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Dark, but by and large these natives of other planes are   TRA E L
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              exclusively concerned with where they live. As such,
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              player characters are more likely to encounter celestials   Thanks to the industrious innovation  f  multiple dragon­
              and fiends that are native to Eberron, spawned by Khy­  marked houses and workshops full of magewrights, the
              ber or Siberys, rather than extraplanar entities.   people of Khorvaire can cross the continent in a week
                                                                or less using magical means. The lightning rail and
              COUATLS                                          vessels powered by bound elementals and operated by
              Couatls are a celestial race born from Siberys at the   the dragonmarked houses, can carry passengers as far
              dawn of time. Along with the dragons, they battled the   in an hour as a horse can walk in a day. This section dis­
              fiendish overlords of Khorvaire and Sarlona. Ultimately,   cusses issues related to travel in an Eberron campaign
              the couatls sacrificed most of their number and com­  and presents the Gold Dragon Inns, a chain of hotels
              bined their souls to form a prison to hold the overlords.   that offer consistent accommodation for travelers any­
              Scholars have theorized that their combined souls even­  where in Khorvaire.
              tually became the force that is worshiped by the Church   As described in chapter 5 of the Dungeon M a ster's
             of the Silver Flame. The church is ambivalent on the   Guide, it's up to you whether you gloss over travel in
              topic, preaching that regardless of how the Flame was   your campaign or narrate it in more detail. If the point
              first kindled, there is a place within the Flame for all   is to get the characters to their destination so they can
              noble souls.                                     get the adventure underway, it's fine to assume that their
               The few couatls that remain on Eberron are devoted   journey (whether it's by lightning rail, airship, or more
             servants of the light. They are most often found guard­  mundane means) passes without incident. After all,
             ing the prison of the ancient fiendish overlords, and in­  the people of Khorvaire make such trips every day, and
             dividuals sometimes act directly to aid adventurers who   most of them reach their destinations safely.
             fight the forces of darkness.                       The alternative is to make the journey an important
                                                               part of the adventure. Travel can play a crucial role in a
             FIENDS                                            story, and when it does, you should give it as much time
             The mightiest of the fiends born from Khyber are crea­  at the game table as it needs.
             tures of immense power known as the overlords. Doz­
             ens of overlords were imprisoned by the Silver Flame   E L E M E NTAL VES S E L S
             at the dawn of time; two of them, Rak Tulkhesh and
             Sul Khatesh, are detailed in chapter 6. Another-Bel   Long ago, gnome artificers and specialists from House
             Shalor, the Shadow in the Flame-is bound within the   Cannith discovered and developed a means of magical
             Silver Flame itself in the great cathedral in Flamekeep   travel. The heart of the process is a set of techniques
                                                               for binding elementals that uses Khyber dragonshards.
             in Thrane. You can adapt other evil gods or archfiends
             for an Eberron campaign (assuming you don't want   This closely guarded procedure requires delicate engi­
             Eberron to be connected to the wider multiverse) by   neering, arcane skill, and rare materials from around
             recasting them as overlords. For example, Tiamat could   the world, and different workshops employ varying
                                                               esoteric techniques. Building a new vehicle can occupy
             be an overlord embodying the pride and potential for   a workshop for months while magical energy is pains­
             evil within dragons, Lolth could be an overlord who   takingly inlaid into the vessel's hull. Such work is a
             preys on the elves, and Asmodeus the insidious maker   complicated task requiring the labor of many; it is not
             of profane bargains.                              something that can be undertaken by a lone wizard for
               Any fiend-whether devil, demon, yugoloth, or some­  any amount of compensation.
             thing else-could be spawned by Khyber if it suits your   The construction of elemental vessels requires the use
             story. Such fiends might be bound to an overlord, or they   of two kinds of dragonshards. A Khyber dragonshard
             might be independent incarnations of evil unleashed on   of the largest size and finest quality is required to bind
             the world. Two other races of fiends, though, play im­  the elemental to the vessel, and a Siberys dragonshard
             portant roles in its history.                     is needed to craft the vehicle's helm. Production of new
               N ig ht H a gs.  Night hags have been around since the   vessels grinds to a halt without a steady supply of both
             Age of Demons, when they often served as ambassadors   kinds of dragonshards, and a workshop with an order
             and carried messages between the fiends and the drag­  to fill will pay a handsome fee to adventurers who can
             ons. Today, they remain impartial mediators, and ad­  find them.
             venturers who are about to deal with outsiders or other
             planes of existence might want to seek the advice of a   ELEMENTAL MATRIX
             night hag-although one can be quite difficult to find.   Every elemental vessel is imbued with an invisible,
               Rakshasas. As the primary agents of the fiendish   arcane matrix. This magical essence extends from the
             overlords, rakshasas once dominated Khorvaire and   containment chamber at the core of the vehicle to the
             Sarlona. When the overlords were defeated in the first   binding struts, then through the rest of the vehicle's
             age of the world by the combined might of the dragons   hull. When a Khyber dragonshard holding a bound
             and the couatls, the rakshasas largely disappeared into   elemental is placed in the containment chamber, the ma­
             Khyber as well. The Lords of Dust are made up largely   trix comes alive. The unsuppressed elemental emerges
             of rakshasas, scheming in the shadows-many trying to   from the shard and flows along the matrix in the way
             free their imprisoned overlords, others looking for a way   that blood moves through the arteries and veins of a
             to claim their masters' power for their own.
                                                               living creature.


                                                                        CHAPTER 4- /  BUILDING EBERRON ADVENTURES
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