r ecl ai m thei r ances tral glor y and, later , to conver t the di sgr untl ed popul ace to the Path of I nspi r ati on. T he str ong mar ti al tr adi ti on conti nues to the pr esent day, and much of the H ar moni ous Shi eld is r ecr ui ted fr om thi s pr ovi nce. T he Nul akeshi despi se nonhumans; as a r esul t, shi fter s and ogr es ar e r ar ely deployed in thi s pr ovi nce. The Nul akeshi ar e deeply devoted to the I nspi r ed, and the dai l y exer ci ses of the peasants often have a mar ti al theme. Many people who woul d be commoner s in other pr ovi nces ar e tr ai ned as war r i or s. Popul at i on: 4,100,000 (93% humans, 3% Chosen/ I nspi r ed, 2% changel i ngs, 2% other ). En vi r on men t s: Temper ate and cold pl ai ns, for ests, and mountai ns. Pl an ar El emen t s: Wi l d zones l i nked to Daanvi , Dol ur r h, and Shavar ath.
O hr K al u u n T he pr e- Uni ty people of Ohr K al uun wer e dr i ven by a thi r st for magi cal knowl edge and a deep par anoi a that spr ead thr ough ever y level of soci ety. The i slands' wi zar ds and pr i ests sought power at any cost, and thei r pur sui t of dar k magi c often set them at odds wi th K hal eshi te cr u sader s and Pyr i nean schol ar s. T he K al uuni tes devoted vast r esour ces to for ti fi cati on and secur i ty, cr eati ng l abyr i nt hs r ei nf or ced wi t h steel , stone, and magi c. Unf or tunatel y for them, however , these stati c def enses could not pr otect them fr om the quor i , who used dr eam mani pul ati on to tur n K al uuni t e f acti ons agai nst one another . Today the mazes of Ohr K al uun ar e vast r ui ns, shunned by loyal Ri edr ans. The I nspi r ed wi el d consi der able i nfluence on Ohr K el , the l ar gest i sl and of the chai n, whi l e many of the smal l er i sl ands ar e unci vi l i zed by the standar ds of the I nspi r ed. T hese pl aces ar e home to smuggl er s, mon ster s, and the di ssi dent gr oup known as the Hei r s of Ohr K al uun. Adventur er s seeki ng to enter Ri edr a by stealth mi ght be able to find assi stance at a smuggl er ' s por t. However , the Ri edr an mi l i tar y is al ways hunti ng for these cr i mi nal s, and safe havens fr equentl y move about. Popul at i on: 72,000 (67% humans, 12% skul ks, 8% changel i ngs, 5% shi fter s, 3% Chosen/ I nspi r ed, 2% ogr es/ ogr e mages, 2% dwar ves, 1% other ). En vi r on men t s: Temper ate pl ai ns and hi l l s. Pl an ar El emen t s: Wi l d zones l i nked to Mabar , Xor i at, and K ythr i .
PYRINE Wor shi p of the Sover ei gn Host takes many for ms in di ffer ent cul tur es, but the r el i gi on as pr acti ced by most of the humans of K hor vai r e can be tr aced back to the ki ngdom of Pyr i ne. T he Pyr i neans placed gr eat val ue on wi sdom and phi losophy, and Pyr i nean tutor s and pr i ests ser ved in cour ts acr oss Sar l ona. However , fai th fai led to pr otect the Pyr i neans fr om the quor i . Dur i ng the Sunder i ng, the Pyr i nean chur ch was tor n apar t by schi sms and her esi es, and Pyr i ne was cr ushed by the for ces of Nul akesh and Ohr K al uun. Al though most of
RIEDRA AT A GLANCE Data based on psi oni c census, 1300 Uni ty (998 YK ) . Popul at i on : 13,878,000 (see r egi onal descr i pti ons for r aci al br eakdowns). Ar ea: 6,800,000 squar e mi l es. Sover ei gn: T he I nspi r ed Lor ds of the Uni ty. Capi t al : Dur at Tal . Maj or Ci t i es: Dar Ji n, Dar Ul atesh, Dul Catun, Dul Jhaar , Dul Zeer . Cl i mat e: Var i ed. H i ghest Poi nt: T he Cr i mson Peak, el evati on 15,565 feet. H er al dr y: T he cr ystal seed of the Path of I nspi r ati on contai ned in a red r i ng, set agai nst a bl ack field. Founder : T he I nspi r ed. Nat i onal Motto: " Follow the path."
Seal of
Riedra
the l i br ar i es and chur ches have been destr oyed, expl or er s mi ght be able to fi nd hi dden vaul ts of knowl edge or anci ent shr i nes pr ovi di ng new i nsi ght i nto the wor shi p of the Sover ei gn Host. T he Pyr i nean love of phi l osophy has made them devoted to the Path of I nspi r ati on—although not as aggr es si vely fanati cal to the doctr i ne as the people of Cor vagur a or Nul akesh. Many Ri edr an cl er i cs come fr om thi s pr ovi nce. Pyr i ne is one of the most peaceful pr ovi nces of Ri edr a, and the T housand Eyes and the H ar moni ous Shield have a reduced pr esence in thi s regi on. Even though they ar e dedi cated to the I nspi r ed, Pyr i neans ar e not as hosti l e towar d f or ei gner s as other Ri edr ans ar e; many Pyr i neans enjoy havi ng the oppor tuni ty to pr oselyti ze and di scuss thei r faith wi th outlander s. Popul at i on: 1,900,000 (92% humans, 3% Chosen/ I nspi r ed, 2% shi fter s, 1% changel i ngs, 2% other ). Envi r onment s: War m and temper ate pl ai ns, forests, and mar shes. Pl an ar El ement s: Wi l d zones ti ed to Daanvi , I r i an, and Syr ani a.
Rh i avh aar T he coastal nati on of Rhi avhaar was the homel and of Lhazaar , the " explor er " who paved the way for the human settl ement of K hor vai r e. T he sai lor s of Rhi avhaar often took to sl avi ng and pi r acy, and Rhi avhaar i an shi ps wer e feared thr oughout the Sea of Rage. Today thi s region is the wester nmost outpost of Ri edr a, and author i zed tr ade wi th Q' bar r a and the Lhazaar Pr i nci pal i ti es passes thr ough the old Rhi avhaar por t of Dar Ul atesh. Rhi avhaar is an i mpor tant hub for the Ri edr an navy—known as the H ar moni ous Sai l —and a gateway to K hor vai r e, so si gni fi cant
mi l i tar y forces are deployed her e. The Thousand Eyes ar e especi al l y acti ve i n thi s r egi on. T he pr ovi nce of Rhi avhaar i ncl udes the Aventus I sl ands, whi ch ser ve as a stagi ng ar ea for the H ar moni ous Sai l. T hese i sl ands hold r ui ns of the lost aventi nati on, but the Ri edr ans shun these ar eas. Al though the pr ovi nce seems to be under the thumb of the I nspi r ed, havi ng a hi gh concentr ati on of spi es and secr et poli ce, the Rhi avhaar i ans aren't as devoted as the Cor vagur ans. A var i ety of di ssi dents hi de her e. Popul at i on: 1,660,000 (85% humans, 5% shi fter s, 3% Chosen/ I nspi r ed, 3% changel i ngs, 2% ogr es/ ogr e mages, 2% other ). En vi r on men t s: Temper ate pl ai ns and mar sh. Pl an ar El ement s: Wi ld zones l i nked to Lamanni a, Shavar ath, and Thel ani s.
GETTING THERE T he bor der s of Ri edr a have been cl osed for a thousand year s. H owever , the I nspi r ed have r ecentl y softened thi s poli cy of i solati on. T he for ei gn quar ter s of Dar Ji n and Dar Ul atesh wer e establ i shed to ser ve as center s for i nter nati onal commer ce. A few schol ar l y expedi ti ons have been al l owed to ventur e i nto the hear t of the l and. Wi th thi s pr ecedent, it is possi ble for outsi der s to tr avel i nto Ri edr a legally, but it's not easy. In or der to expl or e Ri edr a, a tr avel er must acqui r e a tr ansi t vi sa fr om the I r on Gate, the for ei gn r el ati ons offi ce, in Dar Ji n or Dar Ul atesh. T hi s scr ol l pr ovi des a descr i pti on of the tr avel er s, states the natur e of thei r busi ness, and del i neates any r estr i cti ons on tr avel . A bear er mi ght be l i mi ted to tr avel i ng in speci fi c pr ovi nces or spher es, and the vi sa usual l y has a set expi r ati on date.
WH AT D O YO U K N O W? Nati ve Ri edr ans know some of thi s i nf or mat i on, such as the K nowl edge ( r el i gi on) and K nowl edge (l ocal ) entr i es. K nowl edge (geogr aphy) DC 10: Ri edr a is a spr awli ng r ealm that has all types of ter r ai n. It i s the lar gest nati on on the conti nent of Sar l ona, DC 15: Ri edr ans ar e xenophobes who avoid contact wi th the outsi de wor l d. Ri edr a r ecently sent ambassa dor s to K hor vai r e, but for ei gner s ar e sti ll unwel come ther e. DC 20: T he r uler s of Ri edr a ar e the I nspi r ed. They are tr eated as li vi ng gods and sai d to be gui ded by di vi ne power s. K nowl edge ( hi stor y) DC 20: Sarlona was once home to many ki ngdoms, often war r i ng wi th one another . Thi r teen hundr ed year s ago, the I nspi r ed uni ted the bul k of these nati ons and for med Ri edr a.
K nowl edge ( l ocal ) DC 15: The I nspi red enforce strict laws wi th har sh penalti es. Fr eedom is li mi ted, but cr i me is rare. DC 20: Most reli gi ons are outlawed in Ri edr a. Laws are enforced by a secret poli ce force called the Thousand Eyes. K nowl edge (the pl anes) DC 25: The I nspi red have a str ong tie to Dal Quor . Some beli eve that they deal regularly wi th quor i spi r i ts—or possi bly that they allow these spirits to possess their bodi es in exchange for power . DC 30: The "divine spi ri ts" gui di ng the I nspi red mi ght actually be quor i . K nowl edge ( r el i gi on) DC 15: The people of Ri edra follow a reli gi on called the Path of I nspi r ati on. I t'sbased on the concept of spi ri tual evoluti on over the cour se of many li feti mes and requi res strict obedi ence to the I nspi r ed. DC 20: Ri edr ans believe that the I nspi red are gui ded by enli ghted spirits called il- altas. They clai m that all other gods and outsi der s are actually evil spi ri ts called altavars.
The document is notar i zed wi th a sentira seal, a psi oni c si gi l that car r i es the thought- si gnatur e of the I nspi r ed. Ever y patr ol chal l enges for ei gner s abr oad in Ri edr a, and ever y vi l l age over seer asks to see thei r vi sas. T he I r on Gate does not char ge for tr ansi t vi sas, but it r ar el y gr ants them. Ri edr a isn't for tour i sts. Tr avel er s must pr ovi de a val i d r eason for entr y and show that they have no cr i mi nal tendenci es or i ntent, as wel l as enough knowl edge to avoi d acci dental l y br eaki ng Ri edr an l aws. A successful DC 30 Di pl omacy check is suffi ci ent to get an entr y r equest consi der ed, but even then the r eason must stand on its own. Fi nally, mind probe (EPH 119) is often br ought i nto play to ensur e that the tr avel er s have no hi dden moti ves. If the r equest is especi al l y i ntr i gui ng or ri sky, the I ron Gate mi ght allow tr avel but send a member of the T housand Eyes along as a chaper one and obser ver . Unl ess the par ty is deemed a ser i ous r i sk, thi s obser ver is a Chosen; the contr ol l i ng spi r i t only takes possessi on of the vessel ever y few hour s to check on the si tuati on. Tr aveler s who have shady connecti ons and talents can acqui r e a notar i zed par chment fr om the Dr eam Mer chants for 200 gp. Once they have the sentira seal, tr avel er s can ei ther for ge the vi sa or pay another 50 gp to have one for ged by the mer chants. In thi s latter case, someone exami ni ng the document must make a successful DC 20 For ger y check to di scer n the falsi ty of the vi sa. Once out i nto wi der Ri edr a, for ei gner s face other pr obl ems. Most of the people speak only Ri edr an and are i l l i ter ate. T hey possess the ski l l s the I nspi r ed deem nec essar y. Mi l i tar y offi cer s, over seer s, pr i ests, and member s of the I ron Gate are all li ter ate, and some speak Common or Quori . Ri edr ans avoi d all contact wi th for ei gner s, and they ar e typi cal l y unfr i endl y. Suppli es pose another chal l enge. No i nns exi st in Ri edr a. Ever y vi l l age has a dor mi tor y r eser ved for Ri e dr an tr aveler s and tr oops, and a tr ansi t vi sa mi ght speci fy that the bear er s shoul d be gi ven access to such shelter . O ther wi se, tr avel er s must conver t the unfr i endl y atti tude of a local over seer to fr i endly or better (a successful DC 25 Di pl omacy check). Food is pr ovi ded al ong wi th shelter , but tr avel er s can't buy goods, si nce money is an ali en concept to Ri edr an vi l l ager s. T he Sur vi val ski ll is
the si mplest way to get along in Ri edr a, al l owi ng tr aveler s to li ve off the l and. Travel is safe along the mai n roads of Ri edr a. Soldi er s patrol r egular ly, and most monster s wer e wi ped out long ago. Danger r i ses when one str ays too far from the r oads.
A DAY IN THE LIFE K hel aar dr eams of secur i ty. T hese vi si ons hi ghl i ght the vi r tues of the path that she fol l ows, the bl essi ngs of Ri e dr an soci ety and the r ewar ds that wi l l be her s in her next li fe. Occasi onal ly she dr eams of war , ei ther the long si ege of Adar or battles wi th the vi le dr omi tes. As fr i ghteni ng as these dr eams ar e, they hi ghl i ght the nobi li ty and str ength of the I nspi r ed and leave her comfor ted, knowi ng that she is pr otected by so gr eat a power . A new day has begun. T he Voi ce flows thr ough her mi nd as the l i ghts r i se in the chamber , pul l i ng K hel aar from her sl eep. Other s sti r in the bunks ar ound her as the Voi ce conti nues its tel epathi c br oadcast. You have done well, people of Thornden. Lord Murakhal watches from above and ispleased with your work. The caravan arrives at midday togather the shipment. Soon the smiths of Suras will transform the ore you have mined into weapons and armor to protect the noble soldiers of the Harmonious Shield. K hel aar bathes i n the war m gl ow of the Voi ce' s appr oval as she dr esses. Her br own cl othes ar e di r ty, so she wear s the bl ack. Youths chosen for military service should be prepared to depart at midday. Because many of the youths have been working in the mines, the workshift of miners will be lengthened to ensure that upcoming quotas are met. The day begins. Follow the path. K hel aar ' s day star ts wi th cal i stheni cs in the open field. T he exer ci se leaves her i nvi gor ated and happy. As she wal ks to mor ni ng meal , Danan catches up wi th her. He wants to know if they can speak after eveni ng meal ; the l engthened wor kday wi l l make thi s di ffi cult, but ther e mi ght be ti me ar ound the pr ayer ser vi ce. Danan seems ner vous, and when K hel aar asks what he wants to di s cuss, he says only that it has to do wi th dr eams. K hel aar smi l es as she makes her way to mor ni ng meal . It is only
FIVE THINGS EVERY RIEDRAN KNOW S 1. T he basi c pr i nci pl es of the Pat h of I nspi r ati on. Ever y Ri edr an knows the tale of the Uni fi cati on and the under lyi ng pr i nci ples of the Path of I nspi r ati on. Al though many Ri edr ans are i lli ter ate and have never read the Path, they lear n the key elements thr ough noctur nal i ndoctr i nati on and from dai ly ser mons by the pr i ests. 2. Dut y and t r adi t i on. A Ri edr an is expected to follow the path that is assi gned to hi m wi thout compl ai nt or questi on. These roles are defi ned by anci ent tr adi ti on, and a Ri edr an is al ways awar e of the duti es ti ed to hi s occupati on and hi s place in the communi ty. 3. T he peopl e of hi s communi t y. Ri edr an xeno phobi a is offset by the str ong bond wi thi n a vi l l age or nei ghbor hood. Few secr ets exi st in a Ri edr an vi l l age—not because of gossi p, but because the vi l l ager s are completely
honest and open wi th one another . Many Ri edr ans take 1 r ank of K nowl edge (local) to reflect thi s bond. 4. T he n ames of the l ocal I nspi r ed. T he names of the I nspi r ed lor ds of the local basti on ar e known to all the people under thei r pr otecti on. It is common pr acti ce to thank the I nspi r ed (and the il- altas) for good for tune. 5. Fear some t al es. Whi l e Ri edr ans r ar el y have concr ete knowl edge of other cul tur es, thei r opi ni ons ar e shaped by dr eams and stor i es. T hey know about the tr eacher ous kal ashtar , who are bound to demons and seek to under mi ne the I nspi r ed. T hey know that the altavars hunger for i nnocent soul s. T hey have even hear d of the cor r upt and vi olent people of K hor vai r e, who destr oyed an enti r e nati on wi th war . Ri edr ans ar e thankf ul for the pr otecti on of the I nspi r ed in such a danger ous wor l d.
Life in a Ri edr an village
two months unti l her pai r i ng, and she suspects that thi s is what Danan wants to di scuss. Whi l e he is a har vester i nstead of a mi ner , K hel aar has al ways enjoyed Danan' s company and thi nks he woul d be a pl easant mate. At mor ni ng meal , K hel aar eats gr uel seasoned wi th ci nnamon and bi ds far ewel l to the depar ti ng youths at her table. She wi l l mi ss Tul, who wor ked wi th her in the mi nes, but she is happy for hi m—sol di er is an honor ed pr ofessi on, and br ave ser vi ce is cer tai n to br i ng advance ment in the li fe to come. Fol l owi ng her meal , she descends to the mi ne to begi ns the extended shi ft. It is ar duous labor, and now and agai n she envi es the car egi ver s and even the har vester s. But she knows that thi s is the path lai d out for her —that she must master the ski l l s of the mi ner if she is to r i se above, to someday move beyond the flesh and j oi n the world of spi r i ts. A moment of doubt ends in r enewed zeal, and she r etur ns to her task wi th vi gor . The work shift is done. At the Voice's announcement, K hel aar r eti r es for eveni ng meal. Tul is gone, as ar e the other new soldi er s. When she goes to pr ayer ser vi ce, she is sur pr i sed to find that Danan is mi ssi ng as well. The pr i est, Tulac, tells them that ther e has been a ter r i ble tr agedy—Danan was touched by an altavar and tur ned from the Path of I nspi r ati on. The car avan has taken hi m away, and Lor d Mur akhal hi msel f wi l l be tendi ng to Danan and wor ki ng to cl eanse hi s soul. K helaar j oi ns in the ritual of sorrow, concentr ati ng on the crystal seed in the chamber . She lets all her gr i ef and feel i ngs for Danan flow out of her and i nto the cr ystal , and she takes comfor t in the shar ed exper i ence. Af ter war d,
changes
little from day to day
she feels at ease. She knows she wi l l never see Danan agai n, j ust as she wi l l never see Tul. But she knows the I nspi r ed wi l l do what is best for both of them—that Lor d Mur akhal wi ll cl eanse Danan if it is possi ble, and if not, he wi l l set Danan' s soul free to begi n agai n. Fol l owi ng the pr ayer ser vi ce, K hel aar r etur ns to her dor mi tor y and cl i mbs i nto her bunk. T he li ght in the cr ystal s fades. Dar kness fills the r oom. You have done well, people of Thornden. Rest now. Follow the path. K hel aar dr eams of secur i ty.
THE RIEDRANS The hallmar k of all Ri edr ans is devoti on, unswer vi ng ded ication to countr y, compani ons, and work. Each Ri edran's path has been lai d out by those wi ser than she i s, and it is a road that leads to eter nal sal vati on. Her chal l enge is to r esi st the temptati ons the cunni ng altavars pl ace in her way—temptati ons such as the wor ds of for ei gner s, who could attempt to tur n her agai nst the glor i ous I nspi r ed. At its hear t, Ri edr a is a cul t. Its people have been br ai nwashed from bi r th; the hanbalani shape the dr eams of chi l dr en befor e they can even speak. Anyone who woul d chal l enge the I nspi r ed swi ftl y vani shes, so most people never hear opposi ng vi ews. Even if they di d, they woul d fear such wor ds as deadl y bl asphemy. The people of Ri edr a tr ul y love the I nspi r ed, and they love thei r li ves. Most Ri edr ans don't want to be r es cued from the I nspi r ed; they consi der the " fr eedom" so tr easur ed by for ei gner s to be a weakness that thr eatens the evoluti on of the soul . A Ri edr an far mer has a r oof
EVERYDAY PSIONICS In K hor vai r e, magi c is par t of ever yday l i fe; adepts and magewr i ght s ar e f ound i n most vi l l ages. I n Ri edr a, both magi c and psi oni c power ar e ti ghtl y contr ol l ed and l ar gel y conf i ned to the I nspi r ed and the Chosen. H owever , a few psi oni c effects have an i mpact on dai l y li fe. These ar e essenti al l y wondr ous locati ons (ECS 272) cr eated and contr ol l ed by the quor i . For the people of Ri edr a, such wonder s ar e pr oof of the mi r acul ous power of thei r benevol ent over l or ds. Al l of these functi ons dr aw power fr om the hanbalani altas, the massi ve monol i ths spr ead acr oss the nati on. I f a monoli th is shut down or destr oyed, any communi ty ti ed to it loses access to these functi ons. T hese ar e the most common ef f ect s, but the I nspi r ed can devel op new t echni ques, and you shoul d feel free to i nvent effects uni que to a speci fi c basti on or vi l l age. A basti on mi ght have an i nner sanctum shi el ded by an i mpenetr abl e wal l of ectopl asm; the only way to get past thi s field is to shut down the local monol i th. Cl i mat e Contr ol : I nspi r ed ar chi tects have devel oped cr ystal pl ati ng that, thr ough ki neti c mani pul ati on, can be heated or cooled and can even dr aw moi stur e out of the ai r . T hi s effect uses consi der abl e power , and it's r ar ely seen outsi de the pal aces of the I nspi r ed or the Chosen. Nonethel ess, in the tr opi cal cl i mate of Cor vagur a, enter i ng a cool, dr y pal ace can have a consi der able i mpact on a tr aveler . Cr yst al I l l umi n at i on : Ri edr an ar chi tectur e often i ncor por ates a for m of cr ysteel . When pr oper l y tr eated and char ged wi th ener gy fr om a monol i th, a str uctur e contai ni ng that mater i al sheds color ful l i ght. A basti on ci ty can be a r emar kabl y beauti ful si ght at ni ght. In a vi l l age, bui l di ngs ar e not actual l y constr ucted of cr ysteel , but beacons ar e set at key poi nts to pr ovi de i l l umi nati on. Ri edr an communi ti es have two gr i ds of li ght—key r egi ons r emai n lit at all ti mes, but other ar eas (such as l i vi ng quar ter s) ar e shut off after cur few. Li ght is a gi ft of the I nspi r ed; they pr ovi de it, and they take it away. D r eamshapi n g: One of the pr i mar y pur poses of the hanbalani is to shape the dr eams of the Ri edr ans, pr oj ecti ng soothi ng dr eams acr oss the nati on. T hi s is a del i cate ar t; unl i ke charm or dominate, a dr eam does not force the tar get to take any acti on. It si mpl y pl ants an i dea; if the subject acts, he does so of hi s own free wi l l . In l i mi ted ci r cumstances, noctur nal mani pul ati on i nvolves tar geted dr eams, vi si ons cr afted for a par ti cul ar subject. By thi s means, the quor i spar ked the Sunder i ng and conti nue to under mi ne thei r enemi es. A far mor e i nsi di ous dr eam condi ti oni ng occur s over a wi de ar ea. Effecti vely, the networ k of monol i ths pr ojects a constant, low- level dream effect acr oss Ri edr a. Anyone who falls asl eep must attempt a DC 17 Wi l l save. T hose who fai l have the dr eam that is cur r entl y bei ng pr oj ected. The typi cal Ri edr an dr eam is soothi ng and vague, bl endi ng i mages to pr oject the wonder of Ri edr a, the j oys of bei ng par t of a gr eater whol e, and the celes ti al benevol ence of the I nspi r ed. Ever y so often, these soothi ng vi si ons ar e i nter sper sed wi th flashes of the dar k
hor r or s that lurk outsi de the bor der s of Ri edr a. Al though i nsuffi ci ent to change the vi ews of a PC over a shor t ti me, the dr eams ser ve to constantl y r ei nfor ce a Ri edr ans i ndoctr i nati on. Al though a savi ng thr ow is al l owed, Ri e dr ans vol untar i l y fai l it. A Ri edr an takes comfor t in her stable dr eams and looks for war d to r esti ng and bathi ng in the love of the I nspi r ed. T he wi despr ead knowl edge that Ri edr ans suffer fr om chaoti c, unpr edi ctabl e dr eams when in for ei gn l ands is one mor e r eason they hate to leave thei r homel and. Monol i th dr eamshapi ng i s a backgr ound ef f ect, and t ar get ed use of dream, nightmare, or a si mi l ar abi l i ty takes pr ecedence over the br oadcast s. Fur t her mor e, anyone who has the Dr eam Sci on feat is i mmune to dr eamshapi ng. T he content of dr eams is contr ol l ed fr om Dal Quor , and it can be made mor e speci f i c (for exampl e, br oadcast i ng the i mage of a want ed cr i mi nal ) . A par ti cul ar dr eam can be tar geted at a vi l l age, a spher e, or the enti r e nati on. T he quor i can al so choose to use the dr eamshaper s to pr oj ect ni ghtmar es acr oss a r egi on. In thi s case, any sl eeper who f ai l s the savi ng t hr ow is f at i gued, and the di st ur bed sl eep i s i nsuf f i ci ent for r egai ni ng i nf usi ons, power poi nt s, and spel l s. T hese ni ght mar e at t acks ar e usual l y bl amed on kal asht ar , dr omi tes, or altavars. Scr y Shi el di ng: T he I nspi r ed have long shi el ded thei r r eal m fr om pr yi ng eyes. Al though the monol i ths are not as power ful as the Shr oud of Adar , each one pr oj ects a nondetection effect (DC 31) that bl ocks all attempts to scr y i nto Ri edr a. T he Ri edr an shi el d bl ocks scr yi ng only from outsi de sour ces; once someone penetr ates the bor der s, all power s and spells functi on nor mally. Di sr upti ng thi s field woul d r equi r e the destr ucti on of a substanti al number of monol i ths, and even doi ng thi s woul d only dr op a segment of the shi el d. T el epor t at i on : T he l ar gest basti on ci ti es and ki nt ams (for tr esses) ar e l i nked by a networ k of per ma nent psionic teleportation circles. Whi l e these ar e cr eated by the most power f ul I nspi r ed nomads, they dr aw on the hanbalani for power . Shut t i ng down a monol i th coul d pr event the I nspi r ed fr om summoni ng r ei nf or cements or escapi ng. T he Soot hi ng Voi ce: T he hanbalani networ k al l ows the quor i to br oadcast tel epathi c messages acr oss wi de ar eas. T hi s for m of communi cati on is si mi l ar to mass missive (EPH 121), but no li mi t is placed on the number of wor ds that can be br oadcast. The effect can be nar r owed to a si ngle vi l l age or l i nked to br oadcast acr oss an enti r e spher e, but it cannot pi npoi nt i ndi vi dual s. T he Voi ce addr esses the popul ace thr oughout the day, pr ovi di ng news, encour agement, and i nstr ucti on to the peopl e. T hi s system is contr olled and moni tor ed fr om Dal Quor. T hose who want to do so can cut off a vi l l age fr om the Soot hi ng Voi ce by deacti vati ng a near by monol i th, but they cannot tr ansmi t messages of thei r own wi thout goi ng to Dal Quor.
over hi s head, food on the table, and clothes on hi s back. He mi ght not be able to li ve wher ever he wants, choose his food, or even pi ck the color of hi s cl othes, but in hi s eyes, he has a good li fe, secur e and stable. He doesn't need luxur i es in thi s wor ld. Such thi ngs ar e cer tai nl y tempt ing, but it is by r esi sti ng that temptati on that he ensur es his advancement in the next li fe. Ri edr ans place hi gh val ue on honesty and commu nity; the Path of I nspi r ati on says, "A liar sells hi s soul wi th every wor d." A follower of the Path str i ves to be honest and to be a good nei ghbor , contr i buti ng to both her vi l l age and her nati on. A Ri edr an al ways helps out a fellow ci ti zen unless that per son advocates a cour se of acti on that goes agai nst the Path of I nspi r ati on. Wor k means ever ythi ng to Ri edr ans. Each vocati on and task is a lesson to be master ed for for war d movement on the Path. Ri edr ans wor k long hour s wi thout complai nt, and they often r egr et havi ng to leave wor k to par ti ci pate in communi ty acti vi ti es. T hi s devoti on often means that Ri edr ans ar e sur pr i si ngl y ski l l ed at thei r pr ofessi ons, but they lack ver sati l i ty. Ti me away fr om wor k is usual l y spent wi th other member s of the communi ty. Ri edr ans di ne together in centr al hal l s, par ti ci pate in gr oup athl eti c exer ci ses, and gather in the eveni ngs for stor ytel l i ng and r el i gi ous
i nstr ucti on. They ar e al l owed a br i ef amount of unstr uc tur ed ti me each day, ostensi bly for medi tati on on the day's events; however , many pr efer to r emai n among fr i ends even dur i ng thi s pr i vate ti me. Pr i vacy is not somethi ng the Ri edr ans tr easur e—sol i tude can be a pai nful and di stur bi ng exper i ence for a Ri edr an. Young Ri edr ans ar e r ai sed communal l y. T hey ar e often tr anspor ted to new vi l l ages as soon as they are old enough to travel, to prevent bi r th par ents from for mi ng an unheal thy bond wi th the chi l d. Youths li ve in segr egated dor mi tor i es, tended by dedi cated car egi ver s (par t of the Gui di ng Path; see page 55). As they grow, chi ldr en ser ve as appr enti ces to other member s of the communi ty, al l owi ng the car egi ver s and pri est to deter mi ne thei r apti tudes. A youth is usuall y set on hi s path in hi s thi r teenth year and moves i nto an adult dor mi tor y at thi s ti me. At ei ghteen, a Ri edr an is " pai r ed" wi th another . T hi s is the Ri edr an equi valent of mar r i age, and the pai r occu pies the same dor mi tor y. Those in contr ol of thi s pr ocess, the pathfi nder s, pr efer for people to be pleased wi th thei r bondi ng, and thus they accept mutual r equests. Sti ll, pai r i ng is done for the sake of pr oduci ng chi l dr en, and if two people ar e geneti cal l y i ncompati bl e, thei r pai r i ng isn't al l owed. Ri edr ans ar e expected to be monogamous, and sex outsi de of a pai r i ng r el ati onshi p is puni shed.
RIEDRAN NA MES AND SPEECH Fami ly is downpl ayed in Ri edr a: loyalty to the nati on is more i mpor tant than any bond of bl ood. As such, Ri e dr ans do not use sur names. If addi ti onal i denti fi cati on is r equi r ed, a Ri edr an gi ves the name of hi s vi l l age or, if he li ves in a basti on ci ty, the war d he r esi des i n. The I nspi r ed often choose to keep an aspect of thei r Chosen host's name; when Jul aan is i nspi r ed by Gatesh, he mi ght take the name Jul gatesh. However , thi s pr acti ce var i es from spi ri t to spi r i t, and is al ways the choi ce of the quori. I nspi r ed attached to the Dr eami ng Dark someti mes adopt kal ashtar names as a way of mocki ng thei r prey. The use of double vowel s is tr adi ti onal in many par ts of Ri edr a. In the Ri edr an l anguage, it is typi cal for both vowel s to be gi ven a di sti nct sound; a Ri edr an pr onounces " Lhazaar " as a thr ee- syllable wor d. However , most of the people of K hor vai r e ar e unf ami l i ar wi th thi s custom and si mply extend the vowel sound. M al e N ames: Aan , Al eel , Bhi man , Bhal aan , Dal aan, Danan, Fuul gan, Gur haak, Gusan, H el ac, H er uun, Jhar ee, Jukyan, Jul aan, I l aan, Heel, K her n, K yamun, K yar uun, L anan, Leel , Ol aan, Oleel, Rhaak, Rhuun, Sul aan, Suyamun, Taan, Tul ac, Vusgaar . Femal e Names: Aal i , Aag, Bhuji, Biir, Duaali , Dujiira, Dujyag, Gi laali , Jhaasha, Jhal aar , Jhazal a, K helaar , K huli i r a, Lhazaar , Manaar , Mi i r, Quaali , Quush, Palaar , Pr aagya, Shi azal a, Shi aali , Tyag, Tyalaar , Vyed, Vyuji. M al e I n spi r ed: Al har ad, Dur al an, Dul at et h, Far ashan, Jol or at h, L an et h, L ar amesk, Moshakel , Mal ukath, Mur akhal , O r akhun, Shor al ath, Sur asek, Tor akhun, Xur atesh, Zor ashan. Femal e I nspi r ed: Adashar a, Dar al ashtai , H al atavi , Jor adhuna, K ashanshar a, Mor asha, Nal dhuna, Olashtai ,
Shar adhuna, Shar aktavi , Tantashar , T i r ashana, Tor al i , Tur eya, Xushi l a. Phr ases: Ri edr ans ar e r ai sed not to fidget, to stand per fectl y sti l l when tal ki ng. It is consi der ed a token of r espect to meet the gaze of someone you ar e speaki ng to. Ri edr ans never ver bal l y i nter r upt a speaker , but they i ndi cate i ntent wi th thei r gaze, looki ng down if they have a comment to make, looki ng to the side if they di sagr ee wi th the speaker or ar e not i nter ested in what he has to say. The degr ee of moti on is as expr essi ve as tone of voi ce. Thus, Ri edr ans often mai ntai n an outwar d appear ance of cal m, but a shar p tur n of the head can be the same as a yell. The followi ng tur ns of phr ase are uni quely Ri edr an. "Follow the Path." T he most basi c maxi m of the Path of I nspi r ati on; al so used as a poli te for m of far ewel l . "Thefish does not seek to fly." A pr over b encour agi ng the l i stener to accept the li fe he has been gi ven and l ear n the l essons set befor e hi m; often sai d when someone suggests change. "Gold isthe tongue of the altavar." A maxi m agai nst gr eed or any other for m of temptati on; a war ni ng that anythi ng that could pull a Ri edr an fr om the Path is l i kel y to be the wor k of evi l spi r i ts. "No one is alone." As r eassur ance, a r emi nder that a Ri edr an al ways has hi s communi ty, the Voi ce, and the I nspi r ed behi nd hi m; as war ni ng, a r emi nder that the T housand Eyes is al ways watchi ng. "Lesson of (pain/grief/anger/joy)." A r eser ved way to expr ess emoti on about a si tuati on, whether fr ustr ati on or pl easur e. Whether good or bad, ever ythi ng is a l esson. "Darkspirits!" or "Altavar!" An aggr essi ve statement of fr ustr ati on—one that is di scour aged in dai l y use.
Ri edr ans contr ol str ong emoti ons and focus thei r ener gy in posi ti ve ways. Reli gi ous cer emoni es pr ovi de an outlet for emoti on under the gui dance of the local pr i est. In these r i tual s, people ar e i nstr ucted to unl eash a par ti cular emotion in r esponse to a recent event. For example, if another vi l l ager has succumbed to spi r i tual cor r upti on and been taken by the T housand Eyes, the people gather to feel pity, sorrow, and hope for thei r lost compani on. If news comes of kalashtar treachery, people gather to unleash anger and hate. Between these per i ods of r el ease, people ar e expected to keep thei r emoti ons under contr ol or to speak wi th a pr i est if they cannot. Xenophobi a is common in Riedra. Violent and chaotic, for ei gner s pr acti ce dar k magi c, eat the flesh of beasts, and destr oy thei r nati ons in the name of " fr eedom." For ei gn ers should be pitied. Lacki ng the direction of the I nspired, they have no protection agai nst the altavars. It is only natur al that they fall prey to lust, gr eed, and other lower emoti ons. Nonethel ess, they ar e li ke wi l d ani mal s and cannot be tr usted. A Ri edr an must always be war y when deali ng wi th foreigners, never allowi ng them to sway her from her path.
RIEDRAN RELIGION Only one r el i gi on is toler ated in Ri edr a—the Path of I nspi r ati on. Its pr acti ce is mandator y. Omni pr esent yet subtle, the Path is easi ly over looked. For a Ri edr an, wor k is wor shi p, and life i tself is an act of devoti on. Accor di ng to the Path of I nspi r ati on, dedi cated and har d- wor ki ng souls ascend a ladder of spi r i tual evoluti on over the cour se of many l i feti mes, tr avel i ng from beast, to nonhuman, to human, to changel i ng, to Chosen, to the il- altas—the "great spi r i ts" that cannot be per cei ved in thi s wor ld, but that conti nue to gui de lesser bei ngs by acti ng thr ough the I nspi r ed. A follower of the Path should embr ace the life he is gi ven and lear n the lessons he is meant to lear n
from it, r esi sti ng the temptati on to ri se above hi s stati on or change hi s lot in li fe. For the I nspi r ed, thi s system accompl i shes many ends. It encour ages ci ti zens not to question thei r roles in li fe—spi r i tual advancement is the goal, and only by follow i ng the path set for th by the il- altas (as announced by the I nspi r ed) can such advancement be attai ned. It also allows the I nspired to fail without shatter i ng their status in the eyes of the people. The I nspi r ed ar e mor tal vessel s of godl i ke bei ngs, not actual gods, and any defeats or setbacks ar e the fault of the vessel. Fi nally, it contai ns j ust enough tr uth to weaken any attempts to expose the true natur e of the quori. The Ri edr ans know that thei r rulers are possessed by out siders, and usi ng banishment to dri ve out the possessi ng spirit proves nothi ng aside from the fact that the exorcist is a foul bei ng to chal l enge the noble il- altas. Si nce most Ri edr ans fear or at least di str ust magi c, they ar e unl i kel y to accept the evi dence pr ovi ded by detect evil or si mi l ar spel l s. Ri edr ans ar e war ned to bewar e of the altavars, spi r i ts that have fallen off the Path of I nspi r ati on. T hese bei ngs suffer eter nal tor ment and assuage thei r pai n by cor r upt i ng and tor tur i ng other s. T he pr ecepts of the Path teach that the " gods" wor shi ped by other cul tur es ar e in fact altavars, and that these dar k spi r i ts ar e al so the sour ce of ar cane magi c. As a r esult, Ri edr ans ar e taught to fear and despi se ar cani sts and pr i ests of other r el i gi ons. No temples have been er ected to the Path of I nspi r a ti on; the holi est si tes are the pal aces of the I nspi r ed and the hanbalani. On days of celebr ati on, people often gather ar ound the near est monoli th to j oi n thei r thoughts (in the pr ocess, unwi tti ngl y channel i ng mor e of thei r spi r i tual ener gy to Dal Quor). Pr i ests of the Path of I nspi r ati on ar e usual l y exper ts, char ged wi th mai ntai ni ng di sci pli ne and morale among the people of thei r communi ti es. Only the most loyal pr i ests ar e entr usted wi th di vi ne magi c.
THE PATH OF INSPIRATION Al t hough the Path of I nspi r at i on was cre ated as a tool to mani pul at e the masses, not hi ng i s i nher ent l y evi l about the f ai th. T he di vi ne power of the pat h i s ul t i matel y i ndependent of the I nspi r ed or the Dr eami n g Dar k. Per haps spel l s of the Ri edr an cl er i c ar e dr awn f r om the magi cal ener gy of the Dr agon Above. Maybe the power f l ows f r om the r aw fai th of mi l l i ons of Ri edr ans. It coul d be that the il- altas t r ul y exi st , unbe knownst to the I nspi r ed. For most Ri edr an s, t he Pat h of I n spi r at i on i s i nsepar abl e f r om t hei r count r y as a whol e, and the sour ce of i ts power is Ri edr a. For the pur pose of di vi ne magi c, the Path of I nspi r ati on is a l awf ul neu tr al for ce pr ovi di ng access to the Commu ni ty, Law, and Medi tati on domai ns. T he favor ed weapon of the Path of I nspi r ati on i s the flai l . Di vi ne mi nds (Complete Psionic 9)
who fol l ow the Path of I nspi r ati on gai n access to the Communi cat i on, Law, and Mental Power mantl es.
THE DREAMING DARK
Symbol Path of
of the Inspiration
No I nspi r ed vi ews the Path of I nspi r a ti on as a tr ue r el i gi on; it i s mer el y a tool . Cl er i cs among the quor i wor shi p il- Lashtavar (the Dr eami n g Dar k) . Asi de fr om the quor i , onl y the shadow l i n es—t h ose Chosen speci f i cal l y r ai sed to ser ve as vessel s f or t he agent s of the Dr eami n g Dar k—know of thi s f ai th. T he Dr eami ng Dar k is l awf ul evi l , and its favor ed weapon is the mi nd blade. Cl er i cs of the Dr eami ng Dar k gai n access to the Law, Evi l , and Shadow domai ns. Di vi ne mi nds gai n access to the Law, Evi l , Li ght and Dar kness, and Cor r up ti on and Madness mantl es.
I nspi red can't actually gr ant spells, but they can cer tai nl y eli mi nate cler i cs whose devoti on to the state is in ques tion. As a r esult, tr ue Ri edr an cler i cs and adepts ar e usu ally tr usted envoys of the I nspi r ed, often wor ki ng wi th the mi l i tar y or the T housand Eyes.
RIEDRAN STYLE The common folk of Ri edr a li ve asceti c l i ves. A Ri edr an must focus ever y moment on master i ng hi s assi gned pr o fessi on, gi vi ng no thought to l uxur y, vani ty, or comfor t. On the other hand, the Chosen and the I nspi r ed li ve in a di ffer ent wor l d, a wor ld touched by the ali en aestheti cs of Dal Quor. The I nspi r ed have sought to cr eate a uni fi ed cul tur e, but fai nt echoes of the old ki ngdoms r emai n. Accent and manner often pr ovi de hi nts to nati onal or i gi n. Fur ther mor e, the var yi ng cl i mates of the pr ovi nces call for di ffer ent cl othi ng and have led to di ffer ences in style.
Ar t The most wondr ous works of art produced in Riedra are sentira sculptures. Senti ra is a product of psi oni cs—i n essence, emoti on gi ven for m. Shaper s cr eate mosai cs of senti r a shards; the patterns are often di zzyi ng and str ange, but each piece carries a powerful emotional char ge. Sentira works are solely produced by the Inspired and the Chosen. Al l bastions have emoti onal par ks, wher e people medi tate ar ound the senti r a patter ns to pur ge thei r own emoti ons. Cr eati vi ty is di scour aged among the commoner s, and cr afts emphasi ze functi on over for m. One excepti on is a pr acti ce known as al tsen (spi r i t wr i ti ng) . T hi s takes the for m of embr oi der y or engr avi ng, featur i ng complex patter ns of l i nes si mi l ar to a maze or l abyr i nth. Al tsen desi gns ar e often used as a focus for medi tati on or placed on the hem of cl othi ng; common bel i ef holds that evi l spi r i ts can be tr apped in the patter ns, pr otecti ng the wear er fr om temptati on. Al tsen car pets and tapestr i es are br eathtaki ng, and mer chants in Stor mr each have been tr adi ng in Sar l onan texti l es for centur i es. Another common ar ti sti c effort in Ri edr a is cr ystal and gl asswar e. Al though such cr eati ons ar e pr i mar i l y functi onal , the smooth contour s of Ri edr an gl asswor k are notewor thy. Many people appr eci ate the novelty of a cr ysteel gl ass that won't shatter when it is dr opped. Stor ytel l i ng and song ar e an i mpor tant par t of the dai l y li fe of most Ri edr ans. H owever , both ar ts ar e for mulai c and mi r ed in tr adi ti on, and al ways r evolve ar ound tales of the Uni fi cati on, the glor y of the I nspi r ed, or the Path of I nspi r ati on. For ei gner s usual l y find them tedi ous and r epeti ti ve.
Ar chi t ect ur e Ri edr an vi l l ages ar e si mple and functi onal . Bui l di ngs are for med from wood or stone, whi chever is most con veni ent in the r egi on. Str uctur es ar e typi cal l y smooth and r ounded. Cr ystal shar ds ar e embedded i nto wal l s to pr ovi de li ght; these ar e ti ed to the local hanbalan and fade if pr i ed loose fr om thei r housi ngs. Door s in Ri edr an vi l l ages r ar el y have l ocks or bar s. Gi ven the hi gh level of i lli ter acy, i coni c i mager y is used to i denti fy the functi on of bui l di ngs i nstead of pr i nted si gns. Compar ed to the vi l l ages, Ri edr an basti on ci ti es are dazzl i ng and str ange. They are bui lt from stone, cr ysteel, and senti r a. T he sur faces of bui l di ngs ar e cur ved and
A Riedran
peasant
weaves an altsen
pattern
bent, and str uctur es are magni fi centl y i l l umi nated from wi thi n. The senti r a wal l s r esonate wi th thoughts; i nhab i tants are often str uck by tr aces of tr apped and reflected i deas or dr eams. Usuall y these echoes are faint and i nco her ent, but occasi onally a clear i mage comes thr ough.
Cui si n e T he peopl e of Rhi avhaar , Pyr i ne, and O hr K al uun eat f i sh. T hose of Dor Mal eer ar e hunter s by tr adi ti on. Few other Ri edr ans eat meat, and many consi der the pr acti ce bar bar i c. The mai nstay of the Ri edr an diet is the pomow plant. T hi s fr ui t was developed by the Bounti ful Horn (see page 54) dur i ng the first few centur i es of the Ri edr an uni fi ca ti on. I ts or i gi n r emai ns a myster y, but common bel i ef is that it i nvolved metacr eati on techni ques and wi l d zones bound to L ammani a. Pomow is a har dy cr op that can gr ow in a r ange of cl i mates, and ever y par t of the plant has a use. T he meat, r oot, and seeds can all be eaten, and ar e r emar kabl y hi gh in pr otei n; the core is filled wi th j ui ce; the bushy fibers ar ound the stal k can be wor ked i nto thr ead, much l i ke cotton; and str i ps of the tough r i nd ar e shar p enough to shave wi th. A pomow is a dar k pur ple spher oi d, r angi ng from one foot to two feet acr oss. Pomow pl ants ar e r emar kabl y fecund, and a stal k begi ns gr owi ng new frui t as soon as the spher e is plucked. Ri edr ans use a wi de r ange of spi ces to add f l avor and var i ety to thei r common meal of pomow gr uel . They abstai n fr om any sort of i ntoxi cants.
Fashi on The aver age Ri edr an dr esses in bl ack, whi te, or br own cl othi ng. Whi l e si mple and functi onal , these gar ments
ar e often ador ned wi th i ntr i cate al tsen patter ns. Color s car r y soci al i mpl i cati ons. Gr een cl oth is r eser ved for agents of the T housand Eyes. Or ange and yel l ow ar e set asi de for eli te soldi er s of the H ar moni ous Shi el d. Pur pl e is r eser ved for the Chosen (or the I nspi r ed). Blue and red ar e the color s of the I nspi r ed. Ri edr an commoner s do not wear j ewel r y or use cosmeti cs; people ar e encour aged not to stand out fr om the cr owd. Commoner s often wear vei l s and head cl oths, both to pr ovi de pr otecti on fr om the sun dur i ng l ong days in the fi elds and to deemphasi ze the i mpor tance of per sonal appear ance. The Chosen and the I nspi r ed are expected to dr ess in a manner that honors thei r elevati on from the masses; they wear elaborate gowns and robes covered wi th colorful altsen patter ns traced in shi ni ng thr ead. The I nspi r ed often wear senti r a accessor i es, especi al l y ar mor and headdr esses. These cur ved cover i ngs and hor ned cr owns of glass often add to the str ange, ali en beauty of the I nspi r ed.
REBELLION IN PARADISE The I nspi r ed aren't omni sci ent. T he Ri edr ans mi ght bel i eve that the il- altas ar e al l - seei ng, but the quor i ar e not. I n a nati on of near ly four teen mi l l i on peopl e, the T housand Eyes can't watch ever yone all the ti me. T hi s is especi al l y tr ue in the outer vi l l ages. I ndoctr i nati on keeps most people fr om tur ni ng agai nst the I nspi r ed, and vi l l ager s r epor t any str ange behavi or to the over seer or pr i est (for the " vi cti m' s" own good, of cour se). But a cauti ous di ssi dent who takes car e in hi s choi ce of confi dants can cer tai nl y sur vi ve in a bor der vi l l age. Di ssi dence ar i ses fr om many sour ces. The first path is si mple human natur e. The Path of I nspi r ati on r estr i cts emoti on, choi ce, even the abi l i ty to dr eam. Per haps a vi l l ager hates the j ob he has been assi gned. Maybe he has been pai r ed wi th someone he doesn't l i ke. Regar dl ess of hi s devoti on to the Path, fr ustr ati on can gr ow and fester, unti l it finally expl odes. Another possi bi li ty is that a chi ld develops forbidden power s. A youth di scover s a gi ft for sor cer y or talent as a wi l der . He knows it onl y as the touch of an altavar. Does he r eveal hi s cur se to the pr i est —l i kel y di sappear i ng f or ever —or expl or e thi s bi r thr i ght in secr et, knowi ng that he places hi s soul in j eopar dy? Some come to doubt the Path due to life exper i ences. A friend is hauled away by the Thousand Eyes, a chi ld is taken to another vi l l age, a r equest for pai r i ng is tur ned down. Per haps a vi l l ager sees somethi ng she can't expl ai n—an inexplicable act of cruelty from an I nspired lord. Maybe she di scover s a magni fi cent anci ent relic, and she can't under stand why these ki ngdoms needed to be destr oyed. Such exper i ences can be exacer bated by peaceful contact wi th forei gners—jolly Syrk tr ader s, str ange sai lors from the Five Nati ons, Adar ans or dr omi tes who swear that the Ri edr an is bei ng led astray. These seeds of doubt take year s to grow, but slowly, a Ri edr an could r eali ze j ust how oppr essi ve her homeland is. At that point, the prison wal l s become vi si ble. If she speaks to anyone about her true feeli ngs, she's li kely to be r epor ted. Even if she doesn't, the T housand Eyes mi ght pluck the tr uth fr om her dr eams. Some manage to hi de thei r her esi es and r emai n in thei r homel and, possi bl y even spr eadi ng thei r beli efs to other s. A few collapse under the str ai n, suffer i ng vi olent emoti onal br eakdowns that pr i ests ar e qui ck to bl ame
on demoni c i nfluence. Other s flee, seeki ng the Summi t Road to Adar , br avi ng the Andnemun deser t in hopes of r eachi ng Syr kar n, or stowi ng away on a vessel bound for K hor vai r e. The li fe of such a fugi ti ve is a har d one, even after the j our ney to fr eedom is over. For ei gn customs ar e str ange, people ar e cr uel , food and shelter ar e no longer fr ee. The ni ght is full of chaoti c thoughts—ter r i bl e after year s of soothi ng dr eams. Many feel lost and al one, year ni ng for the i nnocence that has been torn away. Some channel that angst i nto fur y, becomi ng bi tter mer cenar ies or cr i mi nal s. Other s fill the voi d wi th fanati cal devo ti on to a new cause. Ei ther way, the loss is al ways ther e, and PCs who ar e Ri edr an r ebel s should consi der what dr ove them away and what pr i ce they' ve pai d.
NONHUMAN RIEDRANS T he popul ati on of Ri edr a is over whel mi ngl y human. Sti l l , a few nonhuman r aces have been i ncor por ated i nto Ri edr an soci ety over the cour se of centur i es. Member s of these r aces can be seen in most basti on ci ti es. Constant i ndoctr i nati on and psi oni c r ei nfor cement have dr i l l ed the concept of spi r i tual evoluti on i nto the Ri edr an consci ousness. As a r esul t, the typi cal Ri edr an ogr e tr ul y bel i eves that he is i nfer i or to the aver age human, but that he was bor n an ogr e to fulfi ll a speci fi c pi ece of hi s desti ny. As str ange as it often seems to tr av eler s from K hor vai r e, many member s of these " lower r aces" ar e the most loyal ser vants of the I nspi r ed. T hey bel i eve they have far ther to go in thei r spi r i tual j our ney and must wor k that much har der . Changel i ngs: Accor di ng to the Path of I nspi r ati on, the changel i ng stands between humans and the Chosen. Her abi li ty to assume di ffer ent i denti ti es is a tool to help her escape the pr i son of her self. She is pr epar i ng for the selfless ser vi ce that is r equi r ed of the I nspi r ed, and eventual l y to abandon the body compl etel y and become pur e spi r i t. Changel i ngs ar e r ai sed in the ser vi ce of the Thousand Eyes, and they spend most of thei r ti me hi dden wi thi n the popul ace, assumi ng whatever i denti ty ser ves the needs of the I nspi r ed. It is an auster e, asceti c li fe. A changel i ng shoul d have as few attachments as possi ble and be r eady to sacr i fi ce ever yt hi ng—name, i denti ty, possessi ons—at a moment' s noti ce. A changel i ng in her natur al form is treated wi th both respect and a slight degree of awed fear by the common folk. She mi ght not be one of the Chosen, but she is a super i or bei ng and, most li kely, a member of the secr et pol i ce. T hi s atti tude ser ves to keep the changel i ngs fr om usi ng thei r abi li ti es agai nst the I nspi r ed. T he typi cal changel i ng bel i eves that she is a her oi ne on the ver ge of apotheosi s. Shoul d she i nstead use her power s for per sonal gai n, she is sur e to fall back i nto the spi r i tual mi r e. Some manage to avoi d or over come thi s i ndoctr i nati on, but a changel i ng caught wor ki ng agai nst the I nspi r ed r ecei ves no mer cy. Changel i ngs ar e usual l y exper ts, r ogues, or monks, occasi onal l y master i ng the ar ts of the assassi n. A r ar e few ar e tr ai ned in psi oni cs ar ts, typi cal l y as tel epaths or soul kni ves. El an s: So few in number that most Ri edr ans don't even know they exi st, el ans hold the essence of quori spi r its condemned to eter nal i mpotence for cr i mes agai nst the quor i , often i nvol vi ng endanger i ng the stabi li ty of Ri edr a. El ans under go the same i ndoctr i nati on as other
nonhumans, bel i evi ng that they can r eclai m the evi l spiri t wi thi n thr ough noble acti on—a tr ue i ndi gni ty for the pow erless quor i , who can only watch as the elan dr aws on its power . Some el ans, whether by force of wi l l or r emnants of a r ebelli ous natur e, i gnor e the Path and flee. Those who r emai n ar e most often assi gned to the Edgewal ker s, wher e thei r dur abi l i ty is vi tal . Shi f ter s: The Path of I nspi r ati on teaches that savage and simple souls are i ncarnated as beasts. The shifter stands at the thr eshold of humani ty; he has ear ned the shape of a human, but he must pr ove hi msel f lest he r egr ess to an ani mal form in hi s next li fe. Al most all Ri edr an shi fter s are par t of the Taskaan Legi on (also known as the Savage Legion), the r uthless shock troops and household guar ds of the I nspired. Each shifter line is tied to a par ti cular il- altas and ser ves the I nspi r ed lord that cur r entl y channel s that spirit. The Taskaan uni form includes a leather collar bear ing the sigil of the lord of the line. Life for a Taskaan shifter centers on war, and the greatest desire of the Taskaan soldier is to die in direct ser vi ce to his master. Such a death is the surest path to spi r i tual advancement in the next li fe. The br eedi ng and tr ai ni ng pr ogr ams of the Tas kaan shi fter s focus on physi cal attr i butes. Member s of the Savage Legi on ar e typi cal l y fi ghter s and bar bar i ans, though some of the I nspi r ed tr ai n thei r " hounds" to be r anger s and scouts. Consi der ed subhuman, a T askaan shi f ter acti ng in the name of hi s I nspi r ed lord nonethel ess gai ns the author i ty to chal l enge even one of the Chosen. T hi s is a sour ce of gr eat pr i de for the T askaan. T hey ar e sl aves. Li ke the other i nhabi tants of Ri edr a, however , they r evel in thei r chai ns and pi ty thei r " fr ee" cousi ns. O gr es: Over the cour se of many centur i es, the ogr es of Bor unan have been condi ti oned to abhor vi olence. The str ength of an ogr e is a gi ft to be used in the ser vi ce of the nation, not squander ed in br awl i ng and battle. Most ogr es are devoted to heavy labor, and they are often found ser v ing as mi ner s, l umber j acks, masons, and in other roles r equi r i ng str ength, endur ance, and pati ence. Taskaan ogr es ar e usual l y war r i or s or bar bar i ans; they lack the sophi sti cati on r equi r ed to master mor e complex vocati ons. T he peaceful ogr es ar e pr i mar i l y commoner s, wi th a few excepti onal exper ts. Eneko—the mongr el ogr es—ar e left to thei r own devi ces in Syr kar n. T hey ar e r ar el y al l owed to exi st i n Ri edr a except as member s of the Savage Legi on. O gr e Mages: T he Path of I nspi r ati on teaches that the ogr e mage is a vessel for a l esser altavar. T hat fact expl ai ns the ogr e mage' s mysti cal power s and f i endi sh appear ance. Accor di ng to the doctr i ne, the ogr e mage has been cr af ted as a pr i son for the altavar; if the ogr e mage li ves a noble li fe of ser vi ce to the I nspi r ed, he can actual l y r edeem the evi l spi r i t tr apped wi thi n hi m. Such a tr emendous vi ctor y sur el y ear ns the ogr e mage gr eat advancement in hi s next li fe. Of cour se, the evi l spi r i t tempts the ogr e mage, encour agi ng hi m to use hi s power for per sonal gai n or even tr yi ng to get hi m to tur n agai nst the I nspi r ed. To do so mi ght br i ng power in thi s li fe, but it for ever dooms hi s soul. Regar dl ess of condi ti oni ng, ogr e mages are constantl y watched by the Thousand Eyes, the I nspi r ed, and by thei r own ki nd. Combi ni ng i ntel l i gence and power , ogr e mages fill many roles. Sti ll, the I nspi r ed are unwi l l i ng to tr ust them wi th tr ue author i ty. Ogr e mages ar e usual l y tr ai ned as
exper ts, fi ghter s, or monks. T he most ski l l ed ser ve the Taskaan Legi on and the T housand Eyes, whi l e other s help to coor di nate the ci vi l labor s of thei r less i ntel l i gent ogr e cousi ns.
STATE OF THE NATION Ri edr a' s pr ovi nces ar e di vi ded i nto ter r i tor i es known as spher es. A spher e is a ci r cul ar r egi on center ed on a for tr ess- ci ty called a basti on, whi ch is r ul ed by a par ti cu lar I nspi r ed lor d. T he ter r i tor y takes its name fr om its master —the ci ty of Dur at Tal is in the Spher e of Sur asek, in the pr ovi nce of Cor vagur a. Al l I nspi r ed hold the ti tle of Lor d or Lady; the ul ti mate leader of a basti on car r i es the ti tle of Ei dolon. The typi cal basti on is a metr opoli s, and many of them r i val Shar n in populati on. They are center s of i ndustr i al pr oducti on, suppor ti ng the bul k of a spher e's tr oops. Sur r oundi ng a basti on is a networ k of vi l l ages, spr ead out i n as or der ly a manner as possi bl e, taki ng envi r onmental factor s and r esour ces i nto account. A spher e contai ns dozens of vi l l ages. Most vi l l ages focus on agr i cul tur e and si mpl e i ndustr y. Al t hough some var i ance in styles and customs exi sts from pr ovi nce to pr ovi nce, vi l l ages wi thi n a spher e ar e vi r tual l y i denti cal . No thor ps, haml ets, or towns can be found—when a popul ati ons r i ses to a suffi ci ent level, the I nspi r ed dr aw off the excess to cr eate a new vi l l age. Ri edr an vi l l ages ar e f unct i onal and asceti c i n desi gn. T he communi ty is center ed ar ound a bui l di ng that ser ves as a di ni ng hall and a publi c assembly, wher e people gather to li sten to the ser mons of the local pr i est or to hear stor i es of the glor i ous deeds of the I nspi r ed. Vi l l ager s li ve in communal dor mi tor i es, wi th separ ate houses for chi l dr en. Whi l e Ri edr a has no l i ghtni ng r ai l, vi l l ages and spher es ar e l i nked by a compr ehensi ve networ k of mai n tai ned r oads. T he I nspi r ed al so have a secr et system of psionic teleportation circles at thei r di sposal , passi ng thr ough the centr al hub of Dur at Tal . T he number of gates is l i mi ted. The I nspi r ed can telepor t car go di r ectl y fr om Dar Ji n to Dur at Tal, but getti ng those goods to the vi l lage of K eloor r equi r es a car avan.
W HO RULES RIEDRA The r ul er s of Ri edr a ar e the quor i . Al l i mpor tant deci si ons concer ni ng the fate of the nati on ar e made in Dal Quor. T he basti on lor ds don't gather in Ri edr a to debate poli cy, because such counci l s ar e held in Dal Quor. To a for ei gner , it seems that the basti on lor ds and gener al s of the H ar moni ous Shi eld oper ate uni l ater al l y; however , they all act in per fect accor d wi th the pl ans for mul ated in the Regi on of Dr eams. Whi l e the destiny of Ri edra is set in dr eams, a complex bur eaucr acy manages its dai ly affai r s. The I nspi r ed hold the top tier. A power ful I nspi r ed noble r ules each basti on city, and I nspi r ed ser ve as gener al s, ambassador s, i nqui si tor s, and hi gh mi ni ster s. Al though mi ghty I nspi r ed are r ar e, lesser I nspi r ed ser ve thr oughout society, in posi ti ons wher e tr ust or psi oni c power ar e r equi r ed. Beholden to the I nspi r ed, the Chosen dedi cate them sel ves to bei ng wor thy of i nhabi tati on by an il- altas. T hey manage the bul k of the admi ni str ati on of Ri edr a, al so ser vi ng as officers in the mi li tar y. Chosen overseers gover n
most vi l l ages. The most i mpor tant posi ti ons are gr anted to Chosen who ser ved as I nspi r ed befor e thei r quor i spi r i ts moved on to other hosts; after decades of possessi on, the mi nds of these i ndi vi duals have been molded by the quori , and they ar e fully tr usted by the over lor ds. Whether I nspi r ed, Chosen, or commoner , Ri edr ans ser ve in one of four gr oups: the Unity, the Thousand Eyes, the H ar moni ous Shi el d, or the Dr eami ng Dar k.
T he U n i t y T he Uni ty for ms the foundati on of Ri edr a, and the major i ty of the popul ati on ser ves one of its br anches. Whi l e each br anch of the Uni ty has its own mi ni ster s, the seven ar ms wor k together in the ser vi ce of the nati on and answer to the local basti on lor ds. T hi s ar r angement separ ates the Uni ty from the Thousand Eyes and H ar mo ni ous Shi eld, whi ch follow di ffer ent chai ns of command. Al l br anch hi gh mi ni ster s ar e psi ons (EPH 19). Bount i f ul H or n: T hi s br anch over sees agr i cul tur e. Far mer s ar e ser vants of the Hor n, whi l e Chosen admi n i str ator s tend to stor age, di str i buti on, and pl anni ng. Dul Maar is the seat of the Hor n, and its hi gh mi ni ster is Lady Tantashar (LE femal e hashal aq I nspi r ed nomad 14). I ndust r i ous For ge: T he For ge manages i ndustr y, fr om the acqui si ti on of raw suppl i es to the pr oducti on and di str i buti on of fi ni shed goods. Lor d Mal ukath (LE mal e hashal aq I nspi r ed shaper 15) gui des thi s br anch from the massi ve basti on of Dul K al ent.
St ur dy Wal l : T hi s gr oup tends to the i nfr astr uctur e of the nati on, constr ucti on, vi l l ages, basti ons, r oads, and the monol i ths. It is based in the basti on of Dul Bor i n under the l eader shi p of Lor d Laneth (LE mal e hashal aq I nspi r ed shaper 14). H eal i ng H and: Over seei ng the health of the people, ser vants of the H and rely l ar gel y on the Heal ski l l to car e for thei r char ges. Basti ons i nclude multi ple hal l s of the Hand. Most people r ecei ve mundane heal i ng, but basti on hal l s mi ght have access to mor e power ful tool s, such as a cradle of healing (page
139) .
Al though the Heali ng Hand is gener ally benevolent, it has its dar ker si de. Euthanasi a is per fectly acceptable in Ri edr an soci ety, and the needs of the nati on al ways come before those of the i ndi vi dual. If someone who has a geneti c condition, agr i evous injury, or a serious contagi ous di sease cannot be easi ly cur ed, he is ki lled. The Heali ng Hand also di sposes of the dead, typi cal l y thr ough cr emati on. Lady Xushi l a (LE f emal e usvapna I nspi r ed egoi st 15) leads the H eal i ng Hand from the basti on of Dar Hash (usvapna quori are also known as dr eam master s, see Magic of Eberron
148).
Shel t er i n g H ear t h: T he duti es of the H ear t h r ange fr om sani tati on to di saster reli ef. Leader s of the or gani zati on ser ve as l i ai sons wi th the other br anches of gover nment; if a pl ague br eaks out, the H ear th wor ks wi th the H eal i ng H and and the T housand Eyes to i solate and ki ll those i nfected befor e the di sease can spr ead.
THE LAW OF THE LAND It is a cr i me for a Ri edr an to possess anythi ng that has not come to hi m thr ough offi ci al channel s. T he method of acqui si ti on is i r r el evant. Whether someone deal s wi th the bl ack mar ket or steal s goods, possessi on of unau thor i zed goods is a cr i me. Contr aband goods ar e al ways confi scated. T hi s r ule does not apply to for ei gner s, but no Ri edr an is al l owed to accept goods fr om str anger s. Any form of vi ol ence agai nst a ci ti zen of Ri edr a is i l l egal . T housand Eyes or H ar moni ous Shi eld agents can be vi olent in pur sui t of thei r duti es. It's a cr i me to chal l enge anyone who holds a hi gher r ank or di sobey a command from a soci al super i or . How ever , if the chal l enge pr oves tr ue, such as when a Taskaan shi fter i denti fi es cor r upti on in an offi cer , the " cr i me" becomes a r ewar ded act. Asi de fr om the Chosen and the I nspi r ed, onl y author i zed i ndi vi dual s ar e per mi tted to study any for m of magi c or psi oni cs. Such abi l i ti es ar e to be used only in the ser vi ce of the nati on. For ei gner s aren't per secuted for havi ng super natur al abi li ti es—i t' s wel l known that all for ei gner s tr affi c wi th fi ends—but they ar e ar r ested and puni shed if they tur n these power s agai nst Ri edr ans. The wi dest categor y of cr i me is that of cor r upti on. Thi s i ncludes any action that could dr aw an honest Ri edr an off the Path of I nspi rati on and imperi l her soul. Challeng i ng the benevol ence of the I nspi r ed, teachi ng new ski l l s or i deas, and offer i ng people goods they don't nor mal l y r ecei ve ar e all acts that can dr aw puni shment. Open pr acti ce of any r eli gi on besi des the Path of I nspi r ati on is
al so str i ctly forbi dden. A forei gn cleri c of the Sover ei gn Host can wear hi s holy symbol and heal a compani on, but he mustn't di scuss hi s beli efs wi th Ri edr ans, per for m any sort of sacr ed r i tual, or use any form of di vi ne magi c—even a benevolent spel l —on a Ri edr an ci ti zen. Most mi nor cr i mes ar e puni shed by a var yi ng ter m of sol i tar y confi nement, al ong wi th counsel i ng by the local pr i est. Gi ven thei r i ndoctr i nati on and communal natur e, Ri edr ans find isolation fr i ghteni ng and puni sh ment enough. The shame of bei ng mar ked as even a mi nor cr i mi nal or devi ant is wei ghty to a Ri edr an as wel l . In the case of more serious cr i mes, the cr i mi nal simply vani shes. Someti mes the i ndi vi dual is taken to the local bas tion reclamati on center, wher e she is subjected to i ntense psychologi cal conditioning. Even if someone emer ges from a r eclamati on center, she is assi gned to a new communi ty. Other wi se, the cr i mi nal is summar i l y ki l l ed. Executi ons ar e not publi c, but it is wel l known that anyone taken by the T housand Eyes never r etur ns to her pr i or li fe. As for f or ei gner s, mi nor cr i mes per f or med in i gnor ance mi ght be di smi ssed wi th a war ni ng. In the case of a vi ol ent cr i me or use of magi c agai nst a Ri edr an, the offender 's goods ar e confi scated, and he is usual l y depor ted or executed. If the I nspi r ed beli eve that a cr i m i nal has val uabl e i nfor mati on, he mi ght be held in a r ec l amati on center whi l e they obtai n it. Sti l l , the I nspi r ed do not beli eve in long i ncar cer ati ons. Captur ed PCs must escape qui ckl y if they hope to avoi d executi on. T he I nspi r ed stand above all l aws.
The fate of Riedra is on Dal Quor
determined
The H ear th can r equest the ai d of the T housand Eyes but cannot demand it. Lor d Dul ateth (LE male hashal aq I nspi r ed nomad 13) di r ects the H ear th from the basti on of Dar Ul dane. Gui di n g Pat h: T hi s br anch over sees educati on and r eli gi on. It is r esponsi bl e for r ai si ng chi l dr en, a task that i nvolves equal par ts educati on and i ndoctr i nati on. When a youth becomes an adul t, the pathfi nder s choose hi s tr ade and hi s pai r i ng. The Gui di ng Path is led by Lor d Sur asek (LE mal e kal ar aq I nspi r ed seer 20) from the ci ty of Dur at Tal. I r on Gat e: T he Gate deal s wi th for ei gn af f ai r s, i ncl udi ng tr ade and di pl omacy. It over sees al l tr affi c between Ri edr a and other nati ons; any Ri edr an who could come i nto contact wi t h f or ei gner s—f r om sai l or s to ser vants—i s car ef ul l y vetted. Lady Tur eya (LE femal e usvapna I nspi r ed tel epath 15) over sees the I r on Gate fr om the por t of Dar Ji n.
T he H ar mon i ou s Shi el d The H ar moni ous Shi eld is the ar my that stands between Ri edr a and the countl ess danger s of the outsi de wor l d. Whether they' r e fighting the tr eacher ous kal ashtar on the Adar an fr ont, combati ng dr omi te for ays, hunti ng dwar ves in Dor Maleer , or battl i ng skul ks in the r ui ns of Ohr K al uun, the soldi er s of the H ar moni ous Shi eld ser ve the I nspi r ed on the field of battl e. The H ar moni ous Shi eld mai ntai ns gar r i sons in the basti on ci ti es, and it has i ndependent for tr esses spr ead along the bor der s and in ar eas deemed to be especi al l y danger ous. The lar gest fortresses are called ki ntams. They
ar e connected by per manent teleportation circles, whi ch allow swi ft tr anspor tati on of tr oops and suppli es. K i ntams can be the size of ci ti es, and new r ecr ui ts are usually di spatched to a ki ntam to l ear n thei r tr ade. Year s of psychi c i ndoctr i nati on teach soldi er s that honorable death in battle is the sur est path to advancement in the next li fe. Di sci pli ne wi thi n the r anks is str i ct, and l ooti ng and r api ne ar e ser i ous offenses. A soldi er needs nothi ng that isn't gi ven to hi m by the I nspi r ed. The same tr ai ni ng bur ns mer cy and empathy fr om the mi nds of Ri edr an soldi er s, so a ser vant of the Shi eld feels nothi ng for the people he ki l l s. T hi s condi ti oni ng doesn't al ways take hold, however , and a few r ecr ui ts find themsel ves hor r i fi ed by the br utal acti ons they must per for m. Such a war r i or must ei ther suppr ess these emoti ons or find a way to escape befor e hi s " weakness" is di scover ed. Ri edr an war r i or s bel i eve they ar e fighting for a holy cause agai nst monster s and those cor r upted by evi l spi r i ts. Fi er cely devoted to thei r nati on, they are no more evi l than the typi cal Br el i sh conscr i pt or kni ght of T hr ane. The Har moni ous Shi eld tr ai ns and equi ps tr oops for a var i ety of r oles; most soldi er s ar e 2nd- level war r i or s. Stone Sol di er s: T hese war r i or s usual l y have two feats from among Toughness, Power Attack, and Shi eld Wal l . Most ar e equi pped wi th chai nmai l , l ongswor ds, and lar ge shi elds, supplemented by tr oops wi el di ng r each pol ear ms. Eli te stone soldi er s have fighter l evel s, and they' r e equi pped wi th banded mai l and tower shi el ds. Stone soldi er s are typi call y assi gned to defend for tr esses or to battle the Aki ak dwar ves or dr omi te hi ves—si tuati ons wher e dur abi l i ty is mor e i mpor tant than speed.
H ar mon i ous Sai l : The Ri edr an navy tr anspor ts Ai r Sol di er s: T hese tr oops gener al l y have Poi nt soldi er s and patr ol s the coasts in sear ch of smuggl er s and Bl ank Shot and ei ther Far Shot, Pr eci se Shot, Rapi d woul d- be i nfi l tr ator s. Shot, or Ready Shot (Heroes of Battle 99). They are equi pped wi th l ongbows and studded l eather ar mor , and they' r e H or ned Guar d: T hi s eli te force is a cor ps of ogr e expected to stay di stant from the enemy. Eli te ai r soldi er s mages, i ndoctr i nated i nto ser vi ce as one of the most are fi ghter s, taki ng Weapon Focus or Weapon Speci al i za power ful weapons at the I nspi r ed' s di sposal . ti on in addi ti on to the feats gi ven above. Such soldi er s Savage L egi on: Al so known as the Taskaan Legi on, have master wor k composi te l ongbows. Ai r soldi er s can thi s gr oup of shock tr oops is composed of nonhumans— be found on most fr onts. pr i mar i l y shi fter s, but i ncl udi ng ogr es, hal f - gi ants, and a few eneko. Each basti on Fi r e Sol di er s: Wear i n g l or d has hi s own T askaan chai n shi r ts and car r yi ng guar ds, r ai sed f r om shor tbows and gr eat bi r th to ser ve thei r swor ds, these soldiers I nspi r ed master . take Weapon Focus, Weapon Speci al i za Sl eepi ng Swor d: ti on, Power Attack, Made up enti r el y and Cl eave. Physi of Chosen an d cal ski l l s—such as I nspi r ed (tsor eva Cl i mb—ar e al so quor i under the i mpor t ant . Fi r e co m m an d of soldi er s ar e often du'ulora spirits), used i n r ai ds thi s elite force is on Adar , when val ued both for speed and the its power and its abi l i t y to hi t unquest i oned har d and fast l oyal t y. I t i s ar e vi tal . assi gn ed mi s si ons r equi r i ng Wat er Sol psi oni c power di er s: The spe and utter r uthcial forces of the lessness. Members H ar moni ous of the Sl eepi ng Shi el d, most Swor d ar e typi cal l y wat er sol di er s soul kni ves, psychi c have l evel s i n war r i or s, or di vi ne r anger , scout, or mi nds; a f ew ar e monk. St eal t h mon ks, empl oyi n g an d per cep t he Tashalatora t ech tion are criti ni ques al so used by cal, along wi th the kal ashtar . the abi l i ty to move and react O ther s: The Shi eld swi f t l y. A also hasaccessto a small water soldier's corps of clerics of the gear depends on Path of I nspi r ati on. the soldier's spe These holy war r i or s are ci al ti es and the r eser ved for the most assi gnment. Water danger ous and cr uci al soldi er s wor k i nde operati ons. pendent of the other Comman d: H ar uni ts, in small squads. moni ous Shi el d tr oops Although they're occa ar e commanded by Chosen si onally sent i nto Adar , and I nspi r ed, who ar e typi cal l y psychi c The Thousand Eyes defends wat er sol di er s ar e t ypi cal l y used i n Ri edr a from within war r i or s, soul kni fes, nomads, or ki neti str i kes agai nst di ssi dent gr oups. ci sts. The Hi gh Mi ni ster is the l egendar y Lord Zor atesh (LE male kal ar aq I nspi r ed ki neti ci st 20). Basti on Guar d: These soldi er s wor k wi th the Thou sand Eyes to mai ntai n or der in Ri edr an ci ti es. T hi s is consi der ed the wor st duty wi thi n the Shi eld, si nce basti on T he T housan d Eyes guar ds rarely see combat. Guar ds who embrace thei r duties To a Ri edr an, no one in hi s r i ght mi nd tur ns agai nst the often take r anks i n Gather I nf or mati on, K nowl edge I nspi r ed. Those who do are clear ly vi cti ms of altavar influ (local), and Sense Moti ve. ence. Someone has to help these vi cti ms if possi ble, or do Edgewal ker s: These sur vi val i sts patrol the bor der s of whatever is necessar y to ensur e that they do not thr eaten the wi l d zones and other danger ous r egi ons, keepi ng the i nnocent soul s. Those tasks fall to the T housand Eyes. horrors wi thi n from escapi ng to har m i nnocent Ri edr ans. T he T housan d Eyes admi ni st er s j ust i ce acr oss T he Edgewal ker s ar e di scussed in detai l on page 68. Ri edr a and mai ntai ns the r ecl amati on center s. Publ i c
Chosen fami l i es call themsel ves the shadow l i nes. T hey agents of the T housand Eyes—easi l y i denti fi ed by thei r ar e awar e of the power they ser ve, and they bel i eve that gr een uni f or ms and gol den badges of offi ce—can be thr ough thei r ser vi ce they'r e desti ned to become quor i found thr oughout any basti on, and people take comfor t after death. in knowi ng that these guar di ans ar e watchi ng. Far mor e danger ous, however , ar e the secr et member s of the Eyes. Agent s of the Dr eami ng Dar k follow one of thr ee Nearly anyone in Ri edr a could be an agent. Fur ther paths. T houghtsteal er s ar e the spi es of the Dar k, gener more, even when no one is ar ound, remote viewing (EPH 129) al l y tr ai ned as seer s or tel epath/ r ogues. T hey' r e often allows the Eyes to see the deeds of mal efactor s. gui ded by tsucor a spi r i ts. Domi nator s twi st the thoughts of other s, and they' r e usual l y tel epaths ti ed to hashal aq Agents of the T housand Eyes ar e typi cal l y human, and usvapna quor i . Last ar e the dr eambl ades, the Chosen, or changel i ng. T he bul k ar e si mpl y obser ver s, assassi ns of the Dr eami ng Dar k. T hey combi ne l evel s 1st- or 2nd- level exper ts who have maxi mum r anks in i n monk, r ogue, assassi n, or soul kni f e wi t h a psi oni c Di sgui se, H i de, Li sten, Gather I nfor mati on, K nowl cl ass, typi cal l y nomad, ki neti ci st, or psychi c war r i or . edge (local), Move Si lently, Sense Moti ve, or Spot, al ong Dr eambl ade monks take the Asceti c Psi on feat (see page wi th a Cr aft or Pr ofessi on ski l l used as a cover . Mor e 115). Most dr eambl ade I nspi r ed ar e bound to tsucor a capable agents tend to be r ogues or monks, speci al i zi ng in spi r i ts, but a few ar e ti ed to du' ul or a or usvapna. T he obser vati on and stealth. Chosen and especi ally honor ed Dar k has an eli te cor ps of dr eambl ades tr ai ned to fight changel i ngs are tr ai ned in the psi oni c ar ts—seer , nomad, psi oni c foes. T hi s uni t i ncl udes psi ons who use power s telepath, and lurk (Complete Psionic 13) are the most common such as dispel psionics (EPH 94) and null psionics field (EPH 122). paths wi thi n the Thousand Eyes. When force is r equi r ed, Such speci al i st s ar e depl oyed agai nst kal asht ar and the Thousand Eyes calls on basti on guar ds or the Sleepi ng r ogue shadows ( mi nd seeds who have t ur ned agai nst Swor d, but it al so mai ntai ns a cover t cor ps of changel i ng t hei r I nspi r ed cr eator s) . masquer s (see page 68), psychi c war r i or / monks, and soul kni fe assassi ns. T he Dr eami ng Dar k has no offi ci al pr es ence i n Ri edr a. It's hi ghl y decentr al The ci ty of Dul Zeer is the T housand Eyes' i zed. Nonethel ess, Dar Ji n contai ns gr eatest str onghol d. H er e, a networ k of remote faci li ti es that functi on as headquar viewing cr ystal s al l ows agents to scr y acr oss ter s for the Dar k, especi al l y for the conti nent, and teleportation circles let those agents movi ng between them di spatch for ces to any basti on for ei gn assi gnments. Dul or ki nt am. Agent s i n vi l l ages can Catun, Dar Ul atesh, and be al er ted t hr ough dr eams. In Dul Mi r n ar e center s of an emer gency, nomads can the shadow l i nes. telepor t for ces to the si te of a di stur bance. The Devour er of Dr eams i s the over l or d of the Dr eami n g T he hi gh mi ni st er of Dar k. Between hi s many duti es and the Thousand Eyes is Lady Shar adhuna (LE the r i sk—however sl i ght—that some female kal ar aq I nspi r ed tel epath 20). Symbol of the one on Eber r on could bi nd hi m, the Dreaming Dark Devour er r ar ely leaves Dal Quor. In T h e D r eam i n g D ar k hi s absence, the most i nfl uenti al member of the Ci r cle Offi ci ally, the Dr eami ng Dar k holds no power in Ri edr a. of Ni ght is the domi nator T i r ashana (LE female usvapna Most Ri edr ans have never hear d of it, and they woul d I nspi r ed telepath 18), a r uthl ess and deadly spi r i t who has reject any attempt to l i nk it to the I nspi r ed as kal ashtar spr ead a networ k of mi nd seeds acr oss Eber r on. pr opaganda. Even if pr esented wi th cl ear evi dence of an I nspi r ed wor ki ng for the Dr eami ng Dar k, a Ri edr an FOREIGN RELATIONS would l i kel y di smi ss it as a tr agi c case in whi ch one of the noble Chosen fell pr ey to an altavar, not an i ndi cati on of Most Ri edr ans never leave thei r vi l l ages, let alone tr avel dupli ci ty on the par t of hi s gover nment. to for ei gn l ands. However , the I nspi r ed know of and have Nonethel ess, the Dr eami ng Dar k wi el ds gr eat i nflu pl ans for the l ands beyond Ri edr a. ence in Ri edr a. Al l quor i bow to the author i ty of the Dr eami ng Dar k, and all I nspi r ed pr ovi de the agents of Adar the Dar k wi th whatever they r equi r e. Many quor i that Once Adar was a l and of r efuge, a sanctuar y for those ser ve the Dr eami ng Dar k have Chosen vessel s spr ead who could find no place in the twelve ki ngdoms of centr al thr oughout the Uni ty, the T housand Eyes, and the Sar l ona. Today, it is the one l and most Ri edr ans uni H ar moni ous Shi el d. T hi s i nfl uence al l ows agents of f or ml y despi se. I nspi r ed have dr i l l ed f anati cal hatr ed the Dr eami ng Dar k to take di r ect acti on wi thi n Ri edr a of the kal asht ar i nto Ri edr ans. T he typi cal f ar mer whenever it sui ts thei r needs. bel i eves that i f the H ar moni ous Shi el d let down i ts T he Dr eami ng Dar k has li ttle need to act wi thi n guar d, the kal asht ar coul d destr oy the I nspi r ed and Ri edr a, however . It seeks to destr oy the kal ashtar and to l ay wast e to Ri edr a. spr ead the i nfluence of the I nspi r ed. Agents of the Dar k Al though they woul d li ke nothi ng better than to can be found in Sar l ona, K hor vai r e, and Xen' dr i k. destr oy the kal ashtar , the I nspi r ed sti ll r emember the Agents of the Dr eami ng Dar k ar e l ar gel y Chosen, losses suffer ed at K asshta K eep. T hey bel i eve that the al though the quor i have used mind seed (EPH 119) to sub hanbalani wi l l gi ve them the power they need to pr eser ve ver t member s of other r aces. Most Chosen who ser ve the the Dr eami ng Dar k. The conti nued si ege of and per i odi c Dark ar e gr oomed for thi s ser vi ce fr om bi r th, ensur i ng str i kes i nto Adar keep the kal ashtar tr apped and on the that they possess the ski l l s and devoti on r equi r ed. T hese defensi ve. For now, that's all the I nspi r ed need to do.
Syr kar n Few Ri edr an commoner s have any i nter est in the people of Syr kar n. T hose who li ve on the bor der s occasi onal l y see Syr k mer chants. T he common folk do not i nter act wi th str anger s, but a vi l l age over seer mi ght engage in tr ade. H uman Syr ks ar en't tr usted or al l owed to move deep wi thi n Ri edr a, but if they appr oach in peace, they're usual l y gr eeted hospi tably. Ri edr a mai nt ai ns a number of f or tr esses al ong the K asshta Ri ver and Jat har a Sound between Syr kar n and Adar . T hese ser ve as f ocal poi nts for I nspi r ed oper ati ons wi t hi n Adar . T he I nspi r ed have no i nter est in conquer i ng Syr kar n. T he ter r i tor y is too l ar ge, the popul ati on too low, and they ar e sti l l concer ned about the l i nger i ng thr eat of the r akshasa r ajah bur i ed beneath the r eal m. H owever , the Dr eami ng Dar k takes whatever acti ons it deems necessar y to pr event Syr kar n fr om becomi ng a thr eat to Ri edr a. T houghtsteal er s and domi nator s foment di ssensi on between the tr i bes, and dr eambl ades mi ght be sent to deal wi t h tr ul y danger ous l eader s or anyone del vi ng too deepl y i nto the dar k magi cs of the past.
T ashan a T un dr a Ri edr a has li ttle use for the Tundr a. Li ke Syr kar n, the land is l ar ge, har sh, and spar sel y popul ated. Few people exi st to mani pul ate and dr aw power fr om. The I nspi r ed do mai ntai n a few for tr esses in the nor th, both as stag i ng ar eas to deal wi th the Aki ak dwar ves and as bases for mi ni ng oper ati ons. T he conti nued constr ucti on of hanbalani r equi r es a constant flow of deep cr ystal , and the Tundr a holds many r i ch vei ns of that mater i al . T hese mi nes ar e a fr equent tar get of Aki ak attacks, and the soldi er s of the nor th must al ways be on guar d.
Most Ri edr an commoner s know nothi ng of the nor th. The humans of Dor Mal eer occasi onally tr ade wi th shi fter s, but bi tter ness exi sts between Tashana' s shi fter s and those of the Savage Legi on. Any encounter between the two i nvar i abl y r esul ts in bl oodshed.
Aer en al an d Ar gon essen To date, the I nspi r ed have kept thei r di stance fr om the l ands of the dr agons and the Undyi ng Cour t. I nter ac ti ons gener al l y occur on for ei gn soi l, ei ther in the cour ts of K hor vai r e or in Stor mr each on Xen' dr i k. No hosti li ty is appar ent between these power s, but the anci ent elves and mi ghty dr agons watch the I nspi r ed wi th gr eat i nter est. Per haps thei r i nacti on means that they'r e unawar e of the quor i agenda, or per haps they feel that they have nothi ng to fear fr om the outsi der s.
K hor vai r e The first contact between K hor vai r e and Ri edr a occur r ed on the neutr al gr ound of Xen' dr i k, and much tr ade has passed thr ough thi s gateway. Dur i ng the Last War , Ri edr a pr ovi ded nonmi l i tar y assi stance to many of the war r i ng nati ons. I nspi r ed ambassador s came to the cour ts of the Fi ve Nati ons, occasi onal l y ser vi ng as medi ator s between opposi ng for ces. Seen as i mpar ti al outsi der s, they're r espected for thei r appar ent wi sdom and empathy. Dur i ng thi s ti me, the Dr eami ng Dar k gai ned a foothold in K hor vai r e. For the last centur y its agents have been spr eadi ng acr oss the conti nent, sowi ng di ssensi on and subver ti ng agents for futur e use. Today I nspi r ed ambassador s can be found in ever y metr opol i s and many of the l ar ge ci ti es of K hor vai r e. Most por ts have smal l Ri edr an communi ti es. Ri edr an goods are becomi ng more common. On the sordi d side of
DRAGONMARKED HOUSES IN RIEDRA Dr agonmar ked houses have al most no power in Ri edr a. The I nspi r ed don't rely on house ser vi ces, so they've made few concessi ons to the bar ons. Fur ther , the r esour ces of the houses ar e hal f a wor ld away. T he houses oper ate under r estr i cti ons i nsi de the por t ci ty of Dar Ji n, and they have no oper ati ons outsi de that city. House Canni th cannot cr eate or sell ar ms, ar mor , or magi c i tems of the conj ur ati on, enchantment, evoca ti on, or necr omancy school s. House Denei th is per mi tted to mai ntai n a force of only fifty sol di er s. It has been war ned of di r e conse quences shoul d these tr oops cause tr ouble in the city. HouseJor asco is not per mi tted to r ai se the dead, and the Jor asco encl ave does not have an altar of resurrection. House K undar ak has no outlets for its extr adi men si onal vaul t networ k i n Dar Ji n. It woul d be all too easy to adapt thi s enter pr i se to smuggl i ng. House Lyr andar has not been al l owed to constr uct a docki ng tower , and ai r shi ps that cr oss the bor der s of Ri edr a mi ght come under attack. Lyr andar sci ons have been war ned not to i nter fer e wi th the weather . House Orien isforbidden from teleporting anyone into or out of Ri edra, although thi s edict is difficult to enforce.
Al t hough no offi ci al r estr i cti ons ar e pl aced on H ouse Phi ar l an and House T hur anni —si nce they theo r eti cally only tr ade in enter tai nment—the Thousand Eyes keeps a close watch on these encl aves, and the elves know it. T he houses of shadow ar e gather i ng i nf or mati on, but they' r e keepi ng a low pr ofi le, accepti ng no tasks that could j eopar di ze thei r standi ng in Dar Ji n. T he house encl aves ar e smal l , and they' r e not as commer ci al l y or i ented as those found in the major ci ti es in K hor vai r e. T hey cater pr i mar i l y to for ei gner s. T hi s si tuati on is useful for the I nspi r ed; the pr esence of Ghal l anda hostels means that no Ri edr ans have to pr ovi de hospi tal i ty for outl ander s wi thi n Dar Ji n. Mor e i mpor tant, the encl aves ser ve as embassi es for thei r houses. As the houses begi n to defi ne thei r role in Ri edr a, str ategi c al l i ances become ever mor e i mpor tant. T he possi bi l i ty l i nger s that the I nspi r ed opened Dar Ji n as a tr ap, br i ngi ng f or ei gn ambassador s and dr agonmar ked sci ons i nto a contr ol l ed envi r onment wher e they can be subver ted to the Ri edr an cause. Regar dl ess, the l onger the I nspi r ed obser ve the di g ni tar i es, the mor e effecti ve any f utur e substi tuti on or subver si on wi l l be.
tr ade, the sale of dr eaml i l y has become a major i ndustr y in the under wor l d of K hor vai r e. Whi l e the I nspi r ed have been pr ovi di ng mater i al aid to many nati ons, thei r str ongest foothol d in K hor vai r e is in Q ' bar r a. K i ng Sebastes is cur r entl y r ecei v i ng mi l i t ar y suppor t fr om Ri edr a—t he H ar moni ous Shi eld has establ i shed gar r i sons in the r egi on ar ound Newthr one to hel p defend the settl er s fr om l i zar df ol k attacks. In the pr ocess, they ar e wor ki ng to spr ead Ri edr an val ues. Rumor s say that constr ucti on has begun on a hanbalan. Gi ven thei r extensi ve pr esence, the I nspi r ed have much to offer. I f war l ooms anew, Aundai r could seek Ri edr an ai d to defend i tself fr om the l ar ger ar mi es of Thr ane or K ar r nath. A desper ate move, cer tai nl y, but per haps Queen Aur al a wi l l be swayed by vi vi d dr eams of the power such an al l i ance mi ght br i ng. K i ngs and queens ar e not the only people who deal wi th the I nspi r ed. Even though Ri edr an commoner s r ar ely mi ngl e wi th f or ei gner s, I nspi r ed ambassador s and thei r staff ar e acti ve in thei r communi ti es. Exoti c and clever , these beauti ful str anger s fasci nate the upper cr ust of K hor vai r e. In Shar n, Ambassador Jor asesh often gi ves i mpr omptu l ectur es at Mor gr ave Uni ver si ty. Both Jor asesh and hi s ai de H el kashtai can be found at all of the major gal as and soci al events of the ci ty. Al though the I nspi r ed have extended thei r hand to K hor vai r e, they have been r el uctant to let for ei gn ers vi si t Ri edr a. It is only r ecentl y that any outsi der has been gr anted per mi ssi on to ventur e beyond the for ei gn quar ter of Dar Jin and Dar Ul atesh.
Xen ' dr i k The Ri edr an ci ty of Dar Qat was establ i shed by the I nspi r ed; centur i es later, the fr eebooter s who made a l i vi ng pr eyi ng on Ri edr an shi ppi ng establ i shed Stor mr each as a hub for those acti vi ti es. In ti me, the I nspi r ed came to power ther e, i nter ested in the raw r esour ces of Xen' dr i k, speci fi cally dr agonshar ds, deep cr ystal , and the raw mater i al s for cr ysteel . But Xen' dr i k also holds secr ets of the pr evi ous age of Dal Quor and the war between the gi ants and the anci ent quor i . The Dr eami ng Dark is eager to lear n about the quor i of the pr evi ous age.
NOTABLE RIEDRANS T housands of power ful i ndi vi dual s make up the el abo rate I nspi r ed hi er ar chy. T housands of ai des, war r i or s, and spi es ser ve them. Her e ar e a few exampl es.
DEVOTION L N f emal e chan gel i n g r ogue 7 Per sonal i denti ty has no val ue to Devoti on. Ser vi ce to the T housand Eyes is the center of her exi stence, and names, faces, and per sonal i ti es ar e si mply tools she uses in thi s task. Her ski l l s and dedi cati on have ear ned her the per sonal i nter est of Lady Shar adhuna. Devoti on is often assi gned sensi ti ve mi ssi ons on behal f of her mi s tr ess. She could be sent to obser ve the PCs and to i nter act wi th them in a var i ety of gui ses, testi ng thei r r eacti ons to di ffer ent si tuati ons and offer s. Should Lady Shar adhuna deci de to i nvolve the char acter s in her r i val r y wi th the Dr eami ng Dar k (see Di ssensi on in the Ranks, page 61), Devoti on is her emi ssar y.
Devoti on has no si ngle favor ed for m. Whi l e she has a few cover i denti ti es she uses in her wor k, if no speci fi c face is r equi r ed, she wear s a new one ever y day, changi ng voi ce and manner i sms to match. Her one defi ni ng tr ai t is her utter l oyal ty to Lady Shar adhuna, and no offer can tempt her to tur n on her mi str ess.
ILAAN, UNCHAINED DREAMER CN mal e human exper t 3 ( Dr eam of Contact, D r eam Sci on, D r eam of T r ut h) Though only a chi l d, I laan has an i nnate connecti on to dr eamspace—a gi ft that has gi ven hi m wi sdom beyond hi s year s and har dened hi s mi nd agai nst the i ndoctr i na ti on of the I nspi r ed. He can't contr ol hi s dr eami ng, and he r ar ely gr asps the cr ypti c i mages he sees, but occasi on ally he wakes wi th a vi tal i nsi ght about the pr esent or the futur e, and he al ways feels obli ged to act. These or acul ar vi si ons gui ded hi m to a local cell of the Unchai ned, and they mi ght gui de him to the PCs. In thi s way, if the char acter s ar e in desper ate need of di r ecti on, thi s str angel y matur e boy mi ght appr oach them. Once the PCs have encounter ed I l aan, he mi ght r each them in the futur e usi ng the Dr eam of Contact feat. It mi ght be that I l aan' s youth has shi el ded hi m fr om the eyes of the I nspi r ed. Or it coul d be that hi s " vi si ons" ar e i n fact dr eams sent by one of Ri edr a' s over l or ds, who is usi ng the boy to gui de the par ty down a par t i cul ar path.
KESHRAA THE FALLEN N E mal e chan gel i n g t el epat h 13 Once an agent of the dr agons of Ar gonnessen, K eshr aa was mind seeded by Lady Shar adhuna of the T housand Eyes. Dr aconi c di sci pl i ne, an i ndomi tabl e wi l l , and the i nnatel y sl i pper y thoughts of the changel i ng wer e pi tted agai nst quor i power , and a new bei ng ar ose in the after math, one who had the memor i es and cunni ng of the kal ar aq spi ri t but no loyalty to Dal Quor or Ar gonnessen. Now cal l i ng hi msel f K eshr aa, thi s changel i ng eluded hi s captor s and di sappear ed. K eshr aa is a master mi nd engaged in a complex and r uthl ess vendetta agai nst the quor i who cr eated hi m. Al though he fr equently wor ks wi th r ebels and di ssi dents, he is utter l y amor al and doesn' t car e what happens to the I nspi r ed, Ri edr a, or K hor vai r e. H i s onl y i nter est is the game he is pl ayi ng wi th Lady Shar adhuna and the T housand Eyes. He mi ght hel p those who ar e wor ki ng agai nst the I nspi r ed, but K eshr aa does nothi ng out of ki ndness. If he pr ovi des assi stance, that hel p is ser vi ng hi s pur poses. T hi s r ebel changel i ng could hold i nfl uenti al posi ti ons in any of the di ssi dent gr oups descr i bed in the Plots secti on, though he consi der s these gr oups to be nothi ng more than tools. He mi ght appear out of nowher e to help PCs in thei r hour of need, wear i ng the face of a pr i est, a soldi er , or even one of the I nspi r ed. He has absolutely no r egar d for human li fe. Sti l l , in Sar l ona, the help of a vi l l ai n mi ght be the best one can hope for. K eshr aa has tur ned a number of Chosen agai nst the I nspi r ed, and he could ser ve as a mentor to a Chosen PC. He cl ai ms to see a reflection of hi msel f in the char acter — the vessel tur ned agai nst the I nspi r ed. Does he tr uly have an emoti onal bond wi th hi s pr otege, or is thi s one more r use i ntended to create a more effecti ve weapon?
When deal i ng wi th K eshr aa, r emember that he has the cold cunni ng of a pr i nce of ni ghtmar es, and that he has successful l y eluded the T housand Eyes for al most a decade. H i s i ntellect is a far gr eater weapon than hi s psi oni c power s. I f he is for ced i nto battl e, somethi ng has gone ter r i bly wr ong for hi m.
LORD SULATESH L E mal e du' ul or a I nspi r ed psychi c war r i or 12 T he du'ulor a champi on Lor d Sul atesh commands K i ntam Ul akhun, the gr eat for tr ess that watches K aashta K eep fr om the edge of Syr kar n. Sul atesh has com manded thi s front si nce the war began—he was pr esent at the first di sastr ous si ege of K aashta, and he sti ll thi r sts for vengeance. Sul atesh is a cr uel bei ng who takes gr eat pl easur e in tor tur i ng hi s foes, both on the battlefi eld and in hi s dungeons. T he kal ashtar and agents of the Summi t Road who fall i nto hi s hands suffer for weeks befor e bei ng al l owed to di e. Whi l e the tor tur es Sul atesh devi ses ar e hor r i fyi ng, thi s obsessi on could pr ovi de the ti me r escuer s need to l i ber ate a pr i soner , or it could gi ve pr i soner s ti me to devi se a pl an of escape. Al though cr uel to hi s foes, Sul atesh tr eats hi s tr oops wel l and is loved by hi s soldi er s. Many ar e di stur bed by the pr acti ce of tor tur e, but most accept thei r lord's expl a nati on that it is a necessar y tool to pur ge the pr i soner s of the altavars that possess them. A few, however , ar e deeply tr oubled by what they have seen, and these doubter s could come to the ai d of pr i soner s in K i ntam Ul akhun.
RUUKRA, HORNED GUARD L G f emal e ogr e mage f i ghter 1 T hi s ogr e mage is an i mposi ng si ght, ten feet of muscle sheathed in chai nmai l . Her ski n is icy blue, and her hor ns ar e gl i steni ng bl ack i vor y. Ruukr a is especi al l y devoted to the Path of I nspi r ati on and the bel i ef that thr ough good wor ks, she can pur i fy the demon wi thi n. She is l awful good, and when she is off the battlefi el d she goes out of her way to show compassi on to other s. I n battle, she acts wi th honor —she shows no mer cy to those she bel i eves to be tools of evi l , but she wi l l not condone unnecessar y cr uel ty among her compani ons. Al though br ave, she is a wi se war r i or and knows when to r etr eat to fight another day. I f she is ser i ously i njur ed, she typi cal l y tur ns i nvi si ble and takes to the ai r , stayi ng out of her enemy' s r each whi l e she r egener ates. As wi th all member s of the Hor ned Guar d, she has been forbi dden from usi ng her change shape power . T he pr i ests say that the body of the ogr e mage is desi gned to hold the altavar, and changi ng shape weakens those bonds and lets the spi r i t i nfluence the ogr e. Ruukr a can be encounter ed on the bor der s of Adar , or as a guar di an of the peace in a basti on city. She i ni ti ally opposes the PCs, but if they act wi th honor, she mi ght come to r espect them. Ruukr a is vi ol entl y opposed to the Hor ned Shadow, and a j oi nt battle agai nst the Shadow could easi l y cement a bond between her and the PCs. Eventual l y, she mi ght come to r eal i ze that the PCs are more honor able than her I nspi r ed master s. Al though she wi l l never abandon the Path of I nspi r ati on, she could tur n agai nst the I nspi r ed. Despite her fearsome appear ance, Ruukr a is calm and compassi onate. She never lets anger show, even in battle. She pi ti es her opponents r ather than hati ng them.
PLOTS Despite the quori's i ndoctr i nati on and the Thousand Eyes' vi gi l ance, many di ssi dent gr oups exi st in Ri edr a. Aki ak dwar ves hunger for vengeance. K alashtar are always looki ng for opportunities to strike against the Inspired. Beyond con flict wi th the I nspired, many adventures await in Ri edra.
ANCIENT RELIGIONS Wor shi p of the Sover ei gn Host takes many different forms. The gi ants of Xen' dr i k and the eneko of Syr kar n wor shi p Banor the Bowhunter . The or cs of the Shadow Mar ches call thi s god Baal kan the Beastl or d. In the Fi ve Nati ons, he is Bal i nor , the Sover ei gn of Hunt and Hor n. The for m of wor shi p common thr oughout K hor vai r e had its r oots in the anci ent ki ngdom of Pyr i ne; the people of Ohr K al uun called on the Dar k Si x for power . T he names and i cons of these gods ar e f ami l i ar to any moder n student of r el i gi on, but what has been lost over the cour se of thousands of year s? What sacr ed r eli cs ar e hi dden in r ui ned vaul ts? Mi ght the i nscr i pti ons car ved i nto the wal l s of a cr umbl i ng shr i ne r eveal new ways to i nvoke the gods, unl ocki ng spel l s long for gotten or r eveal i ng anci ent pr opheci es lost in the Sunder i ng? T he nati on of K hal esh was devoted to the couatl , vener ati ng the force of li ght these bei ngs cr eated thr ough thei r sacr i fi ce. Despi te the di ffer ences in doctr i ne, for all i ntents and pur poses thei r r el i gi on is a mi r r or of the Chur ch of the Si lver Fl ame. T he r ui ns of a K hal eshi te shr i ne could hold r eli cs or secr ets that could empower Thr ane' s domi nant r eli gi on or tur n it on its head. Suppr essed Sar l onan r el i gi ons can be a means to i ntr oduce di vi ne spel l s pr esented in suppl ements such as Complete Divine and Faiths of Eberron. I nstead of havi ng a cler i c suddenl y r eal i ze he knows about spel l s he has never used, he could di scover those spel l s in anci ent texts. Per haps any cler i c of the Sover ei gn Host has the potenti al to cast recitation, but the r i tual i nvolved has been long for gotten, only to be uncover ed in the r ui ns of Pyr i ne. Get t i ng the PCs I nvol ved: The mosai c floor of a Sover ei gn temple shows a map of Sar l ona, but it has no key. A sacr ed text holds the answer , but the book can be read only by someone wear i ng a tr easur ed holy amul et. As the adventur er s attempt to gather these i tems, they find themsel ves under constant attack. But who is opposi ng them? Agents of the Dar k Si x? Pr i ests of the Sover ei gn Host? What ter r i ble secr et li es in the Sar l onan shr i ne?
THE BROKEN THRONE Twelve nati ons col l apsed dur i ng the Sunder i ng, folded i nto the r eal m of Ri edr a. Old customs wer e wi ped away, castl es and cathedr al s shatter ed and left in r ui ns. People wer e told to for get the past. Sar lona had finally r i sen from the ni ghtmar e of war i nto an age of peace. Yet the past held as many wonder s as ter r or s. Ar t , r el i gi on, phi losophy, magi c—each ki ngdom had its tr ea sur es, and many of those j ewel s ar e sti ll out ther e. Study of the past is forbidden to Ri edr ans, but some find its lure i mpossi ble to r esi st. Over the centur i es, a secr et move ment has gr own, an al l i ance of those who doubt the Path of I nspi r ati on and seek to r ecl ai m the tr adi ti ons of the past. These r ebel s call themsel ves the Br oken T hr one. T he Br oken T hr one is not a vi olent or gani zati on, and its member s have no plans to fight the I nspi r ed. They
simply want to pr eser ve anci ent tr adi ti ons. To thi s end, they gather r eli cs of the past, both physi cal tr easur es and knowl edge. I l l i ter ate r ecr ui ts ar e usual l y taught to r ead, so they can appr eci ate books and scr ol l s r ecover ed fr om the r ui ns. Many l ear n the tr adi ti onal cr afts of thei r cul tur e, pushed i nto obscur i ty by the I nspi r ed. A few study the pr i estly tr adi ti ons of Pyr i ne and K hal esh, the psi oni c teachi ngs of the Mal eer i wi l der s, or the ar cane magi c of the Cor vagur an sor cer er s and Syr k wi zar ds. Member s of the Br oken T hr one bel i eve these ar e not the tools of dar k spi r i ts but ar e i nstead wonder s. The Br oken Thr one is most acti ve in vi l l ages located near anci ent r ui ns. Wi thi n the basti ons, a few of its mem ber s hold si gni fi cant posi ti ons in the Gui di ng Path (see page 55), and these pathfi nder s help cel l s communi cate wi th one another. A passi ve force, the Br oken Thr one takes no di r ect acti on agai nst the I nspi r ed. Nonethel ess, the practi ces of the Thr one are heresy, and the Thousand Eyes (and most Ri edr ans) eli mi nate any cell that is exposed. Get t i ng the PCs I nvol ved: Member s of the Br oken Thr one have a cr i ti cal tr ai t most Ri edr ans lack: cur i os ity about other cul tur es. T hey mi ght offer unexpected sanctuar y or assi stance to for ei gner s in tr ouble, and they are often educated about near by r ui ns. It's possi ble to make contact wi th the Br oken T hr one in Syr kar n, si nce those fleei ng the T housand Eyes often come to thi s l and to conti nue expl or i ng the past. A T hr one r efugee can also pr ovi de a r eli c hunter wi th helpful contacts i nsi de Ri edr a. Of cour se, the help of the Br oken T hr one comes at a pr i ce—those who pl under an anci ent r ui n mi ght have to gi ve the T hr one access to what they r ecover .
DISSENSION IN THE RANKS The quor i ar e far mor e uni fi ed than thei r counter par ts in the Lor ds of Dust or the Or der of the Emer al d Claw. Should the quori fail in thei r task, il- Lashtavar and all of its chi l dr en wi l l be destr oyed. T he exi stence of thei r enti r e speci es is on the l i ne, and as a r esult, the quori don't tur n on one another li ghtly. Sti l l , some questi on the methods and author i ty of the Devour er of Dr eams. Ri edr a has gi ven those ni ght mar e lor ds a str uctur e to bui l d thei r own f ol l owi ngs. Lady Shar adhuna of the Thousand Eyes is the Devour er'sgreatest ri val. Al though Shar adhuna beli eves control of humani ty should anchor Dal Quor and pr event the tur n of the age, she thi nks that Sar lona is suffi ci ent to accompli sh thi s goal. Shar adhuna beli eves that the Devour er is pr ess ing for continued expansi on not on the orders of il- Lashtavar, but because he dr aws power fr om the paci fi ed popul ace. If Shar adhuna is cor r ect, the Devour er actual l y seeks to r eplace il- Lashtavar, assumi ng its place as the dr i vi ng force of Dal Quor. Shar adhuna bel i eves that the quor i need be concer ned only wi th fully secur i ng Sar l ona, i ncl udi ng Adar , Syr kar n, and the Tundr a. She r esents the unques ti oned author i ty held by the agents of the Dr eami ng Dark and bel i eves that the Thousand Eyes is per for mi ng the most cr uci al wor k of the age. Shar adhuna is gai ni ng suppor ter s, and she hopes to find a way to suppl ant the Devour er as the voi ce of il- Lashtavar. Sti l l , she has no idea what such a tr ansfor mati on could r equi r e. A thi r d faction is led by Lor d Zor atesh, the com mander of the H ar moni ous Shi eld. He has no pati ence for the slow mani pul ati on of the Dr eami ng Dar k, and he wants to launch an i nvasi on of K hor vai r e. In such a
scenar i o, psionic teleportation circles would be used to launch sudden and deci si ve str i kes agai nst the capi tals of K hor vai r e, seeki ng to eli mi nate nobles, dr agonmar ked bar ons, and other thr eats. Both the Devour er and Shar adhuna beli eve that thi s event would be di sastr ous, pr ovi di ng a common enemy to uni te the people of K hor vai r e, destabi li zi ng Ri edr a, and r i ski ng the ire of the dr agons, the Lords of Dust, and other conspi r aci es cur r entl y watchi ng from the shadows. Zoratesh cur r ently lacks the support r equi r ed to pur sue war , but if an I nspi r ed i nvasi on of K hor vai r e wer e to happen, Zor atesh would be the one to lead it. Get t i ng the PCs I nvol ved: Lady Shar adhuna can be an unl i kel y ally for the PCs. When the char acter s ar e captur ed by the T housand Eyes, to thei r sur pr i se, they ar e not executed. I nstead, Shar adhuna pr ovi des them wi th i nfor mati on they need to upset some of the pl ans of the Dr eami ng Dar k. Usi ng the PCs as her catspaws, Shar adhuna can embar r ass the Devour er and i ncr ease her suppor t, possi bly even suppl anti ng the Devour er . If Shar adhuna assumes power , she focuses her effor ts on Sar l ona, and K hor vai r e becomes a safer place for it. Adar , on the other hand, becomes less so. Al though she mi ght help PCs fight the Dr eami ng Dar k, Shar adhuna does nothi ng that could endanger Ri edr a. A war between K hor vai r e and Ri edr a would be a dev astati ng confli ct, wi th the wi despr ead magi c of K hor vai r e and the dr agonmar ked houses matched agai nst the devas tati ng psi oni c power of the I nspi r ed and thei r wi l l i ngness to sacr i fi ce thei r fanati cal tr oops. Even if the Ri edr ans won the confli ct, the K hor vai r i ans wouldn't accept defeat easi ly. T he uni ty of Ri edr a succeeds because the people bel i eve that the I nspi r ed ar e savi or s, not conquer or s. However , a band of adventur er s str uggl i ng to r ai se a r esi stance movement in the wake of a Ri edr an conquest can for m the basi s for an i nter esti ng campai gn, whether it's set in K hor vai r e, Syr kar n, or the Tashana Tundr a.
THE DREAM MERCHANTS People al ways want what they cannot have, and ever y new law cr eates a sour ce of profit for those who chal l enge it. T he major chal l enger in Ri edr a is a cabal known as the Dr eam Mer chants. T he Mer chants ar e smuggl er s first and for emost—they r un dr eaml i l y and other Sar l onan goods to K hor vai r e, and they pr ovi de a black mar ket for Ri edr ans who want goods beyond the basi c tools of sur vi val pr ovi ded by the I nspi r ed. In the basti ons, the Dr eam Mer chants pr ovi de other cr i mi nal ser vi ces: theft, forbid den i nfor mati on, fenci ng of stolen goods, even assassi na ti on. Such acti ons ar e extr emel y danger ous, and the costs of cr i mi nal ser vi ces ar e four ti mes those li sted in Sharn: City of Towers—assuming the Mer chants ar e wi l l i ng at al l. T he Dr eam Mer chants, whi l e establ i shed in bas ti on ci ti es, ar e r ar el y seen in the vi l l ages. I ndi vi dual mer chants someti mes tr avel between vi l l ages, posi ng as cour i er s. T hey car r y bags of holding contai ni ng a wi de r ange of contr aband goods they can exchange wi th vi l l ager s. Wander i ng mer chants ar e gener al l y master s of Sense Moti ve. T hey ar e ver y car eful about whom they r eveal thei r tr ue natur e to, si nce one mi sstep could br i ng death. Al though most Ri edr ans have hear d of the Dr eam Mer chants, common wi sdom is that these people ar e the di r ect ser vants of the altavars, sent to tempt and test the devoti on of the i nnocent. Loyal Ri edr ans r epor t such cr i mi nal s i mmedi atel y.
Dr eam Mer chants can be found in most basti on ci ti es wi th a successful DC 25 Gather I nfor mati on check; fai lur e by 5 or mor e r esul ts in the author i ti es l ear ni ng of the char acter 's i nter est. The Mer chants also mai ntai n a number of outposts on the i slands of Ohr K aluun. Thei r str ongest suppor t on the mai nl and li es in Rhi avhaar — r emnants of the fr eebooter spi r i t hol di ng tr ue. Most Dr eam Mer chants are human exper ts or r ogues. A f ew manage to unlock i nnate psi oni c talents and become lur ks; the dimensional pocket power of the lurk can be i nvalu able for a smuggler . Getti ng the PCs I nvol ved: The Dr eam Mer chants are great contacts for those who want to enter Riedra by stealth. Characters who are conversant wi th the cri mi nal underworld of Shar n might be able to make contact wi th a merchant thr ough the dr eamli ly trade. The Mer chants can smuggle people into Nul akhesh, Pyr i ne, or Cor vagur a thr ough their Ohr K aluun gateway. They can also provide Ri edran traveli ng paper s, at a steep cost of 250 gp per person. Wi thi n Ri edra, Dr eam Mer chants can help wi th transportati on, information, or other needs. They can acquire nearly any thi ng, but exotic goods take ti me—and prices are modified up to 100% in favor of the mer chant.
THE HANBALANI ALTAS The massi ve monoli ths of Ri edr a ser ve many pur poses. They dr aw on the emoti ons of the near by popul ace and tr ansfor m these thoughts i nto psychi c ener gy, whi ch is used to power many systems in near by communi ti es. More i mpor tant, they allow the quor i to shape the dr eams of masses of humans, and in so doi ng, to pr event change in Dal Quor. Most i mpor tant, the hanbalani ar e slowly br i ng i ng Dal Quor into al i gnment wi th Eber r on, r epai r i ng the damage i nfli cted by the gi ants ages ago. Al r eady, the quori are able to possess wi l l i ng humans. As more monoli ths are bui l t, quor i mi ght be able to possess other wi l l i ng cr ea tur es, and mani fest zones ti ed to Dal Quor could appear acr oss the wor ld. Eventually, the quori should be able to physi cal l y mani fest on Eber r on. Al ong wi th the functi ons detai l ed in the Monoli th Featur es secti on below, these ar e the known functi ons of the hanbalani, but they could j ust be the begi nni ng. T he monol i ths mi ght be physi cal l y tr ansf or mi ng Eber r on i nto a r epli ca of Dal Quor or gr anti ng quor i the abi l i ty to r egener ate power poi nts in ever y r ound. Cer tai nl y, if the quor i bui l d el dr i tch machi nes (ECS 273), they woul d dr aw power fr om the monol i ths. Get t i ng the PCs I nvol ved: The Ar cane Congr ess and the Twelve know of the hanbalani, but they have li ttle idea what these massi ve str uctur es do. Expl or er s mi ght be sent to study a monol i th, to tr y deter mi ne what i ts pur pose i s. Once thi s i nfor mati on is known, PCs mi ght find that shutti ng down a monoli th is a vi tal step in any sor t of pl an i nvol vi ng a Ri edr an city. Al ter nati vel y, PCs could j oi n a gr oup of Aki ak or kal ashtar commandos on a mi ssi on to destr oy as many hanbalani as possi bl e.
MONOLITH FEATURES Her e ar e the featur es of a monoli th needed for thei r use in an adventur e.
Shel l Monol i ths var y i n si ze and shape, but they ar e usual l y eggl i ke, appr oxi matel y 300 feet tall and 100 feet wi de.
When hanbalani ar e in close pr oxi mi ty to one another , such as wi thi n a major basti on, they tend to be smal l er . T hey ar e constr ucted of psi oni cal l y r ei nfor ced steel and cr ytseel . A monoli th shell has aper tur es at the base, and these door ways ar e up to 15 feet wi de. T he "floor" of a monoli th is open to the ter r ai n on whi ch it's bui l t. I nsi de, a monol i th is caver nous. It has no featur es asi de fr om the i nter i or wal l , the cor e, and a smal l aper tur e at the top that leads to the contr ol s. The shape and r eflecti ve i nter i or of a monol i th, as wel l as the desi gn, the cr ystal cor e, and the contr ol cr ystal s, l i nk each hanbalan to Dal Quor. Bei ngs on Dal Quor can contact a par ti cul ar monoli th fr om a speci fi c cor r espondi ng ar ea in a quori ci ty on Dal Quor. Doi ng so wor ks the same as accessi ng a monoli th fr om the contr ol cr ystal s on Eber r on. Monol i th shel l s ar e desi gned to contai n the blast of a detonati ng cor e. T he shell' s two i nner and outer l ayer s have 3 feet of space between them. Each l ayer is near ly 2 feet thi ck, wi th har dness 20 and 1,440 hi t poi nts per 10foot- squar e secti on.
Cor e A 10- foot- di ameter pi l l ar of pur e cr ystal , the core of an acti ve monoli th is war m to the touch. Its gr eeni sh li ght i l l umi nates the enti r e i nter i or of the shell and cr eates shadowy i l l umi nati on wi thi n 300 feet of the aper tur es. A monoli th core acts as a gi ant cognizance crystal, stor i ng up to 17 power poi nts that can used by any psi oni c cr ea tur e touchi ng it. If expended, the power poi nts r epleni sh at the rate of 1 per hour . T hi s r eser ve is accessi ble fr om Dal Quor, so a monoli th usual l y has 2d8 + 1power poi nts at any gi ven ti me. Many monoliths enhance psionics used wi thi n 600 feet of them. Some are even more power ful, and can i ncr ease the ar ea of thei r effect up to many mi les. Psionic cr eatur es wi thi n thi s area can mani fest power s as if they have the Empower Power feat by payi ng that feat's nor mal costs. As detai l ed in the Ever yday Psi oni cs si debar (page 48), a speci fi c monoli th is often ti ed to power i ng other functi ons used to mai ntai n or der and pr ovi de comfor t in Ri edr a. In thi s cases, the power poi nts and empower i ng effect ar e in use or suppr essed, r especti vel y, unl ess the core's functi on is changed (see Contr ol s). T he core has har dness 10 and 600 hi t poi nts. I f a monol i th' s cor e is br oken or shut down, the monol i th and all its subsi di ar y uti li ti es cease functi oni ng. When a core is i mpr oper ly tamper ed wi th, it can expl ode. It mi ght al so expl ode (50% chance, takes 2d6 r ounds) if it takes hal f its hit poi nts in damage. T hi s expl osi on deals 20d6 poi nts of damage to all cr eatur es i nsi de the shell (Reflex DC 25 hal f). A core explosion might har m cr eatur es standi ng out side the shell wi thi n 60 feet of an aper tur e. Such cr eatur es gai n a +4 bonus on thei r saves, taki ng no damage on a successful save and half damage on a failed one. Cr eatur es outside the shell but not near an aper tur e are unhar med. Shut t i ng down or dest r oyi n g a monol i t h cor e i mmedi atel y al er ts any quor i tapped i nto the monoli th from Dal Quor. If no pl anned encounter s center on such an occur r ence, assume a cumul ati ve 1% chance per mi nute of a quor i noti ci ng the pr obl em. T hen pr esume the author i ti es ar e noti fi ed wi thi n d% mi nutes (or 2d10 mi nutes in a settled ar ea).
Cont r ol s At the top of a monolith's interior, a cluster of small cr ystals and Si ber ys dr agonshar ds pulse and glow wi th multiple colors, r egul ati ng the power of the monoli th core. Her e, the monoli th's functi ons can be alter ed and accessed. A cr eatur e that has the Psi cr aft ski ll can attempt to mani pul ate a monoli th' s functi oni ng. By touchi ng the control cr ystal s and maki ng a successful DC 25 Psi cr aft check r epr esenti ng 1 mi nute of effor t, the cr eatur e bonds wi th the monoli th' s contr ol cr ystal s. Fai l i ng the check causes the monoli th to stor e the user's i denti ty and descr i pti on (mental pi ctur e), gi vi ng that i nfor mati on to any I nspi r ed or quori who contact the monoli th wi thi n the next 2d4 hour s. Once a bond wi th the contr ol cr ystal s has been establ i shed, addi ti onal Psi cr aft checks can alter the monoli th' s functi on—see the Monoli th Contr ol table. I ncr easi ng the DC by 5 al l ows a contr oller to make the check in hal f the ti me (a standar d acti on, 5 r ounds, or 15 mi nutes). Addi ng 10 to the DC al l ows most checks to be made in a quar ter of the ti me (a swi ft acti on, 2 r ounds, or 7- 1/2 mi nutes) Fai l ur e by 10 or mor e on any Psi cr aft check means that contact wi th the contr ol s has been di s r upted and must be r eestabl i shed. A roll of 1 on a Psi cr aft check to contr ol the monol i th sends the monoli th i nto a psi oni c feedback loop, negati ng all fur ther attempts at contr ol and causi ng the monol i th' s core to expl ode in 2d6 r ounds. I n any case, a monol i t h' s secondar y f unct i ons r equi r e power . Power i ng uti l i ti es wi t h a monol i t h r equi r es it to be at full power (17 power poi nts). Whi l e a monoli th is per f or mi ng a secondar y functi on, i ts power can't be r edi r ected or si phoned, so a saboteur must di s connect a monol i th to si phon off its power poi nts. T hen the monol i th can't be r econnected to the uti l i ty unti l it has r egai ned 17 power poi nts. M O N O L I T H CO N T RO L Psi cr af t DC 15 20 25 25 25 30 35 35
Resul t Lure psionic creatures to monolith Acti vate dormant monolith safely Shut down active monolith safely Sever connection to public uti li ti es Feed the core 1 power point Sever connection to Dal Quor Set the core to explode in 10 minutes Shut down a self- destruct sequence
T i me Full round Full round Full round Full round 30 minutes Full round Full round 1 minute
Speci al Si t uat i on s Here are a couple of special situations i nvolvi ng monoliths. Cr eat ur es: Because the cor e of a monoli th r adi ates li ght and heat, as wel l as psi oni c power , a monoli th bui lt in a r emote locati on attr acts psi oni c cr eatur es fr om mi l es ar ound. Tr i bes that tr avel on foot in Syr kar n and the Tashana Tundr a someti mes use monol i ths as shelter . Nor mal cr eatur es l i vi ng wi t hi n a mi le of a monol i th can have phr eni c or psi oni cal l y gi fted offspr i ng, but such an occur r ence is extr emel y unusual and mor e so if the monoli th is used to power a subsi di ar y functi on. I f a r emote monoli th ceases wor ki ng, I nspi r ed agents come and wi pe out any cr eatur es in the vi ci ni ty, so i nhabi tants ar e l i kel y to oppose i ntr uder s l ooki ng to har m a wi l der ness monol i th.
As i ndi cated on the Monol i th Contr ol table, a char acter can use the contr ols to lur e psi oni c cr eatur es to a monol i th. T hi s cal l has a r ange of 1 mi l e, but it is not a compul si on and r equi r es no save—cr eatur es that have I ntel l i gence of 2 or lower usual l y r espond, but cl ever er cr eatur es can choose not to. T hi s tool is often useful to the I nspi r ed or quor i . I f the call is not expected or pl anned, they send tr oops to i nvesti gate. Under Const r uct i on: If a monol i th is sti ll under constr ucti on, it has as many as thr ee hundr ed wor ker s l i vi ng in and ar ound it, plus a squad of twenty Ri edr an soldi er s (fi ghter 1) led by a ser geant (fi ghter 3). Af ter a monoli th is acti vated, the soldi er s and a tr ai ned engi neer (exper t 5) r emai n stati oned ther e for 2d6 days. The i nter i or of an uncompl eted monoli th is fi lled wi th wooden scaffol di ng that r i ses up to 400 feet off the gr ound. Wor ker s use thi s scaffol di ng to hoi st secti ons of the shell i nto posi ti on dur i ng the bui l di ng pr ocess. Ascendi ng the scaf f ol di ng r equi r es successf ul DC 5 Cl i mb checks, whi l e r unni ng or char gi ng on an el evated pl atfor m r equi r es a successful DC 10 Bal ance check. In both cases, fai lur e by 5 or mor e i ndi cates a fall.
THE HEIRS OF OHR KALUUN If any force in Ri edr a actual l y fr i ghtens the I nspi r ed, it is the di ssi dent gr oup known as the Hei r s of Ohr K al uun. Long ago, the nati on of Ohr K al uun was a center for si n i ster magi c. Its pr i ests per for med ter r i ble r i tual s i nvok i ng the Dar k Si x, and its wi zar ds tr affi cked wi th fiends in thei r quests for mysti c power . In the Sunder i ng, the people of thi s l and wer e al most compl etel y obl i ter ated. Some of the few who r emai n ar e skul ks, tr ansfor med by foul spel l s so they could hi de fr om thei r enemi es. Al l l oyal Ri edr ans know that the r ui ns of Ohr K al uun ar e the haunts of altavars, and that the magi c hi dden wi thi n the war mazes is deadl y and damni ng. Sti l l , some don't car e. T he Hei r s of Ohr K al uun know i ngly embr ace thi s dar kness, hopi ng to gai n power to r ai se themsel ves above the I nspi r ed. H umans, skul ks, ogr e mages, dwar ves—what bi nds these people together is a thi r st for mysti c knowl edge and a hatr ed for the I nspi r ed. Li ke the first wi zar ds of Ohr K al uun, they ar e wi l l i ng to sacr i fi ce anythi ng—or anyone—to gai n the power they seek. T hey oppose the I nspi r ed, but anyone who al l i es wi th the Hei r s of Ohr K al uun soon l ear ns that the enemy of an enemy is not al ways a fr i end. Li ke the Cults of the Dr agon Below, the Hei r s of Ohr K al uun ar e not a uni fi ed for ce. T he H ar moni ous Shi eld and the T housand Eyes ar e al ways hunti ng these foul wi zar ds, and ki ll those they di scover wi thout hesi ta ti on. But new sects al ways r i se fr om the ashes, i nnocents cor r upted by the pr omi ses of the dar kness. Despi te thei r name, the Hei r s of Ohr K aluun are not confi ned to the i sl ands. A K al uuni te wi zar d could easi ly take an i nter est in the for bi dden lore of the yuan- ti or the lost magi cs of the aventi . Get t i n g t he PCs I n vol ved: T he H ei r s of O hr K al uun ar e Ri edr a's answer to the Or der of the Emer al d Cl aw—they' r e the people who ar e unquesti onabl y up to no good. These people wi l l i ngl y accept damnati on (or so they bel i eve) in exchange for power and vengeance. They can be di stur bi ng al l i es or unexpected foes for those expl or i ng Ri edr a—a sur pr i se for those who thi nk the I nspi r ed ar e the gr eatest evi l in the l and. The I nspi r ed
have conquer ed Ri edr a, but they at least take car e of the people. If the Hei r s of Ohr K al uun took power , hor r or woul d be the r epl acement for stabi l i ty and oppr essi on.
THE HORNED SHADOW T he H or ned Shadow is a young al l i ance of ogr es, ogr e mages, and eneko wor ki ng to forge a new desti ny for the ogre r aces. Wi thi n Ri edr a, these efforts are master mi nded by ogr e mages who have over come thei r i ndoctr i nati on. T hi s is a danger ous game, and the T housand Eyes swi ftl y ki l l any ogr e found to be wor ki ng wi th the Shadow. But ogr e mages ar e power ful and cunni ng—t hanks to thei r shapeshi fti ng power s and natur al r esi stance to magi c and telepathy, many mages of the Hor ned Shadow have been able to avoi d the gaze of the T housand Eyes. T he H or ned Shadow has spent the l ast few year s bui l di n g suppor t . As the or gani zat i on gr ows, the mast er mi nds of the Shadow debate the best cour se of acti on. Some advocate a mass exodus fr om Ri edr a and the establ i shment of a new ogr e ki ngdom i n Syr kar n. Other s i nsi st on r ecl ai mi ng Bor unan i tself, even if thi s means the utter destr ucti on of the ogr e r ace i n battl e wi t h the I nspi r ed. Al l is compl i cated by the fact that some of the fol lower s of the Hor ned Shadow have less than noble i nten ti ons. A few ogr e mages si mply want power for themsel ves. Whi l e they speak of ogr e fr eedom, these mad mages ar e i nter ested only in br i ngi ng chaos and destr ucti on to the wor l d, spi l l i ng as much blood as possi ble. Ogr e member s of the or gani zati on could be noble r ebels or bl oodthi r sty ki l l er s whose l ove of battl e comes bef or e any i deal s.
Member s of the H or ned Shadow can be soli d al l i es, but they can j ust as easi l y be di stur bi ng adver sar i es. Get t i ng the PCs I nvol ved: Ogr e mages ar e power ful and i ntel l i gent cr eatur es, and thei r shapeshi f ti ng abi li ti es make it easy for them to sli p in and out of Ri edr a. An ogr e mage could come to the PCs i n sear ch of assi s tance or seek an al l i ance wi th the par ty' s patr on, such as a dr agonmar ked house. Ogr e war r i or s al i gned wi th the Shadow coul d come to the r escue when the PCs ar e about to be captur ed by the T housand Eyes. Ogr e mages could use thei r power s to tr i ck the PCs i nto confli ct wi th the I nspi r ed, or they coul d steal the char acter s' i denti ti es to per for m an act of ter r or i sm. For a dar ker twi st, a par ty al i gned wi th the Hor ned Shadow could seek a power ful ar ti fact hi dden in Ohr K al uun or Xen' dr i k—an anci ent weapon desi gned to ki l l humanoi ds by the thousands, al l owi ng the ogr es to deci si vely shi ft the bal ance.
THE UNCHAINED T he Unchai ned pr acti ce one of the most subtl e and pow er f ul f or ms of r ebel l i on. T hey dr eam. T he f ounder of the movement was a human named Sul aan, a mer chant who was fasci nated by the free dr eams he exper i enced in other l ands. Sul aan eventual l y l ear ned about the dr eamspace. He deci ded to spr ead free dr eams to the people of Ri edr a, bel i evi ng that doi ng thi s was the key to change in the wor l d. Sul aan di sappear ed five year s ago, and many assume that he was t aken by the T housand Eyes. H owever , some of the Unchai ned have r ecei ved dr eams of con tact fr om Sul aan. None can say i f these ar e t r ul y the
wor k of the eni gmati c founder , or if the quor i ar e mas quer adi ng as Sul aan and usi ng thi s gui se to mani pul ate hi s f ol l ower s. T he Unchai ned ar e l oosel y or gani zed, and most member s know onl y other s i n thei r own communi t i es. A few gi fted dr eamer s use Dr eam of Contact (see page 115) to mai ntai n communi cati on between di stant vi l lages, but the Unchai ned have no gr and scheme. Mem bers wor k to i denti fy other s who shar e thei r i deas and to teach the Dr eam Sci on (see page 116) feat. I n the eyes of the Unchai ned, dr eams alone can wi n the battl e. Member s of the Unchai ned ar e typi cal l y exper ts or commoner s who have the Educati on (ECS 52) and Dr eam Sci on feats. Get t i ng the PCs I nvol ved: T he Unchai ned can be useful al l i es for the PCs pr eci sel y because of thei r passi ve stance. T hey can be hi dden anywher e in Ri edr a, and as free thi nker s, they can choose to help per secuted char ac ter s. T hey aren't wi l l i ng to use vi ol ence and have l i mi ted r esour ces, but they can pr ovi de advi ce and shelter , and potenti al l y a dr eam of contact.
ENCOUNTERS T hi s sect i on pr esen t s st at i st i cs f or a n umber of N PCs who coul d be encount er ed by those t r avel i ng in Ri edr a.
THE INSPIRED T he I nspi r ed ar e the mast er vi l l ai ns of Sar l ona, and many who tr avel ther e eventual l y match bl ades or mi nds agai nst the psychi c over l or ds. A tsucor a I nspi r ed (ECS290) can ser ve as a r esear cher , obser ver , or ambassador . T he Dr eami ng Dar k spy (ECS 240) is mor e capabl e, usef ul as an agent of the Dar k i n K hor vai r e, a spy for the T housand Eyes in Ri edr a, or a cunni ng emi ssar y. T he I nspi r ed i nqui si tor (Magic of Eberron 146) is a vessel for an usvapna. Such a bei ng could be a power ful member of the T housand Eyes or the Dr eami ng Dar k, or a lord of a l ar ge basti on city. A tsor eva spi r i t i nhabi ts the I nspi r ed shock tr ooper (Magic of Eberron 144). T hese psychi c war r i or s for m the
THE DANGER OF DISSIDENTS The Aki ak. T he Unchai ned. T he Hor ned Shadow. The Summi t Road. T he Br oken T hr one. Far fr om bei ng a monoli thi c for ce, Ri edr a seems to be r i ddled wi th di s si dents and r ebel s. Or is it? T he chance exi sts that a di ssi dent gr oup is not what it appear s to be. What if it's a front for the T housand Eyes? Even gr oups that ar e tr ul y i ndependent can qui ckl y be tur ned. Tor tur e and br ai nwashi ng can cr eate double agents, but a mor e effi ci ent tool is mind seed (EPH 119). K al ar aq quor i ar e even mor e i nsi duous—thei r focused mind seed abi l i ty does not destr oy the ski l l s or memor i es of the vi cti m, but si mpl y changes the per sonal i ty and desi r es to those of the quor i . Thi s al l ows the I nspi r ed to subver t key fi gur es in di ssi dent or gani zati ons. Such pl ants mai ntai n thei r posi ti ons, unknowi ngl y ser vi ng quori goal s. Should the cell ever become a ser i ous thr eat, the I nspi r ed ar e r eady to shut it down or to send it on a sui ci de mi ssi on agai nst another r ebel sect. For exampl e, it is possi ble that the Dr eam Mer chants are in fact an ar m of the Thousand Eyes. It is almost i mpos sible to el i mi nate cr i me—by cr eati ng the black mar ket itself, the Eyes gai n the abi li ty to moni tor and control it. The I nspi r ed are in favor of the dr eaml i l y tr ade, whi ch helps to weaken the people of K hor vai r e, but they don't want to be seen as offi ci ally condoni ng it. I nstead, they somehow fail to completely exter mi nate the Dr eam Mer chants. Thr ough thi s control, the Thousand Eyes gai ns the knowledge it needs to identify cr i mi nal s and eli mi nate the gr avest thr eats to soci ety whi l e contr olli ng the flow of contr aband goods and r eapi ng any profits themselves. T he I nspi r ed ar en't the only thr eat. T he Lor ds of Dust have schemes in Sar lona. Evi l yuan- ti or ogr e mages can use i deal i sti c di ssi dents to achi eve twi sted goal s. The dr agons of Ar gonnessen ar e cer tai nl y i nter ested in events on Sar l ona, and mi ght hi de behi nd a facade
of r ebel l i on. A di ssi dent gr oup could be exactl y what it seems to be, but the gr oup or some por ti on of it coul d al so be subver ted, and the pr ocl ai med goal s of the r ebel s could mask a far mor e si ni ster agenda.
THE LIMITS OF MI ND SEED The mindseed psi oni c power and the focused mind seed abi li ty of the kal ar aq quor i ar e per haps the most power ful weapons in the quor i ar senal . So why don't the quor i contr ol the wor ld? Why don't they mindseed ever yone in K hor vai r e? To begi n wi th, mind seed is no common tool. Only a tel epath of 15th level or hi gher can mani fest the power , and it r equi r es a si gni fi cant expendi tur e of XP. Onl y a select handful of the I nspi r ed can mani fest the power , and they can't use it on a r egul ar basi s. K al ar aq quor i can use focused mind seed once per day wi thout any cost, but the kal ar aq ar e few in number and have many i mpor tant duti es in Sar lona and Dal Quor. Fur ther mor e, mind seed is an uncer tai n tool. T he user has no contr ol over the newbor n seed. The quori are fanati cal l y dedi cated to the il- Lashtavar, and usual l y thi s is suffi ci ent to ensur e the l oyal ty of seeds—the vi cti m' s per sonal i ty mi r r or s that of the quor i , and usual l y he ser ves Dal Quor wi th unswer vi ng devoti on. Nonethel ess, a seed occasi onal l y tur ns agai nst the I nspi r ed and the Dr eam i ng Dar k. These r ogue seeds possess all the knowl edge (if only a fr acti on of the power ) of a potent quor i . T hey can be the most danger ous di ssi dents of al l . I f a par ty dedi cates i tself to battl i ng the Dr eami ng Dar k, it is possi ble that a PC wi l l be tar geted wi th mind seed. Protection from evil can pr event a seed fr om ger mi nati ng, but on l y psionic chirurgery (EPH 126), reality revision (EPH
128),
miracle, or wish can r emove a seed. Few people in Eber r on possess such power . T he Vener abl e T hatar i of Tashal atora is one; the K eeper of the Fl ame is another .
A du' ulora champion is a fearsome foe
r ank and file of the Sl eepi ng Swor d, and they someti mes ser ve as offi cer s wi thi n the H ar moni ous Shi eld. T hi s secti on pr esents two addi ti onal I nspi r ed, the du'ulor a champi on and the tsucor a dr eambl ade.
DU'ULORA CHAMPION The du'ulor a ar e the war l or ds of the quor i , and thei r vessel s ar e among the mi ghti est soldi er s the I nspi r ed can br i ng to bear . The vi tal ki ntams and the most eli te uni ts of the Sl eepi ng Swor d ar e usual l y commanded by du'ulora I nspi r ed. They are also found as the bodyguar ds of especi al l y i mpor tant basti on lor ds. A du' ulor a champi on uses ubiquitous vision any ti me he bel i eves he is in danger . He mai nt ai ns hi s psi - l i ke inertial armor (+8 to AC) at all ti mes. If he has ti me to pr e par e for combat, he uses animal affinity (8 pp, 12 mi nute dur ati on, + 4 to Str engt h and Consti tuti on) and force screen (9 pp, 12 mi nute dur ati on, +6 to AC) . By spendi ng 9 pp, he can use expansion to i ncr ease hi s si ze to H uge for 12 mi nutes. Thi s char acter is desi gned as a combatant. A du'ulora gener al shoul d r epl ace H er oi c Spi r i t and Speed of T hought wi th Leader shi p (DMG 106) and I nspi r ati onal Leader shi p (Heroes of Battle). A few du'ulora champi ons also have levels in the l egendar y leader pr esti ge cl ass. DU'ULORA CHAMPION Du'ulora Inspired psychic warrior 12 LE Medium humanoid (human, psionic) Acti on Poi nts 3 I ni t +2; Senses Listen +15, Spot +24 Languages Common, Infernal, Quori, Riedran AC 19, touch 12, flat- footed 17 (+2 Dex, +7 armor) hp 81 (12 HD)
CR
13
Resi st exorcism (as 22 HD creature) Fort +12, Ref +8, Wi l l +11; dual mind (single reroll of failed Will save) Speed 30 ft. (6 squares), 40 ft. whi le psionically focused Melee +2 deep crystal spiked chain +13/+8 (2d4+5) Base Atk +9; Gr p +11 Atk Opti ons Combat Expertise, deep crystal weapon (expend 2 pp, +2d6), Greater Psionic Weapon (expend focus, +4d6), Improved Trip, Power Attack Combat Gear dorje of body adjustment Power Poi nts/ Day: 85; Psychi c War r i or Powers K nown (ML 12th): th 4 —energy adaption, psionic dimension door, weapon of energy rd 3 —greater concealing amorpha, hostile empathic transfer (DC 18), ubiquitous vision nd 2 —animal affinity, hustle, psionic darkvision st 1 —expansion, force screen, inertial armor Psi - Li ke Abi l i ti es (ML 10th): At will—far hand (range 60 feet, 15 pounds), mindlink, psionic rage (DC 18) 3/day—id insinuation (4 targets, DC 19), inertial armor (+8 AC), psionic scent, psionic trueseeing, trace teleport (range 200 feet) 1/day—body adjustment (4d12), recall agony (9d6, DC 20) Abi l i ti es Str 14, Dex 14, Con 14, Int 15, Wis 20, Cha 19 Feats Combat ExpertiseB, Exotic Weapon Proficiency (spiked chain) B, Greater Psionic Weapon EPH , B, Heroic Spirit ECS, Improved TripB, Power Attack, Psionic MeditationEPH , Psionic Weapon EPH , B, Quicken Power EPH , Speed of Thought EPH Ski l l s Autohypnosi s +32, Bluff +15, Concentration +28, Diplomacy +17, Disguise +5 (+7 to impersonate humans or act in character), Intimidate +28, Knowledge (the planes) +8, Knowledge (psionics) +10, Listen +15, Move Silently +14, Psicraft +10, Search +19, Sense Motive +17, Sleight of Hand +7, Spot +24, Survi val +17 Possessi ons combat gear plus faceted personality (Dexterity) +2, faceted personality (Wisdom) +2, glamerweave cloak of resistance +2, +2 deep crystal spiked chain, glamerweave noble's outfit Exor ci sed Absent the quori spirit, the champion has the following ability scores: Str 14, Dex 14, Con 14, Int 10, Wis 17, Cha 10. His ski lls are Autohypnosis +15, Bluff +4, Climb +6, Concentration +15, Diplomacy +9, I ntimidate +11, K nowledge (psionics) +1, Li sten +3, Sear ch +2, Spot +9. Psi - Li ke Abi l i ti es Psi- like abilities manifest as if powered by power points equal to the manifester level (EPH 184). Psionic rage is identical to the rage spell, but it is 4th level and can be used against an unwi lli ng target. When a du'ulora uses id insinuation, add +10 to the d% roll to determine actions each round. Hook "I strike with the force of Riedra."
TSUCORA DREAMBLADE Dr eambl ades ar e assassi ns. Al t hough dr eambl ades ar e pr i mar i l y tool s of the Dr eami ng Dar k, the T housand Eyes has a few of them. T hi s dr eambl ade is a ni ghtmar e war r i or who fi ghts wi th blades for med of pur e dar kness. She cannot go toe to toe wi th a fi ghter of the same level, and she knows it. She r eli es on stealth and sur pr i se, seeki ng to over whel m her tar get wi th a devastati ng first attack followed wi th recall agony. Should thi s i ni ti al attack fai l, she uses her psionic tattoo of dimension door and her burst power to flee.
The soldiers
of the Harmonious
TSUCORA DREAMBLADE CR 9 Tsucora Inspired soulknife 6/psionic assassin* 2 * see page 113 LE Medium humanoid (human, psionic) Init +3; Senses Listen +11, Spot +18 Languages Common, Quori, Riedran AC 19, touch 13, flat- footed 16; uncanny dodge (+3 Dex, +6 inertial armor) hp 53 (8 HD) Resi st exorcism (as 14 HD creature) Fort +4 (+5 against poison), Ref +12, Wi l l +10; dual mind (single reroll of failed Will save) Speed 30 ft. (6 squares), 40 ft. whi le Psionically focused Melee +1 keen mind blade +10 (1d6+4, 17-20) Ranged +1 keen mind blade +10 (1d6+4, 17-20) Base Atk +5; Gr p +8 Atk Opti ons Combat Expertise, death attack (DC 15), free draw, mi nd blade enhancement +1, Psionic Weapon (expend focus, +2d6), psychi c str i ke +ld8, shape mind blade, sneak attack +1d6, Thoughtshifter Combat Gear psionic tattoo of animal affinity, psionic tattoo of psionic knock, psionic tattoo ofpsionic dimension door Power Poi nts/ Day: 12; Psi oni c Assassi n Powers K nown (ML 2nd): 1st —burst, chameleon Psi - Li ke Abi l i ti es (ML 6th): 3/day—body equilibrium, far hand (range 45 feet, 11 pounds), inertial armor*, psionic scent 1/day—body adjustment (2d12), idinsinuation (2 targets, DC 16), mind link, psionic charm (affects ani mals, fey, gi ants, humanoids,
Shield
embody
Riedra's
might
magical beasts, and monstrous humanoids; DC 15), recall agony (5d6, DC 16) *already manifested Abi l i ti es Str 16, Dex 16, Con 12, Int 17, Wis 18, Cha 17 SQ poison use Feat s Combat Exper ti se, Psi oni c Weapon, Speed of T hought B , Shi eld of Thought (Races of Eberron 113), Thoughtshifter (Races ofEberron 118), Weapon Focus (mind blade) B, Wild Talent B Skills Autohypnosis +18, Bluff +16, Climb +7, Concentra tion +19, Diplomacy +18, Disguise +9 (+11 to imperson ate humans or act in character), Hide +13, Jump +10, Intimidate +18, Knowledge (the planes) +11, Knowledge (psionics) +13, Listen +11, Move Silently +20, Psicraft +14, Sense Motive +14, Spot +18, Tumble +17 Possessi ons combat gear plus faceted personality (Strength) +2, cloak of resistance +1 Exor ci sed Absent the quori spirit, a champion has the fol lowing ability scores: Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 8. She loses 1 power point. Her skills are Auto hypnosis +15, Bluff +4, Climb +6, Concentration +10, Diplomacy +2, Disguise +6 (+8 to act in character), Hide +12, Jump +9, Intimidate +4, Knowledge (psionics) +2, Listen +9, Move Silently +10, Spot +7, Tumble +16. Mi nd Bl ade En han cemen t The keen pr oper ty of a dr eamblade's mind blade can be replaced wi th defend ing, lucky, mi ghty cleavi ng, psychoki neti c, sunder i ng, or vi ci ous. Hook "Darkness calls you."
TASKAAN SHIFTER Shi fter s of the Savage Legi on ar e few but all ar e br ed for battl e. T he Taskaan adher e to a str i ct code of di sci pl i ne and l oyal ty to the I nspi r ed. Al though fur i ous i n battl e, they act wi th ski l l and wi sdom. Al though the beasthi de tr ai t is the most common among the Taskaan, shi fter s who have other tr ai ts are also found in the legi on. Some I nspi r ed lor ds pr efer to mai n tai n a cor ps of shi fter s each of whom has the same tr ai t, whi l e other s str i ve for di ver si ty in thei r house guar ds.
MASQUER Mal e or f emal e chan gel i n g exper t 2/ r ogue 3 The masquer s are the elite spies of the Thousand Eyes— excepti onal changel i ngs tr ai ned in the ar ts of subter fuge and obser vati on. A masquer seldom car r i es weapons and never i ni ti ates combat. Her j ob is to i nfi ltr ate, obser ve, and r epor t, al l owi ng other s to do the messy wor k. Those who encounter a masquer r ar ely know it, but any for ei gner who spends ti me in a basti on is obser ved by one. Masquer s al ways take changel i ng r ogue substi tuti on levels (Races of Eberron 122). T hey also wear psi oni c shi ftweave outfi ts (Sharn: City of Towers 170), whi ch ar e uni ver sal i tems based on metacr eati vi ty.
EDGEW ALKERS "Sword against shadow. Faith against fear. I walk the edge of the world, and no horror shall pass my blade." —The Vow of the Edgewalker The wi l d zones of Sar lona ar e filled wi th ter r or s. When Ri edr a took shape, it was cl ear that someone needed to protect the people of the newbor n nation from the horrors that lie beyond the wor l d. T hus, the I nspi r ed assembl ed a cor ps of soldi er s possessed of the utmost i ntegr i ty and ski l l . For ni ne hundr ed year s these war r i or s have held the chaos of the outer r eal ms at bay. These are the Edgewal ker s, her oes of Ri edr a . . . and possi bl y its gr eatest hope for sal vati on.
JOINING THE EDGEW ALKERS Ser vi ce in the Edgewalker s is not a choice. It is an honor and a duty, a calli ng from the I nspi red themselves. Many Edgewal ker soldi er s are dr awn from the other br anches of the Har moni ous Shield; these are among the most ski lled and dedi cated. Other s are chosen to ser ve the corps at an early age and spend thei r adolescence in i ntensi ve trai ni ng. Edgewal ker s ar e the shi eld of Ri edr a, and it woul d be al most uni magi nabl e for a for ei gner to be dr awn i nto the ser vi ce. As such, an Edgewal ker PC is most l i kel y a Ri edr an who al r eady meets the entr y r equi r ements at the star t of the campai gn, and who can be assumed to have been r ai sed as an Edgewal ker . EN T RY REQ U I REM EN T S Regi on of Or i gi n: Riedra. Ski l l s: Knowledge (the planes) 2 ranks, Survival 2 ranks. Speci al : Must be chosen by Riedran authorities. Most Edgewal ker s have levels in PC cl asses. The major i ty are r anger s, wi th a number of psychi c war r i or s and scouts. The cor ps also has a uni t of psi ons, pr i mar i l y nomads and
seer s, along wi th a handful of cler i cs of the Path of I nspi r ati on. However , any cl ass can find a place in the Edge wal ker s. Whi l e the I nspi r ed have pur ged ar cane magi c fr om the common populace of Ri edr a, when it comes to defendi ng agai nst extr apl anar thr eats, they ar e wi l l i ng to make excepti ons. The Edgewal ker s featur e a few di vi ner s and abjur er s, and if a Ri edr an chi ld develops the talents of a war l ock or a sor cer er, he mi ght be cl ai med by the Edge wal ker s. Such char acter s beli eve that it is danger ous to use ar cane forces, but that devoted ser vi ce to the I nspi r ed is a shi eld—an Edgewal ker war lock should never use hi s power s for hi s own benefi t, but as long as he uses them solely in defense of Ri edr a, hi s devoti on should save hi m. DMs usi ng Complete Psionic can add ar dents and di vi ne mi nds to the mi x; Edgewal ker ar dents most often choose the mantl es of Li fe and the Pl anes.
EDGEW ALKER BENEFITS T he Edgewal ker s ar e an eli te mi l i tar y for ce tr ai ned to deal wi th the myr i ad danger s of the wi l d zones and other super natur al and extr apl anar thr eats. Economi cs: An Edgewal ker r ecei ves free r oom and boar d in any Ri edr an communi ty. Gear : Edgewal ker s are assi gned equi pment. They do not have to pay for basi c goods, and mi ght even r ecei ve mi nor psi oni c or magi c i tems at no char ge—t hough they must account for such i tems at the conclusi on of an assi gnment. Al though they could r ecei ve fr ee suppl i es, Edgewal ker s have no access to nonstandar d equi pment, si nce Ri edr ans ar e not expected to pur chase goods, and any unusual r equests must be j usti f i ed. Ser vi ces: For a Ri edr an, an Edgewalker has an unusual level of access to di vi ne and ar cane magi c. Edgewal ker spel l caster s mi ght be moti vated by the needs of a mi ssi on or by fr i endshi p wi th a char acter , but thei r ser vi ces cannot be pur chased wi th gold. I nf or mat i on: T he Edgewal ker s ar e the ul ti mate author i ty on the wi l d zones of Ri edr a. By consul ti ng at an Edgewal ker str onghold, a member can attempt a K nowl edge (the planes) check wi th a bonus of +2 to gai n i nfor ma tion on any wi l d zone, or +5 on one of the zones speci fi cally over seen by the for tr ess. Al ter nati vel y, he can cal l on an NPC sage to make a K nowl edge (the pl anes) check wi t h a modi fi er of +12, or a K nowl edge (ar cana) or K nowl edge (psi oni cs) check wi t h a modi fi er of +8. Access: Thr ough i ntensi ve tr ai ni ng and hands- on exper i ence, Edgewal ker s gai n access to a number of speci al opti ons. At the DM's di scr eti on, Edgewal ker s can lear n mani fest spel l shaper feats (Player's Guide to Eberron 124—126), or feats from Planar Handbook.
PLAYING AN EDGEW ALKER You ar e a war r i or on the front l i nes of a war beyond i magi nati on. Other soldi er s of the H ar moni ous Shi eld chase dr omi tes thr ough tunnel s or gl ar e at the Adar ans acr oss mountai n wal l s. You? It's your j ob to go toe to toe wi th demons and monster s shaped by for ces of madness. You've star ed i nto raw chaos, and felt the heat of el emen tal fire. You'll be lucky if you li ve ten year s in the ser vi ce, but you wouldn' t have it any other way. T hese hor r or s can't be left to pr ey on the i nnocent. As an Edgewal ker , you know j ust how fr agi l e the wor ld i s. The wi l d zones ar e per manent battl egr ounds, but the wal l s of r eal i ty can be br eached anywher e, at any
ti me. Al so, extr apl anar thr eats ar e only the begi nni ng. Vampi r es, ghosts, r akshasas—f i ends, undead, and aber r ati ons ar e all your concer n. You ar e the senti nel who wal ks the li ne between the natur al and unnatur al wor ld. Your gr eatest chal l enge is to hold to your fai th, lest you become the dar kness that you battl e. You have no use for humor and no ti me for l ei sur e. Evi l is out ther e, and ever y mi nute you spend at peace is a moment you could ser ve in battl e. Study those ar ound you for any si gns of possessi on or cor r upti on. Never lower your guar d, and never pass up an oppor tuni ty to defend an i nnocent fr om har m. Not al l sol di er s l i ve up to thi s i deal . Per haps you ar e a f al l en Edgewal ker , one who has seen the power that l i es in the dar kness and now pur sues i t. You have abandoned the Path of I nspi r ati on, and you car e nothi ng for i nnocents. You conceal your tr ue moti ves fr om your comr ades, but when you enter the wi l d zones, you aren't thi nki ng of the safety of Ri edr a; your only i nter est is your own gai n. You i ntend to be a demon pr i nce, the equal of any of the I nspi r ed . . . and woe beti de anyone who stands in your way. Fal l en or tr ue, you wer e i ndoctr i nated fr om bi r th in the Path of I nspi r ati on. You wer e taught to bel i eve in the il- altas, to bel i eve that the I nspi r ed ar e gui ded by the spi r i t of Ri edr a i tself. You have seen the good that the I nspi r ed have done for your peopl e; you have fought besi de I nspi r ed l or ds agai nst aber r ati ons and f i ends. Nonethel ess, of all the peopl e i n Ri edr a, you ar e best equi pped to r eali ze the tr ue natur e of your over lor ds. But what do you do if you deter mi ne your beloved master s ar e ali en ter r or s? If you speak out, you wi l l be denounced as a her eti c and sl ai n. Per haps you can wor k fr om wi thi n, hel pi ng di ssi dents and gather i ng i nfor mati on. Or you mi ght fl ee to a f or ei gn l and. You know that the battl e of the pl anes str etches beyond nati onal bor der s; if you deci de to fight the quor i , you can fight them anywher e in the wor l d. Some Edgewal ker s r emai n loyal to the I nspi r ed even after l ear ni ng the tr uth about the quor i . The quori mi ght be al i en spi r i ts, but they have br ought peace and secu r i ty to the people of Ri edr a. I n many ways, the kal ashtar agenda is as selfi sh as that of the Dr eami ng Dar k. Fi nally, you mi ght deci de that you can no l onger wor k for the I nspi r ed, and that you must find your own path, fighting both the kal ashtar and the quor i . Combat: You are a mortal fighting fiends and horrors. You expect to be outmatched by your enemi es, and you must look for ever y possi ble advantage. Study your enemy. Don't j ust char ge into battle and fight unti l you fall. Study. Obser ve. Adapt. If need be, r etr eat and r eequi p. You ar e not afr ai d to di e in battl e, but if ther e's a possi bi l i ty of buyi ng a later vi ctor y wi th r etr eat, do so. You ar e al ways r eady to do battl e, but you know that vi ol ence is not al ways the best soluti on. Many spi r i ts can be bound by oaths or flatter y. In such si tuati ons, wor ds can be far mor e effecti ve than weapons. K now your enemy, and choose your tools wi sel y. Advan cemen t : Edgewal ker s ar e di vi ded i nto two or der s, the sentr i es and the i nqui si tor s. A sentr y mi ght spend hi s enti r e car eer at one for tr ess. You most l i kel y follow the path of the i nqui si tor , a r oami ng agent who can be sent anywher e in Eber r on. Edgewal ker i nqui si tors are unl i kel y to ever get pr omoted: Your ski l l s ar e too
useful in the field. You go wher e the I nspi r ed send you. If you ar e tr ue to your cause, per sonal weal th and l uxur y mean ver y li ttle. If you ar e a fallen Edgewal ker , you hope to use your knowl edge of the pl anes to gai n per sonal power . I f you ar e a r ebel , you seek to pr otect the peopl e fr om super natur al danger , but thi s str uggl e could br i ng you i nto confli ct wi th your for mer master s. Mi ssi ons: An Edgewal ker sentr y guar ds a speci fi c mani fest zone. Often thi s duty i nvol ves patr ol l i ng the per i meter , whi ch is slashed and bur ned to pr ovi de a clear li ne of si ght. Other ti mes, you mi ght be sent into the zone i tself, to r ecover val uabl e r esour ces or moni tor exper i ments set in moti on by the I nspi r ed. Edgewal ker i nqui si tor s ar e constantl y in moti on, and mi ght be called in to i nvesti gate any super natur al thr eat or flare in pl anar acti vi ty. Your duti es ar e not l i mi ted to Ri edr a. You mi ght be sent to Syr kar n to battle r akshasas or to Xen' dr i k to i nvesti gate the pl anar magi c of the gi ants. You could even be sent to K hor vai r e to uncover the secr et of the Mour ni ng. T hi s sor t of assi gn ment woul d pr ovi de you wi th a solid base for tr avel i ng the wor ld and wor ki ng wi th K hor vai r i an adventur er s, whi l e sti ll r emai ni ng loyal to the I nspi r ed. Responsi bi l i t i es: Whether you ar e a sentr y or an i nqui si tor , your duti es ar e si mple. Follow the or der s of the I nspi r ed. Defend the i nnocent people of Ri edr a from extr apl anar and super natur al hor r or s. In many ways, you have much in common wi th a templar of the Si lver Fl ame, but you ser ve the Path of I nspi r ati on, not a flame whose own follower s admi t is tai nted by demoni c i nfluences.
The Edgewalkers protect extraplanar
Riedra threats
from
EDGEW ALKERS IN THE W ORLD
A fr acti on of Edgewal ker s bel ong to the Or der of I nqui si tor s. T her e ar e no r anks wi thi n thi s or der ; tech ni cally, an i nqui si tor stands between sentr y gui de and sentr y war den, and the acti vi ti es of the i nqui si tor s ar e coor di nated by the lord commander s. Edgewal ker s H eadquar t er s: The seat of the Edge wal ker s is the basti on of Dar Mun (lar ge city, popul ati on Wi ld zones hold a weal th of oppor tuni ti es for adventur er s, 19,320) in the pr ovi nce of Nul akesh. Dar Mun is located and the Edgewal ker s ar e the gatekeeper s of these r egi ons. between four separ ate wi l d zones; two ar e ti ed to ShaT hey mi ght oppose adventur er s who seek to r elease or var ath, one to Daanvi , and one to Dol ur r h. Despi te the r emove somethi ng held wi thi n a wi l d zone, or who Dar pr efi x (see Basti on Ci ti es, page 71), the ci ty seek to destr oy an I nspi r ed i nstal l ati on based in is an i nl and communi ty; the Ri edr ans vi ew a wi l d zone. But Edgewal ker s can j ust as easi ly it as a "wor ld por t." In addi ti on to hold be al l i es who come to the ai d of adventur i ng gar r i sons and tr ai ni ng faci li ti es for ers who under esti mate the danger of the Edgewal ker s, Dar Mun has one of the pl anar br eaches. Most Edgewal ker s ar e fi nest ar cane l i br ar i es and wor kshops good people who have swor n thei r li ves in Ri edr a. A per manent psionic telepor to pr otecti ng i nnocents—even i nno tation circle l i nks the basti on to Dur at cent for ei gner s. Tal . T he I nspi r ed conduct most of Or gani zati on: The Edgewalker s thei r pl anar r esear ch in Dar Mun, wer e f ounded i n 390 Uni ty (88 and PCs could be sent to steal data YK ) , in r esponse to a di sastr ous fr om the basti on or to sabotage an planar i ncur si on in the pr ovi nce of el dr i tch machi ne (ECS 273) bei ng Nul akesh. However , the gr oup has constr ucted ther e. its r oots in the nati on of K hal esh. Befor e the Sunder i ng, the couatl N PC React i ons: Edgewal ker s wor shi pi ng people of K halesh sought ar e her oes and al ways r ecei ve a to el i mi nate all super natur al thr eats friendly welcome in Ri edr an commu in Sar l ona. Al though most K hal esh ni ti es. Beyond Ri edr a, Edgewal ker s were killed dur i ng the Sunderi ng, their are much less well known; even in Adar l egacy li ves on in the Edgewal ker s. or Syr kar n, few can tell the di ffer ence between Edgewal ker s and other Ri edr an T he Edgewal ker s ar e a mi l i t ar y sol di er s, and they r eact accor di ngl y. T he cor ps, but the hi er ar chy is si mple an excepti ons ar e communi ti es close to wi l d promotion is rare. The bulk of the members zones. Lord K altar esh has occasi onally sent bel ong to the Or der of Sentr i es, soldi er s Edgewal ker s to counter danger ous pl anar assi gned to a speci fi c r egi on. Al l soldi er s Seal of the sur ges in Syr kar n and the Tundr a. In these begi n wi th the r ank of sentr y. A sentr y Edgewalkers ar eas, locals mi ght be fr i endly to Edge gui de commands a squad of sentr i es. wal ker s despi te a gener al hosti li ty towar d Ri edr ans. A sentr y war den commands a smal l watchtower . T hese posts ar e gener al l y held by Chosen, though a few gi fted humans have r i sen to thi s r ank. ED GEW A L KER LORE A sentr y l or d commands a f or tr ess. Chosen who Char acter s who have r anks in K nowl edge (geogr aphy) advance to thi s r ank ar e usual l y tsucor a or du' ul or a can r esear ch the Edgewal ker s to l ear n mor e about them. I nspi r ed. When a char acter succeeds on a ski l l check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on fr om lower A lord commander coor di nates effor ts acr oss an DCs. K nowl edge (the planes) can be used i nstead, but enti r e pr ovi nce. The posts ar e all held by I nspi r ed. the DCs all i ncr ease by 5. T he supr eme commander of the or der i s Lor d K al tar esh, K eeper of Seal s (LN mal e du'ulor a I nspi r ed DC 10 : The Edgewal ker s of Ri edr a ar e soldi er s who nomad 13). K al tar esh gui des the Edgewal ker s fr om the guar d the wi l d zones. They pr event i nnocents from wan basti on of Dar Mun. der i ng i nto the zones, and keep the evi l fr om escapi ng. "1am impressed by how efficiently these soldiers contained theeruption from Fernia. Nonetheless, I continue to question the wisdom of training mortals in the techniques of exorcism and dimensional binding." —Lor d Xer akhesh, Domi nator of the Dr eami ng Dark
DETECT EVIL? Mi ght an Edgewal ker spel l caster who has access to detect evil l ear n that the I nspi r ed ar e evi l ? Per haps. T hat spel l caster woul d have to have not onl y the i mpetus, but al so the temer i t y to use detect evil on one of the Chosen or I nspi r ed. Even i n so doi ng, however , after decades of i ndoctr i nati on, a Ri edr an is mor e l i kel y to questi on the ver aci ty of hi s spel l , whi ch coul d have been tai nted by an altavar, than to i nstantl y tur n agai nst hi s l or d. Behavi or
is the cr i ti cal factor . I f an I nspi r ed i s gi ven to publ i c di spl ays of needl ess cr uel ty, the Edgewal ker mi ght become convi nced that thi s par t i cul ar l or d has f al l en to cor r upti on. But typi cal l y, the deeds of the I nspi r ed, benef i ci al as they ar e to mai nt ai ni ng the safety and sta bi l i ty of Ri edr an soci ety, over come any doubts r ai sed by the use of magi c. It takes mor e than one spel l to shake a Ri edr ans fai th.
DC 15: Edgewal ker s ar e tr ai ned tof i gh tall for ms of super natur al evi l. They are not si mply bor der guar ds; they often ventur e wi thi n the zones and mi ght be called in by the Har moni ous Shi eld wher ever unnatur al evi l is found. DC 20 : Many of the cr eatur es the Edgewal ker s fight cannot be har med by steel or cr ystal . Edgewal ker s ar e blessed by the I nspi r ed, and often have magi cal or mental power s that they use to battle such evi l spi r i ts. A char acter who has r anks in K nowl edge (hi stor y) can make a successful check to l ear n the fol l owi ng fact. DC 25: T he wi l d zones pr edate the comi ng of the Inspired, and have posed a threat throughout history. Many of the Edgewal ker techni ques are der i ved from the Or der of the Si l ver Blade, a l eague of K hal eshi te kni ghts wi ped out when that ki ngdom was tar geted in the Sunder i ng. Edgewal ker s can be found near any danger ous wi l d zone. Dependi ng on the thr eat pr esented by the zone, ther e mi ght be a full for tr ess or si mply a squad of Edgewal ker s l i vi ng off the l and. Mor e often than not, adventur er s won't have to seek out Edgewal ker s—i f PCs attempt to enter a zone, there's a good chance Edgewal ker s wi l l come to war n them away.
EDGEW ALKERS IN THE GAME Edgewal ker s can ser ve as al l i es, enemi es, or sour ces of i nfor mati on. I f PCs ar e wander i ng thr ough the Ri edr an wi l ds, an Edgewal ker patr ol mi ght war n them of the dan ger s that lie ahead. Shoul d the ti de of battle tur n agai nst adventur er s, Edgewal ker s coul d show up to pr ovi de assi stance. Al ter nati vel y, PCs could encounter embattled Edgewal ker s and deci de whet her to ai d them. Such encounter s ar e most l i kel y to occur in Ri edr a, but could occur i n Xen' dr i k, the Fr ostfel l , or even K hor vai r e. The Edgewal ker s pr esent a chance for PCs to deal wi th Ri edr ans who ar e not dr ones or ser vants of the Dr eami ng Dark agenda. Edgewal ker s mi ght be enemi es or alli es, but they show PCs that ther e ar e noble Ri edr ans— even among those who wi l l i ngl y ser ve the I nspi r ed. Adapt at i on: As pr esented her e, the Edgewal ker s ar e str ongl y focused on the wi l d zones of Ri edr a. H owever , they coul d be a mor e acti ve cover t str i ke for ce that has been engaged in i nter nati onal oper ati ons for centur i es. In thi s scenar i o, the Edgewal ker s woul d seek to cur tai l any super natur al for ce the I nspi r ed see as a thr eat to
or der , i ncl udi ng the dael kyr , the Lor ds of Dust, the Chamber , and the Undyi ng Cour t. Such Edgewal ker s shoul d i ncl ude changel i ngs, r ogues, l ur ks (Complete Psionic), and other char acter types sui ted to cover t oper a ti on and obser vati on. Encount er s: A first encounter wi th an Edgewal ker is l i kel y to be tense. PCs mi ght assume the wor st about a Ri edr an soldi er , whi l e the Edgewal ker mi ght j ump to the conclusi on that the PCs ar e doi ng the bi ddi ng of altavars. However , if level heads pr evai l , an Edgewal ker can be a val uabl e ally in any envi r onment. EL 7: The Edgewal ker K her n (LG male Chosen r anger 3/psychic war r i or 3) is a gi fted inquisitor. He has been sent to i nvesti gate the recent developments in the dar k j ungle of Shanjueed, a quest that happens to coi nci de wi th the PCs' ar r i val in the wi l d zone. K her n is ver y suspi ci ous of the for ei gner s and thei r moti ves, and he acts to pr event them fr om for mi ng an al l i ance wi th the altavar of the j ungl e. However , hi s pr i mar y i nter est is gather i ng i nfor mati on, and if the adventur er s are di plomati c, K her n's knowl edge of the wi l d zone could help them all get out al i ve.
PLACES OF INTEREST T he networ ks of Ri edr an basti ons and vi l l ages ar e i ntenti onal l y uni for m in desi gn. Over the cour se of a thousand year s, the H ar moni ous Shi eld has el i mi nated most danger ous monster s and other thr eats fr om the ar eas ar ound Ri edr an vi l l ages. Li fe in a vi l l age is stable, secur e, and qui te si mi l ar to life in any other Ri edr an vi l l age a hundr ed mi l es away. A few of these places of i nter est are descr i bed below.
BASTION CITIES Ci ti es of the I nspi r ed The centr al ter r i tor i es of Ri edr a ar e domi nated by the massi ve basti on ci ti es, whi ch ser ve both as mi l i tar y gar r i sons and i ndustr i al center s. Ri edr an communi ti es can be i denti fi ed by pr efi x. Near ly all basti ons use one of thr ee pr efi xes: Dul (an i nl and metr opol i s), Tol (i nl and ci ty), or Dar (a por t, r egar dl ess of si ze). Basti on ci ti es ar e bui lt usi ng spher i cal war ds. A Tol mi ght be contai ned in a si ngle spher e, whi l e Dul and Dar basti ons are typi cal l y composed of multi ple l i nked war ds. These war ds ar e di vi ded i nto di str i cts based on i ndustr y. Each di str i ct i ncl udes a major wor khouse or factor y,
LORD KALTARESH, KEEPER OF SEALS I nspi r ed Lor d K al tar esh (in a long- dead vessel ) or ga ni zed the soldi er s who opposed the Nul akesh i ncur si on in 390 Uni ty (88 YK ) . T hus, among the Edgewal ker s, he is known as "the Fi r st." K al tar esh is especi al l y power ful and cunni ng for a du'ulora; he has 24 Hit Di ce, and hi s mental abi li ty scor es are Int 20, Wi s 23, Cha 21. Two thousand year s ago, he was one of the commander s in the battle agai nst the quori who eventual l y became the kal ashtar , and he l ear ned much of the pl anes dur i ng thi s hunt. He hates the kal ashtar and bel i eves that the fol l ower s of the Path of Li ght must be
destr oyed. However , K al atar esh is one of the few quor i of the age who is not actual l y evi l . He does what he must to pr otect hi s people, but he is not cr uel by natur e and he does not savor vi ol ence. He is tr ul y concer ned wi th the stabi li ty of Eber r on and di stur bed by the Mour ni ng, bel i evi ng the fate of the quori to be l i nked to Eber r on. For now K al tar esh fol l ows the gui dance of the Dr eami ng Dark, but he could ally wi th Lady Shar adhuna if she opposes the Devourer. Other quori know of K altar esh's aber r ant al i gnment, but so far hi s per sonal power and r eputati on have kept hi m al i ve.
al ong wi th dor mi tor i es for the wor ker s and a centr al assembl y hall si mi l ar to what woul d be found in a vi l l age. Many Ri edr an wor ker s never leave thei r di str i cts; food, shelter , and wor k can all be found in thi s one r egi on, and people spend most of thei r spar e ti me i n thei r assembl y hal l s or medi tati ng in dor mi tor i es. In basti ons, chi l d- r ear i ng is consi der ed an i ndustr y. Chi l dr en ar e r ai sed communal l y in di str i cts dedi cated to thi s pur pose, and ar e r ar el y seen i n other di str i cts. T he pr i mar y mi l i tar y gar r i son is l ocated at the center of a di str i ct, so most of the tr oops ar e equi di stant fr om any di saster . Smal l er outposts ar e placed al ong the outer wal l s. A basti on wi th a popul ati on of 100,000 or mor e wi l l usual l y have a per manent psionic teleportation circle at the di sposal of the I nspi r ed, but smal l er communi ti es mi ght lack thi s val uabl e r esour ce. Dar Ul at esh ( met r opol i s, popul at i on 113, 10 6) : T he wester n gate of Ri edr a is the seat of tr ade acr oss the Sea of Rage. A for ei gn quar ter has r ecently been estab l i shed, al though it is smal l er than its counter par t in Dar Ji n. Dar Ulatesh is a str onghold for the H ar moni ous Sai l, but ther e ar e shadi er el ements her e as wel l (thi s is a good place to contact the Dr eam Mer chants). In addi ti on, the ci ty is a tr ai ni ng gr ound for the Dr eami ng Dar k, and it is home to a number of the shadow l i nes. Dar Ul atesh is r uled by the I nspi r ed Lor d Ul ator n (LE mal e usvapna I nspi r ed tel epath 13), a mi ni ster of the I ron Gate. D ur at Tal ( met r opol i s, popul at i on 631, 0 22) : T he l ar gest ci ty in Ri edr a is the admi ni st r at i ve hear t of Ri edr a, and fr om thi s gl i tter i ng capi tal the mi ghty pathfi nder Lor d Sur asek (LE mal e kal ar aq I nspi r ed seer 20) gui des the nati on. I n addi ti on to bei ng the center for the Gui di ng Path, Dur at Tal tr ai ns and houses a vast number of sol di er s, whi ch can be di spatched acr oss the r eal m thr ough psionic teleportation circles. Dur at Tal is the hub of the teleportation circle networ k, and most tr affi c between ci r cl e- equi pped ki nt ams and basti ons passes thr ough thi s city. Tol D et h ( l ar ge ci ty, popul at i on 14 , 4 10 ) : T hi s Nul akesh basti on l i es cl ose to a wi l d zone l i nked to Shavar ath—the I nspi r ed ar e studyi ng the zone to find a way to tap its ener gy and br eed super i or soldi er s or war beasts. If House Vadal i s l ear ns about thi s, PCs could be sent to see what the Ri edr ans have done. Al ter nati vel y, a par ty of Ri edr an adventur er s could be di spatched to destr oy an exper i ment gone hor r i bly wr ong.
DAR JIN Pr i m ar y Ri ed r an Por t ; M et r opol i s; Popul at i on 392, 0 0 0 Dar Ji n r i ses up fr om the water s of the Bar r en Sea, and str etches al ong the coast. T he ci ty' s massi ve wal l s ar e smooth r ed stone wi th wi de l i nes of blue cr ystal ar e embedded i n the sur f ace—these l abyr i nthi ne patter ns glow wi th an i nner li ght. T he tower s that r i se up above ar e whor led and r ounded, and seem to have been bl own fr om color ed gl ass. Dar Ji n is the gr eatest por t of Ri edr a. It is the ter mi nus of the Xen' dr i k tr ade r oute, and much of the i ndustr y of the ci ty is devoted to pr ocessi ng the goods fr om that l and. Tr ade goods ar e or gani zed and stor ed in pr epar ati on for tr anspor t acr oss the nati on, and cr ys tal foundr i es tr ansfor m shar ds i nto cr ysteel and other useful for ms.
The wal l s of the ci ty extend for mi les, and the slender tower s str etch hundr eds of feet i nto the air. The har bor is filled wi th shi ps, and the docks are thr onged wi th people. But the people of Dar Ji n go about thei r busi ness si lently, speaki ng only when it is absolutely necessar y. Thr oughout the hi stor y of Ri edr a, all tr ade has been conducted on f or ei gn soi l . In 1300 Uni ty (998 YK ) , that cur t ai n was l i fted. Today, mer chant s can peti ti on I nspi r ed ambassador s for the r i ght to dock in the har bor of Dar Ji n. L eader shi p: L ady T ur eya ( L E f emal e usvapna I nspi r ed telepath 15) is the Ei dolon of Dar Ji n. Thou sands of lesser I nspi r ed and Chosen labor beneath her. Demogr aphi cs: 94% humans, 2% Chosen/ I nspi r ed, 1% ogr es, 3% other s ( changel i ngs, dwar ves, el ves, gnomes, hal f - el ves, hal f - or cs, hal f l i ngs, ogr e mages, shi fter s, skul ks). Econ omi cs: 25,000 gp pur chase l i mi t; no asset l i mi t. Lar ger tr ansacti ons could be ar r anged in ti me for the pur pose of i nter nati onal tr ade, but expensi ve si ngle i tems ar e r ar el y found her e.
Not abl e Feat ur es Dar Ji n is lar ger than any city in K hor vai r e. It is composed of five spher i cal war ds, each a metr opoli s in its own r i ght. Four of the war ds are almost i denti cal. The str eets are paved wi th smooth black cobblestones, i nter sper sed wi th squar es of clear cr ysteel. When dar kness falls, the cr ysteel bl ocks glow wi th a soft l i ght. Wor khouses, dor mi tor i es, and stor ehouses ar e made of bl ocks of bl ack and whi te stone; cr ysteel panel s ser ve as skyl i ghts dur i ng the day and gl owi ng l anter ns at ni ght. Most bui l di ngs are cur ved or whor led; har d angles are few and far between. The city is beauti ful in its way, but is extr emel y r epeti ti ve—ever y dor mi tor y looks exactly the same. T he San ct u m of Ei dol on T ur eya: T hi s massi ve keep is a di str i ct in its own r i ght, filling the space wher e the five war ds come together . T he hear t of the sanctum is an ovoi d tower bui l t fr om stone, cr ysteel , and senti r a. Al most ei ght hundr ed feet in hei ght, it can be seen acr oss the l ength of the ci ty. T he outer foundati on is a for tr ess in i ts own r i ght, housi ng the Ei dolon's per sonal tr oops: over a thousand T askaan shi f ter s, al ong wi t h I nspi r ed shock tr ooper s and member s of the H or ned Guar d. Far ther in lie the quar ter s of the Chosen, wher e young Chosen tr ai n in the psi oni c ar ts and pr epar e to take thei r places in Ri edr an soci ety. T he centr al tower is the hear t of the I r on Gate, and Tur eya and her subor di nates anal yze Ri edr an tr ade and di pl omacy and di scuss pl ans for the futur e. I f someone was l ooki ng to r ecover a mani fest of Ri edr an shi ppi ng i mpor ts for the last year , or to det er mi ne i f the I r on Gate was suppor t i ng the dr eaml i l y tr ade, odds ar e the knowl edge is l ocked away in the gr eat tower .
T he Jh odr a A secti on of the har bor war d has been tr ansfor med i nto a for ei gn quar ter , cal l ed the Jhodr a (Ri edr ans r efer to it as " tai nted l and" outsi de the hear i ng of f or ei gner s). Most Ri edr ans ar e for bi dden to enter the Jhodr a; those who wor k and l i ve i n the ar ea ar e car ef ul l y tr ai ned to deal wi th f or ei gner s. L i kewi se, ther e ar e onl y two ways for for ei gner s to leave the war d—headi ng back to sea, or acqui r i ng a tr ansi t vi sa from the I r on Gate.
As in most Ri edr an ci ti es, the str eets and bui l di ngs beyond the Jhodr a ar e not mar ked wi th si gns. T hese si gns, however , have been embedded i nto the senti r a engr avi ngs; by concentr ati ng on the patter n, a tr avel er can feel the i mage as a fai nt memor y in hi s mi nd. T he i nhabi tants of the outer war ds avoi d for ei gner s, whi l e basti on guar ds chal l enge any for ei gner s found beyond the Jhodr a. Much of the Jhodr a is devoted to the shi ppi ng tr ade and is taken up wi th war ehouses, shi pyar ds, and the cus toms and i nspecti on faci li ti es of the I ron Gate. Ther e ar e only a few Ri edr an busi nesses that cater to for ei gner s. However , the I nspi r ed have leased pr oper ty to each of the dr agonmar ked houses. As such, adventur er s who want a fami l i ar meal can di ne at House Ghallanda' s Gold Dr agon I nn. The Jhodr a al so contai ns a number of embassi es. To date, Aundai r , Br el and, K ar r nat h, the Mr or H ol ds, Q' bar r a, and Zi l ar go have establi shed consul ates in Dar Ji n. The I nspi r ed have not yet extended an i nvi tati on to the elves of Aer enal or Val enar . T he T housand Eyes keeps a ver y shar p watch on these embassi es. As a r esult, the ambassador s mi ght tur n to unf ami l i ar faces—such as adventur er s—i f they need to engage in subter fuge. Al though vi ol ence is r ar e, the I nspi r ed mai ntai n a str ong mi l i tar y pr esence al ong the docks. H undr eds of basti on guar ds patr ol t he Jhodr a, al ong wi th dozens of T housand Eyes guar di ans and a handf ul of masquer s. Fi fty Taskaan shi fter s ar e kept on al er t, r eady to r espond to any r epor t of vi ol ence. Ten H or ned Guar ds ar e al so assi gned to the Jhodr a, wi t h si x on duty at any gi ven ti me. Four of these ogr e mages obser ve fr om the ai r ,
usi ng invisibility to hi de fr om the eyes of cr i mi nal s. T he other two wander the str eets, pr ovi di ng an i mposi ng vi sual deter r ent. It is wor th noti ng that the Jhodr a has an unusual l y hi gh concentr ati on of medi um- to hi gh- l evel Chosen (9th- 12th). T he I nspi r ed ar e r i ghtful l y afr ai d of for ei gn espi onage in the Jhodr a and have devoted consi der abl e r esour ces to the di str i ct. T he H ar bor of T r anqui l i t y: Dar Ji n mai ntai ns a speci fi c har bor for all for ei gn shi ps. Outl ander vessel s ar e met and escor ted in by smal l H ar moni ous Sai l war shi ps. Anyone who want s to enter the f or ei gn quar ter must pass thr ough a customs i nspecti on. Clairsentience is used to detect magi c, and i nspector s confi scate any magi c i tems that has a moder ate or str ong aur a of the conjur a ti on, enchant ment , evocati on, or necr omancy school ; confi scated i tems can be r ecl ai med upon depar tur e. T he customs i nspecti on is r el ati vel y bri ef, however , compar ed to the i nter r ogati on pr ocess r equi r ed to gai n a tr ansi t vi sa beyond the Jhodr a. The vi si tor is questi oned about hi s r easons for comi ng to Ri edr a, hi s occupati on, and whether he is car r yi ng danger ous goods or has any cr i mi nal i ntent. A typi cal customs agent speci al i zes in Sense Moti ve, gi vi ng hi m a +13 modi fi er to hi s check. T he I r on Gate (C): The Jhodr a is separ ated from the rest of the H ar bor War d by hi gh wal l s; the only exi t is a massi ve i r on- bound gate. Anyone who wants to leave must obtai n the appr oval of the aptly named I r on Gate. These di pl omats pr ocess all r equests for i nfor mati on and tr ansi t vi sas, in addi ti on to negoti ati ng wi th ambas sador s and i nfl uenti al mer chants. Ever y two weeks the
Gate hosts a meal for i nfluenti al for ei gner s; thi s is a good oppor tuni ty to meet the local ambassador s and dr agonmar ked bar ons. T he Gatekeeper of the Jhodr a is Lor d H el kadesh (LE mal e usvapna I nspi r ed tel epath 10). Tal l and thi n, H el kadesh is char mi ng and wi tty—but i ron lur ks beneath the velvet, and anyone who wants to obtai n an entr y vi sa is per sonal l y questi oned and mindprobed by Lor d H el kadesh. H el kadesh is an I nspi r ed i nqui si tor (Magic of Eberron 146; r eplace the power s catapsi and psionic plane shift wi th psionic true seeing and shatter mind blank, and r eplace Body Fuel wi th Expanded K nowl edge [ psionicdimension door]). Gar den of Ref l ect i on ( B) : Each war d i ncl udes a pl ace for peopl e to come and medi tate. T hese gar dens of r ef l ecti on contai n l ovel y f ol i age, but the pr i mar y
attr acti ons ar e the mosai cs of cr ystal and senti r a. These psi acti ve di spl ays hold speci fi c emoti onal chor ds; Ri edr ans focus on these mosai cs to clear thei r own thoughts. Pr i ests of the Path of I nspi r ati on ar e al ways pr esent, wi l l i ng to offer spi r i tual gui dance to anyone in need—even tr oubl ed outl ander s. T hose who under go medi tati on wi th a pr i est occasi onal l y have gui di ng dr eams the fol l owi ng ni ght; thi s could be the wor k of mani pul ati ve quor i , a dr eam sci on usi ng Dr eam of Contact, or the spi r i t of Ri edr a itself, if such a thi ng exi sts. T he M er can t i l e Cen t er ( D) : T he Jhodr a was opened to faci l i tate tr ade, and all tr ade wi th Ri edr ans occur s in the mer canti l e center . T he center is di vi ded i nto secti ons, showcasi ng texti l es, gl asswor ks, medi ci nal suppl i es, and foodstuffs. Basi c goods—tool s, beasts of
BUYING AND SELLING IN DA R JIN Most mun dan e goods—f ood, cl ot hi ng, expedi t i on suppl i es—can be f ound at the Mer can t i l e Center . An yt hi n g not menti oned bel ow—i ncl udi ng weapons, poi sons, and magi c i tems—can be obtai ned thr ough the Dr eam Mer chants. A RC A N E SPEL L CAST I NG Dr agon mar ked H ouses: The I nspi r ed have not al l owed any of the wi zar d' s ci r cl es of K hor vai r e to estab li sh themsel ves in Dar Ji n, and ar cane magi c is har d to come by. T he dr agonmar ked houses have hei r s who pos sess the least and lesser dr agonmar ks of thei r houses, and mi ght have low- level wi zar ds or magewr i ghts speci al i zi ng in spel l s ti ed to house ser vi ces. Rhuun : Di ssi dent wi zar d. See descr i pti on under notable NPCs, page 75. CO MMUNI CAT I O N H ouse Si vi s ( R) : The Si vi s enclave has thr ee speaking stones, but it can take up to thr ee days for a message to r each K hor vai r e. Swi fter communi cati on can be pur chased fr om Master Speaker Tesser Tor r al yn d' Si vi s (N mal e gnome exper t 4/ dr agonmar ked hei r 5), who can use sending twi ce per day at a cost of 250 gp per use. T he T housand Eyes keeps an especi al l y close watch on the Si vi s enclave. The gnomes fight to pr eser ve the secur i ty of thei r com muni cati ons, and they consi der thi s war of espi onage and counter i ntel l i gence to be a wonder ful chal l enge. D I VI N E M AGI C AN D H EAL I N G T he H eal i n g H an d (G): The H eal i ng Hand mai n tai ns a l ar ge i nf i r mar y that pr ovi des mundane heal i ng to those in need. In addi ti on, the over seer Taan (LN mal e Chosen ar dent 6) possesses the Li fe and Repose mantl es (Complete Psionic), and can per for m psi oni c heal ing. He usual l y r eser ves thi s power for Ri edr ans in need, but could help for ei gner s who have somehow ear ned hi s r espect. At the DM's di scr eti on, Taan could be a member of the Unchai ned. H ouse Jor asco (L): The enclave in Dar Jin pr ovi des typi cal Jor asco ser vi ces, i ncl udi ng the sale of heal i ng
poti ons. T he bar on of the encl ave is Dor i al d' Jor asco (NG mal e hal f l i ng cl er i c 9), a devout wor shi per of the Sover ei gn Host who r equested the post i n the hopes of ser vi ng hi s fai th. Al though he is for bi dden fr om openl y pr acti ci ng hi s r el i gi on on the str eets of Dar Ji n, he mi ght secr etly assi st adventur er s who ser ve the Sover ei gns. T hi s encl ave is the onl y pl ace wher e raise dead is avai l abl e in the Jhodr a. FO O D, SH EL T ER, AN D EN T ERT AI N MEN T Gol d Dr agon I n n ( F) : House Ghal l anda has thr ee of these i nns spr ead acr oss theJhodr a. Al l thr ee ar e vi r tual l y i denti cal , pr ovi di ng r eli able r oom and boar d for 2 gp per ni ght. A House Phi ar l an enter tai ner is typi cal l y on duty in the each i nn; the l i neup changes each ni ght, al ter nati ng between song, dance, and comedy. T he Jhodr a I n n ( X) : A si mple i nn pr ovi des Ri edr an cui si ne and spar se dor mi tor y lodgi ng. It's auster e, but i nexpensi ve—a mer e 3 sp/ day cover s both r oom and boar d. Pr i vate r ooms ar e not avai l abl e. T he Song of Ski n ( H ) : A tea house conduci ve to qui et conver sati on. M AGI C I T EMS H ouse Can n i t h (I ): Bar on Si en Vown d' Canni th (LN female human magewr i ght 1/ exper t 6) r epr esents Canni th West in Dar Ji n, but adventur er s ar e mor e l i kely to deal wi th for ge master K i l l i an " Bl ackl i on" d' Canni th (CN male human magewr i ght 12), aj ovi al and eccentr i c man who demanded the Sar l onan post. T he I nspi r ed al l ow House Canni th to sell uti l i tar i an magi c i tems at its Jhodr a encl ave, wi th a maxi mum mar ket val ue of 25,000 gp. Weapons, ar mor , and magi c i tems based on conjur a ti on, enchantment, evocati on, or necr omancy are str i ctly for bi dden. Whi l e common Ri edr ans ar e taught to shun thi s place, the I nspi r ed cer tai nl y r ecogni ze the val ue of i tems such as cloaks of resistance. PSI O NI C I T EMS T he Song of Ski n ( H ) : Pr oduces psi oni c tattoos for favor ed cl i ents.
bur den, and such—can al so be pur chased at the mer can tile center . Weapons and ar mor ar e not avai l abl e. T he Song of Ski n (H ): T hi s establi shment ser ves hot bever ages and si mple food. Unusual in that most of its clientele are changel i ngs, it is a place for qui et conver sa tion and medi tati on. Song of Ski n changel i ngs per for m guided medi tati ons in whi ch a dozen people travel thr ough a j our ney of di ffer ent bodi es, f or mi ng and abandoni ng a dozen di ffer ent for ms. The pr opr i etor is a changel i ng named Si l ence. It is qui te l i kel y that Si lence is in fact a group i denti ty shar ed by multi ple changel i ngs; hi s al i gn ment and abi l i ti es could change each day (hi s stati sti cs are left to the DM). Si lence enjoys l i steni ng to the tales of tr aveler s, and has a speci al ser vi ce for favored customer s: he pr oduces and sells psi oni c tattoos. It is up to you to decide what he has avai lable at any gi ven ti me and what it wi ll take to convi nce hi m to sell. T her e ar e many questi ons sur r oundi ng the Song of Ski n. Why do the I nspi r ed al l ow Si l ence to sell tattoos? What is hi s moti vati on? It's qui te possi ble that Si l ence is a cr eati on of the T housand Eyes and passes all i nfor ma ti on al ong to that gr oup. On the other hand, per haps Si l ence is a spi r i tual cr eati on of the changel i ngs of Dar Ji n who ser ves as a focus for thei r bel i ef i n the Path of I nspi r ati on. Ei ther way, the Song of Ski n coul d ser ve as a sanctuar y for changel i ng di ssi dents such as K eshr aa the Fal l en. T he Tower of Eyes ( W) : T he T housand Eyes makes no secr et of its pr esence in the Jhodr a. The Tower of Eyes is a spi r e of whor led bl ack stone. Chunks of embedded gl owi ng gr een cr ysteel gi ve the i mpr essi on of gl eami ng eyes gazi ng out acr oss the for ei gn quar ter . Whi l e the Eyes have hundr eds of hi dden agents, the str eets of the Jhodr a ar e patr ol l ed by over t guar di ans dr essed in di sti ncti ve gr een- and- bl ack uni f or ms. An y Ri edr an can come to the tower to r epor t cr i mi nal or suspi ci ous acti vi ti es, and the T housand Eyes wi l l ei ther r espond alone or br i ng in basti on guar ds to deal wi th the pr obl em. T he commandi ng offi cer of the Jhodr a T housand Eyes is Lady Mal esha (LE femal e usvapna tel epath 11), who per sonal l y handl es i nter r ogati on of pr i soner s. O ther i mpor tant f i gur es ar e Lor d T ul kath (LE mal e hashal aq I nspi r ed ki neti ci st 10), who can use trace teleport and psionic dimensional anchor to help appr ehend cr i mi nal s, and Lady Dar dhuna (LE female hashal aq I nspi r ed seer 9), a speci al i st in remote viewing.
Not abl e Peopl e Most of the Ri edr an i nhabi tants of Dar Ji n ar e com moner s who use Ski l l Focus to speci al i ze in a par ti cul ar tr ade. T hese people ar e devoted to thei r wor k and to the I nspi r ed, and they avoi d conver sati on wi th for ei gner s. A few of the mor e i mpor tant i nhabi tants of the ci ty ar e descr i bed below, L ady T ur eya, the Jewel of Cor vagur a ( L E f emal e usvapna I nspi r ed t el epat h 15) : The ei dolon of Dar Jin and hi gh mi ni ster of the I ron Gate is a br i l l i ant str ate gi st who has steer ed Ri edr a's for ei gn poli cy for centur i es. She keeps a close watch on events in the Jhodr a. Shoul d a gr oup of power ful adventur er s sti r up tr ouble in her city, she wi l l be qui ck to noti ce—the questi on is what she chooses to do about it. She is a master di pl omat wi th a talent for fi ndi ng people's weaknesses and maki ng offer s that ar e si mply too good to pass up.
Lady Tureya,
the Jewel
of
Corvagura
Whi l e Tur eya is loyal to il- Lashtavar, she is an admi n i str ator of Ri edr a, not an agent of the Dr eami ng Dar k. She wants what is best for the quor i , and so far she has taken no side in the bui l di ng str uggle between the Thou sand Eyes and the Dr eami ng Dar k. It's up to the DM to deci de whi ch path she' ll take—and how thi s choi ce mi ght affect PCs who come to her city. L or d Su l akh al of t he Si l ver Shi el d ( L E mal e du' ul or a I n spi r ed psychi c war r i or 12) : T he com mander of the mi l i t ar y for ces of Dar Ji n is r ar el y seen on the str eets, but shoul d a major r i ot or other di sr up ti on occur , the du' ul or a champi on wi l l appear to take per sonal acti on. Gusan ( N E chan gel i n g r ogue 3/ exper t 2) : T hi s f or mer masquer for the T housand Eyes now ser ves as the face of the Dr eam Mer chant s in D ar j i n . He is the contact any PCs eventual l y r each wi th Gather I nf or ma ti on checks, and most l i kel y the onl y Dr eam Mer chant t hey' l l ever see (it's up to the DM to deci de who el se is l ur ki ng in the shadows or if, i n fact, Gusan is sti l l wor ki ng for the T housand Eyes). Gusan enj oys pl ayi ng psychol ogi cal games, and he al ways i nvesti gates cl i ents befor e he deal s wi th them, sear chi ng for somet hi ng he can use as a handl e. Rhuun (NG human mal e exper t 1/ wi zar d 5): T hi s magi cal l y gi fted member of the Br oken T hr one in Dar Ji n mi ght be a str eet sweeper , a dock wor ker , a cler k in the Mer canti l e Center , or in any number of other gui ses. If the PCs come to hi s attention, Rhuun mi ght seek them out, per haps aski ng thei r help in explor i ng a r ui n of the Twelve K i ngdoms. Of cour se, whi le Rhuun clai ms to be a Br oken
Thr one devotee seeki ng to restore lost knowledge, he could in fact be one of the Hei r s of K al uun—i n whi ch case he could be consi der ably more power ful and danger ous. T ul aar (N f emal e shi f t er r an ger 3/ bar bar i an 2/ wer etouched mast er 3): T he captai n of Lady Tur eya's Taskaan guar ds spent her youth fi ghti ng in the moun tai ns of Adar and has a bi tter hatr ed of kal ashtar . When she is not stati oned i n the sanctum, T ul aar patr ol s the Jhodr a, sear chi ng for suspi ci ous i ndi vi dual s and memo r i zi ng thei r scents. She mi ght antagoni ze PCs to see if they can be pr ovoked i nto unl awful behavi or , but she wi l l not star t a fi ght wi thout r eason.
RIEDRAN FORTRESSES T ams and K i n t ams Basti ons defend the i nner r egi ons of Ri edr a, but the I nspi r ed al so mai ntai n pur el y mi l i tar y outposts on the f r onti er s. Ri edr an for ts can al so be found in Syr kar n al ong the Adar an bor der , and two for tr esses have been bui l t in the T ashana T undr a, to secur e the I nspi r ed' s cl ai m on deep cr ystal mi nes and other r esour ces. A tam is a for tr ess. Its size and populati on var i es based on the danger s of the r egi on, r angi ng from 200 people for a smal l fort to 800 tr oops in a typi cal Adar an gar r i son. K i nt ams ar e mi l i t ar y ci t adel s, and al l mi l i t ar y acti vi ti es i n a speci f i c r egi on ar e coor di nat ed fr om a centr al ki ntam. Psionic teleportation circles al l ow suppl i es and tr oops to be br ought di r ectl y i nto a ki nt am fr om the hear t of Ri edr a; these can then be di str i buted to the tarns in the r egi on usi ng tr adi ti onal car avans. A ki ntam can hold up to 2,500 people, al though typi cal l y only 1,200 to
Deadly
secrets lie hidden
in the war mazes of Ohr
1,800 are pr esent unl ess ther e is ongoi ng mi l i tar y acti on. K i ntams ar e desi gned to ser ve as tr ai ni ng faci l i ti es, and dur i ng peaceti me young sol di er s under go conti nuous tr ai ni ng and i ndoctr i nati on.
SHATTERED CITIES Rui n s of the Twel ve K i n gdoms T he old ci ti es of the twel ve ki ngdoms wer e r azed dur i ng the Sunder i ng. Many ci ti es wer e compl etel y l evel ed, but a few old bui l di ngs r emai n. Some of these wer e abandoned because they ar e in or near wi l d zones; other s wer e si mpl y over l ooked. Today these ar e ghost t owns, of ten l i t er al l y—t he vast emoti on and anger unl eashed dur i ng the Sunder i ng cr eated many r estl ess spi r i ts. Al though few of these r ui ns ar e fi lled wi th gold and j ewel s, ther e is al ways the chance of fi ndi ng val uabl e knowl edge or other tr easur es—a hi dden Pyr i nean shr i ne mi ght hold the key to a new di vi ne spel l .
WAR MAZES OF OHR KALUUN Mysti c L abyr i n t hs The people of Ohr K al uun wer e obsessed wi th pr o tecti ng thei r dar k secr ets fr om the wor l d. Engaged i n endl ess str uggl es wi t hi n and outsi de Ohr K al uun, the K al uuni te wi zar ds devoted vast mater i al and magi cal r esour ces to thei r l abyr i nthi ne for tr esses. Al though the mazes couldn't save the K al uuni tes from the cunni ng of the I nspi r ed, many of these wondr ous edi fi ces r emai n, testaments to the power and ski ll of thei r bui lder s. Anci ent tr easur es and hi deous danger s, all cr eated by human magi ci ans, sti ll wai t wi thi n the r emai ni ng war mazes.
Kaluun
For someone who knows i ts keys, a war maze i s a sanctuar y, but to other s, al l war mazes ar e deat ht r aps. Wal l s and door s ar e r ei nfor ced wi th hardening, and most war mazes ar e shi elded agai nst scr yi ng and telepor tati on. Anci ent r estl ess spi r i ts and constr ucts r oam many war mazes. Today, skul ks, smuggl er s, and other r ebel s have taken shel ter in these cr umbl i ng wonder s.
ADVENTURE SITES Befi tti ng a nati on that str etches the l ength of the l and, Riedra features massi ve ci ti es, str ange ar ti facts, danger ous wi ld zones, concealed r ui ns, and vast unexpl or ed ar eas. Here are a couple of possi ble adventur e sites in Ri edr a.
DAR MYAN Bast i on Ci ty; L ar ge Ci ty; Popul at i on 19, 390 Dar Myan is a basti on in Cor vagur a. Bui lt on the floodplai n of the K or al anda Ri ver , it is a center of di str i buti on and agr i cul tur e, as wel l as the home of i mpor tant I nspi r ed. It has tr ai ni ng faci li ti es for both the Dr eami ng Dar k and the T housand Eyes. A major mi l i tar y i nstal lati on al so cal l s Dar Myan home, pr ovi di ng tr ai ni ng for sol di er s of the Savage Legi on and other mi l i tar y br anches. The monol i ths of Dar Myan play an i mpor tant role in power i ng the basti on and could be a tar get of any anti - I nspi r ed oper ati on i nsi de the ci ty. T he accompanyi ng map detai l s the easter n por ti on of Dar Myan, a center for tr ades and shi ppi ng, al ong wi th its monol i ths and pal ace. Dar Myan pr oper is four ti mes thi s si ze, shaped li ke a bul bous cl over l eaf and r i ddled wi th channel s and canal s. A for tr ess for the I nspi r ed, sur r ounded by wi de water ways cr ossed only by dr aw br i dges, occupi es the center of the ci ty. L eader shi p: Lor d Baal nakosh of the Bounti f ul Hor n (LE mal e hashal aq quor i I nspi r ed psi on 10) r ules Dar Myan and over sees its i mpor tant functi ons. He is ai ded by hundr eds of Chosen and ser ved by thousands of ser vants, agents, and tr oops. Demogr aphi cs: 93% humans, 2% Chosen/ I nspi r ed, 5% other (changel i ngs, ogr es, shi fter s). Most Dar Myanans ar e l awful neutr al or l awful good. Economi cs: I r r el evant. For ei gner s aren't wel come in Dar Myan, and l ocal s don't buy goods.
Not abl e Feat ur es T he major featur es of thi s secti on of Dar Myan ar e detai led her e. Wal l and Gate: Dar Myan' s wal l is about 80 feet thi ck. The si des and top ar e honeycombed wi th mi l i tar y posts, stor age faci l i ti es, and bar r acks. Bul ges in the wal l form l ar ger command posts and tr oop r al l yi ng poi nts. The command posts, set ever y 500 feet in the wal l , ar e the only pl aces wher e the wal l can be enter ed at gr ound level i nsi de Dar Myan. Dar Myan' s gates ar e i mmense, swi vel i ng sl abs of stone and senti r a that can be cl osed and l ocked by the effort of a few soldi er s usi ng the machi ner y wi thi n the tower s f l anki ng the gateway. Gate Monol i t h: At the gate, thi s i mposi ng edi fi ce stands as a tr i bute to the mi ght of the I nspi r ed and the i ndustr i ousness of Dar Myan' s peopl e. T he monol i th her e power s nothi ng—i t is held in r eser ve to defend the easter n wal l s of the basti on.
Tr ades Di str i ct: In thi s di str i ct of the basti on, people pr acti ce cr afts to suppl y thei r fel l ow ci ti zens, as wel l as Ri edr a' s mi l i tar y and nobi l i ty, wi th needed finished goods. Pr i ests of the Path of I nspi r ati on li ve among and gui de the common folk. Raw mater i als are bar ged in from the ri ver to the channel here and unloaded at war ehouses. No bar ge tr affi c passes the first br i dge on the channel . Excess pr oducti on is shi pped out the same way. Peopl e' s Monol i t h: In the center of the tr ades di s tr i ct stands the People's Monol i th. T hi s hanbalan power s the conveni ences of ci ty li fe and is a br oadcast center for the Soothi ng Voi ce (see page 48) in the easter n r eaches of the city. The people of the tr ades di str i ct ar e al l owed to come her e for spi r i tual i nspi r ati on, and all of them gather her e for the annual Feast of the Foundi ng, dur i ng whi ch the monoli th is di sconnected fr om the power gr i d and used to gather ener gy for the ci ty's I nspi r ed over lor ds. Si mi l ar monoli ths exi st in the city's other di str i cts. Each has a r ai sed pl atfor m, a spaci ous hal l under neath for publi c functi ons and meal s, and pool s of pur i fi ed water chur ned by smal l fountai ns. These pools al so ser ve as publi c wel l s, though some ar eas of the tr ades di str i ct actual l y have r unni ng water . M i l i t ar y Di st r i ct : Acr oss the channel fr om the tr ades di str i ct is a mi l i tar y di str i ct wher e soldi er s tr ai n and l i ve. T he common folk who pr ovi de the mi l i tar y' s mundane needs al so wor k and dwel l ther e. Br i dges i nto thi s di str i ct ar e heavi l y guar ded and r egul ar l y patr ol l ed. Onl y those who have pr oper i denti fi cati on and essenti al busi ness enter thi s zone. Acr oss the channel from wher e bar ges unl oad in the tr ades di str i ct is a si mi l ar faci li ty for mi l i tar y supply and tr oop depl oyment. Compar abl e secti ons of the ci ty near the centr al for tr ess pr ovi de shel ter for lesser nobi li ty, center s of l ear ni ng, and tr ai ni ng gr ounds for the eli te agents of the Thousand Eyes and the Dr eami ng Dar k, al though few beyond the I nspi r ed know the tr ue natur e of the Dr eami ng Dar k faci li ty. H onor ' s M on ol i t h: H onor ' s Monol i th is a power center for the mi l i t ar y di str i ct and a center for spi r i tual i ty among the sol di er y. Sol di er s gat her her e for speeches fr om thei r I nspi r ed l eader s and to mar ch wi th pr i de and r espect to the People's Monol i th. Fur ther mor e, the open ar ea ar ound the monol i th is used for speci al t r ai ni ng and tr oop i nspecti on. T he pool s her e ser ve the same f uncti on as those near the People's Monol i th, but one can ser ve secondar i l y as a faci l i ty for t r ai ni ng in aquati c combat. For t r ess Pal ace: The centr al for tr ess of Dar Myan houses the l i vi ng quar ter s of Lor d Baal nakosh and hi s staff. Wi thi n the compound ar e faci l i ti es for all the needs of the I nspi r ed r uler , as wel l as a monoli th for hi s per sonal use. Baal nakosh' s pal ace is kept comfor tabl e thr oughout the year by the power of the monoli th, but the hashal aq someti mes uses the hanbalan for other pur poses. The wal l ar ound the for tr ess has two gates—east i nto the mi l i tar y di str i ct and nor th i nto the Chosen di str i ct.
Not abl e Peopl e The people of Dar Myan ar e nor mal Ri edr ans for the most par t, but some stand out. N al dhun a ( L E f emal e t sucor a I nspi r ed t el epat h 8): O ver seei ng the dai l y needs of the easter n ar m of Dar Myan and r epor ti ng both to Baal nakosh and the Thousand Eyes, Nal dhuna is an ambi ti ous and vi ndi cti ve
cr eatur e who uses any tool avai l abl e to her i n her subtle quest for pr omi nence. Nal dhuna must appr ove any busi ness or oper ati ons of si gni fi cant scale in Dar Myan's easter n ar m. Her subor di nates handl e lesser concer ns. O r akhun ( L E du' ul or a I nspi r ed psychi c war r i or 7) : The local commander of the H ar moni ous Shi eld is in di r ect contr ol of any r esponse to unwanted vi si tor s. A l ar ge number of offi cer s ser ve under O r akhun, and hi s death could cause some di sar r ay. Jh aash a ( L G f emal e h u man exper t 3/ adept 3) : The pr omi nent pri est of I nspi r ati on in the tr ades di str i ct of Dar Myan is wel l loved, and she loves r i ght back. Her unswer vi ng l oyal ty and dedi cati on have al l owed her to come by and conti nue to possess a smal l amount of di vi ne magi cal power . She uses her spel l s only to ai d the folk of the di str i ct, and she is an enemy to any who i nfi ltr ate Dar Myan or har m its peopl e. Cl ade ( L E mal e h u man r ogue 4) : Cl ade is the fi rst level of under wor l d power for the Mer chants i n Dar Myan. Seemi ngl y a mousy and r eser ved man, Clade wear s a mask of cal m, pr etendi ng to be nothi ng mor e than an apothecar y. He is di scr eet and obser vant, cunni ng and car ef ul . He's al so a cold ki l l er who hel ps f aci l i tate the dr eaml i l y tr ade thr ough Dar Myan. Long ago, he lost all fai th in the Path of I nspi r ati on, but he doesn't know the tr ue power behi nd the Dr eam Mer chants.
En coun t er s Response to i ntr usi on is fast and br utal . At the first si gn of tr ouble, mi l i tar y for ces mobi l i ze and the ci ti zens lock down thei r quar ter s and wor kshops. But the city's r oads
and al l eys ar e easy to hi de i n, and the tr oops tend to go to obvi ous tr ouble spots (such as a nonf uncti oni ng mono l i th). Dar Myan's people ar e l i kel y to fear anyone br ave and capable enough to take out a monol i th, but they ar e unwi l l i ng to ai d i ntr uder s. Steal th, speed, and evasi on ar e the best appr oaches. H i di ng wi thi n the ci ty is a possi bi li ty, but when the si tu ati on cal ms after a r ai d, Baal nakosh has hi s tr oops do a systemati c sear ch of the basti on. Wi thi n Dar Myan, i ntr uder s have a 15% chance of an encounter ever y 10 mi nutes. If the ci ty is on aler t, the chance r i ses to 50%. The typi cal meeti ng is wi th a squad of four 2nd- level war r i or basti on guar ds led by a 3rd- level fighter. Speci ali st squads include two or more 2nd- to 4thlevel fi ghter s, a 2nd- to 5th- level r ogue, and a 2nd- to 5thlevel psychi c war r i or or psi on. Psi oni c tr oops ar e al ways Chosen or I nspi r ed (usually tsor eva or tsucor a quor i ). A standi ng force of Taskaan shi fters is also avai lable. Fi nally, a tr oop of soldi er s of the Sleepi ng Swor d is l ar gel y made up of 2nd- level Chosen and I nspi r ed psychi c war r i or s and soul kni ves—the I nspi r ed shock tr ooper (Magic of Eberron 144) is a good base for a psi oni c squad. Such uni ts ar e usual l y led by a tsucor a dr eambl ade.
Devel opmen t T he channel s and canal s of Dar Myan ar e i ts weak poi nts—the ar r ogance of the I nspi r ed is another . A clever assaul t squad could br each the basti on at the r i ver and come in by way of the channel . T hen it's a matter of assaul ti ng the pr oper poi nts in the ci ty to complete a mi ssi on's obj ecti ve.
Cur f ew occur s at two hour s after sundown ever y day. Li ghts ar e shut down then, and any per son caught on the str eets i s subj ect to ar r est and puni shment . Even so, i l l i ci t act i vi t i es do take pl ace i n the dar k of Dar Myan' s ni ghts.
T r easur e Rai di ng Dar Myan for tr easur e is not an i deal hei st, but r i ches can be had wi thi n the basti on. Stor ehouses of the tr ades di str i ct house all ki nds of mundane weal th and commodi ti es. Of mor e i nter est ar e the mi l i tar y di str i ct' s speci al equi pment stor es (and si mi l ar caches in the places that i ntel l i gence agents tr ai n) . I n the noble di str i ct, tr easur e can be had apl enty in the for m of ar t obj ects, j ewel s, and psi oni c i tems. Her e al so ar e stor es of anci ent Sar lonan lore and magi c of bygone ages. The same can be had wi thi n the pal ace of Baal nakosh, but who woul d dar e tr espass ther e for gold and tr i nkets?
Adapt at i on Dar Myan's map could be used for a secti on of any bas ti on in Ri edr a. It can al so be the foundati on for your desi gns of Ri edr a' s i nf r astr uctur e and settl ements. T he focus here is on how the monoli ths are i ntegr ated i nto the cul tur e and constr ucti on of the ci ti es. Many adventur es could hi nge on taki ng out the monol i ths in a fashi on that al l ows some type of assaul t on the I nspi r ed or an i mpor tant mi l i tar y or i ntel l i gence faci li ty.
MOKUSH O gr e Vi l l age; Smal l Town; Popul at i on 980 Mokush is a town of ogr es and ogr e mages on the Bor unan fr onti er near Syr kar n. Ostensi bl y r ul ed by an agi ng Chosen lady, Mokush' s r esi dents ar e bui l der s, mi ner s, and far mer s. Quar ter ly car avans come from other settlements to pick up rock, i ron, and K hyber shar ds from the town, and per haps some ogr e labor er s for other par ts of the I nspi r ed' s empi r e. The ogr es of Mokush are honest and har d- wor ki ng—they bel i eve whol ehear tedl y in the Path of I nspi r ati on. L eader shi p: Yr nuxi (LE female ogr e mage sor cer er 7) is the actual power in Mokush; she and a smal l subsec ti on of the vi l l age ar e member s of the Hor ned Shadow. She masquer ades as the Chosen l ady Gal shani , who seems to be a heal thi er and mor e spr y of l ate, despi te her advanci ng year s. T he r eal Gal shani spends a lot of ti me sl eepi ng, and is under Yr nuxi ' s power , but not in such a way that the ogr e mage could easi ly be gi ven away if Gal shani wer e to be possessed by a quor i (whi ch hasn't happened in over a decade). Most of Mokush' s ogr es know Yr nuxi as a har sh and i nfluenti al r eeve, unusual for an ogr e mage, and nothi ng mor e. Demogr aphi cs: 98% ogr es/ ogr e mages, 2% other s (humans, shi fter s). Economi cs: I r r el evant. For ei gner s aren't wel come i n Mokush, and l ocal s don't need to buy goods i n the conventi onal way.
Not abl e Feat ur es Wal l an d Bar bi can s: Mokush' s wal l is an edi f i ce of ear t h and stone bui l t to wi t hst and an attack fr om Syr kar n that has never come. It is about 30 feet thi ck, and its i nsi de hal l s ar e bi g enough for ogr es to fit thr ough. Whi l e the offi cer s of Mokush ar e al most all humans or
shi fter s, the ogr es ar e expected to form a mi l i ti a if the town is attacked. T he gate tower s ar e massi ve str uctur es obvi ousl y bui lt by gi ant hands. Each houses a smal l i ndoor cour t yar d over looked by mur der holes and two por tcul l i ses. Al l the bar bi cans have bal l i stae. Monol i th: In the center of Mokush stands a mono l i th that is smal l er than those commonl y seen i n the bast i ons of Ri edr a. T he vi l l age' s two l ar ge wel l s f l ank the str uctur e. T hi s monoli th is only about 60 feet wi de and 200 feet tal l . A mute r epr esentati ve of the Path of I nspi r ati on, the " smal l " monoli th is sti ll a poi nt of pr i de for the ogr es. T hey and thei r pr i est gather at the monoli th for the Feast of Foundi ng, shar i ng the customar y meal in the l ar ge communi ty hall south of the hanbalani. Unknown to most of Mokush, the hall has a secr et ar ea under neath, dug secr etl y fr om the mi nes. In thi s secr et chamber , the member s of the Hor ned Shadow meet and pl an to free Mokush. Stor ed her e ar e a good amount of K hyber dr agonshar ds (some tai nted), i ron bar s, and finished weapons. Town: In the town, ogr es live communal l y in small bui l di ngs, each r otati ng l i vi ng spaces r egular ly to better know one another. Ogr es are usually segr egated by gender, though some gr oups ar e allowed to mi ngle on a schedule di ctated by the I nspi r ed long ago. New ogr es are essenti al to keepi ng Mokush ali ve. The races of Mokush do not mi x, though—the Path of I nspi r ati on forbids such behavi or . Manor : In the deepest secti on of Mokush, wal l ed away from the ogr es and pr otected in the west by a tall mesa, li ve the elderly Chosen lady Gal shani and her small staff. Many of the bui l di ngs in thi s compound are empty, showi ng si gns of neglect. However , Gal shani mai ntai ns a stable of quor bound cr eatur es that she dear ly l oves, i ncl udi ng hor ses, hounds, and even a few bi r ds. T hose few who car e for the ani mal s ar e the l ucki est of ci ti zens in Mokush, tr eated better by Gal shani (and Yr nuxi in her stead) than any other s. Yr nuxi and the i nner ci r cle of the Hor ned Shadow have a secr et shr i ne under the manor , whi ch can be enter ed fr om the mi nes as wel l . T hi s foul place is dedi cated to fiends. It's al so wher e Yr nuxi keeps some magi c i tems she has managed to acqui r e in cl andesti ne tr ades wi th dr omi tes fr om the near by ci ty- hi ve Tal cheka. Wat ch Tower s: On r otati ng shi fts, ogr es stand watch at these squat tower s set atop pi nnacl es of red r ock. The tower s cannot be accessed other than by cl i mbi ng the r ough stone or f l yi ng. Wi t hi n the tower s ar e stor es of stones for t hr owi ng and hor ns for war n i n g the town. Most ogr es see thei r ti me on wat ch as a r estf ul r ewar d, and they don't shi r k thei r duty. Mi ne and Q uar r y: Behi nd a stone wal l thi nner than the mai n for ti fi cati ons and a smal l watch tower is Mokush' s mi ne. I ron is the pr i nci pal pr oduct of the exca vati on, but a few year s ago the ogr es stumbl ed onto smal l deposi ts of K hyber dr agonshar ds. Mokush is supposed to expor t all such shar ds, but Yr nuxi has been ski mmi ng the pr oducti on and r epl aci ng a few of the shar ds wi th tai nted ones she has r ecei ved from the dr omi tes. The upper level of the mi ne is also a quar r y. Here the ogr es di g and cut bl ocks of r ock to shi p to other par ts of Ri edr a. Red bl ocks fr om Mokush can be found in bui l d i ngs as far away as Dar Ji n.
Rui n s: T he r ui ns of an anci ent vi l l age stand near the mi ne. Mokush' s ogr es have tumbl ed most of it to the f oundati ons and pl under ed the str uctur es for useful bui l di ng mater i al s. T he pl ace is abandoned.
Not abl e Peopl e Al t hough most of the i n habi t an t s of Mokush ar e t ypi cal ogr es, a few cr eat ur es i n the town ar e wor t h ment i oni ng. Gal shan i ( L E f emal e Chosen t el epat h 6) : T hi s Chosen supposedl y r ul es Mokush, though she is l azy and decadent, and ver y r esentful of bei ng housed wi th ogr es. Her tedi ous natur e, l ack of focus and di sci pl i ne, and chi l di sh petul ance have gai ned her no f r i ends in the cour ts of Ri edr a. Now, she feel s she has wasted her li fe and deser ves her exi l e. She has gi ven up. Onl y when Yr nuxi assumes Gal shani ' s for m does the lady of Mokush seem i nter ested in goi ngs on in the town. Roor pr ek (LG mal e human f i ghter 5) : The com mander of the smal l mi l i tar y conti ngent i n Mokush and a mi l i ti a captai n, Roor pr ek is a dour and pr agmati c man who takes the Path of I nspi r ati on, and hi s posi ti on, ser i ously. Roor pr ek has compassi on for the ogr es and wants to help them on thei r j our ney al ong the Path. Hi s pati ence wi th Gal shani has been str ai ned, but he's happy now that the Chosen lady seems to be mor e i nvolved in Mokush' s r unni ng. I gnr a ( L E f emal e ogr e exper t 3/ adept 1) : The vi l lage pr i est of I nspi r ati on is thor oughl y cor r upted by the Hor ned Shadow and is Yr nuxi ' s devoted lackey. Wor shi p i ng fiends has spar ked I gnr a' s spi r i t, and she can now
actual l y cast spel l s for the first ti me in her li fe. She's car eful to keep her wi cked talent a secr et. K or ac ( L N mal e shi f t er r an ger 1/ exper t 3) : T he chi ef of Gal shani ' s ani mal car etaker s has noti ced no odd behavi or fr om the ani mal s when deal i ng wi th the di sgui sed Yr nuxi , so they aren't a weak poi nt in her r use. Whi l e he has no real love for Gal shani , Korac still suspects somethi ng str ange is happeni ng in Mokush' s manor . He's eager to help anyone who comes to i nvesti gate Mokush.
En coun t er s The ogr es of Mokush are l ar gel y di sper sed to the fields or the mi ne dur i ng the day, wi th a few in the town pr acti ci ng some cr aft or another . Most rest i nsi de the town wal l s at ni ght. T hey don't tr ust vi si tor s unl ess they ar e member s of the Ri edr an mi l i tar y or agents of the blessed I nspi r ed. Hosti le i ntr uder s have a har d fight ahead of them. Unl i ke typi cal ci ti zens of Ri edr an vi l l ages or ci ti es, the ogr es take up ar ms to defend themsel ves. For i nvader s, al most ever y encounter in Mokush is wi th a gang or band of ogr es, or one or two ogr e mages. T he ogr es fear the tai nt of the ogr e mages (accor di ng to the Path of I nspi r ati on), and they pr efer not to fight al ongsi de them. Offi cer s (fi ghter 3 or hi gher ) lead the mi l i ti a. Mokush' s ci ti zens fight br avel y and to the death. If i nvader s seem l i kel y to wi n, however , those who follow the Hor ned Shadow (about 10% of the ogr e popul ati on) swi tch si des i mmedi atel y. The quar r y and upper mi nes ar e usual l y safe, pr o tected by soldi er s and ogr es. Under gr ound cr eatur es do li ve i n the deep ear th her e, though, and if the PCs enter
the deep caver ns to i nvesti gate or look for mor e dr agonshar ds, they have a 10% chance per hour of an encounter . Roll on the f ol l owi ng table. M O K U SH D EEP M I N E EN C O U N T ERS Cr eatur es EL 9 Delver Salt mummy (MM3 146) 8 7 03- 04 Stonesinger (MM3 168) 5- 7 05- 20 1d3 + 1 ankhegs 5- 8 21- 30 1d4+1 cr ysmals (EPH 194) Basi li sk 31 5 2- 7 32- 44 2d4+1 darkmantles 2- 3 45- 55 1d2 folugubs (EPH 197) 5 56- 60 Skulk (3rd- level ranger; Fiend Folio 154) Phase spider 61- 65 5 66 5 Ogre ghost 5- 8 67-70 1d4+1 boggles (MM2 33) 5- 8 71- 80 1d4+1 minor xorns Xor n 6 81- 85 6 86- 99 Dromites (four 1st- level warri ors, one 3rd- level rogue, and one 4th- level wilder; EPH 194)1 12 100 Roper 1 These dromites are hostile to surface folk, unless ogres (especially Yrnuxi ) are wi th the party. d% 01 02
D evel opmen t Ri edr an PCs are li kely to come to Mokush to track tai nted K hyber shar ds. In the mi nes, they find no evi dence of such shar ds, so i nvesti gati ng the vi l l age becomes necessar y. In doing so, they might eventually uncover the Horned Shadow and root out the evi l and its connecti on to the dr omi tes. War wi th Yr nuxi could follow. In so doi ng, however , they also have to deal wi th Gal shani ' s utter i ncompetence and thei r feeli ngs about the obvi ous fai li ngs of thi s Chosen. I nfi l tr ati ng Mokush isn't di ffi cult if such a plan is wor ked out wi th Yr nuxi thr ough Syr k i nter medi ar i es. The ogr es accept that str ange folk someti mes ar r i ve wi th car avans or at other ti mes when the myster i ous and glor i ous I nspi r ed or der them to appear . Yr nuxi plays the par t of the downtr odden ser f if possi ble, hopi ng to ally wi th those power ful enough to i mpr ove her posi ti on. If for ei gn adventur er s come to Mokush, Yr nuxi is a wi l l i ng al l y—and she has the means to di sgui se her evi l if she must.
T r easur e Wi thi n Mokush, K hyber dr agonshar ds are the most val u able tr easur e. Yr nuxi ' s stor es amount to a smal l for tune in shar ds, and the mi ne sti ll has smal l deposi ts as wel l . Getti ng the shar ds out of the mi ne is the har d par t. Despi te the backcountr y setti ng, Gal shani li ves in the comfor t any petty noble mi ght enjoy. She has pl enty of pr etty baubles and even a few psi oni c i tems. Yr nuxi has enjoyed the comfor ts of masquer adi ng as the Chosen l ady—as menti oned, she al so has a smal l stor e of magi c i tems. Some of these i tems ar e evi l .
Adapt at i on Mokush can be used to r epr esent any Ri edr an bor der town or any ogr e settl ement in Bor unan. The town could be r elocated to Dr oaam, wher e ogr e mages can hold lead er shi p posi ti ons. I n thi s case, Yr nuxi is the open leader
of the settl ement, and the popul ati on is mor e di ver se: 37%gnol l s, 20% or cs, 18% gobl i ns, 10% ogr es, 15% other (monstr ous r aces, humans, shi fter s).
SHA NJUEED JU NGLE Wi l d Reser ve; Mabar Mani f est Zone; War m For est, Dense; War m Mar sh, Swamp Long ago, the quor i meddl ed wi th the bl oodl i nes of all sor ts of cr eatur es in Sar l ona in thei r effor ts to cr eate per f ect vessel s. T hey qui ckl y di scover ed thei r i nter fer ence had cr eated a backl ash in natur e—quor br ed, cr eatur es anti theti cal to psi oni cs (see page 151). One such pl ace was the Shanj ueed Jungl e in wester n Cor vagur a near Adar , wher e the quor i had mani pul ated the fauna for centur i es, testi ng thei r i deas on mater i al hosts. Wyndur gha, an I nspi r ed lady who contr olled wester n Cor vagur a, concei ved a plan to destr oy the beasts of the Shanj ueed. She had di scover ed a str ange focused ener gy near the forest's hear t. Her people bui lt a monoli th in the center of the j ungl e and a wal l ar ound the woodl and to contai n its altavars, or so Wyndur gha told them. The work er s cl ear ed all the r emai ni ng vesti ges of the j ungl e fr om outsi de the wal l , ki l l i ng any cr eatur es they found. Wyn dur gha then went i nsi de to destr oy the evi l spi r i ts forever. She never r etur ned. Her people cl ai m she sacr i fi ced her sel f to pr otect them. T he tr uth i s, Wyndur gha' s plan fai led catastr ophi cal l y. Her attempt to use the monoli th ampl i fi ed the forest's connecti on to Mabar , i nfecti ng the Shanj ueed wi th a cr eepi ng undeath that has now r eached the wal l s bui lt to contai n it.
Not abl e Feat ur es Shanj ueed Jungl e is one of the l ar gest Mabar mani fest zones on Eber r on. The center of the zone li es in the hear t of the for est. It expands slowly each year and now cover s a ci r cle near ly as wi de as the for est. Wi thi n the zone, it is as if Mabar wer e coter mi nous wi th Eber r on (ECS 97). I n addi ti on, anyone slai n in the forest r i ses as a r andom type of undead the next ni ght (usually a zombi e). Sever al ter rible cysts (DMG2 248) al so exi st wi thi n the cor r upt j ungl e. At the forest's ver y hear t, wher e Wyndur gha' s monoli th once stood, the tr ai ts of Mabar hold complete sway i n a 300- foot spher e that is al so expandi ng. T he wal l that holds the j ungl e back is manned by Edgewal ker tr oops who see it as thei r honor to keep the evi l wi thi n. No gate br i dges the outsi de wor ld and the j ungl e. Nobody is allowed to enter or leave the Shanjueed, under penal ty of death. Sti l l , the forest does have uncor r upted i nhabi tants. A woman (CN female el an dr ui d 13/ telepath 7) wi th wi l d red hai r and a young face li ves in the souther n j ungl e. Ani mal s and pl ants ar e her only fr i ends, and she speaks onl y wi th her mi nd. Fol l owi ng ar e the detai l s of her l i vi ng ar ea in the Shanj ueed. H ut and Sur r ounds: A plai n wooden hut si ts in the mi dst of many tr ees and under one par ti cul ar l y massi ve one. Its roof is made of bar k and gr ass. The door way faces nor th, cover ed only by a tangl ed cur tai n of vi nes. No wi ndows ar e set i nto the wal l s. Near the hut, the gr ound is clear , but el sewher e it is choked wi th li ght and heavy under gr owth. Fr eshwater bogs, shal l ow and deep, make the ar ea tr eacher ous. A di re ape (MM 62, the elan's ani mal compani on) watches the hut fr om near by if the dr ui d is home.
encounter (see the tabl e bel ow) . T hi s chance doesn' t change if the char acter s ar e campi ng, and it doubles at ni ght. Feel fr ee to substi tute any undead you want. T he untai nted par ts of the forest ar e home to mor e nor mal ani mal s and di nosaur s than super natur al cr eatur es. About 30% of the cr eatur es in the Shanj ueed have the quor br ed templ ate (see page 151). SH A N JU EED JU N G L E EN C O U N T ERS d% 01
02-03 04- 10 11- 18 19- 35 36- 37 38- 40 41- 47 48- 58 59- 70 71- 75 76- 80 81- 85 86- 91 92- 97 98- 99 100
Cr eatur es Necronaut (MM3 108) 5d4 gambols (MM2 108) 1d4+1 blood apes (MM2 32) 1d4+3 dire apes 1d4+2 barghests Bodak Mudmaw (MM2 153) 1d4+1 shadows (night only) Vasuthant (MM3 182) 1d2 shadow masti ffs Succubus Trilloch (MM3 176) Dire tiger 1d4 gi r allons 2d4 megaraptor (10 HD) skeletons Crimson death (MM2 53) Hullathoin (Fiend Folio 96)
EL 14
10- 14 8- 11 7- 9 7- 9 8 7 6- 8 2 5- 7 7 8 8
5- 10 7- 11 11 15
D evel opmen t Secr et C h amber : Al t hough t he hut appear s si mpl e and has a gr ass pal l et for sl eepi ng, under neat h a gr ass r ug i n the center is a hi dden tr ap door ( Sear ch DC 20). Beyond the door is the namel ess dr ui d' s tr ue l i vi ng space car ved out of l i vi ng r ock. T he pl ace i s cool and dr y, except for a smal l pool of pur e wat er that wel l s up fr om deep under gr ound. A comf or tabl e bed of fur s occupi es a smal l pl ace on the floor , whi ch is other wi se empty. T he whol e cave is pai nted wi th scenes of li fe and death i n the Shanj ueed, i mages l ayer ed one over another . A smal l si de cave contai ns pai nts, br ushes, and the tools for maki ng them. It al so holds the bl ackened and pol i shed skul l s of thr ee humans and two shi fter s (one of these is all that r emai ns of Br uus—see Devel opment). A woven vi ne cur tai n hangs over a por ti on of the easter n wal l , bar el y hi di ng a passage ther e. H i deaway: A natur al r ock seal s thi s hi dden ar ea (Sear ch DC 25). T he elan hi des her e when she needs to, but the sealed wal l woul d make it danger ous to sleep her e or stay her e long. H i dden St ump: A passage from the secr et chamber r uns near ly 300 feet to a stump. Actual l y a door way i nto the dr ui d' s abode, the entr ance is near ly i mpossi ble to detect fr om the sur face (Sear ch DC 30).
En coun t er s Get t i ng i nto Shanj ueed means passi ng the wal l and the Edgewal ker guar di ans. Edgewal ker s—3r d l evel or hi gher —attack first and ask questi ons later . Sti l l , they'r e the easy par t. Navi gati ng the ni ghtmar e that is the Shan j ueed is far mor e di ffi cul t. Whi l e char acter s tr avel thr ough the Mabar par t of the j ungl e, they have a 10% chance each hour of a si gni fi cant
T he namel ess dr ui d attr acted the attenti on of the Edgewal ker s one day when she appr oached the wal l . T hi n ki n g she was an altavar come to fr ee the for est fr om the bonds of the wal l , the sol di er s on the wal l attacked her . T he br avest among them, a mi ghty shi f ter r anger named Br uus, went i nto the Shanj ueed wi th sever al hand- pi cked war r i or s to find and sl ay the evi l spi r i t. T hey never r etur ned. Si nce then, l i ght ni ng stor ms, unnat ur al hai l , swar ms of i nsects, and even fire have assaul ted the wal l at unpr edi ctabl e moments. A few of the fal l en have r i sen as zombi es and ghoul s. Cl ear l y the altavar sti l l l i ves, and it must be put down for the good of Cor vagur a. News of the altavar of Shanj ueed has r eached the elder s of Tashalator a. They suspect thi s spi r i t isn't a spi ri t at al l , but the cr eatur e that was once Wyndur gha. If she could be secur ed as an al l y for Adar . . .
T r easur e Legend speaks of a Cor vagur an necr omancer who li ved in the center of the Shanjueed Jungle in Sarlona's anci ent past. He is sai d to have had gr eat power . Some who know the tal e, such as the K eeper s of the Wor d in Tashal ator a, say it i ndi cates he found a r eli c left by gi ant expl or er s in anci ent ti mes. Who knows what other magi c li es hi dden wi thi n the Shanj ueed.
Adapt at i on T hi s forest doesn't need to be in Cor vagur a. It can be placed anywher e in Ri edr a, Xen' dr i k, Aer enal , or even the Gl oami ng in the El deen Reaches. Outsi de Sar l ona, the namel ess one is a power ful and l egendar y dr ow dr ui d 13/ r ogue 7, Aer eni elf dr ui d 13/ necr omancer 7, or halforc Chi ld of Wi nter dr ui d 15/ bar bar i an 5 r especti vely.
SYRKARN "What do you mean, you don't intend to stay? Where are you bound, traveler? Riedra? Without the rare permission of its lords, you enter the land of the Inspired at your peril. The Tundra ? If the shifter hordes don't get you first, its weather will slay you outright, friend. Adar? Passing its mountain walls will as likely get you killed by the monks who hide there as the Riedrans who hunt them. But if you seek Sarlona, traveler, you have already found it. Welcome to Syrkarn." — Opi lano, human sahar of Ar dhmen Fi ve thousand year s befor e the ar r i val of the I nspi r ed and the pr esent age, the nati ons now known col l ecti vel y as Syr kar n wer e the j ewel s in the i mper i al cr own of old Sarlona. Today, only anci ent stonework and half- forgotten l egends mar k the fall, passi ng, and r ebi r th of thi s l and. Sti l l , to those who have i nher i ted thi s seemi ngl y i nhos pitable ki ngdom, Syr kar n offers a gi ft deni ed to both the war r i ng nati ons of the past and the I nspi r ed- domi nated lands of the pr esent. To its people, Syr kar n is the pr omi se of fr eedom.
LAND OF THE FAR HORIZON Syr kar n is an ar i d l andscape of har sh deser ts, lush gr ass l ands, and endl ess steppes sl opi ng up fr om the souther n extent of the Sea of Rage. Its popul ati on consi sts of an al most equal mi x of Sar l onan human cl ans and tr i bes of eneko—the mongr el ogr es who tr ace thei r l i neage back to the nati on of Bor unan. T hough the cl i mat e and the i sol ated l i fe of thi s l and ar e never easy, the coastal steppes and i nl and savannah of Syr kar n offer l i mi tl ess r ange for ani mal s and agr i cul t ur e. H er ds of wi l d bi son and domesti cated goat s, deer , and hor ses r oam the gr assl ands, whi l e cul ti vated fi elds of oat gr ass and flax spr ead acr oss the I tzai na pl ai ns and the steppes of the Lamecha l owl ands. T he nati ves gr ow a r ange of veget abl e cr ops, i ncl ud i ng the gnar l ed r oot known as sepse, nati ve to Sar l ona and pr i zed for i ts hi gh nutr i ti onal val ue. Exoti c spi ces f ound nowher e outsi de Sar l ona t hr i ve i n the heat of the savannah, as does dr eaml i l y. Use of the dr ug is r ar e among the Syr k human s, but the eneko (who ar e i mmune to dr eaml i l y' s nar coti c effects) gr ow it for i ts medi ci nal val ue. H ar vest s ar e har d in some year s, but the cl ans and tr i bes of Syr kar n know bount y mor e often than not. T hough the r ui ns of gr eat ci ti es dot the l andscape, moder n- day Syr kar n is pr edomi nant l y a l and of ham l ets, vi l l ages, and nomadi c town si tes. T he r emnant s of human ci ti es ar e common i n the f or mer l ands of Mae K hr ee, Sunyagi r , and L amecha, but the pl ai ns and savannah that wer e once K hunan ar e mar ked excl u si vely by the r ui ns of the yuan- ti . Shul assakar and yuanti r ui ns ar e especi al l y common on the H ai l ana I sl ands, sai d to be the si te f r om whi ch the yuan- t i l aunched thei r desper ate voyage to Ar gon n essen and left thei r homel and behi nd. Pl an ar El emen t s: Wi l d zones l i nked to Fer ni a, Ri si a, and especi al l y L aman n i a ar e f ound t hr ough out thi s l and. L i ke al l of Sar l ona, Syr kar n is beset by
wester n shor es must ply the Bar r en Sea and the Sea of Lost Soul s. I n ei ther case, the j our ney is long, and shi ps must pass thr ough the water s of unwel comi ng Ri edr a. Most shi ps t r avel i ng to Syr kar n ar e pr i vat eer s fr om the L hazaar i sl es maki ng tr ade r uns, and the maj or i ty of advent ur er s ar r i vi ng i n Sar l ona take passage on a L hazaar shi p. T he pr i vateer s' desti nati on is al most al ways the souther n por t of Ar dhmen, but expl or er s expecti ng to find themsel ves l andi ng in the Stor mr each of Sar lona are in for a somewhat muddy l etdown. Even after decades of Lhazaar tr ade, Ar dhmen r emai ns li ttle mor e than cl us ter s of fi shi ng huts, tr ansi tor y nomadi c tr ader encl aves, and the anci ent stone dock r emnants of the por t ci ty that was leveled in the anci ent magewar s. K hor vai r i ans attempti ng to tr avel to Adar make l andf al l at Ar dhmen , for the coastl i ne of that besi eged mount ai n l and is al l but i mpassabl e. At t empt i n g to l and an unaut hor i zed shi p i n Ri edr an- cont r ol l ed t er r i t or y is al most as danger ous. As a r esul t, tr avel er s who have secr et deal i ngs often enter Ri edr a acr oss the Syr kar n f r onti er . L i kewi se, kal asht ar pi l gr i ms and r ef ugee Ri edr an s seeki ng to escape the gaze of the T housand Eyes usual l y make thei r way to K hor vai r e by way of Syr kar n. K hor vai r i an shi ps t r avel i ng east of ten stop at Stor mr each befor e r etur ni ng to Shar n, seeki ng to maxi mi ze thei r pr ofi ts on the long voyage wi th a qui ck pi ckup of Xen' dr i k goods. Those hal f- gi ants who leave Syr kar n typi cal l y book passage on that r oute, seeki ng to exper i ence the l ands of thei r for gotten gi ant expl or er s.
stor ms whose for ce bor der s on the unnat ur al , and pl anar di stur bances flare and flood acr oss the steppes l i ke unnatur al wel l spr i ngs. Sti l l , these r i fts ar e sel dom as haunti ng or destr ucti ve as the r eal i ty stor ms of the Tundr a. T he pr omi nent pl anar connecti on in Syr kar n is the Whi t ewat er , the cr ystal - cl ear l ake bel i eved to mar k a mani f est zone l i nked to L amanni a. T he r ocky l and sur r oundi ng the ar ea r emai ns wet and cool year r ound, even as the sands that gi ve the l ake its name bur n whi te beneath the equator i al sun.
GETTING THERE As wi t h any other dest i nat i on i n Sar l ona, tr avel to Syr kar n is never under taken li ghtly. T he di r ect sea r oute fr om east er n K hor vai r e cover s the enti r e l engt h of the Sea of Rage. Shi ps embar ki ng fr om K hor vai r e' s
A DAY IN THE LIFE Batukuam si ts alone beneath the endl ess dar keni ng sky, the bonf i r es of the ni ght- r evel s j ust vi si bl e i n di stant Maszani . T he vi l l age is a spr awl i ng mass of f ar mst eads and stone bui l di ngs f l anked by r ai sed ber ms of r ock and ear t h. T her e have been settl er s her e si nce bef or e memor y, bui l di ng al ongsi de the low hi l l s that catch the spr i ng r ai ns and slow the ever - pr esent wi nd. T hi s ni ght, the wi nd bl ows war m. Batukuam can smell the sweet tang of the dr y gr assl ands, al r eady dar k to the east. He feels a thousand memor i es wr apped in that scent, of boyhood on the steppes and year s tr avel i ng the tr ade r oads. At the end of thi s har vest, hi s two- year ter m as sahar of Maszani is up, and Batukuam wi l l be glad to get back to those r oads. He takes pr i de in what the settl e ment has accompl i shed under hi s l eader shi p, but he
SYRKARN AT A GLANCE Esti mates based on and extr apol ated fr om the Var manc expedi ti on. Popul at i on : 260,000 (44% human, 42% eneko, 12% hal f - gi ant, 1% kal ashtar , 1% other ). Ar ea: 1,320,000 squar e mi l es. Sover ei gn: None. Capi tal : Nder i tese (unoffi ci al). Maj or Set t l ement s: Per, Gji tha, Maszani .
Cl i mat e: Temper ate to tr opi cal thr oughout; equa tor i al heat temper ed by pr oxi mi ty to the Sea of Rage. H i ghest Poi nt : Mount At hay i n the K usht uar H i l l s, elevati on 4,408. H er al dr y: None. Founder : Unknown. Nat i onal Motto: None.
knows that both pr i de and accompl i shment ar e fleeting in the end. T he beauty of the steppes and the sensati on of wei ghtl essness as the gr ound falls away beneath the wi nged steed you r i de—these thi ngs ar e eter nal . As i n any Syr k set t l ement , l i fe i n Maszani i s equal par ts toi l and r ewar d. T he cr op of sepse and f l ax has been good thi s year , but bounty does not pi ck and dr y i tsel f. T he over f l owi ng sun r acks spr ead behi nd the wi n dwal l s. T he woodcut t er s and car pent er s of Huaj a Cor ner wor k day and ni ght to bui l d the cr ates that wi l l seal and pack the har vest once dr i ed. It is a good har vest, mor e than enough for the wi nt er and the spr i ng beyond. T he weaver s' output wi l l be sent to the tr ade r oads, bar ter ed for sal t bi son and cheese. T hi s season, they have enough of the f i ner cl oth to send to Ar dhmen, wher e the pal e sai l or s come to tr ade fr om acr oss the Ragi ng Sea. As he has done ever y day si nce mi dsummer , Batukuam ar r i ved i n the fi elds befor e dawn and wor ked al ongsi de hi s people to the sound of l aughter and song. Today is done, tomor r ow woul d come, toni ght i s her e now. T he bonfi r es ar e bur ni ng. Sti l l , he is tr oubl ed.
L aur endi had come to hi s t hought s that mor n i ng, her voi ce ar r i vi ng unexpect edl y as it al ways di d. Wher e she was, he di dn' t know. She had been bound for the cl ans of the hi l l folk cl ose by the seaway and the Ri edr an f or ts when he' d hear d f r om her l ast, but that had been mont hs ago. T he message had been br i ef as al ways, but even now, Batukuam felt the dar kness in hi s fr i end' s voi ce. Thoughtstealers have crossed thesound. Word of thealliances and the Concord of Maszani has reached them. They will kill you if they can. Batukuam is pr oud of what he has done. He loves thi s l and and its peopl e, but even after the bounty of the last two year s and the gr assl ands tur ni ng gold now under the late summer sun, he sees the better futur e that he has seen si nce he was a chi l d. For hi m, the i nfi ghti ng and bi cker i ng of the Mar r ah Pl ai ns tr i bes has al ways car r i ed a gr eater cost. A dr ai n on pr eci ous r esour ces, a dr ai n on l i ves thr own away to br avado and petty r ai di ng. Al ong the tr ade r oad, he has hear d dar k r umor s that place the cults of K ar r ak behi nd the r ecent r i se i n aggr essi on that has seen Maszani post sentr i es for the first ti me in memor y.
W HAT DO YOU KNOW ? K nowl edge (geogr aphy) DC 10: Syr kar n is a nati on of arid steppes and deser t, but its gr asslands are fertile and its cli mate fair. Its people have a long tr adi ti on of her di ng and agr i cultur e, and a scattered populati on makes good use of the land's natural r esour ces. DC 15: Li ke all of Sar l ona, Syr kar n is affected by unnatur al weather and pl anar di stur bances, but these wi l d zones are less common and thei r effects typi cal l y less sever e than i n ar eas such as the Tundr a. K nowl edge ( hi stor y) DC 10: Away fr om I nspi r ed r ule, fr agments of the culture and art of old Sar lona still survi ve in Syr kar n. However , the humans of thi s land are descended from Ri edr an refugees, not the Sar lonans of old. DC 15: Syr kar n was once the site of four human nati ons, chi ef of whi ch was K hunan, but was empti ed by r ui nous war s and an I nspi r ed- or der ed exodus. Its people are now a mi x of humans descended from Ri edr an exi les, and the mongr el ogr es called eneko. DC 20 : Di g deep enough i nto the hi stor y of this land and dark truths emer ge. It was the yuan- ti who once contr olled this terri tory, and who named it Syr kar n. The destr ucti on of the nati ons of old was not j ust a pr oduct of war , but of dark magi c. DC 30 : Detai ls of the magewar s that destr oyed the great nati on of K hunan hi nt of the release and r ebi ndi ng of a rakshasa rajah. If this fiend was the power that destr oyed K hunan and gave rise to the yuan- ti , it mi ght explai n why the I nspi r ed have no desi gns to control this land.
K nowl edge ( l ocal ) DC 10: The Ri edr ans did not first call the eneko "mongrel ogr es," but have si nce clai med the name in or der to twist its meani ng. " Mongr el " in the context of eneko culture i mpli es a str engtheni ng of bloodli nes by mi xi ng, as opposed to the weakeni ng effects of i nbr eedi ng. The eneko wear their di ver se li neage wi th pr i de. DC 15: First and foremost, Syrks are Syrks. Though the eneko tribes and the human clans maintain their own traditions, no innate sense of conflict or competition exists between them. Permanent settlements in Syrkarn are usually a homogenous mix of the two races. DC 20 : Though Ri edr a has no appar ent desi gns on Syr kar n, its agents are active thr oughout the land. However , such agents seem most concer ned wi th si mply obser vi ng Syrk life and society. DC 30 : The agents of the I nspi red do far more in Syrkarn than si mply watch. Ri edr a's mandate is to ensure that Syrkar n never rises above a state of i solati on and margi nal tribal conflict. Whether eneko or human, leader s who seek to unite the tribes and clans have a habit of dyi ng before thei r ti me. K nowl edge ( nat ur e) DC 15: The eneko carry a mi x of ogre and half- gi ant blood, but have long si nce become a distinct race that br eeds tr ue. Certai n physi ologi cal si mi lari ti es i ndi cate that the mongr el ogres evolved from halfgi ants, rather than true gi ants. K nowl edge ( ar cana) or K nowl edge (psi oni cs) DC 25: Di scover y of the other wor ldly dr eamspace energy is attr i buted to Sudeva, a Ri edr an exile psi on who settled in Syr kar n.
Posti ng the sentr i es was Bat ukuam' s deci si on i n the end, j ust as it was hi s deci si on to cal l the Maszani Concor d—a meeti ng of tr i bes and cl anhol ds from acr oss the steppes. It was hi s passi on, hi s dr eam, hi s vi si on of the f utur e that he set out over that wi nt er - l ong month of f east i ng and negot i at i on. A better f utur e. Befor e hi m, old Abdi r i had spoken of the futur e. She had spoken of Syr kar n gr owi ng str ong as the nati ons of old once had. Abdi r i had ur ged that Ar dhmen be r ebui lt as the gr eat por t it had once been. T hen Abdi r i had been ki l l ed by an upstar t thug. Laur endi had told Batukuam the Ri edr ans wer e behi nd Abdi r i ' s death. T hei r thoughtsteal er s used mi nd power to cor r upt a boy i nto commi t t i ng mur der , because Abdi r i ' s dr eam of Syr kar n gr owi ng str ong was somethi ng the Ri edr ans could not abi de. As he star es at the fadi ng sun, Batukuam feels a r estl essness that he cannot name. As a r ule, he puts little faith in conspi r acy and r umor . As a r ule, he nei ther hates nor fears the Ri edr ans. Syr kar n is free and has al ways been. Syr kar n wi l l endur e. The sun is r ed- gol d, sl i ppi ng down acr oss the end less li ne that mar ks the shar p edge of the sky. No matter what mi ght happen to hi m, Syr kar n wi l l endur e.
THE SYRKS T he popul ati on of Syr kar n is l ar gel y a mi x of eneko and human cl ans descended fr om Ri edr an r ef ugees. H al f - gi ant s ar e common i n Syr kar n, but the nomadi c l i f estyl e of the Sandst r i der f ami l y in the An dn emun Deser t keeps them r emoved fr om the af f ai r s of the tr i bes and cl ans. H uman and eneko settl ements dot the pl ai ns, and semi nomadi c cl ans wander r egul ar hunt i ng gr ounds i n the f or ests and r i ver val l eys wi th the changi ng of the seasons. T he cl ans and tr i bes both see t hemsel ves as the onl y tr ul y Sar l onan cul tur e left
on the cont i nent —avoi di ng the stagnati on of Ri edr a and the r i gi d cul tur e of Adar as they bui l d thei r l i ves in the shadows of the past. What ever thei r r ace, Syr ks ar e t hought f ul and har dwor ki ng folk who bel i eve that celebr ati on should be the end r esult of all honest labor . T hei r love of fr eedom leads Syr ks to r espect pr i vacy and the i ndi vi dual , but they bal ance thi s wi th a sense of communi ty that al l ows them to thr i ve in the someti mes hosti le pl ai ns. A Syr k nei ther seeks to lead nor to follow. He does the j ob to the best of hi s abi li ty, and expects the same in r etur n fr om those he tr usts and depends on. The love and celebr ati on of fr eedom is centr al to the Syrk spi r i t, and near ly all di sputes between Syr ks concer n obl i gati on, r esti tuti on, or a sense that someone desi r es power not r i ghtly hi s. Such di sputes ar e not i nfr equent, but r ar el y lead to mor e than thr eateni ng standof f s. T hose unf ami l i ar wi th Syr k customs can someti mes find themsel ves caught off guar d when angr i l y accused of some affr ont by a Syr k nati ve. T hose who don't know the appr opr i ate Syr k r esponse (be fi er ce, be tr uthf ul , and apol ogi ze when tr uth tur ns agai nst you) someti mes needl essl y r espond wi th vi ol ence that the other par ty never anti ci pated. Syr kar n is a r ur al and agr ar i an nati on, but that nati on is bui lt on the bones of old Sar l ona. As a r esul t, Syr ks appr eci ate ar t, ar chi tectur e, and for mal musi c that contr asts wi th thei r humbl e l i ves. From field l abor er s to nomadi c hunter s, Syr ks take as much pr i de in thei r appear ance as they do thei r wor k and ski l l . Texti l es ar e one of the pr i mar y tr ades of Syr kar n, and those too young or too old for har der labor spend thei r days at the loom or wi th needle and thr ead. Near l y a thi r d of Syr k soci ety l eads some f or m of nomadi c li fe, but no gr eat di ffer ences can be seen between the Syr k nomads and thei r br ethr en who settle in vi l l ages and towns. In fact, many Syr ks li ve a cycl i cal l i f e—wander i ng the steppes in thei r youth, later settl i ng
FIVE COMMON SYRKARN LEGENDS 1. Syr kar n i s f r ee. T hough nomi nal l y a pr otector ate of Ri edr a, Syr kar n and its people owe no fealty to that land or its I nspi r ed over l or ds. When occasi onal mutter i ng chal ks thi s fact up only to Ri edr a' s appar ent l ack of i nter est in Syr kar n. a pi nt or two of ustah and a toast to the past wi l l dr own it out. 2. I n the past , gr eat ness l i nger s. T he eneko ar e descendants of ogr es and hal f - gi ants, the latter thought to be the pr ogeny of Sar l onan humans and gi ant expl or er s fr om anci ent Xen' dr i k. Fr om thi s l i neage, the mon gr el tr i bes beli eve that the blood of both the mi ghty ti tans of Xen' dr i k and the for mer sor cer er - ki ngs of Sar l ona flows in thei r vei ns. 3. T he yuan - t i once hel d t hi s l an d i n t he i r on gr i p of dar k magi c—an d seek to do so agai n . T he yuan- ti empi r e that r ose in the r ui ns of K hunan is one of the few pi eces of old Sar l onan hi stor y sti l l pr edomi nant in the age of Ri edr a. Some specul ate that thi s i s so because Ri edr a want s it that way, and many Syr ks
questi on whether the yuan- ti ar e a for ce to be fought al ong wi th the I nspi r ed, or a potenti al al l y in the fight agai nst Sar l ona' s master s. 4. T he gi ant - based f ai t hs of the mongr el ogr es hi de dar k secr et s. T he eneko tr i bes follow r el i gi ous tr a di ti ons dr awn fr om the fai th of anci ent Xen' dr i k. How ever , it is sai d that dar k cul ts among the mongr el ogr es use the vener ati on of K ar r ak (thought to be an aspect of the K eeper ) to conceal the pr acti ce of dar k magi c. 5. Ben eat h t he beaut y of Syr kar n , dar k t hi n gs abi de. No one who has r i dden the I tzai na r ange or spent a ni ght wi thi n si ght of the Whi t ewat er can deny the natur al spl endor that is Syr kar n. At the same ti me, whi sper ed r umor s speak of a namel ess dar kness in the deser t, and of voi ces that cal l to those who wal k the pl ai ns al one. Some who seek to def i ne thi s dar kness speak of connecti ons bet ween the f r agment ar y l egends of the yuan- ti and the lore of the Age of Fi ends. What the tr uth i s, none can say.
in a communi ty to r ai se chi l dr en or pur sue a for mal vocati on, then br eaki ng away to take up the li fe of a nomad or tr ader in thei r twi l i ght year s. L i kewi se, the har mony bet ween Syr kar n' s two mai n r aces is r emar kabl e, gi ven Sar l ona' s l ong hi stor y of conf l i ct. T hough the human cl ans and eneko tr i bes mai nt ai n thei r own separ ate ways and tr adi ti ons, l i ttl e sense of di vi si on exi sts between the r aces, and vi r t ual l y all settl ement s and nomadi c gr oups f eatur e member s of both r aces l i vi ng al ongsi de each other . H umans and eneko often for m l i f el ong r omanti c bonds, but they cannot i nter br eed. Mi xed couples do adopt or phaned ki n of ei ther r ace. Syr ks typi cal l y defi ne themsel ves by vocati on and deed. A maj or i ty of tr ader s and her der s happen to be eneko; most f ar mer s and ar t i sans happen to be human. Sti l l , these happenstances ar e uni mpor tant next to the qual i ty of the ar ti san' s goods, the shot that br i ngs a bi son down, or the str ength that dr i ves a plow. Syr ks take gr eat pr i de in thei r wor k, and they spend as much ti me as that wor k al l ows celebr ati ng the weal th and her i tage thei r land has bequeathed them.
Among the eneko, some wor shi p K ar r ak the Fi nal Guar di an. No anal ogous fai th exi sts among the humans, and K ar r ak' s sects are among the few eneko- onl y enclaves in Syr kar n.
SYRK STYLE A nati on of far mer s and hunter s woul d seem an unl i kel y place to seek the hi ghest ar ti sti c tr adi ti ons of an empi r e. Syr kar n is the only place wher e the legacy of old Sar lona sti ll l i ves—a l egacy that spr eads thr ough Syr k cul tur e on ever y level.
Ar t T he cl oaks and cl othi ng of the Syr ks ar e decor ated wi th i ntr i cate li ne- ar t patter ns in a style r emi ni scent of the ar chi t ect ur e of old Sar l ona. T he i mages ar e cr eated usi ng l ong- l asti ng red and bl ack i nks cr eated fr om the ber r i es and l eaves of the har dy hi l p bush. Gi ven most Syr ks' di smi ssal (or outr i ght di st r ust ) of Ri edr a, the moder n ar ti sti c style of that l and, wi th its fl owi ng li nes and cur ves, is all but unknown her e.
Ar chi t ect ur e
SYRK RELIGION Der i ved as it i s f r om Ri edr an r ef ugees and t hei r descendants, Syr kar n' s human popul ati on is uni f or ml y contemptuous of the Path of I nspi r ati on. Near l y hal f of all human Syr ks fol l ow no gods at al l , i nstead pl ac i ng thei r fai th and devoti on i n the l and i tself. For Syr k cl er i cs, the spi r i t of Syr kar n i s tr eated as a neutr al for ce that pr ovi des access to the An i mal , H eal i ng, Pl ant, Sun, and T r avel domai ns. I ts f avor ed weapon is the si ckl e. In much of Syr kar n, humans have r ecl ai med the wor shi p of the Sover ei gn Host from contact wi th Lhaazar i tes. At the same ti me, the eneko have al ways i nvoked aspects of Ar awai and Bal i nor , nami ng these Rowa of the Endur i ngT r ees and Banor the Bowhunter . H uman Syr ks thus focus thei r own wor shi p on Ar awai and Bali nor , wi th thi s acci dental meeti ng of tr adi ti ons under pi nni ng the long- ter m soci al stabi l i ty in the r egi on.
Because Syr kar n has never been subj ect to I nspi r ed r ul e, it has been spar ed the cul tur al pur ges the I nspi r ed used to bui ld monol i thi c Ri edr a over the nati ons of old. Syr kar n is thus one of the few places in Sar lona wher e a si gni fi cant por ti on of the ar chi tectur e of the past sur vi ves. Acr oss thi s l and, der eli ct castl es stand atop wi nd swept tor s, thei r star k l i nes seemi ngl y thr ust up from the l i vi ng r ock. Wher e the vi l l ages of the mongr el ogr es have been bui l t on the centr al pl azas of the r ui ned ci ti es that came befor e them, anci ent avenues and nei ghbor hoods (called " cor ner s" ) sti l l r adi ate out thr ough the sur r oundi ng gr assl ands l i ke ghostly spokes. Al ong i solated mountai n passes and long- lost wayr oads, for tr esses stand whose foundati ons ar e as soli d as when they wer e lai d two thousand year s befor e. Domi nated by col umns, str ai ght l i nes, and squar e ar ches, the ar chi tectur al style of old Sar l ona sti l l affects thi s l and and i ts peopl e. Even the most ut i l i t ar i an
SYRK NA MES AND SPEECH T he mongr el ogr e tr i bes typi cal l y use a first name and a cl an name. Because cl an names ar e fixed in number , eneko tr avel i ng outsi de thei r homel and often add thei r place of bi r th or vocati on as a de facto thi r d name. Mal e Eneko: Al i mbi da, Ametzama, Bar axi l , Eusko, I ker , K axen, K usko, Per utxo, T xar ti ko, Ur tungo. Femal e Eneko: Agosti , Denli lla, Eni nnuta, I mmasa, I zi aka, Jhaszuur r a, Nahi a, Ospi nu, Szagani , Ur umea. Eneko Cl an: Dgatumdut, Gal gal memean, Gar r anan, H r ur saggat, I di di gnaam, Lagaski aker , Mar aandun, Numani gar , Tar tar r edar , T umagi n. H uman s: H umans newl y fled to Syr kar n br i ng thei r names wi th them fr om Ri edr a (see page 49). T he l ong- establ i shed human cl ans mai ntai n Ri edr an sur names, though human gi ven names have evolved a Gi anti nflected flavor over ti me.
H al f - gi ant s: The hal f- gi ants of Syr kar n or i gi nated in the deser ts of Andnemun, and they use the standar d names for thei r r ace (EPH 12). Phr ases: T he fol l owi ng tur ns of phr ase ar e uni que to Syr kar n , and ar e expr essed i n both Gi ant and Ri edr an. "Serpent's eye." A catch- al l expl eti ve or cur se, as in " The ser pent' s eye take you!" "Arch- strong." "Long as a column stands." Gen er al expr es si ons of pr ai se or commi tment ar e often dr awn fr om the l ong- l asti ng ar chi tectur e of old Sar l ona. "Shackled." Cowar dl y, vaci l l ati ng, a gener al ter m of contempt. Al l Syr ks val ue fr eedom, and whi l e the r eal m is far fr om l awl ess, bei ng behol den to the wi l l of other s is seen as a si gn of weakness.
For the eneko and humans of Syr kar n, honest labor is its own reward
st r uct ur es ar e bui l t to a st andar d of star k beauty, and whet her of wood or stone, ar e t ypi cal l y buttr essed, ar ched, and r ei nf or ced to l ast a l i f eti me. T he nomadi c tr i bes ar e no l ess i nventi ve t han thei r br et hr en i n Syr kar n' s fixed settl ements, bui l di ng thei r mobi le homes fr om el abor ate f r amewor ks of i nt er l ocki ng pol es and l i ght beams over whi ch decor ated hi des ar e str etched and seal ed.
Cui si n e Food in Syr kar n is pl enti ful , wel l spi ced, and ser ved wi th copi ous amounts of ustah—a potent li quor br ewed fr om honey and wi l d ber r i es, r epor tedl y fr om an anci ent ogr e r eci pe. The demands of r ur al life l i mi t the choi ces avai l able to the Syr k pal ate, wi th meat, fr ui ts, and vegetabl es all typi cal l y dr i ed for stor age and tr anspor t. However , Syr ks tr eat cooki ngwi th the same r ever ence as thei r other ar ts, and need no excuse for a feast.
Fashi on Tr ue to Syr kar n' s r eputati on as a l and of f r eedom, the f ashi ons of i ts peopl e encompass an ecl ecti c r ange of styl es, and a r emar kabl e ar t i sanshi p can be seen in the texti l es, cl oth, and weavi ng of Syr kar n. Amon g both the mongr el ogr es and the humans, a wi l d aestheti c pr edomi nates, combi ni ng uti l i tar i an functi on and the si mpl e beauty of old Sar l onan desi gn. Despi te thei r nomadi c li festyle, the hal f- gi ants of Syr kar n hold an edge over both the human clans and ogr e tr i bes in ar mor smi thi ng and weaponr y.
STATE OF THE NATION Syr kar n is a vast expanse of ar i d pl ai ns wher e four nati ons of old once stood. I ts hi stor y is r i ch wi th confli ct and conquest, and it is one of the few places in Sar l ona wher e the devastati ng effects of the anci ent magewar s can sti ll be seen, untouched by I nspi r ed r econstr ucti on. A l and sur r ounded by Ri edr a yet di sti nct fr om it, Syr kar n has long been left to its own devi ces for r easons that none but the I nspi r ed under stand. Near ly all settl ements in Syr kar n ar e agr i cul tur al cen t er s—commun al f ar mst eads (daabi i n the Gi ant tongue) that tr ap the wi ndbl own soi l of the steppes behi nd vast networ ks of ber ms and stone wal l s. However , near ly a thi r d of Syr kar n' s popul ati on li ves on the open steppes. T hough most ar e nomadi c her der s or hunter s, a di sti nct cl ass of tr ader s (mostly eneko) ar e the li feblood of commer ce acr oss the nati on. Regul ar tr ade r oads car r y goods, l abor er s, and knowl edge between the l ar ger settl ements, al l owi ng the Syr ks to mai ntai n a soci al i nf r astr uctur e that bel i es the l and' s i solati on.
W HO RULES SYRKARN Accor di ng to the Uni ty of Ri edr a, Syr kar n is a pr otector ate of that nati on, and ostensi bly owes fealty to Ri edr a and the I nspi r ed. In tr uth, however , the I nspi r ed' s last act of gover nance in Syr kar n was to or der the land empti ed of its human popul ati on in the after math of a vi ctor i ous pur ge of the yuan- ti mor e than twel ve centur i es ago. " Sahar " is a gener al ter m of l eader shi p common among both humans and eneko, but it can cover a wi de
r ange of power . T he sahar of a nomadi c tr i be mi ght r ule only two dozen people, hal f of them her i mmedi ate fami ly. The sahar of a lar ge settlement mi ght r ule a mi xed popul ati on of a thousand humans and eneko, and have ul ti mate author i ty over secur i ty, tr ade, and commer ce in a wi de r egi on. In l ar ger settl ements, sahar ar e usual l y elected to fixed- year ter ms, the exact l ength of whi ch is set by tr adi ti on. Among the tr i bes and cl anhol ds, l eader shi p is a matter of str ength or wi l l , wi th war r i or s, spel l cast er s, or mani fester s often taki ng up the mantl e of power . Whet her by soci al acci dent or desi gn, no centr al l eader shi p exi sts in Syr kar n, though the sahar of Nder i tese—at 5,000 i nhabi tants, the ter r i tor y' s l ar gest settl ement—i s someti mes asked to br oker di sputes between other settle ments and l ar ger cl ans. Smal l er di sagr eements on tr ade, tar i ffs, and power shar i ng ar e typi cal l y handl ed by the ti me- honor ed tr a di ti on of thr eats and for ce, but the r eal i ty of Syr kar n means that its people typi cal l y have li ttle r eason to fight. Resour ces and land are plenti ful, and the common cultur e forged by eneko and human has created soci al customs and a r ule of law unhear d of in agr ar i an tr i bal soci eti es. H owever , those Ri edr an exi l es who moni tor the acti vi ti es of the I nspi r ed in Syr kar n often cl ai m to see si gns of subtle mani pul ati on of the cl ans and tr i bes that hi nt of psi oni cs. Ri val chi ef tai ns who have long hi stor i es of bei ng at each other 's thr oats wi l l suddenl y decl ar e a mutual commi tment to peace and al l egi ance. Smal l er facti ons wi l l suddenl y gai n tacti cal sophi sti cati on that al l ows them to thwar t the expansi oni st pl ans of mor e power ful nomadi c tr i bes, or for ce the l ar ger settl ements i nto a defensi ve stance. T he least popul ous (and most myster i ous) r esi dents of Syr kar n ar e the yuan- ti . Descended fr om the few of thei r ki nd who di d not flee to Ar gonnessen when thei r nati on was over thr own, these ser pentfol k keep them selves wel l hi dden. Even after twel ve hundr ed year s, the utter destr ucti on of the yuan- ti at the command of the I nspi r ed r emai ns a potent r emi nder of the power the lor ds of Ri edr a can br i ng to bear .
FOREIGN RELATIONS Syr ks ar e content to leave other s alone and hope for the same in r etur n. For all i ntents and pur poses, Ri edr a is the nati on's only nei ghbor , and the monol i thi c and i so lati oni st bent of that l and means that Syr ks fr equentl y defi ne themsel ves as its anti thesi s.
Ri edr a The I nspi r ed in Ri edr a clear ly have the r esour ces and the mi l i t ar y mi ght to take Syr kar n i n a hear tbeat, dr i vi ng its peopl e i nto the sea if they so chose. Al t hough deser t and mountai n mar ks much of Syr kar n' s i nl and fr onti er , unl i ke Adar , no natur al or mysti cal defenses pr otect thi s land fr om i nvasi on. The fact that the I nspi r ed have chosen not to i nvade suggests that they have str ong r easons to leave Syr kar n as it i s. T he T housand Eyes has agents thr oughout the l and, but these seem pr i mar i l y focused on mai ntai ni ng the status quo among the tr i bes and cl ans. I solated ski r mi shes ar e someti mes made agai nst the human exi l es, but cl ear benefi ts can be seen in Ri edr a' s al l owi ng the exi le cl ans to sur vi ve as a beacon to the l i ke- mi nded. No
matter how many exi l es swell its populati on, vast Syr kar n wi ll never have the resources or the populati on to challenge the I nspi red. Better to have those who oppose I nspired rule flee for the " fr eedom" of the bar bar i an fr onti er than to di stur b the Ri edr an peace. Ri edr an agents har ass the mongr el ogr e tr i bes wi th gr eater fr equency than they do the human cl ans. Some specul ate that thi s behavi or mar ks a fear that the ogr es ar e mor e apt to pur sue dar k magi c, as has been seen in the r ecent r i se of the K ar r ak cul ts. It is known that the Hor ned Shadow has sought to r ecr ui t both hal f- gi ants and eneko from Syr kar n in r ecent year s, but whether any connecti on exi sts between the r ebel l i ous ogr e mages and the cults r emai ns to be seen. Mor e than anythi ng el se, I nspi r ed agents seek si gns of magi c use in Syr kar n. T hey ar e especi al l y wat chf ul for any sign of the H ei r s of O hr K al uun i n the steppes and the yuan- ti r ui ns. When it is f ound, the ar cane is exter mi nated. Ri edr a is i ntent on seei ng that Syr kar n' s lost lore stays that way. Shar i ng a deser t bor der as it does wi t h Bor unan, Syr kar n has a mor e open r el ati onshi p wi th the f or mer ogr e ki ngdom than wi t h the other Ri edr an pr ovi nces. Just as the ogr es made thei r way south cent ur i es ago, mor e than a few eneko make the tr ek nor th today. T he eneko i n the Savage Legi on ar e dr awn fr om the r anks of such Syr k exi l es.
Ad ar T he l ands of the mountai n r efuge bor der Syr kar n to the southeast, and the outposts of that fr onti er ar e firmly in I nspi r ed hands. For the Syr ks of the bor der ter r i tor i es, the land along Jathar a Sound, guar ded by a ser i es of coastal for ts, is mer el y another par t of Ri edr a, and that nati on's busi ness wi th the folk of the di stant mountai ns is none of thei r concer n. However , for those Syr ks who acti vely oppose the r ule of the I nspi r ed, the Adar ans ar e br other s in ar ms. T he tr eacher ous seas and i nhospi tabl e cli ffs of Adar channel those seeki ng to enter the mountai n r efuge to Syr kar n, wher e they land at Ar dhmen or the smal l er fishing vi l l ages of the wester n coast. T hey then make thei r way i nl and, cr ossi ng i nto Adar between Ri edr an outposts and patr ol s. Syr kar n is also the depar tur e poi nt for the goods that Adar ans tr ade to K hor vai r e, and a steady flow of cour i er s passes al ong the Summi t Road thr oughout the year .
O t her N at i on s Outsi de of academi c ci r cl es, few non- Sar l onans even know of the exi stence of Syr kar n. Unl i ke the Adar an monks and the kal ashtar who have establi shed enclaves on K hor vai r e, Syr ks have li ttle r eason to leave thei r l and. Si nce the end of the Last War , Lhazaar tr ader s have made thei r way to Ar dhmen in or der to bar ter for spi ces and dr eaml i l y. However , wi th the I nspi r ed now acti vely di r ecti ng tr ade between Ri edr a and K hor vai r e, Syr k mer chants ar e seeki ng contacts among the Ri edr ans, hopi ng to br oker mor e pr ofi table tr ade in mai nstr eam K hor vai r e. T he mer chants of the Lhazaar Pr i nci pal i ti es have l ar gel y tur ned thei r own tr ade to Syr k ar t, anti qui ti es, and texti l es—thei r qual i ty as hi gh as Ri edr an goods, but thei r desi gn i ncor por ati ng an old- Sar lonan aestheti c lost to Ri edr a.
NOTABLE SYRKS Wi th no over ar chi ng author i ty in Syr kar n, no centr al l eader shi p f i gur e exi st s. Bani gar Bi hur r ani coul d be used as the l ocal headman of any number of towns, whi l e Ger azan Sandai l i exempl i fi es those who str uggl e agai nst the Ri edr ans.
Ban i gar Bi h u r r an i NG mal e eneko war r i or 4/ exper t 4 Sahar of a smal l vi l l age on the Mar r ah pl ai ns, Bani gar is an elder ly hunter deter mi ned to di e in the saddl e. Jovi al to fr i end and str anger al i ke, he has a thoughtful si de that he shows only r ar ely. Hi s vi l l age' s l ands extend to wi thi n si ght of the Whi tewater , and he has spent long year s watchi ng the acti vi ti es of the K ar r ak cults in the ar ea. As such, he is an excel l ent r esour ce for PCs i nves ti gati ng the acti vi ti es of the cul ts, or seeki ng backgr ound i nfor mati on in the cour se of i nvesti gati ng the pr esence of I nspi r ed agents in Syr kar n.
Ger azan San dai l i NG mal e human t el epat h 5/ exper t 2 Ger azan Sandai l i is a master weaver in Nder i tese, Syr kar n' s l ar gest set t l ement . He has l i ved i n Syr kar n si nce fleei ng Ri edr a some fifteen year s ago, but unknown to even those cl osest to hi m i s the ful l stor y of the li fe he led ther e. A secr etl y pr act i ci ng psi on, Ger azan was a member of the Br oken T hr one, studyi ng the mental techni ques of old Dor Maleer . As a l aw- abi di ng Ri edr an, Ger azan fully expected to be puni shed should hi s gi ft be di scover ed. What he hadn't counted on wer e agents of the T housand Eyes sl ayi ng hi s wi fe and chi l d when they finally came for hi m. Ger azan is now part of the Watch—an unoffi ci al orga ni zati on of Ri edr an r efugees who make it thei r busi ness to uncover agents of the I nspi r ed in Syr kar n' s lar ger center s. No str anger enter s Nder i tese wi thout passi ng thr ough the mar ket cor ner . No str anger leaves the mar ket cor ner wi thout havi ng come under Gar azan' s watchful eye.
PLOTS For those who li ve ther e, Syr kar n is as close to i dylli c as Sar lona can be. For those who have a mor e detached vi ew, however , thi s br eathtaki ng land hi des i ntr i gue that its people never see.
THE EYES OF RIEDRA The gr eat nati on of Ri edr a spr eads ar ound Syr kar n li ke a dar k shr oud—or at least thi s is the bel i ef of the exi l es who have fled that l and. The mor e cauti ous r efugees ar e ever watchful for si gns of Ri edr an i nfluence in Syr kar n, and what they see is cause for fear. Far fr om Ri edr a mai ntai ni ng only a token watch al ong the bor der s, more than one exi le cl ai ms that agents of the I nspi r ed move fr eely wi thi n Syr kar n in si gni fi cant number s, and wi th dar k pur pose. T hey bel i eve that the I nspi r ed have r easons to keep Syr kar n as it i s—i sol ated, fr acti ous, and never r i si ng to a hi gher level of pol i ti cal uni on than the thousand- year tr adi ti on of tr i bes and cl ans. Rebel agents poi nt to the deaths of a number of pr omi si ng eneko and human l eader s, and of the str ate gi c pr eci si on wi th whi ch land squabbl es and i nter tr i bal
r ai ds under cut any movement towar d centr al author i ty in Syr kar n. Sti l l , even those who bel i eve these cl ai ms ar e for ced to wonder why. Si nce the Ri edr ans clear ly have forces and number s that woul d al l ow them to easi l y cl ai m Syr kar n as thei r own, what pur pose can thi s subtl e mani pul a ti on ser ve? Get t i ng the PCs I nvol ved: Char acter s mi ght find themsel ves wor ki ng wi th a popul ar local sahar who is attacked by a r i val tr i bal leader. Si gns of psi oni c control in the ri val seem to support the idea of a gr eater power behi nd the cl andesti ne assassi nati on attempt. T he I nspi r ed ar e not the only ones in Syr kar n capable of such contr ol, and r ogue half- gi ants or yuan- ti mi ght become suspects—or di ver si ons leadi ng the PCs away from the tr uth. If the PCs i nvesti gate, an i ntr i cate web of I nspi r ed espi onage mi ght lead to thei r uncover i ng tantal i zi ng clues to Syr kar n' s dar kest secr et. Ar e the I nspi r ed' s acti ons in thi s l and dr i ven by the knowl edge that a r akshasa rajah is bound beneath the yuan- ti r ui ns of Sustr ai Mor? And if fear of thi s fiend has seen Syr kar n stand all but empty for a thousand year s, what wi l l happen to PCs who i nter fer e wi th the I nspi r ed' s pl ans?
THE YUAN-TI An al most pathol ogi cal fear of the yuan- ti sti ll r uns r ampant acr oss the ter r i tor y that bear s the name of the ser pent ki ngdom that pr eceded it. Today, pur ebl oods ar e vi r t ual l y the onl y yuan- ti that a Syr k ever encounter s, but such meeti ngs ar e al most never r ecogni zed as such. Pur ebl oods in human form act as emi ssar i es for secr et encl aves in the K ushtuar H i l l s, and some have even been known to li ve ful l - ti me among the human cl ans. Some such yuan- ti act as spi es for thei r br ethr en; other s si mply seek a life in the wi der wor ld deni ed them by the fear and contempt that dogs thei r ki nd. Tales abound of encl aves of hal f bl oods and abomi nati ons ar ound the Whi tewater and in the I tzai na Pl ai ns. Whether these are si mply the fear s of the past gi ven voi ce, or new r umor s star ted by the I nspi r ed to keep that fear al i ve, r emai ns to be seen. I n contr ast to the l egends, what l i ttl e contact has been made wi th the yuan- ti (mostly by hal f - gi ants seek i ng psi oni c tr ai ni ng) suggests that they tend towar d neu tr ali ty, in star k contr ast to the evi l race of l egend. T hi s obser vati on is consi stent wi th schol ar l y specul ati on that the yuan- ti of Xen' dr i k tur ned to thei r r apaci ous ways only after mi gr ati ng to that conti nent by way of Ar gonnessen. Accor di n g to l egend, the shul assakar bel i eve that al l yuan- t i wer e or i gi nal l y descended fr om the couatl s. T hi s mi ght suggest that the yuan- ti of Sar l ona wer e cr eated not by fiendish cor r upti on, but by the as yet unknown benevol ent magi c that helped put the Syr kar n rajah down—or even from some uni que combi nati on of the two for ces. Many Syr ks bel i eve that the Sar l onan yuan- ti want nothi ng mor e than to be left al one. Other s, however , suspect that the i solati on of the yuan- ti has a ver y speci fi c pur pose—gi vi ng the I nspi r ed no r eason to take noti ce of them whi l e they r ebui ld the number s and power neces sar y to one day r ecl ai m thei r nati on. Get t i ng t he PCs I nvol ved: Fi ndi ng actual yuan- ti in Syr kar n is r ar e, and those encounter ed are typi cally pur e bloods passi ng as human. PCs mi ght ally wi th a facti on
of Syr ks opposi ng I nspi r ed r ule, only to find themsel ves dupes of the yuan- ti . Before the moti vati ons of these yuanti can be assessed, PCs who are fami li ar wi th the evil yuan- ti of Xen' dr i k mi ght j ump to thei r own conclusi ons. PCs who come to under stand the natur e of the neutral yuan- ti of Syr kar n mi ght di scover evi l yuan- ti enclaves tired of hi di ng in the shadows. These yuan- ti seek to make the I nspi r ed pay for past slaughter . They could be uncom fortable alli es for PCs seeki ng to do l i kewi se. Alternati vely, the number of yuan- ti hidden in Syrkar n mi ght vastl y exceed even the I nspi r ed' s most par anoi d guesses. Br eedi ng undetected for twel ve centur i es, these yuan- ti ar e a force capable of ti ppi ng Sar lona' s bal ance of power if they ever emer ge fr om hi di ng.
ENCOUNTERS A few of the char acter s PCs mi ght r un i nto whi l e i n Syr kar n ar e detai l ed her e.
Fr ai h n a L ohazzen Fr ai hna is the best tr acker in the steppes—har d to find and expensi ve to hi r e, but wel l wor th both effort and pr i ce. A li feti me in the wi l d has bur ned hi s l eather y ski n to the color of a Syr kar n sunset, and hi s di sti ncti ve shock of bleached hai r is often the first i ndi cati on of hi s appr oach acr oss the pl ai ns. Fr ai hna r oams at an easy pace between the gi ant- r un far msteads of the Lamecha Lowl ands and the cl anhol ds of the Mar r ah. Messages can be passed to hi m thr ough any of the veter an dr over s of the tr ade r oads, and such ar e usual l y r etur ned wi thi n the month. It's possi ble that Fr ai hna could be an adver sar y of the PCs, hi r ed to tr ack them for an enemy or ri val gr oup. The eneko r anger car es more about sur vi val and hi s reputati on than about the mor al par ti cul ar s of a gi ven si tuati on. FRAIHNA LOHAZZEN CR 8 Male eneko ranger 8 CN Medium giant Acti on Poi nts 3 I ni t +2; Senses darkvision 60 ft., low- light vision; Listen +11, Spot +11 Languages Giant, Riedran
AC 18, touch 12, flat- footed 16 hp 55 (8 HD) Fort +8 (+10 against poison), Ref +8, Wi l l +2 Speed 30 ft. (8 squares); woodland stride Melee +1 Largegreataxe +12/+7 (3d6+5) Ranged +1 Large composite longbow +12/+7 (2d6+4) or + 1Large composite longbow +8 (4d6+8) wi th Manyshot or +1 Large composite longbow +12/+12/+7 (2d6+4) with Rapid Shot Base Atk +8; Gr p +15 At k Opti ons favored enemy gi ants +4, favored enemy humans +2 Combat Gear 2 potions of bear'sendurance, 2 potions of cure moderate wounds Ranger Spells Pr epar ed (CL 4th): 1st —animal messenger, magic fang Spell- Li ke Abi l i ti es (CL 4th): 1/day—endure elements, pass without trace Abi l i ti es Str 16, Dex 15, Con 15, Int 12, Wi s 12, Cha 6 SQ ani mal companion, li nk wi th companion, powerful build, share spells, swift tracker, wild empathy +6 (+2 magical beasts) Feats EnduranceB, Heroic Spirit, Manyshot B, Point Blank Shot, Rapid Shot B, Weapon Focus (longbow), TrackB Ski l l s Handle Ani mal +9, Heal +11, Knowledge (nature) +14, Listen +11, Ride +15, Spot +11, Survi val +11 (+13 aboveground) Possessi ons combat gear plus +1 chain shirt, +1 Largegreataxe, +1 Large composite longbow (+3 Str bonus) with 20 arrows, amulet of natural armor +1 Hook "Big country, Syrkarn. Lot of places for someone to hide. Just not from me." CREYSA A , HUNTING HOU ND COMPA NION
CR
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N Medium magical beast (augmented ani mal) I ni t +2; Senses low- light vision, scent; Listen +3, Spot +3 AC 18, touch 12, flat- footed 16 hp 45 (6 HD) Resi st evasion Fort +5, Ref +5, Wi l l +1 (+5 against enchantments) Speed 50 ft. (10 squares) Melee bite +7 (1d8+2) Base Atk +4; Gr p +6 Atk Opti ons trip (+6 melee touch)
THE SYRKARN RAJAH Fr om f r agment s of yuan- t i l or e and cont empor ar y human r ecor ds, some schol ar s asser t that a r akshasa rajah exi sts in Syr kar n, possi bl y beneath the r ui ned yuan- ti ci ty of Sustr ai Mor. T he eneko K ar r ak cul ts ar e sai d to be numer ous wi thi n the wasted pl ai n that sur r ounds the r ui ns. Among the Syr k nomads, the ci ty has a r eputati on for bei ng haunted or over r un wi th secr et sects of yuan- ti . Whatever the tr uth, the Syr ks avoi d the pl ace. Whet her the I nspi r ed or the Dr eami ng Dar k have r eason to f ear the mi ght of a bound r aj ah i s an open questi on. It seems l i kel y, t hough, that the I nspi r ed' s unwi l l i ngness to r i sk the r esour ces necessar y to destr oy
the Syr kar n fiend dr ove the deci si on to si mply empty that l and—denyi ng the fiend (and its i nevi tabl e Lor ds of Dust al l i es) the fol l ower s it woul d i nevi tabl y seek. At the same ti me, the I nspi r ed show little of the same concer n for the rajahs thought to be tr apped in the Tundra and Adar . Per haps the lor ds of Ri edr a have some plan for keepi ng these other fiends i n check, ei ther befor e, or pr efer abl y after , they r un r ampant in those l ands. At the same ti me, the fall of K hunan and the subsequent ri se of the yuan- ti suggests to some that the Syr k rajah was once unbound—and that whatever act saw it put down mi ght not have bound it as str ongl y as the I nspi r ed woul d l i ke.
TERRAIN FEATURES
Abi l i ti es Str 15, Dex 17, Con 16, Int 2, Wi s 12, Cha 6 SQ 3 bonus tri cks Feats TrackB, Improved Natural Attack (bite), Skill Focus (Survival), Weapon Focus (bite) Ski l l s Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +8 (+12 tr acki ng by scent) Tr i p (Ex): A hunting hound that hits wi th a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without maki ng a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the hound.
T he open pl ai n mar ks the edge of the ter r i tor y of a hi ppogr i f f her d that advent ur er s mi ght be seeki ng or pr otecti ng. Al ter nati vel y, the PCs coul d be tr acki ng a nomadi c tr i be wi th whi ch they have pr essi ng busi ness. The r ui ns ar e at least a day's ri de fr om the near est settl e ment or tr ade r oad. T he combi nati on of tall gr ass and r ubble makes movement in the ar ea chal l engi ng. Char acter s can move wi thi n the r ui ns wi thout di ffi culty, but those attempti ng to r un must succeed on a DC 10 Bal ance check or fall.
Ky
KEYED AREAS
N f emal e eneko cl er i c 4 A for mer member of the K ar r ak cul ts, Ky is one of the best sour ces of i nf or mati on on cult acti vi ty—she r emai ns one of the few people to flee thei r r anks and li ve to tell about i t. T hough she pr efer s the cr owds of Ar dhmen and Nder i tese to the open pl ai ns wher e ambush is easy, Ky is a loner . She r emai ns a di sci pl e of K ar r ak, and the scythe she car r i es has never seen a wheat field. T hose seeki ng i nf or mati on on the cul ts i nevi tabl y find themsel ves poi nted in her di r ecti on, but seeker s must spend ti me and money (mostl y at the ustah taver ns) to wi n her tr ust.
Rui n ed Bui l di n gs: T he r ui ned f oundat i ons of a mi dsi zed town spr ead t hr ough the wi nd- swept gr ass. T he shatter ed wal l s var y fr om 3 to 5 feet i n hei ght, though hi gher wal l s appear at i nt er val s. Wher e mul ti stor y bui l di ngs have col l apsed, ti me and weat her have r educed thei r stones to l i ttl e mor e t han gr avel . Pl ace speci f i c r ui ns ( apar t ment s, stabl es, war ehouses) and encount er s as desi r ed. Guar d Post s: T he 20- foot- hi gh standi ng stones mar ki ng off the ar ea ar e the r emai ns of a gr eat wal l that once sur r ounded thi s settl ement. Cl i mbi ng to the top of a guar d post stone r eveal s holes in the top wher e a wooden pl atfor m was once attached. Each standi ng stone has a 5% cumul ati ve chance to collapse for each char acter who cl i mbs it (Reflex DC 20 to avoi d 2d6 poi nts of fal l i ng damage and ld6 poi nts of bl udgeoni ng damage). Fr om the top of any guar d post, a successf ul DC 20 Spot check enabl es a char acter to noti ce the hi dden campsi te. Wel l : Any ani mal s wi th the par ty catch the scent of water in thi s ar ea. A low mass of r ubble cover s a capstone l eadi ng to a long di sused wel l . At the bottom of a 15- foot shaft, a natur al spr i ng flows slowly but is fr esh and clear . Al ter nati vel y, ice mephi ts fr om the wi l d zone in ar ea 5 have settled her e, and PCs seeki ng pr eci ous water find themsel ves led i nto an i cy tr ap. Spel l T ur r et T r ap: An aur a of magi c fills thi s ar ea, center ed on a si ngle bl ack pi l l ar . T hi s spot once mar ked the entr ance to a secr et chamber , its r oof and wal l s fallen long ago. The pi llar ' s magi c pr otected it fr om the r avages of ti me. Any cr eatur e touchi ng the pi l l ar acti vates a spell tur r et trap of appr opr i ate Chal l enge Rati ng for the par ty. See Dungeon Master's Guide II for mor e i nfor mati on on spell tur r et tr aps, or r eplace it wi th any appr opr i ate magi c tr ap fr om Chapter T hr ee of the Dungeon Master's Guide. In addi ti on to the danger s of the spell tur r et tr ap, thi s potent defensi ve magi c mi ght br i ng one or mor e essence r eaver s (see page 147) to the ar ea. Wi l d Zone: T wi sti ng t hr ough the r ui ns, a pl anar gat eway to Ri si a sur ges fr om ti me to ti me. At ti mes of connecti on, wi de vents cr ack open among the r ubbl e and bl ast the ar ea wi th el emental col d. Such an occur r ence is what dr ove the r ecent i nhabi t ants of the secr et campsi te away. A pl anar shi ft occur s about an hour after the PCs ar r i ve. A sudden chi l l f i l l s the ar ea, f ol l owed by a low r umbl i ng that mi ght be mi st aken for an ear t hquake. T hen the gr ound is tor n t hr ough by f r eezi ng wi n ds and bol ts of el ement al i ce. Tr eat the i ce bol ts as a 5th- l evel call lightning or 9th- l evel call lightning storm effect
L addi n T ho L G mal e h u man wi zar d 7/ l or emast er 5 A wander i ng hi stor i an, Laddi n T ho is the best sour ce of gener al and hi stor i cal knowl edge on the pl ai ns. T he pr obl em for most of those who seek hi s knowl edge is pul l i ng the useful detai l s fr om hi s endl essl y meander i ng tal es. T ho is near l y as tall as the eneko labor er s he dr i nks wi th constantl y, but hi s gaunt f r ame gi ves hi m the look of an oddl y mustached i nsect. Hi s apar tments in Ndter i se ar e r umor ed to hold one of the l ar gest col l ecti ons of ar cane scr ol l s outsi de the encl aves of the K eeper s of the Wor d, but Tho' s days as a hi r ed spel l sl i nger (whi ch he happi l y r ecounts i n excr uci at i ng detai l ) ar e l ong behi nd hi m.
A DVENTURE SITE: SARLONAN RUINS T hi r ty centur i es after its fall, the r ui ns of an ol d- Sar lonan settl ement r i se li ke bl eached bones in the mi ddl e of the empty steppes. T hey ar e a star k l andmar k, avoi ded by the her d ani mal s in the ar ea.
APPROACH The tracks you've been following suddenly break and scatter around a low rise of hill. Rising above the waist- high plain ofgolden grass, distant stand ingstones mark off the edge of a field of rubble and low walls. No si gn of cur r ent or pr evi ous habi tati on can be seen fr om outsi de the r ui ns. A successf ul DC 15 K nowl edge (l ocal ) or K nowl edge ( ar chi tectur e and engi neer i ng) check notes mor e dest r uct i on her e t han woul d be expected of the endur i ng r ui ns of old Sar l ona. A suc cessful DC 25 Sur vi val check anywher e ar ound the rubble deter mi nes that the gr ass shows si gns of r ai n mor e r ecent than has occur r ed in the ar ea (a pr oduct of the el emental effects fr om ar ea 5).
SARL O N AN RU I N S EN C O U N T ERS d% 01
02- 05 06- 15 16- 20 21- 25 26- 35 36- 40 41- 50 51- 55 56- 65 66- 75 76- 80 81- 90 91- 100
Encounter EL 13 1 ice devil 1d4 essence r eavers (page 147) 9- 13 1 eneko 8th- level ranger sahar and 8- 10 1d6 eneko/ human 4th- level warri ors 1d6 rejkars (MM3 140) 5- 11 1 eneko 7th- level cleric of Karrak and 2d4 eneko 2nd- level warrior cultists 7- 9 2d4 hi ppogr i ffs 4- 8 6- 9 1d4+1 quorbred cheetahs (page 151) 1d6 ice mephits 3- 8 4- 6 1d3 phrenic lions (EPH 205) 1d2 dire lions 5- 7 5 1 half- giant 4th- level nomad 1 snowflake ooze (MM3 161) 5 1d3 half- giant 3rd- level psychic warriors 3- 6 3- 6 1d3 quorbound wolves (page 150)
( dependi ng on par t y l evel ) that deal s cold damage i nstead of el ectr i ci t y damage. Tr eat the ar eas wi t hi n 30 feet of each br each as sever e cold or ext r eme col d, dependi ng on par t y l evel . Once the pl anar acti vi ty di mi ni shes, the gr ound closes up agai n, but cr eatur es escapi ng from the mani fest zone mi ght r emai n in the ar ea. Any i nvesti gati on con cl udes that much of the destr ucti on her e has been caused by pr evi ous pl anar events. H i dden Campsi t e: Shelter ed behi nd a mostly i ntact stone wal l , a bl ackened fi re pit and a pi le of wel l - char r ed
bones poi nts to r ecent occupati on of thi s si te. A success ful DC 15 Sur vi val check deter mi nes that it has been appr oxi matel y two weeks si nce anyone was her e. Shal l ow Gr ave: I f the PCs i nvesti gate the hi dden campsi te, a successful DC 22 Sear ch check shows that mor e stones have been r emoved fr om the si te than can be accounted for in the constr ucti on of the fire pi t. A shor t di stance away, a makeshi f t cai r n has been placed over a shal l ow gr ave. I f the par ty is pur sui ng K ar r ak cul ti sts, thi s could be the r emai ns of a vi cti m r i tual l y sacr i fi ced and bur i ed. I f they ar e i nvolved wi th I nspi r ed acti vi ty in Syr kar n, the body could be that of a Ri edr an exi le tr acked down and ki l l ed by the T housand Eyes—or the r emai ns of a Ri edr an agent mur der ed by those he pur sued.
REWARDS Tr easur e appr opr i ate to the par ty' s level can be found pr otected by the spell tur r et tr ap or i nadver tentl y bur i ed wi th the vi cti m in the shal l ow gr ave. As wel l , the r ui ns mi ght hold magi cal l y pr otected lore of old Sar lona that could dr i ve fur ther adventur es.
DEVELOPMENT T he r ui ns ar e sui tabl e as the begi nni ng of an adventur e ar c, wi th the PCs ei ther stumbl i ng upon the r ui ns r an doml y or seeki ng them out. Evi dence of mur der ther e can dr i ve the par ty to seek fur ther i nfor mati on of plots among the K ar r ak cul ti sts or the I nspi r ed. Al ter nati vel y, thi s scenar i o can mar k the end of a campai gn ar c, wi th the par ty pur sui ng some anci ent tr easur e or lore pr o tected by the spell tur r et tr ap.
THE TASHANA TUNDRA This isTashana, our home. It island and sky, empty and endless. —Tel- Marq, Saar tuk shi fter r anger Yes, yes. Big and cold. Now let'sfind the village, shall we? —Clovi s Forlaine, Whi tetooth mer chant T he T ashana Tundr a is a land of vast, open spaces and endl ess sky. H ome to the gr eat shi fter nati on of Sar l ona, the Tundr a consi sts mai nl y of gr assy, tr eel ess pl ai ns that str etch wi thout i nter r upti on fr om hor i zon to hor i zon. For many thousands of year s, these semi nomadi c tr i bes have r oamed the gr assl ands, i solated fr om the r est of the wor ld and left in r el ati ve peace to contempl ate the cold, pur e spi r i t of thei r ancestr al homel and.
LAND OF MANY W ATERS Tashana means "many water s" in an anci ent, nearly exti nct shi fter di al ect. T he pl ai ns ar e dotted wi th hundr eds, if not thousands, of smal l gl aci al l akes. Many of these r emai n fr ozen year - r ound, but the souther n water s thaw in summer . In these months, the Tundr a is a place of pur e and unspoi led natur al beauty. T he l andscapes ar e r egu lar ly i nter r upted by huge mounds of r ocks and boul der s, some mi les wi de, that seem to have fallen from the sky. Remnants, pr esumably, of an earli er glaci al age, these rock mounds have a str ange and other wor ldl y beauty. T he major i ty of the Tundr a is cover ed wi th fr osty gr assl ands. To the nor th the Eska Mountai ns r i se, and the nor ther n foothi l l s of the Paqaa Mountai ns encr oach upon the souther n bor der . In the far nor th, the dr eam li ke and ghostl y T ashyvar I sl ands r each i nto the Sea of Rage. Fi nal l y, the myster i ous K r er tok Peni nsul a extends nor theast of the Eska Spi nes. T he cl i mate is mai nl y subar cti c, wi th tr ue ar cti c con di ti ons in the nor ther n pl ai ns and mountai ns, and shor t summer months of near- temperate conditions in the south. If anythi ng definitive can be said of the Tundra as awhole, it isthis—it is a land of strange weather. Bli zzards, snow squalls, and whi teouts someti mes descend in an i nstant, but also common are str ange heat waves, downpour s of i nexpli cably war m r ai n, and savage l i ghtni ng str i kes. Pl an ar El emen t s: T he souther n bor der of the T ashana r egi on is mar ked by a gr adual el evati on shi ft
WHAT DO YOU KNOW? K nowl edge ( geogr aphy) DC 10: Great shifter nati ons domi nate the nor ther n par t of the conti nent of Sar lona, and an i ntegr ated soci ety of dwar ves and duer gar li ves in the Paqaa Mountai ns. DC 15: Ther e are actually thr ee shi fter nati ons in the Tashana, and a second dwar f nation resides in the nor ther n Eska Mountai ns. DC 20: A communi ty of maenads i nhabi ts the Tashyvar i slands, wi th several coloni es on the wester n Tashana shor eli ne. Nomadi c half- gi ants can be found thr oughout the Tundr a. DC 25: The K r er tok Peni nsula is home to the savage human bar bar i ans known as the K alaak. K nowl edge (the pl anes) DC 15: Rogue mani fest zones, called aukaraks or reality stor ms, drift thr oughout the Tundr a. DC 20: The southern border of the Tashana region is marked by an i nter mi ttent mani fest zone tied to the Plane of Ice, gi vi ng the appear ance of per petual wi nter from south of the border. DC 25: Aukaraks can mani fest planar cr ossover effects fr om any of Eberron's twelve coter mi nous planes. DC 30: Some aukaraks war p the ver y fabric of ti me and space, telepor ti ng tr aveler s great di stances, or tr appi ng them in tempor al loops.
K nowl edge ( l ocal ) DC 10: The Qiku and Saar tuk shi fter nati ons are gener ally peaceable towar d tr aveler s; the nor ther n Chuni i gi nati on is mor e war li ke. DC 15: Tashanan coastal communi ti es and pi rates of the Lhazaar Pr i nci pali ti es have mai ntai ned secret tr adi ng and smuggli ng routes acr oss the Lhazaar Sea for many year s. K hor vai r i an mer chants seek cer tai n valuable li chens of the Tundr a, and Tashanan shi fter art is in hi gh demand among some rich collectors. DC 20: The souther n Qiku shifters are ai di ng the refugee Aki ak people in their war of resistance against Ri edr a. DC 25: A civil war is br ewi ng in the Dor ann Holds, wi th an anci ent order of paladi ns r i si ng up agai nst the author i ty of the Stone Counci l. K nowl edge ( hi stor y) DC 10: The Tashana regi on is the ancestr al home of Eber r on shifters and lycanthr opes. DC 15: The shifter nations of the Tundra have enjoyed a remarkably long period of relative peace, wi th inter tribal warfare all but unheard of in recent generations. DC 20: The refugee Aki ak people wer e once a great and power ful nati on, but wer e betr ayed by the l eader s of Ri edr a. DC 30: Legends speak of an anci ent evil located deep wi thi n the Krertok Peni nsula—the petrified r emnants of a rakshasa rajah from the Age of Demons.
and what appear s to be an i nter mi ttent mani f est zone ti ed to Ri si a, the Pl ane of I ce. Al l al ong these bor der l ands, pl anar mani f est at i ons of i ce and snow have gi ven the appear ance of a l and of per petual wi nter to those south of the bor der . T hi s geogr aphi cal i sol ati on has r esul ted in a l and that is r emar kabl y i nsul ar and sel f - sustai ni ng. T he Tundr a is wel l known for r eal i ty stor ms (aukaraks in the anci ent Shi fter di alect), r ogue pl anar br eaches and mani fest zones that dr i ft over the l andscape.
GETTING THERE Al though no more di ffi cult to tr avel to than other locales, the Tashana Tundr a had few vi si tor s in the past. The aus tere beauty of the place and its peoples dr ew li ttle i nter est. Recently, however , thi ngs have changed.
I nter conti nental tr ade on a si gni f i cant scal e has developed on the wester n Tashana coastl i ne. Expor ts of medi ci nal and magi cal li chens from the Tashanan i nte rior have r esulted in expansi on of the port communi ti es of Wi nter stead and Whi tetooth, at the r especti ve openi ngs of the Qonama and Ti i ki r i ver s. Al though the Tundr a does pr oduce some uni que herbs and spi ces, the tr ue reason for thi s rapid gr owth is less savor y—coastal Tashana pr oduces a par ti cul ar l y potent str ai n of the f ati gue- al l evi ati ng l i chen known as muqqa, or i cewi l d. Al so, Tashana shi fter ar t is cur r entl y in vogue among a few weal thy collector s in Zi l ar go. As a r esult, there's a gr eat demand for br ave souls wi l l i ng to di scover and bar ter for genui ne ar twor ks. Recent year s have al so seen a si gni fi cant i nflux of shi fter s fr om K hor vai r e—both i ndi vi dual pi l gr i ms and enti r e communi ti es. K hor var i an shi f ter s have been
TASHANA TUNDRA AT A GLANCE I nfor mati on pr ovi ded by schol ar s fr om var i ous academi c i nsti tuti ons i n K hor vai r e. Popul at i on: 400,000 (70% shi fter s, 20% dwar ves/ duer gar , 5% humans, 3% hal f - gi ants, 2% maenads). Ar ea: 1,500,000 squar e mi l es. Sover ei gn: Sky Tellers (shifter nati on); Stone Coun cil (Dor ann Holds); Jade- Li n (de facto Aki ak leader). Capi tal : Nasq (unoffi ci al capi tal of Qi ku nati on).
Major Ci ti es: Whi tetooth, Wi nter stead, Tanni shold. Cl i mat e: Subar cti c to ar cti c. H i ghest Poi nt : Mount Jor l , el evati on 18,320 feet. H er al dr y: Pi gment- on- seal ski n of an abstr act r ock mound on a fi eld of thr ee feather s (shi fter nati on); var i ous clan her al ds (Dor ann Holds and Aki ak) . Founder : Unknown. Nat i onal Motto: "Banded we l i ve!"
ar r i vi ng by boat in gr eater number s si nce the end of the Last War , wi th char i smati c l eader s often at the head of enti r e naval convoys of pi l gr i ms. I ndi vi dual shi f ter s mi ght want to tr avel to Tashana for per sonal or spi r i tual r easons; other char acter s mi ght si gn on as escorts and defenders of the lar ger shi fter mi gr ati ons. An d as wi t h any pl ace, not al l vi si tor s ar r i ve by choi ce. The Aki ak people mai ntai n thei r communi ty- i nexi l e i n the nor ther n foothi l l s of the Paqaa Mountai ns. Whi l e the shi fter s of the souther n Qi ku ar e car eful not to over tl y oppose the Ri edr ans, they ar e pr ovi di ng mater i al suppor t to the Aki ak fi ghter s and har bor i ng some ci vi l i an communi ti es. I nter nal tr avel is not di ffi cult despi te the lack of good r oads. Shi fter and dwar f communi ti es have long tr aded among themsel ves, and l i mi ted tr ade exi sts between the shi fter s and the nor ther n bor der communi ti es of Ri edr a.
A DAY IN THE LIFE Tel- Mar q wakes as the mor ni ng li ght shi nes thr ough the small openi ng of hi s seal ski n tent. Exi ti ng i nto the br i ght gl ar e of snow and sky, he squi nts to sur vey the hor i zon. Subtle i ndi cati ons of wi nd, li ght, and scent tell hi m that a stor m is comi ng. It wi l l be whi te snow, dr y and cold. And much of it, i ndeed. Af ter feedi ng hi msel f and hi s team of sled dogs, TelMar q gather s hi s gear . About 200 yar ds away, a hole is cut i nto the ice of the fr ozen l ake upon whi ch the camp is set. The dogs guar d the equi pment and the meat gleaned from the hunt so far. T hey and the sad bundl e—the r emai ns of hi s hunti ng compani on, Tel- Ruq.
A Qi ku shifter
hunter
contemplates
No time to dwell on such thi ngs, Tel- Marq tells hi mself as he sits next to the hole in the ice. It is only a matter of time, he knows, befor e a seal or wal r us spots the hole from below and takes the oppor tuni ty for a br eath of fresh air. Then Tel- Marq's spear wi l l fly, and another ki ll wi l l be added to the take for thi s hunt. Tel- Mar q br aces hi msel f agai nst the cold and begi ns what could be a long wai t. He lets hi s eyes gaze off to the hor i zon and feels the cal m and pati ent spirit of the land flow thr ough hi m. Ice and sky. Wi nd and snow. Empti ness and endl essness . . . Tel- Mar q r eacts in an i nstant as the water befor e hi m er upts, hi s spear flyi ng str ai ght and tr ue as an old wal r us br eaches the sur face. Tel- Mar q secur es the car cass wi th the other s. It is enough; the hunt is finished. He lets hi s eyes fall agai n on the bundl e of Tel- Ruq's r emai ns fr ozen among the car casses. Tel - Mar q had found hi m the pr evi ous day, by one of the mor e di stant hunti ng holes, felled by wol ves. Tel- Mar q had dr i ven off the lone, wounded cr eatur e that r emai ned, then gather ed up hi s fr i end and br other to r etur n hi m home to the tr i be. The dogs bristle wi th anticipation as Tel- Mark mounts the sled. Looki ng agai n to the hor i zon, he squi nts i nto the glar e. Could it be? Yes, ther e. A hundr ed yar ds away, the spectr al wol f r egar ds Tel- Mar k wi th utter cal m. A sense of peace washes over Tel- Mark as he acknowledges the presence of the spirit ani mal . It is a benedi cti on of sor ts, a si gn from the ani mal spirits that the hunt has been well and proper. Tel- Marq dr i ves the dogs har d thr ough the after noon, hopi ng to return to the vi llage before ni ghtfall. The pr e dicted snowstor m arri ves. Ther e is little wi nd, but the lar ge, dr y flakes dri ft gently to the gr ound as if an enti r e ocean
the vastness
of the
Tundra
of snow wer e fal l i ng to ear th. Navi gati ng by i nsti nct alone, Tel- Mar q ri des though the bl i ndi ng whi te. T he snow begi ns to taper off sl i ghtl y when Tel- Mar q r ounds a l ar ge r ock mound and catches a scent i n the ai r that makes hi s blood fr eeze. He hal ts the dogs, cal mi ng and qui eti ng them wi th a ser i es of hand si gnal s. Con vi nced that he is safely upwi nd, Tel- Mar q cl amber s up the gl aci al r ock pi le and peer s down the other si de. Two fi gur es clad in fur and ski ns—shi f ter ski ns, TelMar q notes wi th fur y—ar e fi ghti ng over the scr aps of a fox car cass. Shar pened bones pi er ce the bar bar i ans' ski n in multi ple pl aces, enti r e str i ps of flesh del i ber atel y pul l ed and tor n. T he faces ar e a r ui n of scar s and dead or dyi ng flesh. T hey ar e K al aak. Scouts, Tel- Marq thi nks, and there wer e likely more, hidden by the swi r li ng whi te. The wi nd and snow meant nei ther Tel- Marq nor the raiders would likely be able to follow a trai l. Slowly, Tel- Marq nocks an ar r ow in his massive bow. They would not be able to scale the rocks before he felled them both. And they would not flee. K alaak never fled. Tel- Mar q gather s the cr uel metal mor ni ngstar s from the ar r ow- r i ddl ed bodi es. Best to r etur n to the vi l l age and war n the elder s. K al aak! T hi s far south! A bad omen, i ndeed. T i me to move the vi l l age agai n. That eveni ng, the tr i bal dr ummer s whi r l in a fr enzy of celebr ati on as other hunti ng par ti es r etur n. Ar ound the fire in the l ar ge bl ack seal ski n tent of the el der s, TelMar k makes hi s r epor t—the death of Tel- Ruq and the appear ance of the K al aak r ai der s. H avi ng done hi s duty by hi s tr i be and hi s fami l y, Tel - Mar q sets off for hi s own l odgi ng. T i me now for sl eep.
THE TASHANANS No si ngl e ci vi l i zati on gr aces the T ashana T undr a. T he peopl e of the T undr a i ncl ude numer ous r aces, each separ ate and di sti nct. Shi f t er s: T he Tundr a shi fter s are di vi ded i nto thr ee gr eat nati ons, the Qi ku tr i bes of centr al T ashana; the coastal Saar tuk peopl e, and the mor e war l i ke Chuni i gi
i n the nor th. Al though i nter tr i bal ski r mi shes and r ai ds ar e not uncommon, the elder s of all thr ee nati ons wor k har d to mai ntai n the peace of r ecent gener ati ons. Wher eas the shi fter s of K hor vai r e tend to value selfr el i ance and per sonal fr eedom, the Qiku and Saar tuk shi fter s place much more i mpor tance on the communi ty. Al l egi ance is to the tr i be, the fami ly uni t, and the nati on— in that order. The har shness of li fe in the Tundr a has di ctated thi s be so—r ugged i ndi vi duali sm in the Tundr a is not advi sed. Goi ng it alone, to a Tashana shifter, is danger ous, stupid, and spi r i tually mi sgui ded. Tundr a shi fter s do not str uggl e agai nst thei r besti al natur e, but r ather embr ace it as a si gn of thei r oneness wi th all l i vi ng thi ngs. Shi fti ng is a pr ofoundly exhi l ar at i ng and j oyful exper i ence, even when the ai m is aggr es sion. Tashanan shi fter s have a r emar kable abi li ty to accept vi ol ence and death as par t of the natur al order. I f it's necessar y to tear an enemy to pi eces, a tundr a shi fter does so wi th gr eat passi on. Tundra shi fters who choose to explore the wi der world mi ght be doi ng so at the bequest of the communi ty. Such br aves gather i deas and knowl edge befor e r etur ni ng to the tr i bes, seeki ng to make the nation str onger . Because Tashana shi fter s place a pr emi um on communi ty, such a char acter is l i kel y to be fiercely loyal to hi s compani ons. Possessi ons mean li ttle to shi fter s asi de fr om thei r uti l ity. Al though they under stand the concept of cur r ency, hoar di ng coi ns and gems is a str ange pr acti ce to them. Shi fter s fr om the nor ther n Chuni i gi tr i bes have a simpler, more aggr essi ve vi ewpoi nt. Whi l e the communi ty concept is still ver y strong, these are desperate ti mes for the Chuni i gi . A tr i be might raid another tribe to supplement its hunt, and i ntratri bal conflict can pit factions and fami li es agai nst one another. Dwar ves: The Eska Mountai ns ar e home to the i sola ti oni st dwar ves of the Dor ann Holds, who ar e thought to have mi gr ated from Frostfell over an anci ent land br i dge. Li ttle is known of these cl ans today. T he dwar ves and duer gar who eventual l y mi gr ated to popul ate souther n r egi ons appear to have spli t from the Dor ann centur i es
FIVE THINGS EVERY TASHANA SHIFTER KNOW S 1. T he Way of the Br ot her s: A pr acti cal code at hear t, The Way of the Br other s is i mper ati ve in the har sh l ands of the Tundr a. T hi s code has only str engthened i n r ecent gener ati ons as Tundr a shi fter s have l ear ned the val ue of cooper ati on and peaceabl e r el ati ons. 2. H ow to L i ve off t he L an d: Even i n unf ami l i ar cl i mes and sur r ounds, tundr a shi fter s per sever e. Al l Tundr a shi fter s have hi gh r anks in the Sur vi val ski l l , whi ch is cr uci al in thei r home envi r onment. 3. Fl ee the Pl an ar Br eaches: In the Tundr a, pl anar br eaches ar e par ti cul ar l y wi l d and unpr edi ctabl e. Most of them dr i ft over the l andscape li ke smal l weather fr onts. The unnatur al sensati on of pl anar l eakage wi thi n these zones is pr ofoundl y pai nf ul and upsetti ng for tundr a shi fter s, who feel a spi r i tual bond wi th the l and. 4. T he Bet r ayal of the Sout her n Shi f t er s: Tundr a shi fter s' feel i ngs for thei r mar ti al Ri edr an cousi ns fall
somewher e between l oathi ng and pity, dependi ng on the i ndi vi dual . Most shi fter s nei ther know nor car e about the par ti cular s of the Ri edr an nation, but they feel thei r di stant relatives who serve as Ri edr an enforcers have sold their souls to the cor r upt humans. Attempts in the past to " li ber ate" thei r br other s from thei r human handl er s have all ended tr agi cally—the Ri edr an shifter samur ai like what they do. To shifters today, they are lost causes, and a tundra shifter might ki ll a Ri edr an shi fter out of pi ty as much as anythi ng. 5. How to Pl ay Musi c: Tashana shifter tribal music isat once an art form, astyle of meditation, and apowerful source of magi c. Al l adult shi fter s cr aft thei r first i nst r ument usually a bone pipe or sealski n dr um—as a puber ty rite, and thi s act, along wi th one's first hunt, si gni fi es passage into adulthood. The Tashanans have developed i ngeni ous col lapsible dr ums made of bone and hide, and vi r tually ever y Tundra shi fter keeps dr ums or pipe wi th her at all ti mes.
An Aki ak guer r i l l af i ght er
ago. Si nce then, the Dor ann dwar ves have mai ntai ned a poli cy of poli ti cal i solati on, al though they sti ll tr ade wi th the nor ther n shi fter tr i bes and I nana maenads of the Tashyvar I sl ands. It is sai d that an i ncr easi ng number of the Dor ann cl ans ar e fever i shl y mi ni ng the Eska Moun tai ns, stockpi l i ng r aw mi ner al s as they dig.
T he dwar ves of the Dor ann Holds ar e a mi xed lot. Nor ther n cl ans tend to be more pr i mi ti ve, cl anni sh, and war l i ke than thei r di stant cousi ns in the Mr or Hol ds. Wher eas the K hor vai r i an cl ans settled i nto a pr ol onged peace under K ar r nath annexati on, the dwar ves of the nor ther n Dor ann Holds have never known such an era, and the typi cal state of affai rs is one of low- si mmer i ng clan conflict. The souther n Eska clans, by contrast, have much more ar able land to wor k, and hence mor e peaceful r ela ti ons, tr adi ng among themselves and the nearby humans and shi fter tr i bes. Sti l l , all Dor ann dwar ves tend toward mi ld xenophobia and i solati oni sm, and as such have little contact wi th the world beyond thei r bor der s. These days, a Dor ann dwar f adventur i ng in the lar ger wor ld is li kely to have chafed under the oppr essi ve poli ci es of the r ecent Stone Counci l l eader shi p. As the nor ther n cl ans fall i nto li ne under the H ammer hand l eader shi p, souther n cl ans ar e r al l yi ng to the cause of the r esur gent Cl anguar d pal adi ns. A Dor ann char acter is cer tai nly con cer ned about potenti al ci vi l war , and mi ght feel compelled to choose a si de and take a stand. When the last Aki ak str ongholds in the Paqaa Moun tai ns fell to the Ri edr ans, the scatter ed r emnants of thi s once- gr eat nati on wer e for ced to the nor th, wher e they li ved in smal l mobi le r efugee camps. T he few r emai ni ng Aki ak ar e an i ntr i gui ng peopl e—a fully i ntegr ated soci ety of dwar f and duer gar , attempti ng r ebui l d and fight back agai nst thei r Ri edr an enemi es. The Aki ak ar e fighting a guer r i lla- style war agai nst the I nspi r ed, l aunchi ng forays i nto thei r occupi ed homel ands whi l e constantl y defend i ng themsel ves agai nst counter attacks by Ri edra's death squads. An Aki ak char acter is l i kel y to be dr i ven to take back the Paqaa Mountai ns, and to eventually br i ng the fight to the cor r upt hear tl and of Ri edr a. Maenads: The Tashyvar I slands are home to the I nana maenads. Vi cti ms of an anci ent tr agedy, these psi oni cally power ful bei ngs are the last sur vi vor s of an i sland nati on that sank beneath the water s of the Lhazaar Sea two thou sand year s ago. T he I nana have r ecentl y establ i shed a
THE W A Y OF THE BROTHERS Pr obably the most centr al and uni f yi ng code of Tashana shi fter cul tur e, the Way of the Br other s i s based on an anci ent myth. Whi l e the detai l s of the myth var y fr om nati on to nati on, and even fr om tr i be to tr i be, the essen ti al stor y is al ways the same. Soon after the dawni ng of cr eati on, the first shi fter s wer e tr i cked by demons i nto fighting one another in a devastati ng ci vi l war . T hr ee gr eat nati ons fought unti l the snows of the Tundr a had melted away fr om the heat of spi l l ed shi fter bl ood. Gr avel y wounded and near death, a sole sur vi vi ng War r i or of the first nati on wal ked the car nage of the battlefi eld. He pr esentl y came to an anci ent gl aci al slab of r ock, wher e a Shaman fr om the second nati on lay unconsci ous and dyi ng. Exhausted and wear y of death, the War r i or put away hi s kni fe and i nstead cl eaned and dr essed the wounds of hi s enemy. To hi s sur pr i se, the Shaman awoke the next mor ni ng to find hi s wounds tended and a pack contai ni ng meat and
water lyi ng nearby. The Shaman set off for the hori zon and came acr oss another anci ent rock. Upon the rock, an Elder fr om the thi r d nati on lay dyi ng. T he Shaman wor dl essl y tended to the Elder , and r esumed hi s wander i ng. T he Elder i n tur n awoke to find meat and water lai d asi de, and set off for the hor i zon. He too came upon a gl aci al r ock, upon whi ch the War r i or of the first nati on had finally succumbed to cold and hunger . And so the Elder tended to the War r i or . T hus began the Gr eat H eal i ng of the Tr i bes. T he spell of the demons had been br oken, and the shi fter s of the Tashana lay down thei r spear s and sheathed thei r cl aws. When the tr i bes finally uni ted i n a summi t, the War r i or , the Shaman, and the Elder met upon a gr eat gl aci al stone and r eal i zed that each had ci r cl ed back to the same place i n hi s del i r i um. T he thr ee embr aced one another as tr ue br other s, and br ought peace to the Tashana people.
ser i es of smal l coastal haml ets on the wester n seaboar d of Tashana pr oper . O t her s: Scat t er ed t hr oughout the T undr a ar e the I cebi nder s, wander i ng bands of hal f- gi ant psi ons. Other nomads i nclude many i ndependent neutr al - and good- al i gned human bar bar i an gr oups. T he ter r i fyi ng K al aak—a sect of savage, sel f- muti l ati ng bar bar i ans sai d to be in l eague wi th an anci ent evi l —pl ague the centr al and nor ther n Tundr a.
TUNDRA RELIGION Eschewi ng technol ogi cal and i ndustr i al advancements, the major i ty of Tashana shi fter s choose i nstead a path of si mpl i ci ty and uni on wi th thei r natur al sur r oundi ngs. Although much of thi s choice is stri ctly a practi cal matter, it is also a defi ni ng spi r i tual aspect of the shi fters of Tashana. Wher e a foreigner might see the Tundra way of life as primi ti ve, the nati ve sees it as pur e and spi r i tual l y power ful . T he centr al nati ons of the Qi ku and the Saar tuk have enjoyed r el ati ve peace for many gener ati ons, and as thei r communi ti es conti nue to gr ow and pr osper , the shi fter mi nd has tur ned i nwar d to more spi r i tual matter s. T hey ar e no l onger dr i ven by a str uggl e to sur vi ve, and now thei r shamani sti c tr adi ti ons gr ow mor e advanced wi th ever y gener ati on. T hi s advancement is evi denced by the shi fter s' sophi sti cated use of medi ci nal and magi cal l i chens nati ve to the Tundr a (see page 138).
TAShANAN STYLE Of the peoples of the Tashana Tundr a r egi on, only the shi fter s of the Qi ku and Saar tuk tr i bes have devel oped a cohesi ve cul tur e that can be effecti vely chr oni cl ed. T he dwar ves of the Dor ann Holds have i solated themsel ves for gener ati ons, and only the occasi onal ar ti fact fi nds its way out of the Eska mountai n passes. The cul tur e of the Aki ak cl ans has been all but destr oyed by the genoci dal machi nati ons of the I nspi r ed.
Ar t Cur r ent l y in vogue among a smal l ci r cl e of i nf l uen ti al col l ector s i n K hor vai r e ( Zi l ar go i n par t i cul ar ) , T ashanan ar t is sur pr i si ngl y sophi st i cat ed and pow er f ul for such a " pr i mi ti ve" cul t ur e. "An unmat ched sophi sti cati on of si mpl i ci ty," says Mor gr ave ar t schol ar Mentar i on Pal i nostr um. Most pr i zed ar e ani mal scul ptur es made of ivory, whal ebone, antler , and stone, often found as or namental par ts of uti li tar i an objects. These figurines r eveal a hi ghly developed aestheti c style, wi th a meti cul ous exactness of anatomy and pr opor ti on. T ashanan pai nti ngs employ natur al oils and pi gments wi th hi de canvases, and di splay complex techni ques that are the envy of many a K hor vai r i an ar t student. T he popul ar dr eamscape style featur es dense and sur r eal l andscapes of the natur al wor ld wi th an over lay of str ange shapes, colors and i mages.
Ar chi t ect ur e Vi r tual l y all Tashana shi fter s wer e at least semi nomadi c unti l only a few gener ati ons ago. Now, many tr i bes of the Qi ku and Saar tuk nati ons have establ i shed per manent settl ements and a nascent ar chi tectur al tr adi ti on. In the centr al pl ai ns, spr awl i ng vi l l ages bui lt in and among the str ange r ock mounds combi ne stonewor k and tunnel i ng wi th tr adi ti onal shel ter s of seal or car i bou ski ns. T hi s dr eamscape style featur es odd, other wor l dl y totems and or namentati ons. In the coastal settl ements of Wi nter stead and Whi tetooth, i ncr eased tr ade has r esul ted in a riot of i mpr ovi sed ar chi tectur al styles. T he nomadi c and semi nomadi c tr i bes sti ll employ collapsi ble tents of seal or car i bou ski ns, suppor ted by fr ames of bone and dr i ftwood. Lar ger str uctur es typi cal l y have r ai sed sl eepi ng pl atfor ms and a si mple flue to r elease smoke. It's thought that the Chuni i gi tr i bes of the far nor th mai ntai n sever al hi dden ice for tr esses and stor ehouses car ved di r ectl y i nto gl aci al for mati ons.
THE NIGHT OF RAZOR DREAMS When the Aki ak cl ans split from thei r Dor ann for ebear s hundr eds of year s ago, they i ni ti al l y settled in the passes and val l eys of the Paqaa mountai n r ange. Leavi ng behi nd the destr ucti ve cl an vi olence of thei r for ebear s, they made great leaps in metallur gy and alchemy. The psionic- tending duer gar in par ti cul ar developed advanced techni ques for wor ki ng wi th the abundant metal s and deep cr ystal found in the mountai ns of their adopted home. Previous to the rise of the I nspi r ed, the Aki ak wer e in great demand as techni ci ans in all Sarlonan nations, and some clans mi gr ated even far ther south, appr oachi ng Adar bor der s. Dur i ng thi s per i od, the Aki ak began bui l di ng dalnans, small str uctur es of cr ystal and steel desi gned to har ness the psychi c ener gy of a communi ty. Many of these ear ly monol i ths can sti ll be found thr oughout Sar l ona. When the I nspi r ed came to power , they hi r ed many of the Aki ak—who functi oned near ly li ke a gui l d in thi s per i od—and the clan coffers swelled wi th Ri edr an gold. The Aki ak and the I nspi red worked together to bui ld the first of the massi ve hanbalani, wi th the dwar ves suppl yi ng the basi c
al chemi cal and metal l ur gi cal bui l di ng bl ocks. Al though the basic framework was derived from the Aki ak design, the I nspi r ed also br ought quori i nsi ghts to the work, ensur i ng that the monoli ths could be used in ways the Aki ak never considered. Once the I nspired had appropriated the knowl edge they needed to build hanbalani on their own, they turned on theAki ak in a massi ve coordinated betrayal that has come to be known as the Ni ght of Razor Dr eams. Planned assas sinations, both physical and psionic, wi ped out nearly all the Aki ak leaders, engi neer s, and ski lled techni ci ans in the han balani construction facilities. Meanwhi le, the shifter samur ai of the Taaskan legi on—alr eady gar r i soned near many of the clan homes as "protection"—swarmed the Aki ak vi llages and towns in the Paqaa Mountai ns, ki lli ng or enslavi ng all who r emai ned. Only a fracti on of the once- gr eat Aki ak nation sur vi ved thi s hor r i fyi ng betr ayal , fleei ng to the nor ther n foothi lls of the Paqaa Mountai ns and the free lands of the souther n Tundr a. T he Ni ght of Razor Dr eams bur ns i n the hear t of ever y Aki ak, a terrible price paid for an unwi se and gr eedy collabor ati on wi th the Ri edr an leader shi p.
Cui si n e The Tundr a is not the place for cul tur ed cui si ne, but in ter ms of r esour ceful ness and i ngenui ty, T ashanans must be admi r ed. In coastal and lake ar eas, the di et consi sts pr i mar i l y of fi sh, water fowl , and sea mammal s, wi th some var i eti es of har vested seaweed. I nl and, meat is pr ovi ded by the vast her ds of car i bou, suppl emented by fox, bear , and the occasi onal mammoth in the far nor th. Many tr i bes al so har vest var i ous types of l i chen and al gae that cl i ng to the gl aci al r ocks of the pl ai ns. T ashanans ar e r enowned for fi ndi ng uti l i ty in ever y possi bl e par t of the ki l l —exampl es ar e foxsnout soup and the i nfamous Chuni i gi bl ubber cake. Some l ar ger souther n tr i bes employ a l i mi ted system of agr i cul tur e for wi nter gr ai ns.
Fashi on Mater i al s and cl othi ng among the T ashanans ar e al most enti r el y ani mal - based. Mal es and femal es both ar e l i kel y to wear tr ouser s and par kas of pol ar bear hi de, wi th gr eat fur - li ned hoods. Boots ar e made of car i bou or seal ski n. Dr essi ng in l ayer s is the r ul e, si nce the weather of the Tundr a is famousl y unpr edi ctabl e. T he har eski n socks and gloves of the T ashana ar e gr eatl y pr i zed for thei r war mth and comfor t. Cl othi ng is typi cal l y sti tched wi th nar whal or car i bou si new.
STATE OF THE NATION The Tashana Tundra is better under stood as a geogr aphi cal region rather than a nati on. Al though the Tashana shi fters are the domi nant people in ter ms of a semi uni fi ed cultur e
(and sheer number s), they do not r ecogni ze poli ti cal bor der s, and they have no di pl omats or del egati ons abr oad. T he dwar ves of the Dor ann Holds ar e closer to bei ng an actual poli ti cal nati on, but thei r i solati oni st poli ci es have kept them all but invisible in thei r di stant mountai n holds. The Aki ak r efugees and the I cebinder half- gi ants r emai n essenti al l y nomadi c peoples, and li ttle is known of the myster i ous I nana maenads. The Tashana Tundr a is simply too big, too wi l d, and too spar sely populated to quali fy as a nati on in any but the loosest sense of that ter m.
W HO RULES THE TUNDRA Shi f ter Nati ons: The Qiku and Saar tuk nati ons are composed of hundr eds of i ndi vi dual tr i bes, each led by a council of elders. The tribe is the basic organi zati onal unit of the shifter people, and each functions more or less inde pendently. Each tribe has one or more shamans—healer s and spi r i tual counci lor s. In the nor th, the desper ate and more war li ke Chuni i gi are more fractured and entirely nomadi c, following the herds of caribou and competi ng wi th the many human tr i bes and Neander thal packs in the ar ea. The thr ee nati ons have enjoyed a state of relati ve peace for many decades. The gr eat war s of the past had been dev astati ng for all, and the Tundr a is too har sh a land to spi ll unnecessar y blood. Twi ce a year , each nati on holds a gath er i ng of its i nter nal tr i bes and once a year , r epr esentati ves from the thr ee nati ons convene a Summi t Counci l at a secret locati on in the centr al plai ns known as the Speaki ng Stones. Recent thr eats by the K al aak bar bar i ans have tri bal leaders uni ti ng in common defense, and a semi per manent Summi t Counci l has gather ed for sever al year s now. T he
TASHANA SHIFTER NA MES AND SPEECH Tundra shi fter names reflect the i mpor tance that the cul ture puts on the gr oup or tri be. Al l names are hyphenated, wi th the first wor d si gni f yi ng the i ndi vi dual ' s tr i be, and the second wor d the i ndi vi dual ' s name. The second name is usually one that commemor ates a coi nci di ng event on the day of bi r th, chosen by the mother or the tr i bal shaman. Both names are usually shortened ver si ons of longer wor ds. Tel- Marq, then, would be Mar qussek of the tribe Telaani . In formal si tuati ons, the long- form name is used (Telaani Mar qussek). Shi fter i nfants are usually named at bi r th. Mal e Names: Aki aq, Akr i l l ok, Atanek, Bi i satowaq, Chugi aq, Chulti n, Dequi ni i , I kiaq, Ipitok, I ti gi ak, Kasqae, Keeluq, Kut'uk, Makitt, Marqussek, Massaq, Nanuq, Noahtak, Pakaq, Qani i s, Qigiq, Si naaq, Taqu, Tok, Tonraq, Umi ak. Femal e Names: Anana, Ar naa, Buniiq, Desna, Esqa, I qala, I mmu, I ssuqa, I ya, Kaya, Kilae, K i mka, K i naqaa, K i r ami i , Mi ki i , Mi ksaqaa, Nani i , Ninaqoja, Paniqa, Piaqii, Saqar i , Sesi i , Si kuu, Ti quani , Ululi i . T r i bal N ames: Agal ak, Ahn aki k, An n akuk, Chi kuq, Ekchuaq, Hey, Iglogaq, I lli i vaq, I ping, K akr ayak, K i ngudlerq, Kulutiq, Mantok, Massapok, Naartoq, Nanik, Nuki l i q, Nutaak, Oonayak, Pal ak, Peqar toq, Putyuq, Saqani , Tul uqar ak, Yaqone. Phr ases: Al though all tundr a shi fter s speak Ri edr a, r emnants of an anci ent di al ect l i nger in thei r i di oms and sayi ngs.
"Banded welive!" Often used as a good- bye, thi s sayi ng under scor es the emphasi s shi fter cul tur e puts on the gr oup. It is tr adi ti onal l y spoken in uni son at the end of any tr i bal meeti ng or gather i ng. "No tomorrow!" Used someti mes as a battl e cr y, thi s si mple phr ase is al so common as a qui et utter ance that a shi fter mi ght whi sper to her sel f in ti mes of wor r y or danger . It captur es the T ashanan i deal of not l etti ng di str acti ons or wor r i es about the futur e i nter fer e wi th the pr essi ng needs and r eal i ty of the moment. "The wolf isalways waiting." A r emi nder to stay aler t and vi gi l ant at all ti mes. Al so used to expr ess r emor se or gr i ef in ti mes of cr i si s or death. "Asister to mybrother ismysister, too." One of many Tashanan sayi ngs that r eveal a deep sense of compassi on—a shi fter mi ght say thi s after a hunti ng ki l l , or the death of a wor thy enemy. "Tear at the throat, and bedone." Somethi ng of a counter poi nt to the above, thi s pr over b encour ages maxi mum vi olence i mmedi ately when confr onted by danger . It's also mutter ed when under taki ng an unpleasant task. "Qok!" The al l - pur pose expl eti ve of the shi fter s, pr onounced "coke." It can be used as a adjecti ve (H ar ness the qokki ng dogs!), a noun (What the qok is that?), or a ver b (Qok thi s!).
Counci l is led by a tr i umvi r ate known as the Sky Tel l er s, wi th each of the thr ee gr eat nati ons r epr esented. Among all thr ee nati ons, adult males and females are both hunter s and fi ghter s, and in ti mes of war , each nati on is capable of fi eldi ng an ar my of fi ghter s on ver y shor t noti ce. Dor ann H ol ds: The Holds have long been a collection of loosely confederated clans, wi th frequent i nfi ghti ng and ski r mi shes between var i ous facti ons. In recent year s, how ever, the i nfi ghti ng has calmed, and sever al of the clans are wor ki ng together to an unpr ecedented degr ee. The Stone Counci l, pr evi ously an i nter mi ttent conclave gather ed to settle i mportant i ntraclan di sputes, has been in per manent session in the fortress of Tanni shold. Able- bodied dwar ves fr om all cl ans ar e bei ng di spatched—for ceful l y in some cases—to work in massive excavation projects deep in the Eska Mountai ns. Recent reports indicate that heavily armed mili ti as, controlled by a member of the Stone Counci l known as H ammer hand, now contr ol many of the major passes and valleys of the Eskas. Opposi ng dwar f clans are uni ti ng under the flag of the paladi n order known as the Clanguar d, and r umor s of a ci vi l war hang heavy in the air. Aki ak Ref ugee Cl ans: A communi ty- i n- exi l e, the Aki ak people cur r entl y eke out a semi nomadi c exi stence. T her e is no gover nment or mi l i tar y str uctur e per se, but r ather ad hoc leader shi p commi ttees and guer r i l l a bands. T he char i smati c duer gar mi l i tar y leader known as JadeLi n is attempti ng to gal vani ze the cl ans, and many have r al l i ed to her flag of late. T he Aki ak r efugees ar e closely al l i ed wi th the souther n Qi ku tr i bes. I n an a Maen ads: What li ttle is known of the I nana maenads suggests that they mai ntai n a r adi cal l y si mpl e, almost deliberately pri mi ti ve society in the remote Tashyvar I slands. Separ ate and di sti nct coastal vi l l ages are desi gned to be enti r ely self- suffi ci ent, and ther e is no i ndi cati on of any centr ali zed gover nment. I nana colonists have in recent gener ati ons establ i shed a ser i es of fi shi ng vi l l ages on the wester n seaboar d of Tashana, as well as the port communi ty of Wi nter stead, tr adi ng peaceably wi th the nati ve Saar tuk shifter tribes. As a people, the I nana apparently follow some ki nd of seasonal r hythm, wi th active per i ods of exploration and col oni zati on in the summer , offset by al most hi ber nati onl i ke epi sodes in the long dar k of wi nter . In fact, vi si tor s to I nanan vi l l ages in the dead of wi nter r epor t enti r e coloni es seemi ngl y abandoned. I cebi nder s: T he nomadi c hal f - gi ants known col lecti vely as the I cebi nder s also follow myster i ous i nter nal r hythms. Thei r mi gr ati ons do not cor r espond to any sea sonal pattern, nor do they trai l any of the great her di ng ani mals of the Tashana. Some have suggested that the Icebinders move accordi ng to some intricate plotting of the aukaraks that sweep acr oss the Tundr a. Other s say the I cebinders actually control the aukaraks, somehow her di ng the storms li ke great pl anar beasts. In any case, each nomadi c I cebi nder gr oup is appar entl y self- gover ned and i ndependent.
FOREIGN RELATIONS Among the var i ous peopl es of the Tundr a, r el ati ons ar e gener al l y peaceful. The shifter nations keep to themselves, havi ng successfully averted large- scale war for hundr eds of year s. I solated tr i bal ski r mi shes sti ll occur r egular ly when resources become scar ce, par ti cular l y i nvol vi ng the war l i ke Chuni i gi tr i bes of the nor th. In r ecent year s, the r efugee people of the Aki ak and the tr i bal leader s of the Qi ku shi fter nati on have j oi ned
in al l i ance. T hi s al l i ance has hi stor i cal r oots: When the Aki ak spli t fr om thei r Dor ann for efather s hundr eds of year s ago, the shi fter s of the Qi ku nati on hel ped the dwar ves in thei r mi gr ati on fr om the Eska Mountai ns acr oss the T ashana Tundr a. Af ter the Aki ak establ i shed thei r new cl anhol ds i n the Paqaa Mountai ns, the two gr oups r emai ned fr i endl y and engaged in si gni fi cant tr ade. Af ter the betr ayal of the I nspi r ed, the Qiku shi ft er s pr ovi ded r efuge and shel ter to the desper ate Aki ak r efugees in the nor ther n foothi l l s of the mountai ns, wher e they r emai n to thi s day. Whi l e ther e is no for mal mi l i tar y al l i ance, the Qi ku pr ovi de Aki ak guer r i l l a r ai d ers wi th suppli es and mer cenar y war r i or s to assi st in thei r campai gn to r etake cl anhol ds in the Paqaa r ange. Al ong the wester n coast of the Tashana, the Saar tuk nati on coexi sts wi th coloni es establi shed by the I nana maenads of the Tashyvar I slands. Ther e is cer tai nl y no shor tage of space or r esour ces along that shor el i ne. The port communi ti es of Wi nter stead and Whi t et oot h ar e an i ntr i gui ng mi x of maenad and shi fter cul tur e, al ong wi th a smatter i ng of var i ous Khorvar i an influences brought by i ncr easi ng sea trade. In the far nor th, lowl yi ng Dor ann cl ans have a t r adi t i on of t r adi n g worked metal and weapons wi th the Chuni i gi , typi cal l y for pr epar ed meats and an i mal pr oduct s. H owever , r el ati ons have sour ed i n r ecent year s. The Chuni i gi ar e endur i ng r el entl ess r ai ds by the savage K al aak bar bar i ans, and these ar e desper ate ti mes for the nor ther nmost shi fter nati on. Chuni i gi now r egul ar l y r ai d Dor ann dwar f settl ements, and even nor ther n r oami ng Qiku and Saar tuk tr i bes when necessar y. T he nomadi c I cebi nder hal fgi ants gener al l y have good r el ati ons wi th all thr ee shi fter nati ons, in that they leave one another alone. The scat ter ed and self- suffi ci ent human bar bar i an and Neander thal tr i bes of the Tundr a have no over ar chi ng or gani zati on, and confli ct ar i ses only when competi ti on for r esour ces heats up. T he human bar bar i ans known as the K al aak ar e an enti r el y di ffer ent matter . Of these ter r i ble r ai der s, li ttle is known—and of that, li ttle is spoken. Some say the sav ager y of the K al aak has ear ned them a r eputati on enti r ely out of pr opor ti on to thei r actual power and number s. T her e is no doubt, however , that the K al aak r epr esent a gr ave thr eat to all peoples of the Tashana.
Ri edr a Ri edr a and Tashana have long had a mutually benefi ci al policy of i gnor i ng one another's exi stence. It's unclear to what extent the shi fter leaders know of the Ri edr an gover n
ment, and all i ndi cati ons are that the I nspi red consider the shi fter nati ons har ml ess pr i mi ti ves. Sever al passes br eak thr ough the str ange planar - i nfluenced bor der between the lands of Tashana and Ri edr a, and li mi ted trade exi sts between i ndi vi dual shi fter tr i bes of the souther n Tundr a and nor ther n Ri edr an settl ements—pr oxi mi ty tr umps poli ti cs in these cases. The upper r eaches of the Paqaa Mountai ns represents a si gni fi cant excepti on, due to direct hosti li ti es between the r efugee Aki ak fighters and Ri edr an occupi er s. Al though there exi sts no state of war between Ri edr a and the Qi ku, it is common knowledge that the shi fters support the Aki ak in thei r str uggle to r eclai m thei r homeland. Tashana tr i bes and Ri edr an mi li tar y shi fter s harbor a deep enmi ty toward one another. Extr emely bloody i nci dents in the past have led the leaders of both Ri edr a and the Tundr a nati ons to avoid di rect confli ct.
Syr kar n an d Ad ar T ashanans ar e, for the most par t, unawar e of the di stant nati ons of Syr kar n and Adar . It's pr obabl e, how ever , that leader s of the shi fter nati ons have some knowl edge of these l ands. I n fact, ther e ar e those who suspect that emi ssar i es have been di s patched in both di r ecti ons, and that secret talks are under way to assess a possible alli ance agai nst Ri edr a.
O t her N at i on s It's a fact known to only a select few, but Tashanan coastal com munities and pirates of the Lhazaar Pr i nci pal i t i es have mai nt ai ned secret tr adi ng and smuggli ng routes across the Lhazaar Sea for many year s. I ni ti al tr ade was pr obabl y in cer tai n exoti c spi ces nati ve to the Tashana coast, but much of the commer ce now r evolves ar ound tr affi cki ng of medi ci nal and mag Naar- Esqa, Qiku leader i cal l i chens, especi al l y i cewi l d. O ther commodi ti es i nclude nati ve Tashanan ar t, and mi ner al and cr ystal expor ts from the Eskas.
NOTABLE TASHANANS Her e ar e a couple of T ashanan l eader s who mi ght have pr omi nence in a campai gn that featur es thi s r egi on.
NA A R- ESQA , q iKu SKY TELLER NG mal e shi f t er dr ui d 8 Bor n i nto the l ar ge, semi nomadi c Naar toq tr i be of the Qi ku nati on, Naar - Esqa chose the path of the shaman after hi s first hunt. H i s affi ni ty for the l and and com mand of power ful spi r i tual magi c led hi m to become the tr i be's shaman leader at a r el ati vel y young age. But it was Naar - Esqa' s uncommon wi sdom and for esi ght that led to hi s desti ny as Qi ku Sky Teller .
Al ong wi t h emer gi ng l eader s fr om other tr i bes, Naar - Esqa has been i nst r ument al i n mai nt ai ni ng the cur r ent peace among the shi fter nati ons. He establ i shed a system of r egul ar communi cati on, di spatchi ng pi per s and l or ekeeper s to constantly ci r culate in Qi ku, Saar tuk, and Chuni i gi ter r i tor i es, settl i ng local di sputes befor e they wor sened. Naar - Esqa was elected to hi s cur r ent post at the last Summi t of Nati ons, j oi ni ng r epr esentati ves from the other two nati ons in an unoffi ci al tr i umvi r ate leader shi p. Si nce then, he has been able to rally the tr i bes to common causes. The Qi ku Sky Teller has di spatched scouts and r anger s to i nvesti gate the thr eat of the K al aak bar bar i ans, and has met wi th other Tashana gr oups to assess the si tuati on, i ncl udi ng the half- gi ant I cebi nder s and human bar bar i an tr i bes. In the south, Naar - Esqa fears open war far e wi th the Ri edr ans should Qiku i nvolvement wi th the Aki ak prog r ess, and he has forbi dden shi fter war r i or s from di r ectly par ti ci pati ng in the confli ct. Naar - Esqa has no per manent r esi dence and tends to tr avel const ant l y and secr et l y—ei t her al one or wi t h a smal l r eti nue. He r el i es on hi s networ k of scouts, r unner s, and pi per s to keep hi m i nf or med. I n per son, Naar - Esqa is r emar kabl y r eser ved and di pl omati c, whi l e pr oj ecti ng at all ti mes a steely r esolve. Tufts of si lver y hai r cover hi s wi r y, muscul ar fr ame. He is al ways i nter ested in for gi ng new al l i ances, wi th the good of the Tashana shi fter nati ons for emost in hi s mi nd.
JADE- LIN, AKIAK RESISTANCE LEADER CN f emal e duer gar soul kni f e 8 Char i smati c and wi l l f ul , the duer gar Aki ak leader known as Jade- Li n has pr oven to be an effecti ve mi l i tar y l eader —and a si gni fi cant pr oblem for the Ri edr ans. She has become an al most l egendar y fi gur e among the Aki ak commoner s, who vi ew her as a savi or of the peopl e. JadeLi n has led sever al r ecent guer r i l l a r ai ds i nto the Paqaa Mountai ns, defeati ng the Ri edr an bor der gar r i sons and fr eei ng capti ve Aki ak wor ki ng in mi ni ng faci li ti es or occupi ed cl anhomes. She has al so managed to tar get and destr oy at least one monol i th. Jade- Li n del i ber atel y keeps her i denti ty, i ntenti ons, and per sonal hi stor y shr ouded i n myster y. Act i vel y hunted by Ri edr an death squads, she must constantl y stay on the move. T he Aki ak commander tr avel s wi th a smal l gr oup of able comr ades, and when she settles down for a shor t ti me, she is sur r ounded by loyal Aki ak dwar ves. On occasi on, Jade- Li n does recrui t mer cenar i es for specific mi ssi ons, usi ng trusted lieutenant and go- betweens for added security. She pays extr emely well for these danger ous assi gnments, and it's r umor ed she has access to much of the old Aki ak wealth, through private sponsors and personal stockpi les. Outsi der s who wor k for Jade- Li n are wi se to be car eful, for the Aki ak leader isn't above sacr i fi ci ng mer cenar i es for the good of her people.
PLOTS The vast lands of the Tundr a offer a di ffer ent flavor for an ongoi ng campai gn. Li fe mi ght be si mpler in the Tundr a, but it cer tai nl y is not easi er . Resour ces ar e scar ce, and even the most wi l der ness- savvy PCs could find themsel ves chal l enged by the cr uel weather and savage natur al pr eda tor s. T r ekki ng these bar r en l ands al so means chanci ng
encounter s wi th the unpr edi ctable aukaraks. Sti ll, ther e are stor y beyond mer e sur vi val to be told in the Tundr a.
KALAAK RAIDERS A new and for mi dabl e thr eat to the Tashana, the savage human bar bar i ans of the K al aak swar med fr om the ar ea of the Eska Mountai ns and l ai d waste to ever yt hi ng in thei r path. Undi scr i mi nat i ng i n thei r wanton destr uc ti on, the r ai ds tar get shi f ter , human, hal f - gi ant , and even Neander thal tr i bes. The few sur vi vor s of these r ai ds descr i be r etur ni ng to camps that ar e not j ust pi l l aged, but utter ly savaged and desecr ated, wi th dar k r efer ences to tor tur e and canni bal i sm. Some capti ves ar e cr uel l y injured and r eleased; those who can sti ll speak tell of selfmuti l ati ng bar bar i ans usi ng hooks and kni ves to sculpt thei r own flesh i nto ni ghtmar e vi sages. The K al aak ar e r el entl ess in thei r i nsane ki l l i ng. Enti r e her ds of car i bou ar e found sl aughter ed and muti l ated, left to rot on the tai ga. T hi s ter r i bl e waste goes agai nst the ver y natur e of the Tashanan people, especi ally the shi fter tr i bes. Recently, the Saar tuk and Qi ku tr i bes have or gani zed scouts and sentr i es as the K al aak r ai ds tr avel far ther south i nto the hear t of the Tashana. But it is the nor ther n Chuni i gi who have bor ne the br unt of the K al aak aggr essi on. Desper ate, the Chuni i gi have in tur n begun r ai di ng Dor ann dwar f cl anhol ds and even other souther n tr i bes, br i ngi ng a danger ous i nstabi l i ty to the natur al or der of the Tundr a. Getti ng PCs I nvol ved: The K al aak r ai der s r epr esent a gr ave thr eat to the or der and bal ance of the Tundr a,
A
Kalaak raider
A Saar t uk shifter and a Tashyvar haggle at the Winterstead
maenad market
and a good oppor tuni ty to pr esent tr ul y ter r i fyi ng vi l l ai n for PCs. T he PCs mi ght need to cr oss the vast wi l ds of the Tundr a to r each a par ti cul ar desti nati on. Per haps they have been hi r ed by K hor vai r i an agents to find and contact a r emote shi fter tr i be in or der to bar ter for the T ashanan goods so val ued in cer tai n ci r cl es of K hor vai r e. Si mply maki ng the j our ney is hazar dous enough, but upon ar r i val , the PCs find the shi fter s under attack or al r eady destr oyed. Or the PCs mi ght take up the cause of the bel ea guer ed shi fter tr i bes di r ectl y. T he Sky Teller s ar e deeply concer ned about the pr esence of the K al aak i n the Tashana. T hey mi ght hi r e or other wi se compel the PCs to j our ney to the K r er tok Peni nsul a, wher e the K al aak appear to be based. T her e the char acter s find a str ange and ter r i ble r eli c fr om the Age of Demons—a gar gan tuan statue of an anci ent r akshasa r ajah, the physi cal r emai ns of a demon long ago di spatched and bound. The K al aak wor shi p thi s anci ent evi l , whose vague sti r r i ngs of mal evol ent consci ousness power thei r ter r i ble sav ager y. Her e PCs mi ght uncover the tr ue di r ector s of the K al aak ter r or —Sar l onan r akshasas, whose machi nati ons endeavor to free the fiends of ages past.
THE AKIAK A select circle of Aki ak leaders has knowledge of the metal lurgical and alchemical technology that underlies the mono liths. Whi l e the Aki ak do not understand all the par ti cular s, they r ecently di scover ed that the I nspi r ed are usi ng the monoliths to br i ng about some ki nd of planar ali gnment. They suspect that the fate of all of Eberron might hang in the bal ance. So far, only the shi fters of the Qi ku seem to agr ee
about the gr avi ty of the situation. Aki ak emi ssar i es are bei ng sent abr oad to di ssemi nate thi s i nfor mati on. The Aki ak l ack the str ength to attack the Ri edr ans in for ce, so they i nstead rely on a str ategy of i nfi ltr ati on and sabotage. Aki ak guer r i l l a bands, smal l and mobi le, ar e di spatched i nto the mountai ns in sear ch of hanbalani i nst al l at i ons. T he hanbalani ar e bui l t atop the pr ot omonoli ths the Aki ak bui lt themsel ves as psi oni c power pl ants. Destr oyi ng hanbalani is not over ly di ffi cult (see Explorer's Handbook 134); sur vi vi ng the j our ney ther e and back i s. T he few Aki ak bands that have the knowl edge and i ncl i nati on to channel thei r r evenge i nto monoli thbusti ng play a deadly game of cat and mouse wi th the T housand Eyes and the Sl eepi ng Swor d. Get t i ng the PCs I nvol ved: Aki ak emi ssar i es in the por t towns of Wi nter stead and Whi tetooth ar e acti vel y r ecr ui ti ng adventur er s to help them in thei r str uggl e agai nst the I nspi r ed. T he Aki ak ar e desper ate and hunted, but they ar e not wi thout r esour ces. Pr evi ous to the Ni ght of Razor Dr eams, the dwar ves wer e one of the r i chest peoples in all of Sar l ona, and a good por ti on of that weal th was spi r i ted out of the Paqaa Mountai ns. PCs mi ght ear n thi s Aki ak gold by al l yi ng wi th the dwar ves agai nst thei r shadowy Ri edr an oppr essor s. Ver y recently, Qiku war r i or s have begun defyi ng thei r Sky Teller's dictates and j oi ni ng the Aki ak guer r i lla rai ds. PCs allied wi th or in debt to the Qiku might find themselves dr awn into battle. Alter nati vely, Ri edr ans see the Aki ak as savage rai ders attacki ng from the nor th. The Ri edr an gov er nment pays a handsome bounty to for ei gn adventur er s who hunt down and ki ll Aki ak fighters. In short, mer cenar y work is to be had on both sides of thi s conflict.
W h iTETo o Th AND W INTERSTEAD Escal ati ng tr ade has br ought bustl i ng commer ce and gr owth in the unl i kel i est of pl aces—the wi l d and r ugged coastl i ne of the T ashana Tundr a. T he por t communi ti es of Whi tetooth and Wi nter stead ar e two of the str ang est settl ements in all of Eber r on, a mi x of shi fter and maenad, wi th pi r ates, smuggl er s, and other unsavor y el ements fr om K hor vai r e added to the mi x. Whi tetooth, at the mouth of the T i i ki Ri ver , has been a per manent shi fter vi l l age for ti me out of mi nd. T he tr i bes have l ong held the spot communal l y as a place to faci li tate tr ade fr om the coast and i nwar d al ong the r i ver . When Lhazaar sea mer chants di scover ed the medi ci nal and magi cal pr oper ti es of the var i ous Tashana l i chens—especi al l y the potent i cewi l d—i nter conti nental tr ade found a new foothold on the conti nent of Sar l ona. In r ecent year s, a smal l but ver y l ucr ati ve demand for authenti c shi fter ar t has opened new avenues of com mer ce for the eli te tr easur e hunter . To a lesser degr ee, the pr edomi nantl y maenad vi l lage of Wi nter stead on the shor e of the Qonama r i ver has seen si mi l ar gr owth. Get t i n g t he PCs I nvol ved: Mer chant s i n both Whi tetooth and Wi nter stead ar e acti vel y r ecr ui ti ng for hel p in acqui r i ng and tr anspor ti ng T ashanan l i chen har vests. Some expedi ti ons ar e si mply l ooki ng for pr o tecti on as they move i nl and to bar ter wi th the shi fter tr i bes. Other s mi ght be l ooki ng for a smal l team to make contact wi th r emote tr i bes and di scover new sour ces and suppl i er s. H i gh- end ar t deal er s ar e al so oper ati ng in both settl ements, payi ng handsomel y for any authenti c shi fter ar t that can be acqui r ed—no questi ons asked.
ENCOUNTERS A few of the people PCs mi ght r un into whi le pur sui ng one of the plots in the Tashana Tundr a are descr i bed her e.
CHOK- PALLA, CHUNIIGI CHIEF CN mal e shi f t er bar bar i an 3/ r anger 3 A chi eftai n of the Chuni i gi Chok tr i be, Chok- Palla is desper ate to find help battl i ng the K al aak r ai der s. One of the few tr i bal l eader s sti ll tr yi ng to uni te the str ug gl i ng nati on, he despai r s that the confli ct is wear i ng at the ver y soul of the peopl e—tur ni ng tr i be agai nst tr i be as r esour ces dwi ndl e. Chok- Pall a is acti vel y seeki ng al l i ances wi th the souther n shi fter nati ons, the I cebi nder hal f - gi ants, and the l owl and cl ans of the Dor ann Hol ds. He al so vi si ts Whi tetooth and Wi nter stead r egul ar l y, seeki ng smal l bands of adventur er s wi l l i ng to scout the K al aak homel and in the K r er tok Peni nsul a.
conducts busi ness on vessel s anchor ed in the water s west of Whi tetooth. Clovis's tr ue i denti ty is a car efully guar ded secr et, and he " offi ci ally" pr esents hi msel f as a sl i ckly dr essed male human of conspi cuousl y Lhazaar or i gi n.
KUNIGAAL THE DESECRATOR A fearsome war chief among the K alaak, and some say leader of that depr aved people, K uni gaal is the embodi ment of K al aak i deals. He is pi ti less, r uthless, fear less, and utterly blasphemous. Hi s pale, hai r less body, par ti cular ly hi s face, is cr i sscr ossed wi th ter r i ble scar s; some have meani ngful patter ns, but other s are telltale si gns of wounds sur vi ved. K uni gaal can cow even fr enzi ed K al aak r ai der s wi th hi s unyi el di ng gaze. Metal spi kes ador n hi s face and the ski n of hi s body, and hi s fingers have been magi cally altered so that wi cked bone and i r on cl aws r eplace the ends of them. K uni gaal never goes alone i nto battl e—super sti ti ous and war y of hi s own follower s, he sur r ounds hi msel f wi th evi l spel l caster s and a pr i vate stable of eli te, fanati cal l y loyal female K al aak bar bar i ans that ar e al so hi s wi ves.
KUNIGAAL THE DESECRATOR
(RAGING)
CR 13
Male human barbarian 11/fighter 2 CE Medium humanoid I ni t +2; Senses Listen +9, Spot +2 Languages Riedran AC 18, touch 10, flat- footed 18; improved uncanny dodge (+2 Dex, +8 armor, —2 rage) hp 153 (13 HD); DR 2/ Fort +18, Ref +8, Wi l l +8 Speed 40 ft. (8 squares); normal speed on snow and slip pery ice Melee +2 vicious halberd +21/+16/+11 (1d10+11/X3 plus 2d6 plus 1d6 to Kuni gaal) or Melee claw +18/+13/+8 (ld6+6) Ranged mwk composite longbow +16/+11/+6 (1d8+3/X3) Base Atk +13; Grp +19 Atk Opti ons Cleave, Great Cleave, greater rage 3/day (8 rounds), Power Attack Combat Gear 3 potions of cure serious wounds
Abi l i ti es Str 22, Dex 14, Con 21, Int 10, Wis 8, Cha 12 SQ trap sense +3 Feats CleaveB, Deformity (clawed hands)*, Diehard, Endur ance, Deformity (face)*, Great CleaveB, Power Attack, Wi lli ng Deformity* * Feats f r om Book of Vile Darkness
Ski l l s Climb +15, Intimidate +22, Jump +19, Listen +9, Ride +10, Spot +2, Survi val +9, Swim +10 Possessi ons combat gear plus +3 mithral breastplate, +2 vicious halberd, masterwork composite longbow (+3 Str bonus) with 20 ar r ows, cloak of resistance +3, boots of the winterlands
CLOVIS FORLAINE, W HITETOOTH FENCE CN mal e chan gel i n g r ogue 7 Clovi s For lai ne, pi r ate and fence, r uns var i ous gr aymar ket oper ati ons in Whi tetooth, acqui r i ng T ashanan l i chens, ar t, and other val uabl e r esour ces of the Tundr a. O r i gi nal l y a pr i vateer fr om the Lhazaar Pr i nci pal i ti es, Cl ovi s has oper ated out of Whi tetooth for mor e than a decade now. He has a hand i n, or an eye on, ever y si gni fi cant tr ansacti on that takes place i n Whi tetooth. Clovi s keeps sever al di ffer ent safe houses in town and often
When not raging, Kunigaal has the following changed statistics: AC 20, touch 12, flat- footed 20 hp decrease by 39 Fort +15, Wi l l +5 Melee +2 vicious halberd +18/+13/+8 (1d10+6/x3 plus 2d6 plus 1d6 to K uni gaal) or Melee claw +16/+11/+6 (1d6+3) Gr p +16 Abi l i ti es Str 16, Con 15 Ski l l s Climb +12, Diplomacy +1 (+3 against evil nonhumanoids), Jump +16, Swim +7
CHAPTER TWO
SARLONAN CHARACTERS
T
hi s chapter pr esents a host of opti ons for char acter s from Sar lona. A PC could lear n Tashalator a or the techni ques of the Asceti c Psion from the kalashtar of Shar n or another conveni ent sour ce.
RACES Sar l ona is tr ul y the r eal m of humani ty—i t is home to far fewer i ntel l i gent speci es than K hor vai r e i s. Nonhumans wer e r ar e on the conti nent to begi n wi th, and many wer e used as scapegoats dur i ng the Sunder i ng. T he r aces that have a notewor thy pr esence in Sar lona ar e descr i bed in thi s secti on.
AVENTI Under the Sea of Rage l i ve the aventi (Stormwrack 34), sur vi vor s of a magi cal catacl ysm that sank the anci ent Sar l onan i sl and r eal m of Aventus. T hat di saster mi ght expl ai n the tur moi l in the Sea of Rage. Apar t of Aventus r emai ns above the waves in the for m of a hor seshoeshaped i sl and and a smal l er i sland to the nor th. Ri edr a contr ols those i sles, and the aventi have li ttle love for the nati on of Sar l ona. Avent i L an ds: Aventi have smal l settl ements acr oss the Sea of Rage and ar e someti mes seen in the Syr k por t of Ar dhmen.
CHANGELINGS The I nspi r ed have embr aced the changel i ngs of Ri edr a, and these shapeshi fter s ar e tr eated wi th far mor e r espect than thei r cousi ns i n K hor vai r e ar e. T hi s acceptance comes at the pr i ce of i ndi vi dual i ty, however . Ri edr an changel i ngs ar e taught to set asi de per sonal i denti ty, in or der to ful l y ser ve the I nspi r ed. T hi s phi l osophy takes the place of the thr ee common paths among the change l i ngs of K hor vai r e. Ri edr an chan gel i n gs ar e i nvar i abl y dr awn i nto the ser vi ce of the T housan d Eyes or the I r on Gate, and most ar e deepl y l oyal . As a r esul t, changel i ngs ar e often f ear ed and di st r ust ed i n the other l ands of Sar l ona. T he r ole of chan gel i n gs in Ri edr a pr esents many oppor tuni ti es for for ei gn shapeshi f ter s, who can bl end i n wi t h thei r ki n. T he dr agons of Ar gonnessen use chan gel i n g agents as obser ver s in Ri edr a, and other nati ons mi ght fi nd chan gel i n g agents i deal for Ri edr a oper at i ons. Chan gel i n g L an ds: T he changel i ngs have no l ands of thei r own; they can be found thr oughout Ri edr a.
CHOSEN (EMPTY VESSELS) Set above the r abbl e of the wor ker s and commoner s of Ri edr a, the Chosen have been touched by the di vi ne force of the nati on. Or so they' r e told. T he tr uth of the matter is much mor e si ni ster . The Chosen ar e in actu al i ty " empty vessel s" desi gnated as host bodi es for the extr apl anar spi r i ts of Dal Quor (the ter ms Chosen and empty vessels can be used i nter changeably, but the for mer is pr efer r ed in Ri edr a because it r epr esents the esteem wi th whi ch these bei ngs ar e hel d). T he r esult of gener a ti ons of contr olled br eedi ng and psi oni c mani pul ati on, the Chosen enjoy a life of pr i vi l ege in Ri edr a . . . all in pr epar ati on for i nhabi tati on by a quor i . Although the Chosen are granted luxur i es unknown to most Ri edr ans, they do not lead lives of i ndolence. Chosen hold i mpor tant posi ti ons—even those who are never pos sessed become mi l i tar y offi cer s, vi l l age over seer s, and admi ni str ator s in the ar ms of the Uni ty. A Chosen who has the potenti al to be a pr i mar y host under goes espe ci ally i ntense tr ai ni ng, ensur i ng that she has ski l l s useful to the quor i who cl ai ms her. Ever y Chosen f ami l y is bound to a speci f i c quor i spi r i t. T hat spi r i t can possess any Chosen of i ts l i ne at wi l l . T her e is no war ni ng, no savi ng thr ow, no chance to r esi st. Most quor i choose one par t i cul ar vessel of thei r li ne to ser ve as pr i mar y host, and thi s is the bei ng Ri edr ans come to thi nk of as the I nspi r ed ti ed to that spi r i t. H owever , thi s ar r angement pl aces no l i mi tati ons on the quor i ; he can leave hi s host at any ti me to i nhabi t another of hi s Chosen. I mpor tant quor i often spr ead thei r vessel s acr oss Ri edr a, al l owi ng them to qui ckl y mani fest in di ffer ent ci ti es. Li kewi se, a vai n quor i often abandons a host who becomes old or suffer s si gni fi cant i nj ur i es, but he can al ways r etur n when he want s. Most Chosen ar e eager par ti ci pants in the possessi ng pr ocess, and as such, a par t i cul ar f ami l y mi ght be used as hosts by mul ti pl e quor i ; however , only one has the i r r esi sti bl e bond to hi s vessel s. The Chosen ar e br ed to be i deal hosts in a complex pr ocess i nvol vi ng mi ngl i ng of bl oodl i nes, and metacr eati ve and tel epathi c mani pul ati on. Super fi ci al l y, the Chosen ar e ver y si mi l ar in appear ance to the kal ashtar , di splayi ng a beauty so unnatur al that some find it di stur b ing. They also have an i nnate bond to Dal Quor, whi ch mani fests i tself as natur al psi oni c talent and a gr owi ng pool of power poi nts. It is ext r emel y di f f i cul t to dr i ve a quor i fr om a Chosen host (see the r esi st exor ci sm abi li ty, ECS 291). I n addi ti on, the quor i bound to a Chosen li ne can possess
one of its vessel s r egar dl ess of the Char i sma of the host (under the nor mal r ul es of possessi on, the Char i sma of the host must equal or exceed that of the possessi ng spi r i t). Many of the mor e power f ul quor i si mpl y can' t possess nor mal humans, because ther e ar e no mundane humans who can contai n them; the Chosen can. When a quor i fi r st takes a pr i mar y host, it spends a consi der abl e amount of ti me dr i l l i ng i ts bel i ef s and per sonal i t y i nto the vessel . T he Chosen ar e taught to embr ace t hi s, sur r ender i ng thei r per sonal i t y to the di vi ne spi r i t. T he net r esul t is somewhat si mi l ar to mind seed—the vessel does not act ual l y gai n the knowl edge of the quor i , but af ter a month of the quor i t hi n ki n g wi t h her br ai n, she behaves much l i ke the quor i even i n i ts absence. Di scar ded hosts, who have ser ved as I nspi r ed for decades, ar e often i ndi st i ngui shabl e fr om the quor i patr on; all tr aces of thei r human per sonal i ty ar e l ong l ost. It is i mpor tant to bear in mi nd that whi l e the quor i gai ns access to the memor i es of the Chosen, the r ever se is not tr ue. Chosen that ser ve in admi ni str ati ve posi ti ons mi ght know ver y li ttle of the gr and goal s of the Dr eami ng Dar k; they onl y know that the I nspi r ed seek to cr eate a stable and stagnant soci ety, and they do not questi on thi s goal . T he cr i ti cal excepti on to thi s r ule ar e the " shadow l i nes "—those Chosen dedi cated from bi r th to ser vi ng the tr ue quor i agenda. These Chosen ar e taught the natur e of i l- Lashtavar and thei r quori master s, and they are loyal to the Dar k as opposed to Ri edr a. T he shadow l i nes pr ovi de the I nspi r ed wi th agents who can be tr usted wi th cover t and di stur bi ng assi gnments. As most of the Chosen ar e utter l y dedi cated to Ri edr a and the I nspi r ed—they ar e best sui ted for use as NPCs. However , the life of a vessel who has tur ned on her master s has many i nter esti ng hooks. Whi l e the Chosen possess dual spi r i ts onl y when acti vel y possessed by a quor i , the t r ai ni ng of a Chosen and her i nnate bond to Dal Quor enabl es her to take host f eats. Chosen L an ds: T he Chosen ar e ti ed to the l and of Ri edr a, and it i s r ar e to fi nd them el sewher e save as emi ssar i es of the I nspi r ed. T hose f ew who escape the quor i yoke t ypi cal l y pose as kal asht ar , seeki ng to avoi d undue attenti on.
DROM1TES Sarlona has a secret ci vi li zati on deep beneath its sur face— that of the dr omi tes and thei r ci ty- hi ves (EPH 6). T he dr omi tes of Sar l ona ar e not a uni f i ed nati on; they ar e i nsul ar at best and xenophobi c at wor st. T hei r i nter acti ons wi th sur face- dwel l er s have r ar el y been good; the I nspi r ed have dealt wi th dr omi tes usi ng only mur der and
ensl avement as " di plomati c" tools. So, most dr omi tes are content to li ve and tr ade among thei r ki nd. I n some ar eas, however , the gener al dr omi te r ecl usi veness i s not the nor m. T he kal asht ar made di pl o mati c i nr oads wi t h them mor e than a mi l l enni um ago. Zi ' ti l ' natek, a ci ty- hi ve under Adar , is l oosel y al l i ed wi th the defender s of that l and. Under the tundr a, the few dr omi tes hi ves have had decent r el ati ons wi th some dwar f cl ans. Some dr omi te hi ves have taken a mi l i tant stance agai nst al l " sur f acer s. " T hese ext r emi st ci ty- hi ves ar e few and number , and thei r ci ti zens too few to engage in outr i ght war f ar e, but dr omi tes fr om these hi ves employ sabotage and guer r i l l a str i kes agai nst thr eats they can manage, fr om unl ucky ogr e nomads to Ri edr an Edgewal ker s. Dr omi tes of the ci ty- hi ve of Nar ' zi x in Syr kar n ar e mor e i nsi di ous—t hey have begun t r adi ng tai nted K hyber shar ds thr ough mer chants in Ar dhmen and other settl ements. D r omi t e L an ds: Dr omi te set t l ement s, l ar ge and smal l , exi st al l acr oss Sar l ona, hi dden fr om sur f acer s and often r emoved fr om one another .
DWARVES AND DUERGAR T he dwar ves of Sar l ona' s Dor ann H ol ds r esembl e thei r K hor var i an cousi ns i n many r espects. T he Aki ak, how ever , ar e an i ntegr ated peopl e made up of dwar ves and duer gar (EPH 8). Dwar f L an ds: The dwar f homel ands of Sar l ona ar e the Dor ann H ol ds, a l oose f eder ati on of cl ans i n the nor ther n Eska Mountai ns. The scatter ed r emnants of the r efugee Aki ak people li ve in mobi le camps in the foot hi l l s of the nor ther n Paqaa Mountai ns, and many mor e cl ans ar e har bor ed by the Qiku shi fter s of the souther n T ashana. T he ancestr al cl anhomes of the Aki ak in the Paqaas ar e cur r entl y under occupati on by the Ri edr ans, and many guer r i l l a bands of Aki ak fi ghter s r emai n in the centr al mountai ns. Many Aki ak dwar ves and duer gar have been i mpr i s oned in Ri edr an mi nes and wor k camps for gener ati ons, si nce the i ni ti al downf al l of thei r nati on. T hey ar e essent i al l y an under gr ound sl ave r ace expl oi ted by the I nspi r ed, and few but the fr ee Aki ak i nsur gent s even know of thei r exi stence. Some smal l i ndependent dwar f cl ans can be found in the mountai nous r egi ons of Syr kar n and Adar . T hese gr oups have been separ ated for gener at i ons fr om the Dor ann and Aki ak cl ans.
ELANS When a quor i commi ts a hei nous cr i me agai nst its own ki nd, it r ecei ves a ter r i bl e puni shment : It is bound
CHOSEN AS CHARACTERS Chosen r aci al tr ai ts ar e det ai l ed i n the Empt y Vessel s as Char act er s secti on of the EBERRON Campaign Setting (page 290). Chosen ar e of the humanoi d t ype and the human and psi oni c subt ypes. Fur t her mor e, Chosen r ai sed i n Ri edr a gai n Quor i and Ri edr an as automati c
l anguages (i nstead of Quor i and Common) . T hei r bonus l anguages ar e Common, Dr aconi c, Dwar ven , and Gi ant . K al ashtar r aci al feats ar e avai l abl e to any Chosen and I nspi r ed char acter .
i nto a human vessel agai nst its wi l l . Unl i ke in the nor mal pr ocess of I nspi r ati on, the bound spi r i t has no power or i nf l uence over i ts host. Condemned to eter nal power l essness, the quor i ' s ener gy sustai ns and empower s the host, t r ansf or mi ng it i nto an el an (EPH 9). No el an counci l exi sts on Eber r on, and no one under goes the pr ocess vol untar i l y. El ans ar e exceedi ngl y r ar e. Most ar e f ound i n Ri edr a, ser vi ng in the H ar moni ous Shi el d. El ans know what they ar e—l i vi n g pr i sons for evi l spi r i t s. An el an has been gr ant ed gr eat power wi t h whi ch to ser ve the I nspi r ed, and the potenti al to r edeem the il- altas i mpr i s oned i n i ts body. Many el ans r i se to thi s chal l enge, becomi ng champi ons of the Path of I nspi r ati on. Other s str ay fr om the path. Some hear messages fr om the spi r i t wi t hi n or at least bel i eve that they do; the li fe of an el an often ends i n madness. O t her s l ear n the tr uth about the I nspi r ed—wi th a potenti al li fe span of centur i es, an el an has a gr eat deal of ti me to put together the pi eces of the puzzl e. El an L an ds: El ans ar e few in number and hold no l and. T hose who leave Ri edr a ar e scatter ed acr oss the wor l d, and could be found in Xen' dr i k, K hor vai r e, or even Ar gonnessen. A handful have settled in Adar , wher e they ar e tr eated wi th suspi ci on and li ve as eter nal par i ahs. Nonethel ess, a few have become Adar ' s staunchest defender s—i f only to l ash out at the I nspi r ed.
ENEKO T he eneko ar e the tr ue chi l dr en of Syr kar n. T hey wer e bor n i n the wake of the Sunder i ng, as ogr e r ef ugees mi ngl ed thei r blood wi th that of the nomadi c hal f- gi ants.
T hese " mongr el s pr oved to be r emar kabl y wel l sui ted to the envi r onment. En eko L an ds: Al t hough a few eneko have made thei r way to Adar and the T ashana, Syr kar n is the r eal m of the mongr el ogr es, and the vast maj or i ty of the r ace is settl ed ther e.
HALF- GIANTS Per haps the most baf f l i ng of al l the r aces on the conti nent, the nomadi c hal f - gi ants (EPH 12) of Sar l ona ar e descendants of anci ent gi ant expl or er s fr om Xen' dr i k. Some say the hal f- gi ants ar e degener ate offspr i ng of the Xen' dr i k ti tans, whi l e other s contend they have a mi xed human ancestr y. What can be said is that the tr ue- br eedi ng half- gi ants are r aci ally i ncli ned towar d psi oni c abi li ty, and thi s r aci al tr ai t bi nds them i nto ti ght- kni t but i ndi vi dual l y i solated bands. H al f - gi ants r efer to thei r gr oups as f ami l i es, r ather than tr i bes or cl ans, al though few member s of a fami l y ar e actual l y bl ood- r el ated. In fact, many fami l i es adopt i ndi vi dual s of other r aces, par ti cul ar ly psi oni c ones such as el ans, dr omi tes, duer gar , and maenads. H al f - Gi an t L an ds: H al f - gi ant f ami l i es wander endl essl y all over Sar l ona, al though they r ar ely str ay i nto Ri edr an ter r i tor y. Ther e, they are often " assi mi lated" —a pr ocess begi nni ng as slaver y. What is r emar kabl e is the degr ee to whi ch they tend to coexi st peaceably wi th deni zens of all other r egi ons. In Tashana, wher e fami l i es ar e known col l ecti vely as the I cebi nder s, hal f- gi ants have a long tr adi ti on of tr ade and cooper ati on wi th the shi fter and human tr i bes. T he Sandstr i der fami l i es of Syr kar n keep mor e to themsel ves, wi th occasi onal but mi ni mal
ENEKO AS CHARACTERS Descendants of r efugees fr om Sar lona' s anci ent ogr e ki ngdom of Bor unan, the eneko ar e an ogr e/ hal f - gi ant hybr i d that now br eeds tr ue. Eneko ar e sl i ghtl y shor ter than thei r hal f- gi ant ki n. T hei r ski n car r i es a gr een ti nt that i nspi r es thei r bel i ef in an ogr e mage ancestr y, and some eneko spor t vesti gi al hor ns and pr omi nent cani ne teeth. Eneko char acter s have the fol l owi ng r aci al tr ai ts. —Gi ant type. —Medi um si ze. — +2 Consti tuti on, +2 Str ength, —2 Dexter i ty, —2 Char i sma. Eneko ar e as tough and str ong as thei r halfgi ant ki n, but tend to be war y and r eser ved. —Base l and speed 30 feet. —Dar kvi si on 60 feet. —Low- l i ght vi si on. — +2 r aci al bonus on savi ng thr ows agai nst poi son. Eneko ar e har dy and r esi stant to toxi ns. —Bonus Feats: Eneko r ecei ve Mar ti al Weapon Pr o ficiency (longbow) as a bonus feat. —Power f ul Bui l d ( Ex) : T he physi cal statur e of eneko lets them functi on in many ways as if they wer e one si ze categor y l ar ger . Whenever eneko ar e subject to a si ze modi fi er or speci al si ze modi fi er for an opposed check (such as dur i ng gr appl e checks, bul l r ush attempts, and tr i p attempts), they ar e tr eated as one si ze l ar ger if doi ng
so is advantageous to them. Eneko ar e al so consi der ed to be one si ze l ar ger when deter mi ni ng whether a cr eatur e' s speci al attacks based on si ze (such as i mpr oved gr ab or swal l ow whol e) can affect them. Eneko can use weapons desi gned for cr eatur es one si ze l ar ger wi thout penal ty. However , thei r space and r each r emai n those of cr ea tur es of thei r actual si ze. T he benefi ts of thi s r aci al tr ai t stack wi th the effects of power s, abi l i ti es, and spel l s that change a subject's si ze categor y. —Spel l - Li ke Abi l i ti es: 1/ day—endure elements, pass with out trace. Caster level is equal to 1/2 Hi t Di ce (mi ni mum 1st). T he save DC is Char i sma- based. —Aut omat i c L an guage: Common or Ri edr an. Bonus L anguages: Common, Dwar ven, Gi ant, Quor i , Ri edr an. —St ar t i ng Age: 30 year s + 3d6 (bar bar i an, r ogue, sor cer er , soul kni fe, wi lder ) + 2d6 (bar d, fighter, pal adi n, r anger , psychi c war r i or ) + 4d6 (cler i c, dr ui d, monk, psi on, wi zar d) . —Agi ng Effects: 60 year s (mi ddl e age)/ 80 year s (old)/ 120 year s (vener able)/ +4d% year s (max age). - H ei ght and Wei ght: mal e (5'4" + 2d10/ 180 X 2d6 lb.), female (4' 10" + 2d10/ 120 X 2d6 lb.) —Favor ed Cl ass: Ranger . —Level Adj ustment: +1.
Adar . Amon g the r i ngi ng peaks, the kal asht ar ar e pr otected fr om thei r mor tal enemi es who r ul e Ri edr a. Even so, they ar e few i n number . Fewer sti l l ar e the adventur esome kal asht ar who can be f ound i n r emote par ts of Sar l ona, spr ead i ng the Path of Li ght and fighting the I nspi r ed. No tr ue kal asht ar settl ements exi st i n Sar l ona out si de Adar , but one coul d meet a kal asht ar as cl ose to Adar as Syr kar n or as far away as a Q i ku vi l l age in the tundr a.
MAENADS Myster i ous and r emote, the mae nads of Sar lona are bei ngs of tempes tuous emoti ons held in check by r i gi d self- contr ol. Because of an anci ent tr agedy that befell thei r r ace, they har bor a deep spi r i tual tur moi l . T he The humans of Sarlona are a diverse lot maenads know l i ttl e about t hei r or i gi n. T hei r l egends, suppor ted by br i ef and i nt er mi t t ent contact wi th aventi expl or er s, cl ai m that a gr eat human confli ct wi th the humans and eneko of the r egi on. I n ci vi li zati on once exi sted among the i slands of the Lhazaar Adar , a handf ul of hal f- gi ant fami l i es cal l ed the pathadrik Pr i nci pal i ti es, and that it sank beneath the waves some wander among the settl ements and monaster i es. two thousand year s ago in a magi cal catacl ysm. Those who wer e at sea when the catacl ysm occur r ed sai led east to find HUMANS a new home, comi ng ashor e on the T ashyvar I sl ands of As in K hor vai r e, Sar l onan humans ar e a study in di ver nor thwest Sar l ona. T her e the sur vi vor s under went some sity. Fr om the tr i bal bar bar i ans of the Tashana Tundr a f undamental physi cal and spi r i tual tr ansfor mati on, and to the asceti c monks of Adar , fr om the i ndustr i ous ci tya new race was bor n. dwel l er s of Ri edr a to the pr oud agr ar i ans of Syr kar n, Physi cal l y, maen ads cl osel y r esembl e human s, humans domi nate the conti nent. al though they tend to be tal l er and heavi er . Most di sti nc ti vely, maenads' ski n is dusted wi th bi ts of l i vi ng cr ystal , KALASHTAR gi vi ng them an odd and ghostl y luster in cer tai n ki nds Beauti ful and ki nd, yet emoti onally char ged and myster i of l i ght. Maenads al so have a r aci al pr opensi t y towar d ous, kal ashtar look much li ke Chosen and I nspi r ed do. psi oni cs, wi t h vi r t ual l y ever y i ndi vi dual mani f est i ng Most kal ashtar are acti ve in roles that oppose the overlords wi l der abi l i ti es in puber ty. of Ri edr a. T hei r number s ar e too few, however , to tr ul y M aen ad L an ds: T he maenads of T ashyvar have oppose the mi ght of the I nspi r ed on the Mater i al Plane. bui l t thei r soci ety i n the i sl ands and shor es of nor th Sti l l , they wor k ceaselessly to change the consci ousness wester n Sar l ona, col oni zi ng as far south as Wi nter stead that makes Dal Quor what it is today—a ni ghtmar e. at the mouth of the Q onama r i ver . Maenads in Sar l ona K al ash t ar L an ds: Most kal asht ar on Sar l ona ar e gover ned by a st r ange seasonal r hyt hm, al most l i ve wi t hi n the hi gh mount ai ns and r i ch val l eys of
RIEDRANS AND ADVENTURING As a player of a Ri edr an char acter , especi al l y a human, you have some speci al consi der ati ons. Common people in Ri edr a don't j ust br eak out of thei r appoi nted r oles and go adventur i ng. Most ar e condi ti oned to be content wi th thei r lot, and few wel come much less seek change. You have many opti ons avai l abl e to you, however . Your char acter mi ght be a loyal Ri edr an chosen to study other cul tur es and ser ve as a goodwi l l ambassador —a tr yi ng task that must be per for med among backwar d or cor r upt bar bar i ans who ar e i gnor ant of the Path of I nspi r ati on. A ti ny mi nor i ty r ebel s agai nst the r estr i c ti ve phi l osophy of the Path; such per sons must flee
Ri edr a or di e. Per haps your char acter is one of the few Ri edr ans i nvolved wi th an under gr ound gr oup, r ai sed wi th the knowl edge that all is not necessar i l y wel l in the homel and. Maybe your char acter r ecentl y awakened to the r eal i ty of Ri edr a and is now on the r un. Another possi bi l i ty is that the char acter is some sor t of cr i mi nal , r i ghtly or wr ongl y accused, l ooki ng for a r oute to fr ee dom. I n thi s latter case, what you di d doesn't have to be evi l . Many r easonabl e acti ons or unchangeabl e condi ti ons ar e cr i mes in Ri edr a, or they ar e at least si tuati ons that cause people to di sappear . One of the most common is bei ng bor n wi th psi oni c or magi c tal ents.
mani acal l y acti ve in the long days of summer , but wi th dr awn and tor pi d dur i ng wi nter ' s long dar kness. New maenad coloni es ar e apt to appear by the dozens in spr i ng and summer , only to be appar entl y abandoned when the season tur ns. In an odd coupl i ng, the maenads have for med close r elati ons wi th the Saar tuk shi fter s, and i ntegr ated gr oups can be found thr oughout the r i ver s and fr i gi d beaches of the Tundr a shor el i ne. Maenads ar e exper t mar i ner s in these shal l ow water s, and they faci li tate tr ade thr oughout the r egi on wi th thei r i ngeni ous ski ffs and boats.
OGRES AND OGRE MAGES Sar l ona mi ght be known as the cr adl e of humani ty, but it is al so the bi r thpl ace of the ogr e r ace. The ogr es of K hor vai r e ar e the descendants of settler s who cr ossed the Bar r en Sea long ago, though thi s knowl edge li ves on only in the tales of ogr e mages. Once, the ogr es of Bor unan wer e a pr oud war r i or cul tur e, and thei r ogr e mages wer e mi ghty cr eatur es spoken of in song and stor y. Had the ogr es ever sought to conquer humani ty, the hi stor y of Sar l ona mi ght have been qui te di ffer ent. But the ogr es consi der ed humans unwor thy foes. T hi s over confi dence was thei r undoi ng, and i n the last days of the Sunder i ng, the I nspi r ed uni fi ed the human ki ngdoms agai nst thi s ar my of monster s. Today the ogr es ar e a subdued popul ace. Most ar e not al l owed to even touch weapons; they ar e mi ner s and l abor er s, and thei r i mmense st r engt h is used to haul stone and metal for the hanbalani altas. Not the br i ghtest of cr eatur es, most ogr es have accepted the phi l osophy of the I nspi r ed, and they li ve li ves of happy sl aver y, dr eami ng of attai ni ng humani ty in the next li fe. Ogr e mages make up a smal l per centage of the ogr e popul ati on, but they appear mor e fr equentl y in Sar lona than they do in K hor vai r e. Young ogr e mages under go i ntense i ndoctr i nati on to ensur e they become weapons of the I nspi r ed, and they usual l y ser ve in Ri edr a' s H or ned Guar d or Savage Legi on. Beyond Ri edr a, most of the ogr es of Sar l ona ar e si mple folk, more i nter ested in soli tude and sur vi val than in war . H owever , ther e is a movement wi thi n Ri edr a that seeks to r eki ndl e the mar ti al spi r i t of old. T hi s force is known as the Hor ned Shadow. O gr e L an ds: T he major i ty of the ogr es on Sar lona ar e concentr ated in the pr ovi nce of Bor unan in Ri edr a. However , ogr es can be found thr oughout Ri edr a, ser vi ng as l abor er s and occasi onal l y as sol di er s. A few ogr es can be found in Syr kar n, but they ar e r ar ely seen in Adar or the Tundr a.
SHIFTERS As the secr ets of Sar l ona have r eveal ed themsel ves to the K hor var i an schol ar s over the l ast few year s, one of the most st ar t l i ng r evel ati ons was the di scover y of a vast shi f ter popul ati on in nor ther n T ashana. It has become appar ent that, l i ke humans and ogr es, the shi fter r ace actual l y or i gi nated in Sar l ona. T he thr ee T ashana shi f ter gr oups, each con si sti ng of hundr eds if not t housands of i ndi vi dual , semi nomadi c t r i bes, ar e not nat i ons i n the t ypi cal nati on- state sense. Rather , they ar e peopl e bound together by common tr adi ti on and l oose ter r i tor i al boundar i es.
Whi l e the thr ee nati ons have known gr eat war s in the past, they have mai ntai ned a r elati ve peace for many gen er ati ons. Tashanan shi fter s place much more i mpor tance on the communi ty than do thei r self- r eli ant br ethr en i n K hor vai r e. The semi nomadi c tr i bes of the Qi ku and Saar tuk, in parti cular, have evolved a kind of parallel civilization to the ur bane nati ons of the wor ld—one that values natur al si mpli ci ty over technologi cal sophi sti cati on, mobi li ty over entr enchment, and spi r i tuali ty over mater i al i sm. Shi f t er L an ds: T he tr i bes of the Qi ku nati on r oam all i nl and r egi ons west of the T i i ki r i ver and south to the bor der of Ri edr a. Sever al Qi ku vi l l ages, whi l e desi gned to be movable on shor t noti ce, have per si sted for decades now and are essenti al ly per manent. Most of these vi l l ages ar e bui lt in, on top of, and ar ound the spr awl i ng boul der mounds of the centr al T undr a, and f eatur e tents, tun nel s and semi per manent str uctur es of ear th and stone. T he Qiku cur r entl y shar e much of the far souther n l ands and r esour ces wi th the r ef ugee Aki ak dwar ves of the Paqaa Mountai ns. T he Saar tuk tr i bes occupy the enti r e wester n coast l i ne fr om the Eska Mount ai ns to the Ri edr an bor der . T he Saar t uk har vest vi r t ual l y al l of thei r r esour ces fr om the sea, and i ndi vi dual tr i bes move up and down the coastl i ne and among var i ous i nl and wat er ways. The Saar tuk mai ntai n the per manent coastal vi l l age of Whi tetooth and coexi st peaceful l y wi th maenad coloni sts in the settl ement of Wi nter stead. T he Chuni i gi ar e the most nomadi c of the thr ee nati ons, and they r oam the lar gest ar ea of the Tundr a—al l
A Saartuk of the Tashana
shifter Tundra
i nl and ter r i tor i es west of the T i i ki r i ver and nor th to the Eska Mount ai ns. But the Chuni i gi popul ace is spar se r el ati ve to thei r ter r i tor i es, and they shar e the wi l d nor t her n l ands wi t h many human and Neander thal tr i bes (Frostburn 36). I n r ecent year s, the nor ther n Tashana has been r avaged by the ter r i ble K al aak bar bar i ans, and these i ncur si ons have r educed the Chuni i gi ' s number s f ur ther sti l l . Pr evi ous to the r i se of the I nspi r ed i n Ri edr a, a br anch of the Q i ku nati on r oamed far south i nto the l ands that ar e now the Dor Mal eer r egi on. As the I nspi r ed came to power , they ensl aved these sout her n tr i bes, who have si nce evol ved i nto an eli te war r i or caste ser vi ng in Ri edr a' s Savage Legi on. Some i ndi vi dual shi fter s and smal l packs have al so made homes in the wi l ds of Syr kar n.
SKULKS Legend says that at the concl usi on of the Sunder i ng, the people of Nul akesh, Cor vagur a, and Pyr i ne j oi ned forces to battl e Ohr K al uun. T hi s dar k ki ngdom was al r eady weakened by ci vi l war , and the for ces of the I nspi r ed took down the ci ty- states of O hr K al uun one by one. I n what seemed to be an act of char i ty, a Shadow Lor d named Kul Uul an opened hi s war maze to the r efugees of fallen ci ti es, suggesti ng that they mi ght sti ll find vi ctor y thr ough uni ty. T he tr uth was far mor e macabr e. Uul an sacr i fi ced thousands of r efugees in a ghastly r i tual cal l i ng for the bl essi ng and pr otecti on of the Dar k Si x. When the soldi er s of the Ri edr an Al l i ance came to Uulan' s maze, they f ound no tr ace of hi s peopl e; even cl ai r sent i ence pr oved usel ess. Sol di er s wer e ki l l ed, and wor d spr ead of evi l spi r i ts haunt i ng the br oken mazes. I n ti me, the tr uth came to l i ght. Uul an' s peopl e hadn' t vani shed: they' d been t r ansf or med. T hr ough the bl ood sacr i f i ce of thousands of i nnocents, Uul an had gai ned a ter r i bl e power for hi s own people. T hey had become the skul ks (Fiend Folio
154).
T he skul ks of Ri edr a bel i eve that they ar e the chosen people of the Dar k Si x, bl essed and shi elded by the dei ti es other s fear . Al t hough the skul ks r ever e al l of the Si x, they typi cal l y select one as a per sonal patr on and seek to emul ate that force in all ways. T he Mocker y i nspi r es the most f ol l ower s, and the skul ks who i dol i ze the flayed god ar e ter r i f yi ng i ndeed. T hose skul ks who fol l ow the Shadow often pur sue ar cane knowl edge; the most danger ous member s of the Hei r s of Ohr K al uun are often skul k wi zar ds. Nonethel ess, the skul ks have never posed a ser i ous thr eat to the I nspi r ed. T hey ar e par anoi d cr eatur es who r ever e madness, tr eacher y, and destr uc ti on. T hey have tr oubl e f or mi ng l ar ge communi ti es, as r i val r i es and feuds qui ckl y ar i se. The skul ks love to ki l l
Ri edr ans—but when ther e ar e no Ri edr ans about, they soon tur n on each other . Al though most skul ks ar e content wi th thei r savage li fe ami d the r ui ns, a few seek somethi ng mor e. Some of these skul ks end up wor ki ng wi th the Dr eam Mer chants, whi l e other s si mpl y wander . A few seek to atone for the dar k deeds of thei r ancestor s; it's sai d that a handf ul of skul k gui des have been seen on the Summi t Road i n r ecent year s. Skul k L an ds: Skul ks ar e scatter ed acr oss Sar l ona, but they ar e found i n si gni f i cant number s onl y on the i sl ands of Ohr K al uun. H er e skul k tr i bes hi de i n the anci ent war mazes, pl ayi ng cat and mouse wi th the for ces of the H ar moni ous Shi eld.
XEPHS Xephs (EPH 15) ar e a str ange br eed nati ve to Adar and possi bl y a pr oduct of the pecul i ar pl anar for ces that exi st i n the l and of r ef uge. Agi l e and psychi cal l y abl e, xephs ar e r enowned for thei r fine cr af ts. Adar an xephs seem extr emel y l i ghthear ted compar ed to the typi cal Adar an, but the xeph homel and has never known war or si gni fi cant i nter nal str i fe. Al l xephs consi der themsel ves sol di er s in the defense of Adar , however , and they' r e wor thy par tner s in thi s role. Xeph L an ds: Xephs or i gi nated and sti ll li ve in rift val l eys in the southwester n por ti on of Adar . T hei r home is a peaceful and conceal ed one in a caver nous canyon on a r i ver they name the Xar yai . Xephanan, thei r l ar gest city, is deep wi thi n the canyon.
YUAN-TI Once the yuan- ti r ul ed ki ngdoms, but the I nspi r ed tur ned the human popul ati on of centr al Sar lona agai nst them dur i ng the Sunder i ng. T he race was al most er adi cated, and many yuan- ti fled, first to Ar gonnessen and ul ti matel y to Xen' dr i k. T hose who r emai n ar e for ced to cl i ng to the shadows, conceal i ng thei r tr ue natur e fr om the people ar ound them. For the most par t , the yuan- t i appear to want nothi ng mor e than soli tude, but the I nspi r ed teach thei r subj ects to fear the schemi ng ser pent peopl e—and these fear s mi ght be j usti f i ed. It is possi bl e that some yuan- ti sti l l seek to r ecl ai m the gl or y of thei r past, and to over thr ow those who l ai d them low . . . both the I nspi r ed and humani ty. Sar lona is home to two di sti nct br eeds of yuan- ti . The ser pent people of Syr kar n are tr adi ti onal yuan- ti (MM 262), but few are evi l . The shul assakar yuan- ti shar e tr ai ts wi th feather ed ser pents and ar e devoted to the couatl , fol l owi ng a r el i gi on ver y si mi l ar to the Si lver Fl ame. Other wi se identical to standard yuan- ti , the shulassakar are
WINTERHIDE SHIFTERS Sar l onan shi fter s shar e the same r aci al tr ai ts as K hor var i an shi fter s (ECS 19). In addi ti on, Tashana shi fter s can choose to adopt the fol l owi ng speci al shi f ti ng tr ai t. Wi n t er hi de ( Su) : Whi l e shi f ti ng, a wi nter hi de shi fter gai ns a +2 bonus to Consti tuti on, a +1 natur al
ar mor bonus to AC, and r esi stance to cold 5. In addi ti on, a wi nter hi de shi fter has a +2 r aci al bonus on For ti tude savi ng thr ows to r esi st the envi r onmental effects of extr eme cold.
cover ed wi th r ai nbow pl umage. T hey al so have di ffer ent spell- li ke abi l i ti es: darkness and deeper darkness ar e r eplaced by light and daylight, r especti vel y; cause fear is r epl aced by remove fear.
Yuan- Ti L ands: The yuan- ti are a race in hi di ng, and they have no open settlements. Most yuan- ti are found in thei r ancestr al l and of Syr kar n. The shul assakar ar e far fewer in number . T hey once r esi ded in the ki ngdom of K hal esh, now a pr ovi nce of Ri edr a. Today, they ar e gen er ally found in couatl r ui ns—pr otecti ng these si tes from explor er s whi l e r el yi ng on the locales' defensi ve magi c to shi eld them fr om the eyes of the I nspi r ed.
PLANAR RACES The many mani fest zones and pl anar for ces in Sar lona pr esent a multi tude of possi bi l i ti es for str ange offspr i ng, nati ve or extr apl anar . I f Sar l ona is taken as a whol e, the opti ons ar e endl ess—especi al l y in wi l der par ts of the conti nent. Adar , Syr kar n, and the Tashana Tundr a have fi endi sh i nfl uences, gi vi ng r i se to ti efl i ngs and other evi l - al i gned cr eatur es. T he Tundr a's aukaraks tai nt some chi l dr en wi th pl anar ener gy. Lamanni a and K ythr i com monly i nfluence Adar . As such, a few bar i aur s, mephl i ngs, stonechi l dr en, wi l dr en, and even some aasi mar s descended fr om guar di nal s make homes in the l and of r efuge. Choands and ner aphi m ar e al so found in Adar , and a few gi thzer ai have bui l t a monaster y in Adar ' s Uutkl eza mani fest zone. Pl an ar Races' L an ds: Pl anar r aces have no domi nance in any por ti on of Sar l ona. T hey li ve among the mundane r aces wher e they can, or alone or in smal l gr oups wher e they ar e shunned.
ALTERNATIVE CLASS FEATURE: THE PSIONIC ASSASSIN Both the Dr eami ng Dar k and the T housand Eyes have use for assassi ns; the quor i pr efer the kni fe in the dar k to swor ds at dawn. T hose who oppose the I nspi r ed mi ght also tur n to the assassi n' s path in thei r quest for fr eedom fr om r epr essi on. But the ar cane magi c of the assassi n doesn't sui t the quor i bent for psi oni c power , nor the dear th of ar cane knowl edge i n the wake of I nspi r ed pogr oms. T hi s al ter nati ve cl ass featur e al l ows for the cr eati on of uni quel y Sar lonan assassi ns, whether they ar e dr eambl ades of the quor i or Aki ak avenger s. L evel : Assassi n 1st. Repl aces: I f you select thi s featur e, you do not gai n any spel l casti ng abi l i ti es. Benef i t: A psi oni c assassi n has the abi li ty to mani fest psi oni c power s as if he was a psi on. To l ear n or mani fest a power , the assassi n must have an I ntel l i gence scor e of at least 10 + the power's level. Hi s mani fester level is equal to hi s assassi n l evel . T he Di ffi cul ty Cl ass for savi ng thr ows agai nst psi oni c assassi n power s is 10 + the power ' s level + the assassi n' s I nt modi fi er . A psi oni c assassi n chooses power s from the followi ng l i st. Descr i pti ons ar e in Expanded Psionics Handbook, unl ess other wi se noted. 1st —adrenaline boost (Complete Psionic), burst, catfall, chameleon, control light, dimensional pocket (Complete Psionic), mighty spring (Complete Psionic), offensive prescience, sensory gloom (Complete Psionic)
2nd—animal affinity, clairvoyant sense, cloud mind, concealing amorpha, constrictor's touch†, dream lock†, psionic knock, psionic levitate, thought shield 3r d—danger sense, greater concealing amorpha, escape detection, evade burst, psionic darkvision, touchsight 4th—aura sight, psionic dimension door, psionic freedom of move ment, psionic modify memory, steadfast perception, trace teleport T ABL E 2- 1: T H E PSI O N I C ASSASSI N
Level 1st 2nd 3r d 4th 5th 6th 7th 8th 9th
Power Poi nts/ Day
Power s K nown
Maxi mum Power Level K nown
0* 1 3 5 7 11 15 19 23 27
1 2 3 4 5 6 7 8 9 10
1st 1st 1st 2nd 2nd 2nd 3r d 3r d 4th 4th
10th * A psionic assassin gai ns no power points at 1st level. How ever, he does add power points from a high Intelligence score, his race, and feats or other sources to his reserve.
NEW FEATS T hough many of the feats bel ow r emai n uni que to Sar lona, a few have begun to appear on mai nl and K hor vai r e, br ought over by kal ashtar and Sar l onan tr ader s. Member s of the psi oni c r aces of Sar l ona, i nclud i ng the I nspi r ed and kal ashtar , make use of all the feats found in Expanded Psionics Handbook. Char acter s who oppose the I nspi r ed often take feats desi gned to thwar t the use of psi oni cs, such as Hosti l e Mi nd (EPH 47).
DREAMTOUCHED FEATS Dr eamtouched feats al l ow a char acter to touch and dr aw power from the other wor l dly dr eamspace (see page 18)—a myster i ous ener gy that per meates the Mater i al Pl ane. The Dr eam Scion feat is a pr er equi si te for all other dr eamtouched feats.
HOST FEATS Host f eats, i ntr oduced in Complete Psionic, r epr esent the power s of bei ngs that possess shar ed spi r i ts. Host feats can be taken onl y by a cr eatur e who ser ves as a physi cal vessel for a psi oni c enti ty. In the EBERRON campai gn setti ng, Chosen, I nspi r ed, and kal asht ar qual i f y for host f eats.
TACTICAL FEATS T acti cal feats wer e i ntr oduced in Complete Warrior. T hey al l ow char act er s to per f or m a number of power f ul attacks by first t aki ng pr escr i bed acti ons to set up the maneuver . It is up to you to keep tr ack of those acti ons and to i nfor m the DM that you ar e pr epar i ng to execute a tacti cal maneuver .
W EAPON STYLE FEATS Di st i nct i ve f i ght i ng styl es ar e the stuf f of l egends. Weapon styl e f eats gi ve a char act er f l ai r as wel l as
T ABL E 2 - 2 :
N E W FEA T S
Gen er al Feat s Al t i t ude Adapt at i on Ascet i c Psi on Br eath Contr ol Col d Endur ance Edgewal ker Senti nel H azi ng Str i ke Mount ai n Stance Pole Mast er
Repel O utsi der St un n i n g Mast er
T ashal ator a
Ver sati l e Un ar med St r i ke
D r eamt ou ch ed Feat s Dr eam of Contact Dr eam of I nsi ght Dr eam of I nsti nct
Dr eam of Per cepti on
Ben ef i t +4 on For ti tude saves to avoi d al ti tude si ckness; you ar en' t as suscepti bl e to al ti tude si ckness Become psi oni cal l y f ocused as a st andar d acti on, Wi s 13, I mpr oved Un ar med St r i ke, mul t i cl ass bet ween psi on an d monk N ar r ow M i n d E P H , mani f est er l evel 1st Con 13, Wi s 13 +4 on saves and checks r el ated to br eat hi ng, hol d br eath twi ce as l ong +2 on col d saves, can exi st comf or tabl y Base For ti tude save bonus +2 i n col d en vi r on men t s Favor ed Enemy (Outsi der ) Gai n K nowl edge (the pl anes) as cl ass ski l l , +1 bonus agai nst outsi der f avor ed enemy, and spel l s Dex 13, Wi s 13, I mpr oved Unar med Negate mental states wi t h st unni ng attack St r i ke, St un n i n g Fi st, base at t ack bonuss+2 Wi s 13, Bal ance 5 r anks, +2 bonus to r esi st unbal anci ng attacks Concentr ati on 2 r anks Reach weapon i s tr eated as speci al monk weapon Pr of i ci ency wi t h a speci fi c haf ted r each weapon, Weapon Focus (same speci f i c haf ted r each weapon) , f l ur r y of bl ows cl ass f eat ur e Edgewal ker senti ent, r anger 3r d K eep outsi der s at bay Make st unni ng attacks wi t h speci al monk weapons Dex 13, Wi s 15, I mpr oved Un ar med Str i ke, St un n i n g Fi st, base at t ack bonus + 4 Aut ohypnosi s 5 r anks, Stack psi oni c cl ass l evel wi t h monk l evel s for bonuses Concentr ati on 5 r anks, Monasti c T r ai ni ng (psi oni c cl ass), abi l i ty to mani f est 1st l evel power s Deal bl udgeoni ng, pi er ci ng, or sl ashi ng damage I mpr oved Un ar med Str i ke wi t h un ar med str i kes Pr er equi si t es Base For ti tude save bonus +2
Pr er equi si t es Dr eam Sci on, one other dr eamt ouched feat Dr eam Sci on, one other dr eamt ouched f eat Dr eam Sci on
Dr eam of St r engt h
Dr eam Sci on, one other dr eamt ouched feat Dr eam Sci on
Dr eam of the Moment
Dr eam Sci on
Dr eam Sci on
K nowl edge ( ar cana) 3 r anks, K nowl edge (the pl anes) 3 r anks, K nowl edge (psi oni cs) 3 r anks
speci al i zed r ewar ds. T he monks and mount ai nf ol k of Adar have a few such styl es.
ALTITUDE ADAPTATION Your body adapts qui ckl y to changes in al ti tude, pr event i ng you fr om suf f er i ng as much fr om al ti tude si ckness. Pr er equi si t e: Base For ti tude save bonus +2. Ben ef i t : You gai n a +4 bonus on For ti tude savi ng t hr ows to avoi d the ef f ects of al t i t ude (DMG 90). Addi ti onal l y, when you deter mi ne what effect the al ti tude has on you, you appl y the effect for the next l ower categor y
Ben ef i t Expend dr eamt ouched use to contact a kn own per son Expend dr eamt ouched use for a r esti ng K n owl edge check +1 bonus on ski l l checks and Wi l l saves whi l e i n dr eamt ouched state; end state to gai n +10 bonus on ski l l check or Wi l l save Gai n ext r aor di nar y vi si on abi l i ti es whi l e i n dr eamt ouched state; end state to use augury +1 bonus on damage r ol l s and +1 bonus on For t saves whi l e i n dr eamt ouched state; end state to gai n +5 to one damage r oll or For t save + 1 bonus on attack r ol l s and Refl ex saves whi l e i n dr eamt ouched state; end state to gai n +5 to one attack r ol l or Ref l ex save Gai n abi l i ty to enter dr eamt ouched state
of al ti tude t han the categor y you ar e act ual l y i n. Af t er you spend a week at a speci f i c al t i t ude, you become accl i mat ed to that al ti tude and al l l ower al t i t udes, and no l onger have to make For t i t ude saves for each 6hour per i od to avoi d al ti tude si ckness. I f you tr avel to a l ower al ti tude and r emai n ther e for a week, you lose your accl i mati on to the hi gher al ti tude and must r eaccl i mat i ze, al though you al ways r etai n the other benef i ts gr ant ed by thi s feat. Speci al : T hi s feat gr ant s a +2 bonus on Sur vi val checks made in hi gh al ti tude (above 5,000 feet) ar eas.
H ost Feat s Gestal t Mi ght Psychi c War f ar e
Psi on i c Feat s Gestal t Mi ght K al asht ar Mi n dl i n k Mi nd Mask Monk' s Spade Mi nd Bl ade Quor i Dr ead I nsi di ous T er r or
Pr er equi si t es
— Concentr ati on 6 r anks, base Wi l l save bonus +4 Pr er equi si t es
— K al asht ar , mindlink psi - l i ke abi l i ty
— Abi l i ty to gener ate a mi nd bl ade, shape mi n d bl ade cl ass f eat ur e Chosen, kal asht ar , or I nspi r ed Chosen, kal ashtar , or I nspi r ed, Quor i Dr ead
Ben ef i t Spend psi oni c f ocus for adr enal boost Gai n mi nd- af f ecti ng power bonuses and def enses
Ben ef i t Spend psi oni c f ocus for adr enal boost Gai n addi ti onal uses of mindlink at hi gher mani fester level You gi ve off no detectabl e psi oni c aur a; gai n +2 on saves agai nst cl ai r senti ence and tel epathy power s Shape mi nd bl ade i nto monk' s spade Demor al i ze one enemy +1 or +3 DC to power s used agai nst Quor i Dr ead vi cti m
T act i cal Feat Psychi c War f ar e
Pr er equi si t es Concentr ati on 6 r anks, base Wi l l save bonus +4
Weapon St yl e Feat s Fl yi ng T i ger
Pr er equi si t es Ben ef i t Can use hook swor ds as r each weapon Dex 15, Exoti c Weapon Pr of i ci ency (hook swor d) , T wo- Weapon Fi ght i ng or the abi l i ty to tr eat the hook swor d as a speci al monk weapon, Weapon Focus (hook swor d) , base attackbonus+1 Can r end when st r i ki ng wi t h t wo pi cks Str 13, Dex 15, pr of i ci ency wi t h any pi ck, I mpr oved Sunder , Power At t ack, T wo- Weapon Fi ghti ng, Weapon Focus (any pi ck) , base attackbonus+1 Str 13, Exoti c Weapon Pr of i ci ency Cause bl eedi ng wi t h t wo cut t i ng wheel s (cutti ng wheel ) , T wo- Weapon Fi ght i ng or the abi l i ty to tr eat the cut t i ng wheel as a speci al monk weapon, Weapon Focus (cutti ng wheel ) , baseattackbonus+4
Stone Br eaker
Wi nd and Fi r e
ASCETIC PSION You ar e a pr acti ti oner of one of the many styles compr i s i ng the kal ashtar path of shadows, such as the Tashal ator a. Mi xi ng medi tati on, di sci pl i ne, and movement have taught you to become psi oni cal l y focused mor e easi l y whi l e di str acted. Pr er equi si t es: Wi s 13, I mpr oved Unar med Str i ke, Nar r ow Mi nd E PH , mani fester level 1st. Ben ef i t : You can become psi oni cal l y f ocused as a st andar d acti on that doesn' t pr ovoke at t acks of oppor t uni t y. If you have levels in psi on and monk, those levels stack for the pur pose of deter mi ni ng your AC bonus. For exampl e, a kal ashtar 4th- level psi on/ 1st- level monk woul d have a +1 bonus to AC as if he wer e a 5th- level monk. If you woul d be al l owed to add your Wi sdom bonus to AC (such as for an unar mor ed/ unencumber ed monk), you can i nstead add your I ntel l i gence bonus to your AC. In addi ti on, you can mul ti cl ass fr eely between the psi on and monk cl asses.
BREATH CONTROL You have master ed your body' s need for ai r . Pr er equi si t es: Con 13, Wi s 13 Benef i t: You can hold your br eath twi ce as long as nor mal . When you must make a savi ng thr ow or check
Ben ef i t Gai n mi nd- af f ecti ng power bonuses and def enses
i nvol vi ng br eathi ng, i ncl udi ng suf f ocati on, al ti tude si ckness, and gas attacks (such as smoke or stinking cloud), you r ecei ve a +4 bonus.
COLD ENDURANCE Either because of gr owi ng up in a cold environment or traini ng your body and mi nd to i gnore the bi ti ng effect of cold, you can exist wi th ease in low- temperature envi r onments. Pr er equi si t e: Base For ti tude save bonus +2. Benef i t: You can exi st comfor tabl y in temper atur e condi ti ons of 0 F and hi gher wi thout havi ng to make For ti tude saves (MM 302). You al so gai n a +2 bonus on savi ng thr ows agai nst cold effects. Cold Endur ance doesn't pr ovi de any level of r esi s tance to cold damage.
DREAM Of CONTACT [DREAMTOUCHED] T he dr eamspace thr eads thr ough you and those you know, al l owi ng your thoughts to touch in dr eams. Pr er equi si t e: Dr eam Sci on, one other dr eamtouched feat. Benef i t: You exper i ence dr eams that focus on those you know. Once per day, you can attempt to touch the mi nd of a cr eatur e whi l e you sl eep, r est, or medi tate wi th
the i ntent of r estor i ng your abi l i ty to enter a dr eamtouched state. You send a shor t message of twenty- f i ve wor ds or l ess to a subj ect you have pr evi ousl y met and spoken to i n the waki ng wor l d. T he subj ect r ecei ves and under st ands the message whet her awake or sl eepi ng, but not if unconsci ous. T hi s abi l i ty does not al l ow the subject to r espond, but the subject knows the message is fr om you. T hi s abi li ty functi ons r egar dl ess of the di stance to the subj ect, but only if you and the subject ar e on the Mater i al Pl ane. Sendi ng your message (whether success fully or not) expends one use of your dr eamtouched state for the fol l owi ng day. Speci al : T aki ng thi s feat i ncr eases the dur ati on of your dr eamtouched state by 1 r ound.
Pr er equi si t es: Dr eam Sci on, one other dr eam touched feat. Ben ef i t : Whi l e i n a dr eamt ouched st at e, you gai n l ow- l i ght vi si on, dar kvi si on out to 60 feet, and bl i ndsense. Al so, whi l e i n a dr eamt ouched state, you can use augury as a spel l - l i ke or psi - l i ke abi l i ty (your choi ce, caster / mani fester level 1st). T hi s is a full- r ound acti on that pr ovokes attacks of oppor tuni ty. Usi ng augury i mme di ately ends your dr eamtouched state. Speci al : Taki ng thi s feat i ncr eases the dur ati on of your dr eamtouched state by 1 r ound.
DREAM Of INSIGHT
Your connecti on to the dr eamspace floods you wi th gr i m i ntensi ty and deter mi nati on. Pr er equi si t es: Dr eam Sci on. Benef i t: Whi l e in a dr eamtouched state, you gai n a + 1 i nsi ght bonus on damage r olls and a +1 i nsi ght bonus on For ti tude saves. You al so gai n a +5 i nsi ght bonus on any si ngl e damage roll or For ti tude save you make whi l e in a dr eam touched state. Usi ng thi s bonus i mmedi atel y ends your dr eamtouched state. Speci al : T aki ng thi s feat i ncr eases the dur ati on of your dr eamtouched state by 1 r ound.
[DREAMTOUCHED] Your connecti on to the dr eamspace gr ants you i nsi ght ful vi si ons. Pr er equi si t e: Dr eam Sci on, one other dr eam touched feat. Benef i t : You exper i ence vi vi d and l uci d dr eams. Once per day, you can make a si ngl e K nowl edge check (any fi eld) whi l e you sl eep, r est, or medi tate wi t h the i ntent of r estor i ng your abi l i ty to enter a dr eamtouched state. You gai n a +10 i nsi ght bonus in addi ti on to your usual modi fi er s on the check, and can make a check for uncommon knowl edge (DC 11 or hi gher ) even if you have no r anks in the appr opr i ate K nowl edge ski l l. Maki ng thi s K nowl edge check expends one use of your dr eamtouched state for the fol l owi ng day. If appr opr i ate, DMs and pl ayer s can choose to r olepl ay a scenar i o that pr ovi des the i nf or mati on sought t hr ough Dr eam of I nsi ght. A char act er mi ght have a vi si on of anci ent r ui ns that r eveal s some aspect of thei r hi stor y, or could dr eam of a r i ddle contest wi th a sphi nx whose outcome di scl oses a magi c i tem command wor d. Speci al : T aki ng thi s feat i ncr eases the dur ati on of your dr eamtouched state by 1 r ound.
DREAM OF INSTINCT
DREAM OF STRENGTH [DREAMTOUCHED]
DREAM OF THE MOMENT [DREAMTOUCHED] The voi ces of the dr eamspace gi ve you whi sper ed gl i mpses of the acti ons unfol di ng ar ound you. Pr er equi si t es: Dr eam Sci on. Benef i t : Whi l e in a dr eamtouched state, you gai n a + 1 i nsi ght bonus on attack r olls and Reflex saves. You al so gai n a +5 i nsi ght bonus on any si ngle attack roll or Reflex save you make whi l e in a dr eamtouched state. Usi ng thi s bonus i mmedi atel y ends your dr eam touched state. Speci al : T aki ng thi s feat i ncr eases the dur ati on of your dr eamtouched state by 1 r ound.
[DREAMTOUCHED]
DREAM SCION [DREAMTOUCHED]
T he aur as of the dr eamspace help to shar pen your tr ai n i ng and r esolve. Pr er equi si t es: Dr eam Sci on. Benef i t : Whi l e in a dr eamtouched state, you gai n a +1 i nsi ght bonus on ski l l checks and Wi l l saves. These bonuses stack wi t h the effect of the abi l i ty bonuses gr anted by the Dr eam Sci on feat. Fur ther mor e, you gai n a +10 i nsi ght bonus on any si ngle ski l l check or Wi l l save you make whi l e in a dr eam touched state. Usi ng thi s abi li ty i mmedi atel y ends your dr eamtouched state. Speci al : T aki ng thi s feat i ncr eases the dur ati on of your dr eamtouched state by 1 r ound.
Your knowl edge and study al l ows you to tap i nto an other wor l dl y sour ce of mysti cal ener gy—the dr eamspace. Pr er equ i si t es: K n owl edge ( ar can a) 3 r an ks, K nowl edge (the pl anes) 3 r anks, K nowl edge (psi oni cs) 3 r anks. Benef i t: By tappi ng i nto the latent essence of dr eams that satur ates all Eber r on, you ar e able to dr aw power fr om the other wor l dl y dr eamspace (see page 18). As a full- r ound acti on, you enter a dr eamtouched state—a condi ti on of consci ous dr eami ng that f ocuses the wor l d ar ound you even as it r eveal s your own i nner self. You can enter a dr eamtouched state once per day for ever y si x char acter level s you have. Whi l e in a dr eamtouched state, you gai n a +2 bonus to your I nt el l i gence, Wi sdom, and Char i sma scor es. T hi s gr ants you the usual benef i ts to ski l l checks based on those abi l i ti es and on other uses of your I ntel l i gence, Wi sdom, and Char i sma modi f i er s. Spel l cast er s and mani f est er s i n a dr eamt ouched state do not
DREAM OF PERCEPTION [DREAMTOUCHED] Your senses are shar pened wher e the dr eamspace unfolds ar ound you.
gai n any addi t i onal spel l s or power poi nt s, but they i ncr ease the save DCs for those spel l s and power s. Your i ncr ease i n I nt el l i gence does not gr ant you any addi t i onal ski l l poi nt s. Each dr eamt ouched state l asts for a number of r ounds equal to 3 + your ( newl y i mpr oved) Wi sdom modi fi er . I f you ar e in the last r ound of a dr eamtouched state, you can opt to conti nuousl y extend that state i nto another dr eamtouched state (a swi ft acti on) as long as you have uses left for the day. In addi ti on to the above effects, char acter s who have the Dr eam Sci on feat ar e i mmune to the dr eamshapi ng effects of the hanbalani (see page 48). Speci al : Char act er s nor mal l y unabl e to dr eam (i ncl udi ng kal ashtar , el ves, and war f or ged) can take thi s feat in or der to tap i nto the latent power of the dr eamspace. Such char acter s do not gai n the abi l i ty to dr eam or the abi li ty or need to sleep as a r esult. However , taki ng thi s feat makes such char acter s suscepti bl e to spel l s and effects not nor mal l y effecti ve on char acter s who do not dr eam, i ncl udi ng nightmare. A char act er must have sl ept for a mi n i mum of 4 hour s i n the pr evi ous 24 hour s to put hi msel f or her sel f i nto a dr eamt ouched state. Char act er s who do not sl eep (such as el ves and war f or ged) must have spent a mi ni mum of 4 hour s i n uni nt er r upt ed r est or medi tati on. T i me spent in sl eep or r est to pr epar e for a dr eamtouched state al so counts as nor mal towar d heal i ng, r egai ni ng spel l s and power s, and other effects that r equi r e r est. Char acter s who ar e fati gued or exhausted cannot enter a dr eamtouched state.
EDGEW ALKER SENTINEL T he techni ques and tr ai ni ng of the Edgewal ker r anger s help you battle cr eatur es fr om other wor l ds. Pr er equi si t es: Favor ed enemy (any outsi der ). Benef i t : Add K nowl edge (the planes) to your li st of r anger or scout cl ass ski l l s. When you select thi s feat, gai n a +1 bonus agai nst one of your pr eexi sti ng outsi der favor ed enemi es. In addi ti on, you can cast the fol l owi ng spel l s as if they wer e on the r anger spell list at the i ndi cated level. 1st—protection from chaos/evil/good/law. 3r d—magic circle against chaos/evil/good/law. 4th—dismissal. Speci al : You can take thi s feat multi ple ti mes. Each ti me you take the feat, it appli es to a di ffer ent ki nd of outsi der favor ed enemy you have.
FLYING TIGER [STYLE] You have master ed the style of fi ghti ng wi th two hook swor ds at the same ti me, and you can per for m astoundi ng maneuver s wi th them. Pr er equi si t es: Dex 15, Exoti c Weapon Pr ofi ci ency (hook swor d), Two- Weapon Fi ghti ng or the abi l i ty to tr eat the hook swor d as a speci al monk weapon, Weapon Focus (hook swor d), base attack bonus +1 Benef i t: When taki ng a full attack acti on wi th your hook swor ds, you can hook the long ends of the weapons together or unhook them as a fr ee acti on. Whi l e the swor ds ar e hooked together , they deal only the l ower of thei r two damage di ce but they al so act as a r each weapon that can be used to attack adjacent foes.
GESTALT MIGHT [HOST, PSIONIC] Your call on your i nner spi r i t to pr ovi de you wi th a bur st of adr enal i ne. Benef i t : As a swi ft acti on, you can expend your psi oni c focus to gai n a +2 i nsi ght bonus to Str ength and Dexter i ty for 1 r ound.
HAZING STRIKE Your successful stunni ng attack clouds the mi nd as it hamper s the body. Pr er equi si t es: Dex 13, Wi s 13, I mpr oved Unar med Str i ke, Stunni ng Fi st, base attack bonus +2. Ben ef i t : Vi ct i ms of your successf ul st un n i n g at t ack can' t mai n t ai n n on magi cal al t er ed ment al states, i ncl udi ng combat f ocus, dr eamtouched, fr enzy, psi oni c focus, and r age. Af f ected cr eatur es can't r egai n these states for 1 r ound f ol l owi ng the r ound when they ar e stunned. Speci al : A fi ghter can select H azi ng Str i ke as one of hi s fi ghter bonus feats. Cr eatur es i mmune to stunni ng attacks ar e i mmune to the effect of thi s feat.
INSIDIOUS TERROR [PSIONIC, RACIAL] Your i ntui ti ve sense of your vi cti m' s fear s enhances the effecti veness of your psi oni c power s. Pr er equi si t es: Chosen, kal ashtar , or I nspi r ed, Quori Dr ead. Benef i t: When you use a mi nd- affecti ng psi oni c power agai nst a tar get demor al i zed by your Quori Dr ead, you can expend your psi oni c focus to i ncr ease the DC of the Wi l l save by 1. I f the power is a fear effect, the DC is i ncr eased by 3.
KALASHTAR MINDLINK [PSIONIC, RACIAL] You ar e i nnatel y tal ented wi t h your r aci al mindlink psi l i ke abi l i ty. Pr er equi si t es: K al ashtar , mindlink psi - li ke abi li ty. Benef i t : You can use the mindlink psi - l i ke abi l i ty gr anted by your kal ashtar her i tage thr ee ti mes per day. Your mani fester level for your mindlink abi li ty equal s your char acter level. Nor mal : A kalashtar 's mi ndl i nk can be used once per day, and its mani fester level is 1/2 the kal ashtar ' s H D.
MIND MASK [PSIONIC] Your mi nd conceal s some of your tr ai ts. Benef i t: Effects that detect al i gnment r eveal that you ar e neutr al , and detect magic and detect psionics r eveal you to be nonmagi cal and nonpsi oni c, r egar dl ess of your tr ue natur e. You also get a +1 bonus on savi ng thr ows agai nst mi nd- affecti ng spel l s, power s, and abi l i ti es. I f you wi sh, you can suppr ess the benefi t of thi s feat to r eveal your actual char acter i sti cs and for go the save bonus. N or mal : A cr eatur e' s aur a r eveal s its al i gnment and psi oni c natur e. Speci al : T hi s feat does not mask the aur a of effects you cr eate or i tems in your possessi on, i ncl udi ng ongo i ng spel l s and power s, as wel l as i mbedded magi c or psi soni c i tems.
MONK'S SPADE MIND BLADE [PSIONIC] When you r eshape your mi nd bl ade, you can change it i nto an exoti c weapon: a monk' s spade (see page 136). Pr er equi si t es: Abi l i ty to gener ate a mi nd bl ade, shape mi nd bl ade cl ass featur e. Benef i t : Any ti me you want to r eshape your mi nd blade usi ng your shape mi nd blade cl ass featur e, you can add the monk' s spade to your shape r eper toi r e. You ar e pr ofi ci ent wi th your monk' s spade mi nd bl ade—you ar e tr eated as if you had the feat Exoti c Weapon Pr ofi ci ency (monk' s spade mi nd bl ade). The weapon is si zed appr o pr i atel y for you and deal s damage as a monk' s spade.
MOUNTAIN STANCE You know how to stabi l i ze your sel f agai nst unbal anc i ng at t acks. Pr er equi si t es: Wi s 13, Bal ance 5 r anks, Concentr a ti on 2 r anks. Ben ef i t : You gai n a +2 bonus on checks and r ol l s to r esi st bul l r ush, di sar m, gr appl e, over r un, and tr i p attempts made agai nst you.
POLE MASTER Your monasti c tr ai ni ng i ncl uded extensi ve wor k wi th pole ar ms. Pr er equi si t es: Pr of i ci ency wi t h a speci f i c haf ted r each weapon, Weapon Focus (same speci f i c haf ted r each weapon) , base attack bonus +1, f l ur r y of bl ows cl ass f eatur e.
Benef i t : You can tr eat a hafted r each weapon as a speci al monk weapon, al l owi ng you to per for m flur r y of bl ows wi th it. Exampl es of such weapons i nclude the gl ai ve, l ongspear , r anseur , and Tal enta shar r ash.
PSYCHIC WARFARE [HOST, TACTICAL] You have studi ed the tel epathi c combat techni ques of the I nspi r ed and the kal ashtar , and can dr aw on your i nner spi r i t to str engthen your attacks. Pr er equi si t es: Concentr ati on 6 r anks, base Wi l l save bonus +4. Benef i t: The Psychi c War f ar e feat enables the use of thr ee techni ques. You can benefi t fr om only one of these tacti cs in any gi ven r ound. Active Defense: To use thi s techni que, you must fi ght defensi vel y or per for m a full defense acti on. Dur i ng a r ound in whi ch you fight defensi vely, you r ecei ve a +1 i nsi ght bonus on savi ng thr ows agai nst mi nd- affecti ng spel l s, power s, and abi l i ti es. I f you take a full def ense acti on, thi s bonus is i ncr eased to +2. Probing Thoughts: To use thi s techni que, you must per for m a full defense acti on for 1 r ound. If you mani fest a mi nd- affecti ng power agai nst a tar get wi thi n 60 feet on the followi ng r ound, the savi ng thr ow DC is i ncr eased by 1. Psychic Riposte: To use thi s techni que, you must spend 1 acti on poi nt to i mpr ove your savi ng thr ow when you ar e tar geted by a mi nd- affecti ng spel l , power , or abi li ty. Add hal f of the r esult of the acti on poi nt roll (r ounded down) to the savi ng thr ow DC of any mi nd- affecti ng power you mani fest agai nst the aggr essor in the fol l owi ng r ound.
QUORI DREAD [PSIONIC, RACIAL] You can unsettl e an enemy, filling hi s mi nd wi th whi s per s of ni ghtmar e dr awn fr om Dal Quor. Pr er equi si t es: Chosen, kal ashtar , or I nspi r ed. Benef i t: You have the abi l i ty to demor al i ze a si ngle opponent wi thi n 120 feet of you. T hi s is a move acti on that does not pr ovoke attacks of oppor tuni ty. Your vi cti m takes a —1 mor ale penal ty on attack r olls and damage r olls when he tar gets you. The effect lasts unti l you select a new tar get or unti l your vi cti m moves out of r ange. T hi s is a mi nd- affecti ng fear effect. Speci al : A Chosen, I nspi r ed, or kal ashtar fighter can select Quor i Dr ead as one of her fighter bonus feats.
REPEL OUTSIDERS Your study of Sar l ona' s mani f est zones and pl anar br eaches gi ves you a measur e of contr ol over the outsi d ers that lur k ther e. Pr er equi si t e: Edgewal ker Senti nel , r anger 3rd. Benef i t: You can war d off cr eatur es of the outsi der type. You make a Char i sma check and consult the Tur n i ng Undead table (PH 159), usi ng your r anger level to deter mi ne the most power ful outsi der s you can affect. T hi s abi li ty wor ks only agai nst outsi der s wi thi n 60 feet of you. You then roll 2d6 and add your r anger level + your Char i sma modi fi er to deter mi ne your tur ni ng damage. T hi s feat other wi se acts as the Repel Aber r ati on feat (ECS 58).
STONE BREAKER [STYLE] You have master ed the style of fighting wi th two pi cks at the same ti me, al l owi ng you to deal heavy damage to your foes.
Pr er equi si t es: Str 13, Dex 15, pr ofi ci ency wi th any pi ck, I mpr oved Sunder , Power At t ack, Two- Weapon Fi ghti ng, Weapon Focus (any pi ck), base attack bonus +1. Benef i t: If you hi t the same cr eatur e wi th both pi cks in the same r ound, you can r end wi th your pi cks as a swi ft acti on. T hi s attack deal s base damage fr om one pi ck + 1- 1/2 ti mes your Str bonus. Speci al : A r anger who has chosen the two- weapon combat style can select Stone Br eaker even if he does not meet the Dexter i ty pr er equi si te.
STUNNING MASTER You have become so pr ofi ci ent wi th techni ques usi ng Stunni ng Fist that you can use it wi th monk weapons. Pr er equi si t es: Wi s 15, I mpr oved Unar med Str i ke, Stunni ng Fi st, base attack bonus +4. Benef i t: You can make Stunni ng Fist attacks usi ng speci al monk weapons. Any abi l i ty you have that r equi r es Stunni ng Fist as a pr er equi si te, such as H azi ng Str i ke or Fi er y Fist (PH2 79), can al so be used wi th attacks made wi th speci al monk weapons. N or mal : You can use Stunni ng Fist and other si mi lar feats and abi l i ti es only wi th unar med attacks.
TASHALATORA You have successful ly i ntegr ated mar ti al ar ts wi th psi oni c power under the tutel age of Tashal ator a master s. Pr er equi si t es: Autohypnosi s 5 r anks, Concentr a ti on 5 r anks, Monasti c T r ai ni ng (psi oni c cl ass), abi li ty to mani fest 1st- level power s. Benef i t : Your l evel s in the psi oni c cl ass you selected for Monasti c T r ai ni ng stack wi th your monk level s to deter mi ne your AC bonus, flur r y of bl ows attacks, and unar med damage fr om the monk cl ass.
VERSATILE UNARMED STRIKE You employ a var i ety of unar med fighting styles, al l owi ng you to alter the type of damage your attacks deal. Pr er equi si t e: I mpr oved Unar med Str i ke. Benef i t : As a swi f t acti on, you can opt for your unar med str i kes to deal your choi ce of bl udgeoni ng, pi er ci ng, or sl ashi ng damage. Once you make thi s choi ce, your unar med str i kes conti nue to deal the chosen damage type unti l you use another swi ft acti on to change it. Speci al : A fighter can sel ect Ver sati l e Unar med Str i ke as one of hi s fighter bonus feats.
W IND AND FIRE [STYLE] You have master ed the style of fighting wi th two cutti ng wheel s at the same ti me, and you ar e adept at openi ng wounds wi th them. Pr er equi si t es: Str 13, Exoti c Weapon Pr ofi ci ency (cutti ng wheel ), Two- Weapon Fi ghti ng or the abi li ty to tr eat the cutti ng wheel as a speci al monk weapon, Weapon Focus (cutti ng wheel ), base attack bonus +4. Benef i t: If you hit the same cr eatur e wi th both of your cutti ng wheel s in the same r ound, you tear open the wound and cause bl eedi ng. T he bl eedi ng cr eatur e takes 1 poi nt of damage per r ound unti l it r ecei ves a DC 15 Heal check or magi cal heal i ng. Wounds fr om mul ti pl e successful uses of thi s style cause cumul ati ve bl eedi ng—a cr eatur e affected by thi s style thr ee ti mes takes 3 poi nts of damage per r ound from bl eedi ng.
FIST OF DAL QUOR "Bring it on."
—Aester aan, fist of Dal Quor T he I nspi r ed ar e the lor ds of Ri edr a and the physi cal pr esence of the Dr eami ng Dar k on Eber r on, but thei r number s ar e l i mi ted and thei r i mpor tance too gr eat to be r i sked in common combat. When battle must be done, they tur n to Chosen f i sts of Dal Quor . I n r esponse, the kal ashtar of Adar have devel oped war r i or who use si mi l ar techni ques.
BECOMING A FIST OF DAL QUOR T he Fi sts of Dal Quor ar e a combat or der dr awi ng super natur al power fr om the Regi on of Dr eams. As such, mani fester s in sear ch of a combat edge and combat cl asses seeki ng a psi oni c edge ar e equal l y common wi thi n thei r r anks. Most Chosen fists of Dal Quor ar e psychi c war r i or s or soul kni ves; among the kal ashtar , monks and soul kni ves fr equentl y take up thi s cl ass. EN T RY REQ U I REM EN T S Race: Chosen, Inspired, or kalashtar. Base Attack Bonus: +4. Ski l l s: Knowledge (the planes) 4 ranks. Feats: Any one psionic feat. Speci al : Proficiency wi th any martial or exotic weapon. For the purpose of this prerequisite, a mind blade is con sidered an exotic weapon. T ABL E 2- 3: T H E FI ST O F D AL Q UO R H I T D I E: D 10 Base Attack For t Ref Wi l l Level Bonus Save Save Save 1st
+0
+2
+0
+2
2nd
+1
+3
+0
+3
3r d
+2
+3
+1
+3
4th
+3
+4
+1
+4
5th
+3
+4
+1
+4
Speci al Sudden strike 1d6, stunni ng strike 1/day Resilient mind, stunni ng stri ke 2/day Sudden strike 2d6, stunni ng strike 3/day Resilient soul, stunni ng stri ke 4/day Sudden strike 3d6, stunni ng strike 5/day
Cl ass Ski l l s (2 + I nt modi fi er per l evel ): Climb, Heal, Jump, Knowledge (the planes), Knowledge (psionics), Ride, Survi val.
CLASS FEATURES You channel the ener gy of the Regi on of Dr eams i nto abi li ti es desi gned to destr oy foes in combat. Sudden St r i ke ( Su) : If you can catch an opponent when he is unabl e to def end hi msel f ef f ecti vel y fr om your at t ack, youcan str i ke a vi tal spot for extr a damage. Whenever your tar get i s deni ed a Dexter i ty bonus to Ar mor Cl ass (whether the tar get has a Dexter i ty bonus or not), you deal an extr a 1d6 poi nts of damage wi th your attack. T he extr a damage i ncr eases by 1d6 poi nts
for ever y two fist of Dal Quor levels ther eafter . You can't use sudden str i ke when f l anki ng an opponent unl ess that opponent is deni ed its Dexter i ty bonus to AC. T hi s damage al so appli es to r anged attacks agai nst tar gets up to 30 feet away. Cr eatur es that have conceal ment, cr eat ur es wi t hout di scer ni bl e anat omi es, and cr eatur es i mmune to extr a damage fr om cr i ti cal hi ts ar e all i mmune to sudden str i ke. You can't make a sudden str i ke whi l e str i ki ng the l i mbs of a cr eatur e whose vi tal s ar e out of r each. You can' t use sudden str i ke to del i ver nonl ethal damage. Weapons capabl e of deal i ng onl y nonl ethal damage don't deal extr a damage when used as par t of a sudden str i ke. T he extr a damage fr om the sudden str i ke abi l i ty stacks wi th the extr a damage fr om sneak attack whenever both woul d apply to the same tar get. St un n i n g St r i ke (Su): As par t of a melee attack, you can attempt to stun a foe. T hi s abi l i ty functi ons l i ke the Stunni ng Fist feat (PH 101), except that you can stun opponents wi th your weapon attacks in addi ti on to your unar med attacks. You can attempt a stunni ng str i ke a number of ti mes per day equal to your cl ass level . Whenever you make a st unni ng str i ke, you can i ncr ease the save DC by 1 per 4 power poi nts spent. The number of power poi nts you expend on a si ngle attack cannot exceed your cl ass level . If you al r eady have the Stunni ng Fi st feat, you gai n the abi l i ty to make a stunni ng attack wi th weapons in addi ti on to unar med attacks. Fur ther mor e, you gai n one addi ti onal use of the feat per day for each cl ass level. If you ar e a monk who has taken Stunni ng Fi st as a bonus feat, levels i n thi s pr esti ge cl ass stack wi th monk levels for the pur pose of deter mi ni ng how many ti mes per day you can use your i mpr oved Stunni ng Fist attack. Resi l i ent Mi n d ( Ex) : Your si ngl e- mi nded dedi ca ti on to combat makes it har der to sway you fr om your pur pose. At 2nd l evel , you gai n a +2 bonus on saves agai nst mi nd- affecti ng spel l s, power s, and abi l i ti es. Resi l i en t Soul ( Ex) : As your t r ai ni ng conti nues, the essence of Dal Quor pr otects you fr om power s of the mi nd. At 4th l evel , you gai n a +2 bonus on saves agai nst psi oni c power s and psi - l i ke abi l i t i es. T hi s bonus stacks wi t h the bonus on saves agai nst mi nd- af f ect i ng spel l s, power s, and abi l i ti es gr ant ed by your r esi l i ent mi nd abi l i ty.
PLAYING A FIST OF DAL QUOR For a fist of Dal Quor, di pl omacy ser ves li ttle pur pose beyond deter mi ni ng how the dead should be collected from the battl efi el d. You ar e a war r i or , pur e and si mpl e, and the defense of your people is your only goal . K al ashtar and I nspi r ed al i ke cl ai m the tr adi ti ons of the fists of Dal Quor, and to be the tr ue hei r s to the Quor Tarai. Each vi ews the other as a per ver si on of the path, and seeks to dr i ve them fr om Eber r on.
Combat Str i ke har d. T hi s basi c tenet of your combat phi l osophy is as str ai ghtf or war d as your fighting style is compl ex, honed over the long hour s of battle and tr ai ni ng neces sar y to become a fist of Dal Quor. Whether you sei ze the moment wi th si new and steel or adopt the mor e subtl e appr oach of steal th, spel l , or psi oni cs depends l ar gel y
on the path that br ought you her e. In the end, though, your tr ai ni ng as a fist of Dal Quor sets you far above the war r i or you once wer e. Your si gnatur e abi l i ti es wor k i n concer t to al l ow you to make shor t wor k of foes i n si ngl e combat. Your stunni ng str i ke can stagger even the str ongest opponent, l eavi ng hi m at your mer cy as your sudden str i ke attack r ends both body and soul.
Advan cemen t From the ear li est days, you wer e mar ked by your si ngl emi nded deter mi nati on in combat, but even when si ngled out for i ncr easi ngl y danger ous mi ssi ons, you felt con str ai ned in a way you di d not ful l y under stand. T hough tr ai ni ng in the ways of the mi nd was never your pr i mar y gi ft, your connecti on to Dal Quor r emi nded you that ther e was mor e to your str ength than j ust the physi cal . When the Fi sts of Dal Quor appr oached you, you found out how r i ght you wer e. T he Fi sts of Dal Quor ar e not an or gani zed f or ce, ei ther among your peopl e or the hated foes who have cor r upt ed the t r ai ni ng. Rather , you ar e one of a l oose associ ati on of speci al i st s, sought out for speci f i c mi s si ons but j ust as often left to your own devi ces. By the ti me you wer e appr oached to j oi n, your ent r y i nto the Fi sts of Dal Quor had al r eady been deci ded. Now, your comr ades know that you can be tr usted to uphold your tr ai ni ng and r epay the power you dr aw fr om the Regi on of Dr eams.
Resour ces As a fi st of Dal Quor , you ar e t ypi cal l y shown r espect among your peopl e, even those to whose author i ty you submi t . At the same t i me, the nat ur e of your mi s si ons often means that few of those ar ound you know your cal l i ng—or under st and how wi se they woul d be to f ear you. T hough no for mal or gani zati on exi sts among your peer s, you can and do seek t r ai ni ng and i nt el l i gence fr om those who have al so t aken up thi s pat h. When or der s come, however , they come fr om hi gh up. T he l i ghtspeaker s of Adar and the I nspi r ed al i ke mai ntai n di r ect contr ol over the dual tr adi ti ons of the fists of Dal Quor, and when your master s seek you out, it is never wi thout pur pose.
FISTS OF DAL QUOR IN THE W ORLD "He'd been in the city a week, maybe more. Looked to bea laborer, or one seeking hisfortune across the sea. Then the kalashtar arrived on one of the Lhazaar boats and hemet them at thedocks, that knife of light blazing where he tore through them like they were cattle at the slaughtering wall." —Mi hai ti , eneko trader in Ar dhmen As long as the war between kal ashtar and I nspi r ed dr ags on, the fists of Dal Quor stand in the front li nes on both si des. Whether leader s of cr ack combat squads or pati ent hunter s i n sear ch of danger ous pr ey, member s of thi s pr esti ge cl ass are among the best war r i or s in Sar l ona.
O r gan i zat i on T hough the Fi sts of Dal Quor dr aw thei r power fr om the Regi on of Dr eams, the I nspi r ed allow no hi nt of any
connecti on between thei r r ule and the quor i to be made. As such, the Fi sts of Dal Quor ar e never r ef er r ed to as such among the Ri edr ans, who know them as the Senti nels of I nspi r ati on. T hough the Fi sts of Dal Quor ar e an eli te or der in two cul t ur es, t hei r hi st or y r emai ns cont ent i ous. T he questi on of whether the order's mar ti al tr adi ti ons or i gi nated wi th the I nspi r ed or the kal ashtar is sti ll debated, wi th some on both si des cl ai mi ng that the Fi sts of Dal Quor actual l y r eflect a tr adi ti on pr edati ng the ar r i val of kal ashtar or I nspi r ed on Eber r on. T hough ostensi bl y connected to the Ri edr an mi l i t ar y and the def ender s of Adar , the Fi sts of Dal Quor oper ate i ndependent of l ow- l evel mi l i t ar y or pol i ti cal contr ol i n bot h cul t ur es. T aki ng thei r or der s di r ectl y fr om the I nspi r ed or the l i ghtspeaker s, member s of the fi sts ar e gi ven much mor e lati tude and fr eedom than is typi cal l y gr anted to mi l i tar y oper ati ves. T hei r mi ssi ons often i nvolve fi eld wor k i n cor ner s of Sar l ona far beyond the Ri edr an—Adar fr onti er .
NPC Reacti ons Fi sts of Dal Quor ar e known i n whi sper ed r umor s and qui etl y r epeated tal es of her oi sm and battl e, but few peopl e woul d r ecogni ze a member of the or der . I n the si ege zones of Adar , f i sts of Dal Quor often l ead el i te squads of assaul t tr oops on both si des, and ar e gi ven r espect i n accor dance wi t h thei r accompl i shment s i n battle. Outsi de the battl egr ounds, nothi ng di sti ngui shes a member of the or der , especi al l y one oper ati ng cl andes ti nel y far fr om home.
FIST OF DAL QUOR LORE Sar lonan char acter s who have r anks in K nowl edge (local) can r esear ch the fi sts of Dal Quor to l ear n mor e about t hem. When a char act er succeeds on a ski l l check, the f ol l owi ng lor e i s r eveal ed, i ncl udi ng the i nf or mati on from l ower DCs. DC 10 : T he kal ashtar (or I nspi r ed if appr opr i ate) tr ai n eli te soldi er s to take on the most danger ous mi s si ons agai nst thei r foes. It'ssai d that these war r i or s stand down fr om no thr eat. DC 15: T he Senti nel s of the I nspi r ed and the fi sts of Dal Quor among the kal ashtar ar e sai d to be the same mar ti al tr adi ti on. Pi ty anyone who faces them, for even those who aren't mani fester s wi el d super natur al power in battle. DC 20 : T he fi sts of Dal Quor ar e among the best war r i or s on both si des of the Ri edr a—Adar confli ct, but they' r e as l i kel y to be found far fr om the front l i nes. T he I nspi r ed and kal ashtar al i ke gi ve them al most free r ei n, it's sai d, but the fists follow or der s wi thout questi on. DC 30 : Char acter s who achi eve thi s level of success can lear n i mpor tant detai l s about speci fi c notable fists of Dal Quor, the ar eas wher e they oper ate, and the ki nds of acti vi ti es they under take.
FISTS OF DAL QUOR IN THE GAME Fi sts of Dal Quor can be found in any par t of Sar l ona, and have l i kel y establ i shed a cl andest i ne pr esence i n K hor vai r e as wel l . Because of the or der s' secr ecy, any char acter the PCs have met mi ght be r eveal ed to be a fist of Dal Quor (whether al l y or enemy) on a cl andes ti ne mi ssi on.
An y char acter desi r i ng a pl ace i n the fr ont l i nes of the kal ashtar —I nspi r ed confl i ct mi ght choose to pl ay a fist of Dal Quor . T he or der ' s l oose or gani zati on l eaves pl enty of oppor tuni ty for i ndi vi dual s to go adventur i ng, but a fi st of Dal Quor can be contacted by hi s I nspi r ed or l i ght speaker master s at any ti me, maki ng it easy to weave hi gh- l evel pol i ti cal or mi l i t ar y hooks i nto a campai gn.
Adaptati on Wi th a si mple change to the name and the r aci al pr er eq ui si tes, the fist of Dal Quor becomes a cl ass devoted to any par t i cul ar dei ty or mysti c for ce. T he cl ass' s super natur al abi li ti es can be j ust as easi l y der i ved from magi c as psi oni cs, and r epl aci ng the psi oni c feat pr er equi si te wi th r anks in Use Magi c Devi ce cr eates a combat tr adi ti on dedi cated to pr otecti ng an or der of power ful mages or sor cer er - ki ngs.
Sampl e Encounter The thousand- year war between kal ashtar and I nspi r ed is fought on many f r onts, any of whi ch make a l i kel y battl egr ound for a fist of Dal Quor. An encounter wi th an enemy member of thi s cl ass is al most al ways a combat encounter , and should i deally pr ovi de a for mi dable chal l enge to the PCs. At the same ti me, a fi st of Dal Quor sympatheti c to the par ty' s goal s mi ght pr ove an unex pected ally, steppi ng i nto the fray alongsi de the PCs, then aski ng them some favor in r etur n. EL 8: Aest er aan i s a fist of Dal Quor in ser vi ce to the I nspi r ed of Ri edr a, though he spends l i ttl e ti me
ther e. H i s mi ssi on is to di sr upt (and whenever possi bl e destr oy) the taskmaster s and gui des of the Summi t Road, par ti cul ar l y those that oper ate i n and ar ound Syr kar n. In the gui se of a weather beaten wander er , he tr avel s the f r onti er f r om Ar dhmen to the mouth of the Ghoza, wat chi n g for any oppor t uni t y to r epay the gi f ts of D al Quor wi t h kal asht ar bl ood. Aest er aan' s magi c combat gear has been gat her ed fr om hi s vi ct i ms over the l ast sever al months.
BECOMING A HAZTARATAIN T he asceti c natur e of the H aztar atai n or der appeal s to those who focus on sel f- master y; its mar ti al spi r i t dr aws those who concentr ate on mi ght r ather than mysti ci sm. Sti l l , exper i ence wi t h the super nat ur al is a must for those who become parahdri. A desi r e to defend Adar is par amount. These monks ar e seldom r el i gi ous—yet they ar e attuned to the spi r i tual and i nter nal wor l ds. EN T RY REQ U I REM EN T S
AESTERAAN Male Chosen soulknife 5/fist of Dal Quor 3 LE Medium humanoid (human, psionic) I ni t +5; Senses Listen +0, Spot +8 Languages Common, Riedran, Quori AC 15, touch 11, flat- footed 14 (+1 Dex, +4 armor) hp 64 (8 HD) Fort +6, Ref +6, Wi l l +7 (+2 mind- affecting)
CR
8
Speed 30 ft. (6 squares) Melee mind blade +10 (1d6+4/19—20) or Melee mind blade +10 (1d10 +5/19—20) when shaped as bas tard sword Ranged mind blade +8 (1d6+4/19- 20) Base Atk +5; Gr p +8 Atk Opti ons Psionic Weapon +2d6, psychic strike +1d8, sudden strike +2d6, stunni ng strike 3/day Combat Gear 2 oil of darkness, 2 potions of bull's strength, 4 doses Keoghtom's ointment Abi l i ti es Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 14 SQ free draw, shape mind blade Feats Combat Reflexes, Improved Initiative, Psionic Weapon, Skill Focus (Tumble), Weapon Focus (mind blade) B, Wild Talent B Ski l l s Autohypnosi s +6, Bluff +4, Concentr ati on +10, Diplomacy +4, Disguise +2 (+4 impersonating a human), Intimidate +4, Knowledge (the planes) +7, Speak Lan guage (Common), Spot +8, Tumble +10 Possessi ons combat gear plus +2 leather armor
HAZTARATAIN "This land is alive. It moves and multiplies, breathes and eats, sleeps and dreams, wakes and watches, defends and attacks. It is a dance of the manifested and unmanifested. It is in balance. We, its guardians, should be likewise." —B h i m aan i ,
H azt ar at ai n
Anci ent and wat chf ul , the H azt ar at ai n or der has been ar ound i n some for m al most as l ong as the l and of r ef uge has been cal l ed Adar . T hese mysti cs set body and mi nd i n bal ance. T hey use the st r ange di chot o mi es of Adar ' s l andscape as metaphor s for thei r mar ti al and spi r i tual tr ai ni ng, becomi ng master s of ear th and sky. Al though the or der exi sted befor e the kal ashtar ' s ar r i val , the r ever ed founder of the sect, H azgaal , is the ver y monk who wel comed T ar at ai fr om Dal Quor to Adar , wher eupon he became H aztar atai . Si nce then, the H aztar atai n, popul ar l y known as the summi t senti nel s (or parahdri in Quor i ), have been i ntegr al to the defense of Adar .
Race: Any non- I nspired. Ski l l s: Concentration 8 r anks, K nowledge (nature) 2 r anks, Sur vi val 2 r anks. Feats: Alti tude Adaptati on!, Stunni ng Fist Spel l cast i ng or Psi oni cs: Abi li ty to cast expeditious retreat, jump, or longstrider, and levitate or spider climb, or the abi li ty to mani fest skate or stone mind†, and earth walk† or psionic levitate. Speci al : Flur r y of blows class feature. Must vi si t the Haztar atai n Monastery, gai n approval and gui dance from the masters there, and under take a pi lgr i mage to Ahdr yatmi n. The spirit's token is requi red as proof of success. T ABL E 2- 4: T H E H AZT ARAT AI N H I T D I E: D8 Base Attack For t Ref Wi l l Level Bonus Save Save Save 1st +0 +0 +2 +2 2nd
+1
+0
+3
+3
3rd 4th
+2 +3
+1 +1
+3 +4
+3 +4
5th 6th 7th 8th
+3 +4 +5 +6
+1 +2 +2 +2
+4 +5 +5 +6
+4 +5 +5 +6
9th 10th
+6 +7
+3 +3
+6 +7
+6 +7
Speci al Ki strike (magic), monk abilities Energize, endure elements Cliff walker Lightning blow, resistance to electri ci ty 5 Peak leap Br eathar i an Mountain form Resistance to electri ci ty 10 Earth glide Control weather 1/day
Cl ass Ski l l s (4 + I nt modi fi er per l evel ): Autohypno sis, Balance, Climb, Concentration, Escape Ar ti st, Jump, Hide, Knowledge (local), Knowledge (nature), Move Silently, Perform, Survi val, Swim, Tumble.
CLASS FEATURES You ar e a war r i or who uses Adar ' s l andscape to your advantage, honi ng mysti cal pr owess to become one wi th mountai ns and wi nd as needs be. Spel l s and power s take a secondar y role in your pur sui t of i nner har mony and soldi er ly ski l l . Each H aztar atai n is a force of one. K i St r i ke (Su): Your unar med str i kes ar e tr eated as magi c weapons. Monk Abi l i t i es: Your H aztar atai n levels stack wi th your monk l evel s for deter mi ni ng your unar med dam age, f l ur r y of bl ows attacks, AC bonus, and unar mor ed speed bonus. T hey al so stack wi th your monk l evel s for
deter mi ni ng your slow fall di stance and the number of uses of the Stunni ng Fist feat you get each day. En er gi ze ( Su) : At 2nd l evel , you gai n the abi l i ty to heal mor e qui ckl y when you medi tate or sl eep whi l e r esti ng on natur al ear th or stone or under an open sky. Each hour spent medi tati ng in thi s way heal s a number of poi nts of damage equal to your Wi sdom bonus. Usi ng thi s abi li ty, you can only heal a number of poi nts per day equal to two ti mes your H aztar atai n cl ass level. T hi s heal i ng is i n addi ti on to natur al heal i ng (PH 146). Endur e El ement s (Su): Begi nni ng at 2nd level, you act as if constantl y affected by the endure elements spel l . Cl i f f Wal ker ( Su) : St ar t i ng at 3rd l evel , you can use earth walk (see page 130) for a number of mi nutes per day equal to your l evel . You do not have to use thi s ti me consecuti vel y. L i ght n i n g Bl ow (Su): At 4th level, you can expend one of your uses of the Stunni ng Fist feat as a swi ft acti on to add an extr a 1d6 poi nts of el ectr i ci ty damage wi th your unar med str i kes. Once acti vated, thi s abi li ty lasts for the rest of your tur n. Resi st ance to El ect r i ci t y ( Su) : Accustomed to the stor ms of Adar , you gai n r esi stance to el ectr i ci ty 5 at 4th level. At 8th l evel , your r esi stance to el ectr i ci ty i ncr eases to 10. Peak L eap ( Su) : Begi nni ng at 5th l evel , you tr eat your Jump checks as i f they wer e made wi t h a 20- foot r unni ng star t (l ower i ng the DC accor di ngl y). Br eat har i an ( Ex) : At 6th l evel , you have tr an scended the need for food and water . You acqui r e sus tenance fr om spi r i tual br eathi ng techni ques, and no longer need to eat or dr i nk. Moun t ai n For m ( Su) : Begi nni ng at 7th level, whi l e outwar dl y you appear nor mal , you gai n ear th el emental li ke toughness: you become i mmune to poi son and di s ease, and you gai n damage r educti on 2/- . Ear t h Gl i de ( Su) : As a demonstr ati on of your mas ter y over the l and, at 9th level you gai n the abi li ty to ear th gli de for a number of r ounds per day equal to your level. You do not have to use thi s ti me consecuti vel y, but each use consumes at least one r ound of the dur ati on. When you're usi ng ear th gli de, you can pass thr ough stone, di r t, or al most any other sor t of ear th except metal as easi ly as a fish swi ms thr ough water . T hi s bur r owi ng leaves behi nd no tunnel or hole, nor does it cr eate any r i pple or other si gns of your pr esence. Contr ol Weat her (Sp): At 10th l evel , in homage to your master y of the ai r , you can use control weather once per day. Caster level equal s your char acter level. Mul t i cl ass Note: As a H aztar atai n, you can conti nue advanci ng i nter changeabl y in the monk cl ass and in the spel l casti ng or mani f esti ng cl ass that al l owed you to qual i fy to be a H aztar atai n. You sti ll take any XP penal ty for mul ti cl assi ng that you nor mal l y woul d.
PLAYING A HAZTARATAIN As a H azt ar at ai n, you ar e a f i er ce guar di an of Adar . Af t er t aki ng ti me to bl end body and spi r i t, you have honed your sel f i nto a weapon to destr oy i nvader s. Li ke many f or ces i n Adar , you and your f el l ows ar e i r r egu l ar s, each abl e to tr avel f r eel y as per sonal desi r es and the needs of the l and of r ef uge di ctate. Abl e to endur e wher e the weat her t akes the weak, you tr avel t hr ough what other s f i nd i mpassabl e and f i ght i n ways no one
expects. What you cannot defeat, the mountai ns help you el ude. As you master your sel f , you become the per f ect guer r i l l a war r i or , mobi le and r el i ant on nei ther weap ons nor suppl i es. Al t hough the H azt ar at ai n Monast er y is an estab l i shed str onghol d, it does not contai n only member s of thi s pr esti ge cl ass. It i s named for an honor ed master . T hi s monasti c f or tr ess mi ght be an anchor for you, or it mi ght be a si te for a once- i n- a- l i f eti me pi l gr i mage. H azt ar at ai ns often gr eet one another as f ami l y, and all H azt ar at ai ns ar e wel come at the monaster y of the same name. No one ser ves as l eader or gur u, unl ess such a r el ati onshi p is cr eated by mutual consent.
Combat You have speci al power s, and you use them to di ctate the ter ms of engagement. When you're over whel med, r etr eat up a cli ff and r eengage when you're ready. You al so aren't above fr i ghteni ng and confusi ng your enemi es. Sneak i nto your quar r y' s camp at ni ght and r ui n hi s suppl i es. When the enemy is on the move agai n, wai t to leap si lently fr om a f og- enshr ouded pr eci pi ce, str i ke one of your foes wi th l i ghtni ng- cover ed f i sts, and fly back i nto the cl ouds l i ke r ol l i ng thunder . You' r e not as dur abl e as a Savage Legi on shi fter in a br eastplate, but in the mazel i ke r avi nes and peaks of Adar , you're the master .
Advan cemen t You knew you wanted to be a H aztar atai n si nce you wer e ol d enough to know what one i s. So you devoted your
spi r i t, mi nd, and body to the auster e tr ai ni ng r equi r ed of a tr ue mar t i al ar ti st. When your teacher s thought you wer e r eady, or when you consi der ed your sel f so, you tr avel ed to the H aztar atai n Monaster y and then to Ahdr yat mi n. T her e, the spi r i ts of Adar appr oved your guar di anshi p, and thei r appr oval ear ned you tr ai ni ng as a H aztar atai n. Now you'r e a parahdri, behol den only to your sense of duty to Adar and your mor al i ty. You wander wher e the wi nds beckon, deal i ng wi th those you meet as you see fit. Si nce you're al ways wel come in the H aztar atai n Monas ter y, you can r etur n ther e to tr ai n. Other monaster i es al so r espect your ski l l , and ar e usual l y open to you. As you advance, consi der what type of war r i or you want to become. Gai ni ng mor e spel l casti ng or psi oni c pr owess mi ght seem desi r able, but you can never outlear n those who have such vocati ons as thei r sole focus. Develop only those power s that enhance your effecti veness, such as ar ea spel l s or psychometabol i sm power s. As for feats, Whi r l wi nd Attack mi ght be a good goal if you want to be the hi t- and- r un type. Psi oni c Fi st is a must for psi oni c H aztar atai ns, and Bli nd- Fi ght is an asset—dar kvi si on or no dar kvi si on. Consi der Tr ack if you want to stal k your foes or your al l i es need such hel p.
Resour ces H azt ar at ai ns have the r espect of many in Adar . A wan der i ng war r i or such as you can expect shel ter fr om a monaster y or a bi t of food (i f you need it) fr om a val l ey far mer . You ar e ti ed to no or gani zati on, however , unl ess you j oi n the Summi t Road, and wi th that fr eedom comes li ttle suppor t. Li ve by your r eputati on and your abi l i ty to take what you need fr om your enemi es.
HAZTARATAINS IN THE W ORLD "The wind came howling down the valley, and it was dumping buckets of rain before they appeared. Four of them came against over forty of us. I don't know why or how I survived, my lord. I do know that you are right—the people of Adar are monsters." —Ri edr an sergeant's report H azt ar at ai ns ar e for mar t i al ar t i st s who want a l i ttl e spel l or psi oni c f l avor mi xed i nto thei r r eper t oi r e. T hi s cl ass f ocuses on the t hemat i c el ement s r el at i ng the monk to Adar r ather t han on spel l cast i ng abi l i ty ( sacr ed f i st, Complete Divine 59) or psi oni c power (fi st of Zuoken, EPH 144). T hese monks ar e f er oci ous, but they' r e al so di sti nctl y Adar an. H aztar atai ns make gr eat guer r i l l as and guar di ans, but an evi l one can be a ter r or acr oss Adar .
Or gani zati on A H azt ar at ai n is a l oner , but she al so wor ks wel l in a smal l squad of other ski l l ed folk, such as Adar an r ang er s and spel l caster s. Some H azt ar at ai ns wor k wi th such par ti es i n the Summi t Road. When the gr oup is made up of i ndi vi dual s who have di ver se but compl ement ar y abi l i ti es, the H azt ar at ai n is a good suppor t f i ghter and shock tr ooper . When she wor ks wi t h other s of her i l k, she and the other s choose i ndi vi dual modes of attack that syner gi ze. Many H aztar atai ns have a nostal gi c fondness for H aztar atai n Monaster y, and it is nor mal for such i ndi vi dual s to tr avel ther e to congr egate dur i ng the spr i ng
equi nox. Led by the eldest H aztar atai n in the monaster y, K ei dr i i (LG female human monk 2/egoist 3/ H aztar atai n 10), thi s gr oupi ng is fanci ful ly cal l ed the Gather i ng of Stor ms. At the meeti ng, H aztar atai ns exchange news and collect i nfor mati on on thr eats. Some form new gr oups, whi l e other s leave compani ons behi nd to go it al one.
NPC Reacti ons In Adar , a H aztar atai n can expect a fr i endly r ecepti on from those who r ecogni ze her and her occupati on. That sai d, a few r enegade H azt ar at ai ns have done enough evi l that some pl aces har bor gr udges agai nst speci f i c summi t senti nel s. Resi dents of such ar eas ar e l i abl e to be unfr i endl y or even hosti l e. Ri edr ans hate and f ear H azt ar at ai ns. Of cour se, few Ri edr ans woul d r ecogni ze a H azt ar at ai n on si ght. An d Ri edr an mi l i t ar y per sonnel i n Adar ar e al ways unfr i endl y or wor se to Adar ans.
HAZTARATAIN LORE Char act er s who have r anks i n K nowl edge (l ocal ) can r esear ch H aztar atai ns to lear n more about them. When a char acter succeeds on a ski l l check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on fr om l ower DCs. DC 10 : H aztar atai ns ar e Adar an monks who have mysti cal power s r el ated to the ear th and sky. T hey ar e guer r i l l a war r i or s who have some mysti cal abi li ty. DC 15: Al l H aztar atai ns ar e tr ai ned at H aztar atai n Monaster y on the east side of Adar , but many come fr om di ffer ent monasti c tr adi ti ons. Each of them is r equi r ed to go on a pi l gr i mage i nto the wi l ds before bei ng accepted for tr ai ni ng. H azt ar at ai , an anci ent kal asht ar master , li ved in the H aztar atai n Monaster y. DC 20 : T he pi l gr i mage all H aztar atai ns under take actual l y r equi r es them to gai n the appr oval of the spi r i ts of Adar ' s wi l d pl aces. It is the first step in gai ni ng thei r power s, whi ch i nclude heal i ng by sl eepi ng on the ear th, i mmuni ty to the weather , gr eat j umpi ng ski l l , and goi ng wi thout food and water . DC 30 : H azt ar at ai , al so known as H azgaal , was human and became one of the first kal ashtar . H i s mon aster y houses many t r adi t i ons, and a woman named K i edr i i l eads the H azt ar at ai n sect ther e. It is sai d that she can wal k t hr ough mount ai nsi des and contr ol the stor ms of Adar .
HAZTARATAINS IN THE GAME I ncl udi ng H aztar atai ns in the game al l ows the par ty to meet myster i ous parahdri in the wi l ds of Adar , and gi ves a player who l i kes di ffer ent monk ar chetypes somethi ng else to choose fr om. H aztar atai ns ar e per fect for smal l uni ts such as adventur i ng par ti es. A wi cked H aztar atai n can be a fear some foe in the unf or gi vi ng wi l der ness of the land of r efuge.
Adaptati on H aztar atai ns don't have to be Adar an. Si mply by r enam i ng them, they could be myster i ous asceti cs fr om among the dr ui ds, spi r i t shamans, and wu j en of the nor ther n El deen Reaches near Sci on's sound. Dr ow or l i zar df ol k who li ve near the myster i ous Ri ng of Stor ms in Xen' dr i k could pr acti ce a si mi l ar for m of mysti cal fighting. Even the Ser en could have such tr adi ti ons, r efer r i ng to thei r stor m- power ed monks as "dr agons of ear th and sky."
Sampl e En coun t er H azt ar at ai ns ar e guar di ans and r ovi ng hunt er s—and ki l l er s. T hey seek danger ous cr eatur es and foes of Adar , er adi cati ng such thr eats befor e they ter r or i ze the weak or menace the secr ets of Adar . Gr oup sneaki ng i nto Adar wi thout per mi ssi on or al l i ed wi th the I nspi r ed ar e l i kel y to r un afoul of one or mor e H aztar atai ns. A few H azta r atai ns wer e cor r upt befor e they became parahdri, whi l e other s became heady wi t h thei r power and thr ew away thei r honor on petty desi r es. T hese few ar e often leader s among lesser br i gands. EL 8: Bhi maani is tr avel i ng al ong the bor der of Adar , t r acki ng a par ty of el i te Ri edr an tr oops. She has watched them engage a few tr ol l s and knows she can't handl e them al one. When she r uns acr oss the PCs, she wonder s if her si l ent desi r es have been met. Bhi maani asks them for hel p. If the PCs r efuse, she questi ons them about why they'r e i n Adar , then lets them go on thei r way. She then leads the Ri edr ans r i ght to them. Af ter watch i ng the battl e from afar to gauge the PCs' str ength and sensi bi l i ti es, she ei ther ai ds them or attacks them.
NEW SPELLS T he magi cal lor e of Sar l ona' s f or mer ki ngdoms was l ar gel y destr oyed by the I nspi r ed, but the K eeper s of the Wor d and the Hei r s of Ohr K al uun both mai ntai n a li feli ne to the power of that lost age.
NEW BARD SPELL 2nd L evel Fl exf or m: Target's form shi fts and deforms, gr ants +10 on Escape Ar ti st and Tumble.
NEW CLERIC SPELLS 2nd L evel For ti fy Metal or Stone: Stone or metal objects have hard ness and hi t poi nts doubled; weapons gai n damage bonus; armor gr ants DR.
5t h L evel Stone Stor m: Rai n of bullet- si zed stones pounds down, deali ng bludgeoni ng and slashi ng damage.
BHIMAANI Female human monk 2/druid 3/Haztaratain 1 LN Medium humanoid I ni t +3; Senses Listen +5, Spot +5 Languages Riedran AC 16, touch 15, flat- footed 13 (+3 Dex, +2 Wi s, +1 armor) hp 36 (6 HD) Resi st evasion Fort +7, Ref +8, Wi l l +10
CR
6
Speed 40 ft. (10 squares); woodland stride Melee +1 quarterstaff +7 (1d6+2) or Melee unarmed strike +6 (1d6+1) or Melee 2 +1 quarterstaff +5 each (1d6+2) or Melee 2 unarmed strikes +4 each (1d6+1) or Ranged mwk light crossbow +7 (1d8/19—20) Base Atk +3; Gr p +4 Atk Opti ons Combat Reflexes, Hazing Strike, Stunning Fist 3/day, ki strike (magic) Speci al Acti ons spontaneous summon nature's ally spells Combat Gear scroll of barkskin (3 castings), wand of cure light wounds (25 charges) Dr ui d Spells Pr epar ed (CL 3rd): 2nd—flaming sphere (DC 14), soften earth and stone 1st—endure elements, longstrider, magic fang 0—createwater, detect magic, detect poison, resistance Abi l i ti es Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 8 SQ link with companion, nature sense, share spells, trackless step, wild empathy +2 (—2 magical beasts) B Feats Al ti tude Adaptati on†, Combat Reflexes , Hazi ng B Strike†, Improved Unar med Str i ke , Stunni ng Fi st B, Track, Weapon Finesse Ski l l s Balance +5, Climb +6, Concentration +9, Diplomacy +1, Hide +5, Jump +8, Knowledge (nature) +4, Listen +5, Move Silently +5, Sense Motive +7, Spot +5, Survival +9, Swim +5, Tumble +8 Possessi ons combat gear plus bracers of armor +1, +1 quarterstaff, masterwork light crossbow wi th 20 bolts
6t h L evel Fl eshbound: Possessi ng spi ri t is locked to host cr eatur e, takes damage if attacked.
7t h L evel Li febound: Possessi ng spirit is locked to host creature and is destroyed if host is slai n.
NEW DRUID SPELL 4 t h L evel Raptor Cloud: Avi an shadows gr ant cover, deal damage to attacker s, grant bonuses on Jump and Tumble checks.
NEW SORCERER/ W IZARD SPELLS 2nd L evel Ench Tr ans
Dr eam Lock: Target creature cannot differenti ate dream from reality, and is dazed or shaken. For ti fy Metal or Stone: Stone or metal objects have har dness and hit points doubled; weapons gai n damage bonus; armor gr ants DR.
3r d L evel Conj Evoc T r ans
Dr eam Spi r i t: I ncorporeal mani festati on attacks your opponents. Ar cane Maul : Aur a of pure force can be wi elded as melee weapon or hurled as area attack. Fl exf or m: Tar get's form shi fts and defor ms, gr ants +10 on Escape Ar ti st and Tumble.
4t h L evel Conj Ench Evoc
Raptor Cloud: Avi an shadows gr ant cover, deal damage to attacker s, gr ant bonuses on jump and Tumble checks. Dr eam Lock, Mass: As dream lock, but multi ple tar gets. Stone Stor m: Rain of bullet- sized stones pounds down, deal i ng bl udgeoni ng and sl ashi ng damage.
6th Level Abj ur
Fl eshbound: Possessi ng spirit is locked to host cr eatur e, takes damage if attacked.
7th Level Evoc T r ans
Stored Li ghtni ng Bolt: Electricity deals ld6/ level damage, explodes out from sur face after delay you select. Li f ebound: Possessi ng spi rit is locked to host creature and is destroyed if host is slai n.
SPELL DESCRIPTIONS Pr esented bel ow is a shor t selecti on of spel l s that or i gi nated or ar e par ti cul ar l y sui ted for use in Sar l ona. I f you want to i nt r oduce other new spel l s fr om suppl ement s such as Spell Compendium i nto an Eber r on campai gn, Sar lona is an excel l ent place for those spel l s to have first appear ed.
ARCANE MAUL Evocati on [ Force] L evel : Sor cer er / wi zar d 3 Components: V, S, M Cast i ng T i me: 1 standar d acti on Ran ge: See text Ar ea/ Ef f ect : See text Dur at i on: I nstantaneous, 1 r ound/ l evel (D); see text Savi ng T hr ow: For ti tude half; see text Spel l Resi st ance: Yes As you crush the clay hammer in your fist, you feel aforce wrap about your hand. The shimmering shape of a warhammer appears before you, ready to be swung. T hi s spell cr eates a power ful aur a of pur e force that can be wi el ded as a melee weapon or hur led as an ar ea attack. When the spell is cast, you choose whi ch ver si on of the arcane maul to employ and in whi ch hand to wi el d the melee ver si on. An arcane maul cannot be first used in melee and then hur led, nor can the melee ver si on be swi tched from hand to hand. When used as a melee weapon, an arcane maul acts as a +4 warhammer (1d8 +4/ x3) for 1 r ound per level, and it can be wi elded r egar dl ess of pr ofi ci ency wi th the war hammer . Used empty- handed, an arcane maul appear s as a shi m mer i ng, hammer - shaped force field. When it is used in a hand al r eady hol di ng a weapon, the shi mmer i ng force field wr aps ar ound both hand and weapon, but all effects of the mater i al weapon (mundane or magi c, i ncl udi ng damage, bonuses, thr eat r ange, and speci al abi li ti es) are lost for the dur ati on of the spel l . An arcane maul can be used wi th a weapon in your off hand, but the r egul ar penal ti es for two- weapon fighting apply. If hur led, an arcane maul shoots out fr om your fist as a li ne 50 feet long, then fills a 20- foot- radi us bur st at the end of its r ange. Cr eatur es wi thi n the ar ea of the li ne and bur st take ld6 poi nts of force damage per two levels (maxi mum 10d6) and ar e stunned for 1 r ound. A successful For ti tude save hal ves damage and negates the stun effect. A hur l ed arcane maul damages obj ects in its ar ea. It destr oys nonmagi cal cr ystal , gl ass, cer ami c, or por ce l ai n, smashi ng those substances i nto dozens of pi eces.
Objects that wei gh mor e than your caster level in pounds take damage as nor mal . If the damage caused to an i nter posi ng bar r i er shatter s or br eaks thr ough it, an arcane maul can conti nue beyond the bar r i er if the ar ea per mi ts; other wi se it stops at the bar r i er j ust as any other spell effect does. Material Component: A smal l clay hammer , cr ushed in the fist as the spell is cast.
DREAM LOCK Enchantment (Char m) [ Mi nd- Affecti ng] L evel : Sor cer er / wi zar d 2 Components: V, S Cast i ng T i me: 1 standar d acti on Ran ge: Close (25 ft. + 5 ft./ 2 levels) T ar get: One l i vi ng cr eatur e Dur at i on: 1 mi nute/ l evel (D) Savi ng T hr ow: Wi l l negates Spel l Resi st ance: Yes Your foe stops short as a nimbus of glowing light surrounds it. Where it fought you a moment before, it stands transfixed now, caught up in a waking dream. When you cast thi s spel l , you wr ap the subj ect cr eatur e in the other wor l dl y ener gy of the dr eamspace, al ter i ng its per cepti ons and behavi or . T he cr eatur e enter s a state of waki n g dr eami ng, and is dazed for 1 r ound. T her eaf t er , unti l the spel l ' s dur ati on expi r es, the tar get is tr apped i n a waki ng dr eam, unabl e to di f f er enti ate the r andom vi si ons of the dr eam fr om r eal i ty. T he cr eatur e is tr eated as shaken, and all i ts opponents gai n conceal ment. Cr eatur es that do not dr eam ar e subject to the effect of thi s spell unl ess they ar e al so i mmune to enchant ments or mi nd- affecti ng spel l s, power s, and abi l i ti es. Speci al : I f you cast thi s spel l whi l e i n a dr eamtouched state, you can par ti al l y di r ect the r andom vi si ons that pl ague the tar get cr eatur e. T hi s al l ows you to i nflu ence the acti ons of the tar get as if usi ng a suggestion spel l . T he suggested cour se of acti vi ty conti nues for the enti r e dur ati on of the spel l .
DREAM LOCK, MASS Enchantment (Char m) [ Mi nd- Affecti ng] L evel : Sor cer er / wi zar d 4 T ar get: One or mor e l i vi ng cr eatur es, no two of whi ch can be mor e than 30 ft. apar t T hi s spell functi ons l i ke dream lock, except that mass dream lock affects multi ple cr eatur es. Speci al : If you cast thi s spell whi l e in a dr eamtouched state, all cr eatur es wi thi n the ar ea ar e subject to your i nfluence. Any suggested cour se of acti vi ty wi l l be di r ected to all cr eatur es si mul taneousl y, and wi l l be i gnor ed if i nappl i cabl e.
DREAM SPIRIT Conjur ati on (Cr eati on) L evel : Sor cer er / wi zar d 3 Components: V, S Cast i ng T i me: 1 r ound Ran ge: Medi um (100 ft. + 10 ft./ level) Ef f ect: One cr eated dr eam spi r i t Dur at i on: 1 r ound/ l evel (D)
Savi ng T hr ow: None Spel l Resi st ance: No A shimmering aura takes the shape of a multilegged creature from night mare, instantly leaping into battle against your foes. T hi s spel l cr eates a mani f estati on of the dr eamspace that attacks your enemi es. A dream spirit is tr eated as an i ncor por eal cr eatur e that has your hi t poi nts and the AC you woul d have if you wer e i ncor por eal (it l oses any ar mor bonus or natur al ar mor bonus you have but gai ns a deflecti on bonus equal to your Char i sma modi fi er or +1, whi chever is gr eater ). The dream spirit appear s wher e you desi gnate and acts i mmedi atel y, on your tur n. It attacks your opponents to the best of its abi li ty. A dream spirit has a si ngle i ncor por eal touch attack that uses your base attack bonus plus Dexter ity modi fi er and deal s ld6 poi nts of damage, plus 1 per two level s ( maxi mum 1d6 + 10). As a free acti on, you can mental l y di r ect a dream spirit not to attack, to attack par ti cul ar enemi es, or to per for m other acti ons. T he dream spirit acts nor mal l y on the last r ound of the spel l ' s dur ati on and di ssi pates at the end of its tur n. I f a dream spirit is r educed to 0 hit poi nts, thi s spell ends. If the di stance between you and the dream spirit ever exceeds the spel l ' s r ange, the dream spirit wi nks out and the spell ends. Dream spirits ar e mater i al in natur e, and so ar e not affected by dismissal and si mi l ar effects. T hey ar e not sub j ect to effects that affect outsi der s.
FLESHBOUND Abj ur ati on L evel : Cler i c 6, sor cer er / wi zar d 6 Component s: V, S, M Cast i n gT i me: 1 standar d acti on Ran ge: Close (25 ft. + 5 ft./ 2 levels) T ar get: One possessed cr eatur e Dur at i on: I nstantaneous Savi ng T hr ow: Wi ll negates; see text Spel l Resi st ance: Yes A field of magical energy surrounds your opponent, which shrieks as the spirit possessing it isforcibly locked to its body. As you prepare your next attack, you know that thepossessing spirit will remember this fight. When thi s spell is cast on a possessed cr eatur e, the pos sessi ng spi r i t is tempor ar i l y bound wi thi n its host and i nextr i cabl y l ocked to that host's li fe for ce. I f the fleshbound cr eatur e takes damage, the possessi ng spi r i t feels its pai n. Whi l e under the effect of thi s spell, the host cr eatur e automati cal l y falls under the complete control of the pos sessi ng spi r i t (ECS 101). For the pur pose of combat, the fleshbound cr eatur e uses its own attacks and speci al abi li ti es, but does not gai n any addi ti onal abi li ti es not al r eady gr anted by bei ng possessed. Each r ound as a ful l - r ound acti on, a fleshbound cr ea tur e can make a speci al Wi l l save (DC equal to spell' s save DC mi nus possessi ng spi r i t's H D + your caster level). A quori spi r i t possessi ng an I nspi r ed host can add the levels of the host body to its Hit Dice for the pur pose of r esi sti ng thi s spell. If the spi rit succeeds on the save, it can abandon
the host body as a free acti on. If it chooses not to abandon the host, the possessi ng spi r i t r emai ns bound. An y attack that deal s hi t poi nt damage or abi l i ty damage to the host cr eatur e deal s the same damage to the possessi ng spi r i t. T he possessi ng spi r i t cannot be ki l l ed in thi s way, but if it or the host cr eatur e i s t aken t o 0 or fewer hi t poi nts, the possessi ng spi r i t is forced fr om the body as if subj ect to a dismissal spell. Al so, i ts psychi c wounds pr event it fr om possessi ng any other host for a number of days (as r eckoned on the Mat er i al Pl ane) equal to the amount of hi t poi nt damage and abi l i ty damage deal t to i t. Material Component: A spher e of vol cani c gl ass, whi ch is shatter ed as the spell is cast.
FLEXFORM Tr ansmutati on L evel : Bar d 2, sor cer er / wi zar d 3 Component s: V, S, M Cast i ng T i me: 1 standar d acti on Ran ge: Touch T ar get: Li vi ng cr eatur e touched Dur at i on: 1 mi nute/ l evel Savi n g T hr ow: None Spel l Resi st ance: Yes (har ml ess) A shimmering light traces its way across the body of the creature you touch. As the light fades, the target's limbs and torso begin toflex and compress elastically. When you touch a cr eatur e, its form (i ncl udi ng any gear , ar mor , and weapons) shi fts and defor ms accor di ng to its sur r oundi ngs. T hi s effect gr ants a +10 bonus on Escape Ar ti st and Tumble checks, and al l ows Tumble checks to be made untr ai ned. As wel l , the subject can squeeze i nto a space hal f as wi de as its nor mal space (PH 148) wi th no penal ti es to movement, attack r olls, and AC. The subject is able to move fr eely thr ough squar es occupi ed by cr ea tur es only one si ze categor y l ar ger than it, r ather than thr ee si ze categor i es l ar ger (PH 148). Material Component: A smal l glob of gum r esi n.
FORTIFY METAL OR STONE Tr ansmutati on L evel : Cler i c 2, sor cer er / wi zar d 2 Component s: V, S, M Cast i n gT i me: 1 standar d acti on Ran ge: Touch T ar get: One object touched Dur at i on: 1 hour / l evel Savi ng T hr ow: None Spel l Resi st ance: Yes (object; see text) The object you touch glows momentarily with aheatless light. In your hand, you feel a subtle change in the item's heft, and itssurface gleams with new strength. Fortify metal or stone alter s the i nter nal str uctur e of stone or metal in or der to str engthen it. Any si ngle object of up to 10 feet on a side (weapons, ar mor , chests, sar cophagi , door s, and so on) has its har dness and hit poi nts doubled, and has its br eak DC i ncr eased by 10. If cast on weapons, fortify metal or stone bestows an enhance ment bonus of +1 on damage rolls. Ar mor or shields affected
by thi s spell gr ant thei r wear er damage reduction 1/ magic. Sui ts of ar mor ar e consi der ed si ngle objects for the pur pose of bei ng affected by thi s spell, but ar mor and shi el ds must be tar geted wi th separ ate casti ngs. You can usefortify metal or stone on master wor k weapons and ar mor , but magi c i tems have an effecti ve spell r esi s tance of 20 + caster level. Ar ti f acts cannot be affected by thi s spel l . Metal or stone cannot be enhanced mor e than once by thi s spel l . Material Component: A mi xtur e of coal dust and l i me.
LIFEBOUND Tr ansmutati on L evel : Cler i c 7, sor cer er / wi zar d 7 Component s: V, S, M Cast i ng T i me: 1 standar d acti on Ran ge: Touch T ar get: One possessed cr eatur e Dur at i on: 1d6 r ounds Savi ng T hr ow: Wi l l negates; see text Spel l Resi st ance: No Tendrils of magical energy spread from your hand to wrap your foe, which screams asthespirit possessing it isforcibly locked to itsbody. Then the light of a malevolent evil flares in the host's eyes as it rushes to attack, and you know you have only one chance. When thi s spel l is cast on a possessed cr eatur e, the pos sessi ng spi r i t is tempor ar i l y bound wi t hi n its host and
i nextr i cabl y l ocked to that host' s l i fe for ce. If the lifebound cr eatur e is sl ai n, both the host and the possessi ng spi r i t di e. Whi l e under the effect of thi s spell, the host cr eatur e automati cal l y falls under the complete control of the pos sessi ng spi r i t (ECS 101). For the pur pose of combat, the lifebound cr eatur e uses its own attacks and speci al abi li ti es (wi th any enhancements pr ovi ded by the possessi on), but can make use of any of the possessi ng spi ri t's spel l - l i ke, psi - l i ke, or super natur al abi l i ti es, even if the possess i ng spi r i t nor mal l y does not have use of those abi li ti es whi l e possessi ng the host cr eatur e. T he lifebound cr eatur e makes use of the possessi ng spi ri t's abi li ti es in ways that make sense for its own for m. For exampl e, an I nspi r ed that has a tsucor a quor i spi r i t woul d gai n that cr eatur e' s ter r i fyi ng sti ng super natur al abi li ty, but woul d use the abi li ty thr ough its natur al attacks or weapon attacks (the I nspi r ed' s choi ce). T he possessi ng spi r i t takes no damage fr om attacks di r ected at the host cr eatur e. H owever , if a lifebound host is sl ai n (taken to —10 hi t poi nts), the possessi ng spi r i t is i nstantl y destr oyed. The host cr eatur e can then be r ai sed or r esur r ected if such magi c is avai l abl e. Many outsi der s ar e ti ed to the ener gy of thei r pl ane, and so ar e never per manentl y destr oyed. For exampl e, thi s spel l coul d destr oy the per sonal i ty and memor i es of a par ti cul ar quor i spi r i t, but that spi ri t's ener gy r etur ns to Dal Quor to eventual l y for m a new quor i of the same ki nd. However , a spi r i t destr oyed by thi s spell cannot r e for m for a number of weeks (as r eckoned on the Mater i al Plane) equal to its Hit Di ce. T he magi c needed to bi nd a possessi ng spi r i t to a host body is both power ful and unstabl e. As a r esul t, nei ther the caster of thi s spell nor the possessi ng spi r i t or host cr eatur e knows the spell' s dur ati on, whi ch is r olled in secr et by the DM. Each r ound as a ful l - r ound acti on, the lifebound cr eatur e can make a speci al Wi l l save (DC equal to spel l ' s save DC mi nus possessi ng spi ri t's H D + your caster l evel ). A quor i spi r i t possessi ng an I nspi r ed host can add the level s of the host body to its Hi t Di ce for the pur pose of r esi sti ng thi s spel l . If the spi r i t succeeds on the save, it can abandon the host body as a free acti on. I f it chooses not to abandon the host, the possessi ng spi r i t r emai ns bound. Material Component: A whi t e di amond of at l east 500 gp val ue for ever y Hi t Di e possessed by the possessi ng spi r i t. I f the gem i s not val uabl e enough, it shatter s when the bi ndi ng is attempted. T he gem is dest r oyed i f the lifebound host is sl ai n, but can be r eused i f the possessi ng spi r i t escapes destr ucti on. ( Al though cr ea tur es have no concept of l evel or H i t Di ce as such, the val ue of the gem needed to bi nd an i ndi vi dual spi r i t can be r esear ched. )
RAPTOR CLOUD Conjur ati on L evel : Dr ui d 4, sor cer er / wi zar d 4 Components: V, S, M Cast i ng T i me: 1 standar d acti on Ran ge: 0 ft. Ef f ect: Swi r l i ng cloud of hawkl i ke shadows Dur at i on: 1 r ound/ l evel (D) Savi ng T hr ow: Reflex half; see text Spel l Resi st ance: Yes
Agray auraflares around you, reshaping itself into adark cloud of hawklike shadows. Youfeel a lightness in your limbs, and asurge ofprotective energy as the cloud shrieks and wheels around you. When you cast thi s spell , a mass of avi an shadows sur r ounds you, pr otecti ng you fr om attacks even as it gr ants you buoyant dexter i ty. The swi r l i ng shadows gr ant you conceal ment and soft cover (+4 to AC, but you gai n no bonus on Reflex saves and cannot use your cover to make H i de checks) . Fur t her mor e, any cr eatur es at t empt i ng mel ee attacks agai nst you take 1d8 poi nts of sl ashi ng damage fr om the raptor cloud. Cr eatur es get no save agai nst thi s damage, but spell r esi stance (if any) appl i es. Cr eatur es wi el di ng r each weapons can attack you wi thout taki ng damage, but cr eatur es that have natur al r each take damage as above. T hough a raptor cloud moves wi th you, you cannot deal damage wi th it by pushi ng it agai nst cr eatur es or objects. Onl y cr eatur es that make melee attacks agai nst you ar e subject to the cloud' s defensi ve damage. However , you can elect to expend the spel l ' s ener gy at any poi nt by tar geti ng the raptor cloud agai nst a si ngl e adjacent cr eatur e or object as a standar d acti on. T hi s attack deal s 6d8 poi nts of damage (Reflex hal f) and ends the spel l . A raptor cloud gi ves you a cer tai n amount of li ft as it swi r l s ar ound you, gr ant i ng you a +5 bonus on Jump and Tumble checks as you roll and weave thr ough mel ee. Material Component: T he shed claw of a falcon or hawk.
STORED LIGHTNING BOLT Evocati on [ Electr i ci ty] L evel : Sor cer er / wi zar d 7 Component s: V, S, M Cast i n g T i me: 1 standar d acti on Ran ge: 120 ft. Ar ea: See text Dur at i on: See text Savi n g T hr ow: Reflex hal f Spel l Resi st ance: Yes A bolt of lightning slams through the mass offoes spread out before you. Those that manage to avoid the bolt's path have only a moment to savor their apparent good fortune, however, asthe stored bolt explodes from the wall it struck just a moment before. T hi s mor e power f ul var i ati on of lightning bolt deal s 1d6 poi nts of el ectr i ci ty damage per caster level ( maxi mum 20d6) to each cr eatur e wi t hi n its ar ea. You can choose whether the bolt is cast all at once or par ti al l y stor ed in a 5- foot- squar e metal or stone sur face wi t hi n r ange. When casti ng, in addi ti on to sel ecti ng the path of the bolt, you deci de how many di ce to al l ocate to the i ni ti al l i ght ni ng st r i ke, how many to send i nto the stor age sur f ace, and how l ong (to a maxi mum of 5 r ounds) bef or e the stor ed l i ght ni ng di schar ges. I f all damage is al l ocated to the i ni ti al str i ke, no ener gy is stor ed; if all damage is al l ocated to be stor ed, the bolt appear s to mi ss any tar gets in its path and str i ke the stone or metal sur face har ml essl y. T he i ni ti al str i ke does damage to al l cr eat ur es wi t hi n i ts ar ea, as a lightning bolt spel l . When r el eased, the stor ed bol t deal s damage to al l cr eat ur es wi t hi n a 60- foot- r adi us spr ead center ed on the poi nt wher e the bolt str uck. T he bolt sets fi r e to combusti bl es and
damages obj ects, j ust as a nor mal lightning bolt. If the stor age sur face is an unbr oken wal l , damage extends in a semi ci r cl e fr om the wal l . H owever , the bl ast passes or bur ns thr ough door ways and other por tal s i nto ar eas on the other si de of a wal l , and wr aps ar ound fr ee- standi ng sur f aces such as col umns. If the sur face is touched by any cr eatur e befor e the del ay ti me is up, the stor ed bolt is di schar ged automati cally, wi th the touchi ng cr eatur e taki ng double the stored damage and all other cr eatur es in the blast ar ea taki ng hal f damage. Al l vi cti ms of both the i ni ti al and the stor ed str i kes take hal f damage on a successful Reflex save. I f a cr eatur e is al r eady touchi ng the stor age sur face when the spell is cast, any stor ed por ti on of the bolt di s char ges i mmedi atel y, wi th damage cal cul ated as above. If two or mor e cr eatur es ar e al r eady touchi ng the stor age sur face, the spell di schar ges i mmedi atel y but the touch i ng cr eatur es and all other s in the ar ea take nor mal damage, as above. Material Component: A smal l vi al of aci d set i nto a lead r i ng.
STONE STORM Evocati on Level : Cleric 5, sor cer er / wi zar d 5 Components: V, S, M Cast i ngT i me: 1 standar d action Range: Long (400 ft. + 40 ft./ level) Ar ea: Cyli nder (20- ft. radi us, 40 ft. hi gh), 10- ft. radius; see text Dur at i on: 1 r ound Savi ng T hr ow: None Spel l Resi st ance: No Thunderous grinding splits the air. A pounding storm of stones slams down, pulverizing all beneath it as razor- sharp fragments ricochet out in all directions. A bl i ndi ng stor m of bullet- si zed stones pounds down for 1 r ound. Al l cr eatur es in the ar ea take 3d6 poi nts of bl udgeoni ng damage and 3d6 poi nts of sl ashi ng damage as the stones sl am down, then shatter to r azor - shar p shar ds (no save for ei ther , but a cr eatur e' s damage r educ ti on appli es to thi s damage, whi ch is tr eated as magi c and bl udgeoni ng and magi c and sl ashi ng, r especti vel y) . A —4 penal ty appli es to Li sten checks made wi thi n the stone storm's effect, and all land movement wi thi n its ar ea is at one- quar ter speed. Material Component: A handful of obsi di an pebbles.
NEW POW ERS Psi oni c lore and teachi ngs have long spr ead from Sar lona, car r i ed acr oss the seas by the K al ashtar and the other psi oni c emi gr ants of that l and. Not all of Sarlona's secr ets have left its bor der s, however , and a number of pr evi ousl y unknown power s can be found ther e.
PSION/ W ILDER POWERS 1st L evel Stone Mi nd A: Gain bonuses on Search checks whi le stand ing on stone or ear th.
2nd Level Constr i ctor ' s Touch: Target's clothi ng or ar mor bi nds it, deali ng damage, penali zi ng attacks, i ncr easi ng chance of spell fai lur e. Dr eam Lock, Psi oni c: Target creature cannot differentiate dr eam from reality, and is dazed or shaken. Ear t h Wal kA : Move easily in all directions whi le on earthen sur faces. Psychi c Whi p A : Ectoplasmi c whi p makes touch attacks wi thi n r ange.
3r d Level Dr eam Spi r i t, Psi oni c: I ncorporeal mani festati on attacks your opponents.
4th Level Dr eam Lock, Psi oni c Mass: As psionic dream lock, but mul tiple tar gets.
5th Level Suppr ess Schi sm A : Block dual mind powers and counter telepathy power s.
6th Level Ener gy Tr apA: Explosion of energy deals 5d6 damage, cr e ates li nger i ng effect in ar ea.
PSYCHIC W ARRIOR POWERS 1st Level Psychi c Whi p A : Ectoplasmi c whi p makes touch attacks wi thi n r ange. Stone Mi ndA: Gain bonuses on Search checks whi le stand ing on stone or ear th.
2nd Level Constr i ctor ' s Touch: Target's clothi ng or armor binds it, deali ng damage, penali zi ng attacks, i ncr easi ng chance of spell fai lure. Dr eam Lock, Psi oni c: Target creature cannot differentiate dr eam from reality, and is dazed or shaken. Ear t h Wal kA : Move easily in all di recti ons whi le on earthen sur faces. Tai l of the Dr agon A: Gai n tail slap attack for ld8 damage.
POW ER DESCRIPTIONS T he f ol l owi ng psi oni c power s suppl ement those found i n Expanded Psionics Handbook and Complete Psionic. Many of them ar e t hemat i cal l y connect ed to or associ at ed wi t h Sar l ona.
CONSTRICTORS TOUCH Psychometaboli sm Level : Psi on/ wi lder 2, psychi c war r i or 2 Di spl ay: Vi sual Mani f esti ng Ti me: 1 standar d action Range: Medium (100 ft. + 10 ft./ level) Tar gets: One cr eatur e/ level, no two of whi ch are more than 30 ft. apart Dur ati on: 1 r ound/ level Savi ng Thr ow: Fortitude par ti al Power Resi stance: No Power Poi nts: 3
An involuntary spasm shakes you asgreen light flares in your eyes. Then the creature that threatened you a moment before begins to clutch at its clothing, fighting to breathe. When you mani fest thi s power , you cause the cl othi ng or ar mor of affected cr eatur es to constr i ct and bi nd them. Each r ound, an affected cr eatur e takes 1d4 poi nts of damage and a cumul ati ve —1 penal ty on attack r ol l s. Addi ti onal l y, ar cane spells that have somati c components have a cumul ati ve 5% chance of spell fai lur e per r ound if cast by an affected cr eatur e (thi s stacks wi th any exi st i ng chance of spell fai lur e). A successful For ti tude save negates the damage, the penal ty on attack r ol l s, and the chance of spell fai lur e for that r ound. Affected cr eatur es can attempt to doff thei r cl othi ng or ar mor , but must make a successful DC 18 Str ength check or a DC 18 Escape Ar ti st check to do so. Remov i ng nor mal cl othi ng r equi r es two full- r ound acti ons; for r emovi ng ar mor , see Donni ng Ar mor (PH 123). Cl ot hi ng and ar mor i s not damaged by constrictor's touch. However , if successful l y r emoved, ar mor and cloth i ng cannot be put on agai n unti l the power ' s dur ati on has expi r ed.
DREAM LOCK, PSIONIC T el epat hy ( C h ar m) [ M i n d- Af f ect i n g] L evel : Psi on / wi l der 2, psychi c war r i or 2 D i spl ay: Vi sual Power Poi n t s: 3
T hi s power f uncti ons as the dream lock spel l (page 126), except as noted her e.
DREAM LOCK, PSIONIC MASS Tel epathy (Char m) [ Mi nd- Affecti ng] L evel : Psi on/ wi l der 4 Power Poi nts: 7 Thi s power functi ons as the massdream lock spell (page 126), except as noted her e.
DREAM SPIRIT, PSIONIC Metacr eati vi ty (Cr eati on) L evel : Psi on/ wi l der 3 Di spl ay: Vi sual Power Poi nts: 5 T hi s power f uncti ons as the dream spirit spel l (page 126), except as noted her e.
EARTH WALK Psychometabol i sm L evel : Psi on/ wi l der 2, psychi c war r i or 2 Di spl ay: Vi sual Man i f est i n g T i me: 1 standar d acti on Ran ge: Per sonal T ar get: You Dur at i on: 1 mi nute/ l evel (D) Power Poi nts: 3 You ascend the wall as if it were level ground. You cr eate a per fect mental bond wi th stone, al l owi ng you to move over it wi th uncanny ease. Whi l e thi s power
is i n ef f ect, you can cl i mb stone and ear t hen sur f aces at your cur r ent l and speed. You can move acr oss cei l i ngs, over hangs, and other sl anted or ver t i cal sur f aces wi t hout maki ng Cl i mb checks. Whi l e cl i mbi ng i n thi s manner , you do not have to make a Cl i mb check to avoi d l osi ng your gr i p when you take damage. In addi ti on, you can cl i ng to a stone sur f ace easi l y wi t h j ust one l i mb, al l owi ng you to attack wi t hout r est r i ct i on, mani f est power s nor mal l y, and r etai n your Dexter i ty bonus to AC whi l e cl i mbi ng. Augmen t : I f you spend 6 addi ti onal power poi nts, you can mani fest thi s power as a swi ft acti on.
ENERGY TRAP Psychoki nesi s [see text] L evel : Psi on/ wi l der 6 Di spl ay: Vi sual M an i f est i n g T i me: 1 standar d acti on Ran ge: Medi um (100 ft. + 10 ft./ l evel) Ar ea: 20- ft.- radius bur st Dur at i on: I nstantaneous, 1 r ound/ l evel (D)?; see text Savi ng T hr ow: See text Power Resi st ance: Yes Power Poi nt s: 11 A blast of raw energy slams through the area, razing the foes caught there. Even after the blast fades, an energy field lingers to harry your opponents. Upon mani f esti ng thi s power , you choose cold, el ectr i c ity, fire, or soni c. You cr eate an expl osi on of ener gy of the chosen type that deal s 5d6 poi nts of damage to ever y cr eatur e or object wi thi n the ar ea. T he expl osi on cr eates al most no pr essur e. After the explosi on, a l i nger i ng ener gy field r emai ns behi nd, affecti ng cr eatur es in the ar ea or ones that pass thr ough it. T he effect of energy trap depends on what type of ener gy you choose. Cold: T hi s tr ap deal s +1 poi nt of damage per di e. The savi ng thr ow to r educe damage is a For ti tude save i nstead of a Reflex save. Af ter the i ni ti al bl ast, the ar ea affected by the power is unnatur al l y icy. Cr eatur es movi ng wi thi n or thr ough the ar ea must make successf ul DC 20 Bal ance checks or fall pr one. Cr eatur es r unni ng wi t hi n or thr ough the ar ea must make DC 25 Bal ance checks or fall pr one. Electricity: T hi s tr ap i mposes a +2 bonus to the save DC and pr ovi des a +2 bonus on mani f ester l evel checks for the pur pose of over comi ng power r esi stance. Af t er the i ni ti al blast, cr eatur es wi thi n or movi ng thr ough the ar ea in metal ar mor or wi el di ng metal weapons must make a For ti tude save or be stunned for 1 r ound. Fire: T hi s tr ap deal s +1 poi nt of damage per di e. Af t er the i ni ti al bl ast, cr eat ur es wi t hi n or movi ng t hr ough the ar ea t ake 1d6 poi nts of nonl et hal damage per r ound. Sonic: T hi s tr ap deal s —1 poi nt of damage per di e but i gnor es an object's har dness. Af ter the i ni ti al bl ast, cr eatur es wi thi n or movi ng thr ough the ar ea must make a For ti tude save or be nauseated for 1 r ound. Thi s power 's subtype is the same as the type of ener gy you mani fest. Augmen t : For ever y addi ti onal power poi nt you spend, thi s power ' s damage i ncr eases by one di e (d6).
For each extr a two di ce of damage, thi s power 's save DC i ncr eases by 1.
PSYCHIC W HIP Psychometabol i sm L evel : Psi on/ wi l der 2, psychi c war r i or 1 Di spl ay: Vi sual Man i f est i n g T i me: 1 standar d acti on Ran ge: Close (25 ft. + 5 ft./ 2 levels) Ef f ect: Ectopl asmi c whi p in your hand Dur at i on: 1 r ound/ l evel (D) Savi ng T hr ow: Wi l l par ti al , Reflex half; see text Power Resi st ance: No Power Poi nts: Psi on/ wi l der 3, psychi c war r i or 1 Aglowing ectoplasmic whip suddenly dances and crackles in your hand. The ectoplasmi c whi p you mani fest automati cally extends to any l ength wi thi n its r ange, and can be di r ected at any tar get you choose. You use a psychic whip to make r anged touch attacks that deal 1d6 poi nts of damage. Any cr ea tur e you successf ul l y hi t must make a successf ul Wi l l save or be stunned for 1 r ound. T hi s is a mi nd- affecti ng effect. You must have one hand free to use a psychic whip, but can use it in your off hand whi l e wi el di ng a weapon in your pr i mar y hand. You can make tr i p attacks wi t h a psychic whip as wi t h a nor mal whi p, but your opponent gets no automati c chance to tr i p you if your attack f ai l s. A psychic whip al so gr ant s you a nor mal whi p' s +2 bonus on opposed attack
r ol l s to di sar m an opponent, but the opponent gets no automati c attempt to di sar m you if your attack fai l s. You can use a psychic whip i n thi s manner even if you ar e not pr ofi ci ent wi th the whi p. Augmen t : I f you spend 2 addi ti onal power poi nts, you can mani fest thi s power as a swi ft acti on i nstead of a standar d acti on. I f you spend 4 addi ti onal power poi nts, you can use a psychic whip to make a si ngl e ar ea attack at any ti me dur i ng the power ' s dur ati on. As a ful l - r ound acti on, you sweep the whi p ar ound you, deal i ng 1d6 poi nts of damage to ever y cr eatur e in the ar ea (Reflex hal f). Cr eatur es that fai l thei r Reflex saves must then make a successful Wi l l save or be knocked pr one and stunned for 1 r ound. T hi s use of the psychic whip i mmedi atel y ends the power .
SUPPRESS SCHISM Psychoki nesi s L evel : Psi on/ wi l der 5 Di spl ay: Audi tor y and vi sual Man i f est i n g T i me: 1 standar d acti on Ran ge: Close (25 ft. + 5 ft./ 2 levels) T ar get: One cr eatur e Dur at i on: I nstantaneous, 1 r ound/ l evel ; see text Savi ng T hr ow: Wi l l par ti al Power Resi st ance: Yes Power Poi nts: 9 Your eyes flash and turn white, and with ahissing buzz, your power reaches out to unify separated minds. The kal ashtar psi ons of Adar have master ed a power that di sr upts tel epathi c communi cati on. T hey di scover ed in pr acti ce that it could be used as a weapon agai nst the quor i spi r i ts that hunt them. Suppress schism i nter fer es wi th power s and effects fr om the tel epathy di sci pl i ne. When you mani fest thi s power , you make a di spel check (1d20 + your mani fester level , maxi mum +15) agai nst each ongoi ng tel epathy power in effect on the tar get cr eatur e. T he DC for thi s di spel check is 11 + the power ' s mani fester level. If you succeed on a par ti cul ar check, that power is di spel l ed; if you fai l, that power r emai ns in effect. In addi ti on, if the tar get fai ls a Wi l l save, any form of dual mi nd in effect is di sr upted for the dur ati on of the power , i ncl udi ng the effect of the schism power (EPH 130), an I nspi r ed' s dual mi nd abi li ty, a kal ashtar ' s +2 bonus on savi ng thr ows agai nst mi nd- affecti ng spel l s, power s, and abi l i ti es, and host feats. If the tar get is a possessed cr eatur e, the possessi ng mi nd must succeed on the save or become suppr essed for the power ' s dur ati on, in whi ch case the tar get cr eatur e can act nor mal l y. Because the I nspi r ed ar e possessed cr eat ur es, usi ng thi s power agai nst them r equi r es the quor i spi r i t to first save agai nst begi n suppr essed. On a successful save, the I nspi r ed must then save agai nst the di sr upti on of the dual mi nd abi li ty. On a fai led save, if the tar get cr eatur e attempts to mani fest a tel epathy power whi l e suppress schism is in effect, it must make a successful mani fester level check (DC 11 + your mani fester level ) or fai l to mani fest the power . Augmen t : For ever y 2 addi ti onal power poi nts you spend, thi s power 's save DC i ncr ease by 1.
STONE MIND Psychometabol i sm L evel : Psi on/ wi l der 1, psychi c war r i or 1 Di spl ay: Vi sual Man i f est i n g T i me: 1 standar d acti on Ran ge: Per sonal T ar get: You Dur at i on: 1 mi nute/ l evel (D)? Power Poi nts: 1 Tour eyes take on the hue of boulders and your skin gains the dusty texture of a creature of the deep earth, signifying your enhanced knowledge of the world below the ground. When you mani fest thi s power , your mi nd is enhanced by contact wi th the ear th. You gai n a +4 bonus on Sear ch checks whi l e standi ng on a stone (i ncl udi ng a wor ked stone floor) or an ear then sur face. In addi ti on, you gai n a fur ther +2 bonus on Sear ch checks to noti ce unusual stonewor k. Thi s bonus stacks wi th both the r egul ar bonus that thi s power gr ants and wi th the +2 bonus on checks to noti ce unusual stonewor k gai ned fr om the stonecunni ng r aci al abi li ty. Augmen t : I f you spend 6 addi ti onal power poi nts, you can mani fest thi s power as a swi ft acti on.
TAIL OF THE DRAGON Psychometabol i sm L evel : Psychi c war r i or 2 Di spl ay: Vi sual Man i f est i n g T i me: 1 standar d acti on Ran ge: Per sonal T ar get: You Dur at i on: 1 hour / l evel (D)? Power Poi nts: 3 Aflare of light quickly spreads across your body. You grow a lashing tail, ready to strike. You summon up the st r engt h of the gr eat dr agons to change your f or m, mani f est i ng a tai l that t hr ashes wi t h power . You can use a st andar d acti on to attack wi th a tai l sl ap natur al weapon that deal s 1d8 poi nts of damage. You can choose to deal nonl ethal damage wi th your tai l sl ap, t aki ng the standar d —4 penal ty on your attack r oll . If you tai l slap as your only attack, you use your hi gh est base attack bonus on the attack r oll, and apply 1- 1/2 ti mes your Str ength bonus on damage r olls. If you tai l slap in addi ti on to maki ng other attacks, the tai l slap is a secondar y attack. Augmen t : For ever y 4 addi ti onal power poi nts you spend, your tai l sl ap deal s an extr a 1d8 poi nts of damage. If you spend 6 addi ti onal power poi nts (not i nclud i ng poi nts spent to i ncr ease your tai l slap damage), thi s power gr ants you a tai l sweep attack in addi ti on to a tai l sl ap attack. T he tai l sweep af f ects a hal f - ci r cl e wi t h a r adi us of 20 feet. Cr eatur es of your si ze or smal l er ar e affected, automati cal l y taki ng 2d6 poi nts of damage plus 1- 1/2 ti mes your Str ength bonus. Affected cr eatur es can attempt Reflex saves for hal f damage. The save DC equal s the DC the power woul d have if it al l owed a save.
COMMON POW ERS OF SARLONA T hi s chapter pr esents a number of new power s gear ed towar d adventur i ng PCs, but life in a psionic soci ety creates more uti li tar i an powers aswell. A number of low- level spells from the Player'sHandbook (and one from Spell Compendi um) have par allel psionic ver si ons not commonly found outside Sar lona. Al though all these power s mi ght find use in an adventur er ' s r eper toi r e, they wi l l mor e l i kel y be found among Sar lona's r ank- and- fi le mani fester s. Some power s (those that par al l el prestigidation, glibness, and discern lies) wer e devel oped by the I nspi r ed of Ri edr a in or der to mai ntai n thei r i mmacul ate appear ance and Equi val ent Spel l (Power Name) Alarm Animal messenger
aur a of l eader shi p. Some (those that par al l el alarm and zone of silence) wer e cr eated by or gani zati ons such as the Unchai ned as an ai d to l i vi ng under the I nspi r ed, whi l e power s such as psionic endure elements and psionic pass without trace or i gi nated in the tr adi ti ons of the hal f - gi ants, duer gar , and other psi oni c r aces of thi s l and. Al l new power s are psi on/ wi l der power s of the i ndi cated l evel , and take the name " [ spel l name] , psi oni c" except wher e a new name is gi ven in par entheses. Except for the di ffer ences noted below, all featur es of a power ar e i denti cal to the spell it is based on.
Level Di sci pl i ne/ Descr i ptor 1st Clairsentience 2nd
Animate rope
1st
Telepathy (compulsion) [ mind- affecting] Psychometabolism
Arcane eye (Mind's eye)
4th
Clai r senti ence (scr yi ng)
Arcane mark (Spirit mark) Calm animals
1st 1st
Comprehend languages Control weather Detect undead Discern lies Endure elements
1st 7th 1st 4th 1st
Psychometabolism Telepathy (compulsion) [ mind- affecting] Clairsentience Psychometabolism Clairsentience Clairsentience Psychometabolism
1st Erase Find traps 2nd Glibness 3rd Hardening (from Spell Compendium) 6th
Psychometabolism Clairsentience Psychometabolism Metacreativity
Helping hand
3rd
Psychokinesis
Illusory script (Secret script) Jump Magic mouth (Secret voice) Mage hand (Forceof mind) Make whole Mending Open/close Pass without trace Prestidigitation Remove fear Secret page Shrink item Speak with animals Tenser'sfloating disk (Floating disk)
3rd 1st 2nd 1st 2nd — 1st 1st 1st 3rd 3rd 1st 1st
Psychometabolism Psychometabolism Psychometabolism Psychometabolism Psychometabolism See prestidigitation See mage hand Psychometabolism Psychometabolism Psychometabolism Psychometabolism Psychometabolism Clairsentience Psychokinesis [force]
Unseen servant Zone of silence Zone of truth
1st 4th 2nd
Metacreativity (creation) Psychometabolism Telepathy (compulsion) [mind- affecting]
Notes Augment: Each additional power point increases the duration by 1 hour/level.
Augment: 1 additional power point adds a +5 bonus on your ranged touch attack roll. Augment: 6 additional power points allows the mind's eye to hear as well as see.
Augment: Each additional power point allows you to affect one additional creature.
Augment: Base effect improves hardness by 5. Every 4 additional power points adds 1 point of hardness. Augment: Each additional power point increases the range by 5 mi les. Each addi ti onal power point increases the duration by 1 hour/level.
Incorporates the effect of open/close.
Incorporates the effect of mending.
Augment: 2 additional power points increases di ameter of disc to 6 ft. and doubles wei ght/ volume carried.
CHAPTER THREE
TREASURES OF SARLONA From mundane and magic items to special mate rials and substances to mystical events and loca ti ons, Sar lonans r egular ly encounter objects and occur r ences unusual or even unhear d of in K hor vai r e. Thi s chapter di scusses a var i ety of Sar lonan tr easur es in tur n, br i ngi ng uni que, mysti cal, and myster i ous facets of the conti nent to life.
SPECIAL MATERIALS The I nspi r ed and Chosen r egul ar l y use two substances that ar e exceedi ngl y r ar e in K hor vai r e: deep cr ystal and senti r a. Both can be cr afted to ai d the psi oni cal ly acti ve. Deep Cr yst al : T hi s hi gh- qual i ty cr ystal is r enowned for its str ength and psi oni cally r esonant natur e. A weapon made of deep cr ystal is tr eated as its nor mal counter par t, except that a psi oni c wi el der can focus psi oni c power thr ough it, i ncr easi ng its damage. As a free acti on that does not pr ovoke attacks of oppor tuni ty, the wi el der can channel 2 power poi nts i nto the weapon to deal an extr a 2d6 poi nts of damage. The weapon stays char ged for 1 mi nute or unti l it scor es its next hi t. Bows, cr ossbows, and sl i ngs bestow thi s power on thei r ammuni ti on, but the effect is lost if the mi ssi l e mi sses. Any weapon made of deep cr ystal costs 1,000 gp more than its noncr ystal counter par t. Deep cr ystal has 30 hit poi nts per i nch of thi ckness and har dness 10. Senti r a: Thi s bi zar r e mater i al is wr ought by Chosen, I nspi r ed, and (r ar ely) kal ashtar who use powder ed cr ystal and the power of thei r thoughts and emoti ons, also dr aw i ng on the essence of Dal Quor. Senti r a i tems ar e li ter al l y gr own i nto thei r fi nal for m. T hey have an or gani c, whor l ed appear ance, much l i ke hor n or shel l , wi th a shi mmer i ng, opal escent sur f ace. Color var i es based on the emoti on used to cr eate the par ti cul ar batch. Senti ra is li ghtwei ght and almost unbr eakable. Because of its r esonant pr oper ti es, it is an ideal mater i al for emo ti onal ar mor . For pur poses other than those descr i bed in thi s chapter , senti r a is tr eated as mi thr al . Senti r a can be for med, scul pted, and r epai r ed only by psi oni c cr eatur es that have the Cr aft (senti r a) ski l l . Such cr aftsper sons, known in Ri edr a as thoughtweaver s, must expend 1 power poi nt for each day of wor k on a senti r a object, whether bui l di ng or r epai r i ng it.
W EAPONS Sar lona's people use weapons much li ke other soci eti es do—onl y the appear ance of such weapons var i es. Ri edr an
swor ds are typi cally cur ved and shar pened along a si ngle edge. The I nspi r ed often use a weapon cal l ed a zul aat, whi ch is functi onal l y i denti cal to the Val enar double sci mi tar . T he i llustr ati on on thi s page shows a few Sar lonan var i ati ons on typi cal weapons, al ong wi th the new weapons i ntr oduced in thi s book. Changes in the weapon's form have no effect on the weapon's game stati sti cs. Other weapons common on K hor vai r e or i gi nated wi th the humans of Sarlona. Sarlona has a long hi stor y of oppressi ve gover nment, and many tools became weapons thr ough populi st r esi stance. Weapons that or i gi nated in Sarlona include the kama, katar (punchi ng dagger), kukr i , nunchaku, r anseur (called a monk' s fork), sai , and Sian gham. When Sar l onans came to K hor vai r e more than a mi llenni um ago, they brought thei r weapons wi th them. Weapons found in other D&D supplements are also common in Sarlona. From Arms and Equipment Guide come the butterfly sword, chakr am, duom, nekode, manti, and tonfa. The lajatang and mancatcher can be found in Complete Warrior. The collapsi ng crescent fan (Sandstorm 96) and stabaxe (Planar Handbook 69) are common in Adar . Ner aphi m in Adar also use thei r annul ats (Planar Handbook 68). Cut t i ng Wheel : H andhel d weapons that sur r ound the fist wi th a blade, cutti ng wheel s come in many var i et ies. A solid ci r cle of metal that has one small ar ea wr apped in leather as a handl e is the basi c style. The rest of the wheel is bladed and featur es pr otr usi ons for pi er ci ng and tear i ng at evenl y spaced i nter val s. To pr otect the hand and ai d in gr i ppi ng, a bladed guar d is for ged j ust above the gr i p on the i nsi de of the wheel . T he kal ashtar have taken the basi c "wheel" for m and cr eated tr i angul ar weapons that thei r soul kni ves often mi mi c (though thei r blades have nor mal soul kni fe stati sti cs). Because of its si ze and pr otected gr i p, a cutti ng wheel gr ants a +2 bonus on opposed attack r olls to avoid bei ng di sar med. A monk who is proficient wi th the cutti ng wheel can tr eat it as a speci al monk weapon. Cane, Monk' s: Monk' s canes ar e si mple shor t sti cks that have hooked heads and str ai ght shafts. Often ar tfully decor ated and car ved, these canes ar e cr afted to look li ke mer e wal ki ng sti cks r ather than weapons. Wi th a monk' s cane, you get a +2 bonus on opposed attack r olls made to di sar m an enemy (i ncl udi ng the roll to avoi d bei ng di sar med if such an attempt fai ls). A monk who is pr ofi ci ent wi th a monk' s cane can tr eat it as a speci al monk weapon. It is nearly i mpossi ble to tell that a monk's cane is a weapon. An observer has to study the cane's owner carefully, maki ng a successful DC 20 Sense Motive check to di scern
Cutting Sarlonan
wheels (1); spinning sword (2); monk's spade (3); zulaat (4); Sarlonan greatsword (5); longsword (6); hook sword (7); Sarlonan handaxe (8); monk's cane (9); steel flute (10)
that the cane is danger ous in hi s hands. T he wi el der can make a Bluff check in opposi ti on to the obser ver ' s Sense Moti ve check to avoi d gi vi ng away hi s pr ofi ci ency. Fl ut e, Steel : Steel flutes ar e si mpl e musi cal i nstr u ments, hollow shafts of metal car eful l y cr afted as bal anced shor t staffs. The steel flute gets its name fr om the most common exampl e of thi s Adar an weapon, but it can be made of j ust about any metal . A steel flute istreated as a club for the purpose of weapon profi ci ency. As wi th a monk's cane, an obser ver must study a steel flute's owner to tell the flute is a weapon. A steel flute can be cr eated as a master wor k i nstr u ment and a master wor k weapon, but both pr ocesses must be pai d for separ ately. Spade, Monk' s: Evol ved fr om a si mpl e tool, the monk' s spade is a double weapon that has a br oad sl ashi ng blade on one end and a bl udgeoni ng counter wei ght on the other. You can fight wi th it as if f i ghti ng wi th two weapons, but if you do, you i ncur all the nor mal attack penal ti es associ ated wi th fi ghti ng wi th two weapons, j ust as if you wer e usi ng a one- handed weapon and a li ght weapon. You can use ei ther the sl ashi ng (x3 cr i ti cal multi pli er) or blunt (x2) head as the pr i mar y weapon. The other head is the T ABL E 3—1:
off- hand weapon. A cr eatur e wi el di ng a monk' s spade in one hand can't use it as a double weapon—onl y one end of the weapon can be used in any gi ven r ound. A monk who is pr ofi ci ent wi th a monk' s spade can tr eat it as a speci al monk weapon. Swor d, Hook: A single piece of forged metal makes up the gr i p, guar d, and blade of thi s weapon, whi ch has a cr es cent blade on the outer part of the guar d and a hook on the end of the blade. The end opposite the hooked blade forms a daggerli ke spike that can be used for stabbing. You can strike wi th the cr escent blade or the long spi ke, deal i ng the lower damage die for the weapon—pi er ci ng damage or sl ashi ng damage respectively. The long, hooked blade of the weapon deals the hi gher damage die as slashi ng damage. Wi th a hook swor d, you get a +2 bonus on opposed attack r olls made to di sar m an enemy (i ncl udi ng the roll to avoi d bei ng di sar med if such an attempt fai ls). A monk who is pr ofi ci ent wi th the hook swor d can tr eat it as a speci al monk weapon. Swor d, Spi nni ng: The spi nni ng swor d, or chattaval in Quori, isawhi pli ke weapon desi gned by the quori and made of multiple long strands of hi ghly flexible steel. It is designed to ai d a si ngle ski lled war r i or agai nst multi ple foes.
N EW WEAPO N S
Si mpl e Weapons Light Melee Weapons Flute, steel
Cost
Dmg( S)
Dmg( M)
Cr i ti cal
15 gp
1d3
1d4
X2
Range I ncr ement Wei ght 1 Type 10 ft.
2 1b.
Bludgeoning
Exoti c Weapons Cost Dmg( S) Dmg( M) Cr i ti cal Range I ncr ement Wei ght 1 Type Light Melee Weapons Cane, monk's 1d4 X2 10 ft. 1 lb. Bludgeoning 1d6 3 gp Cutting wheel 15 gp 1d4 1d6 19- 20/X2 10 ft. 1 lb. Piercing and slashi ng One- Handed Melee Weapons Sword, hook 40 gp 1d4 or 1d6 1d6 or 1d8 X2 — 4 lb. Piercing or slashing Sword, spi nni ng 50 gp 1d4 1d6 19- 20/X2 3 1b. Slashing — Two- Handed Melee Weapons X2/X3 10 1b. Bludgeoning or slashi ng Spade, monk's 20 gp 1d6/1d6 1d8/1d8 Zulaat 80 gp 1d6/1d6 2d4/2d4 X3 — 12 lb. Slashing 1 Weight is for a Medium weapon. Small weapons weigh half as much, and Large weapons weigh twice as much.
A spi nni ng sword has reach, so you can strike opponents 10 feet away wi th it. In addi ti on, unli ke most other weapons that have r each, it can be used agai nst an adjacent foe. The Weapon Fi nesse feat can be used wi th a pr oper ly si zed spi nni ng swor d, even though it isn't a light weapon. A spi nni ng swor d can't be wi elded in two hands to apply 1- 1/2 ti mes a char acter 's Str ength bonus on damage r olls. A spi nni ng swor d can be wor n as a bel t, its gr i p functi oni ng as a buckl e. A successful DC 15 Sear ch check is r equi r ed to di scer n that a spi nni ng swor d car r i ed in thi s way is a weapon. If Slei ght of H and is used to conceal a spi nni ng swor d as a bel t, the wear er gets a +6 ci r cum stance bonus on the check. Zul aat: Zulaats are Ri edr an weapons that have glai ve li ke heads at ei ther end. A zulaat is a double weapon. You can fight wi th it as if fi ghti ng wi th two weapons, but if you do, you i ncur all the nor mal attack penalti es associ ated wi th fi ghti ng wi th two weapons, j ust as if you wer e usi ng a onehanded weapon and a li ght weapon. A cr eatur e wi el di ng a zulaat in one hand can't use it as a double weapon—onl y one end of the weapon can be used in any gi ven r ound.
EMOTIONAL ARMOR The senti r a ar mor used by I nspi r ed and kal ashtar is valued for its abi li ty to hold power ful emoti ons. T hi s r esonance can be used to str engthen the r esolve of the wear er , or it can be tur ned agai nst hi s enemi es.
CALMING The emoti onal r esonance of calming armor helps its wear er to cl ear hi s mi nd and focus hi s thoughts. Descr i pt i on: T he senti r a shel l of the ar mor is deep blue in color. It has a str ange sense of depth; an obser ver can star e i nto the shel l , as if l ooki ng i nto the shi f ti ng depths of an ocean. Pr er equi si t e: The cal mi ng pr oper ty can be appli ed only to ar mor made fr om senti r a. Act i vat i on: The power s of calming armor ar e automati cal l y acti vated when it is wor n. Ef f ect: Calming armor gr ants its wear er a +5 compe tence bonus on Concentr ati on checks.
Calming
armor
Aur a/ Mani f est er L evel : Mi nor telepathy. ML 5th. Con st r uct i on : Cr aft Psi oni c Ar ms and Ar mor , empty mind (EPH 99), caster must be I nspi r ed, Chosen, or kal ashtar , 2,000 gp, 160 XP, 4 days. Pr i ce: +4,000 gp.
DREADFUL Thi s speci al qual i ty al l ows the wi el der to change the form of hi s weapon. Descr i pt i on: T he senti r a shell of the ar mor is matte black. If anyone studi es it, the sur face seems to shi ft; it's as if the ar mor is for med fr om shadow, and somethi ng ter r i ble is hi dden j ust beneath, pr epar i ng to pul l the obser ver i nto the depths. Pr er equi si t e: The dr eadful pr oper ty can be appli ed only to ar mor made fr om senti r a. Act i vat i on: T he power s of dreadful armor come i nto effect any ti me the wear er is attacked. Ef f ect: Anyone maki ng a melee attack agai nst the wear er of dreadful armor takes a —1 mor ale penal ty on attack r olls and damage r ol l s. T hi s is a mi nd- affecti ng fear effect. T hi s penal ty stacks wi th the penal ty i mposed by the Quori Dr ead feat (see page 118), though not wi th any other mor al e penal ti es. Aur a/ Man i f est er L evel : Mi nor telepathy. ML 5th. Con st r uct i on : Cr af t Psi oni c Ar ms and Ar mor , aversion (EPH 79), caster must be Chosen, I nspi r ed, or kal asht ar , cost var i es. Pr i ce: +1 bonus.
VENGEFUL Vengeful armor har nesses and ampl i fi es the wear er ' s desi r e for r evenge on those who wr ong hi m. Descr i pt i on: T he ar mor shell is the color of fr esh blood, and it appear s wet to the touch (although it is not). Anyone who str i kes the wear er of the ar mor in melee combat feels an i mmedi ate tel epathi c sur ge of anger . Pr er equi si t e: The vengeful pr oper ty can be appli ed only to ar mor made fr om senti r a. Act i vat i on: The power of vengeful armor is acti vated whenever the wear er takes damage or is tar geted by a hos tile spell, psi oni c power , or other aggr essi ve effect.
Dreadful
armor
Vengeful
armor
Effect: The wear er of vengeful armor receives a +2 morale bonus on attack rolls and damage rolls made agai nst anyone who damaged her or tar geted her wi th a hosti le effect since her last tur n. She also receives a +1 morale bonus on savi ng thr ows agai nst effects gener ated by these enemi es. Aur a/ M an i f est er L evel : Mi nor telepathy. ML 5th. Con st r uct i on : Cr aft Psi oni c Ar ms and Ar mor , prowess (EPH 125), caster must be Chosen, I nspi r ed, or kal ashtar , cost var i es. Pr i ce: +1 bonus.
SPECIAL SUBSTANCES AND ITEMS T hanks in par t to pl ant li fe that is nati ve to Sar lona and in par t to the i ngenui ty of the Aki ak dwar ves, the conti nent is home to sever al speci al substances and i tems that ar e not r eadi l y avai l abl e el sewher e. Dr eaml i l y: Essence of dreamlily isan iridescent, Psion ically active liquid. It draws on the mi nd of the user, and tastes like his favorite beverage. Each use of the dr ug can potentially lead to an over dose, especi ally for those addi cted to it. The Path of Inspiration forbids recreational use of dreamlily, but the Dream Merchants do abrisk trade wi th outlanders in the forei gn quar ter s of Dar j i n and Dar Ulatesh. Al though the Inspired clai m to oppose the dr eamli ly trade, they have been remarkably ineffective at curbi ng its spread into K hor vai r e. In tr uth, the I nspi r ed are all too pleased to see forei gners fall prey to the addi cti ve power of thi s drug. The effects of dr eaml i l y (as wi th any dr ug) are tr eated as a poi son that has an i ni ti al and a secondar y savi ng thr ow. T he save DCs and effects are gi ven below. Dr eam li ly is also hi ghl y addi cti ve, the effect of whi ch is tr eated as a di sease. Af ter each use, the dr i nker must succeed on a DC 14 For ti tude save or become addi cted. If a user becomes addi cted, he must ei ther sati sfy hi s desire for the drug or attempt the same saving throw each day. (The save DC rises to 25 for someone who r emai ns addicted for two months.) A user can satisfy his desire for the dr ug for two days by taki ng one dose. If he does not conti nue taki ng the dr ug or if he fails an addiction savi ng throw, he loses 1d6 points of Dexterity, 1d6 points of Wi sdom, and 1d2 points of Constitution. If a user succeeds on two consecutive addiction savi ng thr ows, he br eaks the addi cti on. Lesser restoration and restoration heal abi li ty damage in the shor t ter m; remove disease br eaks the addi cti on; greater restoration or heal does both. Initial Effect: If a user fails an initial DC 12 Fortitude save, he feels completely at peace for 8 hour s. Dur i ng thi s ti me, the user can oper ate nor mal l y whi l e at 0 to —4 hit poi nts. At —5 hit poi nts the user is di sabled, and at —6 or lower he becomes unconsci ous. Al so, he is i mmune to fear effects. Secondary Effect: If a user fai ls a secondar y DC 12 For ti tude save, he takes 1d4 poi nts of Wi sdom damage. Side Effects: User s can take only a si ngle acti on i n each r ound whi l e under the effects of dr eaml i l y. Overdose: I f the user fai ls a DC 10 Wi l l save (whi ch i ncludes the penal ty menti oned bel ow), he i mbi bes too much and takes 2d4 poi nts of damage. Special: A dr eaml i l y addi ct takes a —2 penal ty on Wi l l savi ng thr ows. T hi s effect lasts unti l he manages to br eak the addi cti on. Expl osi ve Pack: Aki ak dwar ves make these explosi ve devi ces as precision damage- deali ng i nstr uments, mostly
for destr oyi ng objects and bui ldi ngs. Filled wi th a substance that is essenti ally super char ged alchemist's fire, these packs are sealed wi th inert clay and carried in a speci ali zed leather satchel. When a pack is acti vated by pulli ng a series of metal pi ns, the resultant holes allow air into the mi xtur e, setti ng up a chai n reaction. Acti vati on is a full- round action that provokes attacks of opportuni ty. Each explosive pack is manufactur ed wi th a specific detonation ti me, determi ned by the length the pi ns stick into the clay—usually about 1 minute but as little as 1 round. Violent shaki ng of an explosive pack has a 25% chance to start the device's explosive reaction. If the pack takes any damage, it automati cally begi ns its detonation countdown. Expl osi ve packs come in var yi ng si zes. An expl osi ve pack wei ghi ng 2 pounds deals 1d6 points of bludgeoni ng and slashi ng damage in a 5- foot- radius burst. Each addi ti onal 2 pounds adds 1d6 points of damage. For every additional 3d6 poi nts of damage a pack deals, its bur st r adi us goes up by 5 feet, to a maxi mum of 10d6 and 20 feet. Al l explosi ve packs deal double damage to i nani mate, unattended, stati onar y objects if speci fi cally set to damage them wi th a successful DC 20 Professi on (siege engi neer ) check. A successful DC 30 Profession (siege engineer) check to set an explosive pack al l ows it to deal tr i ple damage to such objects. Cr eati ng an explosi ve pack that deals 1d6 poi nts of damage r equi r es a successful DC 26 Craft (alchemy) check that must be per for med by a spellcaster . Each addi ti onal ld6 poi nts of damage the pack can deal adds 1 to the DC, up to DC 35 for a pack that deals 10d6 poi nts of damage. I cewi l d L i chen Paste: I cewi l d, or muqqa, is a sti mu lant that pr oduces a feeli ng of ener gy and euphori a lasti ng 2d4 hour s. Consumpti on of one dose confer s i mmuni ty to the effects of fatigue or exhausti on from r unni ng, forced march, altitude, or temperature (although nonlethal damage isstill taken). One dose also removes one step of fatigue from any other source (an exhausted character becomes fatigued, and a fati gued char acter r ecover s). At the end of the effect's dur ati on, the char acter is fati gued for 2d4 mi nutes. I cewi ld can be used once per day. Anyone who takes more than one dose wi thi n 24 hours i mmedi ately overdoses, taki ng 1d4 poi nts of Consti tuti on damage per addi ti onal dose, and gai ns none of the usual benefi ts. I cewi l d can be pur chased in the less r eputable sec ti ons of Whi tetooth and Wi nter stead. T ashan a L i chen Past es: T ashana shamans can cr eate a wi de var i ety of magi c substances fr om the nati ve r ock l i chens that appr oxi mate the effects of standar d poti ons and oi ls. The l i chen pastes use natur al mater i al s and pr ocesses such as sun- dr yi ng, but other wi se have the same cr eati on costs and r equi r ements of a poti on or oi l, i ncl udi ng spel l casti ng abi li ty, the Br ew Poti on feat, and the XP and gp costs (DMG 286). I n the coastal por ts of Whi tetooth and Wi nter stead, l i chen pastes can be pur chased at nor mal cost (DMG 230). In addi ti on, i ndi vi dual tr i bes encounter ed in the i nl and of Tashana mi ght be wi l l i ng to sell or bar ter l i chen pastes. T he DM should set pr i ce and avai l abi l i ty, consi der i ng the si ze and di sposi ti on of the tr i be. Physical Description: T ashanan l i chen pastes di ffer in consi stency and appear ance dependi ng on whether they're intended to be applied (as an oil) or consumed (as apotion). Consumable pastes appear as ver y small and thi n wafer s of shredded leaves. Oil- type pastes have a gr easy or buttery
consistency. Taste and smell also var y among types, and exper i enced char acter s can learn to identify a lichen paste by r emember i ng par ti cular attributes—for example, a minty taste mi ght indicate curati ve properti es, whi le a par ti cular ly pungent odor speci fi es barkskin. Li chen pastes are typi cally stored in small hide pouches. Pouches have AC 13, 2 hit poi nts, and har dness 2. The relative portabi li ty and dura bility of lichen pouches give them an advantage over cerami c or glass potion vi als. Activation: Consumable pastes are heavi ly concentr ated, r elati ve to poti ons, and di ssolve almost i nstantly when placed under the tongue. Appli cable pastes can be smear ed j ust as tr adi ti onal oi ls. Acti vati ng a paste is a standar d action that pr ovokes attacks of oppor tuni ty, and the effect takes place i mmedi ately. I ncorporeal char acters cannot use lichen pastes of ei ther vari ety. Curati ve lichen pastes can be admi ni ster ed to unconsci ous cr eatur es as a standar d action (a potion r equi r es a full- round acti on). The Tashana region also produces some li chens whi ch contai n natur al magi cal / psychoacti ve pr oper ti es. These l i chens do not r equi r e any pr epar ati on and can be har vested and i ngested raw. T he most notor i ous of these is the blood- r ed r ock l i chen known as i cewi l d. T ABL E 3- 2: SPECI AL SUBST AN CES A N D I T EM S I tem Dreamli ly Explosi ve pack Icewild lichen paste Tashana lichen pastes
Cost 1 gp per dose 200 gp per 2 lb. 50 gp per dose Varies
Wei ght —
Vari es — —
MAGIC AND PSIONIC ITEMS T he I nspi r ed' s ti ght contr ol of psi oni cs and suppr essi on of magi c r ender s psi oni c and magi c i tems both r ar e and pr eci ous in much of Sar lona. Sti l l, l ongstandi ng magi cal and psi oni c tr adi ti ons in Adar , the Tundr a, and Syr kar n (not to menti on the r ui ns of Sar lona' s lost age that dot those l ands) can yi el d up magi c and psi oni c i tems that ar e al so found in K hor vai r e, as wel l as some uni quel y Sar l onan i tems such as those descr i bed below.
AMULET OF PEACE T hi s item al l ows its wear er to di str act an attacker wi th a bur st of goodwi l l , tempor ar i l y di ver ti ng an attack. Lor e: The amulets wer e first cr eated by the kal ashtar , but ar e often used by I nspi r ed ambassador s (K nowl edge [ psi oni cs] DC 15). Descr i pti on: An amulet ofpeace is formed from senti r a. It appear s to be a flat di sk of smooth blue shel l , wi th four cur vi ng r ays bendi ng ar ound the centr al di sk. Anyone touchi ng it feels a sense of i nner peace. Act i vat i on: Acti vati ng an amulet is an i mmedi ate action that can be per for med up to twi ce per day by mental command (selected by the wear er ). Effect: The wear er can activate an amulet of peace to oppose an attack roll made agai nst hi m wi th a Diplomacy check. The decision to make the check can occur after the attack roll result is known. If the Diplomacy check result equals or exceeds the attack roll result, the attack mi sses regardless of Ar mor Class. If an attacker makes multiple attacks agai nst the wear er in a single round, the wear er can oppose them all wi th a single activation and Diplomacy check.
The wear er of the amulet must be awar e of an attack in or der to oppose it. The amulet has no effect on cr eatur es that ar e i mmune to mi nd- affecti ng power s. Aur a/ Mani f ester Level : Moderate telepathy. ML 3rd. Constr ucti on: Craft Uni ver sal I tem, mass missive (EPH 121), 2,500 gp, 200 XP, 5 days. Var i an t s: T he most i mpor tant emi ssar i es of the I nspi r ed often wear amulets of peace i mbued wi th a per ma nent detect hostile intent (EPH 91) effect (+12,000 gp). Wei ght: — Pr i ce: 5,000 gp.
CRADLE Of HEALING To deser vi ng ci ti zens, the cradle of healing r estor es str ength, vi gor , and someti mes life i tself. Lor e: Cradles of healing or i gi nate in Ri edr a, pr ovi di ng heal i ng and r evi vi fi cati on in the absence of cler i cal tr a di ti ons (K nowl edge [ local Ri edr a] , K nowl edge [ ar cana] DC 10). A cr adle is not a stand- alone i tem, but is power ed by psi oni c ener gy—ei ther that of the cr eatur e bei ng heali ng, or that of an outsi de faci li tator (K nowl edge [ psi oni cs] DC 15). In Ri edr a, cradles of healing ar e commonl y r eser ved for the I nspi r ed, Chosen, and those who have connecti ons to the r ul i ng cl asses (K nowl edge [ local Ri edr a] DC 15). Descr i pt i on: A cradle of healing is a hor i zontal latti ce of steel and cr ystal that r adi ates a war m yel l ow l i ght. The subject to be heal ed r ests on a cushi oned platfor m atop the fr ame. Two cr ystal handhol ds ar e set on ei ther side of the subject's head. When the cradle is acti vated, its li ght flar es to a br i l li ant whi te, and a hummi ng sound r emi ni scent of di stant voi ces is hear d. Pr er equi si t e: A cradle of healing can heal any Medi um or smal l er cr eatur e. Acti vati on: A cradle can be acti vated as a full- round action if the subject or a facilitator gr asps the handholds and imbues power poi nts or cer tai n power s into it. After acti vati on, the effects of a cradle of healing mani fest in 1 hour. Effect: A cradle of healingcan be used in a var i ety of ways. Ei ther a subject or a faci li tator can i mbue the devi ce wi th 1 power point in order to heal the subject 5 hit poi nts per subject's level. The cr adle can be i mbued wi th 1 power point per hour indefinitely, but thi s rate of heali ng cannot be i ncr eased. If the subject leaves the cradle before the full hour is up or engages in any acti vi ty whi l e on the cradle other than r esti ng, no heal i ng takes place. The facilitator need not be pr esent after acti vati ng the cr adle. Once per day each, a faci li tator can mani fest ei ther body purification (EPH 81) or true metabolism (EPH 139) thr ough the cr adle as a full- r ound acti on to benefi t the subject. The power poi nt costs of these power s (and any augmenta tion in the case of body purification) must be expended by the faci li tator . Agai n, the benefi ts ar e not r eali zed unti l an hour passes, the subject cannot engage in other acti vi ti es dur i ng that ti me, and the faci li tator need not be pr esent after the i ni ti al acti vati on. Wi th true metabolism, the subject is healed to full hi t poi nts at the end of the hour ; none ar e gai ned on a per - r ound basi s. Fi nally, once per day, a faci li tator can spend 9 power points and 1 hour i mbui ng a cradle of healing wi th psionic revivify (EPH 126). If ei ther the faci li tator or the subject is di s tur bed dur i ng that ti me, no benefi t is gai ned and the
br i l l i an t i ce- whi t e ( when i n cr easi n g t he l evel of ambi en t
power poi nts ar e lost (but no XP cost is pai d). At the end of 1 hour, the subject is restored to life and the faci li tator expends 200 XP. If more than 1 r ound passed before the subject was br ought to the cr adle and the faci li tator began mani festi ng, the mani fester and the subject each pay 10 XP per addi ti onal r ound that subject was deceased (100 XP per mi nute, 6,000 XP per hour). If thi s cost would take the subject below 0 XP, he cannot be r ai sed in thi s way. Aur a/ M an i f est er L evel : Moder ate psychometabo l i sm. ML 10th. Const r uct i on: Cr aft Uni ver sal I tem, body adjustment (EPH 80), cr eator must have 12 r anks in Heal , 13,000 gp, 1,040 XP, 26 days. Var i ant s: It is r umor ed that field agents of the Thou sand Eyes make use of a smal l er por tabl e ver si on of the cradle of healing (50 lb.). T hi s ver si on can be i mbued wi th a maxi mum of 20 power poi nts, or used to r edi r ect body puri fication or true metabolism thr ee ti mes, before becomi ng i nert. It cannot be used wi th psionic revivify (—20,000 gp). Wei ght: 150 1b. Pr i ce: 26,000 gp.
DARKLIGHT A darklight al l ows the user to contr ol the r el ati ve level of li ght and shadow in an ar ea, r ender i ng the sur r oundi ngs as br i ght as day or as dar k as ni ght. Descr i pti on: A darklight consi sts of a black wi r e fr ame r esembl i ng a smal l l anter n, wi thi n whi ch a sl ate- gr ay cr ystal hangs. When a darklight is acti vated, the cr ystal tur ns a molten black (when decr easi ng the level of ambi ent li ght) or a
li ght). Because a darklight adjusts the level of ambi ent li ght al r eady in an ar ea, it does not glow or gi ve off any other si gn that it is the sour ce of the change in li ght l evel s. Pr er equi si t e: A darklight must be i mbued wi th psi oni c ener gy in or der to functi on. Act i vat i on: I mbui ng a darklight wi th psi oni c power is a standar d action. Controlli ng a darklight is a free action for the character holding it. A dar kl i ght can be used for 24 hours per power point imbued into it, and it can hold a maxi mum of 7 power poi nts at any ti me. The level of light can be adjusted (or the darklight disabled or enabled) wi th a mental command. A darklight does not use its stored power whi l e di sabled. Effect: A darklight wor ks by adjusti ng the levels of ambi ent li ght in an ar ea ei ther gr adual l y or i nstantaneously. A darklight affects an 80- foot r adi us and can be set to one of four setti ngs. The li ght and shadow cr eated by a darklight is not magi cal or psi oni c in natur e, and so can be over come by any sour ce of magi cal or psi oni c li ght or shadow. No Light: In ar eas of br i ght li ght or shadowy i l l umi na ti on, a darklight can decr ease the level of ambi ent li ght to total dar kness. Shadow: In ar eas of dar kness or br i ght li ght, a darklight can i ncr ease or decr ease the ambi ent li ght to the level of star l i ght or other shadowy i l l umi nati on. In ar eas of total dar kness, a darklight ampl i fi es latent heat ener gy (however fai nt) to pr ovi de nor mal vi si bl e l i ght. Bright Light: A darklight can i ncr ease shadowy i l l umi na ti on to the br i ght li ght gi ven off by a l anter n or tor ch. Beacon: A darklight can r ai se the level of br i ght li ght to extr eme br i ghtness, causi ng cr eatur es i n the ar ea (i ncl udi ng the user ) to be dazzl ed unl ess they make a DC 14 For ti tude save. Aur a/ Mani f ester Level : Faint psychokinesis. ML 3rd. Const r uct i on: Cr aft Uni ver sal I tem, control light (EPH 87), 250 gp, 20 XP, 5 days. Var i ants: In the cities of Ri edra, darklights are not hand held devi ces but ar e embedded i nto the str uctur e of the bui l di ngs themsel ves. As a r esult, the str eets of Ri edr an ci ti es seem to glow wi th a li ght that has no r eal sour ce, as ambi ent star li ght and moonl i ght ar e ampli fi ed to near daylight levels. Chosen are typically tasked wi th char gi ng and r egulati ng these communal darklights on a r egular basi s. Wei ght: 1 lb. Pr i ce: 500 gp.
HEADBAND Of PURSUIT A headband of pursuit al l ows the wear er to tr ack foes li ke a ski l ful pr edator . Descr i pti on: A headband ofpursuit is a wi de leather band i nset wi th r ough- cut gemstones and mysti c symbol s. When the wear er of a headband of pursuit is on the tr ai l of pr ey, the gems of the headband reflect and catch any ambi ent li ght. T hough the wear er under goes no physi cal change, her stance seems to shi ft to that of a pr edator , and she mi ght hunch over whi l e she r uns. Act i vat i on: Wear i ng a headband of pursuit acti vates its tr acki ng power s. The abi l i ty to boost the wear er ' s speed is acti vated by mental command as a standar d acti on. Ef f ect: Whi l e a headband of pursuit is wor n, the wear er gai ns the abi li ty to tr ack by sight or scent, as if she had both the Track feat (PH 101) and the scent abi li ty (MM 314). If the wear er of the headband is tr acki ng by scent, she i gnor es the effects of sur face condi ti ons and poor vi si bi li ty.
Al so, thr ee ti mes per day, the wear er of a headband of pursuit can i ncr ease her l and speed by 10 feet for a number of r ounds equal to her char acter level. Aur a/ Cast er L evel : Fai nt tr ansmutati on. CL 3rd. Constr ucti on: Craft Wondr ous I tem, scent (Spell Com pendium 180), expeditious retreat, 7,500 gp, 600 XP, 15 days. Var i an t s: Psi oni c ver si ons of a headband of pursuit ar e common among the elans and half- gi ants of Sarlona. These i tems ar e i denti cal in appear ance and functi on to thei r psi oni c counter par ts. Fai nt psychometabol i sm. ML 5th. Craft Uni ver sal I tem, psionic scent (EPH 126), burst (EPH 81). Wei ght: 1 l b. Pr i ce: 15,000 gp.
MISSIVE BROOCH Missive brooches al l ow thei r wear er s to communi cate wi th each other acr oss long di stances, or to combi ne the power of multi ple br ooches acr oss a l ar ger psi oni c networ k. L or e: The I nspi r ed or i gi nal l y cr eated missive brooches for agents of the T housand Eyes (K nowl edge [ psi oni cs] DC 15). T hough used pr i mar i l y by Chosen and agents of the T housand Eyes, missive brooches ar e often seen in the hands of the Aki ak of the Tundr a (K nowl edge [ local] DC 15). T hose wi thi n Ri edr a who oppose the r ule of the I nspi r ed covet missive brooches, because they allow eavesdr op pi ng on communi cati on among the Chosen and I nspi r ed who use them (K nowl edge [ local] DC 20). Descr i pt i on: A missive brooch is a smal l cl uster of cr ys tal s ar r anged on a cl asp, typi cal l y fi tted to the col l ar of a shi r t or r obe. When sendi ng a message, a missive brooch pul ses wi th a faint blue li ght. A subtle chi me is hear d by the wear er of the br ooch when another cr eatur e attempts to contact hi m, or when hi s br ooch r elays a message i ntended for another . Act i vat i on: Usi ng a missive brooch to send a message is a standar d acti on that can be per for med any number of ti mes per day. A command wor d (selected by the br ooch' s wear er ) acti vates the i tem. A missive brooch's abi l i ty to r ecei ve messages fr om other br ooch wear er s, or to relay messages between other br ooches, is always acti ve. Effect: A missive brooch gi ves its wear er the ability to send a tel epathi c message of up to twenty- fi ve wor ds to all cr eatur es wi thi n 500 feet. The wear er can include or exclude from thi s br oadcast any creature he can see, as well as any creature that he knows or knows of. If a target of the message is also wear i ng a missive brooch, the r ange is i ncr eased to 1,000 feet for that tar get. Al so, each missive brooch can aut omat i cal l y r el ay messages i ntended for other cr eat ur es wear i ng missive
br ooches, effectively extendi ng the r ange of such messages i ndefi ni tely. For example, if thr ee cr eatur es wear i ng missive brooches wer e spaced 1,000 feet apar t in a l i ne, the br ooch wor n by the second cr eatur e woul d automati cal l y r elay messages between the first and thi r d cr eatur es, gi vi ng thei r messages an effecti ve r ange of 2,000 feet. Missive brooches automati cal l y r elay messages i f they ar e wi thi n r ange of a sender and a r eci pi ent (or wi thi n r ange of a sender and another br ooch capable of r el ayi ng the message). The sender of a r elayed message can opt to have it r epeated to all cr eatur es thr ough whi ch it is r elayed, or to have it hear d only by the i ntended r eci pi ent. A cr eatur e sendi ng a message has no contr ol over whi ch br ooches it mi ght be r elayed thr ough. A cr eatur e whose missive brooch r el ays a message meant to be hear d only by another r eci pi ent can hear the mes sage by taki ng a swi ft acti on and maki ng a successful DC 20 Psi cr aft check. Aur a/ Mani f ester Level : Moderate telepathy. ML 3rd. Constr ucti on: Craft Uni ver sal I tem, mass missive (EPH 121), 6,000 gp, 480 XP, 12 days. Wei ght: — Pr i ce: 12,000 gp.
SHROUD RESONATOR Ei ght shroud resonators power the Shr oud that keeps Adar safe fr om the eyes and attacks of the I nspi r ed and the Dr eami ng Dar k. Descr i pt i on: The shroud resonator in each Adar mon aster y is a massi ve vi olet and red cr ystal , r oughly 6 feet tal l . When suppl i ed wi th psi oni c power , the cr ystal gl ows br i ghtl y and vi br ates wi th a deep osci l l ati ng hum. When a r esonator is wi thi n 1 mi nute of l osi ng power , its li ght begi ns fl ashi ng er r ati cal l y. Act i vat i on: A psi oni c char acter can acti vate a shroud resonator for 1 hour by touchi ng the cr ystal and expendi ng 5 power poi nts. It is not possi ble to expend extr a power to l engthen the cr ystal ' s acti vati on ti me. A smal l er for m of r esonator , cal l ed a lesser resonator, can be acti vated for 1 hour by expendi ng 1 power poi nt. Ef f ects: As l ong as it is power ed, a shroud resonator helps gener ate the Shr oud over all of Adar . The char acter power i ng a r esona tor can use remote viewing (EPH 129) at wi l l , except that it takes only a fullr ound acti on to begi n the scr yi ng pr ocess. Scr yi n g per f or med thr ough a shroud resona tor is not blocked by the Shr oud' s nondetection effect. A r esonator al so al l ows the character
Darklight Headband
of
pursuit
Missive
brooch
power i ng it to use the followi ng powers tar geti ng the sub ject of the remote viewing power : mindprobe (EPH 119), psionic modify memory (EPH 122), psionic suggestion (EPH 133), and read thoughts (EPH 128). The character must still pay the power point cost asso ciated wi th each power, but needs to neither know the powers nor pay double for mani festi ng them thr ough remote viewing. Remote viewing endsj ust after one of these power s is used. A lesser resonator can be used to create a shroud bubble (see page 35), but does not allow scr yi ng, nor does it functi on at a di stance gr eater than 500 feet fr om a shroud resonator. Aur a: Str ong clai r senti ence and psychopor tati on. CL 20th. A lesser resonator has a moder ate aur a and CL 8th.
MAGICAL LOCATIONS Sarlona's lands ar e r i ch in anci ent magi c and wei r d pl anar energy. Magi cal locations wer e i ntroduced in Dungeon Master's GuideII (pages 235—250), and many locations from that book ar e appr opr i atel y placed in Sar lona. Par t of Ahdr yatmi n contai ns agarden of nature's rage, whi le anywher e in Adar could hold a heart ofstone or a heart of wind. A spellward of arcanemight could sur vi ve in anci ent Syr k r ui ns. Tashana cer tai nly contai ns a heart of ice, and mi ght even hold apool of frozen souls. At least one forest in Riedra holds multiple terrible cysts. Detai led here are thr ee new magi cal locati ons speci fi c to Sar lona.
CHAOS POOL Wher e r aw unmaki ng has scar r ed the Mater i al Pl ane, chaospools form li ke pustul es of entr opy. A chaospool is often the place wher e a gr eat fiend or bei ng of chaos di ed or was i mpr i soned, or it is near such a pl ace. Lor e: Char acter s can gai n the followi ng i nfor mati on about a chaospool by maki ng a K nowl edge (natur e), K nowl edge (the pl anes), or bar di c knowl edge check. When a char acter makes a check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on fr om lower DCs. DC 15: Thi s isa chaospool, a condensation of wild potential. DC 20: Cr eatur es that have an affi ni ty for chaos can gai n power from a chaospool. Cr eatur es that have an anti pa thy to chaos can destr oy a chaospool. Bathi ng in a chaospool is damagi ng to the bather . DC 25: Chaoti c cr eatur es that bathe in a chaos pool for an uncer tai n amount of ti me get the power to avoi d tell i ng blows from ti me to ti me. A cr eatur e can destr oy a chaos pool by bathi ng in it but r efusi ng to absor b its power . DC 30: Sever al chaos pools exi st wi thi n Uutkl eza. T he gi thzer ai of that place guar d the pools agai nst i nterlopers. Descr i pti on: Chaospools are pits of flashi ng li ght, well i ng dar kness, bubbles of cacophonous sound, and spur ts of wi nd and other mater i al s. They are easy to spot and hear. Gr ound sur r oundi ng a chaos pool is destr oyed and r emade constantly, changi ng shape and even composi ti on. A chaos pool hungr i l y pul l s at those near it. Bones ar e scatter ed about it. Wi sdom seems to di ctate agai nst neari ng the pool, whi ch whi sper s of di ssoluti on and doom. Pr er equi si t e: Onl y a senti ent chaoti c cr eatur e that has five or mor e Hit Di ce can gai n the benefi ts of a chaos pool. Addi ti onal l y, a cr eatur e must not have an i nnate mi ss chance to gai n a chaos pool's power . Locati on Acti vati on: A quali fi ed creature automati cally senses the ener gy in a chaospool and knows that bathi ng in its roiling depths can grant power. A pool deals 1d8 points of damage per round of a random ener gy type to a creature bathi ng in it. Lawful cr eatur es take double damage.
To gai n the benefi t of a chaospool, a cr eatur e must bathe in it for at least 1d4 rounds and be wi l l i ng to gai n the special ability. One chaos pool can confer its power on up to two crea tur es at a ti me—i f more than two quali fi ed cr eatur es enter the pool, it affects two r andomly selected cr eatur es. A chaos pool can be forced to di sappear by a cr eatur e that wi l l i ngl y takes damage fr om the pool for 4 r ounds wi thout choosi ng to gai n the speci al abi li ty. Rechar ge: Once a chaospool has confer r ed its abi li ty on two cr eatur es, it di sappear s. Another pool mi ght appear near by once the r echar ge ti me has elapsed. Speci al Abi l i t y ( Su) : Upon bathi ng in a chaos pool, a qual i fi ed cr eatur e gai ns a field of luck that causes attacks ai med at it to have a 10% mi ss chance. T hi s field doesn't affect a cr eatur e that is benefi ti ng fr om true seeing. Dur at i on: T he mi ss chance l asts for 4d4 months (roll for each cr eatur e affected). Aur a: Str ong abj ur ati on and evocati on. Abi l i t y Val ue: 10,000 gp (5,000 gp per cr eatur e).
TEETH OF THE THREE (MAJOR ARTIFACT) An awe- i nspi r i ng and majesti c pi ece of dr agon ar ti fi ce, the Teeth of the Three could be the hope of Adar and Sar lona, and per haps even Eber r on. The Teeth of the Three r ests above the head of a cr eatur e of l egend—a sl umber i ng r akshasa r aj ah—and if destr oyed, it could spell doom for Adar , Sar l ona, and the wor l d. T hi s i ncr edi ble i tem is a magi cal focus that mi ght be r esponsi ble for Adar ' s odd mi xtur e of pl anar ener gy and the physi cal mani festati ons of them. It could have been why the kal ashtar wer e able to cr oss the bar r i er between dr eams and the wor l d i nto Adar . It i s a str ange combi nati on of ar ti fact and magi cal locati on. Lor e: Few know about it. Fewer know wher e it i s. And fewer sti ll wi l l ever see it and li ve to tell the tal e. Char acter s can gai n the fol l owi ng pi eces of i nfor mati on about the Teeth of theThree by maki ng a K nowl edge (ar cana), K nowl edge (hi stor y), or bar di c knowl edge check. A char acter fr om Adar can use K nowl edge (local). When a char acter makes a check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on fr om lower DCs. DC 20: T he cr eator s of the Shr oud ar e sai d to have shar ed a vi si on dur i ng thei r medi tati ons or in thei r dr eams in sl eep. T hi s vi si on r eveal ed a gr eat devi ce li ke the shroud resonators. Some bel i eve that thi s devi ce exi sts. DC 25: The whole story is that the shared vision included the mi ghty peak K or r andar. Perhaps the mysteri ous device gli mpsed lies on or in the volcano. But none besides Speaker of the Word Chanaakar have braved the stor ms or the Storm Guar di ans to find out, and he hasn't said. DC 30: It is sai d that wi thi n the shr ouded hear t of K or r andar is set a massi ve dr aconi c ar ti fact composed of all thr ee types of dr agonshar ds. The dr agons br ought it from Ar gonnessen and used it and thei r mi ghty sor cer y to cr eate the natur al for tr ess Adar is today. Under the land of refuge they sealed the spirit of a r akshasa rajah named Ran Iishiv. They then placed thi s item, called the Teeth of the Three, wi thi n the vol cano, and a mi ghty couatl sacr i fi ced her self to power the cr ystal' s eter nal power agai nst fiends. DC 35: Tales say the Storm Guar di ans gave Vusgaar, the sorceress of legend who was friend to dr agons, leave to see the halls under Korrandar's mists. In that story, Vusgaar tells that the Teeth of the Three is a j oi ni ng of three dr agonshar ds,
each ampli fyi ng the others' power. It is a nexus that vents the rajah's wr ath into Adar 's storms, at the same ti me focusi ng eldritch power to keep Adar as the dr agons want it. Vusgaar ' s di sci ples kept r ecor ds that i ndi cate the Teeth of the Three is a major component of the dr aconi c Pr ophecy. Dr agons cr eated it based on thei r augur i es. The ar ti fact seems to pull cer tai n cr eatur es near and push other s away. It is also a massi ve psi oni c and magi c focus. I f thi s is so, it could be possi ble to tie Adar ' s Shr oud to the Teeth of the Three, gr eatl y r educi ng the mai ntenance the Shr oud r equi r es and str engtheni ng its pr oper ti es. Per haps such a networ k is what the dr agons sought to bui l d all along. Descr i pt i on: T he Teeth of the Three is a br eathtaki ng congl omer ate cr ystal made up of thr ee dr agonshar ds of a si ze never seen in moder n Eber r on. In the center is a K hyber shar d. An Eber r on shar d and a Si ber ys shar d j oi n the K hyber shar d at the base and emer ge from that point at 45- degree angles. Each shar d is easily double the height of a full- gr own human and as wi de as that person is tall. Motes of golden, vi olet, and cr i mson li ght seem to mater i al i ze near and flow i nto the cr ystal s, and a di aphanous shaft of si lver r adi ance sur ges from the center of each upwar d. T hi s flow for ms a waver i ng flame that di ssi pates at about 5 feet above the ar ti fact. Space around the cr ystal thr ums as if in ti me wi th the heartbeat of the world. Thi s vi brati on is felt not heard. A silence beyond silence surrounds the item, as if the gods hold their breath. The faint smell of bur ned metal taints the air, though, and your brow furrows wi th some forgotten anger. Pr er equi si t e: Only those who have passed thr ough the Spher es of K or r andar (page 38) can access the power of the ar ti fact. Acti vati on: Contacti ng the Teeth of theThree is a standard action that requires a creature to touch the crystal and make a DC 20 Wi sdom check. Any creature of couatl descent, such as a shulassakar , gets a +4 bonus on thi s check, whi le a nondraconic evil creature takes a —8 penalty. Anyone who fails the check takes 1d4 points of Wi sdom damage. Once a user has contacted the Teethof theThree, acti vati ng any power of the device is a standar d action. Br eaki ng contact is a free action, and a creature that has contacted the cr ystal need not make a Wi sdom check to touch it agai n for a year. Rechar ge: Once a cr eatur e acqui r es the power s of the Teeth of the Teeth, it cannot do so agai n for a year . T hose who have the Touchstone feat (Sandstorm 53) are excepti ons to thi s r ul e—such cr eatur es must si mpl y r etur n to the ar ti fact to r echar ge thei r abi l i ti es. Effects: The couatl's gentle and lovi ng spirit wi thi n the Teeth calls to those who value life, freedom, and balance. Thi s effect is har d to measur e, but it covers Adar and stretches beyond the land's bor der s. Far from i nsur i ng that all wi thi n Adar are good, thi s effect has still influenced Adar 's devel opment over the mi llenni a. No doubt some Ri edrans near Adar 's borders have felt a longi ng to cross into the moun tai ns, qui ckly di smi ssi ng the notion and r eaffi r mi ng the teachi ng that Adar is a land of monster s. More defi ni ti vely, the area ar ound the Teeth of the Three is bl anketed in sever al effects. A dimensional lock cover s an area 67 mi l es ar ound the ar ti fact, and wi thi n 7 mi l es of it all effects that summon or call cr eatur es, or that requi re extr a pl anar mater i al s, such as ectoplasm from the Astr al Plane or shadow stuff from the Plane of Shadow, are i mpeded. A cr eatur e that tr i es to pr oduce such an effect must succeed on a Spellcr aft or Psi cr aft check to do so (as appr opr i ate,
DC 20 + effect's level), expendi ng the r equi r ed r esour ces but fai li ng to produce the effect if the check fails. Strangely, wi thi n the same 7 mi les, any attempt to summon or call a couatl wor ks wi thout r equi r i ng a check. Effects that hedge out evi l outsiders, such asprotection from evil, dismissal, banishment, and dispel evil, still functi on. I ndeed, they are hei ghtened (as if they wer e one level hi gher by means of the appropri ate Heighten feat) and qui ckened (as if the caster or mani fester had the appropri ate Qui cken feat). Those wi thi n 7 mi les of the Teeth of the Three receive a +5 bonus on level checks to overcome the spell resistance of evil outsiders. Creatures are also i mmune to possessi on wi thi n thi s smal l er ar ea, but a fiend can continue to possess a cr eatur e it alr eady possesses even if that creature enters the ar ea. Evil outsiders gai n only i mmuni ty to possessi on fr om these latter benefi ts. When Ran Iishiv and its mi ni ons wer e trapped beneath Adar , the rajah's r age was so gr eat that the land ar ound its prison boiled, hurli ng up the great volcano K orrandar. The Teeth of the Three was put in place, and the dr agons used thei r most pui ssant magi c thr ough it to br i ng Lamanni a's energy closer to Eber r on, though Ran I i shi v's chaoti c mi nd also attracted Kythri's influence. With access to elemental forces, the dr agons pushed the land of Adar hi gher and a couatl j oi ned wi th the cr ystal to channel Ran I i shi v' s fur y. T he plan wor ked, as did the idea to channel Ran I i shi v's vi olent passi on i nto super natur al and natur al stor ms that r age in Adar . Dragons foresaw they would need these storms to pro tect their hold in Korrandar. Strangely, this has an affect in Adar —whenever more than a few score persons act in anger or violence in the land of refuge, an effect like control weather causes a terrible storm (ahurricane on the coast or a tornadospawni ng thunder stor m i nland) to mani fest in the area of the battle. Such a stor m is wor se for those wi thout shelter in the mountai ns—a Ri edr an si ege for ce, for exampl e. A nondetection effect protects the Teeth of theThree. In addi ti on, a forbiddance effect agai nst evi l and a magic circle against evil sur r ound the ar ti fact. It makes exor ci sm attempts on anyone it has li ne of effect to that is possessed by an evi l or neutr al entity. It makes thi s check as if it had the gr anted power of the Exor ci sm domai n (ECS 106) and wer e a 30thlevel cleri c who has a Char i sma of 30. A possessi ng cr ea ture can attempt to hi de from the Teeth of the Three (Hide DC 40), success i ndi cati ng the ar ti fact doesn't "see" the fiend and attempt an exor ci sm check. An exor ci zed evi l outsi der, a cr eatur e possessed by an evi l outsi der , or any evi l outsi der that has li ne of si ght to the ar ti fact is i mmedi atel y affected as if by a sympathy spell (DC 29). Fai lur e i ndi cates an over whel mi ng ur ge to touch the i tem. Touchi ng the cr ystal , whether by sympathy or wi l l ingly, subjects the evi l outsider to a trap thesoul spell (no save or spell r esi stance). When an evi l outsi der is tr apped in thi s way, the si lver flame sur ges to double its hei ght and br i ghtness for a number of mi nutes equal to the H D the evi l outsi der has, then r etur ns to nor mal . Whi l e in contact wi th the Teeth of the Three, a cr eatur e is affected as if by a mind blank spell. A char acter touchi ng the arti fact can use remote viewing (EPH 129) at wi l l , except that it takes only a standar d action to begi n the scr yi ng pr ocess. Scr yi ng performed through the artifact is not blocked by the Shroud's nondetection effect and over comes all si mi lar effects if it succeeds on the appropriate level check. Fur ther mor e, anyone in Adar takes a—10 penalty on the save agai nst remote viewing. The Teethof theThreealso allows the char acter touchi ng it to use the following powers and spells tar geti ng the subject
THE AUKARAKS Ask anyone on Sar lona about the vast open spaces of the Tundra, and you're likely to hear the same refrain—it isa land of strange weathers. The native shifter tribes can tell you more specifically: The Tundra is home to aukaraks or reality storms. Aukaraks ar e actual l y fr ee- floati ng pl anar br eaches, r emnants of a l ong- ago era i n whi ch ter r i ble magi cs rent the ver y fabric of the planes. They move about the Tundr a, blowi ng in j ust as a rai nstor m mi ght, and blowi ng over agai n j ust as qui ckl y. In ter ms of game effects, aukaraks usual l y functi on as smal l , tempor ar y mani fest zones to one of the twelve planes that have coter mi nous phases wi th Eber r on (see ECS 94). Aukuraks tend to be more i ntense and power ful than typi cal mani fest zones, but they are unpr edi ctable and i mper manent. Reali ty stor ms also have a chance of "port i ng in" nati ves of a par ti cular plane, as if summoned—these cr eatur es ar e effecti vel y unsummoned at the end of the stor m's dur ati on, and r etur n to thei r nati ve pl ane. DMs can choose to create an encounter wi th the suggested crea tur es l i sted, or assume a 10 per cent chance per hour of a r andom encounter . Fi nally, some aukaraks si mply pr oduce bi zar r e, r andom effects that have an appar ent connecti on
Mani f est Zone d% or Other Type 01-05 Daanvi, the Perfect Order
06-10 11- 15
Dolurrh, the Realm of the Dead Fernia, the Sea of Fire
16-20
I rian, the Eternal Day
21- 25
Kythri , the Churni ng Chaos
26-30
Lamanni a, the Twi li ght Forest Mabar, the Endless Night
31- 35
d%
0 1- 25 26- 50 51- 75 76- 10 0
Intense sunlight; illusory landscapes of crystal fields and sand Random, intense environmental effects— noise, snow, steam, li ghtni ng Illusory overgrowth of plant life and ver dant ter r ai ns Near- total darkness
Blizzard conditions; illusory terrains of solid ice; extreme cold
41- 45
Illusory scenes of ghostly combatants eternally at war ; cacophonous noise
D aybr eak Mi dday Even i n g N i ght
An aukarak takes 1d10 mi nutes to fully mani fest, some ti mes si mpl y mater i al i zi ng over head, someti mes r ol l i ng over the hor i zon and towar d the char acter s at the appr o pr i ate speed. T he dur ati on of an aukarak is 2d4—1 hour s, wi th excepti ons for bur st stor ms. Encounter ed aukaraks can be chosen fr om the table or r andoml y r olled.
Descr i pti on Translucent geometrical shapes float in the air; items inter mittently shift to "ideal" form; a field of wildflowers could appear as a cultivated garden Muted colors and sounds; feelings of despair Embers and ash swirl through the air; uncomfortable heat
36-40 Risia, the Plain of Ice
Shavarath, the Battleground
to any i ndi vi dual pl ane. Consul t the accompanyi ng table for descr i pti ons and effects. When tr avel i ng in the Tundr a, PCs have a 5% cumu lati ve chance, per day, of encounter i ng an aukarak (on the second day of tr avel , the chance is 10%; on the thi r d day, 15%, and so for th). If the roll i ndi cates an aukarak encoun ter, use the table bel ow to deter mi ne when in the cour se of the day the r eali ty stor m descends.
Possi bl e Encounter s Game Effects Spells wi th the lawful Formians (all types), descriptor are enhanced kolyarut, and enlarged; spells zelekhut (inevitables) wi th the chaotic descriptor are impeded Heavy gravity; all Nalfeshnee (demon), lemure (devil), marut (inevitable) movement rates halved Spells wi th the fire Fire elemental, descriptor are enhanced hell hound, fire mephit and enlarged; spells wi th the cold descriptor are impeded; storm effect (DMG 94) Positive energy spells Lantern archon, ravid enhanced; negative ener gy spells i mpeded Spells wi th the chaotic Chaos beast, gi thzer ai , descriptor are enhanced howler and enlarged; spells wi th the lawful descriptor are impeded; storm effect (DMG 94) Druid spells are Lycanthropes, celestial extended ani mal s, elementals (all) Light source radius halved; Barghest (all), bodak, negative energy spells are shadow mastiff enhanced; positive energy spells are impeded Spells wi th the cold Ice devil, ice mephit, descriptor are enhanced air elemental and enlarged; spells with the fire descriptor are impeded; storm effect (DMG 94) Spells that create, Ar chons, devils, demons, enhance, or mimic whi r li ng blades (ECS 98) weapons are enhanced; all charm spells are impeded
of the remoteviewing power: detect thoughts, discern location, dream, mind probe (EPH 119), psionic modify memory (EPH 122), and psionic sugges tion (EPH 128). A char acter need neither know these spells or powers nor pay spell slots or power points to use them. Remote viewing ends j ust after one of these power s is used only if the user desi res it. Those who contact the TeethoftheThreeimmediately under stand its li nger i ng effects and how to access those power s. L i n ger i n g Ef f ects: Anyone who meets the pr er eq ui si te and has been i n the pr esence of the Teeth of the Three is i mmune to possessi on for one year ther eafter . The Teeth of the Three also functi ons as a touchstone (Planar Handbook 153 or Sandstorm 54). Anyone who has the Planar Touchstone (Planar Handbook 41) or Touchstone feats can elect to gai n the abi li ty to use detect evil thr ee ti mes per day, as the spel l , as a base abi li ty, al ong wi th the use of the
remote viewing power once per day as a standar d acti on for up to five uses as a hi gher - or der abi li ty. Such remote viewing uses the char acter ' s Char i sma score for the save DC. A char acter who has contacted the ar ti fact can spend seven days medi tati ng in the Chamber of the Teeth. The deed done, a medi tator gai ns the constant effect of a non detection spell (CL 20th wi thi n Adar , CL 10th outside Adar ) for one year. Someone who has thi s abi li ty can suppr ess it at wi l l . (Char acter s who have thi s abi li ty radi ate faint abjur ati on magi c if successfully vi ewed wi th detect magic.) Aur a/ Cast er L evel : O ver whel mi ng all spell schools and psi oni c di sci pl i nes. CL 30th. Abi l i t y Val ue: T he nondetection effect gai ned by one who medi tates in the Chamber of the Teeth for seven days is wor th 90,000 gp. Wei ght: 6,000 lb.
AUK ARAK EFFECT S
Mani f est Zone d% or Other Type 46-50 Syrani a, the Azur e Sky 51- 55 Thelani s, the Faerie Court
56-60 Xoriat, the Realm of Madness 61- 62 Binary storm— Daanvi / K ythri 63-64 Bi nary storm— I r i an/ Mabar 65- 66 Bi nary storm— Fernia/ Risia 67-76
Gravity burst
77-86 Temporal burst 87-90
Teleportation burst
91-94 Anti magi c storm 95-98 Null psi storm 99-100 Time storm
Descr i pti on Bright, vibrant colors; cloudless blue sky; feeli ngs of elation Danci ng lights; twilight illumination; phosphorescent gleami ngs Illusions of utterly alien phenomena Storm toggles between opposing planes once ever y 2d6 rounds Storm toggles between opposing planes once ever y 2d6 rounds Storm toggles between opposing planes once every 2d6 rounds A shi mmer i ng air mass descends, causing heavy or li ght gr avi ty for 2d10 rounds A light sleet descends, causing discernible temporal fluctuations A cloud of sparkli ng snow descends, teleporting creatures to another randomly determined location in the Tashana region An eerie dead stillness and di mmi ng of light An eerie dead sti llness and br i ghteni ng of light A light sleet descends, causing discernible temporal fluctuations
Game Effects Light gravity; all movement rates doubled Ar cane spells are empowered and enhanced; flowing time effect (ECS 99) Wild magic (DMG 149)
Possi bl e Encounter s Angel (all) Dryad, nymph, satyr, sprite
Daelkyr, mind flayer
Use game effects for Use possible encounters the appropriate for the appropriate plane* plane each cycle Use game effects for Use possible encounters the appropriate for the appropriate plane* plane each cycle Use possible encounters Use game effects for the appropriate for the appropriate plane* plane each cycle Roll randomly; movement rates halved or doubled accordingly Roll randomly; haste or slow effect, as spell, for 2d10 rounds I nstantaneous teleportation of all creatures and equipment in a 100-foot radi us, as teleportation circle spell As antimagic shell for duration of storm As null psionic field for duration of storm As temporal burst, but wi th full storm duration (2d4-1 hours)**
* Extraplanar creatures encountered in a bi nar y storm are unsummoned when the storm toggles to its oppositional plane. ** For every hour spent in a time storm, 10 hours have elapsed when storm has passed.
CHAPTER FOUR
SARLONAN MONSTERS Sar lona'smyster i ous, war - r avaged past and the i nter venti on of the quor i have come together to make the conti nent's wi l ds and ci vi l i zed l ands str ange and full of danger . T hi s chapter pr esents cr eatur es uni que to Sar lona or Dal Quor. Many ti mes, both r eal ms touch a si ngle cr eatur e.
ESSENCE REAVER As the creature rears upfrom a reptilian coil of tail and limbs, its passing resemblance to some sort of dragon quickly fades. Bony plates ripple across its emaciated wingless frame, grinding as taloned claws rend the ground. A twisted spike at the end of itstail glows a dull red, and the beast's razortoothed maw splits wide as it screams. ESSENCE REAVER CR 9 Always CE Large aberration I ni t +7; Senses darkvision 60 ft., keen senses, scent; Listen +12, Spot +12 AC 22, touch 12, flat- footed 19 (-1 size, +3 Dex, +10 natural) hp 117 (18 HD); DR 10/magic I mmune fear, paralysis, sleep SR/ PR 20 Fort +10, Ref +9, Wi l l +14; +3 against spells, powers, spell like abilities, psi- like abilities Speed 60 ft. (12 squares); Spring Attack Melee bite +19 (2d6+6) and 2 claws +17 (1d6+3) and 1 tail slap +17 (1d8+3) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +13; Grp +23 Atk Opti ons absorb essence, persistent wound Speci al Acti ons stunni ng screech Spell- Li ke Abi l i ti es (CL 18th): 1/day—locate creature, locate object 3/day—true seeing Abi l i ti es Str 22, Dex 17, Con 14, Int 6, Wis 16, Cha 16 SQ detect magic, detect psionics, magical aura, psionic aura Feats Aler tness, Improved I ni ti ati ve, Improved Natural Attack (bite), Great Fortitude, Multiattack, Skill Focus (Survival), Spring AttackB, Track Ski l l s Jump +18, Listen +12, Spot +12, Survival +13 (+17 fol lowing tracks) Advancement 19—24 HD (Large)
Absor b Essence (Su) An essence reaver absorbs arcane magical and psionic power in the form of arcane spells or powers directed against it, magic items it contacts, or the spells and powers of arcane spellcasters or manifesters the creature strikes. Though it has only rudimentary intel ligence, an essence reaver can intuit the nature of magic and select tar gets accordi ngly (absorbing heali ng magi c if wounded, selecti ng attack spells or defensive spells according to its needs in combat, and so on). In gener al, though, it seeks out powerful i tems, spellcaster s, and manifesters first. If an essence reaver strikes a target wi th its tail attack, it can choose to absorb the essence of the target itself (if an arcane spellcaster or manifester) or of any magic item or magic weapon the target has in hand. The tail's prehensile qualities allow the essence reaver to automatically touch held items with a successful tail attack against the creature holding them. It does not need to make a sunder attack against the item. Spellcasters struck by an essence reaver's tail attack must make a successful DC 22 Fortitude save or lose their highest- level spell slot or the highest- level spell they have prepared. Manifesters struck by an essence reaver's tail attack must make a successful DC 22 Fortitude save or lose a number of power points equal to their manifester level. If absorbing a prepared spell, an essence reaver is able to use that spell on a later turn. If absorbing spell slots or power points, an essence reaver also absorbs knowledge of a character's highest- level spell or power known, and can use that spell or power on a later turn. If a character has more than one highest- level spell or power prepared or known, an essence reaver decides which spell or power to absorb. Charged magic or psionic items struck by an essence reaver have one of their charges permanently drained. The essence reaver is then able to use the spell, power, or ability absorbed from the item on a later turn. Magic or psionic items without charges that are struck by an essence reaver have their magical essence absorbed for 1d6 rounds. Such items used against an essence reaver must overcome the creature's spell and power resistance or have thei r magi cal essence absorbed for 1d6 rounds. Dur i ng that time, the item loses all magi cal or psionic quali ti es, and the essence reaver is able to employ those quali ti es as if usi ng the item itself. For example, an essence reaver that absorbed the essence of a ring of invis ibility would gain the ability to become invisible at wi ll for 1d6 rounds. An essence reaver absorbs the qualities of any item, even qualities it cannot use.
Spells or powers directed against the essence reaver (whether cast or manifested by characters or from items) must overcome the creature's spell or power resistance or be absorbed. The essence reaver is then able to use the absorbed spell or power on a later turn. If an essence reaver is struck by a magic or psionic weapon, the wielder of the weapon must make a DC 22 Fortitude save or have the weapon's essence absorbed for 1d6 rounds. During that time, the weapon loses all magical or psionic qualities (though it is still a masterwork weapon), and the essence reaver can add the weapon's qualities (including enhancement bonuses) to its claw attacks. Weapon special qualities unusable by an essence reaver or not applicable to slashingweapons are suppressed but cannot be used, though their enhancement bonuses still apply. For example, an essence reaver that absorbed the essence of a +2 hammer of disruption or a +1 dagger of power storing could not use those special qualities, but would still add the enhancement bonus on its claw attacks. An essence reaver can absor b the essence of magi c or psionic weapons i ndefi ni tely. Though only the hi ghest absorbed enhancement bonus applies, different weapon quali ti es stack. For example, an essence reaver that absorbed the essence of a +2 keen longsword, a +1 bodyfeeder handaxe, and a +1 psibane mace in successi ve rounds would have claw attacks equi val ent to a +2 keen bodyfeeder psibane weapon (assumi ng that the durati on of each absorpti on over lapped). Properties temporarily bestowed on aweapon cannot be absorbed by an essence reaver. Thus, normal ammunition fired from a magic ranged weapon or mundane weapons under the effect of a magic weapon spell can be used against the essence reaver wi th full normal effect. An essence reaver can neither absorb nor use the spells prepared by a divine spel l caster or wr i tten on di vi ne scrolls. However, it can
absorb the essence of any other magic item regardless of what type of spell was originally used to create it. Spells and powers absorbed by an essence reaver are retained by the creature for 1 hour, and can be cast or manifested during that time as a standard action. Absorbed spells, powers, and abilities use all the statis tics of the original caster, manifester, or item (including save DCs, caster level, and level- dependent effects). Detect Magi c (Su) As the detect magic spell; at wi l l ; caster level 18th. If studying an area or subject for 3 rounds, an essence reaver can automatically detect an aura's school of magic without the need for a Spellcraft check. Detect Psi oni cs (Su) As the detectpsionicsEPH power ; at wi l l ; mani fester level 18th. If studyi ng an area or subject for 3 r ounds, an essence r eaver can automati cally detect an aura's psi oni c di sci pli ne wi thout the need for a Psi cr aft check. K een Senses (Ex) An essence reaver sees four times as well a human in shadowy illumination. Magi cal Aur a When an essence reaver absorbs the essence of a spell or spell- like ability, it radiates an aura of magic as if that spell or spell- li ke abi li ty wer e a functi oni ng spell placed on it. Even if an essence reaver has absorbed no spells or spell- li ke abi li ti es, it r adi ates an aura of faint magi c. Per si stent Wound (Ex) The damage an essence reaver deals doesn't heal natur ally and r esi sts heal i ng spells. A char acter attempti ng to cast a heali ng spell on a crea ture damaged by an essence reaver must succeed on a DC 22 caster level check, or the spell has no effect on the injured char acter . Psi oni c Aur a When an essence reaver absorbs the essence of a power or psi- like ability, it radiates a psionic aura as if that power or psi- like ability were a functioning power placed on it. Even if an essence reaver has absorbed no powers or psi- like abilities, it radiates an aura of faint psionics. Spel l - Li ke Abi l i ti es An essence reaver's locate creature and locate object abi li ti es can be used only agai nst cr eatur es and objects agai nst whi ch it has used its absorb essence abi li ty. Stunni ng Scr eech (Su) Three times per day, an essence reaver can emit a piercing screech. Al l creatures except for essence reavers wi thi n 30 feet must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Charisma- based. Ski l l s An essence reaver has a +4 racial bonus on Survi val checks made to follow tracks. T he I nspi r ed' s l ong domi nance of Sar l ona has seen most of the aber r ati ons that once r oamed the conti nent systemati cal l y hunted to exti ncti on. T he essence r eaver r emai ns a notabl e—and deadl y— excepti on.
STRATEGIES AND TACTICS Essence r eaver s ar e found thr oughout the deser ts and hi lls of Sar lona, from the Tundr a to the foothi lls of Adar . Though uni ver sal l y fear ed by the people of the Tundr a, Syr kar n, and the Ri edr an fr onti er for thei r wi l l i ng ness to pr ey on vi r tual l y anythi ng that moves, essence r eaver s ar e best known for thei r psi oni c and magi cal hunger —and thei r par ti cul ar appeti te for mani fester s, spel l caster s, and magi c and psi oni c i tems. I n combat, essence r eaver s tr ust thei r detect psi oni cs and detect magi c abi li ti es mor e than thei r
mundane senses. Nor mal l y sol i tar y pr edator s, essence r eaver s often ki l l other s of thei r ki nd. However , bands of up to si x essence r eaver s have been known to congr egate in packs ar ound hi gh level s of magi cal or psi oni c power . Wher e these packs for m, they hunt wi th a chi l l i ng degr ee of cunni ng.
SAMPLE ENCOUNTERS T he essence r eaver is a f ast- movi ng, vor aci ous, and i nsane ki l l i ng machi ne dr awn i nexor ably to sour ces of both psi oni c and magi cal power —spel l caster s and mani fester in par ti cul ar . The cr eatur es are hi ghly i ntelli gent, but thei r i nher ent mani a makes them unpr edi ctabl e at best. Any par ty gi ven the oppor tuni ty to flee from an essence r eaver is gener al l y wi se to do so, but these cr ea tur es are pr one to stalk magi cal or psi oni c tar gets for days befor e attacki ng wi thout war ni ng. The other cr eatur es of Sar lona uni ver sal l y fear these aber r ati ons. T he absence of ani mal life in a local ar ea or si gns of sl ai n and muti l ated phr eni c cr eatur es (EPH 205) or quor bound cr eatur es (see page 150) is often a pr ecur sor to an essence r eaver assaul t. I n di vi dual ( EL 9): A lone essence r eaver could be encounter ed in any of Sar lona' s deser ts or hi l l r egi ons, fr om the foothi l l s of Adar to the Tundr a. T hough r ar e in ci vi l i zed Ri edr a, essence r eaver s have been r epor ted in Bor unan and K hal esh. H un t er Pack ( EL 13 —14) : Bet ween four and si x essence r eaver s come together to for m a hunt i ng pack, but the cr eatur es take gr eat pai ns to not r eveal thei r tr ue number s. EL 14: A gr oup of fi ve essence r eaver s has been dr awn to the l atent power emanat i n g fr om a magi cal or psi oni c l ocati on and has set up a car ef ul l y conceal ed per i met er in the ar ea. When any par ty appr oaches, a si ngl e essence r eaver makes a fr ontal assaul t tar geti ng a spel l caster , mani f ester , or char acter wi el di ng power f ul psi oni c or magi c i tems. Whet her the par ty engages the cr eatur e or attempts to flee, the r emai nder of the pack uses the di str acti on of mel ee to sur r ound the gr oup and attack.
ECOLOGY T he essence r eaver ' s dr aconi c for m and abi l i ty to absor b and uti l i ze both magi cal and psi oni c ener gy has led to much specul ati on on the cr eatur e' s or i gi ns—a degener ate form of dr agon mer ged wi th dar k spi r i ts of Dal Quor per haps, or a demoni c hybr i d spawned in the di stant war s between dr agon and fiend. Physi cal l y, essence r eaver s r esemble wi ngl ess black dr agons, but dead whi te eyes and a whi pl i ke tai l gi ve away thei r aber r ant natur e. A gl owi ng membr ane at the end of its spi ke- ti pped tai l al l ows a r eaver to absor b magi cal or psi oni c ener gy fr om cr eatur es or i tems. A r eaver 's long maw is filled wi th r azor - shar p teeth, and r opes of vi scous spi ttle hang fr om its j aws. The essence r eaver is one of the few apex pr edator s that the I nspi r ed have made no effor t to ext er mi nat e i n Sar l ona, si nce the cr eatur es' occasi onal f or ays i nto Ri edr a ar e outwei ghed by the thei r usef ul ness as they hunt down r ogue mani f ester s and spel l caster s in the T undr a and Syr kar n. Rumor s emer gi ng fr om Adar suggest that the I nspi r ed have long sought to i ntr oduce essence r eaver s i nto the mountai ns of that nati on, but the
cr eatur es' tendency to ki ll any cr eatur e that comes wi thi n si ght makes them di ffi cult to r el ocate. Al most nothi ng is known of the li fe cycle of essence r eaver s, though thei r hunger for magi cal and psi oni c power suggests that thi s power mi ght in some way ti e to thei r r epr oducti ve pr ocess. Young have never been obser ved, but cl utches of what ar e bel i eved to be fistsi zed essence r eaver eggs ar e someti mes found in i solated deser t sand f l at s. Adul t essence r eaver s do not i nhabi t these nest i ng si tes, and the eggs often show si gns of havi ng been consumed by lesser pr edator s. Some suggest that a low rate of hatchi ng mi ght help keep the cr eatur es' number s in check. T hough they have a r udi ment ar y i nt el l i gence, essence r eaver s do not speak. En vi r on men t : Essence r eaver s ar e found in the empty wastes of any of Sar lona' s war m or temper ate deser ts. T hough thei r hunger for psi oni cs and magi c woul d seem to make it natur al for them to tar get l ar ger settlements (especi ally the encl aves of the yuan- ti and the nomadi c settlements of the half- gi ants), they shun i nhab ited ar eas for r easons unknown. Fur ther mor e, essence r eaver s ar e never seen in pr oxi mi ty to the I nspi r ed' s hanbalani, despi te the documented psi oni c effect sur r oundi ng these monol i ths. Typi cal Physi cal Char act er i st i cs: An essence r eaver is some 16 feet long and stands 10 feet at the shoul der s. Its whi pl i ke tai l extends 15 feet, and it can ar c ar ound to any poi nt behi nd or besi de it. A typi cal cr eatur e wei ghs appr oxi matel y 3,000 pounds. T hough i ndi vi dual essence r eaver s var y in color ati on (from ebon black to a dull slate gr ay), they show no noti ceable si gns of gender or age. Al i gn men t : Essence weaver s ar e al ways chaoti c evi l . T hey ar e r apaci ous ki l l i ng machi nes that sl aughter i ndi scr i mi natel y and fight unti l sl ai n.
ESSENCE REAVER LORE Char acter s who have r anks in K nowl edge (dungeoneer i ng) can l ear n mor e about essence r eaver s. When a char acter succeeds on a ski l l check, the fol l owi ng lore is r eveal ed, i ncl udi ng i nfor mati on from lower DCs. K n o wl ed ge ( d u n geo n eer i n g) D C Resu l t 19 T hough i ts appear an ce suggest s dr aconi c or i gi ns, the essence r eaver i s an unpr edi ct abl e and deadl y aber r a ti on. T hi s r esul t r eveal s al l aber r at i on t r ai t s. 24 A vor aci ous pr edat or i n i ts own r i ght , the essence r eaver i s most f ear ed f or i ts abi l i t y to dr ai n t he psi on i c an d magi cal power f r om cr eat ur e and obj ect al i ke. 29 T h ou gh t hey ar e n or mal l y l one pr edat or s t hat have no qual ms agai n st at t acki n g each ot her , essen ce r eaver s have a cu n n i n g t hat somet i mes sees t hem f or m hun t i n g packs of up to a hal f - dozen cr ea t ur es. O n e essen ce r eaver of t en act s as a f ei nt , dr i vi n g pr ey i nt o posi t i on f or an at t ack by t he r est of t he pack.
TYPICAL TREASURE Essence r eaver s car r y and col l ect no t r easur e, though thei r pr esence can somet i mes pr ovi de a cl ue to the l ocati ons of magi c or psi oni c l ocati ons. Agent s of the I nspi r ed mi ght pay handsomel y for a cache of i ntact essence r eaver eggs.
QUORBOUND CREATURE The wolf is barely visible as it follows you—its coat blends with the dark of theforest. But as agleam ofgold light flashes in its dark eyes, a telltale shiver informs you that the creature isinside your mind, already transmitting your location and thoughts to its unseen masters. QUORBOUND W OLF SPY CR 3 LE Medium magical beast (augmented ani mal, psionic) I ni t +3; Senses dar kvi si on 60 ft., low- light vi si on, scent; Listen +3, Spot +3 Languages Quori, Riedran (can't speak) AC 15, touch 13. flat- looted 12 (+3 Dex, +2 natural) hp 32 (5 HD) Fort +6, Ref +7, Wi l l +2 Speed 50 ft. (10 squares) Melee bite +6 (ld6+2) and 2 claws +0 (ld4+l) Space 5 ft.; Reach 5 ft. Base Atk +3; Gr p +5 Speci al Atk Trip Psi - Li ke Abi l i ti es (ML 5th): 3/day—chameleon, mindlink 2/day—read thoughts (DC 12) Abi l i ti es Str 15, Dex 17, Con 15, Int 6, Wis 12, Cha 10 SQ tricks Feats Mind Mask†, TrackB, Weapon Focus (bite) Ski l l s Autohypnosis +4, Concentration +5, Hide +3, Listen +3, Move Silently +4, Psicraft +1, Spot +3, Survival +1 (+5 tracki ng by scent) Tr i p (Ex) A wolf that hits wi th a bite attack can attempt to trip the opponent (+1 check modifier) as a free action wi thout maki ng a touch attack or pr ovoki ng attacks of opportuni ty. If the attempt fai ls, the opponent cannot react to trip the wolf. Tr i cks This quorbound wolf knows all twelve tricks described under the Handle Ani mal skill (PH 74). Ski l l s Wolves have a +4 raci al bonus on Sur vi val checks when tr acki ng by scent. A quorbound cr eatur e recei ves a +2 racial bonus on Autohypnosis, Concentration, and Psicraft checks. T hough the ener gy of the Regi on of Dr eams per vades Sar l ona, the cr eatur es of Dal Quor cannot cr oss over to the mater i al r eal m—t hei r pl ane is f or ever r emote. Even so, the I nspi r ed have devi sed methods to augment ani mal s and magi cal beasts wi t h a hi nt of Dal Quor 's power , and these quor bound cr eatur es ser ve as guar d ani mal s, mount s, and spi es. Q uor bound cr eat ur es br eed tr ue, however , and those that escape capti vi t y and mate wi t h mundane member s of thei r speci es somet i mes pass thei r other wor l dl y abi l i ti es onto thei r of f spr i ng.
Those who fear the I nspi r ed ar e qui ck to see the tai nt of evi l in the quor bound. However , those awar e of the legend of the QuorTarai know that the potenti al for good sti ll l i nger s in the dar k hear t of Dal Quor. Quor bound cr eatur es can be any lawful al i gnment, but are most often l awful good (touched by the Path of Li ght) or l awful evi l (bor n of the Dr eami ng Dar k). T he sample quor bound cr eatur e uses a wol f as the base cr eatur e.
CREATING A QUORBOUND " Quor bound" is an acqui r ed template that can be added to any ani mal or magi cal beast that has an I ntel l i gence of 1 or 2 (r efer r ed to her eafter as the base cr eatur e). Al i gn men t : Any l awful . If the quor bound cr eatur e ser ves another , the nonl awful component of its al i gn ment must match that of the master . Size and Type: The base creature's size does not change. If the base creature is an ani mal, it becomes a magi cal beast. It gai ns the appropriate augmented subtype. A quorbound cr eatur e' s psi - li ke abi li ti es gi ve it the psi oni c subtype. Senses: Quor bound cr eatur es have dar kvi si on out to 60 feet and low- li ght vi si on. L an guages: T hough a quor bound cr eatur e cannot speak, it under st ands Quor i and ei ther Common or Ri edr an. H i t Di ce: The base creature's Hit Dice i ncr ease by 3. At t ack: A quor bound cr eatur e r etai ns all the attacks of the base cr eatur e, plus it gai ns a bi te attack and two cl aw attacks if the base cr eatur e di d not have those attacks. I f the base cr eatur e used its natur al weapons as a secondar y attack (as noncombati ve her bi vor es do), the quor bound cr eatur e uses its bi te as a pr i mar y attack and its claw attacks as secondar y attacks. See the Cr eatur e Si ze, Abi l i ty Scor es, and Damage Table (MM 296) to deter mi ne damage for any new attacks based on cr eatur e si ze. Base At t ack Bonus: T he quor bound cr eatur e's extr a Hit Di ce i ncr ease its base attack bonus. Psi - L i ke Abi l i t i es: Quor bound cr eatur es have the latent abi li ty to tap i nto the power of Dal Quor. Each
QUORBOUND LORE Char acter s who have r anks in K nowl edge (psi oni cs) can l ear n mor e about a quor bound cr eatur e. When a char acter succeeds on a ski ll check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on fr om lower DCs. T he base cr eatur e and its char acter i sti cs must be i denti fied usi ng the appr opr i ate ski l l , accor di ng to the base cr eatur e' s type. K nowl edge (psi oni cs) DC Resul t 20 Thi s creature has been altered to possesses mental faculties shar per than normal for its type, as well as psionic power s. 40 Thi s creature might be quorbound, a creatures whose psionic power s are the result of quori meddli ng on the Material Plane.
quor bound cr eatur e has any thr ee of the f ol l owi ng psi - li ke abi l i ti es, some of whi ch can be selected only by cr eatur es of cer tai n al i gnments. Mani fester level equal s the cr eatur e' s Hit Di ce. Psi - li ke abi li ty effects mani fest as if power ed by power poi nts equal to the mani fester level (EPH 184). 3/ day—catfall, chameleon, detect psionics, mind thrust (neu tral or evi l ; DC 11 + Cha modi fi er + augmentati on), mind link, prevenom (evi l ; DC 11 + Cha modi f i er ), vigor (good or neutr al ) . 2/ day—empathic transfer (good), hustle, inflict pain (evi l; DC 12 + Cha modi fi er + augmentati on), painful strike (good), read thoughts (DC 12 + Cha modi fi er ), recall agony (evi l; DC 12 + Cha modi fi er + augmentati on). 1/ day—claws of the vampire ( neutr al or evi l ) , dispel psionics, forced share pain (evi l ; DC 13 + Cha modi f i er + augmentati on). Abi l i t i es: Adj ust fr om the base cr eatur e as follows: Str +2, Dex +2, I nt +4, Cha +4. Speci al Q ual i t i es: Quor bound cr eatur es r etai n the speci al qual i ti es of the base cr eatur e and gai n the follow i ng speci al qual i ty. Tricks: A quor bound cr eatur e knows twel ve Handl e Ani mal tr i cks (PH 74). Feats: A quor bound cr eatur e gai ns one extr a feat from its i ncr eased Hit Di ce. Ski l l s: Its i ncr eased Hit Di ce pr ovi de a quor bound cr eatur e wi th 3 extr a ski l l poi nts. It gai ns Autohypnosi s, Concentr ati on, and Psi craft as class ski l l s, pl aci ng 1 r ank in each. A quor bound cr eatur e r ecei ves a +2 r aci al bonus on Autohypnosi s, Concentr ati on, and Psi cr aft checks. O r gani zat i on: Soli tar y. En vi r on men t : Usual l y same as base cr eatur e. Advan cemen t : — L evel Adj ust ment : — Chal l enge Rat i ng: As base cr eatur e +2.
QUORBRED CREATURE T he quor i had thr ee mi l l enni a in Dal Quor to pl an thei r domi nati on of Sar l ona, and so they devi sed the I nspi r ed and the quor bound. But the quor i ' s success wi t h these br eeds came al ong wi th f ai l ur es. T hey tr i ed many exper i ment s, some offer i ng mor e physi cal pr ow ess than humanl i ke f or ms had and other s i ntended to cr eate r eli able sl aves. I ndi vi dual s descended from these castoff exper i ments ar e sti ll bor n i nter mi ttentl y among Sar lona's nati ves. Most ar e i ndi sti ngui shabl e from thei r ki n, but a few show sever e psycho- spi r i t ual backl ash agai nst the quor i ' s meddl i ng. T hese cr eatur es have tr ai ts that make them anti theti cal to psi oni c bei ngs. Schol ar s note them as quor br ed cr eatur es; the quor i and I nspi r ed ar r ogantl y call them " fai led vessel s."
QUORBRED OGRE MAGE This bulky giant has greenish- blue skin and long raven hair, which his claws and teeth match in hue. His locks are braided, as is his beard. The creature's eyes are lustrous black orbs with white pupils, and apair of short ivory horns protrudes from hisforehead. His mail and armor are impec cably clean and well made. Disturbingly, he looks dead calm and unmoved by your approach.
GENDRUN CR10 Male ogre mage quorbred fighter 1 LN Large giant I ni t +4; Senses darkvi si on 60 ft., low- light vi si on; Listen +8, Spot +8 L an guages Draconi c, Dwar ven, Gi ant, Orc, Ri edr an, Quori, Terran AC 20, touch 9, flat- footed 20 (—1 size, +6 armor, +5 natural) hp 63 (6 HD); regeneration 5 I mmune dream, fear, and nightmare spells and other fear- or dream- reliant effects Resi st closed mind (DC 26); SR/ PR 19 Fort +12, Ref +2, Wi l l +4; +4 against illusions and mindaffecting spells and abilities Speed 40 ft. (8 squares), fly 40 ft. (good) Melee +1greatsword +13 (3d6+13 plus disruptive strike/19—20) or Melee slam +11 (1d4+8 plus disruptive strike) Ranged +1 composite longbow +4 (2d6+8/X3) Space 10 ft.; Reach 10 ft. Base Atk +4; Grp +16 Atk Opti ons disruptive strike (Fort DC 18) Combat Gear 2 potions of cure moderate wounds Spell- Li ke Abi l i ti es (CL 9th): At will—darkness, invisibility 1/day—charm person (DC 16), cone of cold (DC 20), gaseous form, sleep (DC 16) Abi l i ti es Str 26, Dex 10, Con 20, Int 20, Wis 10, Cha 15 SQ anti psi oni c, change shape, intellectual Feats Anti psi oni c Magi cEPH , Hostile Mi ndEPH , B , Improved I ni ti ati ve, Iron Wi ll, Mental Resi stanceEPH , B, Weapon Focus (greatsword) B Ski l l s Bluff +6, Concentration +13, Craft (weaponsmithing) +6, I nti mi date +6, Jump +11, K nowledge (ar cana) +9, Listen +8, Sense Motive +5, Spellcraft +13, Spot +8 Possessi ons combat gear plus +2 chain shirt, +1 greatsword, +1 composite longbow (+8 Str bonus) wi th 20 ar r ows, cloak of resistance +1 Fl i ght (Su) Gendrun can cease or resume flight as a free action. Whi le using gaseous form, he can fly at his normal speed and has perfect maneuverability. Regener ati on (Ex) Fire and acid deal normal damage to Gendrun. If he loses a limb or body part, he can reattach it by holding the severed member to the stump. Reattach ment takes 1 minute. If the head or some other vital organ is severed, it must be reattached wi thi n 10 minutes or the creature dies. Gendrun cannot regrow lost body parts. Change Shape (Su) Gendrun can assume the form of any Small, Medium, or Large humanoid or gi ant. Gendr un hai l s from Syr kar n, but he seeks the enli ght enment sai d to be avai l abl e in the mountai n temples of Adar . Al though he is a monster , he's not over tl y hosti le. Gendr un had the fol l owi ng abi li ty scor es before r aci al adj ustments and Hit Di ce abi li ty scor e i ncr eases: Str 15, Dex 10, Con 14, Int 12, Wi s 8, Cha 13. St r a t e g i e s a n d T a c t i c s Gendr un woul d r ather talk than fight, and he's not above usi ng charm person to cal m someone he meets. He doesn't mi suse someone he has charmed, but he mi ght make a fool
of a r ude per son. When he's for ced to take up ar ms, he's a methodi cal ki l l er . Gendr un uses invisibility first and takes to the ai r to gauge the power of hi s foes and watch them for a moment as he gets i nto an advantageous posi ti on. If he supposes they ar e weak and fools, he si mpl y uses sleep and takes any suppl i es he needs for the tr oubl e. Foes that seem str ong get cone of cold to star t. T hen Gendr un al l ows hi s oppo nents another chance to sur r ender as he pr epar es to fire on them fr om above. He then uses dar kness to di vi de or confuse hi s enemi es for a moment, firing to ki l l after war d. He conti nues wi th thi s tacti c, focusi ng on weaker foes or obvi ous psi ons. A foe that can fly gets Gendr un' s attenti on, and the ogr e mage enter s mel ee wi th that opponent, agai n fighting to ki l l . He pr efer s to take out one opponent at a ti me, ensur i ng one foe is dead befor e focusi ng on another . T he ogr e mage accepts capi t ul at i on, demandi ng tr i bute fr om those he def eats, but he i sn' t gr eedy or unr easonabl e. Gendr un saves gaseous form to escape supe ri or foes. When he does so, he uses nar r ow passages to deter pur sui t.
CREATING A QUORBRED " Q uor br ed' ' i s an i nher i t ed t empl at e t hat can be added to any aber r at i on, ani mal , dr agon, fey, gi ant , humanoi d, magi cal beast , or monst r ous humanoi d (r efer r ed to her eafter as the base cr eatur e). A quor br ed uses all the base cr eatur e' s stati sti cs and abi l i ti es except as noted her e. T ype: An i mal s that gai n thi s templ ate become magi cal beast s. Do not r ecal cul at e any of the ani mal ' s stati sti cs. It gai ns the appr opr i ate augmented subtype. Speci al At t acks: A quor br ed cr eatur e has all the speci al attacks of the base cr eatur e, plus the followi ng. Disruptive Strike (Su): An opponent str uck by a quor br ed' s melee attack must succeed on a For ti tude save (DC 10 + 1/ 2 the quor br ed' s r aci al H D + I nt modi fi er ) or be unabl e to use spel l s, spel l - l i ke abi l i ti es, or psi oni cs for 1 r ound.
QUORBRED LORE Char acter s who have r anks in K nowl edge (psi oni cs) can l ear n mor e about a quor br ed cr eatur e. When a char acter succeeds on a ski l l check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on fr om l ower DCs. T he actual base cr eatur e and i ts char acter i sti cs must be i denti fied usi ng the appr opr i ate ski l l , accor di ng to the base cr eatur e' s type. K n o wl ed ge ( psi on i cs) D C Resu l t 20 T hi s i s an ant i psi oni c cr eat ur e of some sor t. 30 A cr eat ur e of t hi s sor t i s pr obabl y ver y r esi st ant to psi oni cs and to mi nd- af f ect i n g abi l i t i es. It i s possi bl e t hat i t suf f er s f r om ment al def i ci enci es. 40 T hi s cr eatur e' s power s i ndi cat e t hat i t mi ght be one of the quor br ed, cr eat ur es whose ant i psi oni c power s ar e the r esul t of quor i meddl i n g on t he Mat er i al Pl ane.
Speci al Q ual i t i es: A quor br ed cr eat ur e has al l the speci al qual i t i es of the base cr eat ur e, pl us the f ol l owi ng. Antipsionic (Ex): Quor br ed cr eatur es cannot l ear n or use psi oni c power s or f eats, nor can they use psi oni c i tems. Closed Mind (Ex): Quor br ed cr eatur es leave few psychi c i mpr essi ons on thei r sur r oundi ngs, and they ar e dif ficult to detect wi th di vi nati on magi c and cl ai r senti ence power s, i ncl udi ng other power s that dupl i cate such effects (such as a wish spel l ). T he user of any such abi l ity who tar gets the quor br ed cr eatur e must make a level check agai nst a DC equal to 20 + the fai led vessel ' s H D. Fai lur e on the check means the effect fai l s. Immunities (Ex): Quor br ed cr eatur es enter dr eaml ess state when they sl eep. T hey ar e i mmune to dream and nightmare spel l s, as wel l as any other effect that r el i es on a subject's abi l i ty to dr eam. A quor br ed cr eatur e is fur ther i mmune to fear and fear effects. Intellectual (Ex): Q uor br ed cr eat ur es can use I ntel l i gence in place of Wi sdom or Char i sma to deter mi ne the save DCs for abi li ti es that ar e nor mal l y Wi sdom- or Char i sma- based. Power Resistance (Ex): Quor br ed cr eatur es have power r esi stance equal to 11 + thei r H D. I f the base cr eatur e has better spell r esi stance or power r esi stance, the quor br ed cr eatur e keeps that figure. Saves: Q uor br ed cr eat ur es get a + 4 bonus on saves agai nst i l l usi ons and mi nd- af f ect i ng spel l s and abi l i t i es. Abi l i t i es: Quor br ed cr eatur es have lost some of thei r sense of self and wi l l , but thei r mi nds ar e shar per . Appl y the fol l owi ng modi fi er s: I nt + 4, Wi s —2, Cha —4. T he mi ni mum scor e for Wi sdom and Char i sma is 3 or that of the base cr eatur e, whi chever is lower . Feats: Quor br ed cr eatur es get H osti l e Mi nd and Mental Resi stance (EPH 47 and 48 r especti vel y) as bonus feats r egar dl ess of whether they meet the pr er equi si tes. A quor br ed spel l caster can take the Anti psi oni c Magi c feat (EPH 47) wi thout meeti ng the pr er equi si te. Chal l enge Rat i ng: Same as the base cr eatur e +1. Advancement : If the base cr eatur e favors a cl ass that is r el i ant on Char i sma, the quor br ed cr eatur e can have a di ffer ent favor ed cl ass. For exampl e, a cr eatur e that nor mal l y has bar d or sor cer er as a favor ed cl ass can have wi zar d i nstead.
STRATEGIES AND TACTICS Quor br ed cr eatur es ar e sl i ghtl y mor e anal yt i cal , but other wi se use the same tacti cs as the base cr eatur e.
SAMPLE ENCOUNTER Quor br ed cr eatur es ar e extr eme mani festati ons of quor i mani pul at i on. T hey ar e al so exceedi ngl y r ar e. T hose bor n i nto nor mal fami l i es usual l y find life tr yi ng among thei r people, whi l e other s become famed if eccentr i c academi cs. PCs ar e l i kel y to encounter such bei ngs only by chance. Gen dr un ( EL 10 ) : Gendr un was bor n i n Syr kar n wher e he wi tnessed the abuse many of hi s peopl e suf fered at the hands of the Ri edr an tr oops stati oned ther e. H avi ng hear d of the Adar an battl e agai nst Ri edr a, he deci ded to tr avel ther e and offer hi s ser vi ces. He tr ekked i nto Adar openly, not usi ng invisibility. Unfor tunatel y for
Gendr un, an ogr e mage is not r eadi ly seen as a potenti al ally by the border guar ds in Adar . A few monks have alr eady r un i nto the wander i ng would- be Adar an defender, and Gendr un was forced to slay them when they attacked hi m. Now he's an outlaw in the l and he wants to ser ve. The guar di ans of the for tr ess- monaster i es ar e par ti cul ar l y concer ned that Gendr un seems r esi stant to power s such as remote viewing. Gendr un must be found and " paci fi ed." Wi l l the char acter s gi ve Gendr un ti me to make hi s case, or wi l l they see only a monster ?
ECOLOGY Quor br ed cr eatur es ar e not i mmedi atel y r ecogni zabl e as di ffer ent fr om thei r nor mal ki n. En vi r on men t : A quor br ed cr eatur e is found wher ever the base cr eatur e is found. Typi cal Physi cal Char acter i sti cs: Little di fferenti ates a quor br ed cr eatur e from other s of the base creature's ki nd. Many ar e outsi der s or soci al outcasts. Al i gn men t : Quor br ed cr eatur es ar e often ver y pr acti cal and i ntellectual about mor ali ty. They tend more towar d neutr al than is typi cal for thei r r ace. T Y PI C A L T R E A SU R E I f the base cr eatur e or di nar i l y possesses t r easur e, the quor br ed cr eatur e does too, accor di ng to its Chal l enge Rati ng. Quor br ed cr eatur es favor pr acti cal i tems over anythi ng fanci ful or ar ti sti c. AD VAN CED Q U O RBRED A quor br ed cr eatur e advances as the base cr eatur e does. Level Adjustment: +2.
QUORI The quori are i ntelli gent, i mmor tal cr eatur es that i nhabi t Dal Quor. Each quor i has si mi l ar tr ai ts and the quori subtype as defi ned in the EBERRON Campaign Setting (page 296). A few of the mor e power ful quor i ar e pr esented her e.
DUULORA QUORI This creature isagrotesque, bulbous, flying mass that extrudes three thick tendrils, each one capped with aeyeballthat augments the central eye in its body. Three pairs of stubby wings protrude from along thesides of its body, and it'sdifficult to see how they can possibly support its weight. DU'ULORA QUORI CR 11 Usually LE Large outsider (evil, extraplanar, lawful, psionic, quori) I ni t +1; Senses all- around vi si on, see in dar kness; Listen +14, Spot +20 Aur a fury (30 ft., DC 19) Languages Common, Infernal, Quori, Riedran, telepathy 100 ft. AC 18, touch 10, flat- footed 17 (—1 size, +1 Dex, +8 natural) hp 95 (10 HD); DR 10/crysteel or good I mmune charm, fear, fire, sleep Resi st acid 10, cold 10, fire 10; SR/ PR 21 Fort +12, Ref +8, Wi l l +11 Speed fly 70 ft. (perfect) (14 squares) Melee 3 slams +16 each (1d6+7 plus ld6 fire)
Space 10 ft.; Reach 10ft. Base Atk +10; Gr p +21 Atk Opti ons aligned strikes (evil, lawful), constrict (1d6+7 plus 1d6 fire plus burni ng rage), Ghost Attack, improved grab, Psionic Fist Speci al Acti ons greater teleport (Dal Quor only), invade dreams, possession Psi - Li ke Abi l i ti es (ML 10th; 1d20+14 to overcome PR if expends psionic focus): At will—far hand (range 60 feet, 15 pounds), mindlink, psionic rage (DC 18) 3/day—id insinuation (4 targets, DC 19), inertial armor (+8 AC), psionic scent, psionic trueseeing, trace teleport 1/day—body adjustment (4d12), recall agony (9d6, DC 20) Abi l i ti es Str 24, Dex 13, Con 20, Int 15, Wi s 18, Cha 19 Feats Ghost AttackEPH , Power PenetrationEPH , Psionic Fi st EPH , Track Ski l l s Autohypnosi s +18, Bluff +10, Concentration +17, Diplomacy +8, I nti mi date +20, K nowledge (psionics) +10, Knowledge (the planes) +8, Listen +14, Move Silently +13, Psicraft +10, Search +18, Sense Motive +16, Spot +20, Survival +16 (+18 on other planes) Advancement 11- 16 HD (Large); 17- 24 HD (Huge) Ai l - Ar ound Vi si on (Ex) A du'ulora's many eyes provide a +4 racial bonus on Spot and Search checks. Opponents gain no benefits when flanking a du'ulora. Fur y Aur a (Su) At the end of each of a du'ulora's tur ns, opponents wi thi n 30 feet of it must succeed on DC 19 Wi l l saves or suffer the effect of the rage spell whi le wi thi n the aura's area and for 10 r ounds after leavi ng
it. Creatures that have the abi li ty to rage or frenzy take a —2 ci r cumstance penal ty on thi s save. Opponents wi thi n the aura must save each r ound, but a success ful save gr ants a cr eatur e a noncumulati ve +4 bonus on saves agai nst the same du'ulora's fur y aur a for 24 hour s. A du'ulora can choose to affect its alli es wi th thi s ability. Thi s is a mi nd- affecti ng ability. The save DC is Char i sma- based. I mpr oved Gr ab (Ex) To use this ability, a du'ulora must hit an opponent of up to Large size wi th a slam attack. It can then attempt to start a grapple as a free action without provoki ng attacks of opportunity. If it wi ns the grapple check, it establishes a hold and can constrict. Constr i ct (Ex) A du'ulora quori deals 1d6+7 poi nts of damage plus 1d6 points of fire damage and activates its burni ng rage ability with a successful grapple check. Bur ni ng Rage (Su) After a du'ulora has successfully con stricted an opponent, it can call on that opponent's inner rage to trigger spontaneous combustion. The constricted opponent vi cti m must make a successful DC 19 Will save or take ld6 points of fire damage for every point by which the save was failed. A character who has the ability to rage or frenzy takes a —2 circumstance penalty on the save. An Autohypnosis check can be made in place of the Will saving throw. When it slays avictim with this attack, a du'ulora imme diately heals 3d6 points of damage as it draws energy from the fury of its dying vi cti m. Thi s is a mind- affecting abil ity. The save DC is Charisma- based. I nvade Dr eams (Su) Dr eami ng cr eatur es that are ki lled in the dr eam by a du'ulora usi ng i nvade dr eams and the associ ated nightmare effect take double damage from the nightmare. Psi - Li ke Abi l i ti es Psi- like abilities manifest as if powered by power points equal to the manifester level (EPH 184). Psionic rage is identical to the rage spell, but it is 4th level and can be used against an unwi lli ng target. When a du'ulora uses id insinuation, add +10 to the d% roll to determine actions each round. Ski l l s A du'ulora r ecei ves a +2 r aci al bonus on I nti mi date checks. It r etai ns thi s bonus whi le it possesses a cr eatur e. When a du'ulora quori possesses a human host, it combi nes its ski ll r anks wi th those of the host. A typi cal du'ulora has 12 r anks in Autohypnosi s, Concentr a tion, I nti mi date, Move Si lently, Sear ch, Sense Moti ve, Spot, and Sur vi val ; 10 r anks in Li sten; and 6 r anks in Bluff, K nowledge (psi oni cs), K nowledge (the planes), and Psi cr aft. Du' ul or a quor i , al so cal l ed bl ackf ur i es, ar e spi r i ts of r age capable of dr i vi ng mor tal s to unr easoni ng fur y. A du'ulora is a mael str om of eyes and wi ngs suspended in a whi r l wi nd of shadow. Al though it appear s i nsubstanti al , thi s shadow is actual l y soli d, and the du'ulora fi ghts by gr appl i ng its enemi es wi th tentacl es for med from thi s dar k matter . St r a t e g i e s a n d T a c t i c s A du' ul or a is a cunni ng tacti ci an that uses f ur y as a weapon—i t flies to close wi th those who seem to use spell s or psi oni cs. T he r age i nduced by the f ur y aur a gr ant s str ength to the du'ulora's enemi es, but it al so str i ps them of thei r abi l i ty to use magi c or sophi sti cated tacti cs. Id
insinuation can force opponents to fight one another , whi l e those fooli sh enough to enter melee wi th a du'ulora can be gr appl ed and i nci ner ated wi th bur ni ng r age.
HASHALAQ QUORI A humanoid wearing an iridescent, pale blue robe stands before you. Hiding itsfeatures is a deep hood, from which dim blue light shines. This creature seems to be hovering afew inches off the ground. As you look more closely, you realize that the entire figure, robe and all, is formed from translucent, fleshy tendrils, twined together to mimic a humanoid shape. HASHALAQ QUORI CR 9 Usually LE Medium outsider (evil, extr aplanar , lawful, psionic, quori) I ni t +3; Senses see in darkness; Listen +9, Spot +14 Aur a intimate knowledge (60 ft., DC 20) Languages Celestial, Common, Draconic, Infernal, Quori, Riedran, telepathy 100 ft. AC 17, touch 13, flat- footed 14 (+3 Dex, +4 natural) hp 60 (8 HD); DR 5/crysteel or good; empathic feedback I mmune charm, fear, sleep Resi st acid 10, cold 10, fire 10; SR/ PR 19 Fort +9, Ref +9, Wi l l +10 Speed 40 ft. (8 squares), fly 40 ft. (perfect) Melee idyllic touch +10 (1d4+1 Wis plus brain lock) Space 5 ft.; Reach 5 ft. Base Atk +8; Gr p +10 Atk Opti ons aligned strikes (evil, lawful) Speci al Acti ons familiar face, greater teleport (Dal Quor only), invade dreams, possession Psi - Li ke Abi l i ti es (ML 8th): At will—farhand (range 50 feet, 11 pounds), mindlink, psionic charm (affects ani mal , fey, gi ant, humanoi d, magi cal beast, or monstrous humanoid, 8 days, DC 20) 3/day—body adjustment (3d12), ego whip (2d4, DC 20), inertial armor (+7 AC), mindprobe (DC 21) 1/day—dream (see spell, PH 225), hostile empathic transfer (up to 80 points, DC 19), mind thrust (8d10, DC 20) Abi l i ti es Str 14, Dex 16, Con 17, Int 20, Wis 18, Cha 23 SQ malleable form EPH Feats I nquisitor , Negotiator, Persuasive Ski l l s Autohypnosi s +16, Bluff +20, Concentration +13, Diplomacy +26, Disguise +11 (+13 when acting in charac ter), Gather Information +16, Intimidate +12, Knowledge (arcana) +15, Knowledge (history) +10, Knowledge (local) + 10, K nowledge (nobility and royalty) +10, K nowledge (psionics) +17, K nowledge (the planes) +15, Li sten +9, Psicraft +17, Search +10, Sense Motive +18, Spellcraft +12, Spot +14, Survi val +4 (+6 on other planes) Advancement 9—20 HD (Medium) I nti mate K nowledge Aur a (Su) A hashalaq quori has an intuitive awareness of the emotions and thoughts of crea tures withi n 60 feet. Thi s aura mimics the psionic powers empathy and detect hostile intent. As a free action, a hashalaq can make Sense Motive checks against any creature wi thi n this area. Also as a free action, a hashalaq can focus thi s power on a single i ndi vi dual. If it does so, it loses its broader awareness and the ability to make Sense Motive checks as
free actions. The target can make a successful DC 20 Will save to resist the effect. If the subject fails the save, the hashalaq gai ns a +2 insight bonus to AC against attacks made by the subject and a +2 insight bonus on attack rolls and damage rolls agai nst the subject. The hashalaq also gai ns the ability to read the subject's surface thoughts as if using a detect thoughts spell. Thi s is a mind- affecting ability. The save DC is Charisma- based. Empathi c Feedback (Su) Any time a hashalaq is injured, the opponent that injured it takes 12 points of damage or half the damage of the attack, whi chever is less. The hashalaq takes the rest. Due to its empathic nature, damage trans ferred to the opponent overcomes damage reduction and si mi lar effects. In addition, whenever a creature successfully uses a mind- affecting spell or ability on a hashalaq quori, that creature must make a successful DC 20 Will save or suffer the same effect. The save DC is Charisma- based. I dylli c Touch (Su) The touch of a hashalaq floods its vi cti m wi th sensati ons of joy and pleasure so intense they can destroy the victim's mi nd. The touch deals 1d4+1 points of Wisdom damage. A struck opponent must succeed on a DC 20 Will save or be affected as if by brain lock (EPH 81) for 1d4+1 r ounds, as its thoughts are over whel med by blissful ecstasy. If a creature's Wisdom is reduced to 0 by this power, that creature suffers a catastrophic cerebral overload and dies. When it slays a vi cti m wi th thi s attack, a hashal aq immediately heals 2d6 points of damage. Thi s is a mindaffecting ability. The save DC is Charisma- based. I nvade Dr eams (Su) Dreaming creatures that are killed in the dream by a hashalaq using invade dreams and the associated nightmare effect take 1d4+1 points of Wisdom damage. Fami l i ar Face (Su) Using its empathic abilities, a hashalaq quori dredges the mind of an opponent wi thi n 60 feet. The subject must succeed on a DC 20 Will save, or the hashalaq finds an image of someone wi th whom the target empathi zes—a loved one, close friend, or even an injured child. The hashalaq then assumes that form, usi ng its malleable form ability, but the bonus on Disguise checks rises to +20 due to the hashalaq's empathic knowledge. As long as it concentrates on its target, the hashalaq draws expected reactions from that creature's mind; it always knows what the subject wants to hear and how the subject expects the false form to react. The subject of this effect must make a successful DC 20 Will saving throw to attack the hashalaq even if it's apparent the quori isn't what it appears to be. A new save is allowed each round. Anyone who successfully saves against this ability is immune to its use by the same hashalaq for 24 hours. If the hashalaq takes any violent action against the subject or that creature's allies, the effect ends imme diately. Thi s is a mind- affecting ability. The save DC is Charisma- based. Mal l eabl e For m (Su) A hashalaq can assume the form of any creature of Medium size as a standard action, rearrang ing its tentacles and using an effect si mi lar to disguise self to mask its alien exterior, gai ni ng a +10 bonus on Disguise checks. Those who interact physically with a hashalaq in its malleable form receive a DC 20 Will save to see through the facade. A hashalaq can remain in an assumed shape until it chooses to assume a new one. Trueseeing reveals the hashalaq's true form, and it returns to its natural shape if slain. The save DC is Charisma- based.
Ski l l s The intimate knowledge ability of a hashalaq provides it with a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. When a hashalaq quori possesses a human host, it combines its skill r anks wi th those of the host. A typical hashalaq has 10 r anks in Autohypnosi s, Bluff, Concen tr ati on, Di plomacy, K nowledge (ar cana), K nowledge (psi oni cs), K nowl edge (the pl anes), Psi cr aft, Sense Moti ve, and Spot; 8 r anks in Gather I nfor mati on; and 5 r anks in Di sgui se, K nowledge (hi story), K nowledge (local), Knowledge (nobility and royalty), Listen, Search, and Spellcraft. H ashal aqs ar e quor i l or emaster s and j udges, also known as dr eamsteal er s. In thei r natur al for m, hashal aq quor i ar e composed of hundr eds of tr ansl ucent tendr i l s, si mi lar to the tentacl es of aj el l yf i sh. They can compr ess and confi gur e these tendr i l s to for m a wi de r ange of si mpl e shapes, fr om a humanoi d fi gur e to a gi ant floati ng hand. A poi nt of blue li ght suspended wi thi n the tendr i l s ser ves as thei r sensor y or gans; they can move thi s sense or gan ar ound to sui t thei r cur r ent shape.
St r at egi es an d T act i cs H ashal aq quor i despi se physi cal confli ct—they use gui l e and tr eacher y to defeat opponents. If forced i nto battl e, hashal aqs use thei r i dylli c touch to i ncapaci tate melee opponents, savi ng thei r psi - li ke abi li ti es for spel l cast er s and other r anged combatants. If they ar e in actual danger , hashal aqs tel epor t away. T hey then use thei r
Hashalaq
quori
shapeshi f ti ng abi l i ti es to moni tor thei r foes and str i ke agai n when ci r cumstances ar e in thei r favor.
KALARAQ QUORI A humanoid figure formed of pure shadow looms before you. A nimbus of light surrounds it, shedding no actual light, serving only to highlight the absolute darkness of the being within. The figure iscompletely featureless, but a host of disembodied eyes of all shapes and sizes whirl around it. These eyes are constantly shifting—sometimes fading away, other times bursting like bubbles. KALARAQ QUORI CR 20 Usually LE Medium outsider (evil, extraplanar, incorporeal, lawful, psionic, quori) I ni t +11; Senses all- around vision, see in darkness, true seeing 120 ft.; Listen +28, Spot +32 Languages understands all languages, telepathy 500 ft. AC 25, touch 25, flat- footed 25; uncanny dodge (+7 Dex, +8 deflection) Mi ss Chance 50% (incorporeal) hp 207 (18 HD); regeneration 5; DR 15/crysteel and good I mmune charm, fear, sleep Resi st acid 10, cold 10, fire 10; SR/ PR 29 Fort +18, Ref +18, Wi l l +21 Speed fly 60 ft. (perfect) (12 squares) Melee 2 incorporeal touches +25 each (1d6 plus 1d4+1 Wis plus soul bi ndi ng) Space 5 ft. (10 ft. as swar m of eyes); Reach 5 ft. (0 ft. as swar m of eyes)
Base Atk +18; Gr p — Atk Opti ons aligned strikes (evil, lawful), soul binding Speci al Act i ons gr eater telepor t (Dal Quor only), i nvade dr eams, ni ght ter r or s, possessi on, spyi ng eyes, swar m of eyes Psi - Li ke Abi l i ti es (ML 18th; 1d20+22 to overcome PR if expends psionic focus): At wi l l —dispel psionics (+20 to di spel check), ego whip (4d4 Cha, DC 26), far hand (range 95 feet, 19 pounds), inertial armor (+12 AC), mass cloud mind (18 tar gets, DC 24), mindlink, mind thrust (18dl0, DC 27), psionic blast (7 r ounds, DC 21), psionic charm (any cr eatur e, 18 days, DC 24), psionic greater teleport 3/day—energy wave (18d6, DC 27), insanity (3 tar gets, DC 27), psychic crush (7d6, DC 23) 1/day—focused mind seed (transforms the per sonali ty of the victim into a mirror of the kalaraq's, but it does not alter skills or class, DC 26), personal mind blank A kalaraq that has 20 or more Hit Dice also has the ability to use reality revision once per year. Abi l i ti es Str - , Dex 25, Con 24, Int 25, Wis 27, Cha 26 SQ incorporeal traits, malleable seeming Feats Combat Experti se, Empower Spell- Like Ability (energy wave), Improved Initiative, Iron Will, Power PenetrationEPH , Quicken Spell- Like Ability (psionic blast), Quicken SpellLike Ability (psychic crush) Ski l l s Autohypnosi s +30, Bluff +28, Concentr ati on +27, Diplomacy +34, Disguise +18 (+20 when acting in charac ter), Hide +17, Intimidate +30, Knowledge (arcana) +17, Knowledge (history) +12, Knowledge (local) +12, Knowl edge (nature) +12, Knowledge (nobility and royalty) +12, K nowledge (psionics) +29, K nowledge (r eli gi on) +12, K nowledge (the planes) +27, Li sten +28, Move Si lently +17, Perform (oratory) +28, Psicraft +29, Search +21, Sense Motive +28, Spot +32 Advancement 19—50 HD (Medium) Ai l - Ar ound Vi si on (Ex) The many eyes of a kalaraq provide it wi th a +4 bonus on Spot and Search checks. A kalaraq cannot be flanked. Tr ue Seei ng (Ex) The many eyes of a kalaraq provide it wi th the benefit of a trueseeing spell out to 120 feet. Regener ati on (Ex) A kalaraq quori takes normal damage from good- aligned crysteel weapons and from spells and abilities that have the good descriptor. Soul Bi ndi ng (Su) The incorporeal touch of a kalaraq tears at the victim's mind and soul, overcoming all forms of damage reduction. In addition, those struck by a kalaraq must succeed on a DC 27 Will save or be affected as if by a confusion spell (caster level 18th). If a kalaraq reduces itsopponent's Wisdom to 0, it binds the soul of that foe to one of its many eyes. Even if the subject of this ability is dreaming, its soul is torn from its physical body and it dies instantly. Until the kalaraq is destroyed, a subject of this ability cannot be returned to life through any means. In addition, the kalaraq gains access to all of the memories of the victim (but not any actual skill ranks or class levels). It also gai ns a +10 cir cumstance bonus on Disguise checks made to impersonate the bound subject. A kalaraq's Hit Dice are a measure of how many souls it has bound. A kalaraq can voluntarily release bound souls, but if a powerful kalaraq released a large number, it would lose Hit Dice.
Ni ght Ter r or s (Su) A kalaraq quori can split off aspects of its spirit and send these dark eyes to prowl Dal Quor in search of mortal spirits. Thi s ability in conjunction wi th invade dreams allows a kalaraq to use nightmare up to three times per day. Further, if the victim fails the save against nightmare, a second DC 27 Will save is required. Failure results in 1d4 points of damage to each of Intelligence, Wisdom, and Chari sma. Thi s is a mind- affecting ability. The save DC is Charisma- based. Spyi ng Eyes (Ex) A kalaraq can send its many eyes to scout and spy at a distance. Thi s has the same effect as the spell greater prying eyes, but it is an extraordi nary ability that has an unli mi ted duration. A kalar aq can use only twenty spyi ng eyes per day. These eyes regenerate every 24 hours, but if they are all destroyed, a kalaraq cannot spy for the rest of the day. Swar m of Eyes (Su) A kalaraq can disperse its physical form into a swar m of eyes. Tr ansfor mi ng to and from thi s form is a standar d action. As a swar m of eyes, a kalar aq takes on all swarm traits applicable to swar ms made up of Fine creatures (MM 315—316), including distraction (DC 26), except that because it is incorporeal it is unaffected by high wi nds. The swarm of eyes deals swarm damage equal to that dealt by the kalaraq's incorporeal touch. A kalaraq can make full use of its psi- like abilities while it is a swarm of eyes. Mal l eabl e Seemi ng (Su) As a standard action, a kalaraq can assume any form of Medium size or smaller, i ncludi ng weapons, armor, clothi ng, and other accoutr ements of its i ntended appear ance. The change is not i llusor y—a kalar aq's body has no speci fi c natur al form. True seeing reveals the many eyes and shadowy nature of the kalaraq's true form, but not any speci fi c shape. A kal ar aq can remain in a seemi ng until it chooses to assume a new one. Most kal ar aqs prefer a humanoi d seemi ng. Thi s abi li ty grants the kalaraq a +10 bonus on Disguise checks based on its new form. Ski l l s When a kalar aq quori possesses a human host, it combines its skill ranks wi th those of the host. A typical kalaraq has 20 ranks in Autohypnosis, Bluff, Concen tration, Diplomacy, Intimidate, Knowledge (psionics), Knowledge (the planes), Listen, Perform (oratory), Psi craft, Sense Motive, Spot; 10 ranks in Disguise, Hide, Knowledge (arcana), Move Silently, and Search; and 5 ranks in Knowledge (history), Knowledge (local), Knowl edge (nature), K nowledge (nobility and royalty), and Knowledge (religion). K al ar aqs are the nobi li ty of ni ghtmar e—cr eatur es formed of shadow and sur r ounded by a host of spectr al eyes. They ar e al so known as eyebi nder s.
St r at egi es an d T act i cs When facing a group of enemi es, a kalar aq starts wi th either energy wave or psionic blast. Once its opponents are stunned, it di sper ses i nto a swi r l i ng mael str om of eyes and shadow, engul f i ng i ts enemi es and devour i ng thei r mi nds. Agai nst power ful i ndi vi dual opponents—especi al l y other out si der s—kal ar aqs r el y on f ocused at t acks such as ego whip to str i p away spel l casti ng abi li ty, followed by insanity, psychic crush, or mind thrust. Because Wi l l saves apply to most of a kal ar aq' s psi - li ke abi l i ti es, the quor i can soften up its enemy wi th its soul bi ndi ng touch and then follow wi th a deadl y power .
SAMPLE ENCOUNTERS On Dal Quor, the mi ghti est quori are usually loner s, and they move only wi th i ntent. PCs usual l y r un acr oss quor i in thei r I nspi r ed or possessed shells. Recently, quori have mani fested physi cally in some of the wi ld zones of Ri edr a, though they cannot move beyond these r egi ons. Quor i al so enter dr eams. Dr eamweaver ( EL Par ty Level +3): Whi l e on the trail of a par ti cul ar vi l l ai n, campi ng or r esti ng PCs di scover thei r quar r y has found them, and the dastard has whatever additional aid is required to meet the Encounter Level. The si tuati on looks gr i m, but someti me dur i ng the fight the char acter s notice that the enemy never attacks a par ti cular PC—the one on watch when the encounter star ted. That's because the character is really a hashalaq, and the PCs are in a dr eam staged by the quori to learn thei r tactics. Characters who are ki lled si mply wake up at the end of the encounter , but the first one to di e must save agai nst the nightmare spell used thr ough the hashal aq' s i nvade dr eam abi li ty.
ECOLOGY Quori ar e outsi der s al i en to Eber r on and the Mater i al Plane. I mmor tal bei ngs, the quor i sti ll feed—they con sume the psychi c ener gy of dr eami ng mor tal s. They don't sleep, nor do they r epr oduce in the conventi onal way. Al l quori ar e the spawn of the Dr eami ng Dar k, il- Lashtavar, and the Dar k can only cr eate new quor i when a l i vi ng one di es. T hi s is j ust one of the many r easons the I nspi r ed seek to er adi cate the kal ashtar . A quor i who is di scover ed to be wor ki ng agai nst the i nter ests of the Dr eami ng Dar k is qui ckl y ki l l ed so that its spi r i tual ener gy can r etur n to the Dar k and be r ebor n.
QUORI LORE Char acter s who have r anks in K nowl edge (the planes) can lear n mor e about quor i . When a char acter succeeds on a ski l l check, the fol l owi ng lore is r eveal ed, i ncl udi ng the i nfor mati on from l ower DCs. K nowl edge (the pl anes) DC Resul t 15 Thi s creature is a quori, a mali gn outsider from Dal Quor, the Regi on of Dr eams. Such cr eatur es cannot mani fest physi cally on the Mater i al Plane. Thi s r esult r eveals all outsider, extr aplanar , psi oni c, and quori tr ai ts. 20 Quori have powers relati ng to specific emoti ons, such as fear or r age. They actually invade the dr eams of sleepi ng mor tals, and they feed on the energy of the dr eams. 25 Quori can also possess wi l l i ng humans, though few have the force of per sonali ty to accept such a spirit. They can see in any from of dar kness and can communi cate telepathi cally. Al l quori are resi stant to acid, cold, fire, magi c, and psi oni cs, as well as i mmune to char m, fear, and sleep. 30 Only good- ali gned weapons can wound quori effec tively, and on Dal Quor, they can travel from place to place i nstantaneously. It's possible that the "di vi ne spi ri ts" gui di ng the I nspired are quori.
En vi r on men t : Al l quor i come fr om centr al r egi on of Dal Quor, the Regi on of Dr eams. T hei r domed ci ti es r i se up fr om the dr eamstuf f j ust beyond the r eal m wher e mor tal spi r i ts tr avel in thei r dr eams. T ypi cal Physi cal Char act er i st i cs: Quori shar e few char acter i sti cs. Some of them ar e i nsecti l e whi l e other s ar e chaoti c clouds of eyes and shadow, and sti ll other s ar e made up of hundr eds of tendr i l s. Al i gn men t : Most quor i have f undamental l y i den ti cal per sonal i ti es—they ar e al l effecti vel y mind seeds of the Dr eami ng Dar k. H owever , on r ar e occasi ons quor i do br eak out of thi s psychi c mol d, devel opi ng new and uni que per sonal i ti es and potenti al l y shi fti ng al i gnment. As such, they ar e usual l y l awful evi l .
SOCIETY T he quor i have a str i ct caste syst em, wi t h each caste ser vi ng a speci fi c role in Dal Quor and on Eber r on. A quor i that finds favor in the many eyes of the Dr eami ng Dar k mi ght be physi cal l y tr ansfor med i nto a member of a hi gher caste. Al though the quori put the goals of the Dark befor e ever ythi ng else, they al ways look for oppor tuni ti es for per sonal advancement. Most quor i ar e cr uel but sophi sti cated, pr ef er r i ng psychol ogi cal tor ment to physi cal conf l i ct. T hey ar e endl essl y pati ent, wi l l i ng to wai t for decades to take vengeance or br i ng a pl an to fr ui ti on. Most quor i want to contr ol ever y aspect of a battl e. If caught by sur pr i se, a quor i mi ght flee fr om an i nfer i or foe, r etur ni ng when it has the upper hand. K al ar aq quor i gui de the quor i r ace, and the Devour er of Dr eams—t he per sonal emi ssar y of the Dr eami ng Dar k—i s of thi s or der . Al though the kal ar aqs never fight one another over tly, each has its own agenda, and each hopes to someday sei ze the thr one of the Devour er of Dr eams. Because of thi s i nter nal confl i ct, it is ver y unusual for a kal ar aq to l eave Dal Quor to i nhabi t a mor tal vessel . When usi ng a kal ar aq in a game, the DM shoul d consi der what spi r i ts the cr eatur e mi ght have bound. H ashal aq quor i ar e the l or emaster s of Dal Quor. Even those hashal aqs who do not have I nspi r ed vessel s devote a gr eat deal of ti me to studyi ng Eber r on and the
other pl anes, and they ar e one of the few quori castes that under stand the ways of magi c. In Dal Quor, the hashal aqs ar e typi cal l y found as advi sor s to the kal ar aqs. T hey al so ser ve as j udges, pol i ci ng the quor i and ensur i ng that the r i val r i es of the tsucor a never thr eaten the gr eater pl ans of the Dr eami ng Dar k. The bur ni ng tendr i l s of du'ulor a senti nel s ser ve as the br awn to the hashal aqs' br ai ns. In ti mes of battle, the du'ulor as fight in the vanguar d, watchi ng di spassi onatel y as thei r enemi es tur n on one another . But whi l e du'uloras feed on the r age of other s, they ar e cold and cal cul ati ng. Du'ulor as ar e content to ser ve the Dr eami ng Dar k. Battle defi nes thei r exi stence, and these cr eatur es spend thei r li ves eager ly awai ti ng the next oppor tuni ty to match wi ts wi th a cunni ng foe. Usvapnas, also known as dr eam master s (Magic of Eberron 148), ar e the assassi ns and spi es of Dal Quor. T hey ser ve the hashal aqs, and they r evel in destr oyi ng any thr eat to the Dr eami ng Dar k' s pl ans. The dr eam master s al so sow di scontent and wor se in mor tal mi nds. Tsucor a quor i for m the masses of Dal Quor. Con stantl y j ockeyi ng for posi ti on, tsucor as hope to be r ei n car nated as a mor e power ful ser vant of the Dar k. T hei r pl ans ar e as often for the r ui nati on of a competi tor as they ar e for the f ur ther i ng of the il- Lashtavar's pl ans. None want to r etur n to li fe as a lowly tsor eva. Tsor eva quor i (Magic of Eberron 147) ser ve as expend able tr oops in any battle on Dal Quor or as I nspi r ed shock tr ooper s on Eber r on. T hese quor i r el i sh battl e. T hey ser ve as the i nfantr y under a du' ul or as command. Ever y tsor eva wants only to di e wel l , r etur ni ng as an honor ed soldi er to the Dr eami ng Dar k. Not all is evi l wi thi n the Regi on of Dr eams, however . T he ancestor s of the kal ashtar wer e the l ar gest gr oup of rebel quor i ever known, counti ng even the kal ar aq Tar atai among them. Ami d the i ncar nati ons of confor mi ty and hatr ed on Dal Quor, a few free thi nker s sti ll hi de.
TYPICAL TREASURE A quor i has standar d tr easur e for its Chal l enge Rati ng. Once agai n, thi s tr easur e is usual l y i n the hands of an I nspi r ed or human vessel . On Dal Quor, quor i do have i tems and obj ects, but they have no money.
INSPIRED T hough Ri edr a is full of wi l l i ng humans, few have the spi r i tual st r engt h ( r equi r ed Char i sma) to contai n a power ful quor i , so most of these spi r i ts can only mani fest thr ough I nspi r ed vessel s. T he pui ssant quor i pr esented her e have I nspi r ed vessel s, but most of these ar e concen tr ated in Ri edr a. Of the twel ve kal ar aq quor i that ar e cur r ent l y fr ee i n Dal Quor , onl y t hr ee l eave behi nd the duti es and schemes of the Regi on of Dr eams to vi si t Eber r on of t en—L or d Sur asek of the Gui di ng Path, Lor d Zor atesh of the H ar moni ous Shi el d, and Lady Shar adhuna of the T housan d Eyes. Ever y other kal ar aq has a vessel awai t i ng i ts use i n Ri edr a, but most come to Eber r on onl y under the most di r e ci r cumst ances
ever si nce the bi ndi ng of U l akhun at the si ege of K asshta K eep. Each other type of quor i has a number of I nspi r ed based on its caste—l ess power ful quor i ar e mor e numer ous i n Dal Quor and mor e numer ous amon g the I nspi r ed. Du' ul or a I nspi r ed ser ve as commander s i n Ri edr a' s mi l i t ar y and the T housand Eyes. H ashal aq I nspi r ed act as pl anner s, nobl es, and j udges wi t hi n Ri edr a, and as ambassador s and spi es outsi de. T sor eva and tsucor a I nspi r ed ar e the most numer ous, whi l e usvapna I nspi r ed ar e found in di spr opor ti onatel y l ar ge number s in for ei gn l ands. These latter fiends often wor k alone r ather than as par t of a Ri edr an noble's entour age or ambassador ' s staff.