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THELANIS, THE FAERIE COURT E B E RRON N D T H E MULTIVERSE
A
Thelanis is the home of the fey and a realm where narra
tive and metaphor shape the nature of reality. Its many It is theoretically possible to travel between Eberron
dominions are governed by the archfey, and the deni and other worlds in the multiverse by means of the Deep
zens of each realm reflect the nature and the story of Ethereal or various spells designed for planar travel, but
their lord. For instance, the realm of the Prince of Frost the cosmology of Eberron is specifically designed to pre
is trapped in endless winter, and pale eladrin lead packs vent such travel, to keep the world hidden away from the
of winter wolves in their hunts. If's not the same envi meddling of gods, celestials, and fiends from beyond.
ronment as on Risia, because the prince's realm isn't The three progenitor wyrms worked together to form
an embodiment of the idea of cold-rather, it's a domain Eberron and its planes as a new cosmic system in the
frozen by its prince's broken heart. If the prince's story depths of the Ethereal Plane. They recreated the elves,
were changed, the realm would change with it. ores, dragons, and other races found throughout the
Time and space are both malleable in the Faerie multiverse and placed them in their new world, but al
Court, and a mortal who wanders into Thelanis might lowed them to develop beyond the reach of Gruumsh,
never return-or might leave after a few days to discover Corellon, Lolth, and other influences for good and ill.
that weeks, months, or years have passed back ho m e. In your campaign, you might decide that the barrier
formed by the Ring of Siberys is intact, and contact
between Eberron and the worlds and planes beyond its
THE L A N I S M A N I F E S T ZON E FEATUR E S
cosmology is impossible. This is the default assumption
d4 Feature of this book. On the other hand, you might want to incor
Fey trees whose wood is imbued with magical proper porate elements from other realms. Perhaps you want
ties grow here, along with a copse of guardian treants to use a published adventure that involves Tiamat or the
and awakened flora. forces of the Abyss meddling in the affairs of the world.
2 A circle of mushrooms serves as a portal to Thelanis In such a case, it could be that the protection offered by
when the proper offering is placed in its center. the Ring of Siberys has begun to fail. You might link the
3 An eladrin commune that holds powerful esoteric weakening of Siberys to the Mourning-perhaps what
ever magical catastrophe caused the Mourning also
knowledge is nestled in the depths of a forest inhab disrupted the Ring of Siberys, or perhaps a disruption of
n
ited by large u m bers of pixies. the Ring of Siberys actually caused the Mourning!
4 The magic of the fey runs deep here. Saving throws If contact between Eberron and the wider multiverse
against enchantment and illusion spells are made is recent and limited, consider the implications for ev
with i sadvantage. eryone involved. In the Great Wheel, Asmodeus is an
d
ancient threat, with well-established cults, lines of tief
XORIAT, THE REALM OF MADNESS lings, and a long history of meddling that sages might
Xoriat's bizarre geometry and unspeakable inhabitants uncover in dusty old tomes hidden in remote libraries.
seem like the product of an insane person's nightmare. But if Asmodeus has only just discovered Eberron and
In this utterly alien environment, beings whose appear begun to influence it for the first time, there is no lore
ance can shatter a person's sanity live in cities crafted about him to be discovered on Eberron. He has no
from gargantuan, fleshy tumors. Seas of protoplasm, in power base and needs to recruit new followers. Unusual
a shade of purple that hurts the eyes, lap against shores alliances might form against him, as celestials and
of chitin. Some can look upon Xoriat and see it as a fiends join forces to expel this hostile outsider.
place of revelations, but most mortals who come too
D
close to Xoriat fall prey to madness. Xoriat is the source GO S , C E L E S TIALS, A N D F I E N D S
of many aberrations, including the terrifying daelkyr. The people of Eberron believe their gods are omnipres
ent-not bound to a single coherent form, but present in
XOR I A T M A N I FEST ZON E FEA U R E S all places. If you revere the Silver Flame, its power is al
T
d4 Feature ways with you. The Sovereign Onatar guides the hand of
every smith who knows how to listen for his voice, and
1
Reality is frayed here. Casting any spell of s t level or
Doi Arrah and Doi Dorn are active on every battlefield,
h i gher triggers a roll on the Wild M a gic Surge table in guiding every soldier. This outlook means that religion
chapter 3 of the Player's Handbook.
is driven by faith, as opposed to the concrete actions of
2 A character must make a DC 14 Charisma saving deities. The faithful believe that their triumphs reflect
throw at the end of each hour spent in this place. On the assistance of a divine influence. They don't expect a
a failed save, the character is afflicted with a random god to physically show up and solve their problems.
form of short-term madness (see chapter 8 of the Fiends and celestials certainly do have physical form,
Dungeon Master's Guide). however. Fortunately for the folk of the Material Plane,
3 Residents of a settlement here display bizarre u ta these extraplanar creatures are deeply invested in their
m
tions and unsettling behavior. Visitors who stay too own affairs and have little interest in Eberron. Demons
long develop odd characteristics as well. and angels battle one another in Shavarath, but they've
been doing this since before humanity existed, and they
4 A cavern here is a cancerous tumor that issues forth dare not leave their posts to fool around elsewhere. Ex
aberrations to prey upon the world, and it is growing.
ceptions do exist, such as the daelkyr and the Dreaming
CHAPTER 4 I BUILDING EBERRON ADVENTURES
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