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FER N IA  M  A N I F E S T   ZON E   FEA U R E S    KYT R I   M  A N I F E S T   ZON E   FEA U R E S
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            d4   Feature                                      d4   Feature
                Spells that deal  r e damage are empowered here.   The earth here is highly changeable and unstable. A
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                Such a spell of l s t level or higher cast within the   creature that succeeds on  a DC 14 Wisdom (Nature)
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                zone deals  r e damage as if it were cast at a level one   check as an action can alter a 20-by-20-foot square of
                higher than the spell slot that was expended.     terrain in some way.  For example, they might choose
            2   Weapons and armor with unusual abilities can be   to turn the earth to mud, cause stony spikes to erupt
                forged here, though their enchantments are not    from the soil, or warp local plant life. Failing the check
                always stable.                                    causes random, uncontrolled effects.
            3   The  area  is dotted with pools of molten earth and   2   Fabulous formations of precariously balancing rocks
                fissures of scalding water, from which mephits and   dot these badlands. They randomly collapse, only to
                elementals emerge with regularity.                slowly reassemble over the course of days.
            4   Motes of continual flame are spontaneously generated   3   Packs of slaadi erupt from inside a local cave net­
                in this region, typically attached to some vegetation   works at random intervals, terrorizing travelers.
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                or minerals from the area. These flames persist even   4   Any spell that deals acid, cold,  r e, force, lightning,
                if they are removed from the region.              or thunder damage cast within the zone instead deals
                                                                  one of those damage types determined at random.
          IRIAN, THE ETERNAL DAWN
          Irian is the plane of light and hope, the wellspring of   LAMANNIA, THE T W I L IGHT FOREST
          positive energy which is the foundation of light, life, and   Though it is referred to as a forest, Lamannia contains
          love. The regions of Irian reflect the idea of beginnings   every possible natural environment. It is home to great
          and of resurgent life: fertile lands untouched by any tool,   beasts, lycanthropes, and other beings that reflect the
          glittering crystal forests, and thriving homesteads and   power of nature. The splendor of nature in this place is
          communities. Angels dwell in a grand city reflecting the   intoxicating to druids. Animals born here are paragons
          first days of a glorious empire. The sun never sets here.   of their species, infused with primal power that put even
            Positive energy flows into Eberron from Irian, and   the finest specimens of House Vadalis to shame.
          the denizens of Irian believe that the simple fact of their
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          existence helps the mortals of the Material Plane. The   LA A N   N I A  M  A N I FEST ZON E   FEA U R E S
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          celestials of Irian are also those most likely to respond   d4   Feature
          to planar ally  and similar spells.
                                                                  Spells that summon elementals are empowered here.
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                                                                             1
          I R I A N   M  A N I FEST ZON E   FEA U R E S           Such a spell of  s t level or  i gher cast within the zone
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                                                                  is treated as if it were cast at a level one higher than
            d4   Feature
                                                                  the spell slot that was expended.
                The waters of a spring hold curative powers-curing
                                                              2   The forces of nature work to tear down anything built
                disease, healing wounds, even restoring lost senses.
                                                                  within the zone. Weather, vegetation, and a rapid rate
            2   Clusters of radiant crystals sprout from the earth. A
                                                                  of decay combine to quickly destroy struct r es built in
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                spell of l s t level or higher cast within 30 feet of these
                                                                  the region and overgrow the ruins.
                crystals, if it restores hit points or deals radiant dam­
                                                              3   The zone is dominated by towering trees and thick
                age, is treated as if it were cast at a level one higher
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                                                                  undergrowt .   Animals come from the surrounding
                than the spell slot that was expended.
                                                                  area to live in the zone, where they grow larger and
            3   A maple tree with translucent, violet-hued bark and   stronger than usual for their species.
                shimmering leaves grows in the heart of a swamp.   4   What appears to be a circle of stones is in truth a
                Creatures that live near it age very slowly.
                                                                  group of slumbering earth elementals that came from
            4   Undead within the zone  have disadvantage on attack
                                                                  Lamannia during its most recent coterminous period.
                rolls, ability checks, and saving throws.
                                                            MABAR, THE ENDLESS NIGHT
          KYTHRI, THE CHURNING CHAOS                        Mabar is the darkness that promises to swallow even
          The plane of chaos and change, Kythri is a realm in con­  the brightest day, the hungry shadow that yearns to
          stant flux. The elements collide in fantastic explosions   consume light and life. It is the plane of entropy, hunger,
          of unbridled power, motes of earth careen erratically   and loss, slowly sucking the life from the multiverse. It
          through space as gravity constantly shifts, and a riot of   is the source of negative energy in Eberron. Most un­
          colors blazes through the ever-shifting sky. Still, stoic   dead are animated by the power of Mahar, and the life
          githzerai monks exert their will over the elements,   they drain from mortals flows into the Endless Night.
          crafting monasteries on islands of earth amid the chaos.   Mahar is made up of many fragments, each one rep­
          Several varieties of slaadi dwell here as well, exulting in   resenting a different vision of desolation. The fiends of
          the endless turmoil.                              Mahar scheme to steal fragments of other planes and
                                                            draw them down into their eternal darkness, creating a
                                                            jumble of broken worlds in varying states of decay.
          C  H  APTER 4  I  BUILDING EBERRON ADVENTURES
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