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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


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