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D ESI GN A R T D I REC T O R

KEITH BAKER, SCOTT FITZGERALD GRAY, KATE IRWIN


GLENN MCDONALD, CHRIS SIMS
C O V ER I L L U ST RAT I O N
D EV EL O PER WAYNE REYNOLDS
ANDY COLLINS
I N T ERI O R A RT I ST S
ED I T O R KALMAN ANDRASOFSZKY, DAVID BIRCHAM,
M. ALEXANDER JURKAT TOMM COKER, FRED HOOPER, RON LEMEN,
HOWARD LYON, WARREN MAH Y, LUCIO PARRILLO,
ED I T I N G M A N A G ER
JI M PAVELEC, MARTINA PILCEROVA,
K I M MOHAN
STEVE PRESCOTT, ANNE STOKES, MARK TEDIN,
D ESI GN M A N A G ER FRANZ VOHWINKEL, JAMES ZHANG
CHRISTOPHER PERKINS
C ART O GRAPH ER
D EV EL O PM EN T M A N A G ER LEE MOYER
JESSE DECKER
G RA PH I C D ESI GN ER
D I REC T O R O F R PG R& D LISA HANSON
BILL SLAVICSEK
G RA PH I C PRO D U CT I O N SPEC I AL I ST
PRO D U CT I O N M A N A G ERS ERIN DORRIES
JOSH FISCHER, RANDALL CREWS
I M AGE T ECH N I CI AN
SVEN BOLEN

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CONTENTS Ri edr an Style 51 Plots 103
I ntr oducti on 7 Rebel l i on in Par adi se 52 K al aak Rai der s 103
Nonhuman Ri edr ans 52 The Aki ak 104
Chapter 1: State of the Nati on 53 Whi tetooth and
Wel come to Sar l ona 9 Notable Ri edr ans 59 Wi nter stead 105
Acr oss the Seas 9 Devoti on 59 Encounter s 105
Means of Tr avel 10 I laan, Unchai ned Dr eamer ... 59 Chok- Palla,
Danger ous Water s 11 K eshr aa the Fallen 59 Chuni i gi Chi ef 105
A Land Apar t 11 Lor d Sul atesh 60 Cl ovi s For lai ne,
H i stor y 12 Ruukr a, Hor ned Guar d 60 Whi tetooth Fence 105
Wi ld Zones 16 Plots 60 K uni gaal theDesecr ator ......... 105
The Dr eamspace 18 Anci ent Rel i gi ons 60
Adar 19 T he Br oken T hr one 60 Chapter 2:
Land of Ear th- Sky 19 Di ssensi on in the Ranks 61 Sar l onan Char act er s 10 7
Getti ng Ther e 19 T he Dr eam Mer chants 61 Races 107
A Day in the Li fe 20 T he H anbal ani Al tas 62 Aventi 107
The Adar ans 20 Monoli th Featur es 62 Changel i ngs 107
Adar an Rel i gi on 22 T he Hei r s of Ohr K al uun ... 63 Chosen (Empty Vessel s) 107
Adar an Style 22 The Hor ned Shadow 64 Dr omi tes 108
State of the Nati on 25 T he Unchai ned 64 Dwar ves and Duer gar 108
Notable Adar ans 26 Encounter s 65 El ans 108
Chanaakar , T he I nspi r ed 65 Eneko 109
Speaker of the Wor d 26 Du' ulor a Champi on 66 H al f - Gi ants 109
Luunkashtai , Tsucor a Dr eambl ade 66 H umans 110
Speaker ' s H and 27 Taskaan Shi fter 68 K al ashtar 110
Plots 27 Masquer 68 Maenads 110
K eeper s of the Wor d 27 Edgewal ker s 68 Ogr es and Ogr e Mages 111
Stor m Guar di ans 27 Places of I nter est 71 Shi fter s 111
Endseeker s 28 Bastion Cities 71 Skul ks 112
Ant i K al asht ar Senti ment..........28 Dar Jin 72 Xephs 112
Encounter s 29 Ri edr an For tr esses 76 Yuan- Ti 112
Mur ephan, Shatter ed Ci ti es 76 Pl anar Races 113
Summi t Road Gui de 29 War Mazes of Ohr K aluun........76 Al ter nati ve Cl ass Featur e:
K el ki , Summi t Gui de 29 Adventur e Si tes 77 T he Psi oni c Assassi n 113
YuzdeepXeel , 29 Dar Myan 77 New Feats 113
Endseeker Master 29 Mokush 79 Fist of Dal Quor 119
The Summi t Road 30 Shanj ueed Jungl e 81 H aztar atai n 122
Places of I nter est 33 Syr kar n 83 New Spel l s 125
Couatl and Dr agon Rui ns ... 33 Land of the Far Hor i zon 83 Spell Descr i pti ons 126
Dvaar nava 33 Getti ng Ther e 84 New Power s 129
Ghoza 34 A Day in the Li fe 84 Power Descr i pti ons 130
H aztar atai n Monaster y 34 The Syr ks 86
K asshta K eep 34 Syr k Rel i gi on 87 Chapter 3:
Mal shashar 36 Syr k Style 87 T r easur es of Sar l ona 135
Ruukosi 36 State of the Nati on 88 Speci al Mater i al s 135
Shal quar 36 Notable Syr ks 90 Weapons 135
Tashal ator a 36 Plots 90 Emoti onal Ar mor 137
Uutkl eza 37 The Eyes of Ri edr a 90 Speci al Substances
Xephanan 37 The Yuan- Ti 90 and I tems 138
Zi ' ti l ' natek 37 Encounter s 91 Magi c and Psi oni c I tems 139
Adventur e Si tes 37 Adventur e Si te: Magi cal Locati ons 142
Ahdr yat mi n 37 Sar l onan Rui ns 92 Chaos Pool 142
Spher es of K or r andar 38 T he T ashan a T undr a 94 Teeth of the T hr ee
Ri edr a 41 Land of Many Water s 94 (Major Ar ti f act) 142
Land of Uni ty 41 Getti ng Ther e 95
Bor unan 41 A Day in the Li fe 96 Chapt er 4:
Cor vagur a 41 T he T ashanans 97 Sar l onan Monst er s 147
Dor Mal eer 42 Tundr a Rel i gi on 99 Essence Reaver 147
K hal esh 42 T ashanan Style 99 Quor bound Cr eatur e 150
Nul akesh 43 State of the Nati on 100 Quor br ed Cr eatur e 151
Pyr i ne 43 Notable T ashanans 102 Quori 153
Getti ng T her e 44 Naar - Esqa, Du'ulor a Quori 153
A Day in the Li fe 46 Qi ku Sky Teller 102 H ashal aq Quori 154
The Ri edr ans 47 Jade- Li n, K al ar aq Quori 156
Ri edr an Rel i gi on 50 Aki ak Resistance Leader ... 103
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. . . .
USING THIS BOOK
Secrets of Sarlona explores Khorvaire's mysterious neighbor across
the seasthe 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
On the gol den steppes of Syr kar n, a gi ant skul l atop of Sar lonan lands and peoples outside I nspi red control.
a makeshi ft cai r n mar ks a mi lestone on a danger ous road. For char acter s who have connecti ons to Adar or
It is sai d that the cul ts of K ar r ak the Fi nal Guar di an pass Ri edr a, Secrets of Sarlona offers the oppor tuni ty to r etur n
by her e in the dead of ni ght, l eavi ng cr ypti c messages to thei r homel ands. K al ashtar and Ri edr an r efugees ar e
car ved in the stones for those who follow them. scatter ed thr oughout K hor vai r e, many si mply wai ti ng for
On the southern Tundra, an Aki ak strike team wai ts out the oppor tuni ty to end thei r exi le and face the I nspi r ed.
the deadly force of a reality storm. Ahead, the icy expanse of Shi fter s of K hor vai r e have only r ecentl y hear d tal es of
a Ri si an wi ld zone mar ks the Ri edr an frontier, and beyond thei r ki n in the T ashana Tundr a.
that, the monolith that is the team's goal gleams in the fading Char acter s who have Sar l onan backgr ounds need
li ght. By moonr i se, the dwar ves wi l l speak the names of never leave K hor vai r e in or der to take advantage of thi s
ancestor s lost in the Ni ght of Razor Dr eams. By mor ni ng, book's contents. Such char acter s can benefi t not only from
fate wi l l i ng, thi s hanbalan of the I nspi r ed wi l l fall. . . . r ules mater i al , but also from enhanced under standi ng
In the war mazes of Ohr K al uun, dar k magi c l i nger s of the hi stor i cal and cultur al context of the land of thei r
from the ti me of the Sunder i ng. Ri edr an for ces spend ancestor s. The hi stor y of humani ty begi ns in Sar lona,
thei r days sweepi ng the r ui ns of skul ks and watchi ng the and as the I nspi r ed look to K hor vai r e, thi s land mi ght yet
sea lanes for any si gn of masts to the east. East li es K hor - r eclai m its i mpor tance in the affai r s of all humans.
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. . . . 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. Handbook (PH), Dungeon Master's Guide (DMG), an d Monster Manual
Four nati ons and a dozen races stand as the end result of (MM), as wel l as t he EBERRON Campaign Setting (ECS).
fifteen hundr ed year s of confli ct, i ntr i gue, and r epr es As befi ts a book cover i ng a conti nent so steeped in
sion. Despi te its hi stor y and its status as the bi r thplace of psi oni c tr adi ti ons, Secrets of Sarlona fr equentl y r efer ences
humans, Sar lona r emai ns myster i ous to K hor vai r i ans. Expanded Psionics Handbook (EPH). In addi ti on, mater i al from
T he r ebel l i ous dwar ves of the Tundr a' s Aki ak cl ans, sever al suppl ements is ci ted, i ncl udi ng Arms and Equipment
the shi fter s of Tashana and the Savage Legi on, the ar can- Guide, Complete Arcane, Complete Divine, Complete Psionic, Complete
ist Hei r s of Ohr K al uun, the scr uti ny of the T housand Warrior, Dungeon Master's Guide II (DMG2), Explorer's Handbook, Fiend
Eyesall these and more underlie the complexi ti es of power Folio, Frostburn, Magic of Eberron, Miniatures Handbook, Monster Manual
that twi st acr oss Sar lona. Sti l l, to a K hor vai r i an, Sar lona II (MM2), Monster Manual III (MM3), Monster Manual IV (MM4), Planar
means li ttle mor e than Ri edr a, home of the I nspi r ed. Handbook, Player's Guide to Eberron, Players Handbook II (PH2), Sandstorm,
T he expl or er s who car ve thei r way thr ough Q' bar r a, Spell Compendium, Stormwrack, an d Tome of Magic. T h ese suppl e
Dr oaam, or Xen' dr i k speak al most r ever entl y of the ments can enhance your enjoyment of Secrets of Sarlona, but in
magi cal r ui ns and lethal wi l der nesses they have encoun most cases, the details you need are provided in this book.
ter ed. The Mar uk Ghaash' kal a of the Demon Wastes
and the Gatekeeper s of the Shadow Mar ches know of the REFERENCES
anci ent ter r or s l ur ki ng beneath those l ands. In taver ns Game mechani cs menti oned in other books ar e often
and ar ound campfi r es fr om Shar n to Stor mr each to the accompani ed by a title and page r efer ence. Wher e doi ng so
Ser en shor es, the bold loudly decl ai m her oi c deeds that would be cumber some, symbols are used i nstead. If a noted
mark some cor ner of K hor vai r e, Xen' dr i k, or Ar gonnes- term or game mechanic is described in this book, a dagger ()
sen as the most danger ous place on Eber r on. appears after the ter m. If a noted term appears in the EBERRON
Only those who make the j our ney to Sar lona wi l l ever Campaign Setting, a superscript ECS is used. Subjects from the
know how wr ong they ar e. 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
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,
of Eber r on, Sar lona r emai ns a land of myster y. but per haps the di vi ne mi nd and other cl asses of Complete
W H Y COME TO SARLONA? 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
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 anci ent r ui ns that have been shunned si nce the Sunder
explor ed in more detai l in the descr i pti on of each r egi on, ing. The Ri edr ans have no use for gold and fear the magi c
but her e ar e a few basi c poi nts. hi dden in these pl aces. Tr easur e, mysti c knowl edge, and
Power ful Patr ons: The dragons of the Chamber shun mor e lie wai ti ng to be found.
Sar lona, but they want to know what is tr anspi r i ng beyond T he Sar l onan Campai gn: The nati ons of Sarlona
its shor es. PCs who have ti es to the Chamber , the Undyi ng offer many i nter esti ng possi bi li ti es for full- scale cam
Cour t, or even the Lor ds of Dust could be sent to explor e pai gns. When star ti ng a new campai gn, a DM should con
myster i es r elated to the dr aconi c Pr ophecy. Agents of the sider the possi bi li ti es pr esented by the cultur es of Sar lona.
Silver Flame or the Sovereign Host might arrive in K halesh For an unusual twi st, a campai gn could cast PCs as loyal
or Pyrine to search for relics tied to the modern religions. An ser vants of the I nspi r edagents of the Har moni ous Shi eld
Aur um Concordian might send the PCs to negotiate wi th the or Thousand Eyes who must uncover the deadly schemes of
Riedran smugglers known as the Dream Merchants. Whether the Heirs of Ohr K aluun before hundr eds of i nnocents are
it's a quest for gold or knowledge, the power ful of K hor ki lled. Or per haps the PCs would li ke to tr y thei r hands as
vai r e have many r easons to cast an eye towar d Sar lona. agents of the Dr eami ng Dark, engagi ng in psychi c espi o
Cul t ur al Exchan ge: Advent ur er s who have ti es nage and assassi nati on wi thi n Adar or K hor vai r e.
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 ACROSS THE SEAS
tai ns of Adar , and the people of K hor vai r e ar e only j ust Deal i ng wi th any of Sar lona's tr easur es or hazar ds ulti
di scover i ng the Tashana Tundr a and Syr kar n. PCs who matel y means getti ng ther e in the first place. For those
have str ong ti es to a gover nment could be asked to assi st char acter s used to the conveni ence of an Or i en car avan
an ambassador newly establ i shed in Dar Ji n. Ar e the or the i nevi tabi l i ty of the next shi p to Stor mr each,
I nspi r ed as fr i endly as they seem? ar r angi ng tr anspor t to the l and of the I nspi r ed can be
Bat t l i n g the Dar kness: One of the pr i mar y r easons an adventur e in i tself.
to come to Sar lona is to fight the Dr eami ng Dar k. Even Tr aveler s seeki ng passage from K hor vai r e to Sar lona
PCs who have no i nter est in the dr eam war could be must deci de whi ch coast of K hor vai r e they want to depar t
employed by the K i ng' s Dark Lanter ns or a si mi l ar agency fr om. Sar lona is r oughl y equi di stant fr om K hor vai r e
to engage in i ntel l i gence oper ati ons agai nst the I nspi r ed. from the east or west, and the Sea of Rage and the Bar r en
I nsi de Ri edr a, thi s ser vi ce r equi r es subtlety and i ntr i gue, Sea ar e equal l y unfor gi vi ng. Onl y two Ri edr an por ts
si nce the I nspi r ed ar e bel oved. El sewher e in Sar lona, the allow K hor vai r i an shi ps to l and, however , and the shor es
PCs finally have the oppor tuni ty to engage the I nspi r ed of Adar ar e all but i mpassabl e.
and thei r evi l di r ectly. Fr om Shar n and wester n K hor vai r e, the i sl ands
Whi l e the Dr eami ng Dar k is i ntegr al l y ti ed to Sar of Ohr K al uun ar e a common desti nati on. The Dr eam
lona, it isn't the only force of evi l in thi s l and. T he Lor ds Mer chant smuggl er s have outposts ther e.
of Dust once r ul ed all of Eber r on, and devi ous r akshasas From easter n K hor vai r e, tr avel er s to Sar l ona find
haunt Sar lona as wel l . T he Or der of the Emer al d Claw themsel ves bound for Syr kar n, wi th such voyages l eavi ng
could take an i nter est in Sar lona's wi l d zones of Mabar . not from centr al K hor vai r e but the Lhazaar Pr i nci pal i
And the Hei r s of Ohr K al uun, the K al aak bar bar i ans, 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 G E T T I N G T O SA R L O N A
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 Regal por t to Ar dhmen
Ri edr a and K hor vai r e has i ncr eased the demand for Appr oxi mate Aver age
Sar l onan goods in the Fi ve Nati ons, and though it now T r anspor t 1 Tr avel T i me Cost 2
faces competi ti on, the tr ade of Lhazaar smuggl er s shows Ai r shi p 15 days 7,500 gp
no si gns of sl owi ng down. Sai li ng ship 150 days 225 gp
Sai li ng shi p, Lyr andar 50 days 3,750 gp
MEANS OF TRAVEL Sai li ng shi p, soarwood 75 days 375 gp
A sea voyage is the typi cal method of r eachi ng Sar lona Wi nd galleon 15 days 2,250 gp
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 Regal por t to Dar Ul atesh 3
mer chant tr affi c fr om K hor vai r e to Xen' dr i k) gr eatl y Appr oxi mate Aver age
r educes a par ty' s opti ons. Tr anspor t 1 Tr avel T i me Cost 2
Tr avel by Sea: Shi ps set out for Ar dhmen in souther n Ai r shi p 9 days 4,500 gp
Syr kar n from many of the Lhazaar i sl ands, but Regalpor t Sai li ng ship 90 days 150 gp
and Port Ver ge are the pr i mar y poi nts of depar tur e. Shi ps Sai li ng shi p, Lyr andar 30 days 2,500 gp
from those por ts al so r un to the Ri edr an center of Dar Sai li ng shi p, soarwood 45 days 225 gp
Ul atesh on the Rhi avhaar coast, but only vessel s autho Wi nd galleon 9 days 1,350 gp
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 Regal por t to Whi tetooth
sever al por ts, but Pr i nce K olber kon' s r el ati onshi p wi th Appr oxi mate Aver age
House Lyr andar makes Port Ver ge the only place wher e T r anspor t 1 Tr avel Ti me Cost 2
one can get passage on a wi nd gal l eon or a Lyr andar sai l Ai r shi p 6 days 3,000 gp
i ng shi p. T hough Lyr andar often oper ates its Sar l ona Sai li ng ship 60 days 100 gp
car go r uns at a loss in or der to establ i sh i tsel f in the Sai li ng shi p, Lyr andar 20 days 1,700 gp
pr i nci pal i ti es, its pr i ces for passage r emai n steep. Sai li ng shi p, soar wood 30 days 150 gp
The di stance between K hor vai r e' s west coast and Wi nd galleon 6 days 900 gp
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 Shar n to Ohr K al uun
Sarlona's easter n shor e. Shi ps commonl y land at the por t Appr oxi mate Aver age
ci ty of Dar Ji n in Cor vagur a, but li ke Dar Ul atesh in the Tr anspor t 1 Tr avel Ti me Cost 2
west, Dar Ji n accepts no unauthor i zed vessel s. Onl y in Ai r shi p 9 days 4,500 gp
recent decades have the I nspi r ed begun to al l ow shi ps Sai li ng ship 90 days 150 gp
that have val i d busi ness (most commonl y mer chant ves Sai li ng shi p, Lyr andar 30 days 2,500 gp
sels and ambassador s) to dock at Dar Ul atesh and Dar Sai li ng shi p, soarwood 45 days 225 gp
Ji n. It is someti mes possi ble to get wor ki ng passage on a Wind galleon 9 days 1,350 gp
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 Shar n to Dar Ji n 3
by the I ron Gate, Ri edr a's for ei gn ser vi ce. Appr oxi mate Aver age
Other than in Dar Ji n and Dar Ul atesh, a str i ct Ri e T r anspor t 1 Tr avel T i me Cost 2
dr an quar anti ne agai nst outsi der s r emai ns in effect. For Ai r shi p 6 days 3,000 gp
westbound shi ps seeki ng cl andesti ne entr y i nto Ri edr a, Sai li ng ship 60 days 100 gp
the i sl ands of Ohr K al uun ar e a common por t of cal l . Sai li ng shi p, Lyr andar 20 days 1,700 gp
Shi ps occasi onal l y cr oss the Bar r en Sea from Zar ash' ak Sai li ng shi p, soar wood 30 days 150 gp
in the Shadow Mar ches, bound for one of the smal l Wind galleon 6 days 900 gp
por ts on the easter n coast of the Tashana Tundr a. T hi s 1 As available. From the Lhazaar Principalities, airships
j our ney' s tr avel ti me and cost ar e the same as a tr i p from must be privately chartered or owned by the PCs. From
the Lhazaar isles to Ar dhmen, but mundane sai l i ng shi ps Sharn, all transport except sai li ng ships must be privately
are usual l y the only passage avai l abl e. chartered or owned by the PCs.
Passage on a car go shi p means a hammock for those 2 Costs for passage on Sarlonan runs are seldom fixed. PCs
who ar e lucky, the deck for those who ar en't. Al though can often haggle or exchange services for lower fares, or
PCs aren't expected to pi tch in wi th ever yday shi pboar d might pay more depending on circumstances.
duti es, they ar e expected to help dur i ng emer genci es or 3 Authorized vessels only.
attacks fr om (other) pi r ates.
Gi ven the low level of tr ade and tr affi c, char acter s shi ps on a cr ossi ng of ei ther sea. Char acter s who own or
often have to tr ust to luck when seeki ng passage to Sar command an ai r shi p are free to put speed ahead of caution,
lona. Sti l l , from ei ther the Lhazaar Pr i nci pal i ti es or or to hi r e themsel ves out to other expl or er s.
Shar n, a wai t of mor e than a week (two weeks in wi nter ) T el epor tati on: House Orien's desi r e to cur r y favor
for a shi p to set sai l for Ar dhmen, Dar Ul atesh, or Dar wi th the I nspi r ed- br oker ed tr ade between K hor vai r e
Ji n is r ar e. Booki ng smuggler ' s passage fr om Shar n to and Sar lona means that the house offi ci ally conducts no
Ohr K al uun is a mor e hi t- and- mi ss affai r . passage between these two l ands. Unoffi ci ally, the excr u
Tr avel by Ai r : House Lyr andar ai r shi ps make no r uns ci ati ng length of the sea voyage means that hei r of Si ber ys
to Sar lona, and few pr i vateer s are mad enough to risk thei r 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 Soul s. Mi dconti nent, the gr eat deser t of Andnemun
Shar n to Sar lona usi ng greater teleport at a stagger i ng cost of str addl es the bor der of Syr kar n and Bor unan. T he huge
30,000 gp per one- way tr i p. A maxi mum of five Medi um i nl and seas of K el nel uun and Rhi al uun ar e the center
or smal l er cr eatur es can be tr anspor ted in thi s manner , pi eces of life in Ri edr a' s nor ther n pr ovi nces, whi l e dense
along wi th whatever equi pment they can car r y. forest spr eads al ong the easter n coast.
PCs have a 10% chance of fi ndi ng an Or i en hei r wi l l Much of Sar lona is agr ar i an, from the thousands of
ing to under take a telepor tati on to Sar lona from Passage si mi l ar f ar mi ng vi l l ages of Ri edr a to the open gr assl ands
(5% in Shar n) on any gi ven day. For PCs wi thout a clear of the Tundr a and Syr kar n. In its own way, Adar has an
desti nati on, Ar dhmen is the default ar r i val poi nt. Few agr ar i an soci ety to r i val Syr kar n' s, but the Syr ks enjoy
(if any) Or i en oper ati ves telepor t i nto Ri edr a itself, and bounty that the har dscr abbl e folk of Adar can only envy.
in almost all cases, an hei r doesn't stay in Sar lona more Cl i ngi ng to the r i dges and val l eys of the near ly i mpass
than the day r equi r ed to r egai n the use of hi s greater teleport able mountai ns, Adar is less a si ngle r egi on than count
ability. A par ty r equi r i ng a r etur n tr i p must ar r ange a less bands of cl i mate and geogr aphy r i si ng from val l ey
r endezvous. Al l tr i ps must be pai d for in advance. floor to hi gh peak.
Pl an ar Tr avel : Mani fest zones and smaller wi l d zones Weather in Sar lona woul d l i kel y be har sh enough,
of unstabl e pl anar acti vi ty spr ead acr oss Sar lona as they but uncontr ol l ed pl anar magi c al so r i ps acr oss thi s l and,
do nowher e else on Eber r on. The shi fter s and dr ui ds of often wi th deadly effect. Pl anar br eaches and mani fest
the Eldeen Reaches have l ong spoken of str angely unstable zones ar e common acr oss the conti nent. The wor st of
pl anar acti vi ty wi thi n thei r land and of hapless wander er s these wi l d zones ar e sealed off by edi ct of the I nspi r ed,
seemi ngl y snatched from mani fest zones of T hel ani s or who have cr eated an enti r e br anch of the Ri edr an mi l i
Lamanni a to some other place, never to be seen agai n. tar ythe Edgewal ker st o contai n such di stur bances.
Perhaps one of these pl anar gateways leads to a wi l d zone Even outsi de these per manent wi l d zones, smal l er
or wi l d r eser ve in Sar lona. T hi s is a hi ghl y unpr edi ctabl e br eaches flare and fade at r andom, chur ni ng the land to
means of tr avel, and those who use such pl anar br eaches chaos or l eavi ng fr eaki sh weather in thei r wake. In the
must often find another way to r etur n home. 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.
DANGEROUS WATERS
The Sea of Rage and the Bar r en Sea are har sh expanses of FAITH AND INSPIRATION
endl ess water , r agi ng stor ms, and l ethal hazar ds. Seas of T he Path of I nspi r ati on is the pr escr i bed fai th of the
Eber r on (Player's Guide to Eberron 132) has mor e i nfor mati on Ri edr an people, and the I nspi r ed for m the pi nnacl e of
on the Sea of Rage, the Bar r en Sea, and the other seas that fai th' s mor tal hi er ar chy. However , in contr ast to the
of Eber r on. Stormwrack offer s a weal th of r ul es for mar i ne hal f- whi sper ed r umor s that ci r cul ate ar ound Ri edr an
hazar ds and adventur i ng. 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
A LAND APART il- altas in the Quori tongue. These ar e mor tal s ascended
The cr adle of humani ty, Sar l ona is a land whose hi stor y to a hi gher state of bei nga state to whi ch all who follow
and pr esent ar e steeped in confli ct. Ar ound the bonfi r es the Path of I nspi r ati on aspi r e.
of the nomadi c Syr ks, lost l egends of sor cer er - ki ngs and To K hor vai r i an wor shi per s of the Sover ei gn Host,
devastati ng magewar s ar e passed from one gener ati on to the Path of I nspi r ati on and its ti ght contr ol of soci al
the next. Myths of the yuan- ti and the Age of Fi ends ar e or der mi ght bear mor e than a passi ng r esembl ance to
whi sper ed among the K eeper s of the Wor d and the Hei r s the Chur ch of the Si lver Fl ame, though follower s of that
of Ohr K al uun al i ke. latter r eli gi on find li ttle cause for compar i son. For fol
H omel and of the I nspi r ed and a hal f- dozen i nde lower s of the Path of I nspi r ati on, the Si lver Fl ame and
pendent cul tur es, Sar l ona is a land wher e majesti c ci ti es the Sover ei gn Host ar e near ly the same. Ri edr ans bel i eve
r i se al ongsi de empty deser t wastes; wher e massi ve pl anar the fai ths of other cul tur es all wor shi p dar k spi r i ts, or
br eaches ar e hi dden behi nd wal l s of stone and thought. altavarsfiends that cor r upt all about them for the sake
Sarlona is yuan- ti and couatl r ui ns standi ng in the empty of power , be it mater i al , ar cane, or di vi ne.
steppes. Sar lona is the bi r thplace of humani ty and of the T he massi ve monol i ths (hanbalani altas, or " sanctuar
wor shi p of the Sover ei gn Host. Sarlona is home to a nation ies for the soul " ) that dot the Sar l onan l andscape ar e the
of ogr e mages and to the Stor m Guar di ansl egendar y most over t symbol s of the Path of I nspi r ati on. To the
dr aconi c senti nel s. Ri edr ans who bui l d the monol i ths, they ar e tempor ar y
Al l these tr uths ar e unknown except to the few r esti ng places for the souls of the deadtombs that pr e
K hor vai r i an expl or er s who have j our neyed to the myste par e the dead for movement i nto the next li fe. Those who
r i ous conti nent. Accor di ngl y, the DCs in Lor e and What know the I nspi r ed under stand a much dar ker tr uth.
Do You K now? secti ons ar e appli cable only to Sar l onans. The Path of Li ght in Adar is f ami l i ar to any folk of
Those from K hor vai r e add 5 to all such DCs. 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
LA ND S A ND ENV I RO NMENT of the kal ashtar i ncor por ate wor shi p of what appear to
Sar lona is sl i ghtl y l ar ger than K hor vai r e, and its geogr a be aspects of Bal i nor and Ar awai of the Sover ei gn Host.
phy cover s a wi de r ange. T he open steppes and savannah Li ke all featur es of human cul tur e on K hor vai r e, the
of the Tundr a and Syr kar n gi ve way to mountai ns al ong Sover ei gn Host was car r i ed over fr om Sar l ona, and its
the Ri edr an fr onti er of both l ands. To the south, the l egacy can be found among the Syr ks and in the Ri edr an
peaks of Adar thr ust up li ke spi kes fr om the Sea of Lost pr ovi nce of Pyr i ne wher e it was bor n.
PEOPLE AND CULTURE 200 year s. Al though mor e anti ci pati on that r eal i ty at the
Li ke K hor vai r e, Sar lona is a mosai c of r aces and cul tur es. ti me, the I nspi r ed set the fi rst year of the Uni fi cati on of
Even after twel ve centur i es of I nspi r ed r ule (and the Ri edr a as 1 Uni ty, a date 1,300 year s ago (302 YK ) .
thr ee hundr ed year s of confli ct that pr eceded i t), Ri edr a I nspi r ed and hi gh- r anki ng Chosen are the lor ekeep
is far fr om a uni fi ed soci ety. Sti l l , under the pr ecepts of ers of Ri edr a, but these r ecor ds and the dates used in them
the Path of I nspi r ati on, the r aces of Sar lona are each seen are not wi dely di ssemi nated. Dates are unnecessar y among
to occupy a speci fi c ni che. At the top of the soci al or der common Ri edr ans, and thei r use is di scour aged. The
ar e the I nspi r edbei ngs bl essed by gr ace and as close to majority of Sar lonans need not concer n themsel ves wi th
enl i ghtenment as mor tal s can be. Beneath them ar e the hi stor ythey are satisfied to know that the I nspi r ed ar r i ved
Chosen, wi th Ri edr an humans bel ow them. T he Path of someti me in the di stant past, br ought blessi ng and peace
I nspi r ati on mar ks all nonhuman r aces by thei r degr ee wi th them, and si nce that ti me, dates are uni mpor tant.
of spi r i tual evoluti on, and Ri edr ans accept thi s. T hus, Adar an monks, of cour se, beli eve di ffer ently. In ages
ogr es and shi fter s ar e subhuman, whi l e changel i ngs ar e past, each monaster y devi sed its own dati ng conventi ons
acknowl edged as super i or and si ngul ar l y bl essed. ar ound events i mpor tant to that sect. Si nce the comi ng
H uman soci ety on Sar l ona is as wi del y var i ed as on of the kal ashtar , however , the Speaker of the Wor d has
K hor vai r e, but war and r ebel l i on defi ne thr ee major encour aged a common cal endar , whi ch has slowly spr ead
human gr oups acr oss the br eadth of the conti nent. Ri e to all par ts of Adar . H onor i ng the leader of the quor i
dr an humans make up the major i ty of that nati on, and r ebel s, 1Age of Tar atai (1 AT ) was establ i shed 1800 year s
even establ i shed pr ovi nci al cul tur es cannot over come ago (- 802 YK ) .
the monol i thi c natur e of I nspi r ed r ul e. The humans of T he Syr ks ei ther fol l ow the Ri edr an custom of
Adar have stood al ongsi de the kal ashtar agai nst Ri edr an not usi ng dates, or they secr etl y keep r ecor ds usi ng the
si ege for a thousand year s, and thi s str uggl e now defi nes Adar an cal endar . T he dwar ves of the Tundr a mai ntai n
thei r ver y essence. T hough Syr kar n' s human popul ati on thei r own anci ent dati ng system, whi l e the few shi fter s
is l ar gel y descended fr om Ri edr an r efugees, and though who count year s in that land do so accor di ng to a hodge
new r efugees expand that popul ati on each year , no open podge of cl anni sh or al tr adi ti ons.
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 HISTORY
way in whi ch the Syr ks have acceptedsome mi ght say T he hi stor y of Sar lona is a patchwor k of l egends and
acqui esced toI nspi r ed r ule acr oss thei r bor der s. 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 mehi s
L A NGU A GE tor i es of the conquer ed er ased by the conquer or s, who
Sar l onans do not speak Common unl ess thei r tr ade wer e themsel ves conquer ed i n ti me. In the end, however ,
i nvolves for ei gner s, and even then they do so wi th r eluc near ly fi fteen hundr ed year s of I nspi r ed r ule in Ri edr a
tance. Centur i es of I nspi r ed uni ty and domi nati on have have r eshaped Sar lona's sense of i tself. For Ri edr ans of
made Rei dr an the common par l ance, even for those today, the past is not a poi nt of pr i de but a war ni ng, and
who oppose the power s that be. Substi tute Ri edr an for one does not seek the dar kness that pr eceded the li ght of
Common in the l anguages of all i ntel l i gent i nhabi tants Sar lona's moder n age.
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 THE ANCIENT PAST
able bonus l anguages. For exampl e, an Aki ak duer gar The anci ent pr ehi stor y of Sar lona r emai ns as much an
automati cal l y speaks Ri edr an, Dwar ven, and Under - unknown as it does in any par t of Eber r on. T he Age
common; he can choose Common, Dr aconi c, Gi ant, of Fi ends, the gi ant expl or er s of Xen' dr i k sai d to have
or Ter r an as bonus l anguages. You mi ght add l anguages vi si ted thi s l and, the i nter est of the dr agons of Ar gon-
such as Xeph and Maenad to the li st of bonus l anguages, nessen in Sar lona and thei r r el ati onshi p to the Stor m
r epl aci ng the el i mi nated Gobl i n and Orc l anguages. Lor dsever y pi ece of cr i ti cal r esear ch has a dozen leg
The Quori l anguage is consi der ed to be the l anguage ends that contr adi ct it, and ever y legend i nvesti gated
of the il- altas and the I nspi r ed. Al l Chosen (empty vessels) uncover s a dozen mor e.
ar e taught the l anguage and gener al l y conduct i mpor tant Sarlona does have one uni que clai m to the hi stor y of
busi ness in Quor i , but few other s l ear n the l anguage. thi s lost age. It is thought to be the bi r thplace of the couatl.
If a Ri edr an does not need to know how to r ead to Cer tai nly, thi s conti nent was a stronghold for that race
per for m hi s j ob, he is l i kel y to be i l l i ter ate. However , dur i ng the Age of Fi ends; couatl and shul assakar (feath
thi s r ule only appli es to NPCs. A PC Ri edr an mi ght have ered yuan- ti ) r ui ns can sti ll be found here today. Such
pi cked up the ski ll on her own or been chosen for speci al str uctur es are common in the pr ovi nce of K hal esh, but the
tr ai ni ng. Adar ans ar e gener al l y li ter ate; Syr ks and the I nspi red go out of thei r way to prevent thei r explorati on. In
peoples of the Tundr a ar e not. 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
CALENDARS or i gi nal race's lore and hi stor y mi ght have been corrupted
The most i mpor tant date in Sar l onan hi stor y, at least or r ewr i tten before the yuan- ti wer e put down.
accor di ng to the I nspi r ed, is the Uni fi cati on of Ri edr a. Schol ar s si fti ng the l egends of the Age of Fi ends
Al l befor e that was dar kness, war , and ar cane depr avi ty; beli eve that thr ee r akshasa rajahs ar e bound in Sar l ona
all after , peace and muni fi cent gui dance. Al though the one wi thi n the hear t of K or r andar in Adar , one beneath
I nspi r ed began thei r conquest of Sar lona 1,500 year s the yuan- ti r ui ns of Syr kar n, and a thi r d in the K r er tok
ago, they did not openl y decl ar e thei r r ule for another Peni nsul a of the Tundr a.
Of the nonhuman r aces, four appear to have an ki ngdoms r azi ng each other and thei r nei ghbor s. A r ace of
extended history: the kalashtar, the shifters, and the Dorann bar bar i an nomads havi ng no capi tal city and no fixed bor
dwarves of the present day, and the yuan- ti of the Twelve der s, the Uor aal a ar e nonethel ess thought to have for ged
K i ngdoms age. The Dorann dwar ves in turn gave rise to a an al l i ance of nor ther n ci ty- states that in ti me came to
progressive coalition of dwar f and duergar, the Aki ak, who domi nate Sar lona down to the Andnemun Deser t.
split from their ki n to mi grate south across the Tundra. 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
MYSTERIES nor ther n ci ty- states ar ound what is now Rhi al uun. But
Pr ecar i ously balanced among the planes, Sarlona has many when those power s' i nsati able demand for tr oops to thr ow
wi ld zones and r eali ty stor ms. These phenomena pr oduce agai nst each other 's wal l s ul ti matel y r esul ted in each
cr eatur es and effects unseen elsewher e in the wor ld. havi ng mor e Uor aal a mer cenar i es in thei r r anks than
A few vei ns of K hyber shar ds exi st on the conti nent, nati ve soldi er s, the war chi ef Uor (possi bly so named after
l ar gel y in the hands of the dr omi tes. Defyi ng any logi c, the fact) called on hi s people to tur n agai nst thei r lor ds.
however , Eber r on dr agonshar ds si mply do not form on In a br utal l y shor t campai gn, a si mul taneous thr ee- par t
Sar lona. Si mi l ar l y, Si ber ys shar ds aren't found in equa mi l i tar y coup saw the cr eati on of the new ki ngdom that
tor i al Sar lona at all . bor e its founder s' name. The Empi r e of Uor aala is sai d to
Ti ed to thi s phenomenon is the utter absence of have stood for nearly four hundr ed year s before di ssolvi ng
dr agonmar ks. Sar l ona was the bi r thpl ace of human in vi olent poli ti cal i nfi ghti ng.
ity, and today humans make up the vast majori ty of the Of all the human hi stor y of Sar l ona, one cr i ti cal
dr agonmar ked populati on, but no dr agonmar ks have ever pi ece is known not because the Sar l onans kept a r ecor d
appear ed on the people of Sar lona. Ear ly si gns i ndi cate of it, but because of its l asti ng r eper cussi ons beyond that
that the chi l dr en of dr agonmar ked par ents don't develop land. Some thr ee thousand year s befor e the pr esent age, a
dr agonmar ks if they are concei ved in Sar lona. The Twelve floti lla of shi ps left the land even then called Rhi avhaar ,
has no expl anati on for thi s phenomenon, but many bound west acr oss the Sea of Rage. T he leader of thi s
beli eve that it is one of the keys to the ul ti mate myster y of exodus was an expl or er named Lhazaar . T hough many
the dr agonmar ks and thei r pur pose in the wor ld. K hor vai r i an humans ar e unawar e that Lhazaar ' s expedi
The lack of dr agonmar ks mi r r or s Sarlona's absence ti on was the begi nni ng of human soci ety on K hor vai r e,
from the draconi c Prophecy. The few human scholar s and all know her name.
cataclysm mages (Explorer's Handbook 58) who have been able Recently, a contr over si al theor y has been gai ni ng
to di scuss the Prophecy wi th the scaled lords of Ar gonnes- favor in academi c ci r cl es, seeki ng to expl ai n why the tale
sen have found the dr agons to be utterly unwi l l i ng to speak of Lhazaar ' s expedi ti on has al ways been an obscur e par t
of Sarlona. Some beli eve that thi s is because the dr agons of K hor vai r i an hi stor y. El l i as Onsten, a l i ttl e- known
know of an i nescapable catastr ophe desti ned to or i gi nate K or r anber g Li br ar y r esear cher whose r eputati on faded
from the conti nent. But others have a more di stur bi ng even fur ther after hi s death in 980 YK , was r esponsi ble
theory. They clai m that the dr agons don't speak of Sarlona for a r evi si oni st look at Lhazaar ' s expedi ti on.
because the continent and the events that tr anspi r e ther e Even pri or to the end of the Last War , Onsten had
are completely invisible to the Prophecy, and thi s terrifies studi ed the fr agmentar y hi stor i es of the sor cer er - ki ngs of
the dr agons. Whatever the cause, the dr agons clearly shun anci ent Sar lona. To hi m, it had always seemed odd that the
thi s land. Beyond the fabled Storm Guar di ans of Adar , first waves of humans to reach K hor vai r e had brought pr e
the only dr agons encounter ed in Sarlona are r ogues. The ci ous li ttle in the way of magi cal knowl edge wi th them.
Chamber has its agents in the land of the I nspi r ed, but Onsten obser ved that mi gr ant popul ati ons typi cal l y
somethi ngwhether it is fear of the I nspi red or fear of the hold to thei r for mer cul tur es at any costbui l di ng new
Pr ophecykeeps the dr agons from comi ng to Sarlona. 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,
HUMAN HISTORY the ear ly humans of K hor vai r e seemed i ntent on tur ni ng
Of Sar l ona' s ear l y human hi stor y, al most not hi ng is thei r back on the tr adi ti ons and hi stor y of thei r for mer
concl usi vel y known. Sever al l egendar y human ki ng homel and. T hi s led Onsten to conjectur e that the first
doms and empi r es ar e sai d to have r i sen and fallen her e, humans to settle K hor vai r e mi ght wel l have been a popu
but onl y two of thoseAventus and Uor aal ahave any lati on that Sar l ona did not want.
schol ar l y acceptance. Today, those K hor vai r i ans who know Lhazaar ' s stor y
Aventus is the common name for a land thought to be thi nk of themsel ves as the descendants of br ave expl or er s
called "Aventuu'si ana," though debate ensues as to whether and seeker s after glor y. Onsten' s less attr acti ve noti on is
thi s name r efer s to the nati on or its l egendar y sor cer er - that the descendants of untouchabl es, cr i mi nal s, deser t
ki ngs. Aventus is known today pr i mar i l y thr ough an er s, and sl aves i nstead people K hor vai r e. The noti on of
aquati c race of the Sea of Rage called the aventi . Thought slave cul tur e was of par ti cul ar i nter est to the scholar (and
to be the descendants of Aventus, aventi have an oral history of par ti cul ar abhor r ence to hi s cr i ti cs), suggesti ng as it
that tells the story of a ki ngdom brought down by unnatur al did a r eason why the ear ly K hor vai r i ans wer e so qui ck to
devastati on, then swallowed by the sea. The Aventus I slands ensl ave the gobl i ns of fallen Dhakaan. In Onsten's vi ew,
now car r y the name of the ki ngdom that r epor tedly once the str ong contr ol l i ng the weak was the only wor ld these
stood ther e. Those isles belonged to K hunan prior to that human i mmi gr ants knew.
land's destr ucti on and r ebi r th as Syr kar n; now, they are Onsten's hypothesi s has recently gai ned ground among
counted as par t of the Ri edr an pr ovi nce of Rhi avhaar . schol ar s. To them, a cul tur e bui lt enti r el y by people who
The Empi r e of Uor aala pr esents a tale at odds wi th have avested i nterest in for getti ng who they had once been
much of Sarlona's endless hi stor y of i ncr easi ngly advanced mi ght look ver y much l i ke K hor vai r e' speopl e tur ni ng
thei r backs on the tr adi ti ons that glor i fi ed those who of monks agr eed to provide shelter for these spi ri ts, and the
had oppr essed them. Many of the l ear ned in K hor vai r e kal ashtar race was born from thi s uni on.
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 THE SUNDERING
tr adi ti ons ul ti matel y tur ned thei r l ands to ash. T he ar r i val of the kal ashtar was the begi nni ng of the end
Whatever the or i gi ns of Lhazaar ' s expedi ti on, the for the twelve ki ngdoms of Sar lona. War r aged in Dal
second wave of human mi gr ants to hi t K hor vai r e sai led Quor, and the enemi es of the kal ashtar wer e deter mi ned
west under better - known ci r cumstances. Refugees flee to br i ng the str uggle to Eber r on. The quori that ser ved il-
i ng the r i si ng power of Ri edr a pushed east i nto the forests Lashtavar (The Dr eami ng Dar k) wer e not pr epar ed to sac
of Nul akesh, then beyond. T hese humans l anded on rifice thei r power and i ndi vi duali ty as the kal ashtar spi ri ts
K hor vai r e' s wester n shor es, spr eadi ng i nto the Shadow had, and thi s pr evented them from di r ectl y taki ng hosts.
Mar ches wher e they r emai n today. 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
TWELVE KINGDOMS acy, l eadi ng hi m to per secute hi s own people. T hey could
By the ti me Sarlona's hi stor y was fi nally codi fi ed, the con send a char i smati c gener al vi si ons of j usti ce, ur gi ng hi m
ti nent's dozens of ci ty- states had become a land of twelve to r i se up agai nst a tyr anni cal ki ng. T hey could send two
ki ngdoms, r emai ni ng so thr ough long year s of confli ct. people dr eams of love, ul ti matel y for mi ng a r el ati onshi p
Ri edr an pr ovi nces now bear the names of ei ght of those and a chi l d mor e sui ted to quor i mani pul ati on.
ki ngdomsDor Maleer , Rhi avhaar , K hal esh, Nul akesh, Star ti ng 1,500 year s ago, they di d all thi s and mor e.
Bor unan, Ohr K al uun, Pyr i ne, and Cor vagur a. Wher e Usi ng fear, pr ej udi ce, and gr eed, the quor i thr ew the
the steppes of Syr kar n spr ead, the four ki ngdoms that ki ngdoms i nto chaos. For two hundr ed year s, Sar lona
once stood ther e exi st now only as namesMae K hr ee, was shaken by war . As one nati on became stable, another
Sunyagi r , K hunan, and Lamecha. woul d attack it, dr i ven by r aci al pr ej udi ce or r el i gi ous
In nor ther n and easter n Sar l ona, the l ar gest power s zeal otr y, or a new r ebel gr oup woul d ar i se wi thi n its bor
wer e Nul akesh and Cor vagur a, each the conquer or of a der s. Ter r i ble magi c was unl eashed. No human nati on
dozen smal l er states and ci ty- states whose names ar e lost had the power to r i val the gi ants of Xen' dr i k, but the
to hi stor y. For much of the twel ve ki ngdoms' ear ly hi s wi zar ds of K hunan and the sor cer er s of Cor vagur a wer e
tory, Nul akesh was the domi nant mi l i tar y force in centr al mi ghty in thei r own r i ght, and the lor ds of Ohr K al uun
Sar l ona, bui l di ng its r ule on a fanati cal and di sci pl i ned wer e master s of di vi ne and ar cane magi c. T hi s per i od was
mi l i tar y caste. Though the sor cer er - ki ngs of Cor vagur a known as the Sunder i ng, and nati ons wer e shatter ed in
wer e r enowned, it was secr eti ve Ohr K al uun and majesti c its wake.
K hunan wher e Sar lona's sor cer ous mi ght tr ul y r ose and The quor i used thei r power to set the Sunder i ng in
ul ti matel y fell. Rhi avhaar on the west coast cemented its moti on, and so they used thei r power to end it. Af ter two
r ule usi ng a di ffer ent ki nd of power , contr ol l i ng the Sea hundr ed year s of car eful mani pul ati on, they managed to
of Rage l ar gel y by means of pi r acy and slavi ng. establ i sh bl oodl i nes acr oss Sar lona whose member s wer e
H avi ng sti tched i tself together from smal l er ter r i especi al l y vul ner abl e to quor i mani pul ati on and pos
tor i es, the i nl and state of K hal esh conti nued to pr acti ce sessi onthe pr edecessor s of what ar e today known as the
conquest of a di ffer ent sor t. As a nati on dedi cated to the Chosen. They began a campai gn of dr eams, pr omi si ng
wor shi p of the couatl, K hal esh had a long hi stor y of cr u salvati on to those who woul d follow thei r newly for ged
sades and attempts at conver si on (some benevolent, other s "Path of I nspi r ati on." Soon, the first I nspi r ed appear ed.
less so) among its nei ghbor states. Li kewi se, Pyr i ne sought These bei ngs had gr eat char i sma and i mpr essi ve psychi c
to spr ead its fai tha pantheon of ni ne dei ti es known as power s, and to the people of the war - tor n l ands they
the Sover ei gn H ostthr oughout Sar lona. wer e li ter ally the answer to thei r dr eams. T he I nspi r ed
I n the steppes and savannah of what is now Syr kar n, br ought an end to many feuds, fr equentl y by uni ti ng
Mae K hr ee, Sunyagi r , and Lamecha effecti vely or bi ted for mer enemi es agai nst car efully selected scapegoats. The
the mor e power ful K hunan, car vi ng out speci fi c ni ches yuan- ti of Syr kar n, the shul assakar of K hal esh, the ogr e
for themsel ves (agr i cul tur e for Lamecha, hor ses for Mae mages of Bor unan, and the mysti cs of Ohr K al uun wer e
K hr ee, mi ni ng for Sunyagi r ). At the same ti me, each all tar geted in thi s way. Many wer e destr oyed or ensl aved;
nati on made a poi nt of mai ntai ni ng ar mi es and magi cal other s fled to Adar , Xen' dr i k, or K hor vai r e. Thr oughout
mi ght j ust power ful enough to keep K hunan and the these str uggl es, the I nspi r ed extolled the vi r tues of uni ty.
nor ther n nati ons from getti ng any i deas. Wi thi n two centur i es, the old tr adi ti ons of the twel ve
The most unusual ki ngdom of Sarlona's past r emai ns ki ngdoms had been abol i shed. Wher e once twel ve pr oud
the oddest of moder n Ri edr a. Bor unan was and r emai ns nati ons stood, now only one r emai ned: Ri edr a.
the homel and of " ci vi l i zed" ogr es.
Beyond the twel ve ki ngdoms of old lay the Tashana THE AGE Of UNITY
wastes and the mountai nous land of Adar . As the war s of the Over the cour se of the next thousand year s, the I nspi r ed
old Sar lonan ci ty- states evolved into the war s of Sar lonan ti ghtened thei r gr i p on the people of Ri edr a, slowly
nati ons, these ar eas r emai ned l ar gel y unaffected. expungi ng the r emai ni ng tr aces of the old cul tur es. The
As for the mountai n r eal m of Adar , it had long been I nspi r ed moved slowly, maki ng changes wi th each gener a
known as a place of r efuge, a sanctuar y for i ndi vi dual s or tion unti l no one ali ve r emember ed a ti me when life was
enti r e vi l l ages of r efugees fleei ng from the war s. Ei gh any di ffer ent. T hr ough psychol ogy, i ndoctr i nati on, and
teen hundred years ago, on a date i mmor tali zed as 1 Age of contr ol of dr eams, the quor i shaped a nati on of slaves
Taratai , Adar recei ved its str angest vi si tor sspi r i ts fleeing whose people wer e gr ateful for thei r chai ns, bel i evi ng that
from the plane of dr eams, seeki ng human hosts. A gr oup 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 When it was done, gr eat K hunan lay br oken. In the
major events hel ped shape moder n Sar l ona. after math, its sur vi vor s fled for the thr ee vi ctor i ous states
T he Syr kar n Mi gr at i on: In one of the openi ng or the nati ons beyond. Over the cour se of decades, tr i bes
strokes of the Sunder i ng, the nation of K hunan attempted of ogr es, hal f - gi ants, and wor se cr ossed the Andnemun
to annex Lamecha, ostensi bly for the souther n por ts that Deser t, eager to occupy the r ui ns of thi s once- gr eat land.
stayed lar gely free of Rhi avhaar pi r acy. Mae K hr ee, Sun- In thei r mi dst, however , new cr eatur es ar ose that had
yagi r , and Lamecha alli ed agai nst K hunan. As a r esult, a never befor e been seen on Sar l onan soi l the yuan- ti .
devastati ng per i od of ar cane confli ct known as the mage- More cunni ng than the ogr es and half- gi ants, they qui ckly
war s ensued. 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 desti ny of Dal Quor. Opi ni ons di ffer as to how thi s can be
between the kal ashtar and the I nspi r ed. What is at the accompli shed. The domi nant beli ef is that two steps ar e
root of it? r equi r ed. The first is to r eali gn Dal Quor wi th Eber r on,
The war between the kal ashtar and the I nspi r ed has r epai r i ng the damage done at the end of the Age of Gi ants.
li ttle to do wi th Eber r on. It is a str uggl e to deter mi ne The second is to gai n control of mor tal soci ety and, more
the fate of Dal Quor, the r egi on of dr eams. Dal Quor is i mpor tant, mor tal dr eams. Ever y ni ght, the dr eams of
a mutable pl ane. When mor tal s dr eam, they mold thei r senti ent bei ngs shape Dal Quor. The lords of the Dr eam
own pockets of r eal i ty al ong the f r i nges. The hear t of the i ng Dark beli eve that if all mor tals can be forced to dr eam
plane is shaped by a force gr eater than any mor tal soul, one dr eam, Dal Quor wi l l never change.
a force that can be seen only in the r eal i ty that it cr eates. It i s thi s phi l osophy that shapes the nati on of
Thi s is the Quor Tarai, the spi r i t of the age, and the age it Ri edr a. T he I nspi r ed do not conquer for the sake of
has cr eated is a ni ghtmar e. T he quor i ar e the chi l dr en r i ches or even power ; most quor i pr efer the ni ghtmar e
of the Quor Tarai, and they call thei r cr eator il- Lashtavar r eal m of Dal Quor to Eber r on. Ser vi ng as one of the
(the Dar kness that Dr eams, or the Dr eami ng Dar k). T he I nspi r ed is a chor e most would j ust as soon avoi d. They do
or gani zati on known as the Dr eami ng Dar k is composed so to pr eser ve the Quor Tarai and thus themsel ves. I nspi r ed
of the per sonal agents of il- Lashtavar. pr ovi de thei r subjects wi th food, shelter , and secur i ty.
Quori are i mmor tal , yet they don't know thei r enti r e The pr i ce for that is fr eedom. If the Lor ds of Dust or the
hi story. They have no r ecollecti on of events that occur r ed dael kyr achi eve thei r goal s, they wi l l tear the wor ld apar t.
befor e the Age of Monster s on Eber r on. Studyi ng thi s, By compar i son, a wor ld under I nspi r ed r ule would be safe
quori sages concluded that Dal Quor i tself under goes cat and stable, but wi thout fr eedom.
acl ysmi c cycles. When the cycle tur ns, the plane i mplodes T he kal asht ar ar e the spi r i tual descendants of
and expl odes. T he Quor Tarai is tr ansfor med and r ebor n, Tar atai and her al l i es. T hey bel i eve that the Quor Tarai
as ar e all the spi r i ts ti ed to the r eal m. Dal Quor and the must tur n. Fur ther mor e, they feel that the natur e of
quori wi l l al ways exi st in some for m, but the quor i of the the Quor Tarai r eflects on Eber r on, and that if they can
futur e mi ght have nothi ng in common wi th the quor i tr ansfor m dar kness i nto li ght, they can br i ng a new age of
of the pr esent. In fact, evi dence suggested that the next enl i ghtenment to Eber r on. T hey have bel i eved that they
age could be r adi cal l y di ffer ent. One of the wi sest of the don't need to defeat the I nspi r ed to attai n vi ctor y. For
quori was a kal ar aq named Tar atai , and she cl ai med that most kal ashtar , pr ayer , medi tati on, and si mpl e sur vi val
il- Lashtavar woul d be r eplaced by il- Yannaha gr eat li ght that keeps the wor ld movi ng on the Path of Li ght. Recently,
woul d bani sh the ni ghtmar e at the hear t of the r eal m. however , doubt has begun to r i se. Many young kal ashtar
The raw ener gy of the quori mi ght sur vi ve the tur n thi nk that thei r people must be mor e acti ve in the wor l d,
of the age, but per sonali ty and memor yever ythi ng that taki ng the battl e to the I nspi r ed.
defined themwoul d be destr oyed. For a race of i mmor When deal i ng wi th the kal ashtar and the Dr eami ng
tals, thi s was tr uly ter r i fyi ng, and it gal vani zed the quori to Dar k, a few i mpor tant poi nts should be kept in mi nd.
action. They wer e deter mi ned to find a way to stop the tur n Fi r st is the ar r ogance of these r aces. Both bel i eve that
of the cycle, to pr eser ve the dar kness forever. A few quori thei r str uggl e tr anscends Eber r on. Most kal ashtar ar e
di sagr eed, sayi ng that the cycle must be allowed to r un its noble per sons who seek to battle cor r upti on and evi l ,
course; chi ef among these was Tar atai . Those loyal to il- but they sti ll feel that humans have no place in thei r war .
Lashtavar hunted these her eti cs unti l the spi r i ts wer e finally T he Dr eami ng Dar k, on the other hand, sees humans as
forced to flee Dal Quor, in ti me becomi ng the kalashtar . tools and pl aythi ngs. Second is that even the potent quori
Even after houndi ng the her eti cs from thei r plane, don't have all the answer s. T hey don't know exactl y why
the quori conti nued to study the pr oblem, finally comi ng thei r pr edecessor s i nvaded Xen' dr i k. T hey don't know
to the conclusi on that the answer must lie in Eber r on what caused the end of the last age, and thi s is one r eason
itself. One of the few thi ngs the quori know about the pr e the I nspi r ed ar e acti ng car eful l y and cauti ously. Many
vi ous age of Dal Quor is that as it came to a close, the quori feel that the dr amati c acti on of the quor i in Xen' dr i k
enter ed Eber r on and came i nto confli ct wi th the gi ants mi ght have hastened thei r downf al l . So the quor i ar e
of Xen' dr i k. T he lor ds of the Dr eami ng Dar k bel i eve seeki ng knowl edge in the r ui ns of Xen' dr i k, and plenty
that contr ol of Eber r on mi ght al l ow them to contr ol the 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 of the hanbalani (monol i ths), whi ch ar e an i ntegr al par t of
Wor d suggest that sages of the day bel i eved the yuan- ti the quor i ' s plan for Ri edr a and Eber r on. I n ti me, how
to be magi cal mutants, descendants of the K hunani ever , the I nspi r ed no longer needed the dwar ves. In 536
tr ansfor med i nto ser pentl i ke aber r ati ons that qui ckl y Uni ty (1 Lhar vi on, 234 YK ) , Ri edr a l aunched a sur pr i se
r echr i stened thei r new ki ngdom " Syr kar n. " attack on the Aki ak. Dwar f leader s wer e assassi nated, and
When the I nspi r ed ar r i ved on Sar lona, the whi s cr i ti cal str ategi c poi nts wer e sei zed. Wi thi n two year s, the
per ed al l i ances they forged among the war r i ng human Aki ak had been al most exter mi nated; only a few r efugees
nati ons wer e qui ckl y tur ned agai nst the yuan- ti . Syr kar n escaped i nto the depths of the Tashana Tundr a. Over the
was i nvaded, and the yuan- ti wer e hunted to the poi nt of next centur i es, the dwar ves r ebui lt thei r cul tur e ar ound
exti ncti on. However , even in the after math of vi ctor y, a centr al pr eceptvengeance for the ter r i bl e cr i mes the
the human populati ons of Lamecha, Sunyagi r , and Mae I nspi r ed commi tted.
K hr ee wer e suddenly or der ed out of thei r ancestr al l ands. The Xen' dr i k Tr ade: Star ti ng around 876 Unity (574
In 90 Uni ty (212 YK ) , thousands of people wer e moved YK ) , the I nspired became interested in acqui r i ng dragon-
and r esettled in K hal esh, Dor Maleer , and Cor vagur a. shar ds, crysteel- grade cr ystal, and other resources that wer e
To thi s day, no offi ci al r ati onal e for the exodus has plentiful in shattered Xen'dri k. A century later, the Inspired
been gi ven. However , those who have attempted to pi ece established the fortress- city of Dar Qat on the wester n coast
together and connect the or al hi stor i es of the yuan- ti of that land, spar ki ng r egular contact between the people of
wi th the vague lore of the Age of Demons have suggested Khorvaire and the Riedrans. The Inspired had long spurned
that in the cour se of el i mi nati ng the thr eat of the i ntel the overtures of Galifar, but now the two nations' ships met
li gent and power ful l y psi oni c yuan- ti , the I nspi r ed di s on the open seas. Initially, the Ri edr ans wer e prey for the
cover ed a dar k power behi nd thei r cr eati on. A r akshasa pirates of K hor vai r e. But as Gali far established its presence
rajah is tr apped beneath the yuan- ti r ui ns of that l and. on Xen'dr i k, Stor mr each became a neutral gr ound for the
Abel Var manc, patron and leader of the K or r anber g two nations, and open trade began.
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 SARLONA TODAY
from Ri edran mer chants engagi ng in trade wi th K hor vai r e. T he people of K hor vai r e know ver y li ttle about Sar l ona.
In academi c paper s and pri vate debate, he has suggested For the last thousand year s, the I nspi r ed have kept the
that some li nger i ng power from the Age of Demons was not conti nent behi nd a vei l of secr ecy, tur ni ng shi ps away and
only involved in the creation of the yuan- ti , but also in the even shi el di ng it fr om scr yi ng eyes. Today, that si tuati on
destructi on of K hunan that preceded that genesi s. In his has begun to change.
view, oral tradi ti ons descr i bi ng the legendar y devastation of Fol l owi ng the outbr eak of the Last War , the I nspi r ed
K hunan bear an eerie si mi lar i ty to the events in Thr ane of sent emi ssar i es di r ectl y to the cour ts of K hor vai r e. T hey
299 YK , when the r i si ng of a terrible force bound since the offered many for ms of ai d, from food to medi ci ne; one of
Age of Demons gave bi r th to the Si lver Flame thr ough the the more tr agi c r esults of thi s tr ade has been the spr ead of
sacrifice of a couatl and the paladi n Ti r a Mi r on. Whether the addi cti ve nar coti c dr eaml i l y thr ough the under wor l d
the destruction of K hunan was the result of abound fiend's of K hor vai r e. Meanwhi l e, smuggl er s made contact wi th
sti rri ngs or of potent magic wi elded by the K hunani in their the Dr eam Mer chant black mar ket and found havens on
attempts to confine it once more, " Syr kar n" is the name the the i sl ands of Ohr K al uun and the coast of the Tashana
legends gi ve to that dark presence. Tundr a. Ri edr an texti l es, T ashanan ar t, and many other
T he Madness of Yar uun : By 177 Uni ty (- 125 YK ) , expor ts ar e slowly finding thei r way i nto the gr eat ci ti es
Ri edr a was firmly establ i shed, but memor i es of the old of K hor vai r e, and char mi ng I nspi r ed ambassador s ar e
ki ngdoms r emai ned, gi vi ng r i se to l i nger i ng tensi ons. fast becomi ng fixtures among the upper cl asses of the
T hen a ser i es of devastati ng psi oni c attacks took place Fi ve Nati ons. In 998 YK , the I nspi r ed took the unpr ec
along the bor der s of Adar . The worst of these occur r ed in edented step of unvei l i ng a for ei gn quar ter in thei r gr eat
the city of Yar uun, wher e ever y i nhabi tant was left i nsane. por t of Dar Ji n, and al l owi ng ambassador s and other s
The I nspi r ed r evealed that these attacks wer e the work of an who have l egi ti mate busi ness to come to thi s ci ty.
unexpected enemy: the kal ashtar , mor tals who had gi ven Far more exi sts to attr act the ventur esome to Sar lona.
thei r bodi es to altavars (evi l spi r i ts). Now the Ri edr ans had The Aki ak ar e pl anni ng acts of sabotage. The kal ashtar
a focus for thei r anger, and thus was set in motion the long and the people of Adar fear that they mi ght need to take
str uggl e between Ri edr a and Adar that conti nues to thi s gr eater acti on agai nst the I nspi r ed, and soon. Di ssi dent
day. Af ter a few costly battl es, the I nspi r ed chose to place gr oups seethe beneath the stable facade of Ri edr a, fr om
Adar under si ege i nstead of tr yi ng to i nvade and conquer r ebel l i ous ogr e mages to the Hei r s of Ohr K al uun. And
it. The Madness of Yar uun was the defi ni ng moment of the in the deepest shadows, the Dr eami ng Dar k conti nues to
relationship between Riedra and the kalashtar , and it indel play its gr eat game wi th the wor l d.
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. W ILD ZONES
It is possible that the Madness was staged by the Dr eami ng Planar ener gy bathes Sar lona li ke no other place on Eber
Dark to tur n the people agai nst the kalashtar . After a thou r on. T hi s ener gy r esults in r oami ng r eali ty stor ms in the
sand year s, the tr uth might never be known. T ashana Tundr a. In other ar eas, the mani fest zones do
T he Ni ght of Razor Dr eams: After Ri edr a was firmly not move, but they are far lar ger and str onger . A wi l d zone
establi shed as a nati on, the I nspi r ed enter ed into a tr adi ng r epr esents a tr ue bl endi ng of the pl anes i nvol ved. The
r elati onshi p wi th the Aki ak dwar ves of nor ther n Sar lona. r esul ts ar e never uni f or m, but they ar e al ways dr amati c
Duer gar engi neer s helped the I nspi r ed develop the first and often deadly.
A number of r ul es apply to all wi l d zones. T he plane An exampl e of a wi l d zone l i nked to Mabar can be
l i nked to the wi l d zone is al ways consi der ed to be coter found on page 81.
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 THE DREAMSPACE
to be an extensi on of the i ntr udi ng pl ane and adopts the Pl anar gateways that once l i nked Eber r on and Dal Quor,
tr ai ts of that pl ane, wi th the excepti on of mor phi c and the Regi on of Dr eams, wer e sunder ed dur i ng the cata
ti me- al ter i ng tr ai ts. Outsi der s fr om the l i nked pl ane do cl ysmi c war s that destr oyed Xen' dr i k and shatter ed the
not have the extr apl anar subtype whi l e in a wi l d zone, gi ant ci vi l i zati on. Si nce then, Dal Quor has been for ever
and they can't be affected by spel l s such as dismissal. Any di stant, and no stable mani fest zones to Dal Quor exi st
spell that i nvolves summoni ng a cr eatur e from the l i nked anywher e on Eber r on.
plane is extended. H owever , Dal Quor and Eber r on r emai ned i nex
Wi ld zones often include br eaches between the wor lds, tr i cabl y l i nked by the state of dr eami ngthe pr ocess by
cr acks thr ough whi ch cr eatur es can pass wi thout the use whi ch mor tal mi nds tr avel to the Regi on of Dr eams, and
of magi c. T hese br eaches take many for ms and ar e r ar ely the subtl e gateway thr ough whi ch the quor i fi r st began
obvi ous; a tr anqui l pond could be a por tal to L amanni a. thei r conquest of Sar lona some fi fteen centur i es past.
To r ecogni ze a wi l d zone or a br each, a char acter must Di scover ed shor t year s ago and sti ll known only to
have at least 5 r anks in both Sur vi val and K nowledge (the few, the dr eamspace is an effect that appear s r elated to
planes) and make a successful DC 20 Sur vi val check. Of thi s spi r i tual connecti on between pl anes, but one that as
course, a char acter can pass thr ough abr each wi thout bei ng yet has no expl anati on. It appear s as a ki nd of r i pple of
awar e of its natur e. Al though many i ntelli gent outsi der s ar cane and psi oni c ener gya bor der of sor ts between the
have li ttle i nter est in vi si ti ng the Sar l onan wi l der ness, mor tal wor ld and the wor ld of dr eams. Wher e dr eam and
less i ntel l i gent cr eatur es (fi endi sh or cel esti al ani mal s, r eali ty touch, a vor tex of shi fti ng li ght and sound unfolds.
for exampl e) ar e often found in these r egi ons. Deni zens The wor ld as seen thr ough the dr eamspace appear s as it
of these pl anes that come to Eber r on thr ough a br each tr ul y i s, but its colors are al ter natel y muted and i ntense.
cannot leave the wi l d zone, ei ther physi cally, by telepor ta Cr eatur es who can see i nto the dr eamspace obser ve shi ft
ti on, or thr ough any other method. The zone is an exten i ng aur as that sur r ound l i vi ng cr eatur es and psi oni c or
sion of the i ntr udi ng pl ane, but nati ves of that plane magi c objects al i ke. Li ght and shadow bleed i nto each
cannot enter Eber r on i tself. other, and an echo of uni ntel l i gi bl e voi ces twi sts thr ough
The ener gy of a wi l d zone has a power ful tr ansfor m the hi ss of a never - endi ng wi nd.
i ng effect on pl ants and ani mal s. T hi s effect can r esult T hough power ed in some way by the ener gy of Dal
in the appear ance of cr eatur es usi ng any sort of appr o Quor, the dr eamspace is a Mater i al Plane effect. It is not
pr i ate templ ate, or it can be the sour ce of enti r el y new si mpl y a mani festati on of the Regi on of Dr eams, nor is it
monster sbei ngs bor n fr om the fusi on of the wor l ds. connected to the dr eamscapes that r i ng Dal Quor, whi ch
It's possi bl e that l ycanthr opy began when a gr oup of ar e empl oyed by the quor i mi ndhunt er s (see Magic of
humans settled in a wi l d zone l i nked to L amanni a, and Eberron) and other s who seek to hunt and destr oy the quor i
the forces of pr i mal natur e i nfected them. Effects can be on thei r home pl ane.
psychologi cal as well as physi cal; a cr eatur e that spends an Some posi t that the r ecent appear ance of the dr eam
extended per i od of ti me in a Shavar ath wi ld zone could be space could be ti ed to the I nspi r ed' s monol i ths. Mor e
over come by a savage thi r st for battle, potenti al l y fal l i ng than a few kal ashtar bel i eve that the hanbalani have a dar k
i nto a per manent state of fr enzy. pur posedesi gned by the I nspi r ed to help br i ng Eber
No two wi l d zones ar e al i ke, ei ther in appear ance ron and Dal Quor coter mi nous once mor e. Wher e the
or effect. Al though two zones l i nked to Mabar shar e the two pl anes connect thr ough the act of mor tal dr eami ng
same foundati on, one mi ght cause the dead to r i se, whi l e channel ed by the monol i ths, they have begun to actual l y
the other could be fi lled wi th hungr y tr ees seeki ng the touch, r uptur i ng and r epai r i ng themsel ves as the spi r i
blood of the li vi ng. In gener al , a wi l d zone appear s as a tual and tempor al ener gy of each pl ane is dr awn i nto the
fusion of the plane and the natur al sur r oundi ngs. A zone other . However , r unni ng counter to that theor y is the
l i nked to Fer ni a is not a sheet of fire and lava, but it mi ght fact that the dr eamspace can be accessed fr om anywher e
i nclude pools of lava wel l i ng up fr om the gr ound, bal l s on Eber r on, not si mply on Sar lona, and that pr oxi mi ty to
of fire floati ng thr ough the ai r , or tr ees that ar e eter nal l y a hanbalan appear s to have no effect on the dr eamspace or
bur ni ng yet never consumed (unless r emoved fr om the the abi li ti es that those attuned to it can obtai n. Fur ther
zone). DMs seeki ng i deas can consi der the suggesti ons mor e, cer tai n spel l s and power s have effects that change
made for r eal i ty stor ms on page 144. when cast or mani fested by the dr eamtouchedthose whose
When possi bl e, the Edgewal ker s cr eate buf f er study of the dr eamspace al l ows them to make contact wi th
r egi ons a mi le wi de mar ki ng the edge of wi l d zones its other wor l dl y ener gy. Though the I nspi r ed and the
sl ashi ng and bur ni ng any vegetati on to pr ovi de a cl ear K eeper s of the Wor d are constantly acti ve in the devel op
vi ew. Dependi ng on the danger pr esented by the zone, ment of new lor e, clear ly some of these spel l s and power s
watchtower s or for tr esses mi ght be er ected. In a few pr edate cur r ent knowl edge of the dr eamspace.
cases, enti r e zones have been sur r ounded wi th hi gh Regar dl ess of its or i gi n, di ffer ent facti ons among
wal l s. Edgewal ker s have al so been exper i menti ng wi th both the kal ashtar and I nspi r ed di str ustsome even say
fields dupl i cati ng the effects of the psi oni c power aversion; fear the dr eamspace. In par ti cul ar , a good number of
thi s wor k is sti ll in devel opment, and the power r equi r e I nspi r ed ar e sai d to be di stur bed by the exi stence of a
ments woul d necessi tate the pr esence of a hanbalani to power connected to Dal Quor that they nei ther contr ol
mai ntai n the fi eld. nor under stand.
about 20% of the land ar abl e. The temper atur es in deep

ADAR
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
"No magic exists that cannot befound in the mortal soul. Those who traffic cr eatur es. In these pl aces, the cold, cl ouds, and wi nd
with forces outside themselvescelestial, draconic, or fiendishare fools. ar e constant.
The mortal soul holds within it all potential. As mortals we are the masters A sti ff br eeze is al ways bl owi ng in Adar , so the wi nd is
of creation, notjust actors on its stage." conti nuously moder ate or str onger (DMG 95). When roll
Chanaakar , Speaker of the Word 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
Adar is as a land pl ucked from some other r eal m. Among the hi gher r oll. In wi ndy Adar , it is never foggy, though
the mountai ns that spr i ng from souther n Sar lona, mani r olli ng clouds mi ght make it seem so at hi gher el evati ons.
festati ons of other wor l ds and the natur al r esul ts of such Pr eci pi tati on is al ways r ai n, snow, sl eet, or hai l of t en
i nter fer ence conspi r e to pr oduce a for bi ddi ng envi r on mor e than one ki nd at a ti me. Power f ul stor ms ar e
ment. Yet, ami d unf or gi vi ng peaks and between ter r i ble common, as ar e aval anches, ear t hquakes, f l ash f l oods,
stor ms, life thr i ves and evol ves. and mudsl i des.
T he wor d Adar means " r efuge" i n an anci ent Ri e- Most of Adar is tr ackl ess mountai ns or hi l l s. Al ti tude
dr an di al ect; thi s etymol ogy shows that Adar was named si ckness can be a pr obl em, but many of Adar ' s i nhabi t
from wi thout. Its people have never been uni fi edcl ashes ants ar e accl i mated to the hi gh peaks. The mountai ns are
among its mountai nf ol k conti nue i nter mi ttentl y, and also twi sti ng and tr eacher ous, r educi ng spotti ng di stance
r ancor ous debates ar i se among i ts mysti cs. Sti l l , Adar (DMG 90) mor e often than i ncr easi ng it.
has l ong been a pl ace of peace and i ntr ospecti on on a Pl an ar El emen t s: Adar has many mani f est zones
conti nent known for i ts ter r i bl e war s. O nl y when Adar to L aman n i a and K ythr i . I n a few of these pl aces, such
accepted the str angest r efugees of al l r enegade quor i as Ahdr yat mi n ( Mount ai nsoul ) , cr ossi ng the pl anar
di d it become a r eal m beset on al l si des by i mmor t al boundar y is possi bl e. The Shr oud often i nter fer es wi th
enemi es. Adar an s must now wor k together or become such passage, but mani f est zones ar e al so pl aces wher e
i nstr ument of the I nspi r ed. 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 ,
LAND OF EARTH- SKY i ncl udi ng PC r aces.
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 GETTING THERE
of Ear th- Sky). To thi s day, Adar is a l and of extr emes. Getti ng to Adar is not easy. If one sur vi ves the fur y of the
K or r andar is one of Eber r on' s tallest peaks, measur i ng Sea of Rage or the cal m of the Bar r en Sea, deadly stor ms
32,495 feet at i ts stor m- shr ouded peak. Near by gor ges swi r l ar ound Adar ' s bor der s and over its peaks r egul ar l y,
pl unge to bel ow sea level, fi lled wi th the r agi ng water s of maki ng any sort of ai r or water tr avel tr eacher ous at best.
gl aci al and stor m r unoff. The ocean off Adar ' s souther n The mountai ns seem to shoot r i ght out of the sea floor.
hor n is extr emel y deep, and the whol e coast has none Smal l er peaks hi de under the waves, r eady to tear open a
of the nor mal shel f found ar ound most other l ands. hul l . No l andi ng spot can be found for a shi p on al most
I nstead, the sea floor is toothy wi th mountai ns. any poi nt of Adar ' s coast. Fr eezi ng temper atur es and
Less than hal f of Adar ' s l and is bel ow 12,000 feet, mi sts at hi gh al ti tudes ar e fatal for ai r shi ps, and spots
and much of that is forested wi th stout, tough ever gr eens. in Adar seem to unl eash el emental s. People fr om l ands
T he r egi ons above the tr ee l i ne ar e ar i d and wi ndswept, acr oss the sea who want to vi si t Adar usual l y l and in
useless for f ar mi ng or her di ng. Gl aci er s cr eep acr oss the Ar dhmen in Syr kar n and tr ek over l and, but that path is
hi gh passes. As the mountai ns gi ve way to Adar ' s pl ateau, fr aught wi th per i l . Dvaar nava has a secr et por t, but few
al l uvi al hi l l s and str etches of gr een val l ey appear , maki ng 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 Cl i mat e: Temper ate wi th war m l owl ands and cold
(998 YK ) . hi ghl ands.
Popul at i on: 320,000 (51% human, 45% kal ashtar , H i ghest Poi nt: K or r andar , el evati on 32,495 feet.
4% other ). H er al dr y: The closest to a nati onal symbol in Adar
Ar ea: 745,000 squar e mi l es. is the symbol of the Path of Li ght (ECS 71).
Sover ei gn : Chan aakar , Speaker of the Wor d Founder : Unknown.
(unoffi ci al). N at i on al Motto: " T he stor m cannot move the
Capi tal : K asshta K eep (unoffi ci al). mountai n."
Maj or Ci ti es: Dvaar nava, H aztar atai n Monaster y,
Mal shashar , Tashal ator a, Xephanan, Zi ' ti l ' natek.
Tr avel is di ffi cult at best in the mountai ns; the locals Ri edr an patr ol and followed them thr ough the low pass.
dear ly love thei r smal l hor ses and poni es for thei r sur e- Found tr oll si gn. Found the patr ol after the tr ol l s. Tr olls
footedness. Al so, if a tr ai l r emai ns along a r i dge for long, lost. Ri edr ans suffer ed casual ti essti l l too many for me.
gentl e cr eatur es aren't l i kel y to be the only ones usi ng it. Cur sed shi fter s. Found tr acks of another gr oup after
Adar has no tr ue r oads. snow star ted. Smal l squad, movi ng fast and l i ght. Noted
Some people in Adar have a speci al r elati onshi p wi th the path of the Ri edr ans. Followed the new gr oup. Four
a br eed of magi cal beasts cal l ed asper i s (MM2 25). These for ei gner s accompani ed by a dr omi te gui de. Chal l enged
i ntel l i gent and gentl e hor sel i ke cr eatur es ri de the wi nds them. T he leader speaks Ri edr an. K al ashtar but pal e.
of Adar easi l y, and they j ust as easi l y bear r i der s acr oss Seems honest, str ong. Looks at me str angel y. Hi s com
the tr ackl ess peaks. K al ashtar have a speci al bond wi th pany has a pale and ti ny man (Sebadoh, sor cer er ), a cr ea
asper i s, si nce both r aces ar e tel epathi c, and asper i s vi si t tur e encased in metal ( Ar senal , war r i or ), and another
or li ve as al l i es or ci ti zens i n Adar ' s l ar ger settl ements pale and ver y stout woman (Lor ni , pr i estess). Must watch
and monaster y- for tr esses. Sebadoh. Too smooth. Say they passed fr om the deser t
Reasons abound to face the r i sks of getti ng to and two days ago wi t h Mur ephan. K el ki , the dr omi t e, l ed
ar ound Adar . Legends say Adar was as flat as much of the them i nto the mountai nsnot to Shal quar . Mur ephan
rest of Sar lona in the Age of Demonsthe dr agons and back to Ar dhmen. I asked for hel p. T hey agr eed. Camp
couatls dr ove the mountai ns up and sti r r ed the wi nds to ing in a hi gh medi tati on cave now. K al ashtar (Voshakash)
hi de a gr eat evi l . So, many come to gai n ar ti facts of dr a and I watch. No fi r e. Snowi ng. Li ght wi nd. Ri edr ans have
coni c power they thi nk must be hi dden among the val l eys smal l fire. We take them in the mor ni ng, if the yeti s don't
or i n the mi ghty, mi st- shr ouded K or r andar . O ther s dur i ng ni ght. Per haps I'll see you tomor r ow, my love. If
come seeki ng the esoter i c knowl edge of the mysti cs i n I have been unwi se, see you sooner .
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. THE ADARANS
Most Adar ans ar e human or kal ashtar , r ugged mountai n-
folk who r espect wi sdom and acti on. A handful of half-
A DAY IN THE LIFE gi ant fami li es called the pathadr i k (dr i fti ng gi ants) wander
Excer pt fr om the di ar y of Bhi maani : 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
Voi d of T ar at ai , Day 1 i nci si ve. T hey car e about the sensi ble and the mysti cal ,
Awoke under gl oomy ski es. Li ght wi nd (nor th). Snow and the har shness of li fe among the peaks has not made
today by after noon. Medi tated and pai d homage to Tar a them gr i m or fatali sti c. Typi cal Adar ans are guar ded wi th
tai . Remember ed you, Assi m, my love. Planted pi nah tree str anger s but openl y emoti onal among thei r fr i ends and
seeds for you and Tar atai . Ran down the mountai n fr om fami ly. Li fe is too shor t to waste ti me wi th pr etensi on,
the cave. Assessed the near bor der . Di scover ed tr acks of a 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 DC 25: Adar ans are a mi xed bunch. Some of them are
custodi ans of lore in the mountai ns are known as the mountai nfol k, whi l e other s are monks, magi ci ans,
K eeper s of the Wor d. and exi les. Many of these str ange folk came to
DC 20: The leader of the Keepers of the Word is called the Adar dur i ng Sar l ona' s war - tor n past. Most of
Speaker of the Word, and this person holds great sway them li ve in one of Adar ' s ei ght maj or settl ements
in Adar. But Adar has many other magical traditions. all of whi ch are monasti c for tr esses car ved i nto
DC 25: Adar ans beli eve dr agons created their land, and the mountai ns.
the great mountains there harbor dragons and dragon
r ui ns. The greatest among these are the legendar y K nowl edge (the pl anes)
Storm Guardians who guard the mountain Korrandar. DC 20: Some great magi c pr events all di mensi onal travel
into and wi thi n Adar .
K nowl edge (geogr aphy) DC 25: Thi s "magic" is actually a psionic shroud that
DC 10: K alashtar come fr om the i nsular nati on of Adar , envelops the country and or i gi nates from the temple-
whi ch is in souther n Sar lona. fortresses of Adar .
DC 15: Adar is a mountainous region troubled by terrible DC 30: Adar has many mani fest zones connected to
storms. It has been under siege by Riedra for centuries. Lamanni a, explai ni ng its super natur ally wi ld
DC 20: Climate in Adar vari es by altitudevalleys can be ter r i tor i es. It also has some mani fest zones to
tropical and extremely fertile while peaks are blasted by Kythri . The i nteracti on of these forces mi ght
glacial wi nds. Adar 's storms aren't altogether natural. explai n some of the stor ms that rage in the land.
Its mightiest mountains, the highest of which is called
K or r andar , are blanketed in constant storm clouds.
Adar ans ar e gener al ly di str ustful . Mor e than a thou Aar akti (Ar awai ), the goddess of abundance and stor ms.
sand year s of si ege has taught them to be that way. Most Many people also r espect the spi r i ts of natur e and those
Adar ans tend to reject the novel and the str ange, pr efer of thei r ancestor s. T he Path of Li ght, the domi nant r eli
r i ng the known and the tr ustwor thy. If someone man gi on in Adar , has all but ecl i psed these other spi r i tual
ages to ear n an Adar an s gr ati tude or tr ust, the r esultant pr acti ces. Its message has pr oven pr efer able to the r ule
loyalty is deep. of r emote gods and a cold and meani ngl ess end to life in
Nor mal Adar ans li ve si mpl y compar ed to the people Dol ur r h. It is a path of choosi ng one's own desti ny and
of tamer l ands. T hat is not to say they li ve wi thout j oy or possi bly even tr anscendi ng death.
comfor t, but that they have access to fewer di ver si ons and Pr acti ti oner s on the Path of Li ght hope to change
l uxur i es. Gi ven thi s, an Adar an takes gr eat j oy in wor k the Quor Tarai fr om its cur r ent ni ghtmar e mani festati on
and lei sur e, and si mi l ar pr i de in str ong r el ati onshi ps. To of il- Lashtavar, the Dr eami ng Dar k, to a tr anqui l dr eam
an Adar an, r eal l uxur y is found in a stur dy house, loose center i ng on il- Yannah, the Gr eat Li ght. Tr adi ti onal l y,
and comfor table cl othi ng, and another ' s war m ar ms to contemplati on of peace and ki ndness coupled wi th si mi l ar
curl up in befor e sleep. An Adar an toi ls in the fi elds, acti ons in the world are thought to be enough to eventuall y
dr i ves ani mal s in smal l pastur es, or hunts in the moun change the Quor Tarai. The l i ghtbr i nger s (yannahsur) among
tai ns, then gather s wi th fr i ends at ni ght to tell stor i es, the Path' s devotees do j ust that.
make beer and br ead, and enjoy a smoke. Di r ect acti on agai nst evi l is secondar y, and opposi
Adar ans val ue the spi r i tual because they know mate ti on is someti mes seen as r ei nfor ci ng mal evol ence by
r i al exi stence is fleeti ng. T hey r espect the spi r i ts al ong i nvesti ng ener gy in it. It is necessar y, however , to have
wi th thei r ancestor s, el der s, and those who show good those fai thful who ar e pr epar ed to take acti on. T hese
j udgment. Spi r i tual i ty has its place in ever ythi ng, from bel i ever s ar e cal l ed shadow watcher s (sheshantol). Younger
patter ns of weavi ng to actual medi tati on. kal ashtar , and those of K hor vai r e (under the i nfluence
Ar cani sts, mar ti al ar ti sts, and psychi cs who pr otect of undi sci pl i ned mi nds or human ur ges, say some elder s)
Adar seek per f ecti on in body and mi nd. T hey have to. have taken a str onger stand agai nst the Dr eami ng Dar k.
At any moment, they mi ght be r equi r ed to offer body T hese spi r i tual war r i or s poi nt to the acti ons of Tar atai ,
and soul to hol d Adar agai nst the I nspi r ed. Even the the Path of Li ght' s gr eatest sai nt, and have begun to take
commoner s know that medi tati on on the Path of Li ght is the war to the I nspi r ed.
i mpor tant wor k, not lazi ness or i nacti on. In fact, i nacti on Pr i ests of Path of Li ght can be ei ther l i ghtbr i nger s
can be consi der ed evi l . or shadow watcher s, but all such cl er gy have duti es to
Real evi l l i ves in Adar , though. Al t hough the vast thei r communi ti es that pr ecl ude constant medi tati on.
maj or i ty of folk ar e concer ned wi t h the wel f ar e of at Such pr i ests ar e cal l ed l i ghtspeaker s (yannahilath). T hey
l east thei r l ocal f r i ends and f ami l i es, a few of Adar ' s ar e expected to be shi ni ng exampl es of the Path of Li ght.
r esi dents ar e descendants of those who came to the l and Adar an l i ghtspeaker s can be of any r ace, but most ar e
of r efuge to escape per secuti on or pr osecuti on r i ghtl y human or kal ashtar .
deser ved. Even so, wi cked Adar ans tr y to mai nt ai n a
veneer of pr opr i etyacti ng honest and assi duous so they ADARAN STYLE
can better sur vi ve. 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
ADARAN RELIGION the Path of Li ght have r ei nfor ced thi s custom for over a
Tr adi ti onal Adar an pr ayer s call on Br aahyn (Bal i nor ), mi l l enni um. Adar an cr afts ar e usual l y functi onal , and
the god of the wi l ds and the movi ng ear th, and hi s spouse 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 for ms as mor ni ng exer ci se and medi tati on, and many of
spirit that led other spirits into Adar to create the kalashtar , them actual l y know how to fi ght (and have the I mpr oved
and teach the Path of Li ght. She is a holy mother , a gui de, Unar med Str i ke feat).
and a war r i or . Ever yone knows of her sacr i fi ce, and many 4. Act i ons mean mor e t han wor ds. Whether it's
people in Adar set asi de five days of wi nter to mour n her medi tati on on the Path of Li ght, stal ki ng and ki l l i ng a
passi ng. T hi s "holiday" is called the Voi d of Tar atai . mountai n lion that's been eati ng li vestock, or j ust planti ng
2. T he dr agons cr eated Adar . Adar is an unnatur al your barley on ti me, doi ng somethi ng is better than talk
amal gam of mountai ns and stor ms. T he dr agons and i ng or vaci llati on. In fact, one of the pr ecepts of the Path
couatl s cr eated the place to make it i mpossi bl e to get of Li ght is that the wor st acti on to take is no action at all.
to an evi l that sleeps beneath the l and. Dr aconi c magi c 5. Deat h i s not the end. Adher ents of the Path of
sti ll cal l s to the uni que and the wi l d to come to Adar and Li ght beli eve that nothi ng in the wor ld or on any plane is
pr otect it. T he Stor m Guar di ans who r ule myster i ous eter nal. Dolurrh is a place wher e the ego di es, but the spirit
K or r andar ar e proof. is i mmor tal, and it r etur ns to the Mater i al Plane agai n and
3. Some martial ar t s. Many people in Adar know a agai n. The goal of l i vi ng is eventuall y to master the Path of
few dance steps from the path of shadows or a for mal i zed Li ght, ther eby tr anscendi ng fear and false desi r es. T hose
r outi ne fr om a near by monaster y. Most pr acti ce these 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 Creating an Adaran earth painting
from anci ent Adar an steps.
house that lasts more than she does a hi gh cei li ng. Adar ans
Ar chit ect ur e take car e and ti me to per sonal i ze thei r dwel l i ngsan
Bui l di ngs in Adar ar e made out of stone, wi th wood used Adar an mi ght spend year s car vi ng desi gns i nto the wal l s
for r oofs. Bui lt to wi thstand the wi nd, pr eci pi tati on, and of her home.
tr embl i ng ear th, houses ar e usual l y br oad and low wi th Most houses have a centr al openi ng in the r oof wi th
shar pl y sl anted si des. To an Aundai r i an, Adar an l i vi ng another smal l er r oof bui l t over i t, l i ke a smal l tower .
spaces woul d seem cr amped, but a nati ve of Adar values a 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 Phr ases: Adar ans ar e for thr i ght and honest among
vowel s. Most Adar ans have a si ngl e gi ven name followed those they tr ust, but taci tur n and suspi ci ous among
by a fami l y or cl an name. Some folk r ever se thi s or der , str anger s. Love of the moment is acknowl edged even in
pl aci ng the fami l y name fi r st. Many monks and al most conver sati on, and havi ng met an old fr i end on the r oad
all kal ashtar have onl y one name, and kal ashtar names is an excuse for bei ng late to wor k i n Adar . A chance to
are often mi xtur es of an Adar an syllabl e wi th the nor mal tal k is not to be mi ssed.
kal ashtar mal e or femal e suffi xes. Some Adar an humans T he fol l owi ng tur ns of phr ase ar e Adar an.
take kal ashtar suffi xes or names as moni ker s to r epr esent "Storm or quake, thepath isclear." Adar ans bel i eve that a
thei r fai th i n the Path of Li ghtother s ar e gi ven such per son al ways knows what is r i ght if that per son takes the
names by devout par ents. ti me to focus on the si tuati on at hand. I ndeci si veness and
Femal e N ames: Aapti , Bhi maa, Chaand, Deena, i dl eness ear n an Adar an a r eputati on for bei ng unr el i
Fuul gani , Geetya, H i maadr i , H er uuna, I nuu, Jhar ee, able and even fooli sh.
K yamun, Leel, Muneer a, Neeta, Novaa, Paami n, Rhaaki , "Wind and thunder!" An excl amati on of di smay.
Shameena, Taapasee, Uudi pti , Vusgaar . "Don't drive thegoats so you can sit by thefire." or "Don't break
Mal e N ames: Aadar sh, Bi i r , Chi ntuuk, Di l eep, your back for a burden you've put down." Var i ati ons of thi s phr ase
Ekuumbar , Geet, H azgaal , I shwaar , Jeevan, K uumar , exi st thr oughout Adar , admoni shi ng one to take wi se
Lhaaksh, Manuu, Neel, Oj aas, Paar as, Pr aagya, Roopak, acti ons wi thout concer n for the past or futur e. Al l that
Shr eesh, Tyag, Uudhav, Vyed, Yaagya. matter s is doi ng the task at hand to the best of one's abi l
Sur n ames: Adar an sur names ar e l i ke gi ven names, ity. Al l else is needl ess di str acti onthe past is unchange
honor i ng an ancestor seen as the pr ogeni tor of the fami ly able and the futur e can take car e of i tself, and it wi l l if
or cl an. one acts wel l in the pr esent.
bel i eve, accor di ng to the Path of Li ght, that these open mi l k. Some Adar ans r efr ai n fr om eati ng meat, showi ng
i ngs ar e al so pat hways for the mi nd and f ocuser s of thei r r espect for the li ves of all cr eatur es.
posi ti ve ener gy. Monaster i es ar e often mor e l i mi ted i n far e, due to
Gr ander edi fi ces, such as the shr i nes or temples that the r uggedness of the l and ar ound them. Sti l l , the ascet
for m the center of a communi ty, ar e often domed. Most i cs appr eci ate food as a mani festati on of li fe.
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 Fashi on
Adar ans never bui l d mai n entr ances faci ng south. The Adar ans wear loose and comfor table cl othes i ncl udi ng
east i nvi tes the li ght and li fe. T he nor th i nvi tes weal th. si mple sandal s when it's war m. In the cold, they layer in
South is consi der ed a di r ecti on of decay and death. cloth and fur. As wi th all thei r cr afts, they take the ti me
to decor ate thei r cl othesl eather and cloth ar e often
Cu isine r i chl y color ed, and patter ns of el abor ate l i nes ar e woven
Food holds a speci al place in Adar an li fe. It is a r equi r e or pai nted as hi ghl i ghts. Br i ght color s in i ndi vi dual i zed
ment for li fe, but it is al so a mode of expr essi on, a bl ess patter ns often make it possi ble to tell who's comi ng down
i ng fr om the spi r i t wor l d, and an exper i ence. An Adar an the r i dge befor e that per son' s face can be r ecogni zed.
avoi ds cooki ng and eati ng when he is angr y or gr i evi ng, Ski n is a pl ace for ador nment as wel l . I nt r i cat e,
lest hi s emoti ons tai nt the meal . tempor ar y body ar t made wi th her bs pr ovi des a way to
Food is usual l y baked i n or r oasted on a cl ay oven focus the mi nd whi l e al l owi ng one to shar e the r esul ts.
bui lt in the house, though br oi l i ng over an open fire is a H er bal pai nts or powder s ar e al so appl i ed to i ndi cate a
common al ter nati ve. Adar ans avoi d usi ng utensi l s. T hey spi r i tual or emoti onal condi ti on or event, such as yel l ow
use thei r hands, someti mes pr otected by l eaves, to pi ck for happi ness or ash- gr ay for gr i ef. Many adher ents of
up food, i ntendi ng to i nvolve all five senses in eati ng. the Path of Li ght pai nt an i nver ted whi te tr i angle between
Adar ans li ke spi ce. The fr agr ant her bs used in cook thei r br ows.
i ng pr ovi de taste, and many al so ai d di gesti on and forti fy The Adar ans' love of cr aft mani fests in a var i ety of
the body. For ei gner s can find Adar an food too spicy, and j ewel r y. From gl ass beadwor k to ti ny si lver plates str ung
Adar ans often find for ei gn food bl and. together as a head cover i ng, Adar ans spar e no effort in
A wi de var i ety of comesti bl es can be found on the pr oduci ng beauti ful objects to wear . They enjoy br acelets,
Adar an tabl e, fr om br oad, woody caver n fungi to the ar mbands, and tor cs. Ri ngs ar e al so favor ed; Adar ans
meat of mountai n sheep, from fleshy fr ui ts to the mi l k of wear j ust as many r i ngs in thei r ear s and noses, and on
oxen and goatsal ong wi th yogur t and cheeses from thi s 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 Accompani ed by a smal l ar my of br ave Adar an monks
or i gi nator of the Path of Li ght on Eber r on. She led si xty- and mysti cs, they met the Ri edr ans near the K asshta
seven spi r i ts that became the kal ashtar to Adar , wher e Ri ver and on the headl ands of Syr kar n. Even those who
the monk H azgaal and hi s students accepted them. I n sur vi ved the cl ash r emember only si l ver y l i ght. I n the
H azgaal ' s body as H aztar atai (though many stor i es sti ll end, the Ri edr an ar my was br oken, and Ul akhun, one
call her Tar atai ), she taught and wr ote the pr ecepts of of the gr eatest kal ar aq I nspi r ed gener al s in hi stor y, was
the Path of Li ght as a l i vi ng symbol of bal ance. An aged sl ai n i n body and hi s quor i soul bound by the K eeper s of
H aztar atai was the first of the kal ashtar to cr oss Adar . the Wor d. Agem sti ll r ests i n K asshta K eep, among many
Followed by her enti r e l i neage, she did so as an i ndi cati on other s, contai ni ng that fiend's spi r i t.
that her people should spr ead out over Adar , stoppi ng at War conti nued i nto wi nter , wi th the Tar atai li ne
Mountai nsoul and K or r andar , mar ki ng both as holy to fighting i n the for efr ont agai nst the I nspi r edthey felt
many Adar ans. I n 151 Age of Tar atai (651 YK ) , H azta per sonal l y r esponsi bl e for the ar r i val of the I nspi r ed on
r atai passed fr om thi s wor ld peaceful l y at K asshta K eep. Eberron. By midwinter, the Inspired still pushed into Adar ,
Tar atai conti nued on, bound to H aztar atai ' s l i neage, and r azi ng to the gr ound the or i gi nal Mal shashar Monaster y
did so unti l over 550 year s later . on the bor der of Ri edr a. The I nspi r ed wer e less commi t
Tar atai ' s sci ons wer e the most numer ous among ted to taki ng K asshta K eep only because of thei r losses
those who had vi si ons or dr eams of the Shr oud in the to soul- bi ndi ng magi c, but thei r war machi ne gr ound on
wi nter of 701 AT (101 YK ) . Constr ucti on of shroud reso from the north. In late wi nter , shroud resonators wer e placed in
nators star ted i mmedi atel y, taki ng many months of wor k the r emai ni ng fortresses in Adar , and one was placed in a
deep in Adar . caver n pr ovi ded by new alli es the kalashtar had convi nced
When the I nspi r ed lai d si ege to K asshta K eep in to aid Adar the dr omi tes of Zi'til'natek.
mi d- autumn of 702 AT (100 YK ) , even the stor ms that I n the l ast month of wi nt er , the few r emai ni ng
natur al l y for m when war comes to Adar could not stem member s of Tar atai ' s l i ne came to each of Adar ' s ci ta
the ti de. The eldest of the Tar atai l i neage put out a call to del s. Al l di sappear ed i n si l ver l i ght as the shroud resonators
hi s br ethr en, many of whom came to the front as qui ckl y began to f uncti on. T he l i ne of Tar atai was no mor e, but
as they coul d. Together , the member s of the Tar atai Adar ' s bor der s became near l y i mpossi bl e to cr oss fr om
li ne cr eated a metaconcert unl i ke the wor l d has ever seen. that day f or war d.
Super nat ur al St yl e wi sest folk are the oldest. Each elder r epr esents a section of
Adar has a large populati on of spellcaster s and mani festers, a settlement' s popul ati on, and that gr oup tr usts the elder
whi ch has a gr eat i nfluence on the crafts of the country. to look out for them. These elder s make deci si ons for a
Although magewr i ghts are not as prevalent as in K hor vai r e, settl ement as a gr oup. T he most r espected elder , a mal e
many settlements have ar ti sans who speci ali ze in the magi or female who has the confi dence of all local elder s, heads
cal or psi oni c augmentati on of tr adi ti onal cr afts. Adar an a local counci l. Such a person is a leader among equals, not
mystics take thei r "lei sur e" pur sui ts as seri ously as common a chi eftai n. Li ttle di shonesty occur s in thi s systemthose
folk do, and many di splay pr agmati c yet wondr ous wor ks. 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 .
Kal asHt ar St yl e Among Adar ans, the Speaker of the Wor d in K asshta
K al ashtar place less val ue on mater i al objects than on K eep isa respected figure. The Speaker position has exi sted
thoughts and movement. Si nger s among the kal ashtar far longer than the kal ashtar have been in Adar even they
often weave emoti ons i nto thei r songs by way of psi oni c r ever e the wi sdom of the Speaker of the Wor d. Al though
power s. T hey mi x such abi li ti es wi th all they do, i nclud the Speaker holds no actual author i ty, wor ds fr om thi s
i ng the path of shadows mar ti al dance. To ser ve the ver per son can move the ci ti zens of Adar to acti on and sway
sati le needs and ways of the kal ashtar , many dances have the mi nds of master s in other monaster i es. T hr oughout
combat appl i cati ons. the ages, Speaker s have been r eputed to be di spassi onate
K al ashtar ar ti sans cr eate wor ks that shows an ali en and i nvar i ably long- si ghted. Speaker s often suggest thei r
sensi bi li ty. Many pi eces of kal ashtar j ewel r y and cl othi ng successor s, but the K eeper s' Counci l of the Wi se makes
reflect the features of the quori , most commonly the i nsec- the final choi ce. Adar ans often speak of for mer Speaker s
tile lower castes. Renowned in Adar is the kal ashtar gl ass- as if they wer e hi ghl y r egar ded ancestor s.
work in many of the monaster y- for tr esses that is as much Speaker s of the r ecent past ar e outl i ned on the fol
about how the glass moves li ght as the wi ndow or object l owi ng table. T hi s i nfor mati on can be gleaned wi th a suc
itself. For more on kal ashtar style, see Races of Eberron. cessful DC 10 Gather I nfor mati on check or a successful
DC 15 K nowl edge (hi stor y) check.

STATE OF THE NATION Date Speaker


Adar is a nati on concer ned wi th sur vi val . At one ti me, 1301 AT (499 YK ) Bi i ptanu (human female)
Adar ans could get along wi thout wor ki ng together , but 1365 AT (563 YK ) Noovakhad (kalashtar male)
that all changed when the I nspi r ed began thei r si ege. 1579 AT (777 YK ) Geet (human male)
The sacr i fi ce of Tar atai thr ew the i nvadi ng for ces back 1658 AT (856 YK ) Geetru (human female, Geet's daughter)
and left the Shr oud that pr otects Adar to thi s day. Sti l l , 1761 AT (959 YK ) Chanaakar (human male)
Adar ans know that i nter nal str i fe is the sur est means to
thei r destr ucti on. FOREIGN RELATIONS
Adar ' s hi gh passes (and the hi dden for tr esses guar d Adar ans ar e i nsul ar to the poi nt of xenophobi a, and not
i ng them) shelter it from di r ect assault. Water , a bor der wi thout r eason. Of other l ands Adar ans know li ttle, and
wi th Syr kar n, and the lar gest concentr ati on of defender s they'r e not i ncl i ned to tr ust.
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 Ri edr a
that howl out of the mountai ns. Si mi l ar stor ms occur dai ly Dogs led by wolvesthat' s how Adar ans defi ne Ri edr ans.
over the water s ar ound Adar , and mi ghty beasts pr owl the Ri edr a is the kennel . To an Adar an, a typi cal Ri edr an is
seas, as if natur e conspi r es to keep Adar secur e. The quori li ke an unswer vi ngl y loyal hound, good for wor ki ng but
who i nhabi t the I nspi r ed actually fear the spi r i t- bi ndi ng too qui ck to tr ust the master . Most Adar ans, especi al l y
magi c employed by Adar ' s K eeper s of the Wor d. I mmor those who follow the Path of Li ght, vi ew common Ri edr ans
tali ty is no defense agai nst such sor cer y. wi th pity. Can the hound help that the master is wi cked?
These tr uths sai d, if the I nspi r ed acqui r ed enough Does the master ' s cor r upti on make the hound evi l ? It is
i ntel l i gence to locate the for tr esses in Adar and a way to wi th sorrow at ti mes that the defenders of Adar str i ke down
br each the Shr oud, they could str i ke qui ckl y and take Ri edr an soldi er s, but Adar ' s war r i or s can't afford mercy.
out Adar ' s major defenses. As it stands, Ri edr an patr ol s Al l Adar ans pr ay for the undoi ng of the I nspi r ed, no
and fei nts on the bor der s cause many Adar an deaths and matter what that means for the common folk of Ri edr a.
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. Syr kar n
Adar ans spend li ttle thought on thei r nei ghbor s to the
W HO RULES ADAR east. T he ogr es, yuan- ti , and other cr eatur es of Syr kar n
No one author i ty r ules Adar . Excl udi ng elders among rarely attempt to ventur e into Adar , and those that manage
the mountai nfolk, the major poi nts of power in the land to br each Adar ' s bor der s r ar ely last long. If it weren't for
are the ei ght monaster y for tr esses that guar d passes and the Ri edr an for tr esses on the Syr k coast near K asshta
weak poi nts in Adar ' s r edoubtable ter r ai n. Each of these K eep, Adar ans mi ght forget about Syr kar n altogether .
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 T ashan a T un dr a
is the kal ashtar ; second is the thr eat of the I nspi r ed. Many Adar ans don't know the tundr a exi sts. Those who do
The afor ementi oned r ule by elder s is pr evalent in pay it li ttle mi nd; it's far away and mostl y empty. Unfor
Adar an soci ety. The wi sest and eldest lead. Wi sdom super tunately for these Adar ans, they're wr ong. Potenti al alli es
sedes age, so many "elders" are not old at all, but often the li ve in the tundr a in the form of the Aki ak dwar ves.
Ot her Nat ions Thi s br eak from tr adi ti on mi ght have actuall y assur ed
Adar ' s chi ef expor t to K hor vai r e is the kal ashtar . Over Chanaakar ' s ascensi on to the posi ti on of Speaker . Geetr u
r ecent centur i es, humans fr om Adar have al so made watched hi s tr avel s wi th i nter est. She knew her ti me on
thei r way to K hor vai r e. Monks of Tashal ator a have set Eber r on was endi ng, and she knew her r epl acement must
up school s as far away as Br el and, and many in the Fi ve be chosen from among those ser vi ng at K asshta K eep.
Nati ons fai l to under stand that the mar ti al ar ts of the Chanaakar , even better than she, knew not onl y the ways
Tashal ator a ar e actual l y for ei gn. Adar has no embassy of the K eeper s, but also the ways of Adar . In Chanaakar ' s
i n any nati on, however . Fur ther , Adar ans who i mmi absence, Geetr u declar ed hi m her successor much to the
gr ated to K hor vai r e long ago ar e l ar gel y i ntegr ated i nto chagr i n of sever al of her closest advi sor s.
thei r r especti ve nati ons. T hose who ar r i ved in K hor Chanaakar was descendi ng the slopes of K or r andar
vai r e as r ecentl y as thr ee centur i es ago, however , sti ll after seeki ng to speak to a Stor m Guar di an (whether he
have thei r own communi ti es wi thi n l ar ger settl ements succeeded in thi s mi ssi on is unknown) when wor d came
such as Shar n. Most such communi ti es i ncl ude a l ar ge or der i ng hi m to r etur n to K asshta K eep. He and hi s
number of kal ashtar . Si nce Adar ans ar e qui et, cl ean, compani ons obeyed i mmedi atel y, ar r i vi ng at K asshta
and i ndustr i ous, most ci ti zens of for ei gn nati ons bar el y K eep as qui ckl y as they coul d. T hey ar r i ved to find
noti ce them. 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.
NOTABLE ADARANS Chanaakar appoi nted hi s si ster and K aal a as two
Descr i bed bel ow ar e Adar ' s leader and that leader 's most of hi s H ands, per sons who ser ve the Speaker and act as
tr usted ally. 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
CHANAAKAR, so l ong, Chanaakar di dn' t r emove anyone fr om power
SPEAKER OF THE W ORD or make any r ef or ms, t hi nki ng he di dn' t need to. He
L G mal e human monk 1/ cl er i c 3/ sor cer er 4/ mysti c was wr ong.
t heur ge 7 Raadu Xeel was a r espected teacher and ar cani st in
Chanaakar , the Speaker of the Wor d, is the fi fteenth K asshta. Hi s body was honed and hi s mi nd shar p. He had
per son to hold the posi ti on of spi r i tual leader of Adar . wai ted year s, ai di ng Geetr u in ever y manner possi bl e,
He was bor n the son of a ser vant. Geetr u, the Speaker at hopi ng to become the next Speaker . But tempor al ambi
that ti me, encounter ed hi m in the hal l s of K asshta K eep. ti on is unseeml y to the asceti cs, and Raadu was known to
The fi ve- year - old Chanaakar was r eci ti ng complex codes have delved i nto lore thought better left al one. Geetr u
of magi c to hi s si ster , Luunkashtai , as the two played a couldn't have placed Xeel as Speaker if she had wanted
game i mi tati ng thei r father's ar cani st empl oyer s. Amaz tothe elder s wouldn' t have al l owed it.
i ngly, the boy was r eci ti ng the for mul as cor r ectly. Under false pr etenses, a sect of magi ci ans offered Xeel
Geetr u i mmedi atel y took the boy to her pr i vate ai dactual l y Endseeker s hopi ng to gai n control of K assh
quar ter s and questi oned hi m. Chanaakar ' s abi li ti es wer e ta's r esour ces. Raadu saw an alli ance wi th these mages as
astoundi ng, and Geetr u began to suspect that he was a a way to expand the K eeper s' knowl edge in the futur e.
r ei ncar nati on of a for mer K eeper of the Wor d. The boy's Fi ndi ng an i nr oad wi th dar k phi losophi es that Raadu had
i ntegr i ty and love became clear when he r efused to be alr eady assi mi lated, the Endseeker s slowly cor r upted Xeel ,
separ ated fr om hi s si ster in or der to tr ai n, even though even as he i ngr ati ated hi msel f to other s in K asshta K eep
hi s tr ai ni ng occur r ed wi thi n the keep. Geetr u al l owed and the new Speaker al i ke. He hoped that hi s behavi or
Luunkashtai the chance to pass one of the tests for enter woul d place hi m in a contr ol l i ng posi ti on when all was
i ng the K eeper order . She di d. done. The Endseeker s convi nced hi m he should become
Chanaakar master ed phi l osophi es and pr epar ator y Speaker , and that they could hel p. Al l Xeel had to do was
spel l casti ng techni ques qui ckl y, at the same ti me show open the gate door at the r i ght ti me.
i ng hi msel f to be affable and humbl e. T he boy devour ed Ul ti matel y, the Endseeker s and thei r dar k mi ni ons
hi stor y and l ear ned the lore of Ri edr a and the I nspi r ed. tr i ed to assassi nate Chanaakar after gai ni ng access to
At the same ti me, he tr ai ned in the ci tadel' s mar ti al tech K asshta K eep wi th Xeel ' s ai d. But they fai led, thanks to
ni ques, l ear ni ng for ms qui ckl y and keepi ng hi s body fit Luunkashtai , K aal a, and the monks. Sti l l , K aal a, Cha
so he di dn't fall asl eep in medi tati on as many other s di d. naakar ' s fr i end, guar d, and secr et love, di ed that ni ght
He showed hi msel f bal anced in body and mi nd. as a stor m gather ed over K asshta. When the tr uth of the
When he was ni neteen, however , Chanaakar became plot was uncover ed, the elder s had Xeel executed and hi s
r estless. He br oke wi th tr adi ti on and secr etly left K asshta fami ly bani shed from K asshta K eep, despi te Chanaakar ' s
K eep wi th hi s si ster . Wi th the ai d of a mountai neer r equest for mer cy.
named K aal a, they ventur ed deep i nto Adar . Chanaakar Chanaakar has now been Speaker for near ly for ty
saw what life was li ke in thi s har sh l and, and he came to year s. Hi s r ei gn has been j ust and hi s popul ar i ty has
love its people. For thei r par t, many folk r etur ned the str engthened the posi ti on of K asshta K eep among the
af f ect i onchanaakar , Luunkashtai , and K aal a became monaster i es of Adar . Many young mountai nf ol k seek
known for sol vi ng pr obl ems, hel pi ng the needy, and tutel age at K asshta, and the Speaker ' s wor d car r i es mor e
even sl ayi ng a monster or thr ee. T he stor i es of these days wei ght wi th Adar ans than it ever has in the past. Cha
tell that the tr i o never asked for payment and humbl y naakar uses thi s i nfluence to help keep Adar secur e and
r ecei ved any r ewar d for ced upon them, gi vi ng what they its people on a r i ghteous path, encour agi ng adher ence to
could in the form of wor k or ser vi ce. 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 nowl edge and its pr eser vati on are most i mpor tant,
K asshta K eep. 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
LUUNKASHTAI, SPEAKER'S HAND the or gani zati on has been si gni fi cant. Numer ous K eep
LG f emal e kal asht ar egoi st 6/ monk 6 er s r espect the Path of Li ght, and some pr acti ce it.
Chanaakar ' s si ster was ever y bit as pr ecoci ous as her Many K eeper s mer el y r ead, di scuss, and teach the
br other , though her tal ents r un mor e to the master y of lore al r eady possessed by the order . To a per son, they
the body than of the mi nd. Sti l l , she is kal ashtar , as was ar e capable spel l caster s. T hey pr eser ve even techni ques
thei r mother , and she knows the i mpor tance of bal thought har mf ul to the mi nd or soul, for the sake of
ance. Luunkashtai has al ways loved her br other deeply, lear ni ng. Danger ous spells and objects are pr esent wi thi n
and she places her duty to hi m at the hi ghest pr i or i ty. K asshta K eep and other places the K eeper s cal l home.
However , si nce Raadu Xeel and the Endseeker s attacked As the cor r upti on of Raadu Xeel shows, thi s pol i cy can
Chanaakar , she has been mor e watchf ul and i nvolved pr ove tr oubl esome.
wi th the communi ty of K asshta K eep. Her posi ti on as I n Adar , the K eeper s study the l and, i ts st r ange
the Speaker ' s H and is a r espected one, but she has al so phenomena, and i ts pl anar connect i ons. T hey ai m to
ear ned the r i ght to lead the K ashtai li ne of kal ashtar in someday connect wi th the Stor m Guar di ans and gather
the ci tadel. Some mi ght say that bei ng a member of the i nfor mati on on the dr aconi c hi stor y of Adar . As much of
elder counci l and a ser vant of the Speaker ' s is a confli ct thi s wor k is for its own sake as it is for some hi gher pur
of i nter est, but nobody questi ons Luunkashtai ' s sense of pose. However , Chanaakar ' s ti me as Speaker has changed
duty and honor . thi s si tuati on to some extent, and some gr umbl i ng about
Luunkashtai has gi ven bi r th to many chi l dr en. Cha thi s change mi ght be hear d behi nd closed door s.
naakar appr eci ates bei ng an uncle more than Luunkashtai Get t i ng the PCs I nvol ved: The K eeper s of the Wor d
li kes bei ng a mother , but the communal r ai si ng of chi l can be the sour ce for al most any new magi c or spell you
dren in K asshta K eep allowed her to fulfi ll what she felt want to i ntr oduce i nto your campai gn. T he tr adi ti ons
wer e her obli gati ons to the futur e of the kal ashtar whi l e detai l ed in the Tome of Magic coul d be pr esent, par ti cu
r emai ni ng a war r i or . Al l si x of Luunkashtai ' s l i vi ng l ar l y t r uenamer s. K eeper s of the Wor d f r own on the
chi l dr en ar e adul ts, ser vi ng ei ther in K asshta K eep or actual pr acti ce of pact magi c and shadow magi c in thei r
el sewher e in the l and of r efuge. T hr ee other s have di ed mi dst, and the Shr oud al so makes such magi c di ffi cul t
on the bor der s in ski r mi shes wi th Ri edr ans. 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
PLOTS asceti cs, they ar e mor e than wi l l i ng to send teams to
Sur vi vi ng Adar is an adventur e, but more than the r i gor s r emote si tes in Adar and even other par ts of Sar lona and
of an unf or gi vi ng wi l der ness can be found her e. Gr oups the wor l d. On the other hand, a K eeper ar cani st could
contemplate a mor e acti ve role agai nst Ri edr a and its make a valuable addi ti on to a par ty. Char acter s can al ways
I nspi r ed r ul er s, and dr agons r ead the Pr ophecy and find a mar ket for i tems and spel l s among the K eeper s,
plan for Adar ' s defense. Meanwhi l e, evi l stal ks the land even if the PCs don't wor k for the or der di r ectly.
in mor e than one for m. Detai l ed her e ar e a few plots and The K eeper s mi ght hi r e the PCs (or mer el y send
those wor ki ng on them. 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
KEEPERS OF THE W ORD nati vely, a smal l K eeper hold that seems to have gone
Led by Speaker Chanaakar , the K eeper s of the Wor d ar e r ogue mi ght need deal i ng wi th. Per haps thi s cor r upti on
an amal gam of spel l casti ng tr adi ti ons, most of whi ch needs to be weeded out wi thout al er ti ng other K eeper s
i nvolve ar cane magi c and none of whi ch over tl y entai l of the Wor d, or the par ty mi ght be sent di r ectl y fr om
r eli gi on. T hi s or der came i nto bei ng long ago wi th a K asshta K eep to i nvesti gate. T hen agai n, the PCs could
covenant among ar cani st exi l es that sought to pr eser ve be pawns of the K eeper s' enemi es, and j ust goi ng to tal k
thei r her i tage. As the I nspi r ed pur ged ar cane and much to the hold's r esi dents mi ght be the best cour se.
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 STORM GUARDIANS
hold is K asshta K eep, but the si ege of the I nspi r ed and Legends on wi ngs, the Stor m Guar di ans ar e r eputed to
the loss of so many Tar atai kal ashtar at that battle taught be a clan of blue dr agons that calls the tallest peak in Adar
the K eeper s not to keep all thei r lore and member s in one home. Many bel i eve these majesti c beasts ar e r esponsi ble
place. Repr esentati ves fr om and l i br ar i es of the K eeper s for the stor ms that pl ague and defend Adar . Adar ans
of the Wor d exi st in all of Adar ' s major monaster y- for i magi ne that a dr aconi c hear t beats at the center of ever y
tr esses. Even some smal l towns in Adar have a K eeper or thunder head that bl ows over the land of r efuge. Those
two al ong wi th a K eeper l i br ar y- shr i ne. Adar ans ar e close to cor r ect.
T he Counci l of the Wi se r ul es K eeper hol di ngs. It In some ways li ke Rhashaak, the fiend- tainted black
is made up of i ndi vi dual s who have the confi dence of the dr agon who guar ds the r ui ns of H aka' tor vhak in Q' bar r a
people they r epr esent. Elder s among the K eeper s ar e (Explorer's Handbook 145), the Stor m Guar di ans mi ght be
ti tled "venerable "; the elder Thatar i is r efer r ed to as Ven mythi c figures, but they ar e r eal . T hey, however , have
er able T hatar i , for exampl e. The counci l selects a per son not been cor r upted by thei r ti me in Adar or K or r andar .
as Speaker to gui de di scussi on, focus on i ssues, and br eak Concer ned wi th the pr otecti on of a r eal m shaped long
deadl ocks. In all cases, an elder can be r emoved if he or ago by dr agon and couatl magi c, the Stor m Guar di ans
she loses the fai th of the r epr esented. 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 Endseeker s ar e usual l y qui te mad, but it i s an
Folio 147) that stal k the oceans ar ound Adar . (Such sea enl i ghtened sort of madness. They know that somethi ng
dr agons often attack any floti lla that contai ns mor e than is under neat h all of cr eati on, somet hi ng fr om whi ch
a few shi ps.) Most of these dr agons ar e aloof from mor tal ever yt hi ng came. It's not a godi t' s gr eater than that,
concer ns, but thei r hold in K or r andar contai ns what for it is ever yt hi ng and not hi ng at the same ti me. It is
could be consi der ed the soul of Adar t he Teeth of the Three undi f f er enti ated potenti al . Cr eati on must be r etur ned
(see page 142). to thi s pl ace.
T he r akshasa r ajah i mpr i soned i n K hyber shar ds Al though a few Endseeker s ar e mal i ci ous ki l l er s who
under Adar sl eeps r estl essl y. It is wr at h i ncar nate. T he r andoml y destr oy, those who sur vi ve and flour i sh take
r akshasas name it Ran I i shi v, the Unmaker , and one cal cul ated acti ons. A clever Endseeker mi ght help a di a
coul d suppose that the Teeth of the Three ar e i n pl ace to boli c cult, then use hi s power or i nfluence to set forces of
keep it qui escent. T hi s i sn't tr ue, however , because the good agai nst that cul ti nter neci ne confli ct cul mi nati ng
dr agons woul d have other such devi ces to qui et other in mutual anni hi l ati on of the facti ons bei ng the goal .
gr eat r aj ahs. T he tr uth is that the dr agons f or esaw a Power ful Endseeker s, or gr oups ther eof, have networ ks
ti me when Adar woul d ser ve as mor e than the pr i son of and wi de- r angi ng pl ans. The head of such an or gani za
a gr eat fi end. ti on is the eye of cal m in a maddeni ng vor tex. Seemi ngl y
The Stor m Guar di ans li ve by thei r duty to guar d unr el ated plots all lead to that center . Endseeker s don't
K or r andar , and they ar e content to be l egendar y. Whi l e wor k together as a uni fi ed whol e, though, and mi ght even
some folk near K or r andar have bui lt shr i nes to the Stor m be found opposi ng one another .
Guar di ans and even lay val uabl es wi thi n as pr ayer s for Most Endseeker s are spellcaster s, and a lar ge number
peace, the Guar di ans do not tr uck wi th mor tal s. Those of them ar e war l ocks (Complete Arcane 5) who have power s
who cl i mb K or r andar ar e r ar el y seen agai n. T hough the tied to chaos. Even str anger , many Endseeker master s ar e
cur r ent Speaker of the Wor d is a sur vi vor of such a tr ek, contemplati ves (Complete Divine 31), thei r "r eli gi on" center
he does not speak about it, l i ke other si mi l ar per sons i ng on the di vi ne noti on of unmaki ng. Domai ns acces
fr om Adar ' s hi stor y. sible by Endseeker s i nclude Chaos, Decay, Destr ucti on,
Get t i ng the PCs I nvol ved: One does not tr i fle wi th Luck, Madness, Pesti lence, and Tr i cker y. In a str ange bit
dr agons. Sti l l , a pr obl em that can't be solved by mor tal of irony, for the K eeper s of the Wor d consi der Endseeker s
magi c mi ght r equi r e the char acter s to make a tr eacher ous to be enemi es, many Endseeker s ar e tr uenamer s (Tome of
ascent i nto K or r andar ' s stor m clouds to ask the Stor m Magic 191).
Guar di ans for ai d. Get t i n g t he PCs I nvol ved: Endseeker s, r ar e as
Though si lent on the subject, Chanaakar is actual l y they ar e, make easy vi l l ai ns. T he char acter s can r un
on the lookout for adventur er s who wi l l fulfi ll the next acr oss these mad magi ci ans at any poi nt, finding one
par t of the dr aconi c Pr ophecy in Adar . T hese i ntr epi d at the center of a web of seemi ngl y unr el ated pr ob
expl or er s, he knows, wi l l uncover secr ets of the dr agons l ems. T he K eeper s of the Wor d ar e on the l ookout for
and couatl s among the r ui ns that sti l l r i ddl e Adar . Endseeker pl ots, and they r ewar d those who end such
T hr ough hi nts and gener al wi sdom, Chan aakar can machi nat i ons.
gui de such i ndi vi dual s, and they mi ght di scover a way to Endseeker s don't j ust str i ke wi thi n Adar , however .
defend Adar better than it is now. Some wander i nto Ri edr ausual l y per i shi ng sooner
Ar gunastr i sek is a matur e adult blue dr agon (MM 73) r ather than later , and pr ovi di ng fodder for stor i es of the
who seeks and puni shes those who vi ol ate anci ent dr a demoni c magi ci ans of Adar . An Endseeker could be an
coni c si tes. She does so by dr awi ng explor er s to her, bei ng ally of char acter s wor ki ng agai nst the I nspi r ed and the
par ti cul ar l y mur der ous towar d mer e tr easur e hunter s. Dr eami ng Dar k. Such an Endseeker mi ght even expound
However , those on a r i ghteous path set by Chanaakar and the phi l osophi es of unmaki ng. But how far can the char
the Stor m Guar di ans mi ght be able to per suade her to acter s tr ust thei r " fr i end "?
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 ANT1KALASHTAR SENTIMENT
chal l enges the Stor m Guar di ans actual l y set for the PCs Some of the nati ves and exi l es of Adar bel i eve that the
befor e al l owi ng them onto K or r andar . 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
ENDSEEKERS for m. Al though the anti kal ashtar senti ment in Adar
Wi thi n Adar boi l mani fest zones to the r eal m of pur e is nei ther power f ul nor or gani zed, it does exi st. Its
chaosK ythr i and the whi sper s of Ran I i shi v ar e sai d number s ar e for ti fi ed by Ri edr an expatr i ates who see
to be audi ble in the dar kest shadows of the mountai ns. anyone or anyt hi ng that tr affi cs wi th the quor i as cor
Some of the mysti cs who came to Adar found these places r upt. Such people ar e usual l y har ml ess and mer el y avoi d
and gai ned power fr om them. T he str ange ways of fate the kal ashtar . In the past, though, extr eme exampl es of
dr ew many mad magi ci ans together , and they coalesced thi s par anoi a have sur faced and even led to the death
ar ound the desi r e to see the end of all that was cr eated by of a few kal ashtar .
the pr ogeni tor wyr ms. Get t i ng the PCs I nvol ved: In Mal shashar , a for tr ess
Only di ssoluti onthe utter unmaki ng of ever ythi ng monaster y on the nor theaster n bor der , a number of Ri e
can sati sfy an Endseeker . Each one is a lost soul of sor ts, dr an expatr i ates li ve and wor k. T hese for tunate few ar e
often havi ng seen dear ly held tr uths melt away i nto the among those r escued by the Summi t Road, and they'r e
chaos of fate. To these magi ci ans, the uni ver se and all of its the first to be bl amed when a pr omi nent kal ashtar seer
moti on ar e an abomi nati on, and thi s r epugnance must tur ns up mur der ed. Tensi ons r i se as the ki l l i ngs con
be unr avel ed. 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 is a psychopath who wants nothi ng mor e than to see the
for gi vi ng and tr usti ng, but the el an aren't among those wor d r etur ned to its pr i mor di al state, but hi s pl otti ng
they easi ly bel i eve. What' s r eally goi ng on? Is one of the is car eful , and he wor ks to r emai n unknown or to seem
Ri edr ans a mur der er ? Has someone else in the monaster y fr i endly. Cur r entl y, he and hi s follower s have desi gns on
fallen vi cti m to a mind seed? Or could a cr eatur e fr om the the chaoti c scar of Uutkl eza, but Yuzdeep hopes to find
depths of Adar ' s K hyber , such as a puppeteer or an i ntel the key to awakeni ng Ran I i shi v. The cal cul ati ng war l ock
lect devour er (EPH 209 and 202, r especti vel y), be secr etly (Complete Arcane 5) has al r eady uncover ed hi nts at the tr ue
movi ng among the monaster y' s i nhabi tants? 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
ENCOUNTERS if he's not, some of hi s power f ul f ol l ower s coul d be.
A few of the people the PCs mi ght r un i nto whi l e pur su Yuzdeep has a Leader shi p scor e of 14, and hi s fol l ower s
ing one or mor e of the plots in Adar ar e detai l ed her e. and cohor ts for m a f anati cal i nner ci r cl e of hi s End-
seeker cul t.
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 YUZDEEP XEEL CR 10
hei nous cr i me agai nst the I nspi r ed, and once one of Male human warlock 10
the Chosen of Ri edr a, he is a per manent amal gam of CE Medium humanoid
quor i spi r i t and human f l esh. He came to Adar l ong I ni t +2; Senses see in darkness 30 ft.; Listen 1, Spot 1
agoeven he doesn't know how l ongwi thout memor i es Languages Riedran
or possessi ons. He expected to di e. But the kal ashtar of AC 16, touch 12, flat- footed 14
Mal shashar sl owl y i nf l uenced Mur ephan even as they hp 57 (10 HD); fiendish resilience 1/day; DR 2/cold iron
i mpr i soned hi m, and hi s suppr essed hatr ed for the Resi st cold, sonic 5
I nspi r ed r esur faced. He began to wor k for the Summi t Fort +6, Ref +6, Wi l l +9
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 Speed 30 ft. (6 squares), fly 30 ft. (good)
r anger tur ned psi on has pr oven hi s loyalty and abi li ty Melee +1 heavy mace +9 (1d8+2 plus 5d6 hideous blow) or
time and agai n, but hi s race keeps hi m eter nal l y an out Melee +1 heavy mace +9/+4 (1d8+2)
sider. Onl y in the ci ty- hi ve Zi ' ti l ' natek does he find any Base Atk +7; Gr p +8
true company. Atk Opti ons Point Blank Shot, Precise Shot
Mur ephan is har d- nosed, and he speaks unki nd Speci al Acti ons eldritch blast 5d6 (CL 10th, +9 ranged touch)
tr uths mor e often than he shoul d, but he is fai r - mi nded Combat Gear necklace of fireballs type II, 4 scrolls of cure moderate
over al l . H i s gr uf f ness is per f ect for testi ng other s' wounds, scroll of confusion, 2 scrolls of darkness, scroll of fear,
pati ence, whi ch means it can be an asset in the r i sky busi scroll of greater invisibility, scroll of barkskin, scroll of shield,
ness he's i n. T he el an is less l i kel y to car r y out thr eats of scroll of slay living, wand of magic missile (50 charges)
abandoni ng those he ai ds than he seems. He i s, however , I nvocati ons K nown (CL 10th):
a mer ci l ess ki l l er of Ri edr ans, and he's l i kel y to gi ve Least (at will)beguiling influence (+6 on Bluff, Diplomacy, and
anyone who attacks hi m a good t hr ashi ng. H i s cl osest Intimidate checks for 24 hours), devil'ssight (see normally in
friend is the dr omi te K el ki , who doubles as Mur ephan' s darkness and magical darkness), hideous blow (melee attack
soft si de. channels eldritch blast)
Lesser (at will)fell fight (gain fly speed for 24 hours)
KELKI, SUMMIT GUIDE Spell- Li ke Abi l i ti es (CL 10th):
At willdetect magic
Dr omi te wi l der 4
K el ki i s a r el i abl e Summi t Road gui de, and Abi l i ti es Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Mur ephan has taken a l i ki ng to the young and vi vaci ous SQ deceive item
dromi te. When tr avel i ng wi th Mur ephan and those bei ng Feats Iron Will, Point Blank Shot, Precise Shot, Leadership,
ai ded by the Summi t Road, K el ki spends a lot of ti me Magical Aptitude
expl ai ni ng what Mur ephan r eal l y meant wi th hi s har sh Ski l l s Bluff +14, Concentration +12, Diplomacy +11, Intimi
wor ds. In these " tr anslati ons," K el ki is usual l y cor r ect. date +11, Knowledge (arcana) +5, Knowledge (the planes)
For tunatel y for ever yone i nvol ved, K el ki defer s to the +3, Listen 1, Spellcraft +9 (+11 to decipher scrolls), Spot
elan'sj udgment in i mpor tant matter s. K el ki has nothi ng 1, Use Magic Device +16 (+18 to use scrolls)
r esembl i ng common sense, and the dr omi te is too fond Possessi ons combat gear plus +1 glamered studded leather, +1 heavy
of fire. mace, cloak of resistance +1
Fi endi sh Resi li ence (Su) Once per day, as a free action, gain
YUZDEEP XEEL, fast healing 1 for 2 minutes.
El dr i tch Bl ast (Sp) Standar d action; range 60 feet; +9
ENDSEEKER MASTER ranged touch; 5d6 damage.
Yuzdeep is the youngest son of Raadu and the only sur Decei ve I tem (Ex) When maki ng a Use Magic Device check,
vi vi ng member of the Xeel f ami l y si nce i ts exi l e fr om Yuzdeep can take 10 even if distracted or threatened.
K asshta K eep and al l of Adar ' s monaster y- f or tr esses. Hook "Look around you. Everything is dying, and living is
An Endseeker cul t r ai sed Yuzdeep fr om a young age. misery. One day, the world will die and its wretchedness
T hor oughl y i ndoctr i nated, Yuzdeep has a deep hatr ed wi ll end. Why fight it?"
for the monasti c or der s of Adar and for Ri edr ans. He
confound, and even ki ll Ri edr an author i ti es. Member s are
THE SUMMIT ROAD pr epar ed to die before al l owi ng themselves to be captur ed.
"You heard I canget you into Adar? Well aren't you a bold oneBrelish I'd About half of the member s of the Road are spellcaster s or
betfrom theswagger, theaccent, and that gods- awful blue. How'd you and mani fester s of some sort, si nce these talents aid in fooli ng
your whelp friends survive long enough toget here, boy? And even if I could and defendi ng agai nst the forces of the I nspi r ed.
get you to Adar, why would I? Go home. You've been misled."
Mur ephan, Summi t Road gui de SUMMIT ROAD BENEFITS
At its cor e, the Summi t Road is a gr oup of hi ghl y ski l l ed
Some di ssi dents wi t hi n Ri edr a l i ve l ong enough to i nfi ltr ator s and sneaks. T hey form a networ k of i ndi
escape, but few places in Sar lona ar e wel comi ng, and get vi dual s and smal l gr oups, Adar ans and non- Adar ans,
ti ng i nto Adar is not easy. Occasi onal l y, Adar an war r i or s wi l l i ng to shelter those on the move. Al l hope to thwar t
engage in sor ti es to br i ng the war to the I nspi r ed or to get the I nspi r ed and to free as many awakened Ri edr ans as
to other l ands. Adar ' s defender s also need i ntel l i gence on possi bl e. Many in Sar lona sympathi ze wi th the Summi t
thei r enemi es' movements along thei r bor der s. In sum, a Road, or woul d if they knew about it.
need for spi es and a secr et way acr oss Adar ' s boundar y is Economi cs: Summi t Road gui des can get a di scount
obvi ous. A cl andesti ne or gani zati on called the Summi t fr om those who sympathi ze wi th the Summi t Road. T hi s
Road, or si mpl y "the Road," per f or ms these ser vi ces. 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
JOINING THE SUMMIT ROAD and mani fester s who wor k wi th the Road ar e wi l l i ng to
Entr y i nto the Summi t Road' s r anks is a mi xed bl ess cr eate i tems that defend agai nst mi nd- affecti ng spel l s,
i ng, and few take to thi s ar duous pur sui t li ghtly. But the power s, and abi li ti es or that pr otect a gui de from di vi na
Summi t Road doesn't j ust tr ust those who woul d j oi n it ti on or cl ai r senti ence for 75% of the mar ket val ue. T he
because they pass a cur sor y exami nati on i nvol vi ng detect or gani zati on also buys these i tems at 60% of mar ket val ue.
evil or mindprobe. Member shi p on the Road is only offer ed In gener al , such i tems wor th 2,000 gp or less ar e r eadi l y
to har dy souls who have pr oven themsel ves capable and avai l abl e for pur chase for 75% of mar ket val ue.
dar i ng, steadfast and honor abl e. Such per sons must be Gear : The Summi t Road often pr ovi des expendabl e
loyal to Adar and foes of the land' s enemi es. Such agents mundane gear essenti al to a mi ssi on. T he Road har dl y
ar e often cal l ed Summi t Road gui des, or j ust gui des. ever has magi c i tems avai l abl e for thi s pur posegui des
ar e expected to avai l themsel ves of Road spel l caster s to
EN T RY REQ U I REM EN T S have any such i tem made.
Ser vi ces: T he l ar ge number of spel l caster s and
A l i gn men t : An y non- evi l . mani f ester s i n the r anks of the Summi t Road means
Base Savi n g T hr ow: Wi l l +1. easy access to ser vi ces pr ovi ded by such per sons. H eal i ng
Ski l l s: 4 r an ks each i n any t wo of Bl uff, Di sgui se, and spel l s or power s that r emove mi nd- affecti ng spel l s,
Gat her I nf or mat i on, H i de, K n owl edge ( geogr aphy) , power s, and abi li ti es are accessi ble wi thi n a day, as long as
K n owl edge ( l ocal ) , Move Si l entl y, Sense Mot i ve, and Sur the spell or power r equested is 5th level or lower . Gui des
vi val . Must l ear n Summi t Road si gn l an guage wi t hi n t wo must pr ovi de costly mater i al components. Si mi l ar l y, if
l evel s af ter admi t t ance. they pr ovi de the mater i al s and can show a gr eat need,
L an gu ages: Ri edr an. Summi t Road gui des can get a magi c i tem made for cost.
Spel l cast i n g/ M an i f est i n g: Spel l cast er s and man i - T hose who abuse these ser vi ces for per sonal gai n qui ckl y
f ester s ar e gi ven pr ef er r ed ent r y; such abi l i ty can r epl ace find that thei r fellow gui des won't pr ovi de such ai d.
the need for one r equi r ed ski l l . I n f or mat i on : K nowl edge is one of the Summi t
Speci al : Must be sel ected by an exi st i ng gui de for Road's str ong sui ts, par ti cul ar l y when it comes to Adar ' s
mer i tor i ous ser vi ce that benef i ts Adar or r ecommended to bor der s. It has maps of Ri edr an fortifications near Adar ,
the Road by author i ti es in Adar . (For non- Adar ans, thi s di agr ams of r egular patrol routes, lists of sympathi zer s, and
usual l y t akes the f or m of cl andest i ne wor k outsi de Adar so on. Usual l y, when a gr oup of gui des goes on a mi ssi on
assi gned by a gui de who doesn' t r eveal hi s af f i l i ati on unti l for the Road, the leader (trailblazer) assi gni ng the task sup
af ter the ser vi ces ar e per f or med. ) Al so, must wi l l i ngl y pli es all r elevant i ntel l i gence avai labl e for and per ti nent
su bmi t t o a mind probe. 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.
Al l sor ts of peopl e wor k for the Summi t Road. T hei r common Of cour se, someti mes the j ob is to gather i ntel l i gence, in
bond i s a desi r e to fight for f r eedom and wi l l i n gn ess to f ace, 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 ar mor . For the t ypi cal Adar an monast er y guar d, use
the nor mal def ender s of monaster i es and templ e- f or 2nd- or 3r d- l evel monks fr om Tabl e 4 17, DMG 119.
tr esses. Even in the vi l l ages of the mount ai ns, a town' s About a thi r d of these guar ds ar e kal asht ar mor e i n
def ender i s mor e l i kel y to be ski l l ed i n un ar med Shal quar , Mal shashar , and T ashal at or aand most ar e
combat t han to be r el i ant on heavy weapon s and l awf ul neutr al .
Many of the Road' s member s and sympathi zer s ar e for the wor st, but tr avel li ght" is a maxi m for those on the
knowl edgeabl e and capable i nfor mati on br oker s. When Summi t Road. Stealth means goi ng only wher e you have to,
needed, a PC gui de can make a successful DC 15 Diplomacy and doi ng so unnoti ced. Speak wi th whom you must, but
check (modified ci r cumstanti ally by status wi thi n the orga r eveal only that whi ch must be told. Speed means getti ng
nization) to locate an NPC affiliate who iswi l l i ng to attempt whatever you came for and getti ng out. If you must engage
a desi r ed K nowl edge or Gather I nfor mati on check at a +5 an enemy, ki ll qui ckly, letti ng that be a form of mer cy to
bonus. For ever y poi nt mor e than 10 by whi ch the check those doi ng thei r duty for the I nspi r ed. If you want to send
result beats the DC of the r equi r ed Di pl omacy check, the a message wi th your vi olence, send it di r ectly to the Chosen
NPC has an addi ti onal +1 bonus wi th the desi r ed ski l l . or the I nspi r edthe soldiers and common folk of Ri edr a
Access: As Summi t Road gui des, char act er s have ar e sl aves, and they don't deser ve fur ther pai n.
access to a wi de var i et y of tr avel modes and r outes, as Advan cemen t : T he Summi t Road r ecr ui ted you
well as known safe houses and hi di ng spots. Secr et r outes because you showed the ability to do what needs to be done.
thr ough under gr ound passages and psi oni c por tal s ar e You exemplify some combination of stealth, fighting prow
all avai l abl e. NPCs sympatheti c to the cause mi ght also ess, and resistance to mi nd control. You also showed a wi ll
pr ovi de ai d. Access to all such benefi ts is gi ven on a need i ngness to do thankless work in nerve- rattling conditions.
basi si mpor tant and sensi ti ve i nfor mati on and locati ons New r ecr ui ts face i ntense scr uti ny and danger ous
are r eser ved for tr usted gui des. 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
PLAYING A SUMMIT ROAD GUIDE good per f or mance, al ong wi th a wi l l i ngness to under go
You are the pathfinder on away to safety and hope from a land r egul ar and r i gor ous testi ng to guar d agai nst mind seed and
that has lost all freedom. Someti mes you are a chirurgeon's other sor ts of i nfi l tr ati on, you can be i nducted fur ther
knife, infiltrating diseased territory to lead someone in need i nto the Road's i nter nal str uctur e, and you become pr i vy
from Riedra to Adar . Other ti mes you are the watchman's to mor e sensi ti ve i nfor mati on.
eyes, obser vi ng to di scer n tr uth and useful knowl edge Rank isn't formal on the Summi t Roadrespect must be
about the enemy. And when need be, you are the merciful earned and kept through merit. If leadership is for you, the
arm of death that removes those who cannot be saved. cur r ent leader s, called tr ai lblazer s, must make sure you're
Tr ust is vi tal to you and your team member s, and to not an infiltrator. Once you do get in, you can assi gn teams
those who di r ect you. Mi spl aced fai th is death or wor se. to speci al oper ati ons and over see i nfor mati on- gather i ng.
Without one another, Summi t Road gui des can't sur vi ve Stayi ng in the field is always an option, but doing so means
each pr ovi des essenti al ski l l s. Your team is only as str ong never bei ng tr ul y on the i nsi de.
as its weakest member , and when fai li ng can cost you your Mi ssi ons: Wor ki ng the Summi t Road is har d but
mind, nobody wants to be the chi nk in the group's armor. si mple. You get mi ssi ons from tr ai l bl azer s and you per
You do much of your wor k i ncogni to. Whether you're for m them.
actual l y masked or di sgui sed depends on the wor k and A Summi t Road gui de mi ght be asked to do any
the ti mi ng, but l etti ng someone see your face who doesn't number of tasks. H el pi ng a di ssi dent cr oss i nto Adar is
need to do so is a mi stake. Many per sons you ai d never usual , but gui des mi ght be assi gned to take out a gr oup of
learn your name or what you look l i ke. monster s that have moved i nto one of the or gani zati on' s
When you j oi ned the Summi t Road, you di d it secr et passages thr ough or under Adar ' s mount ai ns.
because you thought it was r i ght or because you had Scouti ng enemy posi ti ons and r emovi ng obstacl es for
nowher e el se to go. Regar dl ess of your i ni ti al moti va another team's mi ssi on, or even pr ovi di ng a di str acti on,
ti ons, the r i sks you take in i nfi l tr ati ng Ri edr an ter r i tor y can be par t of a gui de' s duti es.
or the Syr k fr onti er aren't par t of some r omanti c fantasy. Someti mes a Summi t Road gui de is taken pr i soner .
Worst of al l , people back home in Adar mi ght r espect Other gui des ar e di spatched to help the pr i soner escape
what you do, but they' r e al ways wonder i ng if the per son or, if they must, end the unfor tunate' s li fe.
who comes home is r eal l y you. Respon si bi l i t i es: T he Summi t Road expects you
Sti l l , you ar e a her o. You can see it in the eyes of the to devote your ti me to the or gani zati on's needs, taki ng
Ri edr an defector you smuggl e thr ough Zi ' ti l ' natek and mi ssi ons whenever they are avai l abl e. You can engage in
into centr al Adar . He has seen hor r or s, you know, and now other acti vi ti es as long as they don't endanger the Road,
he'll have a har d li fe, but he'll be fr ee. Sur e, the monks and finding and pl anni ng your own mi ssi ons is looked
wi ll watch hi m, but he'll mar r y a plump val l ey woman and upon favor ably when such under taki ngs pr ove successful
r ai se hi s chi l dr en to be whatever they want to be. And he and meani ngful . However , long absences rai se suspi ci ons,
won't have to ser ve bei ngs he has come to know as evi l and especi al l y when they'r e not pr ear r anged. Such a hi atus
ali en. You created that life for hi m, and, the Light wi l l i ng, can lose a member some standi ng and mi ght r equi r e her
you'll sur vi ve long enough to do it for many other s. to under go i nter r ogati on and a fresh mind probe.
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 THE SUMMIT ROAD IN THE W ORLD
ti me to make them pay and take fr om them what they "Thoseguides, they'rehard and strange. Not normal, you know? Why anyone
never deser ved to own. Maybe you' l l l i ve to see the would do what theydo isbeyond me. Still, ifanycomehereneedingaroofor some
I nspi r ed f al l . Unti l then, your homage to the Path of food, my house isopen to them. My wife'sgrandfather was Riedran. ..."
Li ght is wal ki ng the Summi t Road. Deepak Ruudr aksh, Adar an herder
Combat: You evade enemi es unti l you must engage,
usi ng thr ee "weapons" taught to ever y Summi t Road gui de: As Summi t Road gui des, the PCs ar e r evol uti onar i es
information, stealth, and speed. First off, know your enemy and sol di er sper haps in an unwi nnabl e war . The Road
and your path as well as you can before you set out. "Prepar e r equi r es a stoic r esolve and unswer vi ng commi tment. It
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 onalunder
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 e-
dr 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
Life as a Summit Road guide is never boring 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 ' natektr ai l bl azer s
collect i ntel l i gence and r un mi ssi ons fr om these pl aces
also offers a gr eat deal of fr eedom. Gui des can plan and among many other s. Some Summi t Road agents ar e
execute thei r own mi ssi ons, gai ni ng that much more glor y stati oned per manent l y outsi de Adar i n wi l der Syr k
when the under taki ng wor ks in favor of Adar . Fur ther , the settl ementsespeci al l y Ar dhmen. I nfor mati on is shar ed
char acter s can rest assur ed that if they'r e captur ed, thei r between gr oups by psi oni c, magi cal , and mundane means,
alli es in the Road won't sit i dle. Member s of the Summi t and teams change oper ati ons center s as needs di ctate.
Road are li ke a str ange fami l y wher e i nter dependence is Al l teams ar e expected to take ci r cui tous r outes fr om
as i mpor tant as good steel and the ri ght spell. thei r star ti ng poi nts to pr event those poi nts fr om bei ng
O r gani zat i on: When Adar shut its bor der s after located by Ri edr an patr ol s.
r epelli ng the i ni ti al attacks of the I nspi r ed, the early focus N PC React i ons: Adar ans admi r e the cour age and
was on for ti fyi ng all poi nts of entry. Dur i ng that ti me the ski l l s of Summi t Road gui des, and those who r ecogni ze
Shroud was bui lt. The master s of the monaster y- for tr esses, a gui de ar e often fr i endly. Onl y in the smal l est Adar an
especi al l y K asshta K eep, Mal shashar , and Shal quar , thor p mi ght a gr oup of gui des find no ai d. However , most
qui ckly found they needed away to get into and out of Adar . Summi t Road gui des keep thei r affi li ati on secr et, and few
T hi s need was the genesi s of the Summi t Road. people can tell a gui de on the Summi t Road fr om other
Mal shashar has always had fri endly contact wi th the har dened folk who tr avel the wi l ds of Adar .
dr omi tes of Zi 'ti l'natek. Zi 'ti l'natek's i nhabi tants had no Many of the Road's member s are outsiders in Adar an
love for Riedra's new leader s. Pr el i mi nar y cr ossi ngs wer e society. Some are known cr i mi nals. Other s are member s of
thr ough Zi 'ti l'natek and under gr ound ways constructed for races that rarely work on Adar 's surface but that also di sli ke
the pur pose. In thi s ti me, many would- be Ri edr ans still the I nspi r ed, such as dr omi tes. Because of thi s unusual
opposed the I nspi r ed and sought escape. Adar an war r i or s member shi p, a few inside Adar fear Summi t Road gui des.
also took the fight to the I nspi r ed on a small scale. One sli p, these people say, could open the door to the
Condi ti ons on both si des of the mountai ns soon sta I nspi r ed or wor se. Such per sons mi ght be unfr i endl y.
bi l i zed, mor e Ri edr ans becomi ng l oyal i sts and Adar ans Agent s of Dvaar nava, Shal quar , Mal shashar , and
becomi ng more defensi ve and i nsular . The Summi t Road K assht a K eep cl osel y watch member s of the Summi t
evolved. Fai led mi ssi ons and subver ted gui des pr oved the Road, but they ar e usual l y i ndi f f er ent. T hei r j ob i s to
need for str ong wi l l among Road member s. Super natur al catch any unusual behavi or among the gui des, not to help
defenses wer e essenti al par ts of any team, so the r emai n or hi nder .
i ng leader s began to favor mysti cal r ecr ui ts. Dur i ng thi s Loyal Ri edr ans have no love for Summi t Road
gr owth phase, the Road also put for th tendr i l s, establi sh gui des, bel i evi ng they are ki dnapper s and assassi ns in the
i ng bases in dr omi te ci ty- hi ves under Ri edr a and even in ser vi ce of fiendish magi ci ans. Such Ri edr ans who di scer n
the Syr k por t of Ar dhmen. a gui de' s tr ue connecti ons ar e i nvar i abl y hosti l e.
SUMMIT ROAD LORE EL 8: Mur ephan and hi s si deki ck K el ki ar e in Ar dh-
Characters who have ranks in Knowledge (local) can research men in Syr kar n l ooki ng for the PCs, havi ng hear d of
the Summi t Road to learn more about it. When a char acter them thr ough i nter medi ar i es. T he r ogue elan wants to
makes a ski ll check, the followi ng lore is r evealed, i nclud si ze up the for ei gner s and see why they're in Sar lona. If he
ing the i nfor mati on from lower DCs. K nowledge (geogr a li kes what he sees, he offers the char acter s thei r first test
phy) can also be used, but the DCs all i ncr ease by 5. r un for the Summi t Road. Al ter nati vel y, Mur ephan and
DC 15: The Summi t Road, or "the Road" as we call K elki are about to put some i nexper i enced Adar an gui des
it, is a bunch of spi es, war r i or s, and mysti cs who ai d those to the test by pr etendi ng to be a couple of questi onabl e
in need of passage i nto Adar . Its agents are called Summi t wander er s in Adar ' s wi l der ness.
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 PLACES OF INTEREST
tell they str i ke wi thi n Ri edr a and other I nspi r ed- con Adar is wi del y var i ed in its featur es. T he r i ngi ng moun
trolled ar eas. T hei r l eader s ar e called tr ai l bl azer s. tai ns that sur r ound it ar e a defensi ve wal l i nto whi ch
DC 25: If you want to oper ate i nsi de and outsi de ei ght monaster i es ar e bui lt. Anci ent and l i vi ng places dot
Adar wi th ease, the Road is your best bet. Gui des have the l andscape. Rui ns of str uctur es abandoned in bygone
a lot of fr eedom and get r espect ar ound her e. Many ar e ages ar e evi dence of the l egacy of the dr aconi c i nfluence
outcasts in Adar an soci ety. over thi s magi cal l and.

Meeti ng a gui de outsi de Adar requi res a DC 25 or hi gher COUATL AND DRAGON RUINS
Gather I nfor mati on check. In thi s si tuati on, the gui de An ci en t Dr aconi c Si tes
always acts unfr i endl y, tr yi ng to test the PCs' temper a Among the hi lls and val l eys of Adar , the anci ent past
ment. H i s al l i es ar e i nvar i abl y near by should vi ol ence sleeps over gr own by lowland for ests, par ti al l y bur i ed by
ensue. I nsi de Adar (assumi ng favor able condi ti ons), a l andsl i des, or gr ound away by the ti r eless i ner ti a of a
successful DC 15 Gather I nfor mati on check locates a passi ng glaci er . Massi ve or str angel y si zed for humanl i ke
gr oup of Summi t gui des. 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.
SUMMIT ROAD GUIDES Li ttle do they know that feather ed shul assakar sti ll li ve
IN THE GAME among or bel ow some of the r ui ns, wor ki ng to keep Adar
Summi t Road gui des ar e faci li tator s, spi es, soldi er s, and, safe. Di sappear ances near such occupi ed sites are often
well, gui des. If somebody needs to get i nto Adar from the due to the shul assakar finding a new and wi l l i ng ally.
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 DVAARNAVA
tact" poi nt between for ei gner s and the land of r efuge, but H i dden Por t; Smal l Ci ty; Popul at i on 6, 730
they al so ser ve as foi ls for Ri edr an patr i ots and a way for The souther nmost of Adar ' s temple- keeps, Dvaar nava
Adar an char acter s to move i nto the wi der wor ld. is the only place in Adar wher e shi ps can still actually land.
From r escue mi ssi ons, to str i kes agai nst Ri edr an Danger ous spires of under water rock form a maze that leads
f or ti f i cati ons, to expedi ti ons to uncover potenti al l y to a natur al caver n in the shar p cli ffs on the ti p of Adar ' s
useful ar ti facts from Sar lona' s bygone ages, the Summi t hor n. Only those who know how can even appr oach the
Road can be a moti vati ng force behi nd an enti r e cam caver n, and a fur ther test awai ts thema si si utl (20 H D;
pai gn. Outsi der s and for ei gner s can ear n the r espect of Stormwrack 159) guar ds the cave mouth as part of an ages- old
Adar ans by ser vi ng the Road, so for ei gn char acter s could pact. Only sailors who gi ve the correct answer s to the crea
do wor se than to have the Road as an al l y or a patr on. ture's challenges can pass wi thi n. The protectors of Dvaar
Player s who li ke acti on and i ntr i gue mi xed wi th a good nava can watch the sea passage and the grotto from galler i es
dose of par anoi a should find the Summi t Road to be a in the cliffs above, and some leaders in the monaster y can
fine home for thei r PCs. gr ant access to those that do not meet the sisiutl's r equi r e
Adapt at i on: T he Summi t Road seems di sti nctl y ments. If necessar y, watcher s in the gal l er i es can assault
Adar ani t ser ves Adar ' s needs. However , it's also a cover t unwanted vi si tor s wi th bal l i stae, ar r ows, and magi c.
or gani zati on that's desi gned to r un a for mi dabl e bor der Dvaar nava' s popul ace li ves by fishing and col l ecti ng
and to make str i kes i nto hosti le ter r i tor y. In Sar l ona, pl ants in the sea caves near by, and it enjoys the sunl i ght
somethi ng li ke thi s gr oup al so fits for the Aki ak dwar ves that comes from the nar r ow fissures in the caver n cei li ng.
and thei r oper ati ons agai nst Ri edr a. L hazaar pi r ates Stor ms ar e sti ll common her e, though, and habi table
could have such a gr oup to make sur gi cal r ai ds i nto the spaces are placed wel l above the water .
Mr or Hol ds. Wi th some modi fi cati ons, the Road could The for tr ess is located far from any other settlement,
j ust as easi ly be a monstr ous facti on of spi es wor ki ng and the mountai ns ar ound it ar e for bi ddi ng. Sti l l , the
acr oss the bor der s of Dar guun or Dr oaam. Summi t Road and xeph mer chants al so wor k in the city,
Encount er s: The Summi t Road has the potenti al maki ng passage to and from Ar dhmen in shi ps under
to be a gr oup of al l i es or foes, or even a patr on. I ni ti al pr i vateer flags.
encounter s wi th gui des are al ways edgy as they get to know Dvaar nava is the gate by whi ch many Adar ans leave
for ei gn char acter s or r aw r ecr ui ts. Ever ythi ng is a test Adar for good. Vessel s from the por t car r y goods and
at that stage. If pushed, Summi t Road gui des don't take people thr ough tr eacher ous water s and Ri edr an l i nes,
chancesthey str i ke wi th deadl y effi ci ency agai nst those thei r cr ews knowi ng full wel l that any attempt to r etur n
they see as r i sks to the Summi t Road. to Dvaar nava could mean thei r deaths.
Nearing the secret port of Dvaarnava

GHOZA Car ved into a mountai nsi de, the monaster y rests on
H i dden For t r ess; L ar ge Town; Popul at i on 3, 250 an escar pment above a fertile valley. From the watchtower s
South of a wi de poi nt in the water way Adar ans call chi seled into the li vi ng r ock of the hi gh coastal peaks, the
Jathar a Soundthe wi de ar ea known as K asshta' s Bel l y guar di ans can look onto the coast of Ri edr a less than 50
si ts the hi dden for tr ess of Ghoza. Al though Ghoza is miles away. (Ri edr ans avoid this stretch of water, known for
bui lt hi gh on the cli ffs near the sound, it has r ooms that its sudden squalls and di sdai ned for its nearness to Adar.)
occupy caver ns to the water l i ne. T hese natur al cham Adar an settlements are also wi thi n a day's j our ney of the
ber s lead to flooded gr ottos that eventual l y open i nto fortress. Vi llager s in these places regularly supply the Haz
K asshta' s Belly. Ghoza's war r i or s ar e exper t swi mmer s tar atai n Monaster y's i nhabi tants wi th goods and ser vi ces,
and mor e free spi r i ted than many of Adar ' s monks. The counti ng themselves lucky to live so near the sacred site.
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 KASSHTA KEEP
a few vessel s that per mi t l i mi ted under water oper ati ons. Renowned For t r ess; L ar ge Ci ty; Popul at i on 17, 690
However , most mi ssi ons r ely on people i nstead of cr aft. Thousands of feet above the blue- gr een K asshta River,
For centur i es, Ghozans have caused tr ouble for Ri e- wi sps of vapor dance ar ound spi res of reddi sh rock, mai n
dr an shi ppi ngpr obl ems easi ly bl amed on weather , the tai ni ng themsel ves eter nal l y and i ncr edi bl y in the wi nd
cr eatur es that i nhabi t the sound, or the mongr el ogr es that bl ows her e. Occasi onal l y el ectr i ci ty ar cs between
(eneko) of Syr kar n. Ri edr a' s acti vi ti es on the sound ar e them. Dar k flags flutter atop four tower s of natur al stone
l i mi ted now, and much of its suppli es pass over l and. 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,
HAZTARATAIN MONASTERY car ved her e and ther e wi th open pathways, pl atfor ms,
H i dden For t r ess; Smal l Ci ty; Popul at i on 9, 950 and wi ndows, is the anci ent K asshta K eep.
H aztar atai n Monaster y is famous among Adar ans K asshta K eep is the only monaster y for tr ess in Adar
for its role in the bi r th of the kal ashtar r acei t was her e whose locati on is accur atel y known to the Ri edr ans and
that Tar atai and her follower s first found r espi te fr om even f or ei gner s. Founded by the l egendar y ar cani st
thei r fli ght. From her e, Tar atai made her pi l gr i mage K asshta, first Speaker of the Wor d, the keep was bui lt
acr oss Adar . Many adher ents of the Path of Li ght see thousands of year s ago, mostly car ved i nto and under the
H aztar atai n Monaster y as a holy si te, and some even make mountai ns by human magi c and hands. K asshta is the
the tr eacher ous j our ney to the pl ace. For some, thi s is a seat of the K eeper s of the Wor d and thei r potent magi cal
r el i gi ous pi l gr i mage; for other s, it's a step on the path to legacy. It is al so the tr adi ti onal home of thei r leader , the
becomi ng a H aztar atai n (see page 122). Speaker of the Wor d.
The ci tadel is vi si ble from the water s of the K asshta of these elder s actual l y over see the keep's functi ons as
River below it from a di stance of sever al mi les when the ai r a settl ement. Chanaakar li ves in the hi ghest r ooms of
is clear. Storms enshr oud the Keep at unpredictable inter K asshta K eep not desi gned solely for mi l i tar y pur poses.
vals, however , maki ng si ghti ng the place difficult at best. A Di r ectl y beneath hi s l i vi ng quar ter s ar e the Counci l
broad beach, dock, and stai r s to the keep wer e once located Chamber s and the Counci l H al l .
on the river. Only the slightest si gns of the stairs to K asshta Demogr aphi cs: 65% humans, 32% kalashtar, 3% others
Keep r emai n, the rest havi ng been erased by war and magi c (dr omi tes, xephs, for ei gner s, and extr apl anar r aces).
long ago. The r emoval of the docks and the exi stence of the Economi cs: 40,000 gp l i mi t (many excepti ons for
strange hangi ng mi sts are the legacy of the Taratai li neage magi c i tems); much tr ade occur s in bar ter . Asset li mi t
members' passi ng at the Ri edr an siege of K asshta K eep. appr oxi matel y 27,000,000 gp.
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 Not abl e Feat ur es
fortress's mai n gates. The ci tadel also has magi c wi nches In near l y all ar eas of K asshta K eep, water , heat, venti l a
to lift boats out of the river or lower them down agai n. As ti on, and li ght ar e suppli ed by el emental magi c.
a result, the keep's "port" is some 5,000 feet off the water . Coun ci l Chamber s: In the hi ghest secti ons of
Most of the people in the keep li ve in subter r anean K asshta K eep, i mpor tant el der s and mysti cs l i ve and
chamber s. T he K eeper s of the Wor d cr eated magi c l i ghts wor k. Not ever y elder takes a chamber in these hal l owed
that provide nour i shment as sunli ght does, keepi ng people hal l smany choose to r emai n among thei r f ami l i es
and pl ants heal thy in the cool dar k of the mountai n. (or l i neage gr oups, if kal ashtar ) . So, about hal f of the
Unli ke Shal quar , K asshta has a var i ety of vegetabl es and Counci l Chamber s ar e occupi ed by per sons i mpor tant to
fr ui ts avai l abl e. the functi oni ng of K asshta K eep. Al l these r ooms have
L eader shi p: Chanaakar , the cur r ent Speaker of the extensi ve passi ve magi cal defenses.
Wor d, li ves and wor ks in K asshta K eep. He r ar ely leaves. The most open and publi c r oom at thi s level is the
The K eeper s' Counci l of the Wi se advi ses hi m, and some 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 not possi ble. It is feasible, however , that some devi ce could
an ener gy field gener ated by a set of massi ve cr ystals, one in be fashi oned to functi on as a beacon to allow travel into a
each of the eight monaster y- for tr esses hi dden throughout Shroud bubble from outside Adar . Adar ans haven't created
the mountai ns. As long as all eight shroud resonators (see page such devi ces, and for tunately for them, if the ar ea wher e a
141) are acti ve, the Shroud pr ovi des two effectsa dimensional bubble exi sts is not "very fami li ar " to someone usi ng teleport,
lock that pr events all forms of extr adi mensi onal movement the effect functi ons as if the user had a false desti nati on.
i nto, wi thi n, or out of Adar , and a nondetection effect that The ar r i val point in such a case is never wi thi n Adar .
hampers all scr yi ng attempts wi thi n Adar . The lock does not Each monaster y- for tr ess has a lesser resonator, whi ch
prevent summoni ng spells, nor does it hamper spells that al l ows its i nhabi tants to r ehear se psychopor tati on power s
send creatures back to their home planes, such as dismissal. or spel l s that r equi r e extr adi mensi onal tr avel or el e
The resonators r equi r e constant psi oni c power . Should ments, or to conduct emer gency tr anspor t. Lesser resonators
a cr ystal fai l to r ecei ve any psi oni c power for 1 hour , it ar e kept in speci al ar eas of a monaster y, heavi l y guar ded.
shuts down and the Shr oud is weakened. T he dimensional Such ar eas ar e too smal l for any gr oup l ar ger than a
lock and nondetection effects become less r eli able. If one shroud couple dozen humans to cr owd i nto.
resonator is i nacti ve, any effect the Shr oud nor mal l y blocks A char acter power i ng a shroud resonator can sense
has a 20% chance of penetr ati ng it i nstead. If two shroud shr oud bubbles wi thi n a mi le of the devi ce and shut them
resonators ar e i nacti ve, the chance r i ses to 50%. When thr ee down at wi l l .
or more r esonator s are i nacti ve, the Shr oud shuts down. The Shr oud r eaches less than a mi le beneath Adar at
Each of the ei ght mai n monaster y- f or tr esses in sea level. Far ther under gr ound is one bi g Shr oud bubble.
Adar has a chamber in whi ch a shroud resonator is set. Al l T hi s weakness is har d to exploi t, however . Danger ous
monaster i es have a r otati ng gr oup of psi ons that mai n cr eatur es dwel l i n the deeps of K hyber , and the dr omi tes
tai ns and power s the r esonator . Most r esonator s ar e that li ve bel ow Adar ar e hosti l e to Ri edr ans and suspi
placed in ar eas that ar e di ffi cult to get to even if the sur ci ous of str anger s.
r oundi ng ci tadel is br eached. Al l shroud resonator chamber s Other Shr oud bubbl es occur in mani fest zones,
ar e bui lt for defense. 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.
SHROUD BUBBLES Those who power shroud resonators can do li ttle about these
Small ar eas of Adar r emai n unpr otected by the Shr ouda bubbles, si nce the bubbles often reopen i mmedi ately after
fact Adar ' s defenders are awar e of and the I nspi r ed could bei ng closed. Natur al Shr oud bubbles could pr ove to be
exploit. One who knows exactly wher e two of these bubbles a weak spot in Adar ' s defenses if Ri edr an forces wer e to
are can travel between them usi ng teleport or si mi l ar effects. di scover one they could use consi stently. They' d sti ll have
Si nce tr avel wi thi n the Shr oud is only possi ble between to devi se a means of cr ossi ng the Shr oud to the bubble,
bubbles; psychopor tati on or teleportati on into Adar is still 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 matter s i n the str onghol d. Suppor ted by kal ashtar psi ons
Counci l of the Wi se meets her e. Par t of the hal l is often and mar ti al ar ti sts, a few of the human monks of Mal
set asi de for ci ti zens of K asshta K eep to ai r gr i evances or shashar li ve as they have for ages, some not over tl y par
watch the pr oceedi ngs. ti ci pati ng in the ongoi ng str uggl e. The kal ashtar val ue
Unknown to many in K asshta K eep, the centr al plat the medi tati ons of these paci fi st monks nonethel ess.
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 RUUKOSI
slumber, dimensional anchor (more useful before the Shr oud), H i dden For t r ess; L ar ge Town; Popul at i on 4, 780
hold monster, tongues, and zone of truth up to thr ee ti mes per day. Ruukosi guar ds the mouth of the Ruukosi Ri ver
The ar ea ar ound the dai s is also a complex magi cal di a wher e that water way spi l l s under a natur al ar ch and i nto
gr am useful for many spells such as magic circle against evil. the wi de Jathar a Sound below. T he str onghold occupi es
Asper i Rooker i es: K asshta has long had little asperi the cli ffs on both si des of the r i ver , and the wondr ous
" nei ghbor hoods." The asper i s who li ve in these places are ar ch that br i dges the r i ver has been hol l owed by muscle
consi der ed ci ti zens. T hough asper i s ar e wi l d and fr ee i n and mi nd to ser ve as a tower i ng over look. Monks her e can
Adar , the guar di ans of K asshta watch over these rookeries to see i nto Syr kar n when weather per mi ts. Far ther upr i ver ,
protect them from har m. Gi ven thei r openness, the rook the Ruukosi wi dens and sl ows. T her e, the smal l Adar an
eries form one of the few potenti al poi nts of i nfi ltr ati on. town of K hada thr i ves not only on the abundant fish, but
Duj ong: Below the Counci l Chamber s is the Dujong, al so on the far m goods gr own on the nar r ow flood pl ai n
the ar ea wher e many of K asshta K eep's war r i or s li ve and and hi l l s near the r i ver . K hada suppli es the monks, and
tr ai n. Rooms si mi l ar in layout to the Counci l H al l pr o the monks in tur n guar d the town agai nst the danger s of
vi de wi de tr ai ni ng gr ounds, and ample venti l ati on keeps the mountai ns. Many K hadan youths ar e educated at the
the ar ea pl easant. monaster y, and some j oi n the monks for good. Si nce it
T he H at t a: On the lowest level of K asshta is an open is the for tr ess closest to Xephanan, Ruukosi al so enjoys
cour tyar d filled wi th orderly bui l di ngs and stalls, a wi de a si zable popul ati on of xephs.
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 SHALQUAR
goods and ar r ange deals. The Hatta, as K asshtans call it, is H i dden For t r ess; L ar ge Town; Popul at i on 3,50 0
li ke the open mar kets in vi l l ages el sewher e in Adar , but it Only 22 mi l es fr om the near est Ri edr an settl ement
is unusual in the eight monaster y- for tr esses that guar d the in the foothi l l s of the Ahnadi v Mountai ns, Shal quar is
land of r efuge. Only Dvaar nava has anythi ng si mi lar . the si ster ci tadel of Mal shashar and al so on the front
In K asshta K eep, and Adar as a whole, the goods l i nes of the ongoi ng confli ct wi th Ri edr a. It ser ves as a
avai lable are hi ghly var i abl e and the pr i ces fluctuate based base for Adar ' s defender s and a gate to Adar ' s i nter i or .
on thi s r eali ty. Much of what is avai lable are basi cs needed Shal quar is car ved between and under two mountai ns,
for comfortable li vi ng or engagi ng in cr aftsmanshi p. Fur and i nhospi tabl e peaks sur r ound it. T hi s gateway to Adar
ther, whi l e Adar ans do use money, that too is hi ghl y var i is detai l ed fur ther i n Explorer's Handbook.
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 TASHALATORA
K eep, up to the gold piece li mi t, and deci de on its pri ce H i dden For t r ess; Smal l Ci ty; Popul at i on 10 , 350
based on how you want it to appear in your campai gn. 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
MALSHASHAR is home to monks r enowned even in K hor vai r e. A few
H i dden For t r ess; Smal l Ci ty; Popul at i on 6,500 K hor vai r i ans even seek thi s monaster y as a place to per
Set among the tal l est peaks of the Ahnadi v Moun fect thei r tr ai ni ng. Tashal ator a' s fighters ar e among the
t ai ns, M al shashar guar ds a maj or poi nt i n Adar ' s most power ful in Adar , bl endi ng psi oni c or magi cal ski l l
defenses. Mal shashar isn't as close to the foothi l ls as wi th fighting pr owess in unor thodox ways.
Shal quar , but the for tr ess is named after a monaster y that Vener able T hatar i (LG female kal ashtar telepath 18)
once was. Even so, it has mor e to wor r y about in the form is an aged psi oni c pr eceptor associ ated wi th the elder s
of Ri edr an patr ol s and potenti al spi es than many other of Tashal ator a, to whom she usual l y speaks by usi ng her
str onghol ds. It faces Ri edr a pr oper and not the smal l power s. She is one of the few psi ons in Adar who can
settl ements on the fr onti er of the Andnemun Deser t and mani fest psychic chirurgy (EPH 126) and reality revision (EPH 128),
Syr kar n. T he for tr ess is mai nl y under one mountai n, and thus she mi ght be the only one who can save a PC from
but it spr awl s under two other peaks and connects to the a mind seed (EPH 119) or si mi l ar nasti ness. Unfor tunatel y
dr omi te ci ty- hi ve of Zi ' ti l ' natek thr ough psi oni c por tal s for seeker s who want to speak wi th her, Thatar i li ves in the
that functi on wi thi n Shr oud bubbl es. mountai ns many mi les from Tashal ator a, alone wi thi n a
Life is har sh in Mal shashar , wher e even the food must cave car ved i nto a cli ff face. Getti ng to her r equi r es find
be gr own under gr ound. Regul ar stor ms and l andsl i des i ng out wher e she is and tr aver si ng tr eacher ous ter r ai n
make the sur r oundi ng ter r i tor y hosti l e and i mpen i nhabi ted by unfr i endl y cr eatur es. What she mi ght ask of
etr able. Ar ti f i ci al wal l s have sealed passes for centur i es, those seeki ng her aid is unknown, but such a r equest wi l l
but magi c and psi oni cs make these wal l s look natur al. A sur ely have little to do wi th weal th.
par ti cul ar l y di scer ni ng dwar f mi ght be able to see thei r Tashal ator a br eeds str ong fighters because many
real natur e, but the dwar ves of Sar lona li ve far away. wi thi n the for tr ess and in Adar fear the Ri edr ans wi l l one
K al ashtar outnumber humans in Mal shashar . Feel day cr oss i nto the land of r efuge by way of Vul pana Falls,
i ng it is thei r duty to defend the l and of r efuge in a war whi ch the ci tadel over looks. For the hundr eds of mi l es
for whi ch they ar e r esponsi bl e, they handl e al l mi l i tar y 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 Road operates thr ough Zi 'ti l'natek and many goods reach
thr ough or ar ound the Shanj ueed Jungl e and its Mabar Adar that would other wi se be impossible to get. The city isa
mani fest zone, cl i mb all the way up the hi l l s and moun center of trade, but it is only accessible through psionic por
tai ns to the fal l s, and then cr oss the falls. Fur ther mor e, tals or the deep caver ns under Malshashar . Should Ri edra
the I nspi r ed have few si gni fi cant settl ements near by to ever threaten Malshashar, the dromi tes of Zi'til'natek would
suppor t such an under taki ng. As a r esult, the Ri edr ans provide a considerable reserve force. Even so, some dromites
have yet to tr y the passage. wi thi n the city- hive har bor thei r race's tr adi ti onal gr udge
agai nst surface dweller s.
UUTKLEZA
K yt hr i Mani f est Zone
Although Adar has more than a few Kythri manifest ADVENTURE SITES
zones, Uutkleza is a par ti cular ly dark scar on the moun Wi thi n Adar ar e mani fest zones, dr aconi c r ui ns, si gns of
tains near whi ch only bedlam dwells. Getti ng to Uutkleza anci ent gi ant expl or er s, among other wonder s. Her e ar e
requires a treacherous cli mb from 4,000 to 10,000 feet, a couple of possi ble adventur e si tes in Adar .
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, AHDRYATMIN
Uutkleza's landscape roils and shi fts, someti mes even wi th Mani f est Zone; T emper ate For est, Dense; T emper at e
the thoughts of a traveler. Openi ngs to Kythri pop in and H i l l s, Rugged; T emper ate Moun t ai n s, Rugged
out at random i nter vals, defying the Shroud and sometimes A valley of fertile soil and abundant life exi sts at the
trapping deni zens from the Chur ni ng Chaos in Adar . Chaos heart of Adar , covering about 400 square miles. Adar ans call
pools (see page 142) also dot the landscape. this place Ahdr yatmi n or "Mountai nsoul." A huge manifest
Uutkl eza is home to any cr eatur e found on K ythr i , zone tied to Lamanni a (all drui d spells are extended wi thi n
and wi thi n it at least one chaos roc (MM2 45) is known to Ahdr yatmi n' s boundar i es), Ahdr yatmi n is an anci ent holy
r esi de. The entr opi c atmospher e of Uutkl eza shar es all of site to most Adar ans. Few live ther e despite the land's rich
K ythr i ' s tr ai ts, except that it is only mi l dl y chaos- al i gned ness, for danger s lurk among its lushness.
and gr avi ty is nor mal . In the expanse of Uutkl eza, a few Al l for ms of life known to Lamanni a can be found
outcast or lost ner aphi m (Planar Handbook 12) hunt and a in Mountai nsoul ' s tr ees, hi l l s, and water ways. T hese
smal l or der of gi thzer ai (MM 129) have an encl ave they cr eatur es attack anyone who wantonl y abuses the l and.
call Sudakha. T hough they know and admi r e some of the Rar e and potent her bs and el ements can be found as
val ues expr essed wi thi n Adar , the gi thzer ai i nter act li ttle wel l , al ong wi th exoti c foes and myster i ous her mi ts. T he
wi th those outsi de Uutkl eza, spendi ng much of thei r secr ets of Mountai nsoul ar e many.
ti me honi ng thei r ski l l s by keepi ng whatever comes fr om Woul d- be H aztar atai ns must vi si t Mountai nsoul as
K ythr i wi thi n Uutkl eza. Recently, an Endseeker sect has H aztar atai did in the kal ashtar ' s ear ly days. T hey seek
moved near the cr ater , appar entl y havi ng desi gns on the the center of Ahdr yat mi n, wher ei n dwel l s a cr eatur e
gi thzer ai monaster y and the chaos pools. 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
XEPHANAN only on Lamanni a or T hel ani s. T he spi r i t Ahdr yat mi n
Xeph Capi t al Ci ty; L ar ge Ci ty; Popul at i on 15, 440 is as old as Adar , and many bel i eve it to be close to the
Deep i n the awe- i nspi r i n g canyons wher e the dr aconi c Pr ophecy. It often tests those who vi si t it, i nvi s
i mpassabl e Xar yai Ri ver f l ows, a for est occupi es the ibly contr ol l i ng the weather and the gr ound, and sendi ng
chasm' s floor. The r i ver has cut a wi der openi ng thr ough deni zens of the mani fest zone to meet and foil tr avel er s.
softer stone, cr eati ng a shaded val l ey and r eveal i ng l umi T hose H aztar atai ns who leave Mountai nsoul ali ve ar e
nescent cr ystal that bathes the ar ea in al most eter nal seen as the chosen of Ahdr yat mi n.
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. Lore
The l ar gest concentr ati on of xephs i n the Xar yai Coul ee, Char acter s who have r anks in K nowl edge (local) mi ght
as the xephs name the valley, is in a settl ement of gr aceful know somethi ng about Ahdr yat mi n, as mi ght those who
bui l di ngs mel di ng stone, tr ee, and cr ystal . Xephs call it have r anks in K nowl edge (geogr aphy). When a char ac
Xephanan. From Xephanan, xephs tr avel all over Adar ; ter makes a ski ll check, the fol l owi ng lore is r eveal ed,
many ar e i ntegr ated i nto Adar an soci ety and i nvolved in i ncl udi ng the i nfor mati on from lower DCs.
the war agai nst the I nspi r ed. A few bold xeph mer chants DC 10 : Ahdr yatmi n is a valley full of natur al wonder
r un tr adi ng vessel s fr om the por t at Dvaar nava, wher e in the hear t of Adar .
they also wor k wi th the Summi t Road. 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
ZI'TIL'NATEK r oam ther e, but so do fi erce el emental s and full- blooded
Dr omi t e Ci t y- H i ve, L ar ge Ci ty, Popul at i on 13, 980 l ycanthr opes. Br ave and r eclusi ve dr ui ds al so make thei r
Under Malshashar , dromi tes have lived for mi llenni a homes in the val l ey.
their ancient city- hive Zi'til'natek is often thought to be the DC 20 : Mountai nsoul gets its name from an anci ent
cradle of dr omi te ci vi li zati on in Sar lona. Deep in its hal l s, spi r i t that i nhabi ts the center of the val l ey. It is as old as
the dr omi tes hide from the I nspi r ed and aid the Adar ans, Adar , and it knows many for gotten tr uths.
though it was not always so. Dromi tes have battled humans
for much of Sarlona's tumultuous history, and it was only Encounters
thr ough the i nterventi on of the kalashtar that the dr omi tes Ahdr yatmi n is a huge, wi l d place. No matter what the PCs
of Zi'til'natek came to work wi th Adar ans. Now the Summi t 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 Adapt at i on
somewher e else, but a few have reason to go to the center of Ahdr yatmi n can ser ve as a str ange valley in Xen' dr i k. On a
the place. The spi r i t in the center of Mountai nsoul mi ght smaller scale, Mountai nsoul is not unli ke Greenheart in the
have essenti al i nfor mati on about an object the char acter s Eldeen Reaches. Encounters in the Tower i ng Wood should
must acqui r e or a quest the PCs need to complete. emphasi ze dr ui ds more, felldr akes and lycanthr opes less.
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 SPHERES Of KORRANDAR
Mountai nsoul . T hose who ar e r esti ng have a 10% chance Dr aconi c Si te; T emper ate Moun t ai n , For bi ddi ng
of an encounter each hour . In addi ti on to what appear s K or r andar is a frigid and mer ci less mountai n covered
on the Ahdr yat mi n Encounter s table, feel free to cr eate by stor ms and i nhabi ted by dr agons. A set of anci ent and
encounter s i nvol vi ng any sort of ani mal and ver mi n hidden hal l sr ound, domed chamber s bui lt accor di ng to
nor mal , di r e, cel esti al , or fi endi sh. Al so, l ycanthr opes the dr aconi c Pr ophecyli e under the mountai n's clouds,
often tr avel wi th nor mal ani mal s of thei r type. 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
AHDRYATMI N ENCOUNTERS 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
d% Encounter EL anci ent cr eatur es bound to enfor ce these tests. Each test
01 Spirit of the air (Fiend Folio 160) 11 is ti ed to the natur e of a dr agon god, and ar t on the wal l s
02 Bebilith (demon) 10 and/ or cei l i ng of each chamber shows the constel l ati on
03-07 1d2 legendary ani mals (MM2 136) 6- 12 r epr esenti ng the appropri ate deity and the symbol of that
08- 10 Huge air or ear th elemental 8 enti ty (K nowl edge [ reli gi on] DC 20). No passages exi st
11- 12 Dust wi ght (MM3 47) 7 between the r oomsbound ear th elementals open the wal l s
13- 15 1d2 wer eti ger s 5- 7 between tests once they are passed. These wal l s are at least 5
16- 20 1d3+1 wereboars and 1d4 boars 5-9 feet of magi cally treated hewn stone (DMG 60), and br each
21- 25 Belker 6 i ng them dr aws the ire of power ful ear th el emental s.
26- 36 1d3+1 air, dust, earth, or salt mephits 5- 7 Per sonal i ze these tests so it seems as if the PCs wer e
37- 40 Xorn 6 pr edesti ned to come to the spher es. The Encounter Level
41- 43 1d2 avalanchers (MM3 13) 5- 7 of most encounter s her e should be 2 or mor e hi gher than
44 Djinni 5 the par ty level.
45- 55 Large earth or air elemental 5 Test of the Messenger : A key found in a rui ned dragon
56- 59 Ni ghtmare 5 hold elsewhere in Adar fits into a stand shaped like a dragon
60- 63 1d3+2 spitting felldrakes (MM2 97) 5- 7 head made of br ass and set wi th tur quoi se. The keyhole is
64- 67 1d2 horned felldrakes (MM2 97) 3- 5 set inside a golden star. Thi s is the test of Aaster i ni an, Mes
68- 72 1d2 yeth hounds 3- 5 senger of Io. If the key is placed in the stand, a secret door
73- 79 1d3+2 crested felldrakes (MM2 97) 3- 5 on the far side of the caver n opens i mmedi ately. Wi thout
80- 83 1d3 wi zened elders (MM4 180) 2- 5 the key, the secret door must be found (Sear ch DC 35) and
84- 90 1d2 +3 3rd- level dr ui ds (human) 7- 8 opened by force or other wi se br eached. Regar dless, the
91- 93 1d3+1 werebears 7-9 door is 20 feet up the far wal l , acr oss a 20- foot- deep pit
94 Abominable yeti (Frostburn 163) 7 leadi ng into caves beneath the hal l s.
95- 96 1d4+2 wood woads (MM3 196) 7-9 Test of Fate: Her e, thr ough a gossamer wal l of vi olet
97- 98 1d4+1 blood apes (MM2 32) 8- 11 ener gy, is the test of Chr onepsi s. A shades effect cal l s forth
99 Avoral guar di nal 9 dupli cates of the PCs as they mi ght have been if they
100 Leonal guar di nal 12 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
Devel opmen t acter s must face thei r si ni ster sel ves.
Ahdr yatmi n' s i nhabi tants aren't or gani zed, so the PCs Test of Weal th: Set in the center of thi s place is a pool
often have a chance to hi de and rest between encounter s, shaped li ke a sun and swi r l i ng wi th purple energy. K nowl
but the wonder and danger of Mountai nsoul can r i se up edgeable explor er s mi ght r ecogni ze the pool as a symbol
at any ti me. Punctuate a few hosti le encounter s wi th the of Asti l abor , the Hoar d Mi str ess (K nowl edge [ reli gi on]
r eser ved fer oci ty of a gr oup of fel l dr akes or the i nher DC 20). Ei ght golden statues of noble and wi nged kobolds
ent goodness of wer ebear s. K eep the good cr eatur es in pour vi ol et str eams into the pool, and somethi ng spar kles
mi nd as the par ty faces evi l or hosti le neutr al ones. An deep wi thi n. Those who gi ve gener ousl y by casti ng weal th
avor al guar di nal ser ves well as a dr amati c r escuer than a i nto the pool mi ght find thei r weal th i ncr eased tenfold
set pi ece. Of cour se, you can al ways have the char acter s in the form of a desi r ed magi c i tem. Those who steal are
encounter a battle of good agai nst evi l . puni shed when the statues ani mate.
Test of the Nor th Wi nd: T hi s room's domed cei l i ng
T r easur e sparkles as a night sky, the constellation of Bahamut shi ni ng
I tems that are scarce in the outside world can be found in most brightly. Those who look into the stars see the depreda
relative abundance in Ahdr yatmi n by those who know where tions of an evi l dragon or some spawn of Ti amat, and those
to look. Rewar d adventur ous PCs wi th rare elements, exotic who want to do so can be car r i ed as if by a cold wi nd to the
her bs, and unusual spell components. Many such objects wi cked wyr m' s lair. Slayi ng the beast r etur ns the quester s
might be valuable in the var i ous keeps of Adar . The intelli here and the evi l one's hoar d to the Teeth of the Three.
gent i nhabi tants of Mountai nsoul won't have coins, but they Test of Death: The massi ve skul l of a bl ack dr agon
should have gems, ar t objects, and even magi c i tems. r ests in the center of thi s chamber , si gni f yi ng the baleful
The great mountain
Kor r andar

i nto the shaft. Acr oss the tube is a platfor m that appar
ently allows access to another par t of the complexbut 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 amata 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
majesty of Fal azur e. Its eyes flash r ed as anyone enter s, uses its br eath only once ever y 1d4 r ounds, and it does not
cal l i ng for th hei nous undead to har r y good folk. Evi l chase those who flee back to the test of life. If you want, you
bei ngs mi ght find a boon her e i nstead, such as the secr et can i nstead use the aspect of Ti amat (Miniatures Handbook 54)
of becomi ng one of the fr ee- wi l l ed undead, if they ar e as agui de to cr eati ng a more power ful aspect to ser ve in thi s
wi l l i ng to r i sk death to acqui r e it. r oom. T hose who best Ti amat' s aspect ar e r ewar ded wi th
Test of T al es: The ghost of a ver y old copper dr agon passage to the Teeth of the Three, and possi bl y mor e.
sleeps her e upon a golden book (the symbol of H l al ), Chamber of the T eeth. T hi s gr eat, r ound chamber
wai ti ng for someone who can spin a tale to rouse her hear t r epr esents Io the Concor dant, Cr eator of Dr agonki nd,
and free her fr om her duty. A Per for m check r esult of and in its center is set the Teeth of the Three (page 142). T he
30 or hi gher is enough to sati sfy her, but a cl ever bluffer r oom gl ows in eer i e col or sthe li ght of the Teeth r eflected
or a ski l l ed di plomat can al so r ouse the j aded spi r i t. She off pol i shed sur f aces. Whi l e anyone who r et ur ned
then i mpar ts some i mpor tant knowl edge in the for m of a thr ough K or r andar ' s hal l s woul d have to face many of
long- wi nded tale befor e sendi ng the adventur er s on thei r its tests agai n, the Chamber of the Teeth al l ows egr ess
way. T hose who want to can r ead the golden book for a thr ough its cei li ng. T hi s way passes thr ough the l ai r s of
speci al boon. Of cour se, the spi r i t can also be sl ai n. sever al mi ghty Stor m Guar di ans, but the dr agons show
Test of Just i ce: A magi c golden longswor d stands in those who have passed the tests thr ough the wi ndi ng cav
the center of thi s room, balanced on a tiny plati num needle er ns, l etti ng them leave after havi ng a shor t conver sati on
and flanked by stone dr agons (two dr akestone gol ems, and pr esenti ng a smal l token of r emembr ance.
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 L or e
for some mi sdeed, possi bly causi ng the guar di ans to attack Rel evant lore about the Teeth of the Three (and thi s site) is
if the defense is i nadequate. Vi ctori ous char acter s are puri i ncluded in the descr i pti on of that ar ti fact (page 142).
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 En coun t er s
needle fr om thi s r oom. K or r andar ' s stor ms often pr event flight, and the Teeth of
Test of the Fi r el or d: Those who manage to make it the Three and the Shr oud thwar t di mensi onal tr avel. The
thr ough the pr evi ous halls come to avolcani c shaft that has elusi ve Stor m Guar di ans ar e usual l y seen only if they
cool lava at the bottom. A wi de spi re of r ock stands in the have busi ness wi th i ntr uder s (that i s, i f you want them
mi ddle, red and gli steni ng. An obser vant char acter mi ght to be seen). O ther wi se, the mountai n is a wi l der ness of
noti ce (Spot DC 25) r oughl y car ved symbol s of Gar yx, the most unf or gi vi ng type. Dr aconi c cr eatur es ar e more
the Al l - Destr oyer , on the outsi de of the ar chway l eadi ng common her e than el sewher e in Adar .
For adventur es under K or r andar ' s cl oud cover ,

RIEDRA
use all the wor st a mountai n has to offer (DMG 8990).
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 The fish does not seek to fly, and the raptor does not swim. Each life isa
obscur i ng li ght. Sever e cold (DMG 302) is a par ti cul ar lesson, and you must live the life you have been given if you hope to rise in
problem in the wi nter and at ni ght, but K or r andar is cov the next. Follow thepath, and do not stray. Help your neighbors, and call
ered wi th gl aci er s and snow all year . If you have access to on them when you are in need. And above all, trust the Inspired, whose
Frostburn, use the Fr ostfell Mountai n Ter r ai n char t (page wisdom guides us all.
22). You mi ght al so use r ul es for cr evasses, snowfi el ds, The Path of Inspiration
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 Once Sar lona was a land of many nati ons. T hese ki ng
snow, death hai l , and howl of the nor th, as wel l as ebony doms had thei r her oes and godsa host of pr oud and
ice and r ar e pools and r i vul ets of coldfi r e. 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
Devel opmen t cour se of two centur i es, a dozen nati ons wer e shatter ed by
Another of Adar ' s holy si tes, K or r andar is a place few war and psychi c subver si on. The I nspi r ed rose among the
people vi si t. T hose who do come al ways have a pur pose. r ui ns and for ged a new ki ngdom from the wr eckagethe
The most l i kel y r eason is ei ther to i nvesti gate the mys vast empi r e known as Ri edr a.
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 LAND OF UNITY
Guar di ans ar en' t l i kel y to i nter f er e, especi al l y if some Befi tti ng a nati on that extends acr oss a conti nent, Ri edr a
el ement of the dr aconi c Pr ophecy is unf ol di ng befor e featur es a vast ar r ay of l andscapes and cl i mes. Al l the
thei r eyes. I nspi r ed' s teachi ngs about uni ty cannot er ase geogr aphy.
A char acter who wants to ti e the Shr oud to the As such, the cur r ent Ri edr an pr ovi nces map closely to
Teeth of the Three must have seen each of Adar ' s ei ght shroud some of Sar lona's for mer nati ons. T hus, to get a pr oper
resonators. By contacti ng the ar ti fact, vi sual i zi ng a speci fi c over vi ew of the l ands of Ri edr a, it is helpful to speak in
shroud resonator, maki ng a successful DC 35 Concentr ati on ter ms of its pr ovi nces.
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 BORUNAN
the Teeth. Fai lur e on the check deacti vates the vi sual i zed Bor unan is homel and to ogr es. It's a bar r en and hosti le
shroud resonator for a day, so taki ng 20 is i mpossi ble. Wi l l i ng r egi on, spr ead acr oss the Andnemun Deser t and the
par ti ci pants wi thi n 60 feet of a char acter per for mi ng thi s K el shak Mountai ns. Before the Sunder i ng, the ogr es had
pr ocess can pr ovi de ai d by taki ng the same Consti tuti on a br utal and aggr essi ve cul tur e, domi nated by power ful
dr ai n. Each char acter who does so al so gr ants the char ogr e mage lor ds. Despi te thei r mar ti al mi ght, the ogr es
acter in contact wi th the Teeth a +2 bonus on hi s Concen r ar ely thr eatened the other ki ngdoms; the Bor unan clans
tr ati on check. T hose who di e in thi s pr ocess vani sh in a consi der ed humans to be unwor thy foes and devoted
flash of si l ver y li ght and cannot be r ai sed wi th magi c less thei r ener gy to i nter nal str uggl es.
than true resurrection coupled wi th a wish or miracle. Over the course of the Sunder i ng and the Unification,
A shroud resonator ti ed to the Teeth of the Three no l onger the ogr es wer e br ought under Ri edr an r ule and for ci bly
needs power i ng but other wi se functi ons as nor mal . If conver ted to the Path of I nspi r ati on. Those who r esi sted
all of Adar ' s shroud resonators ar e ti ed to the Teeth, all must wer e ki l l ed or dr i ven i nto Syr kar n, wher e they spawned
be shut down or destr oyed for the Shr oud to cease func the eneko. Today the ogres are a sur pr i si ngly peaceful folk,
ti oni ng. It is possi ble that shor i ng up the Shr oud thi s way thei r war l i ke cultur e expunged by the I nspi r ed. Al though
r eleases the spi r i t of Tar atai fr om the shroud resonators. 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
T r easur e tr oops ar e found in the basti on ci ti es.
Free to pass wi thi n thei r own hal l s, the Stor m Guar di ans The people of Bor unan tend to be cheer ful and
have placed r i ches wi thi n the mountai n, gather ed over str ai ghtf or war d. Feats of str ength ar e admi r ed; a human
mi l l enni a as the people near K or r andar and pi l gr i ms to isn't expected to match an ogr e but sti ll ear ns r espect for
the mountai n made offer i ngs at shr i nes near the peak' s pr ovi ng hi s pr owess. Athl eti c events typi cal l y i nclude
base. Those who sur vi ve K or r andar and thei r quest for wei ghtl i f ti ng and thr owi ng contests.
the Teeth of the Three ar e unl i kel y to be r obbed of whatever Popul at i on: 96,000 (80% ogr es, 8% humans, 4%
they take fr om under the mountai nat l east by the ogr e mages, 3% shi fter s, 2% Chosen/ I nspi r ed, 2% half-
dr agons of K or r andar . The same cannot be sai d for those gi ants, 1% other ).
who bur gle from one of the Stor m Guar di ans. 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
Adapt at i on l i nked to Fer ni a and Shavar ath.
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 CORVAGURA
placed under the I cehor n Mountai ns between the Eldeen A land of lush j ungl es and fertile plai ns, Cor vagur a is in
Reaches and the Demon Wastes in K hor vai r e. many ways the heart of Ri edra; it has the highest population
The streets of a bastion city
are full of life

density of any region in Sarlona, and both the capital city of the humans and shi fter s of the r egi on wer e absor bed i nto
Durat Tal and the pr i mar y por t, Dar Ji n, are located her e. the Ri edr an al l i ance, but the dwar f populati on was vi r tu
The people of Cor vagur a once ser ved a tyr anni cal dynasty ally exter mi nated in the Ni ght of Razor Dr eams.
of sor cer er - ki ngs, but the I nspi red helped over thr ow these Dor Mal eer is the Ri edr an fr onti er , and its people
di ctator s. In addi ti on to havi ng the hi ghest populati on ar e not as fanati cal as thei r counter par ts in many of the
of the eight pr ovi nces, Cor vagur a also has the gr eatest souther n pr ovi nces. Mal eer i ar e mor e toler ant of non-
number of monoli ths (hanbalani), a fact that undoubtedly humans than most Ri edr ans, though dwar ves typi cal l y
contr i butes to the fanati cal loyalty of the i nhabi tants. r ecei ve an unfr i endl y r eacti on. Al though they per for m
Many br anches of the Uni ty are based in the basti ons what agr i cul tur e they can in the har sh envi r onment, the
of Cor vagur a. A few of the other basti ons are dedi cated to Mal eer i ar e pr i mar i l y hunter s, and they r espect such
r esear ch; notewor thy subj ects i nclude behavi or modi fi ski l l s. Tr adi ti onally, anyone who br i ngs meat to a Maleer i
cati on, eugeni cs (speci fi cally, the br eedi ng of i mpr oved vi l l age is i nvi ted to stay and j oi n in the meal .
vessel s for the I nspi r ed), and pl anar theor y. Popul at i on: 390,000 (73% humans, 15% shi fter s,
Pol i ti cal l y and in ter ms of popul ati on, Cor vagur a is 3% Chosen/ I nspi r ed, 2% changel i ngs, 3% ogr es/ ogr e
the cr own pr ovi nce of Ri edr a. The i nhabi tants are deeply mages, 2% dwar ves, 2% other ).
devoted to the I nspi r ed, and the bul k of Ri edr ans who Envi r onments: Cold deserts, mountai ns, and plai ns.
ar e al l owed to i nter act wi th f or ei gner si ncl udi ng most Pl an ar El ement s: Wi l d zones l i nked to Dol ur r h,
sai lor s and mer chantsar e Cor vagur an. Lamanni a, and Ri si a.
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 KHALESH
mages, 1% other ). K hal esh was once a theocr ati c nati on dedi cated to the
Envi r onment s: War m plai ns, mar shes, and forests. wor shi p of the couatl , wi th a long hi stor y of cr usades.
Pl an ar El emen t s: Wi l d zones l i nked to Mabar , Dur i ng the Sunder i ng, it was r evealed that many of the
L amanni a, and T hel ani s. 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
DOR MALEER fear of these ali en cr eatur es, and the K hal eshi tes wer e
Dor Mal eer shar es a bor der wi th the Tashana Tundr aa l ar gel y exter mi nated over centur i es of war . T he humans
bor der that has been slowly shi fti ng north over the centu i nhabi ti ng the r egi on today are mostly descended from
r i es. Pr i or to the Sunder i ng, Dor Mal eer was a loose fed r esettled people of the west.
er ati on of cl ans of many r aces, i ncl udi ng Aki ak dwar ves, T he K hal esh r egi on i ncludes a number of couatl
Qi ku shi fter s, and hal f- gi ants. Dur i ng the Uni fi cati on, 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 O hr K al u u n
wi ld zones and pr otected by the Edgewal ker s. T he pr e- Uni ty people of Ohr K al uun wer e dr i ven by a
T he peopl e of K hal esh know that demons (the thi r st for magi cal knowl edge and a deep par anoi a that
shul assakar ) once r ul ed thei r l and. As a r esul t, they ar e spr ead thr ough ever y level of soci ety. The i slands' wi zar ds
especi ally devoted to the Path of I nspi r ati on, bel i evi ng and pr i ests sought power at any cost, and thei r pur sui t of
that gr eat fai th is r equi r ed to r esi st the temptati ons of the dar k magi c often set them at odds wi th K hal eshi te cr u
altavars. They shun the anci ent r ui ns and don't assi st those sader s and Pyr i nean schol ar s. T he K al uuni tes devoted
who want to explor e them. vast r esour ces to for ti fi cati on and secur i ty, cr eati ng
Popul at i on : 260,000 (90% humans, 3% shi f ter s, l abyr i nt hs r ei nf or ced wi t h steel , stone, and magi c.
2% changel i ngs, 2% Chosen/ I nspi r ed, 2% ogr es/ ogr e Unf or tunatel y for them, however , these stati c def enses
mages, 1% other ). could not pr otect them fr om the quor i , who used dr eam
En vi r on men t s: Temper ate pl ai ns and deser t. mani pul ati on to tur n K al uuni t e f acti ons agai nst one
Pl an ar El ement s: Couatl shr i nes and r ui ns, wi l d another . Today the mazes of Ohr K al uun ar e vast r ui ns,
zones l i nked to I r i an, Shavar ath, and Syr ani a. shunned by loyal Ri edr ans.
The I nspi r ed wi el d consi der able i nfluence on Ohr
NULAKESH K el , the l ar gest i sl and of the chai n, whi l e many of the
The Nulakesh Empi re domi nated central Sarlona for cen smal l er i sl ands ar e unci vi l i zed by the standar ds of the
turies before the Sunderi ng. Nulakesh lacked the magi cal I nspi r ed. T hese pl aces ar e home to smuggl er s, mon
or philosophical sophistication of many of the smaller ki ng ster s, and the di ssi dent gr oup known as the Hei r s of Ohr
doms, but it had a lar ge, dedi cated popul ati on and exten K al uun. Adventur er s seeki ng to enter Ri edr a by stealth
sive natur al r esour ces, al ong wi th a super bly di sci pl i ned mi ght be able to find assi stance at a smuggl er ' s por t.
army. Nul akesh went thr ough many per i ods of expansi on However , the Ri edr an mi l i tar y is al ways hunti ng for these
and decl i ne over the centur i es, and it was fadi ng when cr i mi nal s, and safe havens fr equentl y move about.
the quor i came to Sar l ona. Dr eam mani pul ati on helped Popul at i on: 72,000 (67% humans, 12% skul ks,
i nspi r e the Nul akesh war l eader s to r ecl ai m thei r ances 8% changel i ngs, 5% shi fter s, 3% Chosen/ I nspi r ed, 2%
tral glor y and, later , to conver t the di sgr untl ed popul ace ogr es/ ogr e mages, 2% dwar ves, 1% other ).
to the Path of I nspi r ati on. T he str ong mar ti al tr adi ti on En vi r on men t s: Temper ate pl ai ns and hi l l s.
conti nues to the pr esent day, and much of the H ar moni Pl an ar El emen t s: Wi l d zones l i nked to Mabar ,
ous Shi eld is r ecr ui ted fr om thi s pr ovi nce. Xor i at, and K ythr i .
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. PYRINE
The Nul akeshi ar e deeply devoted to the I nspi r ed, and Wor shi p of the Sover ei gn Host takes many for ms in
the dai l y exer ci ses of the peasants often have a mar ti al di ffer ent cul tur es, but the r el i gi on as pr acti ced by most
theme. Many people who woul d be commoner s in other of the humans of K hor vai r e can be tr aced back to the
pr ovi nces ar e tr ai ned as war r i or s. ki ngdom of Pyr i ne. T he Pyr i neans placed gr eat val ue
Popul at i on: 4,100,000 (93% humans, 3% Chosen/ on wi sdom and phi losophy, and Pyr i nean tutor s and
I nspi r ed, 2% changel i ngs, 2% other ). pr i ests ser ved in cour ts acr oss Sar l ona. However , fai th
En vi r on men t s: Temper ate and cold pl ai ns, for ests, fai led to pr otect the Pyr i neans fr om the quor i . Dur i ng
and mountai ns. the Sunder i ng, the Pyr i nean chur ch was tor n apar t by
Pl an ar El emen t s: Wi l d zones l i nked to Daanvi , schi sms and her esi es, and Pyr i ne was cr ushed by the
Dol ur r h, and Shavar ath. 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 mi l i tar y forces are deployed her e. The Thousand Eyes ar e
er s mi ght be able to fi nd hi dden vaul ts of knowl edge or especi al l y acti ve i n thi s r egi on.
anci ent shr i nes pr ovi di ng new i nsi ght i nto the wor shi p T he pr ovi nce of Rhi avhaar i ncl udes the Aventus
of the Sover ei gn Host. I sl ands, whi ch ser ve as a stagi ng ar ea for the H ar moni ous
T he Pyr i nean love of phi l osophy has made them Sai l. T hese i sl ands hold r ui ns of the lost aventi nati on,
devoted to the Path of I nspi r ati onalthough not as aggr es but the Ri edr ans shun these ar eas.
si vely fanati cal to the doctr i ne as the people of Cor vagur a Al though the pr ovi nce seems to be under the thumb
or Nul akesh. Many Ri edr an cl er i cs come fr om thi s of the I nspi r ed, havi ng a hi gh concentr ati on of spi es and
pr ovi nce. Pyr i ne is one of the most peaceful pr ovi nces secr et poli ce, the Rhi avhaar i ans aren't as devoted as the
of Ri edr a, and the T housand Eyes and the H ar moni ous Cor vagur ans. A var i ety of di ssi dents hi de her e.
Shield have a reduced pr esence in thi s regi on. Even though Popul at i on: 1,660,000 (85% humans, 5% shi fter s,
they ar e dedi cated to the I nspi r ed, Pyr i neans ar e not as 3% Chosen/ I nspi r ed, 3% changel i ngs, 2% ogr es/ ogr e
hosti l e towar d f or ei gner s as other Ri edr ans ar e; many mages, 2% other ).
Pyr i neans enjoy havi ng the oppor tuni ty to pr oselyti ze and En vi r on men t s: Temper ate pl ai ns and mar sh.
di scuss thei r faith wi th outlander s. Pl an ar El ement s: Wi ld zones l i nked to Lamanni a,
Popul at i on: 1,900,000 (92% humans, 3% Chosen/ Shavar ath, and Thel ani s.
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, GETTING THERE
and mar shes. T he bor der s of Ri edr a have been cl osed for a thousand
Pl an ar El ement s: Wi l d zones ti ed to Daanvi , I r i an, year s. H owever , the I nspi r ed have r ecentl y softened
and Syr ani a. 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
Rh i avh aar i nter nati onal commer ce. A few schol ar l y expedi ti ons
T he coastal nati on of Rhi avhaar was the homel and of have been al l owed to ventur e i nto the hear t of the l and.
Lhazaar , the " explor er " who paved the way for the human Wi th thi s pr ecedent, it is possi ble for outsi der s to tr avel
settl ement of K hor vai r e. T he sai lor s of Rhi avhaar often i nto Ri edr a legally, but it's not easy.
took to sl avi ng and pi r acy, and Rhi avhaar i an shi ps wer e In or der to expl or e Ri edr a, a tr avel er must acqui r e
feared thr oughout the Sea of Rage. Today thi s region is the a tr ansi t vi sa fr om the I r on Gate, the for ei gn r el ati ons
wester nmost outpost of Ri edr a, and author i zed tr ade wi th offi ce, in Dar Ji n or Dar Ul atesh. T hi s scr ol l pr ovi des
Q' bar r a and the Lhazaar Pr i nci pal i ti es passes thr ough a descr i pti on of the tr avel er s, states the natur e of thei r
the old Rhi avhaar por t of Dar Ul atesh. Rhi avhaar is an busi ness, and del i neates any r estr i cti ons on tr avel . A
i mpor tant hub for the Ri edr an navyknown as the H ar bear er mi ght be l i mi ted to tr avel i ng in speci fi c pr ovi nces
moni ous Sai l and a gateway to K hor vai r e, so si gni fi cant 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 K nowl edge ( l ocal )
as the K nowl edge ( r el i gi on) and K nowl edge (l ocal ) DC 15: The I nspi red enforce strict laws wi th har sh
entr i es. 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
K nowl edge (geogr aphy) are enforced by a secret poli ce force called the
DC 10: Ri edr a is a spr awli ng r ealm that has all types of Thousand Eyes.
ter r ai n. It i s the lar gest nati on on the conti nent
of Sar l ona, K nowl edge (the pl anes)
DC 15: Ri edr ans ar e xenophobes who avoid contact wi th DC 25: The I nspi red have a str ong tie to Dal Quor .
the outsi de wor l d. Ri edr a r ecently sent ambassa Some beli eve that they deal regularly wi th quor i
dor s to K hor vai r e, but for ei gner s ar e sti ll unwel spi r i tsor possi bly that they allow these spirits to
come ther e. possess their bodi es in exchange for power .
DC 20: T he r uler s of Ri edr a ar e the I nspi r ed. They DC 30: The "divine spi ri ts" gui di ng the I nspi red mi ght
are tr eated as li vi ng gods and sai d to be gui ded by actually be quor i .
di vi ne power s.
K nowl edge ( r el i gi on)
K nowl edge ( hi stor y) DC 15: The people of Ri edra follow a reli gi on called
DC 20: Sarlona was once home to many ki ngdoms, often the Path of I nspi r ati on. I t'sbased on the concept of
war r i ng wi th one another . Thi r teen hundr ed year s spi ri tual evoluti on over the cour se of many li feti mes
ago, the I nspi r ed uni ted the bul k of these nati ons and requi res strict obedi ence to the I nspi r ed.
and for med Ri edr a. 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 the si mplest way to get along in Ri edr a, al l owi ng tr aveler s
that car r i es the thought- si gnatur e of the I nspi r ed. Ever y to li ve off the l and.
patr ol chal l enges for ei gner s abr oad in Ri edr a, and ever y Travel is safe along the mai n roads of Ri edr a. Soldi er s
vi l l age over seer asks to see thei r vi sas. patrol r egular ly, and most monster s wer e wi ped out long
T he I r on Gate does not char ge for tr ansi t vi sas, but ago. Danger r i ses when one str ays too far from the r oads.
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 A DAY IN THE LIFE
knowl edge to avoi d acci dental l y br eaki ng Ri edr an l aws. K hel aar dr eams of secur i ty. T hese vi si ons hi ghl i ght the
A successful DC 30 Di pl omacy check is suffi ci ent to get vi r tues of the path that she fol l ows, the bl essi ngs of Ri e
an entr y r equest consi der ed, but even then the r eason dr an soci ety and the r ewar ds that wi l l be her s in her next
must stand on its own. Fi nally, mind probe (EPH 119) is often li fe. Occasi onal ly she dr eams of war , ei ther the long si ege
br ought i nto play to ensur e that the tr avel er s have no of Adar or battles wi th the vi le dr omi tes. As fr i ghteni ng as
hi dden moti ves. If the r equest is especi al l y i ntr i gui ng or these dr eams ar e, they hi ghl i ght the nobi li ty and str ength
ri sky, the I ron Gate mi ght allow tr avel but send a member of the I nspi r ed and leave her comfor ted, knowi ng that she
of the T housand Eyes along as a chaper one and obser ver . is pr otected by so gr eat a power .
Unl ess the par ty is deemed a ser i ous r i sk, thi s obser ver A new day has begun.
is a Chosen; the contr ol l i ng spi r i t only takes possessi on T he Voi ce flows thr ough her mi nd as the l i ghts r i se
of the vessel ever y few hour s to check on the si tuati on. in the chamber , pul l i ng K hel aar from her sl eep. Other s
Tr aveler s who have shady connecti ons and talents can sti r in the bunks ar ound her as the Voi ce conti nues its
acqui r e a notar i zed par chment fr om the Dr eam Mer tel epathi c br oadcast.
chants for 200 gp. Once they have the sentira seal, tr avel er s You have done well, people of Thornden. Lord Murakhal watches
can ei ther for ge the vi sa or pay another 50 gp to have one from above and ispleased with your work. The caravan arrives at midday
for ged by the mer chants. In thi s latter case, someone togather the shipment. Soon the smiths of Suras will transform the ore
exami ni ng the document must make a successful DC 20 you have mined into weapons and armor to protect the noble soldiers of
For ger y check to di scer n the falsi ty of the vi sa. the Harmonious Shield.
Once out i nto wi der Ri edr a, for ei gner s face other K hel aar bathes i n the war m gl ow of the Voi ce' s
pr obl ems. Most of the people speak only Ri edr an and are appr oval as she dr esses. Her br own cl othes ar e di r ty, so
i l l i ter ate. T hey possess the ski l l s the I nspi r ed deem nec she wear s the bl ack.
essar y. Mi l i tar y offi cer s, over seer s, pr i ests, and member s Youths chosen for military service should be prepared to depart at
of the I ron Gate are all li ter ate, and some speak Common midday. Because many of the youths have been working in the mines, the
or Quori . Ri edr ans avoi d all contact wi th for ei gner s, and workshift of miners will be lengthened to ensure that upcoming quotas are
they ar e typi cal l y unfr i endl y. met. The day begins. Follow the path.
Suppli es pose another chal l enge. No i nns exi st in K hel aar ' s day star ts wi th cal i stheni cs in the open
Ri edr a. Ever y vi l l age has a dor mi tor y r eser ved for Ri e field. T he exer ci se leaves her i nvi gor ated and happy. As
dr an tr aveler s and tr oops, and a tr ansi t vi sa mi ght speci fy she wal ks to mor ni ng meal , Danan catches up wi th her.
that the bear er s shoul d be gi ven access to such shelter . He wants to know if they can speak after eveni ng meal ;
O ther wi se, tr avel er s must conver t the unfr i endl y atti the l engthened wor kday wi l l make thi s di ffi cult, but ther e
tude of a local over seer to fr i endly or better (a successful mi ght be ti me ar ound the pr ayer ser vi ce. Danan seems
DC 25 Di pl omacy check). Food is pr ovi ded al ong wi th ner vous, and when K hel aar asks what he wants to di s
shelter , but tr avel er s can't buy goods, si nce money is an cuss, he says only that it has to do wi th dr eams. K hel aar
ali en concept to Ri edr an vi l l ager s. T he Sur vi val ski ll is 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. honest and open wi th one another . Many Ri edr ans take
Ever y Ri edr an knows the tale of the Uni fi cati on and the 1 r ank of K nowl edge (local) to reflect thi s bond.
under lyi ng pr i nci ples of the Path of I nspi r ati on. Al though 4. T he n ames of the l ocal I nspi r ed. T he names of
many Ri edr ans are i lli ter ate and have never read the Path, the I nspi r ed lor ds of the local basti on ar e known to all
they lear n the key elements thr ough noctur nal i ndoctr i the people under thei r pr otecti on. It is common pr acti ce
nati on and from dai ly ser mons by the pr i ests. to thank the I nspi r ed (and the il- altas) for good for tune.
2. Dut y and t r adi t i on. A Ri edr an is expected to 5. Fear some t al es. Whi l e Ri edr ans r ar el y have
follow the path that is assi gned to hi m wi thout compl ai nt concr ete knowl edge of other cul tur es, thei r opi ni ons
or questi on. These roles are defi ned by anci ent tr adi ti on, ar e shaped by dr eams and stor i es. T hey know about the
and a Ri edr an is al ways awar e of the duti es ti ed to hi s tr eacher ous kal ashtar , who are bound to demons and seek
occupati on and hi s place in the communi ty. to under mi ne the I nspi r ed. T hey know that the altavars
3. T he peopl e of hi s communi t y. Ri edr an xeno hunger for i nnocent soul s. T hey have even hear d of the
phobi a is offset by the str ong bond wi thi n a vi l l age or cor r upt and vi olent people of K hor vai r e, who destr oyed
nei ghbor hood. Few secr ets exi st in a Ri edr an vi l l agenot an enti r e nati on wi th war . Ri edr ans ar e thankf ul for the
because of gossi p, but because the vi l l ager s are completely pr otecti on of the I nspi r ed in such a danger ous wor l d.
Life in a Ri edr an village changes little from day to day

two months unti l her pai r i ng, and she suspects that thi s she feels at ease. She knows she wi l l never see Danan agai n,
is what Danan wants to di scuss. Whi l e he is a har vester j ust as she wi l l never see Tul. But she knows the I nspi r ed
i nstead of a mi ner , K hel aar has al ways enjoyed Danan' s wi l l do what is best for both of themthat Lor d Mur akhal
company and thi nks he woul d be a pl easant mate. wi ll cl eanse Danan if it is possi ble, and if not, he wi l l set
At mor ni ng meal , K hel aar eats gr uel seasoned wi th Danan' s soul free to begi n agai n.
ci nnamon and bi ds far ewel l to the depar ti ng youths at Fol l owi ng the pr ayer ser vi ce, K hel aar r etur ns to her
her table. She wi l l mi ss Tul, who wor ked wi th her in the dor mi tor y and cl i mbs i nto her bunk. T he li ght in the
mi nes, but she is happy for hi msol di er is an honor ed cr ystal s fades. Dar kness fills the r oom.
pr ofessi on, and br ave ser vi ce is cer tai n to br i ng advance You have done well, people of Thornden. Rest now. Follow the path.
ment in the li fe to come. K hel aar dr eams of secur i ty.
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. THE RIEDRANS
But she knows that thi s is the path lai d out for her that The hallmar k of all Ri edr ans is devoti on, unswer vi ng ded
she must master the ski l l s of the mi ner if she is to r i se ication to countr y, compani ons, and work. Each Ri edran's
above, to someday move beyond the flesh and j oi n the path has been lai d out by those wi ser than she i s, and it
world of spi r i ts. A moment of doubt ends in r enewed zeal, is a road that leads to eter nal sal vati on. Her chal l enge is
and she r etur ns to her task wi th vi gor . to r esi st the temptati ons the cunni ng altavars pl ace in her
The work shift is done. waytemptati ons such as the wor ds of for ei gner s, who
At the Voice's announcement, K hel aar r eti r es for could attempt to tur n her agai nst the glor i ous I nspi r ed.
eveni ng meal. Tul is gone, as ar e the other new soldi er s. At its hear t, Ri edr a is a cul t. Its people have been
When she goes to pr ayer ser vi ce, she is sur pr i sed to find br ai nwashed from bi r th; the hanbalani shape the dr eams of
that Danan is mi ssi ng as well. The pr i est, Tulac, tells them chi l dr en befor e they can even speak. Anyone who woul d
that ther e has been a ter r i ble tr agedyDanan was touched chal l enge the I nspi r ed swi ftl y vani shes, so most people
by an altavar and tur ned from the Path of I nspi r ati on. The never hear opposi ng vi ews. Even if they di d, they woul d
car avan has taken hi m away, and Lor d Mur akhal hi msel f fear such wor ds as deadl y bl asphemy.
wi l l be tendi ng to Danan and wor ki ng to cl eanse hi s soul. The people of Ri edr a tr ul y love the I nspi r ed, and
K helaar j oi ns in the ritual of sorrow, concentr ati ng on the they love thei r li ves. Most Ri edr ans don't want to be r es
crystal seed in the chamber . She lets all her gr i ef and feel cued from the I nspi r ed; they consi der the " fr eedom" so
i ngs for Danan flow out of her and i nto the cr ystal , and tr easur ed by for ei gner s to be a weakness that thr eatens
she takes comfor t in the shar ed exper i ence. Af ter war d, 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 hor r or s that lurk outsi de the bor der s of Ri edr a. Al though
magewr i ght s ar e f ound i n most vi l l ages. I n Ri edr a, i nsuffi ci ent to change the vi ews of a PC over a shor t ti me,
both magi c and psi oni c power ar e ti ghtl y contr ol l ed the dr eams ser ve to constantl y r ei nfor ce a Ri edr ans
and l ar gel y conf i ned to the I nspi r ed and the Chosen. i ndoctr i nati on. Al though a savi ng thr ow is al l owed, Ri e
H owever , a few psi oni c effects have an i mpact on dai l y dr ans vol untar i l y fai l it. A Ri edr an takes comfor t in her
li fe. These ar e essenti al l y wondr ous locati ons (ECS 272) stable dr eams and looks for war d to r esti ng and bathi ng
cr eated and contr ol l ed by the quor i . For the people of in the love of the I nspi r ed. T he wi despr ead knowl edge
Ri edr a, such wonder s ar e pr oof of the mi r acul ous power that Ri edr ans suffer fr om chaoti c, unpr edi ctabl e dr eams
of thei r benevol ent over l or ds. when in for ei gn l ands is one mor e r eason they hate to
Al l of these functi ons dr aw power fr om the hanbalani leave thei r homel and.
altas, the massi ve monol i ths spr ead acr oss the nati on. I f a Monol i th dr eamshapi ng i s a backgr ound ef f ect,
monoli th is shut down or destr oyed, any communi ty ti ed and t ar get ed use of dream, nightmare, or a si mi l ar abi l i ty
to it loses access to these functi ons. takes pr ecedence over the br oadcast s. Fur t her mor e,
T hese ar e the most common ef f ect s, but the anyone who has the Dr eam Sci on feat is i mmune to
I nspi r ed can devel op new t echni ques, and you shoul d dr eamshapi ng.
feel free to i nvent effects uni que to a speci fi c basti on or T he content of dr eams is contr ol l ed fr om Dal
vi l l age. A basti on mi ght have an i nner sanctum shi el ded Quor , and it can be made mor e speci f i c (for exampl e,
by an i mpenetr abl e wal l of ectopl asm; the only way to get br oadcast i ng the i mage of a want ed cr i mi nal ) . A par
past thi s field is to shut down the local monol i th. ti cul ar dr eam can be tar geted at a vi l l age, a spher e, or
Cl i mat e Contr ol : I nspi r ed ar chi tects have devel the enti r e nati on. T he quor i can al so choose to use the
oped cr ystal pl ati ng that, thr ough ki neti c mani pul ati on, dr eamshaper s to pr oj ect ni ghtmar es acr oss a r egi on.
can be heated or cooled and can even dr aw moi stur e out In thi s case, any sl eeper who f ai l s the savi ng t hr ow is
of the ai r . T hi s effect uses consi der abl e power , and it's f at i gued, and the di st ur bed sl eep i s i nsuf f i ci ent for
r ar ely seen outsi de the pal aces of the I nspi r ed or the r egai ni ng i nf usi ons, power poi nt s, and spel l s. T hese
Chosen. Nonethel ess, in the tr opi cal cl i mate of Cor - ni ght mar e at t acks ar e usual l y bl amed on kal asht ar ,
vagur a, enter i ng a cool, dr y pal ace can have a consi der dr omi tes, or altavars.
able i mpact on a tr aveler . Scr y Shi el di ng: T he I nspi r ed have long shi el ded
Cr yst al I l l umi n at i on : Ri edr an ar chi tectur e often thei r r eal m fr om pr yi ng eyes. Al though the monol i ths
i ncor por ates a for m of cr ysteel . When pr oper l y tr eated are not as power ful as the Shr oud of Adar , each one pr oj
and char ged wi th ener gy fr om a monol i th, a str uctur e ects a nondetection effect (DC 31) that bl ocks all attempts to
contai ni ng that mater i al sheds color ful l i ght. A basti on scr y i nto Ri edr a. T he Ri edr an shi el d bl ocks scr yi ng only
ci ty can be a r emar kabl y beauti ful si ght at ni ght. In a vi l from outsi de sour ces; once someone penetr ates the bor
l age, bui l di ngs ar e not actual l y constr ucted of cr ysteel , der s, all power s and spells functi on nor mally. Di sr upti ng
but beacons ar e set at key poi nts to pr ovi de i l l umi nati on. thi s field woul d r equi r e the destr ucti on of a substanti al
Ri edr an communi ti es have two gr i ds of li ghtkey r egi ons number of monol i ths, and even doi ng thi s woul d only
r emai n lit at all ti mes, but other ar eas (such as l i vi ng dr op a segment of the shi el d.
quar ter s) ar e shut off after cur few. Li ght is a gi ft of the T el epor t at i on : T he l ar gest basti on ci ti es and
I nspi r ed; they pr ovi de it, and they take it away. ki nt ams (for tr esses) ar e l i nked by a networ k of per ma
D r eamshapi n g: One of the pr i mar y pur poses nent psionic teleportation circles. Whi l e these ar e cr eated by
of the hanbalani is to shape the dr eams of the Ri edr ans, the most power f ul I nspi r ed nomads, they dr aw on the
pr oj ecti ng soothi ng dr eams acr oss the nati on. T hi s is hanbalani for power . Shut t i ng down a monol i th coul d
a del i cate ar t; unl i ke charm or dominate, a dr eam does not pr event the I nspi r ed fr om summoni ng r ei nf or cements
force the tar get to take any acti on. It si mpl y pl ants an or escapi ng.
i dea; if the subject acts, he does so of hi s own free wi l l . T he Soot hi ng Voi ce: T he hanbalani networ k al l ows
In l i mi ted ci r cumstances, noctur nal mani pul ati on the quor i to br oadcast tel epathi c messages acr oss wi de
i nvolves tar geted dr eams, vi si ons cr afted for a par ti cul ar ar eas. T hi s for m of communi cati on is si mi l ar to mass
subject. By thi s means, the quor i spar ked the Sunder i ng missive (EPH 121), but no li mi t is placed on the number of
and conti nue to under mi ne thei r enemi es. wor ds that can be br oadcast. The effect can be nar r owed
A far mor e i nsi di ous dr eam condi ti oni ng occur s to a si ngle vi l l age or l i nked to br oadcast acr oss an enti r e
over a wi de ar ea. Effecti vely, the networ k of monol i ths spher e, but it cannot pi npoi nt i ndi vi dual s. T he Voi ce
pr ojects a constant, low- level dream effect acr oss Ri edr a. addr esses the popul ace thr oughout the day, pr ovi di ng
Anyone who falls asl eep must attempt a DC 17 Wi l l save. news, encour agement, and i nstr ucti on to the peopl e.
T hose who fai l have the dr eam that is cur r entl y bei ng T hi s system is contr olled and moni tor ed fr om Dal Quor.
pr oj ected. The typi cal Ri edr an dr eam is soothi ng and T hose who want to do so can cut off a vi l l age fr om the
vague, bl endi ng i mages to pr oject the wonder of Ri edr a, Soot hi ng Voi ce by deacti vati ng a near by monol i th, but
the j oys of bei ng par t of a gr eater whol e, and the celes they cannot tr ansmi t messages of thei r own wi thout goi ng
ti al benevol ence of the I nspi r ed. Ever y so often, these to Dal Quor.
soothi ng vi si ons ar e i nter sper sed wi th flashes of the dar k
over hi s head, food on the table, and clothes on hi s back. i nstr ucti on. They ar e al l owed a br i ef amount of unstr uc
He mi ght not be able to li ve wher ever he wants, choose tur ed ti me each day, ostensi bly for medi tati on on the day's
his food, or even pi ck the color of hi s cl othes, but in hi s events; however , many pr efer to r emai n among fr i ends
eyes, he has a good li fe, secur e and stable. He doesn't need even dur i ng thi s pr i vate ti me. Pr i vacy is not somethi ng
luxur i es in thi s wor ld. Such thi ngs ar e cer tai nl y tempt the Ri edr ans tr easur esol i tude can be a pai nful and
ing, but it is by r esi sti ng that temptati on that he ensur es di stur bi ng exper i ence for a Ri edr an.
his advancement in the next li fe. Young Ri edr ans ar e r ai sed communal l y. T hey ar e
Ri edr ans place hi gh val ue on honesty and commu often tr anspor ted to new vi l l ages as soon as they are old
nity; the Path of I nspi r ati on says, "A liar sells hi s soul wi th enough to travel, to prevent bi r th par ents from for mi ng an
every wor d." A follower of the Path str i ves to be honest and unheal thy bond wi th the chi l d. Youths li ve in segr egated
to be a good nei ghbor , contr i buti ng to both her vi l l age dor mi tor i es, tended by dedi cated car egi ver s (par t of the
and her nati on. A Ri edr an al ways helps out a fellow ci ti zen Gui di ng Path; see page 55). As they grow, chi ldr en ser ve as
unless that per son advocates a cour se of acti on that goes appr enti ces to other member s of the communi ty, al l owi ng
agai nst the Path of I nspi r ati on. the car egi ver s and pri est to deter mi ne thei r apti tudes. A
Wor k means ever ythi ng to Ri edr ans. Each vocati on youth is usuall y set on hi s path in hi s thi r teenth year and
and task is a lesson to be master ed for for war d movement moves i nto an adult dor mi tor y at thi s ti me.
on the Path. Ri edr ans wor k long hour s wi thout complai nt, At ei ghteen, a Ri edr an is " pai r ed" wi th another . T hi s
and they often r egr et havi ng to leave wor k to par ti ci pate is the Ri edr an equi valent of mar r i age, and the pai r occu
in communi ty acti vi ti es. T hi s devoti on often means that pies the same dor mi tor y. Those in contr ol of thi s pr ocess,
Ri edr ans ar e sur pr i si ngl y ski l l ed at thei r pr ofessi ons, but the pathfi nder s, pr efer for people to be pleased wi th thei r
they lack ver sati l i ty. bondi ng, and thus they accept mutual r equests. Sti ll, pai r
Ti me away fr om wor k is usual l y spent wi th other i ng is done for the sake of pr oduci ng chi l dr en, and if two
member s of the communi ty. Ri edr ans di ne together in people ar e geneti cal l y i ncompati bl e, thei r pai r i ng isn't
centr al hal l s, par ti ci pate in gr oup athl eti c exer ci ses, al l owed. Ri edr ans ar e expected to be monogamous, and
and gather in the eveni ngs for stor ytel l i ng and r el i gi ous 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 Shar adhuna, Shar aktavi , Tantashar , T i r ashana, Tor al i ,
more i mpor tant than any bond of bl ood. As such, Ri e Tur eya, Xushi l a.
dr ans do not use sur names. If addi ti onal i denti fi cati on Phr ases: Ri edr ans ar e r ai sed not to fidget, to stand
is r equi r ed, a Ri edr an gi ves the name of hi s vi l l age or, if per fectl y sti l l when tal ki ng. It is consi der ed a token of
he li ves in a basti on ci ty, the war d he r esi des i n. r espect to meet the gaze of someone you ar e speaki ng
The I nspi r ed often choose to keep an aspect of thei r to. Ri edr ans never ver bal l y i nter r upt a speaker , but they
Chosen host's name; when Jul aan is i nspi r ed by Gatesh, i ndi cate i ntent wi th thei r gaze, looki ng down if they have a
he mi ght take the name Jul gatesh. However , thi s pr acti ce comment to make, looki ng to the side if they di sagr ee wi th
var i es from spi ri t to spi r i t, and is al ways the choi ce of the the speaker or ar e not i nter ested in what he has to say. The
quori. I nspi r ed attached to the Dr eami ng Dark someti mes degr ee of moti on is as expr essi ve as tone of voi ce. Thus,
adopt kal ashtar names as a way of mocki ng thei r prey. Ri edr ans often mai ntai n an outwar d appear ance of cal m,
The use of double vowel s is tr adi ti onal in many but a shar p tur n of the head can be the same as a yell.
par ts of Ri edr a. In the Ri edr an l anguage, it is typi cal The followi ng tur ns of phr ase are uni quely Ri edr an.
for both vowel s to be gi ven a di sti nct sound; a Ri edr an "Follow the Path." T he most basi c maxi m of the Path of
pr onounces " Lhazaar " as a thr ee- syllable wor d. However , I nspi r ati on; al so used as a poli te for m of far ewel l .
most of the people of K hor vai r e ar e unf ami l i ar wi th thi s "Thefish does not seek to fly." A pr over b encour agi ng the
custom and si mply extend the vowel sound. l i stener to accept the li fe he has been gi ven and l ear n
M al e N ames: Aan , Al eel , Bhi man , Bhal aan , the l essons set befor e hi m; often sai d when someone
Dal aan, Danan, Fuul gan, Gur haak, Gusan, H el ac, suggests change.
H er uun, Jhar ee, Jukyan, Jul aan, I l aan, Heel, K her n, "Gold isthe tongue of the altavar." A maxi m agai nst gr eed
K yamun, K yar uun, L anan, Leel , Ol aan, Oleel, Rhaak, or any other for m of temptati on; a war ni ng that anythi ng
Rhuun, Sul aan, Suyamun, Taan, Tul ac, Vusgaar . that could pull a Ri edr an fr om the Path is l i kel y to be the
Femal e Names: Aal i , Aag, Bhuji, Biir, Duaali , Duji- wor k of evi l spi r i ts.
ira, Dujyag, Gi laali , Jhaasha, Jhal aar , Jhazal a, K helaar , "No one is alone." As r eassur ance, a r emi nder that a
K huli i r a, Lhazaar , Manaar , Mi i r, Quaali , Quush, Palaar , Ri edr an al ways has hi s communi ty, the Voi ce, and the
Pr aagya, Shi azal a, Shi aali , Tyag, Tyalaar , Vyed, Vyuji. I nspi r ed behi nd hi m; as war ni ng, a r emi nder that the
M al e I n spi r ed: Al har ad, Dur al an, Dul at et h, T housand Eyes is al ways watchi ng.
Far ashan, Jol or at h, L an et h, L ar amesk, Moshakel , "Lesson of (pain/grief/anger/joy)." A r eser ved way to
Mal ukath, Mur akhal , O r akhun, Shor al ath, Sur asek, expr ess emoti on about a si tuati on, whether fr ustr ati on or
Tor akhun, Xur atesh, Zor ashan. pl easur e. Whether good or bad, ever ythi ng is a l esson.
Femal e I nspi r ed: Adashar a, Dar al ashtai , H al atavi , "Darkspirits!" or "Altavar!" An aggr essi ve statement of
Jor adhuna, K ashanshar a, Mor asha, Nal dhuna, Olashtai , fr ustr ati onone that is di scour aged in dai l y use.
Ri edr ans contr ol str ong emoti ons and focus thei r from it, r esi sti ng the temptati on to ri se above hi s stati on
ener gy in posi ti ve ways. Reli gi ous cer emoni es pr ovi de an or change hi s lot in li fe.
outlet for emoti on under the gui dance of the local pr i est. For the I nspi r ed, thi s system accompl i shes many
In these r i tual s, people ar e i nstr ucted to unl eash a par ends. It encour ages ci ti zens not to question thei r roles in
ti cular emotion in r esponse to a recent event. For example, li fespi r i tual advancement is the goal, and only by follow
if another vi l l ager has succumbed to spi r i tual cor r upti on i ng the path set for th by the il- altas (as announced by the
and been taken by the T housand Eyes, the people gather I nspi r ed) can such advancement be attai ned. It also allows
to feel pity, sorrow, and hope for thei r lost compani on. If the I nspired to fail without shatter i ng their status in the eyes
news comes of kalashtar treachery, people gather to unleash of the people. The I nspi r ed ar e mor tal vessel s of godl i ke
anger and hate. Between these per i ods of r el ease, people bei ngs, not actual gods, and any defeats or setbacks ar e the
ar e expected to keep thei r emoti ons under contr ol or to fault of the vessel. Fi nally, it contai ns j ust enough tr uth to
speak wi th a pr i est if they cannot. weaken any attempts to expose the true natur e of the quori.
Xenophobi a is common in Riedra. Violent and chaotic, The Ri edr ans know that thei r rulers are possessed by out
for ei gner s pr acti ce dar k magi c, eat the flesh of beasts, and siders, and usi ng banishment to dri ve out the possessi ng spirit
destr oy thei r nati ons in the name of " fr eedom." For ei gn proves nothi ng aside from the fact that the exorcist is a foul
ers should be pitied. Lacki ng the direction of the I nspired, bei ng to chal l enge the noble il- altas. Si nce most Ri edr ans
they have no protection agai nst the altavars. It is only natur al fear or at least di str ust magi c, they ar e unl i kel y to accept
that they fall prey to lust, gr eed, and other lower emoti ons. the evi dence pr ovi ded by detect evil or si mi l ar spel l s.
Nonethel ess, they ar e li ke wi l d ani mal s and cannot be Ri edr ans ar e war ned to bewar e of the altavars, spi r i ts
tr usted. A Ri edr an must always be war y when deali ng wi th that have fallen off the Path of I nspi r ati on. T hese bei ngs
foreigners, never allowi ng them to sway her from her path. 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
RIEDRAN RELIGION that the " gods" wor shi ped by other cul tur es ar e in fact
Only one r el i gi on is toler ated in Ri edr athe Path of altavars, and that these dar k spi r i ts ar e al so the sour ce of
I nspi r ati on. Its pr acti ce is mandator y. Omni pr esent yet ar cane magi c. As a r esult, Ri edr ans ar e taught to fear and
subtle, the Path is easi ly over looked. For a Ri edr an, wor k despi se ar cani sts and pr i ests of other r el i gi ons.
is wor shi p, and life i tself is an act of devoti on. Accor di ng No temples have been er ected to the Path of I nspi r a
to the Path of I nspi r ati on, dedi cated and har d- wor ki ng ti on; the holi est si tes are the pal aces of the I nspi r ed and
souls ascend a ladder of spi r i tual evoluti on over the cour se the hanbalani. On days of celebr ati on, people often gather
of many l i feti mes, tr avel i ng from beast, to nonhuman, ar ound the near est monoli th to j oi n thei r thoughts (in the
to human, to changel i ng, to Chosen, to the il- altasthe pr ocess, unwi tti ngl y channel i ng mor e of thei r spi r i tual
"great spi r i ts" that cannot be per cei ved in thi s wor ld, but ener gy to Dal Quor). Pr i ests of the Path of I nspi r ati on
that conti nue to gui de lesser bei ngs by acti ng thr ough ar e usual l y exper ts, char ged wi th mai ntai ni ng di sci pli ne
the I nspi r ed. A follower of the Path should embr ace the and morale among the people of thei r communi ti es. Only
life he is gi ven and lear n the lessons he is meant to lear n 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 who fol l ow the Path of I nspi r ati on gai n access
ated as a tool to mani pul at e the masses, to the Communi cat i on, Law, and Mental
not hi ng i s i nher ent l y evi l about the f ai th. Power mantl es.
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 DREAMING DARK
the Dr eami n g Dar k. Per haps spel l s of
No I nspi r ed vi ews the Path of I nspi r a
the Ri edr an cl er i c ar e dr awn f r om the
ti on as a tr ue r el i gi on; it i s mer el y a
magi cal ener gy of the Dr agon Above.
tool . Cl er i cs among the quor i wor
Maybe the power f l ows f r om the r aw
shi p il- Lashtavar (the Dr eami n g Dar k) .
fai th of mi l l i ons of Ri edr ans. It coul d
Asi de fr om the quor i , onl y the shadow
be that the il- altas t r ul y exi st , unbe
l i n est h ose Chosen speci f i cal l y
knownst to the I nspi r ed. For most
r ai sed to ser ve as vessel s f or t he
Ri edr an s, t he Pat h of I n spi r at i on
agent s of the Dr eami n g Dar kknow
i s i nsepar abl e f r om t hei r count r y as
of thi s f ai th.
a whol e, and the sour ce of i ts power
is Ri edr a. T he Dr eami ng Dar k is l awf ul evi l ,
and its favor ed weapon is the mi nd blade.
For the pur pose of di vi ne magi c,
Cl er i cs of the Dr eami ng Dar k gai n access
the Path of I nspi r ati on is a l awf ul neu
to the Law, Evi l , and Shadow domai ns.
tr al for ce pr ovi di ng access to the Commu
Di vi ne mi nds gai n access to the Law,
ni ty, Law, and Medi tati on domai ns. T he
Evi l , Li ght and Dar kness, and Cor r up
favor ed weapon of the Path of I nspi r ati on Symbol of the ti on and Madness mantl es.
i s the flai l . Di vi ne mi nds (Complete Psionic 9) Path of Inspiration
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 sen-
tira sculptures. Senti ra is a product of psi oni csi 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 A Riedran peasant weaves an altsen pattern
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 bent, and str uctur es are magni fi centl y i l l umi nated from
patter ns of l i nes si mi l ar to a maze or l abyr i nth. Al tsen wi thi n. The senti r a wal l s r esonate wi th thoughts; i nhab
desi gns ar e often used as a focus for medi tati on or placed i tants are often str uck by tr aces of tr apped and reflected
on the hem of cl othi ng; common bel i ef holds that evi l i deas or dr eams. Usuall y these echoes are faint and i nco
spi r i ts can be tr apped in the patter ns, pr otecti ng the her ent, but occasi onally a clear i mage comes thr ough.
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 Cui si n e
been tr adi ng in Sar l onan texti l es for centur i es. T he peopl e of Rhi avhaar , Pyr i ne, and O hr K al uun eat
Another common ar ti sti c effort in Ri edr a is cr ystal f i sh. T hose of Dor Mal eer ar e hunter s by tr adi ti on.
and gl asswar e. Al though such cr eati ons ar e pr i mar i l y Few other Ri edr ans eat meat, and many consi der the
functi onal , the smooth contour s of Ri edr an gl asswor k pr acti ce bar bar i c.
are notewor thy. Many people appr eci ate the novelty of a The mai nstay of the Ri edr an diet is the pomow plant.
cr ysteel gl ass that won't shatter when it is dr opped. T hi s fr ui t was developed by the Bounti ful Horn (see page
Stor ytel l i ng and song ar e an i mpor tant par t of the 54) dur i ng the first few centur i es of the Ri edr an uni fi ca
dai l y li fe of most Ri edr ans. H owever , both ar ts ar e for ti on. I ts or i gi n r emai ns a myster y, but common bel i ef is
mulai c and mi r ed in tr adi ti on, and al ways r evolve ar ound that it i nvolved metacr eati on techni ques and wi l d zones
tales of the Uni fi cati on, the glor y of the I nspi r ed, or the bound to L ammani a. Pomow is a har dy cr op that can
Path of I nspi r ati on. For ei gner s usual l y find them tedi ous gr ow in a r ange of cl i mates, and ever y par t of the plant
and r epeti ti ve. 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
Ar chi t ect ur e j ui ce; the bushy fibers ar ound the stal k can be wor ked
Ri edr an vi l l ages ar e si mple and functi onal . Bui l di ngs i nto thr ead, much l i ke cotton; and str i ps of the tough
are for med from wood or stone, whi chever is most con r i nd ar e shar p enough to shave wi th. A pomow is a dar k
veni ent in the r egi on. Str uctur es ar e typi cal l y smooth pur ple spher oi d, r angi ng from one foot to two feet acr oss.
and r ounded. Cr ystal shar ds ar e embedded i nto wal l s to Pomow pl ants ar e r emar kabl y fecund, and a stal k begi ns
pr ovi de li ght; these ar e ti ed to the local hanbalan and fade gr owi ng new frui t as soon as the spher e is plucked.
if pr i ed loose fr om thei r housi ngs. Door s in Ri edr an Ri edr ans use a wi de r ange of spi ces to add f l avor
vi l l ages r ar el y have l ocks or bar s. Gi ven the hi gh level of and var i ety to thei r common meal of pomow gr uel . They
i lli ter acy, i coni c i mager y is used to i denti fy the functi on abstai n fr om any sort of i ntoxi cants.
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 Fashi on
dazzl i ng and str ange. They are bui lt from stone, cr ysteel, The aver age Ri edr an dr esses in bl ack, whi te, or br own
and senti r a. T he sur faces of bui l di ngs ar e cur ved and 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 on demoni c i nfluence. Other s flee, seeki ng the Summi t
car r y soci al i mpl i cati ons. Gr een cl oth is r eser ved for Road to Adar , br avi ng the Andnemun deser t in hopes of
agents of the T housand Eyes. Or ange and yel l ow ar e set r eachi ng Syr kar n, or stowi ng away on a vessel bound for
asi de for eli te soldi er s of the H ar moni ous Shi el d. Pur pl e K hor vai r e. The li fe of such a fugi ti ve is a har d one, even
is r eser ved for the Chosen (or the I nspi r ed). Blue and red after the j our ney to fr eedom is over. For ei gn customs ar e
ar e the color s of the I nspi r ed. str ange, people ar e cr uel , food and shelter ar e no longer
Ri edr an commoner s do not wear j ewel r y or use fr ee. The ni ght is full of chaoti c thoughtster r i bl e after
cosmeti cs; people ar e encour aged not to stand out fr om year s of soothi ng dr eams. Many feel lost and al one,
the cr owd. Commoner s often wear vei l s and head cl oths, year ni ng for the i nnocence that has been torn away. Some
both to pr ovi de pr otecti on fr om the sun dur i ng l ong channel that angst i nto fur y, becomi ng bi tter mer cenar
days in the fi elds and to deemphasi ze the i mpor tance of ies or cr i mi nal s. Other s fill the voi d wi th fanati cal devo
per sonal appear ance. ti on to a new cause. Ei ther way, the loss is al ways ther e,
The Chosen and the I nspi r ed are expected to dr ess in and PCs who ar e Ri edr an r ebel s should consi der what
a manner that honors thei r elevati on from the masses; they dr ove them away and what pr i ce they' ve pai d.
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 NONHUMAN RIEDRANS
senti r a accessor i es, especi al l y ar mor and headdr esses. T he popul ati on of Ri edr a is over whel mi ngl y human.
These cur ved cover i ngs and hor ned cr owns of glass often Sti l l , a few nonhuman r aces have been i ncor por ated i nto
add to the str ange, ali en beauty of the I nspi r ed. 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.
REBELLION IN PARADISE Constant i ndoctr i nati on and psi oni c r ei nfor cement
The I nspi r ed aren't omni sci ent. T he Ri edr ans mi ght have dr i l l ed the concept of spi r i tual evoluti on i nto the
bel i eve that the il- altas ar e al l - seei ng, but the quor i ar e Ri edr an consci ousness. As a r esul t, the typi cal Ri edr an
not. I n a nati on of near ly four teen mi l l i on peopl e, the ogr e tr ul y bel i eves that he is i nfer i or to the aver age
T housand Eyes can't watch ever yone all the ti me. T hi s human, but that he was bor n an ogr e to fulfi ll a speci fi c
is especi al l y tr ue in the outer vi l l ages. I ndoctr i nati on pi ece of hi s desti ny. As str ange as it often seems to tr av
keeps most people fr om tur ni ng agai nst the I nspi r ed, eler s from K hor vai r e, many member s of these " lower
and vi l l ager s r epor t any str ange behavi or to the over seer r aces" ar e the most loyal ser vants of the I nspi r ed. T hey
or pr i est (for the " vi cti m' s" own good, of cour se). But a bel i eve they have far ther to go in thei r spi r i tual j our ney
cauti ous di ssi dent who takes car e in hi s choi ce of confi and must wor k that much har der .
dants can cer tai nl y sur vi ve in a bor der vi l l age. Changel i ngs: Accor di ng to the Path of I nspi r ati on,
Di ssi dence ar i ses fr om many sour ces. The first path the changel i ng stands between humans and the Chosen.
is si mple human natur e. The Path of I nspi r ati on r estr i cts Her abi li ty to assume di ffer ent i denti ti es is a tool to help
emoti on, choi ce, even the abi l i ty to dr eam. Per haps a her escape the pr i son of her self. She is pr epar i ng for
vi l l ager hates the j ob he has been assi gned. Maybe he has the selfless ser vi ce that is r equi r ed of the I nspi r ed, and
been pai r ed wi th someone he doesn't l i ke. Regar dl ess of eventual l y to abandon the body compl etel y and become
hi s devoti on to the Path, fr ustr ati on can gr ow and fester, pur e spi r i t. Changel i ngs ar e r ai sed in the ser vi ce of the
unti l it finally expl odes. Thousand Eyes, and they spend most of thei r ti me hi dden
Another possi bi li ty is that a chi ld develops forbidden wi thi n the popul ace, assumi ng whatever i denti ty ser ves
power s. A youth di scover s a gi ft for sor cer y or talent as a the needs of the I nspi r ed. It is an auster e, asceti c li fe. A
wi l der . He knows it onl y as the touch of an altavar. Does changel i ng shoul d have as few attachments as possi ble
he r eveal hi s cur se to the pr i est l i kel y di sappear i ng and be r eady to sacr i fi ce ever yt hi ngname, i denti ty,
f or ever or expl or e thi s bi r thr i ght in secr et, knowi ng possessi onsat a moment' s noti ce.
that he places hi s soul in j eopar dy? A changel i ng in her natur al form is treated wi th both
Some come to doubt the Path due to life exper i ences. A respect and a slight degree of awed fear by the common folk.
friend is hauled away by the Thousand Eyes, a chi ld is taken She mi ght not be one of the Chosen, but she is a super i or
to another vi l l age, a r equest for pai r i ng is tur ned down. bei ng and, most li kely, a member of the secr et pol i ce.
Per haps a vi l l ager sees somethi ng she can't expl ai nan T hi s atti tude ser ves to keep the changel i ngs fr om
inexplicable act of cruelty from an I nspired lord. Maybe she usi ng thei r abi li ti es agai nst the I nspi r ed. T he typi cal
di scover s a magni fi cent anci ent relic, and she can't under changel i ng bel i eves that she is a her oi ne on the ver ge of
stand why these ki ngdoms needed to be destr oyed. Such apotheosi s. Shoul d she i nstead use her power s for per
exper i ences can be exacer bated by peaceful contact wi th sonal gai n, she is sur e to fall back i nto the spi r i tual mi r e.
forei gnersjolly Syrk tr ader s, str ange sai lors from the Five Some manage to avoi d or over come thi s i ndoctr i nati on,
Nati ons, Adar ans or dr omi tes who swear that the Ri edr an but a changel i ng caught wor ki ng agai nst the I nspi r ed
is bei ng led astray. These seeds of doubt take year s to grow, r ecei ves no mer cy.
but slowly, a Ri edr an could r eali ze j ust how oppr essi ve her Changel i ngs ar e usual l y exper ts, r ogues, or monks,
homeland is. At that point, the prison wal l s become vi si ble. occasi onal l y master i ng the ar ts of the assassi n. A r ar e
If she speaks to anyone about her true feeli ngs, she's li kely few ar e tr ai ned in psi oni cs ar ts, typi cal l y as tel epaths or
to be r epor ted. Even if she doesn't, the T housand Eyes soul kni ves.
mi ght pluck the tr uth fr om her dr eams. El an s: So few in number that most Ri edr ans don't
Some manage to hi de thei r her esi es and r emai n in even know they exi st, el ans hold the essence of quori spi r
thei r homel and, possi bl y even spr eadi ng thei r beli efs to its condemned to eter nal i mpotence for cr i mes agai nst
other s. A few collapse under the str ai n, suffer i ng vi olent the quor i , often i nvol vi ng endanger i ng the stabi li ty of
emoti onal br eakdowns that pr i ests ar e qui ck to bl ame 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 exper ts, fi ghter s, or monks. T he most ski l l ed ser ve the
wi thi n thr ough noble acti ona tr ue i ndi gni ty for the pow Taskaan Legi on and the T housand Eyes, whi l e other s
erless quor i , who can only watch as the elan dr aws on its help to coor di nate the ci vi l labor s of thei r less i ntel l i gent
power . Some el ans, whether by force of wi l l or r emnants ogr e cousi ns.
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 . STATE OF THE NATION
Shi f ter s: The Path of I nspi r ati on teaches that savage Ri edr a' s pr ovi nces ar e di vi ded i nto ter r i tor i es known
and simple souls are i ncarnated as beasts. The shifter stands as spher es. A spher e is a ci r cul ar r egi on center ed on a
at the thr eshold of humani ty; he has ear ned the shape of for tr ess- ci ty called a basti on, whi ch is r ul ed by a par ti cu
a human, but he must pr ove hi msel f lest he r egr ess to an lar I nspi r ed lor d. T he ter r i tor y takes its name fr om its
ani mal form in hi s next li fe. Al most all Ri edr an shi fter s master the ci ty of Dur at Tal is in the Spher e of Sur asek,
are par t of the Taskaan Legi on (also known as the Savage in the pr ovi nce of Cor vagur a. Al l I nspi r ed hold the ti tle
Legion), the r uthless shock troops and household guar ds of of Lor d or Lady; the ul ti mate leader of a basti on car r i es
the I nspired. Each shifter line is tied to a par ti cular il- altas the ti tle of Ei dolon.
and ser ves the I nspi r ed lord that cur r entl y channel s that The typi cal basti on is a metr opoli s, and many of them
spirit. The Taskaan uni form includes a leather collar bear r i val Shar n in populati on. They are center s of i ndustr i al
ing the sigil of the lord of the line. Life for a Taskaan shifter pr oducti on, suppor ti ng the bul k of a spher e's tr oops.
centers on war, and the greatest desire of the Taskaan soldier Sur r oundi ng a basti on is a networ k of vi l l ages,
is to die in direct ser vi ce to his master. Such a death is the spr ead out i n as or der ly a manner as possi bl e, taki ng
surest path to spi r i tual advancement in the next li fe. envi r onmental factor s and r esour ces i nto account. A
The br eedi ng and tr ai ni ng pr ogr ams of the Tas spher e contai ns dozens of vi l l ages. Most vi l l ages focus
kaan shi fter s focus on physi cal attr i butes. Member s of on agr i cul tur e and si mpl e i ndustr y. Al t hough some
the Savage Legi on ar e typi cal l y fi ghter s and bar bar i ans, var i ance in styles and customs exi sts from pr ovi nce to
though some of the I nspi r ed tr ai n thei r " hounds" to be pr ovi nce, vi l l ages wi thi n a spher e ar e vi r tual l y i denti
r anger s and scouts. cal . No thor ps, haml ets, or towns can be foundwhen a
Consi der ed subhuman, a T askaan shi f ter acti ng popul ati ons r i ses to a suffi ci ent level, the I nspi r ed dr aw
in the name of hi s I nspi r ed lord nonethel ess gai ns the off the excess to cr eate a new vi l l age.
author i ty to chal l enge even one of the Chosen. T hi s is Ri edr an vi l l ages ar e f unct i onal and asceti c i n
a sour ce of gr eat pr i de for the T askaan. T hey ar e sl aves. desi gn. T he communi ty is center ed ar ound a bui l di ng
Li ke the other i nhabi tants of Ri edr a, however , they r evel that ser ves as a di ni ng hall and a publi c assembly, wher e
in thei r chai ns and pi ty thei r " fr ee" cousi ns. people gather to li sten to the ser mons of the local pr i est
O gr es: Over the cour se of many centur i es, the ogr es or to hear stor i es of the glor i ous deeds of the I nspi r ed.
of Bor unan have been condi ti oned to abhor vi olence. The Vi l l ager s li ve in communal dor mi tor i es, wi th separ ate
str ength of an ogr e is a gi ft to be used in the ser vi ce of the houses for chi l dr en.
nation, not squander ed in br awl i ng and battle. Most ogr es Whi l e Ri edr a has no l i ghtni ng r ai l, vi l l ages and
are devoted to heavy labor, and they are often found ser v spher es ar e l i nked by a compr ehensi ve networ k of mai n
ing as mi ner s, l umber j acks, masons, and in other roles tai ned r oads. T he I nspi r ed al so have a secr et system of
r equi r i ng str ength, endur ance, and pati ence. psionic teleportation circles at thei r di sposal , passi ng thr ough
Taskaan ogr es ar e usual l y war r i or s or bar bar i ans; the centr al hub of Dur at Tal . T he number of gates is
they lack the sophi sti cati on r equi r ed to master mor e l i mi ted. The I nspi r ed can telepor t car go di r ectl y fr om
complex vocati ons. T he peaceful ogr es ar e pr i mar i l y Dar Ji n to Dur at Tal, but getti ng those goods to the vi l
commoner s, wi th a few excepti onal exper ts. lage of K eloor r equi r es a car avan.
Enekothe mongr el ogr esar 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 W HO RULES RIEDRA
Ri edr a except as member s of the Savage Legi on. The r ul er s of Ri edr a ar e the quor i . Al l i mpor tant deci
O gr e Mages: T he Path of I nspi r ati on teaches that si ons concer ni ng the fate of the nati on ar e made in Dal
the ogr e mage is a vessel for a l esser altavar. T hat fact Quor. T he basti on lor ds don't gather in Ri edr a to debate
expl ai ns the ogr e mage' s mysti cal power s and f i endi sh poli cy, because such counci l s ar e held in Dal Quor. To
appear ance. Accor di ng to the doctr i ne, the ogr e mage a for ei gner , it seems that the basti on lor ds and gener al s
has been cr af ted as a pr i son for the altavar; if the ogr e of the H ar moni ous Shi eld oper ate uni l ater al l y; however ,
mage li ves a noble li fe of ser vi ce to the I nspi r ed, he can they all act in per fect accor d wi th the pl ans for mul ated
actual l y r edeem the evi l spi r i t tr apped wi thi n hi m. Such in the Regi on of Dr eams.
a tr emendous vi ctor y sur el y ear ns the ogr e mage gr eat Whi l e the destiny of Ri edra is set in dr eams, a complex
advancement in hi s next li fe. Of cour se, the evi l spi r i t bur eaucr acy manages its dai ly affai r s. The I nspi r ed hold
tempts the ogr e mage, encour agi ng hi m to use hi s power the top tier. A power ful I nspi r ed noble r ules each basti on
for per sonal gai n or even tr yi ng to get hi m to tur n agai nst city, and I nspi r ed ser ve as gener al s, ambassador s, i nqui si
the I nspi r ed. To do so mi ght br i ng power in thi s li fe, but tor s, and hi gh mi ni ster s. Al though mi ghty I nspi r ed are
it for ever dooms hi s soul. Regar dl ess of condi ti oni ng, r ar e, lesser I nspi r ed ser ve thr oughout society, in posi ti ons
ogr e mages are constantl y watched by the Thousand Eyes, wher e tr ust or psi oni c power ar e r equi r ed.
the I nspi r ed, and by thei r own ki nd. Beholden to the I nspi r ed, the Chosen dedi cate them
Combi ni ng i ntel l i gence and power , ogr e mages fill sel ves to bei ng wor thy of i nhabi tati on by an il- altas. T hey
many roles. Sti ll, the I nspi r ed are unwi l l i ng to tr ust them manage the bul k of the admi ni str ati on of Ri edr a, al so
wi th tr ue author i ty. Ogr e mages ar e usual l y tr ai ned as 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 St ur dy Wal l : T hi s gr oup tends to the i nfr astr uctur e
Chosen who ser ved as I nspi r ed befor e thei r quor i spi r i ts of the nati on, constr ucti on, vi l l ages, basti ons, r oads, and
moved on to other hosts; after decades of possessi on, the the monol i ths. It is based in the basti on of Dul Bor i n
mi nds of these i ndi vi duals have been molded by the quori , under the l eader shi p of Lor d Laneth (LE mal e hashal aq
and they ar e fully tr usted by the over lor ds. I nspi r ed shaper 14).
Whether I nspi r ed, Chosen, or commoner , Ri edr ans H eal i ng H and: Over seei ng the health of the people,
ser ve in one of four gr oups: the Unity, the Thousand Eyes, ser vants of the H and rely l ar gel y on the Heal ski l l to car e
the H ar moni ous Shi el d, or the Dr eami ng Dar k. 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
T he U n i t y hal l s mi ght have access to mor e power ful tool s, such as a
T he Uni ty for ms the foundati on of Ri edr a, and the cradle of healing (page 139) .
major i ty of the popul ati on ser ves one of its br anches. Al though the Heali ng Hand is gener ally benevolent,
Whi l e each br anch of the Uni ty has its own mi ni ster s, it has its dar ker si de. Euthanasi a is per fectly acceptable in
the seven ar ms wor k together in the ser vi ce of the nati on Ri edr an soci ety, and the needs of the nati on al ways come
and answer to the local basti on lor ds. T hi s ar r angement before those of the i ndi vi dual. If someone who has a geneti c
separ ates the Uni ty from the Thousand Eyes and H ar mo condition, agr i evous injury, or a serious contagi ous di sease
ni ous Shi eld, whi ch follow di ffer ent chai ns of command. cannot be easi ly cur ed, he is ki lled. The Heali ng Hand also
Al l br anch hi gh mi ni ster s ar e psi ons (EPH 19). di sposes of the dead, typi cal l y thr ough cr emati on.
Bount i f ul H or n: T hi s br anch over sees agr i cul tur e. Lady Xushi l a (LE f emal e usvapna I nspi r ed egoi st
Far mer s ar e ser vants of the Hor n, whi l e Chosen admi n 15) leads the H eal i ng Hand from the basti on of Dar Hash
i str ator s tend to stor age, di str i buti on, and pl anni ng. Dul (usvapna quori are also known as dr eam master s, see Magic
Maar is the seat of the Hor n, and its hi gh mi ni ster is Lady of Eberron 148).
Tantashar (LE femal e hashal aq I nspi r ed nomad 14). Shel t er i n g H ear t h: T he duti es of the H ear t h
I ndust r i ous For ge: T he For ge manages i ndustr y, r ange fr om sani tati on to di saster reli ef. Leader s of the
fr om the acqui si ti on of raw suppl i es to the pr oducti on or gani zati on ser ve as l i ai sons wi th the other br anches of
and di str i buti on of fi ni shed goods. Lor d Mal ukath (LE gover nment; if a pl ague br eaks out, the H ear th wor ks
mal e hashal aq I nspi r ed shaper 15) gui des thi s br anch wi th the H eal i ng H and and the T housand Eyes to i solate
from the massi ve basti on of Dul K al ent. 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 al so str i ctly forbi dden. A forei gn cleri c of the Sover ei gn
not come to hi m thr ough offi ci al channel s. T he method Host can wear hi s holy symbol and heal a compani on, but
of acqui si ti on is i r r el evant. Whether someone deal s wi th he mustn't di scuss hi s beli efs wi th Ri edr ans, per for m any
the bl ack mar ket or steal s goods, possessi on of unau sort of sacr ed r i tual, or use any form of di vi ne magi ceven
thor i zed goods is a cr i me. Contr aband goods ar e al ways a benevolent spel l on a Ri edr an ci ti zen.
confi scated. T hi s r ule does not apply to for ei gner s, but Most mi nor cr i mes ar e puni shed by a var yi ng ter m
no Ri edr an is al l owed to accept goods fr om str anger s. of sol i tar y confi nement, al ong wi th counsel i ng by the
Any form of vi ol ence agai nst a ci ti zen of Ri edr a is local pr i est. Gi ven thei r i ndoctr i nati on and communal
i l l egal . T housand Eyes or H ar moni ous Shi eld agents can natur e, Ri edr ans find isolation fr i ghteni ng and puni sh
be vi olent in pur sui t of thei r duti es. ment enough. The shame of bei ng mar ked as even a mi nor
It's a cr i me to chal l enge anyone who holds a hi gher cr i mi nal or devi ant is wei ghty to a Ri edr an as wel l .
r ank or di sobey a command from a soci al super i or . How In the case of more serious cr i mes, the cr i mi nal simply
ever , if the chal l enge pr oves tr ue, such as when a Taskaan vani shes. Someti mes the i ndi vi dual is taken to the local bas
shi fter i denti fi es cor r upti on in an offi cer , the " cr i me" tion reclamati on center, wher e she is subjected to i ntense
becomes a r ewar ded act. psychologi cal conditioning. Even if someone emer ges from
Asi de fr om the Chosen and the I nspi r ed, onl y a r eclamati on center, she is assi gned to a new communi ty.
author i zed i ndi vi dual s ar e per mi tted to study any for m Other wi se, the cr i mi nal is summar i l y ki l l ed. Executi ons
of magi c or psi oni cs. Such abi l i ti es ar e to be used only ar e not publi c, but it is wel l known that anyone taken by
in the ser vi ce of the nati on. For ei gner s aren't per secuted the T housand Eyes never r etur ns to her pr i or li fe.
for havi ng super natur al abi li ti esi t' s wel l known that all As for f or ei gner s, mi nor cr i mes per f or med in
for ei gner s tr affi c wi th fi endsbut they ar e ar r ested and i gnor ance mi ght be di smi ssed wi th a war ni ng. In the
puni shed if they tur n these power s agai nst Ri edr ans. case of a vi ol ent cr i me or use of magi c agai nst a Ri edr an,
The wi dest categor y of cr i me is that of cor r upti on. the offender 's goods ar e confi scated, and he is usual l y
Thi s i ncludes any action that could dr aw an honest Ri edr an depor ted or executed. If the I nspi r ed beli eve that a cr i m
off the Path of I nspi rati on and imperi l her soul. Challeng i nal has val uabl e i nfor mati on, he mi ght be held in a r ec
i ng the benevol ence of the I nspi r ed, teachi ng new ski l l s l amati on center whi l e they obtai n it. Sti l l , the I nspi r ed
or i deas, and offer i ng people goods they don't nor mal l y do not beli eve in long i ncar cer ati ons. Captur ed PCs must
r ecei ve ar e all acts that can dr aw puni shment. Open escape qui ckl y if they hope to avoi d executi on.
pr acti ce of any r eli gi on besi des the Path of I nspi r ati on is T he I nspi r ed stand above all l aws.
The fate of Riedra is determined
on Dal Quor

The H ear th can r equest the ai d of the T housand Eyes ar e connected by per manent teleportation circles, whi ch allow
but cannot demand it. Lor d Dul ateth (LE male hashal aq swi ft tr anspor tati on of tr oops and suppli es. K i ntams can
I nspi r ed nomad 13) di r ects the H ear th from the basti on be the size of ci ti es, and new r ecr ui ts are usually di spatched
of Dar Ul dane. to a ki ntam to l ear n thei r tr ade.
Gui di n g Pat h: T hi s br anch over sees educati on and Year s of psychi c i ndoctr i nati on teach soldi er s that
r eli gi on. It is r esponsi bl e for r ai si ng chi l dr en, a task that honorable death in battle is the sur est path to advancement
i nvolves equal par ts educati on and i ndoctr i nati on. When in the next li fe. Di sci pli ne wi thi n the r anks is str i ct, and
a youth becomes an adul t, the pathfi nder s choose hi s l ooti ng and r api ne ar e ser i ous offenses. A soldi er needs
tr ade and hi s pai r i ng. The Gui di ng Path is led by Lor d nothi ng that isn't gi ven to hi m by the I nspi r ed. The same
Sur asek (LE mal e kal ar aq I nspi r ed seer 20) from the ci ty tr ai ni ng bur ns mer cy and empathy fr om the mi nds of
of Dur at Tal. Ri edr an soldi er s, so a ser vant of the Shi eld feels nothi ng
I r on Gat e: T he Gate deal s wi th for ei gn af f ai r s, for the people he ki l l s. T hi s condi ti oni ng doesn't al ways
i ncl udi ng tr ade and di pl omacy. It over sees al l tr affi c take hold, however , and a few r ecr ui ts find themsel ves
between Ri edr a and other nati ons; any Ri edr an who hor r i fi ed by the br utal acti ons they must per for m. Such a
could come i nto contact wi t h f or ei gner sf r om sai l or s war r i or must ei ther suppr ess these emoti ons or find a way
to ser vantsi s car ef ul l y vetted. Lady Tur eya (LE femal e to escape befor e hi s " weakness" is di scover ed.
usvapna I nspi r ed tel epath 15) over sees the I r on Gate Ri edr an war r i or s bel i eve they ar e fighting for a holy
fr om the por t of Dar Ji n. 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
T he H ar mon i ou s Shi el d than the typi cal Br el i sh conscr i pt or kni ght of T hr ane.
The H ar moni ous Shi eld is the ar my that stands between The Har moni ous Shi eld tr ai ns and equi ps tr oops for
Ri edr a and the countl ess danger s of the outsi de wor l d. a var i ety of r oles; most soldi er s ar e 2nd- level war r i or s.
Whether they' r e fighting the tr eacher ous kal ashtar on Stone Sol di er s: T hese war r i or s usual l y have two
the Adar an fr ont, combati ng dr omi te for ays, hunti ng feats from among Toughness, Power Attack, and Shi eld
dwar ves in Dor Maleer , or battl i ng skul ks in the r ui ns Wal l . Most ar e equi pped wi th chai nmai l , l ongswor ds,
of Ohr K al uun, the soldi er s of the H ar moni ous Shi eld and lar ge shi elds, supplemented by tr oops wi el di ng r each
ser ve the I nspi r ed on the field of battl e. pol ear ms. Eli te stone soldi er s have fighter l evel s, and
The H ar moni ous Shi eld mai ntai ns gar r i sons in the they' r e equi pped wi th banded mai l and tower shi el ds.
basti on ci ti es, and it has i ndependent for tr esses spr ead Stone soldi er s are typi call y assi gned to defend for tr esses
along the bor der s and in ar eas deemed to be especi al l y or to battle the Aki ak dwar ves or dr omi te hi vessi tuati ons
danger ous. The lar gest fortresses are called ki ntams. They wher e dur abi l i ty is mor e i mpor tant than speed.
Ai r Sol di er s: T hese tr oops gener al l y have Poi nt H ar mon i ous Sai l : The Ri edr an navy tr anspor ts
Bl ank Shot and ei ther Far Shot, Pr eci se Shot, Rapi d soldi er s and patr ol s the coasts in sear ch of smuggl er s and
Shot, or Ready Shot (Heroes of Battle 99). They are equi pped woul d- be i nfi l tr ator s.
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
Fi r e Sol di er s: Wear i n g a few eneko. Each basti on
chai n shi r ts and car r yi ng l or d has hi s own T askaan
shor tbows and gr eat guar ds, r ai sed f r om
swor ds, these soldiers bi r th to ser ve thei r
take Weapon Focus, I nspi r ed master .
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 ssuch as I nspi r ed (tsor eva
Cl i mbar 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
Wat er Sol si ons r equi r i ng
di er s: The spe psi oni c power
cial forces of the and utter r uth-
H ar moni ous lessness. Members
Shi el d, most of the Sl eepi ng
wat er sol di er s Swor d ar e typi cal l y
have l evel s i n soul kni ves, psychi c
r anger , scout, or war r i or s, or di vi ne
monk. St eal t h mi nds; a f ew ar e
an d per cep mon ks, empl oyi n g
tion are criti t he Tashalatora t ech
cal, along wi th ni ques al so used by
the abi l i ty to the kal ashtar .
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 , The Thousand Eyes defends and I nspi r ed, who ar e typi cal l y psychi c
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
Basti on Guar d: These soldi er s wor k wi th the Thou Lord Zor atesh (LE male kal ar aq I nspi r ed ki neti ci st 20).
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
agents of the T housand Eyeseasi l y i denti fi ed by thei r Chosen fami l i es call themsel ves the shadow l i nes. T hey
gr een uni f or ms and gol den badges of offi cecan be ar e awar e of the power they ser ve, and they bel i eve that
found thr oughout any basti on, and people take comfor t thr ough thei r ser vi ce they'r e desti ned to become quor i
in knowi ng that these guar di ans ar e watchi ng. Far mor e after death.
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
Agents of the T housand Eyes ar e typi cal l y human, of other s, and they' r e usual l y tel epaths ti ed to hashal aq
Chosen, or changel i ng. T he bul k ar e si mpl y obser ver s, and usvapna quor i . Last ar e the dr eambl ades, the
1st- or 2nd- level exper ts who have maxi mum r anks in assassi ns of the Dr eami ng Dar k. T hey combi ne l evel s
Di sgui se, H i de, Li sten, Gather I nfor mati on, K nowl i n monk, r ogue, assassi n, or soul kni f e wi t h a psi oni c
edge (local), Move Si lently, Sense Moti ve, or Spot, al ong cl ass, typi cal l y nomad, ki neti ci st, or psychi c war r i or .
wi th a Cr aft or Pr ofessi on ski l l used as a cover . Mor e Dr eambl ade monks take the Asceti c Psi on feat (see page
capable agents tend to be r ogues or monks, speci al i zi ng in 115). Most dr eambl ade I nspi r ed ar e bound to tsucor a
obser vati on and stealth. Chosen and especi ally honor ed spi r i ts, but a few ar e ti ed to du' ul or a or usvapna. T he
changel i ngs are tr ai ned in the psi oni c ar tsseer , nomad, Dar k has an eli te cor ps of dr eambl ades tr ai ned to fight
telepath, and lurk (Complete Psionic 13) are the most common psi oni c foes. T hi s uni t i ncl udes psi ons who use power s
paths wi thi n the Thousand Eyes. When force is r equi r ed, such as dispel psionics (EPH 94) and null psionics field (EPH 122).
the Thousand Eyes calls on basti on guar ds or the Sleepi ng Such speci al i st s ar e depl oyed agai nst kal asht ar and
Swor d, but it al so mai ntai ns a cover t cor ps of changel i ng r ogue shadows ( mi nd seeds who have t ur ned agai nst
masquer s (see page 68), psychi c war r i or / monks, and soul t hei r I nspi r ed cr eator s) .
kni fe assassi ns. T he Dr eami ng Dar k has no offi ci al pr es
The ci ty of Dul Zeer is the T housand Eyes' ence i n Ri edr a. It's hi ghl y decentr al
gr eatest str onghol d. H er e, a networ k of remote i zed. Nonethel ess, Dar Ji n contai ns
viewing cr ystal s al l ows agents to scr y acr oss faci li ti es that functi on as headquar
the conti nent, and teleportation circles let ter s for the Dar k, especi al l y for
them di spatch for ces to any basti on those agents movi ng between
or ki nt am. Agent s i n vi l l ages can for ei gn assi gnments. Dul
be al er ted t hr ough dr eams. In Catun, Dar Ul atesh, and
an emer gency, nomads can Dul Mi r n ar e center s of
telepor t for ces to the si te of the shadow l i nes.
a di stur bance. The Devour er of Dr eams
T he hi gh mi ni st er of i s the over l or d of the Dr eami n g
the Thousand Eyes is Lady Shar adhuna (LE Dar k. Between hi s many duti es and
female kal ar aq I nspi r ed tel epath 20). Symbol of the the r i skhowever sl i ghtthat some
Dreaming Dark one on Eber r on could bi nd hi m, the
T h e D r eam i n g D ar k Devour er r ar ely leaves Dal Quor. In
Offi ci ally, the Dr eami ng Dar k holds no power in Ri edr a. hi s absence, the most i nfl uenti al member of the Ci r cle
Most Ri edr ans have never hear d of it, and they woul d of Ni ght is the domi nator T i r ashana (LE female usvapna
reject any attempt to l i nk it to the I nspi r ed as kal ashtar I nspi r ed telepath 18), a r uthl ess and deadly spi r i t who has
pr opaganda. Even if pr esented wi th cl ear evi dence of spr ead a networ k of mi nd seeds acr oss Eber r on.
an I nspi r ed wor ki ng for the Dr eami ng Dar k, a Ri edr an
would l i kel y di smi ss it as a tr agi c case in whi ch one of the FOREIGN RELATIONS
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 Most Ri edr an commoner s know nothi ng of the
Few Ri edr an commoner s have any i nter est in the people nor th. The humans of Dor Mal eer occasi onally tr ade wi th
of Syr kar n. T hose who li ve on the bor der s occasi onal l y shi fter s, but bi tter ness exi sts between Tashana' s shi fter s
see Syr k mer chants. T he common folk do not i nter act and those of the Savage Legi on. Any encounter between
wi th str anger s, but a vi l l age over seer mi ght engage in the two i nvar i abl y r esul ts in bl oodshed.
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 Aer en al an d Ar gon essen
usual l y gr eeted hospi tably. To date, the I nspi r ed have kept thei r di stance fr om the
Ri edr a mai nt ai ns a number of f or tr esses al ong l ands of the dr agons and the Undyi ng Cour t. I nter ac
the K asshta Ri ver and Jat har a Sound between Syr kar n ti ons gener al l y occur on for ei gn soi l, ei ther in the cour ts
and Adar . T hese ser ve as f ocal poi nts for I nspi r ed of K hor vai r e or in Stor mr each on Xen' dr i k. No hosti li ty
oper ati ons wi t hi n Adar . T he I nspi r ed have no i nter is appar ent between these power s, but the anci ent elves
est in conquer i ng Syr kar n. T he ter r i tor y is too l ar ge, and mi ghty dr agons watch the I nspi r ed wi th gr eat i nter
the popul ati on too low, and they ar e sti l l concer ned est. Per haps thei r i nacti on means that they'r e unawar e
about the l i nger i ng thr eat of the r akshasa r ajah bur i ed of the quor i agenda, or per haps they feel that they have
beneath the r eal m. H owever , the Dr eami ng Dar k takes nothi ng to fear fr om the outsi der s.
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 K hor vai r e
domi nator s foment di ssensi on between the tr i bes, and The first contact between K hor vai r e and Ri edr a occur r ed
dr eambl ades mi ght be sent to deal wi t h tr ul y danger on the neutr al gr ound of Xen' dr i k, and much tr ade has
ous l eader s or anyone del vi ng too deepl y i nto the dar k passed thr ough thi s gateway. Dur i ng the Last War , Ri edr a
magi cs of the past. 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
T ashan a T un dr a of the Fi ve Nati ons, occasi onal l y ser vi ng as medi ator s
Ri edr a has li ttle use for the Tundr a. Li ke Syr kar n, the between opposi ng for ces. Seen as i mpar ti al outsi der s,
land is l ar ge, har sh, and spar sel y popul ated. Few people they're r espected for thei r appar ent wi sdom and empathy.
exi st to mani pul ate and dr aw power fr om. The I nspi r ed Dur i ng thi s ti me, the Dr eami ng Dar k gai ned a foothold
do mai ntai n a few for tr esses in the nor th, both as stag in K hor vai r e. For the last centur y its agents have been
i ng ar eas to deal wi th the Aki ak dwar ves and as bases spr eadi ng acr oss the conti nent, sowi ng di ssensi on and
for mi ni ng oper ati ons. T he conti nued constr ucti on of subver ti ng agents for futur e use.
hanbalani r equi r es a constant flow of deep cr ystal , and the Today I nspi r ed ambassador s can be found in ever y
Tundr a holds many r i ch vei ns of that mater i al . T hese metr opol i s and many of the l ar ge ci ti es of K hor vai r e.
mi nes ar e a fr equent tar get of Aki ak attacks, and the Most por ts have smal l Ri edr an communi ti es. Ri edr an
soldi er s of the nor th must al ways be on guar d. 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. Al t hough no offi ci al r estr i cti ons ar e pl aced on
The I nspi r ed don't rely on house ser vi ces, so they've made H ouse Phi ar l an and House T hur anni si nce they theo
few concessi ons to the bar ons. Fur ther , the r esour ces of r eti cally only tr ade in enter tai nmentthe Thousand Eyes
the houses ar e hal f a wor ld away. T he houses oper ate keeps a close watch on these encl aves, and the elves know
under r estr i cti ons i nsi de the por t ci ty of Dar Ji n, and it. T he houses of shadow ar e gather i ng i nf or mati on,
they have no oper ati ons outsi de that city. but they' r e keepi ng a low pr ofi le, accepti ng no tasks that
House Canni th cannot cr eate or sell ar ms, ar mor , could j eopar di ze thei r standi ng in Dar Ji n.
or magi c i tems of the conj ur ati on, enchantment, evoca T he house encl aves ar e smal l , and they' r e not as
ti on, or necr omancy school s. commer ci al l y or i ented as those found in the major ci ti es
House Denei th is per mi tted to mai ntai n a force in K hor vai r e. T hey cater pr i mar i l y to for ei gner s. T hi s
of only fifty sol di er s. It has been war ned of di r e conse si tuati on is useful for the I nspi r ed; the pr esence of Ghal -
quences shoul d these tr oops cause tr ouble in the city. l anda hostels means that no Ri edr ans have to pr ovi de
HouseJor asco is not per mi tted to r ai se the dead, and hospi tal i ty for outl ander s wi thi n Dar Ji n. Mor e i mpor
the Jor asco encl ave does not have an altar of resurrection. tant, the encl aves ser ve as embassi es for thei r houses. As
House K undar ak has no outlets for its extr adi men the houses begi n to defi ne thei r role in Ri edr a, str ategi c
si onal vaul t networ k i n Dar Ji n. It woul d be all too easy al l i ances become ever mor e i mpor tant.
to adapt thi s enter pr i se to smuggl i ng. T he possi bi l i ty l i nger s that the I nspi r ed opened
House Lyr andar has not been al l owed to constr uct Dar Ji n as a tr ap, br i ngi ng f or ei gn ambassador s and
a docki ng tower , and ai r shi ps that cr oss the bor der s of dr agonmar ked sci ons i nto a contr ol l ed envi r onment
Ri edr a mi ght come under attack. Lyr andar sci ons have wher e they can be subver ted to the Ri edr an cause.
been war ned not to i nter fer e wi th the weather . Regar dl ess, the l onger the I nspi r ed obser ve the di g
House Orien isforbidden from teleporting anyone into ni tar i es, the mor e effecti ve any f utur e substi tuti on or
or out of Ri edra, although thi s edict is difficult to enforce. subver si on wi l l be.
tr ade, the sale of dr eaml i l y has become a major i ndustr y Devoti on has no si ngle favor ed for m. Whi l e she has
in the under wor l d of K hor vai r e. a few cover i denti ti es she uses in her wor k, if no speci fi c
Whi l e the I nspi r ed have been pr ovi di ng mater i al face is r equi r ed, she wear s a new one ever y day, changi ng
aid to many nati ons, thei r str ongest foothol d in K hor voi ce and manner i sms to match. Her one defi ni ng tr ai t
vai r e is in Q ' bar r a. K i ng Sebastes is cur r entl y r ecei v is her utter l oyal ty to Lady Shar adhuna, and no offer can
i ng mi l i t ar y suppor t fr om Ri edr at he H ar moni ous tempt her to tur n on her mi str ess.
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 ILAAN, UNCHAINED DREAMER
attacks. In the pr ocess, they ar e wor ki ng to spr ead Ri e- CN mal e human exper t 3 ( Dr eam of Contact, D r eam
dr an val ues. Rumor s say that constr ucti on has begun on Sci on, D r eam of T r ut h)
a hanbalan. Though only a chi l d, I laan has an i nnate connecti on
Gi ven thei r extensi ve pr esence, the I nspi r ed have to dr eamspacea gi ft that has gi ven hi m wi sdom beyond
much to offer. I f war l ooms anew, Aundai r could seek hi s year s and har dened hi s mi nd agai nst the i ndoctr i na
Ri edr an ai d to defend i tself fr om the l ar ger ar mi es of ti on of the I nspi r ed. He can't contr ol hi s dr eami ng, and
Thr ane or K ar r nath. A desper ate move, cer tai nl y, but he r ar ely gr asps the cr ypti c i mages he sees, but occasi on
per haps Queen Aur al a wi l l be swayed by vi vi d dr eams of ally he wakes wi th a vi tal i nsi ght about the pr esent or the
the power such an al l i ance mi ght br i ng. futur e, and he al ways feels obli ged to act. These or acul ar
K i ngs and queens ar e not the only people who deal vi si ons gui ded hi m to a local cell of the Unchai ned, and
wi th the I nspi r ed. Even though Ri edr an commoner s they mi ght gui de him to the PCs. In thi s way, if the char
r ar ely mi ngl e wi th f or ei gner s, I nspi r ed ambassador s acter s ar e in desper ate need of di r ecti on, thi s str angel y
and thei r staff ar e acti ve in thei r communi ti es. Exoti c matur e boy mi ght appr oach them. Once the PCs have
and clever , these beauti ful str anger s fasci nate the upper encounter ed I l aan, he mi ght r each them in the futur e
cr ust of K hor vai r e. In Shar n, Ambassador Jor asesh often usi ng the Dr eam of Contact feat.
gi ves i mpr omptu l ectur es at Mor gr ave Uni ver si ty. Both It mi ght be that I l aan' s youth has shi el ded hi m
Jor asesh and hi s ai de H el kashtai can be found at all of fr om the eyes of the I nspi r ed. Or it coul d be that hi s
the major gal as and soci al events of the ci ty. " vi si ons" ar e i n fact dr eams sent by one of Ri edr a' s
Al though the I nspi r ed have extended thei r hand over l or ds, who is usi ng the boy to gui de the par ty down
to K hor vai r e, they have been r el uctant to let for ei gn a par t i cul ar path.
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 KESHRAA THE FALLEN
quar ter of Dar Jin and Dar Ul atesh. 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 esh-
Xen ' dr i k r aa was mind seeded by Lady Shar adhuna of the T housand
The Ri edr an ci ty of Dar Qat was establ i shed by the Eyes. Dr aconi c di sci pl i ne, an i ndomi tabl e wi l l , and the
I nspi r ed; centur i es later, the fr eebooter s who made a i nnatel y sl i pper y thoughts of the changel i ng wer e pi tted
l i vi ng pr eyi ng on Ri edr an shi ppi ng establ i shed Stor m- agai nst quor i power , and a new bei ng ar ose in the after
r each as a hub for those acti vi ti es. In ti me, the I nspi r ed math, one who had the memor i es and cunni ng of the
came to power ther e, i nter ested in the raw r esour ces of kal ar aq spi ri t but no loyalty to Dal Quor or Ar gonnessen.
Xen' dr i k, speci fi cally dr agonshar ds, deep cr ystal , and the Now cal l i ng hi msel f K eshr aa, thi s changel i ng eluded hi s
raw mater i al s for cr ysteel . But Xen' dr i k also holds secr ets captor s and di sappear ed.
of the pr evi ous age of Dal Quor and the war between the K eshr aa is a master mi nd engaged in a complex and
gi ants and the anci ent quor i . The Dr eami ng Dark is eager r uthl ess vendetta agai nst the quor i who cr eated hi m.
to lear n about the quor i of the pr evi ous age. 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
NOTABLE RIEDRANS is the game he is pl ayi ng wi th Lady Shar adhuna and the
T housands of power ful i ndi vi dual s make up the el abo T housand Eyes. He mi ght hel p those who ar e wor ki ng
rate I nspi r ed hi er ar chy. T housands of ai des, war r i or s, agai nst the I nspi r ed, but K eshr aa does nothi ng out of
and spi es ser ve them. Her e ar e a few exampl es. ki ndness. If he pr ovi des assi stance, that hel p is ser vi ng
hi s pur poses.
DEVOTION T hi s r ebel changel i ng could hold i nfl uenti al posi
L N f emal e chan gel i n g r ogue 7 ti ons in any of the di ssi dent gr oups descr i bed in the Plots
Per sonal i denti ty has no val ue to Devoti on. Ser vi ce secti on, though he consi der s these gr oups to be nothi ng
to the T housand Eyes is the center of her exi stence, and more than tools. He mi ght appear out of nowher e to help
names, faces, and per sonal i ti es ar e si mply tools she uses PCs in thei r hour of need, wear i ng the face of a pr i est,
in thi s task. Her ski l l s and dedi cati on have ear ned her a soldi er , or even one of the I nspi r ed. He has absolutely
the per sonal i nter est of Lady Shar adhuna. Devoti on is no r egar d for human li fe. Sti l l , in Sar l ona, the help of a
often assi gned sensi ti ve mi ssi ons on behal f of her mi s vi l l ai n mi ght be the best one can hope for.
tr ess. She could be sent to obser ve the PCs and to i nter act K eshr aa has tur ned a number of Chosen agai nst the
wi th them in a var i ety of gui ses, testi ng thei r r eacti ons to I nspi r ed, and he could ser ve as a mentor to a Chosen PC.
di ffer ent si tuati ons and offer s. Should Lady Shar adhuna He cl ai ms to see a reflection of hi msel f in the char acter
deci de to i nvolve the char acter s in her r i val r y wi th the the vessel tur ned agai nst the I nspi r ed. Does he tr uly have
Dr eami ng Dar k (see Di ssensi on in the Ranks, page 61), an emoti onal bond wi th hi s pr otege, or is thi s one more
Devoti on is her emi ssar y. 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 PLOTS
has successful l y eluded the T housand Eyes for al most Despite the quori's i ndoctr i nati on and the Thousand Eyes'
a decade. H i s i ntellect is a far gr eater weapon than hi s vi gi l ance, many di ssi dent gr oups exi st in Ri edr a. Aki ak
psi oni c power s. I f he is for ced i nto battl e, somethi ng has dwar ves hunger for vengeance. K alashtar are always looki ng
gone ter r i bly wr ong for hi m. for opportunities to strike against the Inspired. Beyond con
flict wi th the I nspired, many adventures await in Ri edra.
LORD SULATESH
L E mal e du' ul or a I nspi r ed psychi c war r i or 12 ANCIENT RELIGIONS
T he du'ulor a champi on Lor d Sul atesh commands Wor shi p of the Sover ei gn Host takes many different forms.
K i ntam Ul akhun, the gr eat for tr ess that watches K aas- The gi ants of Xen' dr i k and the eneko of Syr kar n wor shi p
hta K eep fr om the edge of Syr kar n. Sul atesh has com Banor the Bowhunter . The or cs of the Shadow Mar ches
manded thi s front si nce the war beganhe was pr esent at call thi s god Baal kan the Beastl or d. In the Fi ve Nati ons,
the first di sastr ous si ege of K aashta, and he sti ll thi r sts he is Bal i nor , the Sover ei gn of Hunt and Hor n.
for vengeance. Sul atesh is a cr uel bei ng who takes gr eat The for m of wor shi p common thr oughout K hor -
pl easur e in tor tur i ng hi s foes, both on the battlefi eld vai r e had its r oots in the anci ent ki ngdom of Pyr i ne; the
and in hi s dungeons. T he kal ashtar and agents of the people of Ohr K al uun called on the Dar k Si x for power .
Summi t Road who fall i nto hi s hands suffer for weeks T he names and i cons of these gods ar e f ami l i ar to any
befor e bei ng al l owed to di e. Whi l e the tor tur es Sul atesh moder n student of r el i gi on, but what has been lost over
devi ses ar e hor r i fyi ng, thi s obsessi on could pr ovi de the the cour se of thousands of year s? What sacr ed r eli cs ar e
ti me r escuer s need to l i ber ate a pr i soner , or it could gi ve hi dden in r ui ned vaul ts? Mi ght the i nscr i pti ons car ved
pr i soner s ti me to devi se a pl an of escape. i nto the wal l s of a cr umbl i ng shr i ne r eveal new ways
Al though cr uel to hi s foes, Sul atesh tr eats hi s tr oops to i nvoke the gods, unl ocki ng spel l s long for gotten or
wel l and is loved by hi s soldi er s. Many ar e di stur bed by r eveal i ng anci ent pr opheci es lost in the Sunder i ng?
the pr acti ce of tor tur e, but most accept thei r lord's expl a T he nati on of K hal esh was devoted to the couatl ,
nati on that it is a necessar y tool to pur ge the pr i soner s of vener ati ng the force of li ght these bei ngs cr eated thr ough
the altavars that possess them. A few, however , ar e deeply thei r sacr i fi ce. Despi te the di ffer ences in doctr i ne, for
tr oubled by what they have seen, and these doubter s could all i ntents and pur poses thei r r el i gi on is a mi r r or of the
come to the ai d of pr i soner s in K i ntam Ul akhun. 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
RUUKRA, HORNED GUARD Thr ane' s domi nant r eli gi on or tur n it on its head.
L G f emal e ogr e mage f i ghter 1 Suppr essed Sar l onan r el i gi ons can be a means to
T hi s ogr e mage is an i mposi ng si ght, ten feet of i ntr oduce di vi ne spel l s pr esented in suppl ements such as
muscle sheathed in chai nmai l . Her ski n is icy blue, and Complete Divine and Faiths of Eberron. I nstead of havi ng a cler i c
her hor ns ar e gl i steni ng bl ack i vor y. Ruukr a is especi al l y suddenl y r eal i ze he knows about spel l s he has never used,
devoted to the Path of I nspi r ati on and the bel i ef that he could di scover those spel l s in anci ent texts. Per haps
thr ough good wor ks, she can pur i fy the demon wi thi n. any cler i c of the Sover ei gn Host has the potenti al to cast
She is l awful good, and when she is off the battlefi el d recitation, but the r i tual i nvolved has been long for gotten,
she goes out of her way to show compassi on to other s. I n only to be uncover ed in the r ui ns of Pyr i ne.
battle, she acts wi th honor she shows no mer cy to those Get t i ng the PCs I nvol ved: The mosai c floor of a
she bel i eves to be tools of evi l , but she wi l l not condone Sover ei gn temple shows a map of Sar l ona, but it has no
unnecessar y cr uel ty among her compani ons. Al though key. A sacr ed text holds the answer , but the book can be
br ave, she is a wi se war r i or and knows when to r etr eat to read only by someone wear i ng a tr easur ed holy amul et. As
fight another day. I f she is ser i ously i njur ed, she typi cal l y the adventur er s attempt to gather these i tems, they find
tur ns i nvi si ble and takes to the ai r , stayi ng out of her themsel ves under constant attack. But who is opposi ng
enemy' s r each whi l e she r egener ates. As wi th all member s them? Agents of the Dar k Si x? Pr i ests of the Sover ei gn
of the Hor ned Guar d, she has been forbi dden from usi ng Host? What ter r i ble secr et li es in the Sar l onan shr i ne?
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 THE BROKEN THRONE
shape weakens those bonds and lets the spi r i t i nfluence Twelve nati ons col l apsed dur i ng the Sunder i ng, folded
the ogr e. i nto the r eal m of Ri edr a. Old customs wer e wi ped away,
Ruukr a can be encounter ed on the bor der s of Adar , castl es and cathedr al s shatter ed and left in r ui ns. People
or as a guar di an of the peace in a basti on city. She i ni wer e told to for get the past. Sar lona had finally r i sen
ti ally opposes the PCs, but if they act wi th honor, she from the ni ghtmar e of war i nto an age of peace.
mi ght come to r espect them. Ruukr a is vi ol entl y opposed Yet the past held as many wonder s as ter r or s. Ar t ,
to the Hor ned Shadow, and a j oi nt battle agai nst the r el i gi on, phi losophy, magi ceach ki ngdom had its tr ea
Shadow could easi l y cement a bond between her and the sur es, and many of those j ewel s ar e sti ll out ther e. Study
PCs. Eventual l y, she mi ght come to r eal i ze that the PCs of the past is forbidden to Ri edr ans, but some find its lure
are more honor able than her I nspi r ed master s. Al though i mpossi ble to r esi st. Over the centur i es, a secr et move
she wi l l never abandon the Path of I nspi r ati on, she could ment has gr own, an al l i ance of those who doubt the Path
tur n agai nst the I nspi r ed. of I nspi r ati on and seek to r ecl ai m the tr adi ti ons of the
Despite her fearsome appear ance, Ruukr a is calm and past. These r ebel s call themsel ves the Br oken T hr one.
compassi onate. She never lets anger show, even in battle. T he Br oken T hr one is not a vi olent or gani zati on,
She pi ti es her opponents r ather than hati ng them. 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, scenar i o, psionic teleportation circles would be used to launch
they gather r eli cs of the past, both physi cal tr easur es and sudden and deci si ve str i kes agai nst the capi tals of K hor
knowl edge. I l l i ter ate r ecr ui ts ar e usual l y taught to r ead, vai r e, seeki ng to eli mi nate nobles, dr agonmar ked bar ons,
so they can appr eci ate books and scr ol l s r ecover ed fr om and other thr eats. Both the Devour er and Shar adhuna
the r ui ns. Many l ear n the tr adi ti onal cr afts of thei r cul beli eve that thi s event would be di sastr ous, pr ovi di ng a
tur e, pushed i nto obscur i ty by the I nspi r ed. A few study common enemy to uni te the people of K hor vai r e, destabi
the pr i estly tr adi ti ons of Pyr i ne and K hal esh, the psi oni c li zi ng Ri edr a, and r i ski ng the ire of the dr agons, the Lords
teachi ngs of the Mal eer i wi l der s, or the ar cane magi c of of Dust, and other conspi r aci es cur r entl y watchi ng from
the Cor vagur an sor cer er s and Syr k wi zar ds. Member s of the shadows. Zoratesh cur r ently lacks the support r equi r ed
the Br oken T hr one bel i eve these ar e not the tools of dar k to pur sue war , but if an I nspi r ed i nvasi on of K hor vai r e
spi r i ts but ar e i nstead wonder s. wer e to happen, Zor atesh would be the one to lead it.
The Br oken Thr one is most acti ve in vi l l ages located Get t i ng the PCs I nvol ved: Lady Shar adhuna can
near anci ent r ui ns. Wi thi n the basti ons, a few of its mem be an unl i kel y ally for the PCs. When the char acter s ar e
ber s hold si gni fi cant posi ti ons in the Gui di ng Path (see captur ed by the T housand Eyes, to thei r sur pr i se, they
page 55), and these pathfi nder s help cel l s communi cate ar e not executed. I nstead, Shar adhuna pr ovi des them
wi th one another. A passi ve force, the Br oken Thr one takes wi th i nfor mati on they need to upset some of the pl ans
no di r ect acti on agai nst the I nspi r ed. Nonethel ess, the of the Dr eami ng Dar k. Usi ng the PCs as her catspaws,
practi ces of the Thr one are heresy, and the Thousand Eyes Shar adhuna can embar r ass the Devour er and i ncr ease
(and most Ri edr ans) eli mi nate any cell that is exposed. her suppor t, possi bly even suppl anti ng the Devour er .
Get t i ng the PCs I nvol ved: Member s of the Br oken If Shar adhuna assumes power , she focuses her effor ts
Thr one have a cr i ti cal tr ai t most Ri edr ans lack: cur i os on Sar l ona, and K hor vai r e becomes a safer place for it.
ity about other cul tur es. T hey mi ght offer unexpected Adar , on the other hand, becomes less so. Al though she
sanctuar y or assi stance to for ei gner s in tr ouble, and they mi ght help PCs fight the Dr eami ng Dar k, Shar adhuna
are often educated about near by r ui ns. It's possi ble to does nothi ng that could endanger Ri edr a.
make contact wi th the Br oken T hr one in Syr kar n, si nce A war between K hor vai r e and Ri edr a would be a dev
those fleei ng the T housand Eyes often come to thi s l and astati ng confli ct, wi th the wi despr ead magi c of K hor vai r e
to conti nue expl or i ng the past. A T hr one r efugee can and the dr agonmar ked houses matched agai nst the devas
also pr ovi de a r eli c hunter wi th helpful contacts i nsi de tati ng psi oni c power of the I nspi r ed and thei r wi l l i ngness
Ri edr a. Of cour se, the help of the Br oken T hr one comes to sacr i fi ce thei r fanati cal tr oops. Even if the Ri edr ans
at a pr i cethose who pl under an anci ent r ui n mi ght have won the confli ct, the K hor vai r i ans wouldn't accept defeat
to gi ve the T hr one access to what they r ecover . 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.
DISSENSION IN THE RANKS However , a band of adventur er s str uggl i ng to r ai se a
The quor i ar e far mor e uni fi ed than thei r counter par ts r esi stance movement in the wake of a Ri edr an conquest
in the Lor ds of Dust or the Or der of the Emer al d Claw. can for m the basi s for an i nter esti ng campai gn, whether
Should the quori fail in thei r task, il- Lashtavar and all of its it's set in K hor vai r e, Syr kar n, or the Tashana Tundr a.
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 THE DREAM MERCHANTS
on one another li ghtly. People al ways want what they cannot have, and ever y new
Sti l l , some questi on the methods and author i ty of law cr eates a sour ce of profit for those who chal l enge it.
the Devour er of Dr eams. Ri edr a has gi ven those ni ght T he major chal l enger in Ri edr a is a cabal known as the
mar e lor ds a str uctur e to bui l d thei r own f ol l owi ngs. Dr eam Mer chants. T he Mer chants ar e smuggl er s first
Lady Shar adhuna of the Thousand Eyes is the Devour - and for emostthey r un dr eaml i l y and other Sar l onan
er'sgreatest ri val. Al though Shar adhuna beli eves control of goods to K hor vai r e, and they pr ovi de a black mar ket for
humani ty should anchor Dal Quor and pr event the tur n of Ri edr ans who want goods beyond the basi c tools of sur
the age, she thi nks that Sar lona is suffi ci ent to accompli sh vi val pr ovi ded by the I nspi r ed. In the basti ons, the Dr eam
thi s goal. Shar adhuna beli eves that the Devour er is pr ess Mer chants pr ovi de other cr i mi nal ser vi ces: theft, forbid
ing for continued expansi on not on the orders of il- Lashtavar, den i nfor mati on, fenci ng of stolen goods, even assassi na
but because he dr aws power fr om the paci fi ed popul ace. ti on. Such acti ons ar e extr emel y danger ous, and the costs
If Shar adhuna is cor r ect, the Devour er actual l y seeks to of cr i mi nal ser vi ces ar e four ti mes those li sted in Sharn:
r eplace il- Lashtavar, assumi ng its place as the dr i vi ng force City of Towersassuming the Mer chants ar e wi l l i ng at al l.
of Dal Quor. Shar adhuna bel i eves that the quor i need be T he Dr eam Mer chants, whi l e establ i shed in bas
concer ned only wi th fully secur i ng Sar l ona, i ncl udi ng ti on ci ti es, ar e r ar el y seen in the vi l l ages. I ndi vi dual
Adar , Syr kar n, and the Tundr a. She r esents the unques mer chants someti mes tr avel between vi l l ages, posi ng
ti oned author i ty held by the agents of the Dr eami ng as cour i er s. T hey car r y bags of holding contai ni ng a wi de
Dark and bel i eves that the Thousand Eyes is per for mi ng r ange of contr aband goods they can exchange wi th vi l
the most cr uci al wor k of the age. Shar adhuna is gai ni ng l ager s. Wander i ng mer chants ar e gener al l y master s of
suppor ter s, and she hopes to find a way to suppl ant the Sense Moti ve. T hey ar e ver y car eful about whom they
Devour er as the voi ce of il- Lashtavar. Sti l l , she has no idea r eveal thei r tr ue natur e to, si nce one mi sstep could br i ng
what such a tr ansfor mati on could r equi r e. death. Al though most Ri edr ans have hear d of the Dr eam
A thi r d faction is led by Lor d Zor atesh, the com Mer chants, common wi sdom is that these people ar e the
mander of the H ar moni ous Shi eld. He has no pati ence di r ect ser vants of the altavars, sent to tempt and test the
for the slow mani pul ati on of the Dr eami ng Dar k, and devoti on of the i nnocent. Loyal Ri edr ans r epor t such
he wants to launch an i nvasi on of K hor vai r e. In such a cr i mi nal s i mmedi atel y.
Dr eam Mer chants can be found in most basti on When hanbalani ar e in close pr oxi mi ty to one another ,
ci ti es wi th a successful DC 25 Gather I nfor mati on check; such as wi thi n a major basti on, they tend to be smal l er .
fai lur e by 5 or mor e r esul ts in the author i ti es l ear ni ng T hey ar e constr ucted of psi oni cal l y r ei nfor ced steel and
of the char acter 's i nter est. The Mer chants also mai ntai n a cr ytseel . A monoli th shell has aper tur es at the base, and
number of outposts on the i slands of Ohr K aluun. Thei r these door ways ar e up to 15 feet wi de.
str ongest suppor t on the mai nl and li es in Rhi avhaar T he "floor" of a monoli th is open to the ter r ai n on
r emnants of the fr eebooter spi r i t hol di ng tr ue. whi ch it's bui l t. I nsi de, a monol i th is caver nous. It has
Most Dr eam Mer chants are human exper ts or r ogues. no featur es asi de fr om the i nter i or wal l , the cor e, and a
A f ew manage to unlock i nnate psi oni c talents and become smal l aper tur e at the top that leads to the contr ol s.
lur ks; the dimensional pocket power of the lurk can be i nvalu The shape and r eflecti ve i nter i or of a monol i th,
able for a smuggler . as wel l as the desi gn, the cr ystal cor e, and the contr ol
Getti ng the PCs I nvol ved: The Dr eam Mer chants are cr ystal s, l i nk each hanbalan to Dal Quor. Bei ngs on Dal
great contacts for those who want to enter Riedra by stealth. Quor can contact a par ti cul ar monoli th fr om a speci fi c
Characters who are conversant wi th the cri mi nal underworld cor r espondi ng ar ea in a quori ci ty on Dal Quor. Doi ng so
of Shar n might be able to make contact wi th a merchant wor ks the same as accessi ng a monoli th fr om the contr ol
thr ough the dr eamli ly trade. The Mer chants can smuggle cr ystal s on Eber r on.
people into Nul akhesh, Pyr i ne, or Cor vagur a thr ough Monol i th shel l s ar e desi gned to contai n the blast of
their Ohr K aluun gateway. They can also provide Ri edran a detonati ng cor e. T he shell' s two i nner and outer l ayer s
traveli ng paper s, at a steep cost of 250 gp per person. Wi thi n have 3 feet of space between them. Each l ayer is near ly 2
Ri edra, Dr eam Mer chants can help wi th transportati on, feet thi ck, wi th har dness 20 and 1,440 hi t poi nts per 10-
information, or other needs. They can acquire nearly any foot- squar e secti on.
thi ng, but exotic goods take ti meand prices are modified
up to 100% in favor of the mer chant. Cor e
A 10- foot- di ameter pi l l ar of pur e cr ystal , the core of an
THE HANBALANI ALTAS acti ve monoli th is war m to the touch. Its gr eeni sh li ght
The massi ve monoli ths of Ri edr a ser ve many pur poses. i l l umi nates the enti r e i nter i or of the shell and cr eates
They dr aw on the emoti ons of the near by popul ace and shadowy i l l umi nati on wi thi n 300 feet of the aper tur es.
tr ansfor m these thoughts i nto psychi c ener gy, whi ch is A monoli th core acts as a gi ant cognizance crystal, stor i ng
used to power many systems in near by communi ti es. More up to 17 power poi nts that can used by any psi oni c cr ea
i mpor tant, they allow the quor i to shape the dr eams of tur e touchi ng it. If expended, the power poi nts r epleni sh
masses of humans, and in so doi ng, to pr event change in at the rate of 1 per hour . T hi s r eser ve is accessi ble fr om
Dal Quor. Most i mpor tant, the hanbalani ar e slowly br i ng Dal Quor, so a monoli th usual l y has 2d8 + 1power poi nts
i ng Dal Quor into al i gnment wi th Eber r on, r epai r i ng the at any gi ven ti me.
damage i nfli cted by the gi ants ages ago. Al r eady, the quori Many monoliths enhance psionics used wi thi n 600 feet
are able to possess wi l l i ng humans. As more monoli ths are of them. Some are even more power ful, and can i ncr ease
bui l t, quor i mi ght be able to possess other wi l l i ng cr ea the ar ea of thei r effect up to many mi les. Psionic cr eatur es
tur es, and mani fest zones ti ed to Dal Quor could appear wi thi n thi s area can mani fest power s as if they have the
acr oss the wor ld. Eventually, the quori should be able to Empower Power feat by payi ng that feat's nor mal costs.
physi cal l y mani fest on Eber r on. As detai l ed in the Ever yday Psi oni cs si debar (page
Al ong wi th the functi ons detai l ed in the Monoli th 48), a speci fi c monoli th is often ti ed to power i ng other
Featur es secti on below, these ar e the known functi ons of functi ons used to mai ntai n or der and pr ovi de comfor t in
the hanbalani, but they could j ust be the begi nni ng. T he Ri edr a. In thi s cases, the power poi nts and empower i ng
monol i ths mi ght be physi cal l y tr ansf or mi ng Eber r on effect ar e in use or suppr essed, r especti vel y, unl ess the
i nto a r epli ca of Dal Quor or gr anti ng quor i the abi l i ty core's functi on is changed (see Contr ol s).
to r egener ate power poi nts in ever y r ound. Cer tai nl y, if T he core has har dness 10 and 600 hi t poi nts. I f a
the quor i bui l d el dr i tch machi nes (ECS 273), they woul d monol i th' s cor e is br oken or shut down, the monol i th
dr aw power fr om the monol i ths. and all its subsi di ar y uti li ti es cease functi oni ng. When
Get t i ng the PCs I nvol ved: The Ar cane Congr ess a core is i mpr oper ly tamper ed wi th, it can expl ode. It
and the Twelve know of the hanbalani, but they have li ttle mi ght al so expl ode (50% chance, takes 2d6 r ounds) if it
idea what these massi ve str uctur es do. Expl or er s mi ght takes hal f its hit poi nts in damage. T hi s expl osi on deals
be sent to study a monol i th, to tr y deter mi ne what i ts 20d6 poi nts of damage to all cr eatur es i nsi de the shell
pur pose i s. Once thi s i nfor mati on is known, PCs mi ght (Reflex DC 25 hal f).
find that shutti ng down a monoli th is a vi tal step in any A core explosion might har m cr eatur es standi ng out
sor t of pl an i nvol vi ng a Ri edr an city. Al ter nati vel y, PCs side the shell wi thi n 60 feet of an aper tur e. Such cr eatur es
could j oi n a gr oup of Aki ak or kal ashtar commandos on gai n a +4 bonus on thei r saves, taki ng no damage on a
a mi ssi on to destr oy as many hanbalani as possi bl e. 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.
MONOLITH FEATURES Shut t i ng down or dest r oyi n g a monol i t h cor e
Her e ar e the featur es of a monoli th needed for thei r use i mmedi atel y al er ts any quor i tapped i nto the monoli th
in an adventur e. from Dal Quor. If no pl anned encounter s center on
such an occur r ence, assume a cumul ati ve 1% chance per
Shel l mi nute of a quor i noti ci ng the pr obl em. T hen pr esume
Monol i ths var y i n si ze and shape, but they ar e usual l y the author i ti es ar e noti fi ed wi thi n d% mi nutes (or 2d10
eggl i ke, appr oxi matel y 300 feet tall and 100 feet wi de. mi nutes in a settled ar ea).
Cont r ol s As i ndi cated on the Monol i th Contr ol table, a char
At the top of a monolith's interior, a cluster of small cr ystals acter can use the contr ols to lur e psi oni c cr eatur es to a
and Si ber ys dr agonshar ds pulse and glow wi th multiple monol i th. T hi s cal l has a r ange of 1 mi l e, but it is not
colors, r egul ati ng the power of the monoli th core. Her e, a compul si on and r equi r es no savecr eatur es that have
the monoli th's functi ons can be alter ed and accessed. I ntel l i gence of 2 or lower usual l y r espond, but cl ever er
A cr eatur e that has the Psi cr aft ski ll can attempt to cr eatur es can choose not to. T hi s tool is often useful
mani pul ate a monoli th' s functi oni ng. By touchi ng the to the I nspi r ed or quor i . I f the call is not expected or
control cr ystal s and maki ng a successful DC 25 Psi cr aft pl anned, they send tr oops to i nvesti gate.
check r epr esenti ng 1 mi nute of effor t, the cr eatur e Under Const r uct i on: If a monol i th is sti ll under
bonds wi th the monoli th' s contr ol cr ystal s. Fai l i ng the constr ucti on, it has as many as thr ee hundr ed wor ker s
check causes the monoli th to stor e the user's i denti ty and l i vi ng in and ar ound it, plus a squad of twenty Ri edr an
descr i pti on (mental pi ctur e), gi vi ng that i nfor mati on to soldi er s (fi ghter 1) led by a ser geant (fi ghter 3). Af ter a
any I nspi r ed or quori who contact the monoli th wi thi n the monoli th is acti vated, the soldi er s and a tr ai ned engi neer
next 2d4 hour s. Once a bond wi th the contr ol cr ystal s has (exper t 5) r emai n stati oned ther e for 2d6 days.
been establ i shed, addi ti onal Psi cr aft checks can alter the The i nter i or of an uncompl eted monoli th is fi lled
monoli th' s functi onsee the Monoli th Contr ol table. wi th wooden scaffol di ng that r i ses up to 400 feet off the
I ncr easi ng the DC by 5 al l ows a contr oller to make gr ound. Wor ker s use thi s scaffol di ng to hoi st secti ons
the check in hal f the ti me (a standar d acti on, 5 r ounds, or of the shell i nto posi ti on dur i ng the bui l di ng pr ocess.
15 mi nutes). Addi ng 10 to the DC al l ows most checks to Ascendi ng the scaf f ol di ng r equi r es successf ul DC 5
be made in a quar ter of the ti me (a swi ft acti on, 2 r ounds, Cl i mb checks, whi l e r unni ng or char gi ng on an el evated
or 7- 1/2 mi nutes) Fai l ur e by 10 or mor e on any Psi cr aft pl atfor m r equi r es a successful DC 10 Bal ance check. In
check means that contact wi th the contr ol s has been di s both cases, fai lur e by 5 or mor e i ndi cates a fall.
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 THE HEIRS OF OHR KALUUN
a psi oni c feedback loop, negati ng all fur ther attempts at If any force in Ri edr a actual l y fr i ghtens the I nspi r ed, it is
contr ol and causi ng the monol i th' s core to expl ode in the di ssi dent gr oup known as the Hei r s of Ohr K al uun.
2d6 r ounds. Long ago, the nati on of Ohr K al uun was a center for si n
I n any case, a monol i t h' s secondar y f unct i ons i ster magi c. Its pr i ests per for med ter r i ble r i tual s i nvok
r equi r e power . Power i ng uti l i ti es wi t h a monol i t h i ng the Dar k Si x, and its wi zar ds tr affi cked wi th fiends
r equi r es it to be at full power (17 power poi nts). Whi l e a in thei r quests for mysti c power . In the Sunder i ng, the
monoli th is per f or mi ng a secondar y functi on, i ts power people of thi s l and wer e al most compl etel y obl i ter ated.
can't be r edi r ected or si phoned, so a saboteur must di s Some of the few who r emai n ar e skul ks, tr ansfor med by
connect a monol i th to si phon off its power poi nts. T hen foul spel l s so they could hi de fr om thei r enemi es.
the monol i th can't be r econnected to the uti l i ty unti l it Al l l oyal Ri edr ans know that the r ui ns of Ohr
has r egai ned 17 power poi nts. 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.
M O N O L I T H CO N T RO L 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
Psi cr af t r ai se themsel ves above the I nspi r ed. H umans, skul ks,
DC Resul t T i me ogr e mages, dwar veswhat bi nds these people together
15 Lure psionic creatures to monolith Full round is a thi r st for mysti c knowl edge and a hatr ed for the
20 Acti vate dormant monolith safely Full round I nspi r ed. Li ke the first wi zar ds of Ohr K al uun, they
25 Shut down active monolith safely Full round ar e wi l l i ng to sacr i fi ce anythi ngor anyoneto gai n the
25 Sever connection to public uti li ti es Full round power they seek. T hey oppose the I nspi r ed, but anyone
25 Feed the core 1 power point 30 minutes who al l i es wi th the Hei r s of Ohr K al uun soon l ear ns that
30 Sever connection to Dal Quor Full round the enemy of an enemy is not al ways a fr i end.
35 Set the core to explode in 10 minutes Full round Li ke the Cults of the Dr agon Below, the Hei r s of
35 Shut down a self- destruct sequence 1 minute 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
Speci al Si t uat i on s foul wi zar ds, and ki ll those they di scover wi thout hesi ta
Here are a couple of special situations i nvolvi ng monoliths. ti on. But new sects al ways r i se fr om the ashes, i nnocents
Cr eat ur es: Because the cor e of a monoli th r adi cor r upted by the pr omi ses of the dar kness.
ates li ght and heat, as wel l as psi oni c power , a monoli th Despi te thei r name, the Hei r s of Ohr K aluun are not
bui lt in a r emote locati on attr acts psi oni c cr eatur es fr om confi ned to the i sl ands. A K al uuni te wi zar d could easi ly
mi l es ar ound. Tr i bes that tr avel on foot in Syr kar n and take an i nter est in the for bi dden lore of the yuan- ti or
the Tashana Tundr a someti mes use monol i ths as shelter . the lost magi cs of the aventi .
Nor mal cr eatur es l i vi ng wi t hi n a mi le of a monol i th can Get t i n g t he PCs I n vol ved: T he H ei r s of O hr
have phr eni c or psi oni cal l y gi fted offspr i ng, but such K al uun ar e Ri edr a's answer to the Or der of the Emer al d
an occur r ence is extr emel y unusual and mor e so if the Cl awthey' r e the people who ar e unquesti onabl y up to
monoli th is used to power a subsi di ar y functi on. I f a no good. These people wi l l i ngl y accept damnati on (or so
r emote monoli th ceases wor ki ng, I nspi r ed agents come they bel i eve) in exchange for power and vengeance. They
and wi pe out any cr eatur es in the vi ci ni ty, so i nhabi tants can be di stur bi ng al l i es or unexpected foes for those
ar e l i kel y to oppose i ntr uder s l ooki ng to har m a wi l der expl or i ng Ri edr aa sur pr i se for those who thi nk the
ness monol i th. 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 Member s of the H or ned Shadow can be soli d al l i es, but
people. If the Hei r s of Ohr K al uun took power , hor r or they can j ust as easi l y be di stur bi ng adver sar i es.
woul d be the r epl acement for stabi l i ty and oppr essi on. 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
THE HORNED SHADOW ti es make it easy for them to sli p in and out of Ri edr a.
T he H or ned Shadow is a young al l i ance of ogr es, ogr e An ogr e mage could come to the PCs i n sear ch of assi s
mages, and eneko wor ki ng to forge a new desti ny for the tance or seek an al l i ance wi th the par ty' s patr on, such as
ogre r aces. Wi thi n Ri edr a, these efforts are master mi nded a dr agonmar ked house. Ogr e war r i or s al i gned wi th the
by ogr e mages who have over come thei r i ndoctr i nati on. Shadow coul d come to the r escue when the PCs ar e about
T hi s is a danger ous game, and the T housand Eyes swi ftl y to be captur ed by the T housand Eyes. Ogr e mages could
ki l l any ogr e found to be wor ki ng wi th the Shadow. But use thei r power s to tr i ck the PCs i nto confli ct wi th the
ogr e mages ar e power ful and cunni ngt hanks to thei r I nspi r ed, or they coul d steal the char acter s' i denti ti es to
shapeshi fti ng power s and natur al r esi stance to magi c and per for m an act of ter r or i sm. For a dar ker twi st, a par ty
telepathy, many mages of the Hor ned Shadow have been al i gned wi th the Hor ned Shadow could seek a power ful
able to avoi d the gaze of the T housand Eyes. ar ti fact hi dden in Ohr K al uun or Xen' dr i kan anci ent
T he H or ned Shadow has spent the l ast few year s weapon desi gned to ki l l humanoi ds by the thousands,
bui l di n g suppor t . As the or gani zat i on gr ows, the al l owi ng the ogr es to deci si vely shi ft the bal ance.
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 UNCHAINED
the establ i shment of a new ogr e ki ngdom i n Syr kar n. T he Unchai ned pr acti ce one of the most subtl e and pow
Other s i nsi st on r ecl ai mi ng Bor unan i tself, even if thi s er f ul f or ms of r ebel l i on. T hey dr eam. T he f ounder of
means the utter destr ucti on of the ogr e r ace i n battl e the movement was a human named Sul aan, a mer chant
wi t h the I nspi r ed. who was fasci nated by the free dr eams he exper i enced in
Al l is compl i cated by the fact that some of the fol other l ands. Sul aan eventual l y l ear ned about the dr eam-
lower s of the Hor ned Shadow have less than noble i nten space. He deci ded to spr ead free dr eams to the people of
ti ons. A few ogr e mages si mply want power for themsel ves. Ri edr a, bel i evi ng that doi ng thi s was the key to change
Whi l e they speak of ogr e fr eedom, these mad mages ar e in the wor l d.
i nter ested only in br i ngi ng chaos and destr ucti on to the Sul aan di sappear ed five year s ago, and many assume
wor l d, spi l l i ng as much blood as possi ble. Ogr e member s that he was t aken by the T housand Eyes. H owever ,
of the or gani zati on could be noble r ebels or bl oodthi r sty some of the Unchai ned have r ecei ved dr eams of con
ki l l er s whose l ove of battl e comes bef or e any i deal s. 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 ENCOUNTERS
hi s f ol l ower s. T hi s sect i on pr esen t s st at i st i cs f or a n umber of
T he Unchai ned ar e l oosel y or gani zed, and most N PCs who coul d be encount er ed by those t r avel i ng
member s know onl y other s i n thei r own communi t i es. in Ri edr a.
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 THE INSPIRED
lages, but the Unchai ned have no gr and scheme. Mem T he I nspi r ed ar e the mast er vi l l ai ns of Sar l ona, and
bers wor k to i denti fy other s who shar e thei r i deas and to many who tr avel ther e eventual l y match bl ades or mi nds
teach the Dr eam Sci on (see page 116) feat. I n the eyes agai nst the psychi c over l or ds.
of the Unchai ned, dr eams alone can wi n the battl e. A tsucor a I nspi r ed (ECS290) can ser ve as a r esear cher ,
Member s of the Unchai ned ar e typi cal l y exper ts or obser ver , or ambassador . T he Dr eami ng Dar k spy (ECS
commoner s who have the Educati on (ECS 52) and Dr eam 240) is mor e capabl e, usef ul as an agent of the Dar k i n
Sci on feats. K hor vai r e, a spy for the T housand Eyes in Ri edr a, or a
Get t i ng the PCs I nvol ved: T he Unchai ned can be cunni ng emi ssar y.
useful al l i es for the PCs pr eci sel y because of thei r passi ve T he I nspi r ed i nqui si tor (Magic of Eberron 146) is a
stance. T hey can be hi dden anywher e in Ri edr a, and as vessel for an usvapna. Such a bei ng could be a power ful
free thi nker s, they can choose to help per secuted char ac member of the T housand Eyes or the Dr eami ng Dar k, or
ter s. T hey aren't wi l l i ng to use vi ol ence and have l i mi ted a lord of a l ar ge basti on city.
r esour ces, but they can pr ovi de advi ce and shelter , and A tsor eva spi r i t i nhabi ts the I nspi r ed shock tr ooper
potenti al l y a dr eam of contact. (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 of r ebel l i on. A di ssi dent gr oup could be exactl y what it
Summi t Road. T he Br oken T hr one. Far fr om bei ng a seems to be, but the gr oup or some por ti on of it coul d
monoli thi c for ce, Ri edr a seems to be r i ddled wi th di s al so be subver ted, and the pr ocl ai med goal s of the r ebel s
si dents and r ebel s. could mask a far mor e si ni ster agenda.
Or is it?
T he chance exi sts that a di ssi dent gr oup is not what THE LIMITS OF MI ND SEED
it appear s to be. What if it's a front for the T housand
The mindseed psi oni c power and the focused mind seed abi li ty of
Eyes? Even gr oups that ar e tr ul y i ndependent can qui ckl y
the kal ar aq quor i ar e per haps the most power ful weapons
be tur ned. Tor tur e and br ai nwashi ng can cr eate double
in the quor i ar senal . So why don't the quor i contr ol the
agents, but a mor e effi ci ent tool is mind seed (EPH 119).
wor ld? Why don't they mindseed ever yone in K hor vai r e?
K al ar aq quor i ar e even mor e i nsi duousthei r focused mind
To begi n wi th, mind seed is no common tool. Only a
seed abi l i ty does not destr oy the ski l l s or memor i es of the
tel epath of 15th level or hi gher can mani fest the power ,
vi cti m, but si mpl y changes the per sonal i ty and desi r es to
and it r equi r es a si gni fi cant expendi tur e of XP. Onl y a
those of the quor i . Thi s al l ows the I nspi r ed to subver t key
select handful of the I nspi r ed can mani fest the power ,
fi gur es in di ssi dent or gani zati ons. Such pl ants mai ntai n
and they can't use it on a r egul ar basi s. K al ar aq quor i
thei r posi ti ons, unknowi ngl y ser vi ng quori goal s. Should
can use focused mind seed once per day wi thout any cost, but
the cell ever become a ser i ous thr eat, the I nspi r ed ar e
the kal ar aq ar e few in number and have many i mpor tant
r eady to shut it down or to send it on a sui ci de mi ssi on
duti es in Sar lona and Dal Quor.
agai nst another r ebel sect.
Fur ther mor e, mind seed is an uncer tai n tool. T he
For exampl e, it is possi ble that the Dr eam Mer chants
user has no contr ol over the newbor n seed. The quori are
are in fact an ar m of the Thousand Eyes. It is almost i mpos
fanati cal l y dedi cated to the il- Lashtavar, and usual l y thi s is
sible to el i mi nate cr i meby cr eati ng the black mar ket
suffi ci ent to ensur e the l oyal ty of seedsthe vi cti m' s per
itself, the Eyes gai n the abi li ty to moni tor and control it.
sonal i ty mi r r or s that of the quor i , and usual l y he ser ves
The I nspi r ed are in favor of the dr eaml i l y tr ade, whi ch
Dal Quor wi th unswer vi ng devoti on. Nonethel ess, a seed
helps to weaken the people of K hor vai r e, but they don't
occasi onal l y tur ns agai nst the I nspi r ed and the Dr eam
want to be seen as offi ci ally condoni ng it. I nstead, they
i ng Dar k. These r ogue seeds possess all the knowl edge (if
somehow fail to completely exter mi nate the Dr eam Mer
only a fr acti on of the power ) of a potent quor i . T hey can
chants. Thr ough thi s control, the Thousand Eyes gai ns
be the most danger ous di ssi dents of al l .
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 I f a par ty dedi cates i tself to battl i ng the Dr eami ng
contr aband goods and r eapi ng any profits themselves. 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,
T he I nspi r ed ar en't the only thr eat. T he Lor ds of
but on l y psionic chirurgery (EPH 126), reality revision (EPH 128),
Dust have schemes in Sar lona. Evi l yuan- ti or ogr e mages
miracle, or wish can r emove a seed. Few people in Eber r on
can use i deal i sti c di ssi dents to achi eve twi sted goal s.
possess such power . T he Vener abl e T hatar i of Tashal a-
The dr agons of Ar gonnessen ar e cer tai nl y i nter ested
tora is one; the K eeper of the Fl ame is another .
in events on Sar l ona, and mi ght hi de behi nd a facade
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 willfar hand (range 60 feet, 15 pounds), mindlink, psionic rage
A du' ulora (DC 18)
champion is a 3/dayid insinuation (4 targets, DC 19), inertial armor (+8 AC),
fearsome foe psionic scent, psionic trueseeing, trace teleport (range 200 feet)
1/daybody 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
r ank and file of the Sl eepi ng Swor d, and they someti mes
Weapon EPH , B, Quicken Power EPH , Speed of Thought EPH
ser ve as offi cer s wi thi n the H ar moni ous Shi eld.
Ski l l s Autohypnosi s +32, Bluff +15, Concentration +28,
T hi s secti on pr esents two addi ti onal I nspi r ed, the
Diplomacy +17, Disguise +5 (+7 to impersonate humans or
du'ulor a champi on and the tsucor a dr eambl ade.
act in character), Intimidate +28, Knowledge (the planes)
+8, Knowledge (psionics) +10, Listen +15, Move Silently
DU'ULORA CHAMPION +14, Psicraft +10, Search +19, Sense Motive +17, Sleight of
The du'ulor a ar e the war l or ds of the quor i , and thei r Hand +7, Spot +24, Survi val +17
vessel s ar e among the mi ghti est soldi er s the I nspi r ed
Possessi ons combat gear plus faceted personality (Dexterity) +2,
can br i ng to bear . The vi tal ki ntams and the most eli te
faceted personality (Wisdom) +2, glamerweave cloak of resistance +2, +2
uni ts of the Sl eepi ng Swor d ar e usual l y commanded by
deep crystal spiked chain, glamerweave noble's outfit
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. Exor ci sed Absent the quori spirit, the champion has the
A du' ulor a champi on uses ubiquitous vision any ti me following ability scores: Str 14, Dex 14, Con 14, Int 10,
he bel i eves he is in danger . He mai nt ai ns hi s psi - l i ke Wis 17, Cha 10. His ski lls are Autohypnosis +15, Bluff +4,
inertial armor (+8 to AC) at all ti mes. If he has ti me to pr e Climb +6, Concentration +15, Diplomacy +9, I ntimidate
par e for combat, he uses animal affinity (8 pp, 12 mi nute +11, K nowledge (psionics) +1, Li sten +3, Sear ch +2,
dur ati on, + 4 to Str engt h and Consti tuti on) and force Spot +9.
screen (9 pp, 12 mi nute dur ati on, +6 to AC) . By spendi ng Psi - Li ke Abi l i ti es Psi- like abilities manifest as if powered by
9 pp, he can use expansion to i ncr ease hi s si ze to H uge for power points equal to the manifester level (EPH 184). Psionic
12 mi nutes. rage is identical to the rage spell, but it is 4th level and can
Thi s char acter is desi gned as a combatant. A du'ulora be used against an unwi lli ng target. When a du'ulora uses
gener al shoul d r epl ace H er oi c Spi r i t and Speed of id insinuation, add +10 to the d% roll to determine actions
T hought wi th Leader shi p (DMG 106) and I nspi r ati onal each round.
Leader shi p (Heroes of Battle). A few du'ulora champi ons also Hook "I strike with the force of Riedra."
have levels in the l egendar y leader pr esti ge cl ass.
TSUCORA DREAMBLADE
Dr eambl ades ar e assassi ns. Al t hough dr eambl ades ar e
DU'ULORA CHAMPION CR 13 pr i mar i l y tool s of the Dr eami ng Dar k, the T housand
Du'ulora Inspired psychic warrior 12 Eyes has a few of them.
LE Medium humanoid (human, psionic) T hi s dr eambl ade is a ni ghtmar e war r i or who fi ghts
Acti on Poi nts 3 wi th blades for med of pur e dar kness. She cannot go toe
I ni t +2; Senses Listen +15, Spot +24 to toe wi th a fi ghter of the same level, and she knows it.
Languages Common, Infernal, Quori, Riedran She r eli es on stealth and sur pr i se, seeki ng to over whel m
AC 19, touch 12, flat- footed 17 her tar get wi th a devastati ng first attack followed wi th recall
(+2 Dex, +7 armor) agony. Should thi s i ni ti al attack fai l, she uses her psionic
hp 81 (12 HD) tattoo of dimension door and her burst power to flee.
The soldiers of the Harmonious Shield embody Riedra's might

magical beasts, and monstrous humanoids; DC 15), recall


TSUCORA DREAMBLADE CR 9
agony (5d6, DC 16)
Tsucora Inspired soulknife 6/psionic assassin* 2
*already manifested
* see page 113
LE Medium humanoid (human, psionic) Abi l i ti es Str 16, Dex 16, Con 12, Int 17, Wis 18, Cha 17
Init +3; Senses Listen +11, Spot +18 SQ poison use
Languages Common, Quori, Riedran Feat s Combat Exper ti se, Psi oni c Weapon, Speed of
T hought B , Shi eld of Thought (Races of Eberron 113),
AC 19, touch 13, flat- footed 16; uncanny dodge
Thoughtshifter (Races ofEberron 118), Weapon Focus (mind
(+3 Dex, +6 inertial armor)
blade) B, Wild Talent B
hp 53 (8 HD)
Skills Autohypnosis +18, Bluff +16, Climb +7, Concentra
Resi st exorcism (as 14 HD creature)
tion +19, Diplomacy +18, Disguise +9 (+11 to imperson
Fort +4 (+5 against poison), Ref +12, Wi l l +10; dual mind
ate humans or act in character), Hide +13, Jump +10,
(single reroll of failed Will save)
Intimidate +18, Knowledge (the planes) +11, Knowledge
Speed 30 ft. (6 squares), 40 ft. whi le Psionically focused (psionics) +13, Listen +11, Move Silently +20, Psicraft +14,
Melee +1 keen mind blade +10 (1d6+4, 17-20) Sense Motive +14, Spot +18, Tumble +17
Ranged +1 keen mind blade +10 (1d6+4, 17-20) Possessi ons combat gear plus faceted personality (Strength) +2,
Base Atk +5; Gr p +8 cloak of resistance +1
Atk Opti ons Combat Expertise, death attack (DC 15), free
Exor ci sed Absent the quori spirit, a champion has the fol
draw, mi nd blade enhancement +1, Psionic Weapon
lowing ability scores: Str 14, Dex 16, Con 12, Int 14, Wis
(expend focus, +2d6), psychi c str i ke +ld8, shape mind
10, Cha 8. She loses 1 power point. Her skills are Auto
blade, sneak attack +1d6, Thoughtshifter
hypnosis +15, Bluff +4, Climb +6, Concentration +10,
Combat Gear psionic tattoo of animal affinity, psionic tattoo of psionic
Diplomacy +2, Disguise +6 (+8 to act in character), Hide
knock, psionic tattoo ofpsionic dimension door
+12, Jump +9, Intimidate +4, Knowledge (psionics) +2,
Power Poi nts/ Day: 12; Psi oni c Assassi n Powers K nown
Listen +9, Move Silently +10, Spot +7, Tumble +16.
(ML 2nd):
Mi nd Bl ade En han cemen t The keen pr oper ty of a
1st burst, chameleon
dr eamblade's mind blade can be replaced wi th defend
Psi - Li ke Abi l i ti es (ML 6th):
ing, lucky, mi ghty cleavi ng, psychoki neti c, sunder i ng,
3/daybody equilibrium, far hand (range 45 feet, 11 pounds), inertial
or vi ci ous.
armor*, psionic scent
1/daybody adjustment (2d12), idinsinuation (2 targets, DC 16), mind Hook "Darkness calls you."
link, psionic charm (affects ani mals, fey, gi ants, humanoids,
TASKAAN SHIFTER seer s, along wi th a handful of cler i cs of the Path of I nspi
Shi fter s of the Savage Legi on ar e few but all ar e br ed for r ati on. However , any cl ass can find a place in the Edge
battl e. T he Taskaan adher e to a str i ct code of di sci pl i ne wal ker s. Whi l e the I nspi r ed have pur ged ar cane magi c
and l oyal ty to the I nspi r ed. Al though fur i ous i n battl e, fr om the common populace of Ri edr a, when it comes to
they act wi th ski l l and wi sdom. defendi ng agai nst extr apl anar thr eats, they ar e wi l l i ng to
Al though the beasthi de tr ai t is the most common make excepti ons. The Edgewal ker s featur e a few di vi ner s
among the Taskaan, shi fter s who have other tr ai ts are also and abjur er s, and if a Ri edr an chi ld develops the talents of
found in the legi on. Some I nspi r ed lor ds pr efer to mai n a war l ock or a sor cer er, he mi ght be cl ai med by the Edge
tai n a cor ps of shi fter s each of whom has the same tr ai t, wal ker s. Such char acter s beli eve that it is danger ous to use
whi l e other s str i ve for di ver si ty in thei r house guar ds. ar cane forces, but that devoted ser vi ce to the I nspi r ed is a
shi eldan Edgewal ker war lock should never use hi s power s
MASQUER for hi s own benefi t, but as long as he uses them solely in
Mal e or f emal e chan gel i n g exper t 2/ r ogue 3 defense of Ri edr a, hi s devoti on should save hi m.
The masquer s are the elite spies of the Thousand Eyes DMs usi ng Complete Psionic can add ar dents and di vi ne
excepti onal changel i ngs tr ai ned in the ar ts of subter fuge mi nds to the mi x; Edgewal ker ar dents most often choose
and obser vati on. A masquer seldom car r i es weapons and the mantl es of Li fe and the Pl anes.
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 EDGEW ALKER BENEFITS
who encounter a masquer r ar ely know it, but any for ei gner T he Edgewal ker s ar e an eli te mi l i tar y for ce tr ai ned to
who spends ti me in a basti on is obser ved by one. deal wi th the myr i ad danger s of the wi l d zones and other
Masquer s al ways take changel i ng r ogue substi tuti on super natur al and extr apl anar thr eats.
levels (Races of Eberron 122). T hey also wear psi oni c shi ft- Economi cs: An Edgewal ker r ecei ves free r oom and
weave outfi ts (Sharn: City of Towers 170), whi ch ar e uni ver sal boar d in any Ri edr an communi ty.
i tems based on metacr eati vi 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 get hough
EDGEW ALKERS they must account for such i tems at the conclusi on of an
"Sword against shadow. Faith against fear. I walk the edge of the world, assi gnment. Al though they could r ecei ve fr ee suppl i es,
and no horror shall pass my blade." Edgewal ker s have no access to nonstandar d equi pment,
The Vow of the Edgewalker 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.
The wi l d zones of Sar lona ar e filled wi th ter r or s. When Ser vi ces: For a Ri edr an, an Edgewalker has an unusual
Ri edr a took shape, it was cl ear that someone needed to level of access to di vi ne and ar cane magi c. Edgewal ker
protect the people of the newbor n nation from the horrors spel l caster s mi ght be moti vated by the needs of a mi ssi on
that lie beyond the wor l d. T hus, the I nspi r ed assembl ed or by fr i endshi p wi th a char acter , but thei r ser vi ces cannot
a cor ps of soldi er s possessed of the utmost i ntegr i ty and be pur chased wi th gold.
ski l l . For ni ne hundr ed year s these war r i or s have held the I nf or mat i on: T he Edgewal ker s ar e the ul ti mate
chaos of the outer r eal ms at bay. author i ty on the wi l d zones of Ri edr a. By consul ti ng at an
These are the Edgewal ker s, her oes of Ri edr a . . . and Edgewal ker str onghold, a member can attempt a K nowl
possi bl y its gr eatest hope for sal vati on. 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
JOINING THE EDGEW ALKERS over seen by the for tr ess. Al ter nati vel y, he can cal l on an
Ser vi ce in the Edgewalker s is not a choice. It is an honor and NPC sage to make a K nowl edge (the pl anes) check wi t h a
a duty, a calli ng from the I nspi red themselves. Many Edge- modi fi er of +12, or a K nowl edge (ar cana) or K nowl edge
wal ker soldi er s are dr awn from the other br anches of the (psi oni cs) check wi t h a modi fi er of +8.
Har moni ous Shield; these are among the most ski lled and Access: Thr ough i ntensi ve tr ai ni ng and hands- on
dedi cated. Other s are chosen to ser ve the corps at an early exper i ence, Edgewal ker s gai n access to a number of speci al
age and spend thei r adolescence in i ntensi ve trai ni ng. opti ons. At the DM's di scr eti on, Edgewal ker s can lear n
Edgewal ker s ar e the shi eld of Ri edr a, and it woul d mani fest spel l shaper feats (Player's Guide to Eberron 124126),
be al most uni magi nabl e for a for ei gner to be dr awn i nto or feats from Planar Handbook.
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 PLAYING AN EDGEW ALKER
star t of the campai gn, and who can be assumed to have You ar e a war r i or on the front l i nes of a war beyond
been r ai sed as an Edgewal ker . 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
EN T RY REQ U I REM EN T S 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.
Regi on of Or i gi n: Riedra. You've star ed i nto raw chaos, and felt the heat of el emen
Ski l l s: Knowledge (the planes) 2 ranks, Survival 2 ranks. tal fire. You'll be lucky if you li ve ten year s in the ser vi ce,
Speci al : Must be chosen by Riedran authorities. 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.
Most Edgewal ker s have levels in PC cl asses. The major i ty As an Edgewal ker , you know j ust how fr agi l e the
are r anger s, wi th a number of psychi c war r i or s and scouts. wor ld i s. The wi l d zones ar e per manent battl egr ounds,
The cor ps also has a uni t of psi ons, pr i mar i l y nomads and 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. useful in the field. You go wher e the I nspi r ed send you.
Vampi r es, ghosts, r akshasasf i ends, undead, and aber If you ar e tr ue to your cause, per sonal weal th and l uxur y
r ati ons ar e all your concer n. You ar e the senti nel who mean ver y li ttle. If you ar e a fallen Edgewal ker , you hope
wal ks the li ne between the natur al and unnatur al wor ld. to use your knowl edge of the pl anes to gai n per sonal
Your gr eatest chal l enge is to hold to your fai th, lest you power . I f you ar e a r ebel , you seek to pr otect the peopl e
become the dar kness that you battl e. fr om super natur al danger , but thi s str uggl e could br i ng
You have no use for humor and no ti me for l ei sur e. you i nto confli ct wi th your for mer master s.
Evi l is out ther e, and ever y mi nute you spend at peace is Mi ssi ons: An Edgewal ker sentr y guar ds a speci fi c
a moment you could ser ve in battl e. Study those ar ound mani fest zone. Often thi s duty i nvol ves patr ol l i ng the
you for any si gns of possessi on or cor r upti on. Never per i meter , whi ch is slashed and bur ned to pr ovi de a clear
lower your guar d, and never pass up an oppor tuni ty to li ne of si ght. Other ti mes, you mi ght be sent into the zone
defend an i nnocent fr om har m. i tself, to r ecover val uabl e r esour ces or moni tor exper i
Not al l sol di er s l i ve up to thi s i deal . Per haps you ments set in moti on by the I nspi r ed.
ar e a f al l en Edgewal ker , one who has seen the power Edgewal ker i nqui si tor s ar e constantl y in moti on,
that l i es in the dar kness and now pur sues i t. You have and mi ght be called in to i nvesti gate any super natur al
abandoned the Path of I nspi r ati on, and you car e nothi ng thr eat or flare in pl anar acti vi ty. Your duti es ar e not
for i nnocents. You conceal your tr ue moti ves fr om your l i mi ted to Ri edr a. You mi ght be sent to Syr kar n to battle
comr ades, but when you enter the wi l d zones, you aren't r akshasas or to Xen' dr i k to i nvesti gate the pl anar magi c
thi nki ng of the safety of Ri edr a; your only i nter est is your of the gi ants. You could even be sent to K hor vai r e to
own gai n. You i ntend to be a demon pr i nce, the equal of uncover the secr et of the Mour ni ng. T hi s sor t of assi gn
any of the I nspi r ed . . . and woe beti de anyone who stands ment woul d pr ovi de you wi th a solid base for tr avel i ng the
in your way. wor ld and wor ki ng wi th K hor vai r i an adventur er s, whi l e
Fal l en or tr ue, you wer e i ndoctr i nated fr om bi r th sti ll r emai ni ng loyal to the I nspi r ed.
in the Path of I nspi r ati on. You wer e taught to bel i eve Responsi bi l i t i es: Whether you ar e a sentr y or an
in the il- altas, to bel i eve that the I nspi r ed ar e gui ded by i nqui si tor , your duti es ar e si mple. Follow the or der s of
the spi r i t of Ri edr a i tself. You have seen the good that the I nspi r ed. Defend the i nnocent people of Ri edr a from
the I nspi r ed have done for your peopl e; you have fought extr apl anar and super natur al hor r or s. In many ways, you
besi de I nspi r ed l or ds agai nst aber r ati ons and f i ends. have much in common wi th a templar of the Si lver Fl ame,
Nonethel ess, of all the peopl e i n Ri edr a, you ar e best but you ser ve the Path of I nspi r ati on, not a flame whose
equi pped to r eali ze the tr ue natur e of your over lor ds. But own follower s admi t is tai nted by demoni c i nfluences.
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

The Edgewalkers protect Riedra from


extraplanar threats
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
"1am impressed by how efficiently these soldiers contained theeruption from
ni cally, an i nqui si tor stands between sentr y gui de and
Fernia. Nonetheless, I continue to question the wisdom of training mortals
in the techniques of exorcism and dimensional binding." sentr y war den, and the acti vi ti es of the i nqui si tor s ar e
Lor d Xer akhesh, Domi nator of the Dr eami ng Dark coor di nated by the lord commander s.
Edgewal ker s H eadquar t er s: The seat of the Edge
Wi ld zones hold a weal th of oppor tuni ti es for adventur er s, wal ker s is the basti on of Dar Mun (lar ge city, popul ati on
and the Edgewal ker s ar e the gatekeeper s of these r egi ons. 19,320) in the pr ovi nce of Nul akesh. Dar Mun is located
T hey mi ght oppose adventur er s who seek to r elease or between four separ ate wi l d zones; two ar e ti ed to Sha-
r emove somethi ng held wi thi n a wi l d zone, or who var ath, one to Daanvi , and one to Dol ur r h. Despi te the
seek to destr oy an I nspi r ed i nstal l ati on based in Dar pr efi x (see Basti on Ci ti es, page 71), the ci ty
a wi l d zone. But Edgewal ker s can j ust as easi ly is an i nl and communi ty; the Ri edr ans vi ew
be al l i es who come to the ai d of adventur it as a "wor ld por t." In addi ti on to hold
ers who under esti mate the danger of the i ng gar r i sons and tr ai ni ng faci li ti es for
pl anar br eaches. Most Edgewal ker s ar e Edgewal ker s, Dar Mun has one of the
good people who have swor n thei r li ves fi nest ar cane l i br ar i es and wor kshops
to pr otecti ng i nnocentseven i nno in Ri edr a. A per manent psionic telepor
cent for ei gner s. tation circle l i nks the basti on to Dur at
Or gani zati on: The Edgewalker s Tal . T he I nspi r ed conduct most of
wer e f ounded i n 390 Uni ty (88 thei r pl anar r esear ch in Dar Mun,
YK ) , in r esponse to a di sastr ous and PCs could be sent to steal data
planar i ncur si on in the pr ovi nce of fr om the basti on or to sabotage an
Nul akesh. However , the gr oup has el dr i tch machi ne (ECS 273) bei ng
its r oots in the nati on of K hal esh. constr ucted ther e.
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
T he Edgewal ker s ar e a mi l i t ar y between Edgewal ker s and other Ri edr an
cor ps, but the hi er ar chy is si mple an sol di er s, and they r eact accor di ngl y. T he
promotion is rare. The bulk of the members excepti ons ar e communi ti es close to wi l d
bel ong to the Or der of Sentr i es, soldi er s zones. Lord K altar esh has occasi onally sent
assi gned to a speci fi c r egi on. Al l soldi er s Seal of the Edgewal ker s to counter danger ous pl anar
begi n wi th the r ank of sentr y. A sentr y Edgewalkers sur ges in Syr kar n and the Tundr a. In these
gui de commands a squad of sentr i es. ar eas, locals mi ght be fr i endly to Edge
A sentr y war den commands a smal l watchtower . wal ker s despi te a gener al hosti li ty towar d Ri edr ans.
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
A lord commander coor di nates effor ts acr oss an lore is r eveal ed, i ncl udi ng the i nfor mati on fr om lower
enti r e pr ovi nce. The posts ar e all held by I nspi r ed. DCs. K nowl edge (the planes) can be used i nstead, but
T he supr eme commander of the or der i s Lor d the DCs all i ncr ease by 5.
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.

DETECT EVIL?
Mi ght an Edgewal ker spel l caster who has access to detect is the cr i ti cal factor . I f an I nspi r ed i s gi ven to publ i c
evil l ear n that the I nspi r ed ar e evi l ? Per haps. T hat di spl ays of needl ess cr uel ty, the Edgewal ker mi ght
spel l caster woul d have to have not onl y the i mpetus, but become convi nced that thi s par t i cul ar l or d has f al l en
al so the temer i t y to use detect evil on one of the Chosen to cor r upti on. But typi cal l y, the deeds of the I nspi r ed,
or I nspi r ed. Even i n so doi ng, however , after decades of benef i ci al as they ar e to mai nt ai ni ng the safety and sta
i ndoctr i nati on, a Ri edr an is mor e l i kel y to questi on the bi l i ty of Ri edr an soci ety, over come any doubts r ai sed by
ver aci ty of hi s spel l , whi ch coul d have been tai nted by an the use of magi c. It takes mor e than one spel l to shake
altavar, than to i nstantl y tur n agai nst hi s l or d. Behavi or a Ri edr ans fai th.
DC 15: Edgewal ker s ar e tr ai ned tof i gh tall for ms of or der , i ncl udi ng the dael kyr , the Lor ds of Dust, the
super natur al evi l. They are not si mply bor der guar ds; they Chamber , and the Undyi ng Cour t. Such Edgewal ker s
often ventur e wi thi n the zones and mi ght be called in by shoul d i ncl ude changel i ngs, r ogues, l ur ks (Complete
the Har moni ous Shi eld wher ever unnatur al evi l is found. Psionic), and other char acter types sui ted to cover t oper a
DC 20 : Many of the cr eatur es the Edgewal ker s fight ti on and obser vati on.
cannot be har med by steel or cr ystal . Edgewal ker s ar e Encount er s: A first encounter wi th an Edgewal ker
blessed by the I nspi r ed, and often have magi cal or mental is l i kel y to be tense. PCs mi ght assume the wor st about a
power s that they use to battle such evi l spi r i ts. 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.
A char acter who has r anks in K nowl edge (hi stor y) can However , if level heads pr evai l , an Edgewal ker can be a
make a successful check to l ear n the fol l owi ng fact. val uabl e ally in any envi r onment.
DC 25: T he wi l d zones pr edate the comi ng of the EL 7: The Edgewal ker K her n (LG male Chosen r anger
Inspired, and have posed a threat throughout history. Many 3/psychic war r i or 3) is a gi fted inquisitor. He has been sent
of the Edgewal ker techni ques are der i ved from the Or der to i nvesti gate the recent developments in the dar k j ungle of
of the Si l ver Blade, a l eague of K hal eshi te kni ghts wi ped Shanjueed, a quest that happens to coi nci de wi th the PCs'
out when that ki ngdom was tar geted in the Sunder i ng. 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
Edgewal ker s can be found near any danger ous wi l d zone. fr om for mi ng an al l i ance wi th the altavar of the j ungl e.
Dependi ng on the thr eat pr esented by the zone, ther e However , hi s pr i mar y i nter est is gather i ng i nfor mati on,
mi ght be a full for tr ess or si mply a squad of Edgewal ker s and if the adventur er s are di plomati c, K her n's knowl edge
l i vi ng off the l and. Mor e often than not, adventur er s of the wi l d zone could help them all get out al i ve.
won't have to seek out Edgewal ker si f PCs attempt to
enter a zone, there's a good chance Edgewal ker s wi l l come
to war n them away. PLACES OF INTEREST
T he networ ks of Ri edr an basti ons and vi l l ages ar e
EDGEW ALKERS IN THE GAME i ntenti onal l y uni for m in desi gn. Over the cour se of a
Edgewal ker s can ser ve as al l i es, enemi es, or sour ces of thousand year s, the H ar moni ous Shi eld has el i mi nated
i nfor mati on. I f PCs ar e wander i ng thr ough the Ri edr an most danger ous monster s and other thr eats fr om the
wi l ds, an Edgewal ker patr ol mi ght war n them of the dan ar eas ar ound Ri edr an vi l l ages. Li fe in a vi l l age is stable,
ger s that lie ahead. Shoul d the ti de of battle tur n agai nst secur e, and qui te si mi l ar to life in any other Ri edr an
adventur er s, Edgewal ker s coul d show up to pr ovi de vi l l age a hundr ed mi l es away.
assi stance. Al ter nati vel y, PCs could encounter embattled A few of these places of i nter est are descr i bed below.
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 BASTION CITIES
occur i n Xen' dr i k, the Fr ostfel l , or even K hor vai r e. Ci ti es of the I nspi r ed
The Edgewal ker s pr esent a chance for PCs to deal The centr al ter r i tor i es of Ri edr a ar e domi nated by
wi th Ri edr ans who ar e not dr ones or ser vants of the the massi ve basti on ci ti es, whi ch ser ve both as mi l i tar y
Dr eami ng Dark agenda. Edgewal ker s mi ght be enemi es or gar r i sons and i ndustr i al center s. Ri edr an communi ti es
alli es, but they show PCs that ther e ar e noble Ri edr ans can be i denti fi ed by pr efi x. Near ly all basti ons use one of
even among those who wi l l i ngl y ser ve the I nspi r ed. thr ee pr efi xes: Dul (an i nl and metr opol i s), Tol (i nl and
Adapt at i on: As pr esented her e, the Edgewal ker s ar e ci ty), or Dar (a por t, r egar dl ess of si ze).
str ongl y focused on the wi l d zones of Ri edr a. H owever , Basti on ci ti es ar e bui lt usi ng spher i cal war ds. A Tol
they coul d be a mor e acti ve cover t str i ke for ce that has mi ght be contai ned in a si ngle spher e, whi l e Dul and Dar
been engaged in i nter nati onal oper ati ons for centur i es. basti ons are typi cal l y composed of multi ple l i nked war ds.
In thi s scenar i o, the Edgewal ker s woul d seek to cur tai l These war ds ar e di vi ded i nto di str i cts based on i ndustr y.
any super natur al for ce the I nspi r ed see as a thr eat to 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 destr oyed. However , K al atar esh is one of the few quor i
ni zed the soldi er s who opposed the Nul akesh i ncur si on of the age who is not actual l y evi l . He does what he must
in 390 Uni ty (88 YK ) . T hus, among the Edgewal ker s, he to pr otect hi s people, but he is not cr uel by natur e and
is known as "the Fi r st." he does not savor vi ol ence. He is tr ul y concer ned wi th
K al tar esh is especi al l y power ful and cunni ng for a the stabi li ty of Eber r on and di stur bed by the Mour ni ng,
du'ulora; he has 24 Hit Di ce, and hi s mental abi li ty scor es bel i evi ng the fate of the quori to be l i nked to Eber r on.
are Int 20, Wi s 23, Cha 21. Two thousand year s ago, he was For now K al tar esh fol l ows the gui dance of the
one of the commander s in the battle agai nst the quori who Dr eami ng Dark, but he could ally wi th Lady Shar adhuna if
eventual l y became the kal ashtar , and he l ear ned much of she opposes the Devourer. Other quori know of K altar esh's
the pl anes dur i ng thi s hunt. He hates the kal ashtar and aber r ant al i gnment, but so far hi s per sonal power and
bel i eves that the fol l ower s of the Path of Li ght must be 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 The wal l s of the ci ty extend for mi les, and the slender
assembl y hall si mi l ar to what woul d be found in a vi l l age. tower s str etch hundr eds of feet i nto the air. The har bor is
Many Ri edr an wor ker s never leave thei r di str i cts; food, filled wi th shi ps, and the docks are thr onged wi th people.
shelter , and wor k can all be found in thi s one r egi on, and But the people of Dar Ji n go about thei r busi ness si lently,
people spend most of thei r spar e ti me i n thei r assembl y speaki ng only when it is absolutely necessar y.
hal l s or medi tati ng in dor mi tor i es. Thr oughout the hi stor y of Ri edr a, all tr ade has been
In basti ons, chi l d- r ear i ng is consi der ed an i ndustr y. conducted on f or ei gn soi l . In 1300 Uni ty (998 YK ) ,
Chi l dr en ar e r ai sed communal l y in di str i cts dedi cated to that cur t ai n was l i fted. Today, mer chant s can peti ti on
thi s pur pose, and ar e r ar el y seen i n other di str i cts. I nspi r ed ambassador s for the r i ght to dock in the har bor
T he pr i mar y mi l i tar y gar r i son is l ocated at the of Dar Ji n.
center of a di str i ct, so most of the tr oops ar e equi di stant L eader shi p: L ady T ur eya ( L E f emal e usvapna
fr om any di saster . Smal l er outposts ar e placed al ong the I nspi r ed telepath 15) is the Ei dolon of Dar Ji n. Thou
outer wal l s. A basti on wi th a popul ati on of 100,000 or sands of lesser I nspi r ed and Chosen labor beneath her.
mor e wi l l usual l y have a per manent psionic teleportation circle Demogr aphi cs: 94% humans, 2% Chosen/ I nspi r ed,
at the di sposal of the I nspi r ed, but smal l er communi ti es 1% ogr es, 3% other s ( changel i ngs, dwar ves, el ves,
mi ght lack thi s val uabl e r esour ce. gnomes, hal f - el ves, hal f - or cs, hal f l i ngs, ogr e mages,
Dar Ul at esh ( met r opol i s, popul at i on 113, 10 6) : shi fter s, skul ks).
T he wester n gate of Ri edr a is the seat of tr ade acr oss the Econ omi cs: 25,000 gp pur chase l i mi t; no asset
Sea of Rage. A for ei gn quar ter has r ecently been estab l i mi t. Lar ger tr ansacti ons could be ar r anged in ti me for
l i shed, al though it is smal l er than its counter par t in Dar the pur pose of i nter nati onal tr ade, but expensi ve si ngle
Ji n. Dar Ulatesh is a str onghold for the H ar moni ous Sai l, i tems ar e r ar el y found her e.
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 Not abl e Feat ur es
ci ty is a tr ai ni ng gr ound for the Dr eami ng Dar k, and it Dar Ji n is lar ger than any city in K hor vai r e. It is composed
is home to a number of the shadow l i nes. Dar Ul atesh is of five spher i cal war ds, each a metr opoli s in its own r i ght.
r uled by the I nspi r ed Lor d Ul ator n (LE mal e usvapna Four of the war ds are almost i denti cal. The str eets are
I nspi r ed tel epath 13), a mi ni ster of the I ron Gate. paved wi th smooth black cobblestones, i nter sper sed wi th
D ur at Tal ( met r opol i s, popul at i on 631, 0 22) : squar es of clear cr ysteel. When dar kness falls, the cr ysteel
T he l ar gest ci ty in Ri edr a is the admi ni st r at i ve hear t bl ocks glow wi th a soft l i ght. Wor khouses, dor mi tor i es,
of Ri edr a, and fr om thi s gl i tter i ng capi tal the mi ghty and stor ehouses ar e made of bl ocks of bl ack and whi te
pathfi nder Lor d Sur asek (LE mal e kal ar aq I nspi r ed seer stone; cr ysteel panel s ser ve as skyl i ghts dur i ng the day
20) gui des the nati on. I n addi ti on to bei ng the center and gl owi ng l anter ns at ni ght. Most bui l di ngs are cur ved
for the Gui di ng Path, Dur at Tal tr ai ns and houses a vast or whor led; har d angles are few and far between. The city
number of sol di er s, whi ch can be di spatched acr oss the is beauti ful in its way, but is extr emel y r epeti ti veever y
r eal m thr ough psionic teleportation circles. Dur at Tal is the hub dor mi tor y looks exactly the same.
of the teleportation circle networ k, and most tr affi c between T he San ct u m of Ei dol on T ur eya: T hi s massi ve
ci r cl e- equi pped ki nt ams and basti ons passes thr ough keep is a di str i ct in its own r i ght, filling the space wher e
thi s city. the five war ds come together . T he hear t of the sanctum
Tol D et h ( l ar ge ci ty, popul at i on 14 , 4 10 ) : T hi s is an ovoi d tower bui l t fr om stone, cr ysteel , and sen-
Nul akesh basti on l i es cl ose to a wi l d zone l i nked to ti r a. Al most ei ght hundr ed feet in hei ght, it can be seen
Shavar aththe I nspi r ed ar e studyi ng the zone to find a acr oss the l ength of the ci ty. T he outer foundati on is a
way to tap its ener gy and br eed super i or soldi er s or war - for tr ess in i ts own r i ght, housi ng the Ei dolon's per sonal
beasts. If House Vadal i s l ear ns about thi s, PCs could be tr oops: over a thousand T askaan shi f ter s, al ong wi t h
sent to see what the Ri edr ans have done. Al ter nati vel y, I nspi r ed shock tr ooper s and member s of the H or ned
a par ty of Ri edr an adventur er s could be di spatched to Guar d. Far ther in lie the quar ter s of the Chosen, wher e
destr oy an exper i ment gone hor r i bly wr ong. 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
DAR JIN the hear t of the I r on Gate, and Tur eya and her subor di
Pr i m ar y Ri ed r an Por t ; M et r opol i s; Popul at i on nates anal yze Ri edr an tr ade and di pl omacy and di scuss
392, 0 0 0 pl ans for the futur e. I f someone was l ooki ng to r ecover
Dar Ji n r i ses up fr om the water s of the Bar r en Sea, a mani fest of Ri edr an shi ppi ng i mpor ts for the last year ,
and str etches al ong the coast. T he ci ty' s massi ve wal l s or to det er mi ne i f the I r on Gate was suppor t i ng the
ar e smooth r ed stone wi th wi de l i nes of blue cr ystal ar e dr eaml i l y tr ade, odds ar e the knowl edge is l ocked away
embedded i n the sur f acethese l abyr i nthi ne patter ns in the gr eat tower .
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 T he Jh odr a
fr om color ed gl ass. A secti on of the har bor war d has been tr ansfor med i nto
Dar Ji n is the gr eatest por t of Ri edr a. It is the ter a for ei gn quar ter , cal l ed the Jhodr a (Ri edr ans r efer to
mi nus of the Xen' dr i k tr ade r oute, and much of the it as " tai nted l and" outsi de the hear i ng of f or ei gner s).
i ndustr y of the ci ty is devoted to pr ocessi ng the goods Most Ri edr ans ar e for bi dden to enter the Jhodr a; those
fr om that l and. Tr ade goods ar e or gani zed and stor ed in who wor k and l i ve i n the ar ea ar e car ef ul l y tr ai ned to
pr epar ati on for tr anspor t acr oss the nati on, and cr ys deal wi th f or ei gner s. L i kewi se, ther e ar e onl y two ways
tal foundr i es tr ansfor m shar ds i nto cr ysteel and other for for ei gner s to leave the war dheadi ng back to sea, or
useful for ms. 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 usi ng invisibility to hi de fr om the eyes of cr i mi nal s. T he
beyond the Jhodr a ar e not mar ked wi th si gns. T hese other two wander the str eets, pr ovi di ng an i mposi ng
si gns, however , have been embedded i nto the senti r a vi sual deter r ent.
engr avi ngs; by concentr ati ng on the patter n, a tr avel er It is wor th noti ng that the Jhodr a has an unusual l y
can feel the i mage as a fai nt memor y in hi s mi nd. T he hi gh concentr ati on of medi um- to hi gh- l evel Chosen
i nhabi tants of the outer war ds avoi d for ei gner s, whi l e (9th- 12th). T he I nspi r ed ar e r i ghtful l y afr ai d of for ei gn
basti on guar ds chal l enge any for ei gner s found beyond espi onage in the Jhodr a and have devoted consi der abl e
the Jhodr a. r esour ces to the di str i ct.
Much of the Jhodr a is devoted to the shi ppi ng tr ade T he H ar bor of T r anqui l i t y: Dar Ji n mai ntai ns a
and is taken up wi th war ehouses, shi pyar ds, and the cus speci fi c har bor for all for ei gn shi ps. Outl ander vessel s
toms and i nspecti on faci li ti es of the I ron Gate. Ther e ar e ar e met and escor ted in by smal l H ar moni ous Sai l war
only a few Ri edr an busi nesses that cater to for ei gner s. shi ps. Anyone who want s to enter the f or ei gn quar ter
However , the I nspi r ed have leased pr oper ty to each of the must pass thr ough a customs i nspecti on. Clairsentience is
dr agonmar ked houses. As such, adventur er s who want a used to detect magi c, and i nspector s confi scate any magi c
fami l i ar meal can di ne at House Ghallanda' s Gold Dr agon i tems that has a moder ate or str ong aur a of the conjur a
I nn. The Jhodr a al so contai ns a number of embassi es. To ti on, enchant ment , evocati on, or necr omancy school ;
date, Aundai r , Br el and, K ar r nat h, the Mr or H ol ds, confi scated i tems can be r ecl ai med upon depar tur e.
Q' bar r a, and Zi l ar go have establi shed consul ates in Dar T he customs i nspecti on is r el ati vel y bri ef, however ,
Ji n. The I nspi r ed have not yet extended an i nvi tati on compar ed to the i nter r ogati on pr ocess r equi r ed to gai n a
to the elves of Aer enal or Val enar . T he T housand Eyes tr ansi t vi sa beyond the Jhodr a. The vi si tor is questi oned
keeps a ver y shar p watch on these embassi es. As a r esult, about hi s r easons for comi ng to Ri edr a, hi s occupati on,
the ambassador s mi ght tur n to unf ami l i ar facessuch as and whether he is car r yi ng danger ous goods or has any
adventur er si f they need to engage in subter fuge. cr i mi nal i ntent. A typi cal customs agent speci al i zes in
Al though vi ol ence is r ar e, the I nspi r ed mai ntai n a Sense Moti ve, gi vi ng hi m a +13 modi fi er to hi s check.
str ong mi l i tar y pr esence al ong the docks. H undr eds of T he I r on Gate (C): The Jhodr a is separ ated from
basti on guar ds patr ol t he Jhodr a, al ong wi th dozens of the rest of the H ar bor War d by hi gh wal l s; the only exi t
T housand Eyes guar di ans and a handf ul of masquer s. is a massi ve i r on- bound gate. Anyone who wants to leave
Fi fty Taskaan shi fter s ar e kept on al er t, r eady to r espond must obtai n the appr oval of the aptly named I r on Gate.
to any r epor t of vi ol ence. Ten H or ned Guar ds ar e al so These di pl omats pr ocess all r equests for i nfor mati on
assi gned to the Jhodr a, wi t h si x on duty at any gi ven and tr ansi t vi sas, in addi ti on to negoti ati ng wi th ambas
ti me. Four of these ogr e mages obser ve fr om the ai r , 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 attr acti ons ar e the mosai cs of cr ystal and senti r a. These
oppor tuni ty to meet the local ambassador s and dr agon- psi acti ve di spl ays hold speci fi c emoti onal chor ds; Ri e-
mar ked bar ons. dr ans focus on these mosai cs to clear thei r own thoughts.
T he Gatekeeper of the Jhodr a is Lor d H el kadesh Pr i ests of the Path of I nspi r ati on ar e al ways pr esent, wi l l
(LE mal e usvapna I nspi r ed tel epath 10). Tal l and thi n, i ng to offer spi r i tual gui dance to anyone in needeven
H el kadesh is char mi ng and wi ttybut i ron lur ks beneath tr oubl ed outl ander s. T hose who under go medi tati on
the velvet, and anyone who wants to obtai n an entr y vi sa is wi th a pr i est occasi onal l y have gui di ng dr eams the fol
per sonal l y questi oned and mindprobed by Lor d H el kadesh. l owi ng ni ght; thi s could be the wor k of mani pul ati ve
H el kadesh is an I nspi r ed i nqui si tor (Magic of Eberron 146; quor i , a dr eam sci on usi ng Dr eam of Contact, or the
r eplace the power s catapsi and psionic plane shift wi th psionic spi r i t of Ri edr a itself, if such a thi ng exi sts.
true seeing and shatter mind blank, and r eplace Body Fuel wi th T he M er can t i l e Cen t er ( D) : T he Jhodr a was
Expanded K nowl edge [ psionicdimension door]). opened to faci l i tate tr ade, and all tr ade wi th Ri edr ans
Gar den of Ref l ect i on ( B) : Each war d i ncl udes a occur s in the mer canti l e center . T he center is di vi ded
pl ace for peopl e to come and medi tate. T hese gar dens i nto secti ons, showcasi ng texti l es, gl asswor ks, medi ci nal
of r ef l ecti on contai n l ovel y f ol i age, but the pr i mar y suppl i es, and foodstuffs. Basi c goodstool s, beasts of

BUYING AND SELLING IN DA R JIN


Most mun dan e goodsf ood, cl ot hi ng, expedi t i on poti ons. T he bar on of the encl ave is Dor i al d' Jor asco
suppl i escan be f ound at the Mer can t i l e Center . (NG mal e hal f l i ng cl er i c 9), a devout wor shi per of the
An yt hi n g not menti oned bel owi ncl udi ng weapons, Sover ei gn Host who r equested the post i n the hopes of
poi sons, and magi c i temscan be obtai ned thr ough the ser vi ng hi s fai th. Al though he is for bi dden fr om openl y
Dr eam Mer chants. 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
A RC A N E SPEL L CAST I NG encl ave is the onl y pl ace wher e raise dead is avai l abl e in
Dr agon mar ked H ouses: The I nspi r ed have not the Jhodr a.
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 FO O D, SH EL T ER, AN D EN T ERT AI N MEN T
come by. T he dr agonmar ked houses have hei r s who pos Gol d Dr agon I n n ( F) : House Ghal l anda has thr ee
sess the least and lesser dr agonmar ks of thei r houses, and of these i nns spr ead acr oss theJhodr a. Al l thr ee ar e vi r
mi ght have low- level wi zar ds or magewr i ghts speci al i zi ng tual l y i denti cal , pr ovi di ng r eli able r oom and boar d for
in spel l s ti ed to house ser vi ces. 2 gp per ni ght. A House Phi ar l an enter tai ner is typi cal l y
Rhuun : Di ssi dent wi zar d. See descr i pti on under on duty in the each i nn; the l i neup changes each ni ght,
notable NPCs, page 75. 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 e-
CO MMUNI CAT I O N dr an cui si ne and spar se dor mi tor y lodgi ng. It's auster e,
H ouse Si vi s ( R) : The Si vi s enclave has thr ee speaking but i nexpensi vea mer e 3 sp/ day cover s both r oom and
stones, but it can take up to thr ee days for a message to r each boar d. Pr i vate r ooms ar e not avai l abl e.
K hor vai r e. Swi fter communi cati on can be pur chased T he Song of Ski n ( H ) : A tea house conduci ve to
fr om Master Speaker Tesser Tor r al yn d' Si vi s (N mal e qui et conver sati on.
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 M AGI C I T EMS
Eyes keeps an especi al l y close watch on the Si vi s enclave. H ouse Can n i t h (I ): Bar on Si en Vown d' Canni th
The gnomes fight to pr eser ve the secur i ty of thei r com (LN female human magewr i ght 1/ exper t 6) r epr esents
muni cati ons, and they consi der thi s war of espi onage and Canni th West in Dar Ji n, but adventur er s ar e mor e l i kely
counter i ntel l i gence to be a wonder ful chal l enge. 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
D I VI N E M AGI C AN D H EAL I N G man who demanded the Sar l onan post. T he I nspi r ed
T he H eal i n g H an d (G): The H eal i ng Hand mai n al l ow House Canni th to sell uti l i tar i an magi c i tems at its
tai ns a l ar ge i nf i r mar y that pr ovi des mundane heal i ng Jhodr a encl ave, wi th a maxi mum mar ket val ue of 25,000
to those in need. In addi ti on, the over seer Taan (LN gp. Weapons, ar mor , and magi c i tems based on conjur a
mal e Chosen ar dent 6) possesses the Li fe and Repose ti on, enchantment, evocati on, or necr omancy are str i ctly
mantl es (Complete Psionic), and can per for m psi oni c heal for bi dden. Whi l e common Ri edr ans ar e taught to shun
ing. He usual l y r eser ves thi s power for Ri edr ans in need, thi s place, the I nspi r ed cer tai nl y r ecogni ze the val ue of
but could help for ei gner s who have somehow ear ned hi s i tems such as cloaks of resistance.
r espect. At the DM's di scr eti on, Taan could be a member
of the Unchai ned. PSI O NI C I T EMS
H ouse Jor asco (L): The enclave in Dar Jin pr ovi des T he Song of Ski n ( H ) : Pr oduces psi oni c tattoos for
typi cal Jor asco ser vi ces, i ncl udi ng the sale of heal i ng favor ed cl i ents.
bur den, and suchcan 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 Lady Tureya, the Jewel of Corvagura
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 Whi l e Tur eya is loyal to il- Lashtavar, she is an admi n
gr een- and- bl ack uni f or ms. An y Ri edr an can come to i str ator of Ri edr a, not an agent of the Dr eami ng Dar k.
the tower to r epor t cr i mi nal or suspi ci ous acti vi ti es, and She wants what is best for the quor i , and so far she has
the T housand Eyes wi l l ei ther r espond alone or br i ng in taken no side in the bui l di ng str uggle between the Thou
basti on guar ds to deal wi th the pr obl em. sand Eyes and the Dr eami ng Dar k. It's up to the DM to
T he commandi ng offi cer of the Jhodr a T housand deci de whi ch path she' ll takeand how thi s choi ce mi ght
Eyes is Lady Mal esha (LE femal e usvapna tel epath 11), affect PCs who come to her city.
who per sonal l y handl es i nter r ogati on of pr i soner s. L or d Su l akh al of t he Si l ver Shi el d ( L E mal e
O ther i mpor tant f i gur es ar e Lor d T ul kath (LE mal e du' ul or a I n spi r ed psychi c war r i or 12) : T he com
hashal aq I nspi r ed ki neti ci st 10), who can use trace teleport mander of the mi l i t ar y for ces of Dar Ji n is r ar el y seen
and psionic dimensional anchor to help appr ehend cr i mi nal s, on the str eets, but shoul d a major r i ot or other di sr up
and Lady Dar dhuna (LE female hashal aq I nspi r ed seer ti on occur , the du' ul or a champi on wi l l appear to take
9), a speci al i st in remote viewing. per sonal acti on.
Gusan ( N E chan gel i n g r ogue 3/ exper t 2) : T hi s
Not abl e Peopl e f or mer masquer for the T housand Eyes now ser ves as
Most of the Ri edr an i nhabi tants of Dar Ji n ar e com the face of the Dr eam Mer chant s in D ar j i n . He is the
moner s who use Ski l l Focus to speci al i ze in a par ti cul ar contact any PCs eventual l y r each wi th Gather I nf or ma
tr ade. T hese people ar e devoted to thei r wor k and to the ti on checks, and most l i kel y the onl y Dr eam Mer chant
I nspi r ed, and they avoi d conver sati on wi th for ei gner s. t hey' l l ever see (it's up to the DM to deci de who el se
A few of the mor e i mpor tant i nhabi tants of the ci ty ar e is l ur ki ng in the shadows or if, i n fact, Gusan is sti l l
descr i bed below, wor ki ng for the T housand Eyes). Gusan enj oys pl ayi ng
L ady T ur eya, the Jewel of Cor vagur a ( L E f emal e psychol ogi cal games, and he al ways i nvesti gates cl i ents
usvapna I nspi r ed t el epat h 15) : The ei dolon of Dar Jin befor e he deal s wi th them, sear chi ng for somet hi ng he
and hi gh mi ni ster of the I ron Gate is a br i l l i ant str ate can use as a handl e.
gi st who has steer ed Ri edr a's for ei gn poli cy for centur i es. Rhuun (NG human mal e exper t 1/ wi zar d 5): T hi s
She keeps a close watch on events in the Jhodr a. Shoul d magi cal l y gi fted member of the Br oken T hr one in Dar
a gr oup of power ful adventur er s sti r up tr ouble in her Ji n mi ght be a str eet sweeper , a dock wor ker , a cler k in the
city, she wi l l be qui ck to noti cethe questi on is what she Mer canti l e Center , or in any number of other gui ses. If
chooses to do about it. She is a master di pl omat wi th a the PCs come to hi s attention, Rhuun mi ght seek them out,
talent for fi ndi ng people's weaknesses and maki ng offer s per haps aski ng thei r help in explor i ng a r ui n of the Twelve
that ar e si mply too good to pass up. 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 1,800 are pr esent unl ess ther e is ongoi ng mi l i tar y acti on.
in fact be one of the Hei r s of K al uuni n whi ch case he K i ntams ar e desi gned to ser ve as tr ai ni ng faci l i ti es, and
could be consi der ably more power ful and danger ous. dur i ng peaceti me young sol di er s under go conti nuous
T ul aar (N f emal e shi f t er r an ger 3/ bar bar i an tr ai ni ng and i ndoctr i nati on.
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 SHATTERED CITIES
tai ns of Adar and has a bi tter hatr ed of kal ashtar . When Rui n s of the Twel ve K i n gdoms
she is not stati oned i n the sanctum, T ul aar patr ol s the T he old ci ti es of the twel ve ki ngdoms wer e r azed
Jhodr a, sear chi ng for suspi ci ous i ndi vi dual s and memo dur i ng the Sunder i ng. Many ci ti es wer e compl etel y
r i zi ng thei r scents. She mi ght antagoni ze PCs to see if l evel ed, but a few old bui l di ngs r emai n. Some of these
they can be pr ovoked i nto unl awful behavi or , but she wi l l wer e abandoned because they ar e in or near wi l d zones;
not star t a fi ght wi thout r eason. 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 yt he vast emoti on and anger
RIEDRAN FORTRESSES unl eashed dur i ng the Sunder i ng cr eated many r estl ess
T ams and K i n t ams spi r i ts. Al though few of these r ui ns ar e fi lled wi th gold
Basti ons defend the i nner r egi ons of Ri edr a, but the and j ewel s, ther e is al ways the chance of fi ndi ng val uabl e
I nspi r ed al so mai ntai n pur el y mi l i tar y outposts on the knowl edge or other tr easur esa hi dden Pyr i nean shr i ne
f r onti er s. Ri edr an for ts can al so be found in Syr kar n mi ght hold the key to a new di vi ne spel l .
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 WAR MAZES OF OHR KALUUN
cl ai m on deep cr ystal mi nes and other r esour ces. Mysti c L abyr i n t hs
A tam is a for tr ess. Its size and populati on var i es based The people of Ohr K al uun wer e obsessed wi th pr o
on the danger s of the r egi on, r angi ng from 200 people for tecti ng thei r dar k secr ets fr om the wor l d. Engaged i n
a smal l fort to 800 tr oops in a typi cal Adar an gar r i son. endl ess str uggl es wi t hi n and outsi de Ohr K al uun, the
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 K al uuni te wi zar ds devoted vast mater i al and magi cal
acti vi ti es i n a speci f i c r egi on ar e coor di nat ed fr om a r esour ces to thei r l abyr i nthi ne for tr esses. Al though the
centr al ki ntam. Psionic teleportation circles al l ow suppl i es and mazes couldn't save the K al uuni tes from the cunni ng of
tr oops to be br ought di r ectl y i nto a ki nt am fr om the the I nspi r ed, many of these wondr ous edi fi ces r emai n,
hear t of Ri edr a; these can then be di str i buted to the tarns testaments to the power and ski ll of thei r bui lder s. Anci ent
in the r egi on usi ng tr adi ti onal car avans. A ki ntam can tr easur es and hi deous danger s, all cr eated by human
hold up to 2,500 people, al though typi cal l y only 1,200 to magi ci ans, sti ll wai t wi thi n the r emai ni ng war mazes.

Deadly secrets lie hidden in the war mazes of Ohr Kaluun


For someone who knows i ts keys, a war maze i s a Tr ades Di str i ct: In thi s di str i ct of the basti on, people
sanctuar y, but to other s, al l war mazes ar e deat ht r aps. pr acti ce cr afts to suppl y thei r fel l ow ci ti zens, as wel l as
Wal l s and door s ar e r ei nfor ced wi th hardening, and most Ri edr a' s mi l i tar y and nobi l i ty, wi th needed finished
war mazes ar e shi elded agai nst scr yi ng and telepor tati on. goods. Pr i ests of the Path of I nspi r ati on li ve among and
Anci ent r estl ess spi r i ts and constr ucts r oam many war gui de the common folk. Raw mater i als are bar ged in from
mazes. Today, skul ks, smuggl er s, and other r ebel s have the ri ver to the channel here and unloaded at war ehouses.
taken shel ter in these cr umbl i ng wonder s. 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
ADVENTURE SITES tr i ct stands the People's Monol i th. T hi s hanbalan power s
Befi tti ng a nati on that str etches the l ength of the l and, the conveni ences of ci ty li fe and is a br oadcast center for
Riedra features massi ve ci ti es, str ange ar ti facts, danger ous the Soothi ng Voi ce (see page 48) in the easter n r eaches
wi ld zones, concealed r ui ns, and vast unexpl or ed ar eas. of the city. The people of the tr ades di str i ct ar e al l owed
Here are a couple of possi ble adventur e sites in Ri edr a. 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
DAR MYAN whi ch the monoli th is di sconnected fr om the power gr i d
Bast i on Ci ty; L ar ge Ci ty; Popul at i on 19, 390 and used to gather ener gy for the ci ty's I nspi r ed over
Dar Myan is a basti on in Cor vagur a. Bui lt on the lor ds. Si mi l ar monoli ths exi st in the city's other di str i cts.
floodplai n of the K or al anda Ri ver , it is a center of di str i Each has a r ai sed pl atfor m, a spaci ous hal l under neath
buti on and agr i cul tur e, as wel l as the home of i mpor tant for publi c functi ons and meal s, and pool s of pur i fi ed
I nspi r ed. It has tr ai ni ng faci li ti es for both the Dr eami ng water chur ned by smal l fountai ns. These pools al so ser ve
Dar k and the T housand Eyes. A major mi l i tar y i nstal as publi c wel l s, though some ar eas of the tr ades di str i ct
lati on al so cal l s Dar Myan home, pr ovi di ng tr ai ni ng actual l y have r unni ng water .
for sol di er s of the Savage Legi on and other mi l i tar y M i l i t ar y Di st r i ct : Acr oss the channel fr om the
br anches. The monol i ths of Dar Myan play an i mpor tant 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
role in power i ng the basti on and could be a tar get of any and l i ve. T he common folk who pr ovi de the mi l i tar y' s
anti - I nspi r ed oper ati on i nsi de the ci ty. mundane needs al so wor k and dwel l ther e. Br i dges i nto
T he accompanyi ng map detai l s the easter n por ti on thi s di str i ct ar e heavi l y guar ded and r egul ar l y patr ol l ed.
of Dar Myan, a center for tr ades and shi ppi ng, al ong wi th Onl y those who have pr oper i denti fi cati on and essenti al
its monol i ths and pal ace. Dar Myan pr oper is four ti mes busi ness enter thi s zone. Acr oss the channel from wher e
thi s si ze, shaped li ke a bul bous cl over l eaf and r i ddled bar ges unl oad in the tr ades di str i ct is a si mi l ar faci li ty
wi th channel s and canal s. A for tr ess for the I nspi r ed, for mi l i tar y supply and tr oop depl oyment. Compar abl e
sur r ounded by wi de water ways cr ossed only by dr aw secti ons of the ci ty near the centr al for tr ess pr ovi de shel
br i dges, occupi es the center of the ci ty. ter for lesser nobi li ty, center s of l ear ni ng, and tr ai ni ng
L eader shi p: Lor d Baal nakosh of the Bounti f ul gr ounds for the eli te agents of the Thousand Eyes and the
Hor n (LE mal e hashal aq quor i I nspi r ed psi on 10) r ules Dr eami ng Dar k, al though few beyond the I nspi r ed know
Dar Myan and over sees its i mpor tant functi ons. He is the tr ue natur e of the Dr eami ng Dar k faci li ty.
ai ded by hundr eds of Chosen and ser ved by thousands H onor ' s M on ol i t h: H onor ' s Monol i th is a power
of ser vants, agents, and tr oops. center for the mi l i t ar y di str i ct and a center for spi r i
Demogr aphi cs: 93% humans, 2% Chosen/ I nspi r ed, tual i ty among the sol di er y. Sol di er s gat her her e for
5% other (changel i ngs, ogr es, shi fter s). Most Dar Myan- speeches fr om thei r I nspi r ed l eader s and to mar ch
ans ar e l awful neutr al or l awful good. wi th pr i de and r espect to the People's Monol i th. Fur
Economi cs: I r r el evant. For ei gner s aren't wel come ther mor e, the open ar ea ar ound the monol i th is used
in Dar Myan, and l ocal s don't buy goods. 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
Not abl e Feat ur es Monol i th, but one can ser ve secondar i l y as a faci l i ty for
T he major featur es of thi s secti on of Dar Myan ar e t r ai ni ng in aquati c combat.
detai led her e. For t r ess Pal ace: The centr al for tr ess of Dar Myan
Wal l and Gate: Dar Myan' s wal l is about 80 feet houses the l i vi ng quar ter s of Lor d Baal nakosh and hi s
thi ck. The si des and top ar e honeycombed wi th mi l i tar y staff. Wi thi n the compound ar e faci l i ti es for all the
posts, stor age faci l i ti es, and bar r acks. Bul ges in the wal l needs of the I nspi r ed r uler , as wel l as a monoli th for hi s
form l ar ger command posts and tr oop r al l yi ng poi nts. per sonal use. Baal nakosh' s pal ace is kept comfor tabl e
The command posts, set ever y 500 feet in the wal l , ar e thr oughout the year by the power of the monoli th, but the
the only pl aces wher e the wal l can be enter ed at gr ound hashal aq someti mes uses the hanbalan for other pur poses.
level i nsi de Dar Myan. The wal l ar ound the for tr ess has two gateseast i nto the
Dar Myan' s gates ar e i mmense, swi vel i ng sl abs of mi l i tar y di str i ct and nor th i nto the Chosen di str i ct.
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 Not abl e Peopl e
tower s f l anki ng the gateway. The people of Dar Myan ar e nor mal Ri edr ans for the
Gate Monol i t h: At the gate, thi s i mposi ng edi fi ce most par t, but some stand out.
stands as a tr i bute to the mi ght of the I nspi r ed and the N al dhun a ( L E f emal e t sucor a I nspi r ed t el epat h
i ndustr i ousness of Dar Myan' s peopl e. T he monol i th 8): O ver seei ng the dai l y needs of the easter n ar m of
her e power s nothi ngi t is held in r eser ve to defend the Dar Myan and r epor ti ng both to Baal nakosh and the
easter n wal l s of the basti on. 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 and al l eys ar e easy to hi de i n, and the tr oops tend to go to
quest for pr omi nence. Nal dhuna must appr ove any obvi ous tr ouble spots (such as a nonf uncti oni ng mono
busi ness or oper ati ons of si gni fi cant scale in Dar Myan's l i th). Dar Myan's people ar e l i kel y to fear anyone br ave
easter n ar m. Her subor di nates handl e lesser concer ns. and capable enough to take out a monol i th, but they ar e
O r akhun ( L E du' ul or a I nspi r ed psychi c war r i or unwi l l i ng to ai d i ntr uder s.
7) : The local commander of the H ar moni ous Shi eld is Steal th, speed, and evasi on ar e the best appr oaches.
in di r ect contr ol of any r esponse to unwanted vi si tor s. A H i di ng wi thi n the ci ty is a possi bi li ty, but when the si tu
l ar ge number of offi cer s ser ve under O r akhun, and hi s ati on cal ms after a r ai d, Baal nakosh has hi s tr oops do a
death could cause some di sar r ay. systemati c sear ch of the basti on.
Jh aash a ( L G f emal e h u man exper t 3/ adept 3) : Wi thi n Dar Myan, i ntr uder s have a 15% chance of
The pr omi nent pri est of I nspi r ati on in the tr ades di str i ct an encounter ever y 10 mi nutes. If the ci ty is on aler t, the
of Dar Myan is wel l loved, and she loves r i ght back. Her chance r i ses to 50%. The typi cal meeti ng is wi th a squad
unswer vi ng l oyal ty and dedi cati on have al l owed her to of four 2nd- level war r i or basti on guar ds led by a 3rd- level
come by and conti nue to possess a smal l amount of di vi ne fighter. Speci ali st squads include two or more 2nd- to 4th-
magi cal power . She uses her spel l s only to ai d the folk of level fi ghter s, a 2nd- to 5th- level r ogue, and a 2nd- to 5th-
the di str i ct, and she is an enemy to any who i nfi ltr ate Dar level psychi c war r i or or psi on. Psi oni c tr oops ar e al ways
Myan or har m its peopl e. Chosen or I nspi r ed (usually tsor eva or tsucor a quor i ). A
Cl ade ( L E mal e h u man r ogue 4) : Cl ade is the standi ng force of Taskaan shi fters is also avai lable. Fi nally,
fi rst level of under wor l d power for the Mer chants i n Dar a tr oop of soldi er s of the Sleepi ng Swor d is l ar gel y made
Myan. Seemi ngl y a mousy and r eser ved man, Clade wear s up of 2nd- level Chosen and I nspi r ed psychi c war r i or s and
a mask of cal m, pr etendi ng to be nothi ng mor e than an soul kni vesthe I nspi r ed shock tr ooper (Magic of Eberron
apothecar y. He is di scr eet and obser vant, cunni ng and 144) is a good base for a psi oni c squad. Such uni ts ar e
car ef ul . He's al so a cold ki l l er who hel ps f aci l i tate the usual l y led by a tsucor a dr eambl ade.
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 Devel opmen t
tr ue power behi nd the Dr eam Mer chants. T he channel s and canal s of Dar Myan ar e i ts weak
poi ntsthe ar r ogance of the I nspi r ed is another . A
En coun t er s clever assaul t squad could br each the basti on at the r i ver
Response to i ntr usi on is fast and br utal . At the first si gn and come in by way of the channel . T hen it's a matter
of tr ouble, mi l i tar y for ces mobi l i ze and the ci ti zens lock of assaul ti ng the pr oper poi nts in the ci ty to complete a
down thei r quar ter s and wor kshops. But the city's r oads mi ssi on's obj ecti ve.
Cur f ew occur s at two hour s after sundown ever y shi fter s, the ogr es ar e expected to form a mi l i ti a if the
day. Li ghts ar e shut down then, and any per son caught town is attacked.
on the str eets i s subj ect to ar r est and puni shment . Even T he gate tower s ar e massi ve str uctur es obvi ousl y
so, i l l i ci t act i vi t i es do take pl ace i n the dar k of Dar bui lt by gi ant hands. Each houses a smal l i ndoor cour t
Myan' s ni ghts. 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.
T r easur e Monol i th: In the center of Mokush stands a mono
Rai di ng Dar Myan for tr easur e is not an i deal hei st, but l i th that is smal l er than those commonl y seen i n the
r i ches can be had wi thi n the basti on. Stor ehouses of 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
tr ades di str i ct house all ki nds of mundane weal th and the str uctur e.
commodi ti es. Of mor e i nter est ar e the mi l i tar y di str i ct' s T hi s monoli th is only about 60 feet wi de and 200 feet
speci al equi pment stor es (and si mi l ar caches in the places tal l . A mute r epr esentati ve of the Path of I nspi r ati on, the
that i ntel l i gence agents tr ai n) . I n the noble di str i ct, " smal l " monoli th is sti ll a poi nt of pr i de for the ogr es.
tr easur e can be had apl enty in the for m of ar t obj ects, T hey and thei r pr i est gather at the monoli th for the Feast
j ewel s, and psi oni c i tems. Her e al so ar e stor es of anci ent of Foundi ng, shar i ng the customar y meal in the l ar ge
Sar lonan lore and magi c of bygone ages. The same can communi ty hall south of the hanbalani.
be had wi thi n the pal ace of Baal nakosh, but who woul d Unknown to most of Mokush, the hall has a secr et
dar e tr espass ther e for gold and tr i nkets? 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
Adapt at i on and pl an to free Mokush. Stor ed her e ar e a good amount
Dar Myan's map could be used for a secti on of any bas of K hyber dr agonshar ds (some tai nted), i ron bar s, and
ti on in Ri edr a. It can al so be the foundati on for your finished weapons.
desi gns of Ri edr a' s i nf r astr uctur e and settl ements. T he Town: In the town, ogr es live communal l y in small
focus here is on how the monoli ths are i ntegr ated i nto the bui l di ngs, each r otati ng l i vi ng spaces r egular ly to better
cul tur e and constr ucti on of the ci ti es. Many adventur es know one another. Ogr es are usually segr egated by gender,
could hi nge on taki ng out the monol i ths in a fashi on though some gr oups ar e allowed to mi ngle on a schedule
that al l ows some type of assaul t on the I nspi r ed or an di ctated by the I nspi r ed long ago. New ogr es are essenti al
i mpor tant mi l i tar y or i ntel l i gence faci li ty. to keepi ng Mokush ali ve. The races of Mokush do not mi x,
thoughthe Path of I nspi r ati on forbids such behavi or .
MOKUSH Manor : In the deepest secti on of Mokush, wal l ed
O gr e Vi l l age; Smal l Town; Popul at i on 980 away from the ogr es and pr otected in the west by a tall
Mokush is a town of ogr es and ogr e mages on the mesa, li ve the elderly Chosen lady Gal shani and her small
Bor unan fr onti er near Syr kar n. Ostensi bl y r ul ed by staff. Many of the bui l di ngs in thi s compound are empty,
an agi ng Chosen lady, Mokush' s r esi dents ar e bui l der s, showi ng si gns of neglect. However , Gal shani mai ntai ns
mi ner s, and far mer s. Quar ter ly car avans come from other a stable of quor bound cr eatur es that she dear ly l oves,
settlements to pick up rock, i ron, and K hyber shar ds from i ncl udi ng hor ses, hounds, and even a few bi r ds. T hose
the town, and per haps some ogr e labor er s for other par ts few who car e for the ani mal s ar e the l ucki est of ci ti zens
of the I nspi r ed' s empi r e. The ogr es of Mokush are honest in Mokush, tr eated better by Gal shani (and Yr nuxi in
and har d- wor ki ngthey bel i eve whol ehear tedl y in the her stead) than any other s.
Path of I nspi r ati on. Yr nuxi and the i nner ci r cle of the Hor ned Shadow
L eader shi p: Yr nuxi (LE female ogr e mage sor cer er have a secr et shr i ne under the manor , whi ch can be
7) is the actual power in Mokush; she and a smal l subsec enter ed fr om the mi nes as wel l . T hi s foul place is dedi
ti on of the vi l l age ar e member s of the Hor ned Shadow. cated to fiends. It's al so wher e Yr nuxi keeps some magi c
She masquer ades as the Chosen l ady Gal shani , who i tems she has managed to acqui r e in cl andesti ne tr ades
seems to be a heal thi er and mor e spr y of l ate, despi te wi th dr omi tes fr om the near by ci ty- hi ve Tal cheka.
her advanci ng year s. T he r eal Gal shani spends a lot of Wat ch Tower s: On r otati ng shi fts, ogr es stand watch
ti me sl eepi ng, and is under Yr nuxi ' s power , but not in at these squat tower s set atop pi nnacl es of red r ock. The
such a way that the ogr e mage could easi ly be gi ven away tower s cannot be accessed other than by cl i mbi ng the
if Gal shani wer e to be possessed by a quor i (whi ch hasn't r ough stone or f l yi ng. Wi t hi n the tower s ar e stor es of
happened in over a decade). Most of Mokush' s ogr es know stones for t hr owi ng and hor ns for war n i n g the town.
Yr nuxi as a har sh and i nfluenti al r eeve, unusual for an Most ogr es see thei r ti me on wat ch as a r estf ul r ewar d,
ogr e mage, and nothi ng mor e. and they don't shi r k thei r duty.
Demogr aphi cs: 98% ogr es/ ogr e mages, 2% other s Mi ne and Q uar r y: Behi nd a stone wal l thi nner
(humans, shi fter s). than the mai n for ti fi cati ons and a smal l watch tower is
Economi cs: I r r el evant. For ei gner s aren't wel come Mokush' s mi ne. I ron is the pr i nci pal pr oduct of the exca
i n Mokush, and l ocal s don't need to buy goods i n the vati on, but a few year s ago the ogr es stumbl ed onto smal l
conventi onal way. 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
Not abl e Feat ur es pr oducti on and r epl aci ng a few of the shar ds wi th tai nted
Wal l an d Bar bi can s: Mokush' s wal l is an edi f i ce ones she has r ecei ved from the dr omi tes.
of ear t h and stone bui l t to wi t hst and an attack fr om The upper level of the mi ne is also a quar r y. Here the
Syr kar n that has never come. It is about 30 feet thi ck, and ogr es di g and cut bl ocks of r ock to shi p to other par ts of
its i nsi de hal l s ar e bi g enough for ogr es to fit thr ough. Ri edr a. Red bl ocks fr om Mokush can be found in bui l d
Whi l e the offi cer s of Mokush ar e al most all humans or 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 actual l y cast spel l s for the first ti me in her li fe. She's
the mi ne. Mokush' s ogr es have tumbl ed most of it to the car eful to keep her wi cked talent a secr et.
f oundati ons and pl under ed the str uctur es for useful K or ac ( L N mal e shi f t er r an ger 1/ exper t 3) : T he
bui l di ng mater i al s. T he pl ace is abandoned. 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
Not abl e Peopl e di sgui sed Yr nuxi , so they aren't a weak poi nt in her r use.
Al t hough most of the i n habi t an t s of Mokush ar e Whi l e he has no real love for Gal shani , Korac still suspects
t ypi cal ogr es, a few cr eat ur es i n the town ar e wor t h somethi ng str ange is happeni ng in Mokush' s manor . He's
ment i oni ng. eager to help anyone who comes to i nvesti gate Mokush.
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 En coun t er s
and decadent, and ver y r esentful of bei ng housed wi th The ogr es of Mokush are l ar gel y di sper sed to the fields or
ogr es. Her tedi ous natur e, l ack of focus and di sci pl i ne, the mi ne dur i ng the day, wi th a few in the town pr acti ci ng
and chi l di sh petul ance have gai ned her no f r i ends in some cr aft or another . Most rest i nsi de the town wal l s at
the cour ts of Ri edr a. Now, she feel s she has wasted her ni ght. T hey don't tr ust vi si tor s unl ess they ar e member s
li fe and deser ves her exi l e. She has gi ven up. Onl y when of the Ri edr an mi l i tar y or agents of the blessed I nspi r ed.
Yr nuxi assumes Gal shani ' s for m does the lady of Mokush Hosti le i ntr uder s have a har d fight ahead of them. Unl i ke
seem i nter ested in goi ngs on in the town. typi cal ci ti zens of Ri edr an vi l l ages or ci ti es, the ogr es
Roor pr ek (LG mal e human f i ghter 5) : The com take up ar ms to defend themsel ves.
mander of the smal l mi l i tar y conti ngent i n Mokush For i nvader s, al most ever y encounter in Mokush is
and a mi l i ti a captai n, Roor pr ek is a dour and pr agmati c wi th a gang or band of ogr es, or one or two ogr e mages.
man who takes the Path of I nspi r ati on, and hi s posi ti on, T he ogr es fear the tai nt of the ogr e mages (accor di ng
ser i ously. Roor pr ek has compassi on for the ogr es and to the Path of I nspi r ati on), and they pr efer not to fight
wants to help them on thei r j our ney al ong the Path. Hi s al ongsi de them. Offi cer s (fi ghter 3 or hi gher ) lead the
pati ence wi th Gal shani has been str ai ned, but he's happy mi l i ti a. Mokush' s ci ti zens fight br avel y and to the death.
now that the Chosen lady seems to be mor e i nvolved in If i nvader s seem l i kel y to wi n, however , those who follow
Mokush' s r unni ng. the Hor ned Shadow (about 10% of the ogr e popul ati on)
I gnr a ( L E f emal e ogr e exper t 3/ adept 1) : The vi l swi tch si des i mmedi atel y.
lage pr i est of I nspi r ati on is thor oughl y cor r upted by the The quar r y and upper mi nes ar e usual l y safe, pr o
Hor ned Shadow and is Yr nuxi ' s devoted lackey. Wor shi p tected by soldi er s and ogr es. Under gr ound cr eatur es do
i ng fiends has spar ked I gnr a' s spi r i t, and she can now 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 agon- of the settl ement, and the popul ati on is mor e di ver se:
shar ds, they have a 10% chance per hour of an encounter . 37%gnol l s, 20% or cs, 18% gobl i ns, 10% ogr es, 15% other
Roll on the f ol l owi ng table. (monstr ous r aces, humans, shi fter s).

M O K U SH D EEP M I N E EN C O U N T ERS SHA NJUEED JU NGLE


Wi l d Reser ve; Mabar Mani f est Zone; War m For est,
d% Cr eatur es EL Dense; War m Mar sh, Swamp
01 Delver 9 Long ago, the quor i meddl ed wi th the bl oodl i nes
02 Salt mummy (MM3 146) 8 of all sor ts of cr eatur es in Sar l ona in thei r effor ts to
03- 04 Stonesinger (MM3 168) 7 cr eate per f ect vessel s. T hey qui ckl y di scover ed thei r
05- 20 1d3 + 1 ankhegs 5- 7 i nter fer ence had cr eated a backl ash in natur equor br ed,
21- 30 1d4+1 cr ysmals (EPH 194) 5- 8 cr eatur es anti theti cal to psi oni cs (see page 151). One such
31 Basi li sk 5 pl ace was the Shanj ueed Jungl e in wester n Cor vagur a
32- 44 2d4+1 darkmantles 2- 7 near Adar , wher e the quor i had mani pul ated the fauna
45- 55 1d2 folugubs (EPH 197) 2- 3 for centur i es, testi ng thei r i deas on mater i al hosts.
56- 60 Skulk (3rd- level ranger; Fiend Folio 154) 5 Wyndur gha, an I nspi r ed lady who contr olled wester n
61- 65 Phase spider 5 Cor vagur a, concei ved a plan to destr oy the beasts of the
66 Ogre ghost 5 Shanj ueed. She had di scover ed a str ange focused ener gy
67-70 1d4+1 boggles (MM2 33) 5- 8 near the forest's hear t. Her people bui lt a monoli th in the
71- 80 1d4+1 minor xorns 5- 8 center of the j ungl e and a wal l ar ound the woodl and to
81- 85 Xor n 6 contai n its altavars, or so Wyndur gha told them. The work
86- 99 Dromites (four 1st- level warri ors, one 6 er s cl ear ed all the r emai ni ng vesti ges of the j ungl e fr om
3rd- level rogue, and one 4th- level wilder; outsi de the wal l , ki l l i ng any cr eatur es they found. Wyn
EPH 194)1 dur gha then went i nsi de to destr oy the evi l spi r i ts forever.
100 Roper 12 She never r etur ned. Her people cl ai m she sacr i fi ced
1 These dromites are hostile to surface folk, unless ogres her sel f to pr otect them. T he tr uth i s, Wyndur gha' s plan
(especially Yrnuxi ) are wi th the party. 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
D evel opmen t Shanj ueed wi th a cr eepi ng undeath that has now r eached
Ri edr an PCs are li kely to come to Mokush to track tai nted the wal l s bui lt to contai n it.
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 Not abl e Feat ur es
doing so, they might eventually uncover the Horned Shadow Shanj ueed Jungl e is one of the l ar gest Mabar mani fest
and root out the evi l and its connecti on to the dr omi tes. zones on Eber r on. The center of the zone li es in the hear t
War wi th Yr nuxi could follow. In so doi ng, however , they of the for est. It expands slowly each year and now cover s
also have to deal wi th Gal shani ' s utter i ncompetence and a ci r cle near ly as wi de as the for est. Wi thi n the zone, it is
thei r feeli ngs about the obvi ous fai li ngs of thi s Chosen. as if Mabar wer e coter mi nous wi th Eber r on (ECS 97). I n
I nfi l tr ati ng Mokush isn't di ffi cult if such a plan is addi ti on, anyone slai n in the forest r i ses as a r andom type
wor ked out wi th Yr nuxi thr ough Syr k i nter medi ar i es. of undead the next ni ght (usually a zombi e). Sever al ter
The ogr es accept that str ange folk someti mes ar r i ve wi th rible cysts (DMG2 248) al so exi st wi thi n the cor r upt j ungl e.
car avans or at other ti mes when the myster i ous and glor i At the forest's ver y hear t, wher e Wyndur gha' s monoli th
ous I nspi r ed or der them to appear . Yr nuxi plays the par t once stood, the tr ai ts of Mabar hold complete sway i n a
of the downtr odden ser f if possi ble, hopi ng to ally wi th 300- foot spher e that is al so expandi ng.
those power ful enough to i mpr ove her posi ti on. If for ei gn T he wal l that holds the j ungl e back is manned by
adventur er s come to Mokush, Yr nuxi is a wi l l i ng al l yand Edgewal ker tr oops who see it as thei r honor to keep the
she has the means to di sgui se her evi l if she must. 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,
T r easur e under penal ty of death.
Wi thi n Mokush, K hyber dr agonshar ds are the most val u Sti l l , the forest does have uncor r upted i nhabi tants.
able tr easur e. Yr nuxi ' s stor es amount to a smal l for tune A woman (CN female el an dr ui d 13/ telepath 7) wi th wi l d
in shar ds, and the mi ne sti ll has smal l deposi ts as wel l . red hai r and a young face li ves in the souther n j ungl e.
Getti ng the shar ds out of the mi ne is the har d par t. Ani mal s and pl ants ar e her only fr i ends, and she speaks
Despi te the backcountr y setti ng, Gal shani li ves in onl y wi th her mi nd. Fol l owi ng ar e the detai l s of her
the comfor t any petty noble mi ght enjoy. She has pl enty l i vi ng ar ea in the Shanj ueed.
of pr etty baubles and even a few psi oni c i tems. Yr nuxi H ut and Sur r ounds: A plai n wooden hut si ts in the
has enjoyed the comfor ts of masquer adi ng as the Chosen mi dst of many tr ees and under one par ti cul ar l y massi ve
l adyas menti oned, she al so has a smal l stor e of magi c one. Its roof is made of bar k and gr ass. The door way faces
i tems. Some of these i tems ar e evi l . 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.
Adapt at i on Near the hut, the gr ound is clear , but el sewher e it
Mokush can be used to r epr esent any Ri edr an bor der is choked wi th li ght and heavy under gr owth. Fr eshwater
town or any ogr e settl ement in Bor unan. The town could bogs, shal l ow and deep, make the ar ea tr eacher ous. A di re
be r elocated to Dr oaam, wher e ogr e mages can hold lead ape (MM 62, the elan's ani mal compani on) watches the
er shi p posi ti ons. I n thi s case, Yr nuxi is the open leader 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% Cr eatur es EL
01 Necronaut (MM3 108) 14
02-03 5d4 gambols (MM2 108) 10- 14
04- 10 1d4+1 blood apes (MM2 32) 8- 11
11- 18 1d4+3 dire apes 7- 9
19- 35 1d4+2 barghests 7- 9
36- 37 Bodak 8
38- 40 Mudmaw (MM2 153) 7
41- 47 1d4+1 shadows (night only) 6- 8
48- 58 Vasuthant (MM3 182) 2
59- 70 1d2 shadow masti ffs 5- 7
71- 75 Succubus 7
76- 80 Trilloch (MM3 176) 8
81- 85 Dire tiger 8
86- 91 1d4 gi r allons 5- 10
92- 97 2d4 megaraptor (10 HD) skeletons 7- 11
98- 99 Crimson death (MM2 53) 11
100 Hullathoin (Fiend Folio 96) 15

D evel opmen t
Secr et C h amber : Al t hough t he hut appear s T he namel ess dr ui d attr acted the attenti on of the
si mpl e and has a gr ass pal l et for sl eepi ng, under neat h Edgewal ker s one day when she appr oached the wal l .
a gr ass r ug i n the center is a hi dden tr ap door ( Sear ch T hi n ki n g she was an altavar come to fr ee the for est fr om
DC 20). Beyond the door is the namel ess dr ui d' s tr ue the bonds of the wal l , the sol di er s on the wal l attacked
l i vi ng space car ved out of l i vi ng r ock. T he pl ace i s her . T he br avest among them, a mi ghty shi f ter r anger
cool and dr y, except for a smal l pool of pur e wat er named Br uus, went i nto the Shanj ueed wi th sever al
that wel l s up fr om deep under gr ound. A comf or tabl e hand- pi cked war r i or s to find and sl ay the evi l spi r i t.
bed of fur s occupi es a smal l pl ace on the floor , whi ch is T hey never r etur ned. Si nce then, l i ght ni ng stor ms,
other wi se empty. T he whol e cave is pai nted wi th scenes unnat ur al hai l , swar ms of i nsects, and even fire have
of li fe and death i n the Shanj ueed, i mages l ayer ed one assaul ted the wal l at unpr edi ctabl e moments. A few of
over another . the fal l en have r i sen as zombi es and ghoul s. Cl ear l y the
A smal l si de cave contai ns pai nts, br ushes, and the altavar sti l l l i ves, and it must be put down for the good
tools for maki ng them. It al so holds the bl ackened and of Cor vagur a.
pol i shed skul l s of thr ee humans and two shi fter s (one of News of the altavar of Shanj ueed has r eached the
these is all that r emai ns of Br uussee Devel opment). elder s of Tashalator a. They suspect thi s spi r i t isn't a spi ri t
A woven vi ne cur tai n hangs over a por ti on of the at al l , but the cr eatur e that was once Wyndur gha. If she
easter n wal l , bar el y hi di ng a passage ther e. could be secur ed as an al l y for Adar . . .
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, T r easur e
but the sealed wal l woul d make it danger ous to sleep her e Legend speaks of a Cor vagur an necr omancer who li ved
or stay her e long. in the center of the Shanjueed Jungle in Sarlona's anci ent
H i dden St ump: A passage from the secr et chamber past. He is sai d to have had gr eat power . Some who know
r uns near ly 300 feet to a stump. Actual l y a door way i nto the tal e, such as the K eeper s of the Wor d in Tashal ator a,
the dr ui d' s abode, the entr ance is near ly i mpossi ble to say it i ndi cates he found a r eli c left by gi ant expl or er s in
detect fr om the sur face (Sear ch DC 30). anci ent ti mes. Who knows what other magi c li es hi dden
wi thi n the Shanj ueed.
En coun t er s
Get t i ng i nto Shanj ueed means passi ng the wal l and Adapt at i on
the Edgewal ker guar di ans. Edgewal ker s3r d l evel or T hi s forest doesn't need to be in Cor vagur a. It can be
hi gher attack first and ask questi ons later . Sti l l , they'r e placed anywher e in Ri edr a, Xen' dr i k, Aer enal , or even
the easy par t. Navi gati ng the ni ghtmar e that is the Shan the Gl oami ng in the El deen Reaches. Outsi de Sar l ona,
j ueed is far mor e di ffi cul t. the namel ess one is a power ful and l egendar y dr ow dr ui d
Whi l e char acter s tr avel thr ough the Mabar par t of the 13/ r ogue 7, Aer eni elf dr ui d 13/ necr omancer 7, or half-
j ungl e, they have a 10% chance each hour of a si gni fi cant orc 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
enekothe 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 yuan-
ti 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 A DAY IN THE LIFE
pl anar di stur bances flare and flood acr oss the steppes Batukuam si ts alone beneath the endl ess dar keni ng sky,
l i ke unnatur al wel l spr i ngs. Sti l l , these r i fts ar e sel dom the bonf i r es of the ni ght- r evel s j ust vi si bl e i n di stant
as haunti ng or destr ucti ve as the r eal i ty stor ms of the Maszani . T he vi l l age is a spr awl i ng mass of f ar mst eads
Tundr a. T he pr omi nent pl anar connecti on in Syr kar n and stone bui l di ngs f l anked by r ai sed ber ms of r ock
is the Whi t ewat er , the cr ystal - cl ear l ake bel i eved to and ear t h. T her e have been settl er s her e si nce bef or e
mar k a mani f est zone l i nked to L amanni a. T he r ocky memor y, bui l di ng al ongsi de the low hi l l s that catch the
l and sur r oundi ng the ar ea r emai ns wet and cool year - spr i ng r ai ns and slow the ever - pr esent wi nd.
r ound, even as the sands that gi ve the l ake its name bur n T hi s ni ght, the wi nd bl ows war m. Batukuam can
whi te beneath the equator i al sun. 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
GETTING THERE scent, of boyhood on the steppes and year s tr avel i ng the
As wi t h any other dest i nat i on i n Sar l ona, tr avel to tr ade r oads. At the end of thi s har vest, hi s two- year ter m
Syr kar n is never under taken li ghtly. T he di r ect sea r oute as sahar of Maszani is up, and Batukuam wi l l be glad to
fr om east er n K hor vai r e cover s the enti r e l engt h of get back to those r oads. He takes pr i de in what the settl e
the Sea of Rage. Shi ps embar ki ng fr om K hor vai r e' s 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 Cl i mat e: Temper ate to tr opi cal thr oughout; equa
expedi ti on. tor i al heat temper ed by pr oxi mi ty to the Sea of Rage.
Popul at i on : 260,000 (44% human, 42% eneko, H i ghest Poi nt : Mount At hay i n the K usht uar
12% hal f - gi ant, 1% kal ashtar , 1% other ). H i l l s, elevati on 4,408.
Ar ea: 1,320,000 squar e mi l es. H er al dr y: None.
Sover ei gn: None. Founder : Unknown.
Capi tal : Nder i tese (unoffi ci al). Nat i onal Motto: None.
Maj or Set t l ement s: Per, Gji tha, Maszani .
knows that both pr i de and accompl i shment ar e fleeting L aur endi had come to hi s t hought s that mor n
in the end. T he beauty of the steppes and the sensati on i ng, her voi ce ar r i vi ng unexpect edl y as it al ways di d.
of wei ghtl essness as the gr ound falls away beneath the Wher e she was, he di dn' t know. She had been bound
wi nged steed you r i dethese thi ngs ar e eter nal . for the cl ans of the hi l l folk cl ose by the seaway and the
As i n any Syr k set t l ement , l i fe i n Maszani i s equal Ri edr an f or ts when he' d hear d f r om her l ast, but that
par ts toi l and r ewar d. T he cr op of sepse and f l ax has had been mont hs ago. T he message had been br i ef as
been good thi s year , but bounty does not pi ck and dr y al ways, but even now, Batukuam felt the dar kness in hi s
i tsel f. T he over f l owi ng sun r acks spr ead behi nd the fr i end' s voi ce.
wi n dwal l s. T he woodcut t er s and car pent er s of Huaj a Thoughtstealers have crossed thesound. Word of thealliances and the
Cor ner wor k day and ni ght to bui l d the cr ates that wi l l Concord of Maszani has reached them. They will kill you if they can.
seal and pack the har vest once dr i ed. It is a good har Batukuam is pr oud of what he has done.
vest, mor e than enough for the wi nt er and the spr i ng He loves thi s l and and its peopl e, but even after the
beyond. T he weaver s' output wi l l be sent to the tr ade bounty of the last two year s and the gr assl ands tur ni ng
r oads, bar ter ed for sal t bi son and cheese. T hi s season, gold now under the late summer sun, he sees the better
they have enough of the f i ner cl oth to send to Ar dh- futur e that he has seen si nce he was a chi l d. For hi m,
men, wher e the pal e sai l or s come to tr ade fr om acr oss the i nfi ghti ng and bi cker i ng of the Mar r ah Pl ai ns tr i bes
the Ragi ng Sea. has al ways car r i ed a gr eater cost. A dr ai n on pr eci ous
As he has done ever y day si nce mi dsummer , Batu- r esour ces, a dr ai n on l i ves thr own away to br avado and
kuam ar r i ved i n the fi elds befor e dawn and wor ked petty r ai di ng. Al ong the tr ade r oad, he has hear d dar k
al ongsi de hi s people to the sound of l aughter and song. r umor s that place the cults of K ar r ak behi nd the r ecent
Today is done, tomor r ow woul d come, toni ght i s her e r i se i n aggr essi on that has seen Maszani post sentr i es for
now. T he bonfi r es ar e bur ni ng. Sti l l , he is tr oubl ed. the first ti me in memor y.

W HAT DO YOU KNOW ?


K nowl edge (geogr aphy) K nowl edge ( l ocal )
DC 10: Syr kar n is a nati on of arid steppes and deser t, DC 10: The Ri edr ans did not first call the eneko
but its gr asslands are fertile and its cli mate fair. "mongrel ogr es," but have si nce clai med the name
Its people have a long tr adi ti on of her di ng and in or der to twist its meani ng. " Mongr el " in the
agr i cultur e, and a scattered populati on makes good context of eneko culture i mpli es a str engtheni ng of
use of the land's natural r esour ces. bloodli nes by mi xi ng, as opposed to the weakeni ng
DC 15: Li ke all of Sar l ona, Syr kar n is affected by effects of i nbr eedi ng. The eneko wear their di ver se
unnatur al weather and pl anar di stur bances, li neage wi th pr i de.
but these wi l d zones are less common and thei r DC 15: First and foremost, Syrks are Syrks. Though the
effects typi cal l y less sever e than i n ar eas such as eneko tribes and the human clans maintain their own
the Tundr a. traditions, no innate sense of conflict or competition
exists between them. Permanent settlements in Syrkarn
K nowl edge ( hi stor y) are usually a homogenous mix of the two races.
DC 10: Away fr om I nspi r ed r ule, fr agments of the DC 20 : Though Ri edr a has no appar ent desi gns on
culture and art of old Sar lona still survi ve in Syr kar n, its agents are active thr oughout the land.
Syr kar n. However , the humans of thi s land are However , such agents seem most concer ned wi th
descended from Ri edr an refugees, not the Sar lonans si mply obser vi ng Syrk life and society.
of old. DC 30 : The agents of the I nspi red do far more in
DC 15: Syr kar n was once the site of four human Syrkarn than si mply watch. Ri edr a's mandate is
nati ons, chi ef of whi ch was K hunan, but was to ensure that Syrkar n never rises above a state of
empti ed by r ui nous war s and an I nspi r ed- or der ed i solati on and margi nal tribal conflict. Whether
exodus. Its people are now a mi x of humans eneko or human, leader s who seek to unite the tribes
descended from Ri edr an exi les, and the mongr el and clans have a habit of dyi ng before thei r ti me.
ogr es called eneko.
DC 20 : Di g deep enough i nto the hi stor y of this land K nowl edge ( nat ur e)
and dark truths emer ge. It was the yuan- ti who once DC 15: The eneko carry a mi x of ogre and half- gi ant
contr olled this terri tory, and who named it Syr kar n. blood, but have long si nce become a distinct race
The destr ucti on of the nati ons of old was not j ust a that br eeds tr ue. Certai n physi ologi cal si mi lari ti es
pr oduct of war , but of dark magi c. i ndi cate that the mongr el ogres evolved from half-
DC 30 : Detai ls of the magewar s that destr oyed the great gi ants, rather than true gi ants.
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 K nowl edge ( ar cana) or K nowl edge (psi oni cs)
destr oyed K hunan and gave rise to the yuan- ti , it DC 25: Di scover y of the other wor ldly dr eamspace energy
mi ght explai n why the I nspi r ed have no desi gns to is attr i buted to Sudeva, a Ri edr an exile psi on who
control this land. settled in Syr kar n.
Posti ng the sentr i es was Bat ukuam' s deci si on i n on the cont i nent avoi di ng the stagnati on of Ri edr a
the end, j ust as it was hi s deci si on to cal l the Maszani and the r i gi d cul tur e of Adar as they bui l d thei r l i ves
Concor da meeti ng of tr i bes and cl anhol ds from acr oss in the shadows of the past.
the steppes. It was hi s passi on, hi s dr eam, hi s vi si on of What ever thei r r ace, Syr ks ar e t hought f ul and
the f utur e that he set out over that wi nt er - l ong month har dwor ki ng folk who bel i eve that celebr ati on should be
of f east i ng and negot i at i on. A better f utur e. the end r esult of all honest labor . T hei r love of fr eedom
Befor e hi m, old Abdi r i had spoken of the futur e. leads Syr ks to r espect pr i vacy and the i ndi vi dual , but they
She had spoken of Syr kar n gr owi ng str ong as the nati ons bal ance thi s wi th a sense of communi ty that al l ows them
of old once had. Abdi r i had ur ged that Ar dhmen be to thr i ve in the someti mes hosti le pl ai ns. A Syr k nei ther
r ebui lt as the gr eat por t it had once been. seeks to lead nor to follow. He does the j ob to the best of
T hen Abdi r i had been ki l l ed by an upstar t thug. hi s abi li ty, and expects the same in r etur n fr om those he
Laur endi had told Batukuam the Ri edr ans wer e behi nd tr usts and depends on.
Abdi r i ' s death. T hei r thoughtsteal er s used mi nd power The love and celebr ati on of fr eedom is centr al to the
to cor r upt a boy i nto commi t t i ng mur der , because Syrk spi r i t, and near ly all di sputes between Syr ks concer n
Abdi r i ' s dr eam of Syr kar n gr owi ng str ong was somethi ng obl i gati on, r esti tuti on, or a sense that someone desi r es
the Ri edr ans could not abi de. power not r i ghtly hi s. Such di sputes ar e not i nfr equent,
As he star es at the fadi ng sun, Batukuam feels a but r ar el y lead to mor e than thr eateni ng standof f s.
r estl essness that he cannot name. T hose unf ami l i ar wi th Syr k customs can someti mes
As a r ule, he puts little faith in conspi r acy and r umor . find themsel ves caught off guar d when angr i l y accused
As a r ule, he nei ther hates nor fears the Ri edr ans. Syr kar n of some affr ont by a Syr k nati ve. T hose who don't know
is free and has al ways been. Syr kar n wi l l endur e. the appr opr i ate Syr k r esponse (be fi er ce, be tr uthf ul ,
The sun is r ed- gol d, sl i ppi ng down acr oss the end and apol ogi ze when tr uth tur ns agai nst you) someti mes
less li ne that mar ks the shar p edge of the sky. needl essl y r espond wi th vi ol ence that the other par ty
No matter what mi ght happen to hi m, Syr kar n wi l l never anti ci pated.
endur e. 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
THE SYRKS contr asts wi th thei r humbl e l i ves. From field l abor er s
T he popul ati on of Syr kar n is l ar gel y a mi x of eneko to nomadi c hunter s, Syr ks take as much pr i de in thei r
and human cl ans descended fr om Ri edr an r ef ugees. appear ance as they do thei r wor k and ski l l . Texti l es ar e
H al f - gi ant s ar e common i n Syr kar n, but the nomadi c one of the pr i mar y tr ades of Syr kar n, and those too
l i f estyl e of the Sandst r i der f ami l y in the An dn emun young or too old for har der labor spend thei r days at the
Deser t keeps them r emoved fr om the af f ai r s of the loom or wi th needle and thr ead.
tr i bes and cl ans. H uman and eneko settl ements dot Near l y a thi r d of Syr k soci ety l eads some f or m
the pl ai ns, and semi nomadi c cl ans wander r egul ar of nomadi c li fe, but no gr eat di ffer ences can be seen
hunt i ng gr ounds i n the f or ests and r i ver val l eys wi th between the Syr k nomads and thei r br ethr en who settle
the changi ng of the seasons. T he cl ans and tr i bes both in vi l l ages and towns. In fact, many Syr ks li ve a cycl i cal
see t hemsel ves as the onl y tr ul y Sar l onan cul tur e left l i f ewander 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 questi on whether the yuan- ti ar e a for ce to be fought
ate of Ri edr a, Syr kar n and its people owe no fealty to that al ong wi th the I nspi r ed, or a potenti al al l y in the fight
land or its I nspi r ed over l or ds. When occasi onal mutter agai nst Sar l ona' s master s.
i ng chal ks thi s fact up only to Ri edr a' s appar ent l ack of 4. T he gi ant - based f ai t hs of the mongr el ogr es
i nter est in Syr kar n. a pi nt or two of ustah and a toast to hi de dar k secr et s. T he eneko tr i bes follow r el i gi ous tr a
the past wi l l dr own it out. di ti ons dr awn fr om the fai th of anci ent Xen' dr i k. How
2. I n the past , gr eat ness l i nger s. T he eneko ar e ever , it is sai d that dar k cul ts among the mongr el ogr es
descendants of ogr es and hal f - gi ants, the latter thought use the vener ati on of K ar r ak (thought to be an aspect of
to be the pr ogeny of Sar l onan humans and gi ant expl or the K eeper ) to conceal the pr acti ce of dar k magi c.
er s fr om anci ent Xen' dr i k. Fr om thi s l i neage, the mon 5. Ben eat h t he beaut y of Syr kar n , dar k t hi n gs
gr el tr i bes beli eve that the blood of both the mi ghty ti tans abi de. No one who has r i dden the I tzai na r ange or
of Xen' dr i k and the for mer sor cer er - ki ngs of Sar l ona spent a ni ght wi thi n si ght of the Whi t ewat er can deny
flows in thei r vei ns. the natur al spl endor that is Syr kar n. At the same ti me,
3. T he yuan - t i once hel d t hi s l an d i n t he i r on whi sper ed r umor s speak of a namel ess dar kness in the
gr i p of dar k magi can d seek to do so agai n . T he deser t, and of voi ces that cal l to those who wal k the pl ai ns
yuan- ti empi r e that r ose in the r ui ns of K hunan is one al one. Some who seek to def i ne thi s dar kness speak of
of the few pi eces of old Sar l onan hi stor y sti l l pr edomi connecti ons bet ween the f r agment ar y l egends of the
nant in the age of Ri edr a. Some specul ate that thi s i s yuan- ti and the lore of the Age of Fi ends. What the tr uth
so because Ri edr a want s it that way, and many Syr ks i s, none can say.
in a communi ty to r ai se chi l dr en or pur sue a for mal Among the eneko, some wor shi p K ar r ak the Fi nal
vocati on, then br eaki ng away to take up the li fe of a Guar di an. No anal ogous fai th exi sts among the humans,
nomad or tr ader in thei r twi l i ght year s. and K ar r ak' s sects are among the few eneko- onl y enclaves
L i kewi se, the har mony bet ween Syr kar n' s two in Syr kar n.
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 SYRK STYLE
mai nt ai n thei r own separ ate ways and tr adi ti ons, l i ttl e A nati on of far mer s and hunter s woul d seem an unl i kel y
sense of di vi si on exi sts between the r aces, and vi r t ual l y place to seek the hi ghest ar ti sti c tr adi ti ons of an empi r e.
all settl ement s and nomadi c gr oups f eatur e member s Syr kar n is the only place wher e the legacy of old Sar lona
of both r aces l i vi ng al ongsi de each other . H umans and sti ll l i vesa l egacy that spr eads thr ough Syr k cul tur e on
eneko often for m l i f el ong r omanti c bonds, but they ever y level.
cannot i nter br eed. Mi xed couples do adopt or phaned ki n
of ei ther r ace. Ar t
Syr ks typi cal l y defi ne themsel ves by vocati on and T he cl oaks and cl othi ng of the Syr ks ar e decor ated wi th
deed. A maj or i ty of tr ader s and her der s happen to be i ntr i cate li ne- ar t patter ns in a style r emi ni scent of the
eneko; most f ar mer s and ar t i sans happen to be human. ar chi t ect ur e of old Sar l ona. T he i mages ar e cr eated
Sti l l , these happenstances ar e uni mpor tant next to the usi ng l ong- l asti ng red and bl ack i nks cr eated fr om the
qual i ty of the ar ti san' s goods, the shot that br i ngs a bi son ber r i es and l eaves of the har dy hi l p bush. Gi ven most
down, or the str ength that dr i ves a plow. Syr ks take gr eat Syr ks' di smi ssal (or outr i ght di st r ust ) of Ri edr a, the
pr i de in thei r wor k, and they spend as much ti me as that moder n ar ti sti c style of that l and, wi th its fl owi ng li nes
wor k al l ows celebr ati ng the weal th and her i tage thei r land and cur ves, is all but unknown her e.
has bequeathed them.
Ar chi t ect ur e
SYRK RELIGION Because Syr kar n has never been subj ect to I nspi r ed
Der i ved as it i s f r om Ri edr an r ef ugees and t hei r r ul e, it has been spar ed the cul tur al pur ges the I nspi r ed
descendants, Syr kar n' s human popul ati on is uni f or ml y used to bui ld monol i thi c Ri edr a over the nati ons of old.
contemptuous of the Path of I nspi r ati on. Near l y hal f Syr kar n is thus one of the few places in Sar lona wher e a
of all human Syr ks fol l ow no gods at al l , i nstead pl ac si gni fi cant por ti on of the ar chi tectur e of the past sur
i ng thei r fai th and devoti on i n the l and i tself. For Syr k vi ves. Acr oss thi s l and, der eli ct castl es stand atop wi nd
cl er i cs, the spi r i t of Syr kar n i s tr eated as a neutr al swept tor s, thei r star k l i nes seemi ngl y thr ust up from the
for ce that pr ovi des access to the An i mal , H eal i ng, l i vi ng r ock. Wher e the vi l l ages of the mongr el ogr es have
Pl ant, Sun, and T r avel domai ns. I ts f avor ed weapon been bui l t on the centr al pl azas of the r ui ned ci ti es that
is the si ckl e. came befor e them, anci ent avenues and nei ghbor hoods
In much of Syr kar n, humans have r ecl ai med the (called " cor ner s" ) sti l l r adi ate out thr ough the sur
wor shi p of the Sover ei gn Host from contact wi th Lhaaza- r oundi ng gr assl ands l i ke ghostly spokes. Al ong i solated
r i tes. At the same ti me, the eneko have al ways i nvoked mountai n passes and long- lost wayr oads, for tr esses stand
aspects of Ar awai and Bal i nor , nami ng these Rowa of the whose foundati ons ar e as soli d as when they wer e lai d two
Endur i ngT r ees and Banor the Bowhunter . H uman Syr ks thousand year s befor e.
thus focus thei r own wor shi p on Ar awai and Bali nor , wi th Domi nated by col umns, str ai ght l i nes, and squar e
thi s acci dental meeti ng of tr adi ti ons under pi nni ng the ar ches, the ar chi tectur al style of old Sar l ona sti l l affects
long- ter m soci al stabi l i ty in the r egi on. 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 H al f - gi ant s: The hal f- gi ants of Syr kar n or i gi nated
a cl an name. Because cl an names ar e fixed in number , in the deser ts of Andnemun, and they use the standar d
eneko tr avel i ng outsi de thei r homel and often add thei r names for thei r r ace (EPH 12).
place of bi r th or vocati on as a de facto thi r d name. Phr ases: T he fol l owi ng tur ns of phr ase ar e uni que
Mal e Eneko: Al i mbi da, Ametzama, Bar axi l , Eusko, to Syr kar n , and ar e expr essed i n both Gi ant and
I ker , K axen, K usko, Per utxo, T xar ti ko, Ur tungo. Ri edr an.
Femal e Eneko: Agosti , Denli lla, Eni nnuta, I mmasa, "Serpent's eye." A catch- al l expl eti ve or cur se, as in
I zi aka, Jhaszuur r a, Nahi a, Ospi nu, Szagani , Ur umea. " The ser pent' s eye take you!"
Eneko Cl an: Dgatumdut, Gal gal memean, Gar - "Arch- strong." "Long as a column stands." Gen er al expr es
r anan, H r ur saggat, I di di gnaam, Lagaski aker , Mar aan- si ons of pr ai se or commi tment ar e often dr awn fr om the
dun, Numani gar , Tar tar r edar , T umagi n. l ong- l asti ng ar chi tectur e of old Sar l ona.
H uman s: H umans newl y fled to Syr kar n br i ng "Shackled." Cowar dl y, vaci l l ati ng, a gener al ter m of
thei r names wi th them fr om Ri edr a (see page 49). T he contempt. Al l Syr ks val ue fr eedom, and whi l e the r eal m
l ong- establ i shed human cl ans mai ntai n Ri edr an sur is far fr om l awl ess, bei ng behol den to the wi l l of other s
names, though human gi ven names have evolved a Gi ant- is seen as a si gn of weakness.
i nflected flavor over ti me.
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, STATE OF THE NATION
ar ched, and r ei nf or ced to l ast a l i f eti me. T he nomadi c Syr kar n is a vast expanse of ar i d pl ai ns wher e four nati ons
tr i bes ar e no l ess i nventi ve t han thei r br et hr en i n of old once stood. I ts hi stor y is r i ch wi th confli ct and
Syr kar n' s fixed settl ements, bui l di ng thei r mobi le homes conquest, and it is one of the few places in Sar l ona wher e
fr om el abor ate f r amewor ks of i nt er l ocki ng pol es and the devastati ng effects of the anci ent magewar s can sti ll
l i ght beams over whi ch decor ated hi des ar e str etched be seen, untouched by I nspi r ed r econstr ucti on. A l and
and seal ed. 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
Cui si n e the I nspi r ed under stand.
Food in Syr kar n is pl enti ful , wel l spi ced, and ser ved wi th Near ly all settl ements in Syr kar n ar e agr i cul tur al
copi ous amounts of ustaha potent li quor br ewed fr om cen t er scommun al f ar mst eads (daabi i n the Gi ant
honey and wi l d ber r i es, r epor tedl y fr om an anci ent ogr e tongue) that tr ap the wi ndbl own soi l of the steppes
r eci pe. The demands of r ur al life l i mi t the choi ces avai l behi nd vast networ ks of ber ms and stone wal l s. However ,
able to the Syr k pal ate, wi th meat, fr ui ts, and vegetabl es near ly a thi r d of Syr kar n' s popul ati on li ves on the open
all typi cal l y dr i ed for stor age and tr anspor t. However , steppes. T hough most ar e nomadi c her der s or hunter s, a
Syr ks tr eat cooki ngwi th the same r ever ence as thei r other di sti nct cl ass of tr ader s (mostly eneko) ar e the li feblood
ar ts, and need no excuse for a feast. 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
Fashi on settl ements, al l owi ng the Syr ks to mai ntai n a soci al
Tr ue to Syr kar n' s r eputati on as a l and of f r eedom, the i nf r astr uctur e that bel i es the l and' s i solati on.
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 W HO RULES SYRKARN
texti l es, cl oth, and weavi ng of Syr kar n. Amon g both Accor di ng to the Uni ty of Ri edr a, Syr kar n is a pr otector
the mongr el ogr es and the humans, a wi l d aestheti c ate of that nati on, and ostensi bly owes fealty to Ri edr a and
pr edomi nates, combi ni ng uti l i tar i an functi on and the the I nspi r ed. In tr uth, however , the I nspi r ed' s last act of
si mpl e beauty of old Sar l onan desi gn. gover nance in Syr kar n was to or der the land empti ed of
Despi te thei r nomadi c li festyle, the hal f- gi ants of its human popul ati on in the after math of a vi ctor i ous
Syr kar n hold an edge over both the human clans and ogr e pur ge of the yuan- ti mor e than twel ve centur i es ago.
tr i bes in ar mor smi thi ng and weaponr y. " 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 matter how many exi l es swell its populati on, vast Syr kar n
r ule only two dozen people, hal f of them her i mmedi ate wi ll never have the resources or the populati on to challenge
fami ly. The sahar of a lar ge settlement mi ght r ule a mi xed the I nspi red. Better to have those who oppose I nspired rule
popul ati on of a thousand humans and eneko, and have flee for the " fr eedom" of the bar bar i an fr onti er than to
ul ti mate author i ty over secur i ty, tr ade, and commer ce in di stur b the Ri edr an peace.
a wi de r egi on. Ri edr an agents har ass the mongr el ogr e tr i bes wi th
In l ar ger settl ements, sahar ar e usual l y elected to gr eater fr equency than they do the human cl ans. Some
fixed- year ter ms, the exact l ength of whi ch is set by specul ate that thi s behavi or mar ks a fear that the ogr es
tr adi ti on. Among the tr i bes and cl anhol ds, l eader shi p ar e mor e apt to pur sue dar k magi c, as has been seen in
is a matter of str ength or wi l l , wi th war r i or s, spel l cast the r ecent r i se of the K ar r ak cul ts. It is known that the
er s, or mani fester s often taki ng up the mantl e of power . Hor ned Shadow has sought to r ecr ui t both hal f- gi ants
Whet her by soci al acci dent or desi gn, no centr al l eader and eneko from Syr kar n in r ecent year s, but whether any
shi p exi sts in Syr kar n, though the sahar of Nder i teseat connecti on exi sts between the r ebel l i ous ogr e mages and
5,000 i nhabi tants, the ter r i tor y' s l ar gest settl ementi s the cults r emai ns to be seen.
someti mes asked to br oker di sputes between other settle Mor e than anythi ng el se, I nspi r ed agents seek si gns
ments and l ar ger cl ans. of magi c use in Syr kar n. T hey ar e especi al l y wat chf ul
Smal l er di sagr eements on tr ade, tar i ffs, and power for any sign of the H ei r s of O hr K al uun i n the steppes
shar i ng ar e typi cal l y handl ed by the ti me- honor ed tr a and the yuan- ti r ui ns. When it is f ound, the ar cane is
di ti on of thr eats and for ce, but the r eal i ty of Syr kar n exter mi nated. Ri edr a is i ntent on seei ng that Syr kar n' s
means that its people typi cal l y have li ttle r eason to fight. lost lore stays that way.
Resour ces and land are plenti ful, and the common cultur e Shar i ng a deser t bor der as it does wi t h Bor unan,
forged by eneko and human has created soci al customs and Syr kar n has a mor e open r el ati onshi p wi th the f or mer
a r ule of law unhear d of in agr ar i an tr i bal soci eti es. ogr e ki ngdom than wi t h the other Ri edr an pr ovi nces.
H owever , those Ri edr an exi l es who moni tor the Just as the ogr es made thei r way south cent ur i es ago,
acti vi ti es of the I nspi r ed in Syr kar n often cl ai m to see mor e than a few eneko make the tr ek nor th today. T he
si gns of subtle mani pul ati on of the cl ans and tr i bes that eneko i n the Savage Legi on ar e dr awn fr om the r anks
hi nt of psi oni cs. Ri val chi ef tai ns who have long hi stor i es of such Syr k exi l 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 Ad ar
facti ons wi l l suddenl y gai n tacti cal sophi sti cati on that T he l ands of the mountai n r efuge bor der Syr kar n to the
al l ows them to thwar t the expansi oni st pl ans of mor e southeast, and the outposts of that fr onti er ar e firmly in
power ful nomadi c tr i bes, or for ce the l ar ger settl ements I nspi r ed hands. For the Syr ks of the bor der ter r i tor i es,
i nto a defensi ve stance. the land along Jathar a Sound, guar ded by a ser i es of
T he least popul ous (and most myster i ous) r esi dents coastal for ts, is mer el y another par t of Ri edr a, and that
of Syr kar n ar e the yuan- ti . Descended fr om the few of nati on's busi ness wi th the folk of the di stant mountai ns
thei r ki nd who di d not flee to Ar gonnessen when thei r is none of thei r concer n.
nati on was over thr own, these ser pentfol k keep them However , for those Syr ks who acti vely oppose the r ule
selves wel l hi dden. Even after twel ve hundr ed year s, the of the I nspi r ed, the Adar ans ar e br other s in ar ms. T he
utter destr ucti on of the yuan- ti at the command of the tr eacher ous seas and i nhospi tabl e cli ffs of Adar channel
I nspi r ed r emai ns a potent r emi nder of the power the those seeki ng to enter the mountai n r efuge to Syr kar n,
lor ds of Ri edr a can br i ng to bear . 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
FOREIGN RELATIONS i nl and, cr ossi ng i nto Adar between Ri edr an outposts
Syr ks ar e content to leave other s alone and hope for the and patr ol s.
same in r etur n. For all i ntents and pur poses, Ri edr a is Syr kar n is also the depar tur e poi nt for the goods that
the nati on's only nei ghbor , and the monol i thi c and i so Adar ans tr ade to K hor vai r e, and a steady flow of cour i er s
lati oni st bent of that l and means that Syr ks fr equentl y passes al ong the Summi t Road thr oughout the year .
defi ne themsel ves as its anti thesi s.
O t her N at i on s
Ri edr a Outsi de of academi c ci r cl es, few non- Sar l onans even
The I nspi r ed in Ri edr a clear ly have the r esour ces and the know of the exi stence of Syr kar n. Unl i ke the Adar an
mi l i t ar y mi ght to take Syr kar n i n a hear tbeat, dr i vi ng monks and the kal ashtar who have establi shed enclaves on
its peopl e i nto the sea if they so chose. Al t hough deser t K hor vai r e, Syr ks have li ttle r eason to leave thei r l and.
and mountai n mar ks much of Syr kar n' s i nl and fr onti er , Si nce the end of the Last War , Lhazaar tr ader s have
unl i ke Adar , no natur al or mysti cal defenses pr otect thi s made thei r way to Ar dhmen in or der to bar ter for spi ces
land fr om i nvasi on. and dr eaml i l y. However , wi th the I nspi r ed now acti vely
The fact that the I nspi r ed have chosen not to i nvade di r ecti ng tr ade between Ri edr a and K hor vai r e, Syr k
suggests that they have str ong r easons to leave Syr kar n mer chants ar e seeki ng contacts among the Ri edr ans,
as it i s. T he T housand Eyes has agents thr oughout the hopi ng to br oker mor e pr ofi table tr ade in mai nstr eam
l and, but these seem pr i mar i l y focused on mai ntai ni ng K hor vai r e. T he mer chants of the Lhazaar Pr i nci pal i ti es
the status quo among the tr i bes and cl ans. I solated ski r have l ar gel y tur ned thei r own tr ade to Syr k ar t, anti qui
mi shes ar e someti mes made agai nst the human exi l es, ti es, and texti l esthei r qual i ty as hi gh as Ri edr an goods,
but cl ear benefi ts can be seen in Ri edr a' s al l owi ng the but thei r desi gn i ncor por ati ng an old- Sar lonan aestheti c
exi le cl ans to sur vi ve as a beacon to the l i ke- mi nded. No lost to Ri edr a.
r ai ds under cut any movement towar d centr al author i ty
NOTABLE SYRKS in Syr kar n.
Wi th no over ar chi ng author i ty in Syr kar n, no centr al Sti l l , even those who bel i eve these cl ai ms ar e for ced
l eader shi p f i gur e exi st s. Bani gar Bi hur r ani coul d be to wonder why. Si nce the Ri edr ans clear ly have forces and
used as the l ocal headman of any number of towns, whi l e number s that woul d al l ow them to easi l y cl ai m Syr kar n
Ger azan Sandai l i exempl i fi es those who str uggl e agai nst as thei r own, what pur pose can thi s subtl e mani pul a
the Ri edr ans. ti on ser ve?
Get t i ng the PCs I nvol ved: Char acter s mi ght find
Ban i gar Bi h u r r an i themsel ves wor ki ng wi th a popul ar local sahar who is
NG mal e eneko war r i or 4/ exper t 4 attacked by a r i val tr i bal leader. Si gns of psi oni c control in
Sahar of a smal l vi l l age on the Mar r ah pl ai ns, Bani the ri val seem to support the idea of a gr eater power behi nd
gar is an elder ly hunter deter mi ned to di e in the saddl e. the cl andesti ne assassi nati on attempt. T he I nspi r ed ar e
Jovi al to fr i end and str anger al i ke, he has a thoughtful not the only ones in Syr kar n capable of such contr ol, and
si de that he shows only r ar ely. Hi s vi l l age' s l ands extend r ogue half- gi ants or yuan- ti mi ght become suspectsor
to wi thi n si ght of the Whi tewater , and he has spent long di ver si ons leadi ng the PCs away from the tr uth.
year s watchi ng the acti vi ti es of the K ar r ak cults in the If the PCs i nvesti gate, an i ntr i cate web of I nspi r ed
ar ea. As such, he is an excel l ent r esour ce for PCs i nves espi onage mi ght lead to thei r uncover i ng tantal i zi ng clues
ti gati ng the acti vi ti es of the cul ts, or seeki ng backgr ound to Syr kar n' s dar kest secr et. Ar e the I nspi r ed' s acti ons in
i nfor mati on in the cour se of i nvesti gati ng the pr esence thi s l and dr i ven by the knowl edge that a r akshasa rajah is
of I nspi r ed agents in Syr kar n. 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
Ger azan San dai l i a thousand year s, what wi l l happen to PCs who i nter fer e
NG mal e human t el epat h 5/ exper t 2 wi th the I nspi r ed' s pl ans?
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 THE YUAN-TI
si nce fleei ng Ri edr a some fifteen year s ago, but unknown An al most pathol ogi cal fear of the yuan- ti sti ll r uns
to even those cl osest to hi m i s the ful l stor y of the li fe r ampant acr oss the ter r i tor y that bear s the name of the
he led ther e. A secr etl y pr act i ci ng psi on, Ger azan was ser pent ki ngdom that pr eceded it. Today, pur ebl oods ar e
a member of the Br oken T hr one, studyi ng the mental vi r t ual l y the onl y yuan- ti that a Syr k ever encounter s,
techni ques of old Dor Maleer . As a l aw- abi di ng Ri edr an, but such meeti ngs ar e al most never r ecogni zed as such.
Ger azan fully expected to be puni shed should hi s gi ft be Pur ebl oods in human form act as emi ssar i es for secr et
di scover ed. What he hadn't counted on wer e agents of encl aves in the K ushtuar H i l l s, and some have even been
the T housand Eyes sl ayi ng hi s wi fe and chi l d when they known to li ve ful l - ti me among the human cl ans. Some
finally came for hi m. such yuan- ti act as spi es for thei r br ethr en; other s si mply
Ger azan is now part of the Watchan unoffi ci al orga seek a life in the wi der wor ld deni ed them by the fear and
ni zati on of Ri edr an r efugees who make it thei r busi ness to contempt that dogs thei r ki nd.
uncover agents of the I nspi r ed in Syr kar n' s lar ger center s. Tales abound of encl aves of hal f bl oods and abomi
No str anger enter s Nder i tese wi thout passi ng thr ough nati ons ar ound the Whi tewater and in the I tzai na Pl ai ns.
the mar ket cor ner . No str anger leaves the mar ket cor ner Whether these are si mply the fear s of the past gi ven voi ce,
wi thout havi ng come under Gar azan' s watchful eye. 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
PLOTS been made wi th the yuan- ti (mostly by hal f - gi ants seek
For those who li ve ther e, Syr kar n is as close to i dylli c as i ng psi oni c tr ai ni ng) suggests that they tend towar d neu
Sar lona can be. For those who have a mor e detached vi ew, tr ali ty, in star k contr ast to the evi l race of l egend. T hi s
however , thi s br eathtaki ng land hi des i ntr i gue that its obser vati on is consi stent wi th schol ar l y specul ati on that
people never see. 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 gon-
THE EYES OF RIEDRA nessen. Accor di n g to l egend, the shul assakar bel i eve
The gr eat nati on of Ri edr a spr eads ar ound Syr kar n li ke that al l yuan- t i wer e or i gi nal l y descended fr om the
a dar k shr oudor at least thi s is the bel i ef of the exi l es couatl s. T hi s mi ght suggest that the yuan- ti of Sar l ona
who have fled that l and. The mor e cauti ous r efugees ar e wer e cr eated not by fiendish cor r upti on, but by the as yet
ever watchful for si gns of Ri edr an i nfluence in Syr kar n, unknown benevol ent magi c that helped put the Syr kar n
and what they see is cause for fear. rajah downor even from some uni que combi nati on of
Far fr om Ri edr a mai ntai ni ng only a token watch the two for ces.
al ong the bor der s, more than one exi le cl ai ms that agents Many Syr ks bel i eve that the Sar l onan yuan- ti want
of the I nspi r ed move fr eely wi thi n Syr kar n in si gni fi cant nothi ng mor e than to be left al one. Other s, however ,
number s, and wi th dar k pur pose. T hey bel i eve that the suspect that the i solati on of the yuan- ti has a ver y speci fi c
I nspi r ed have r easons to keep Syr kar n as it i si sol ated, pur posegi vi ng the I nspi r ed no r eason to take noti ce of
fr acti ous, and never r i si ng to a hi gher level of pol i ti cal them whi l e they r ebui ld the number s and power neces
uni on than the thousand- year tr adi ti on of tr i bes and sar y to one day r ecl ai m thei r nati on.
cl ans. Rebel agents poi nt to the deaths of a number of Get t i ng t he PCs I nvol ved: Fi ndi ng actual yuan- ti in
pr omi si ng eneko and human l eader s, and of the str ate Syr kar n is r ar e, and those encounter ed are typi cally pur e
gi c pr eci si on wi th whi ch land squabbl es and i nter tr i bal 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 AC 18, touch 12, flat- footed 16
dupes of the yuan- ti . Before the moti vati ons of these yuan- hp 55 (8 HD)
ti can be assessed, PCs who are fami li ar wi th the evil yuan- ti Fort +8 (+10 against poison), Ref +8, Wi l l +2
of Xen' dr i k mi ght j ump to thei r own conclusi ons. Speed 30 ft. (8 squares); woodland stride
PCs who come to under stand the natur e of the neutral Melee +1 Largegreataxe +12/+7 (3d6+5)
yuan- ti of Syr kar n mi ght di scover evi l yuan- ti enclaves Ranged +1 Large composite longbow +12/+7 (2d6+4) or
tired of hi di ng in the shadows. These yuan- ti seek to make + 1Large composite longbow +8 (4d6+8) wi th Manyshot or
the I nspi r ed pay for past slaughter . They could be uncom +1 Large composite longbow +12/+12/+7 (2d6+4) with Rapid Shot
fortable alli es for PCs seeki ng to do l i kewi se. Base Atk +8; Gr p +15
Alternati vely, the number of yuan- ti hidden in Syrkar n At k Opti ons favored enemy gi ants +4, favored enemy
mi ght vastl y exceed even the I nspi r ed' s most par anoi d humans +2
guesses. Br eedi ng undetected for twel ve centur i es, these Combat Gear 2 potions of bear'sendurance, 2 potions of cure moderate
yuan- ti ar e a force capable of ti ppi ng Sar lona' s bal ance wounds
of power if they ever emer ge fr om hi di ng. Ranger Spells Pr epar ed (CL 4th):
1st animal messenger, magic fang
Spell- Li ke Abi l i ti es (CL 4th):
ENCOUNTERS 1/dayendure elements, pass without trace
A few of the char acter s PCs mi ght r un i nto whi l e i n Abi l i ti es Str 16, Dex 15, Con 15, Int 12, Wi s 12, Cha 6
Syr kar n ar e detai l ed her e. SQ ani mal companion, li nk wi th companion, powerful
Fr ai h n a L ohazzen build, share spells, swift tracker, wild empathy +6 (+2
magical beasts)
Fr ai hna is the best tr acker in the steppeshar d to find and
Feats EnduranceB, Heroic Spirit, Manyshot B, Point Blank
expensi ve to hi r e, but wel l wor th both effort and pr i ce.
Shot, Rapid Shot B, Weapon Focus (longbow), TrackB
A li feti me in the wi l d has bur ned hi s l eather y ski n to the
Ski l l s Handle Ani mal +9, Heal +11, Knowledge (nature)
color of a Syr kar n sunset, and hi s di sti ncti ve shock of
+14, Listen +11, Ride +15, Spot +11, Survi val +11 (+13
bleached hai r is often the first i ndi cati on of hi s appr oach
aboveground)
acr oss the pl ai ns. Fr ai hna r oams at an easy pace between
Possessi ons combat gear plus +1 chain shirt, +1 Largegreataxe, +1
the gi ant- r un far msteads of the Lamecha Lowl ands and
Large composite longbow (+3 Str bonus) with 20 arrows, amulet
the cl anhol ds of the Mar r ah. Messages can be passed to
of natural armor +1
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. Hook "Big country, Syrkarn. Lot of places for someone to
It's possi ble that Fr ai hna could be an adver sar y of the hide. Just not from me."
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 CREYSA A , HUNTING HOU ND COMPA NION CR -
than about the mor al par ti cul ar s of a gi ven si tuati on. 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
FRAIHNA LOHAZZEN CR 8 hp 45 (6 HD)
Male eneko ranger 8 Resi st evasion
CN Medium giant Fort +5, Ref +5, Wi l l +1 (+5 against enchantments)
Acti on Poi nts 3
Speed 50 ft. (10 squares)
I ni t +2; Senses darkvision 60 ft., low- light vision; Listen
Melee bite +7 (1d8+2)
+11, Spot +11
Languages Giant, Riedran 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 the Syr kar n fiend dr ove the deci si on to si mply empty that
human r ecor ds, some schol ar s asser t that a r akshasa rajah l anddenyi ng the fiend (and its i nevi tabl e Lor ds of Dust
exi sts in Syr kar n, possi bl y beneath the r ui ned yuan- ti al l i es) the fol l ower s it woul d i nevi tabl y seek.
ci ty of Sustr ai Mor. T he eneko K ar r ak cul ts ar e sai d to At the same ti me, the I nspi r ed show little of the same
be numer ous wi thi n the wasted pl ai n that sur r ounds the concer n for the rajahs thought to be tr apped in the Tundra
r ui ns. Among the Syr k nomads, the ci ty has a r eputati on and Adar . Per haps the lor ds of Ri edr a have some plan for
for bei ng haunted or over r un wi th secr et sects of yuan- ti . keepi ng these other fiends i n check, ei ther befor e, or
Whatever the tr uth, the Syr ks avoi d the pl ace. pr efer abl y after , they r un r ampant in those l ands. At the
Whet her the I nspi r ed or the Dr eami ng Dar k have same ti me, the fall of K hunan and the subsequent ri se of
r eason to f ear the mi ght of a bound r aj ah i s an open the yuan- ti suggests to some that the Syr k rajah was once
questi on. It seems l i kel y, t hough, that the I nspi r ed' s unboundand that whatever act saw it put down mi ght not
unwi l l i ngness to r i sk the r esour ces necessar y to destr oy have bound it as str ongl y as the I nspi r ed woul d l i ke.
Abi l i ti es Str 15, Dex 17, Con 16, Int 2, Wi s 12, Cha 6 TERRAIN FEATURES
SQ 3 bonus tri cks T he open pl ai n mar ks the edge of the ter r i tor y of a
Feats TrackB, Improved Natural Attack (bite), Skill Focus hi ppogr i f f her d that advent ur er s mi ght be seeki ng or
(Survival), Weapon Focus (bite) pr otecti ng. Al ter nati vel y, the PCs coul d be tr acki ng a
Ski l l s Hide +3, Listen +3, Move Silently +4, Spot +3, Survival nomadi c tr i be wi th whi ch they have pr essi ng busi ness.
+8 (+12 tr acki ng by scent) The r ui ns ar e at least a day's ri de fr om the near est settl e
Tr i p (Ex): A hunting hound that hits wi th a bite attack can ment or tr ade r oad.
attempt to trip the opponent (+1 check modifier) as a free T he combi nati on of tall gr ass and r ubble makes
action without maki ng a touch attack or provoking attacks movement in the ar ea chal l engi ng. Char acter s can move
of opportunity. If the attempt fails, the opponent cannot wi thi n the r ui ns wi thout di ffi culty, but those attempti ng
react to trip the hound. 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 Rui n ed Bui l di n gs: T he r ui ned f oundat i ons of a
A for mer member of the K ar r ak cul ts, Ky is one mi dsi zed town spr ead t hr ough the wi nd- swept gr ass.
of the best sour ces of i nf or mati on on cult acti vi tyshe T he shatter ed wal l s var y fr om 3 to 5 feet i n hei ght,
r emai ns one of the few people to flee thei r r anks and li ve though hi gher wal l s appear at i nt er val s. Wher e mul ti
to tell about i t. T hough she pr efer s the cr owds of Ar dh- stor y bui l di ngs have col l apsed, ti me and weat her have
men and Nder i tese to the open pl ai ns wher e ambush is r educed thei r stones to l i ttl e mor e t han gr avel . Pl ace
easy, Ky is a loner . She r emai ns a di sci pl e of K ar r ak, speci f i c r ui ns ( apar t ment s, stabl es, war ehouses) and
and the scythe she car r i es has never seen a wheat field. encount er s as desi r ed.
T hose seeki ng i nf or mati on on the cul ts i nevi tabl y find Guar d Post s: T he 20- foot- hi gh standi ng stones
themsel ves poi nted in her di r ecti on, but seeker s must mar ki ng off the ar ea ar e the r emai ns of a gr eat wal l that
spend ti me and money (mostl y at the ustah taver ns) to once sur r ounded thi s settl ement. Cl i mbi ng to the top
wi n her tr ust. 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
L addi n T ho has a 5% cumul ati ve chance to collapse for each char acter
L G mal e h u man wi zar d 7/ l or emast er 5 who cl i mbs it (Reflex DC 20 to avoi d 2d6 poi nts of fal l i ng
A wander i ng hi stor i an, Laddi n T ho is the best damage and ld6 poi nts of bl udgeoni ng damage).
sour ce of gener al and hi stor i cal knowl edge on the pl ai ns. Fr om the top of any guar d post, a successf ul DC
T he pr obl em for most of those who seek hi s knowl edge is 20 Spot check enabl es a char acter to noti ce the hi dden
pul l i ng the useful detai l s fr om hi s endl essl y meander i ng campsi te.
tal es. T ho is near l y as tall as the eneko labor er s he dr i nks Wel l : Any ani mal s wi th the par ty catch the scent of
wi th constantl y, but hi s gaunt f r ame gi ves hi m the look water in thi s ar ea. A low mass of r ubble cover s a capstone
of an oddl y mustached i nsect. Hi s apar tments in Ndter - l eadi ng to a long di sused wel l . At the bottom of a 15- foot
i se ar e r umor ed to hold one of the l ar gest col l ecti ons shaft, a natur al spr i ng flows slowly but is fr esh and clear .
of ar cane scr ol l s outsi de the encl aves of the K eeper s of Al ter nati vel y, ice mephi ts fr om the wi l d zone in ar ea 5
the Wor d, but Tho' s days as a hi r ed spel l sl i nger (whi ch have settled her e, and PCs seeki ng pr eci ous water find
he happi l y r ecounts i n excr uci at i ng detai l ) ar e l ong themsel ves led i nto an i cy tr ap.
behi nd hi m. 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
A DVENTURE SITE: long ago. The pi llar ' s magi c pr otected it fr om the r avages
of ti me.
SARLONAN RUINS Any cr eatur e touchi ng the pi l l ar acti vates a spell
T hi r ty centur i es after its fall, the r ui ns of an ol d- Sar - tur r et trap of appr opr i ate Chal l enge Rati ng for the par ty.
lonan settl ement r i se li ke bl eached bones in the mi ddl e See Dungeon Master's Guide II for mor e i nfor mati on on spell
of the empty steppes. T hey ar e a star k l andmar k, avoi ded tur r et tr aps, or r eplace it wi th any appr opr i ate magi c tr ap
by the her d ani mal s in the ar ea. 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,
APPROACH thi s potent defensi ve magi c mi ght br i ng one or mor e
The tracks you've been following suddenly break and scatter around a low essence r eaver s (see page 147) to the ar ea.
rise of hill. Rising above the waist- high plain ofgolden grass, distant stand Wi l d Zone: T wi sti ng t hr ough the r ui ns, a pl anar
ingstones mark off the edge of a field of rubble and low walls. 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
No si gn of cur r ent or pr evi ous habi tati on can be seen and bl ast the ar ea wi th el emental col d. Such an occur
fr om outsi de the r ui ns. A successf ul DC 15 K nowl edge r ence is what dr ove the r ecent i nhabi t ants of the secr et
(l ocal ) or K nowl edge ( ar chi tectur e and engi neer i ng) campsi te away.
check notes mor e dest r uct i on her e t han woul d be A pl anar shi ft occur s about an hour after the PCs
expected of the endur i ng r ui ns of old Sar l ona. A suc ar r i ve. A sudden chi l l f i l l s the ar ea, f ol l owed by a low
cessful DC 25 Sur vi val check anywher e ar ound the rubble r umbl i ng that mi ght be mi st aken for an ear t hquake.
deter mi nes that the gr ass shows si gns of r ai n mor e r ecent T hen the gr ound is tor n t hr ough by f r eezi ng wi n ds
than has occur r ed in the ar ea (a pr oduct of the el emental and bol ts of el ement al i ce. Tr eat the i ce bol ts as a
effects fr om ar ea 5). 5th- l evel call lightning or 9th- l evel call lightning storm effect
SARL O N AN RU I N S EN C O U N T ERS 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
d% Encounter EL appr oxi matel y two weeks si nce anyone was her e.
01 1 ice devil 13 Shal l ow Gr ave: I f the PCs i nvesti gate the hi dden
02- 05 1d4 essence r eavers (page 147) 9- 13 campsi te, a successful DC 22 Sear ch check shows that
06- 15 1 eneko 8th- level ranger sahar and 8- 10 mor e stones have been r emoved fr om the si te than can be
1d6 eneko/ human 4th- level warri ors accounted for in the constr ucti on of the fire pi t. A shor t
16- 20 1d6 rejkars (MM3 140) 5- 11 di stance away, a makeshi f t cai r n has been placed over a
21- 25 1 eneko 7th- level cleric of Karrak and shal l ow gr ave. I f the par ty is pur sui ng K ar r ak cul ti sts,
2d4 eneko 2nd- level warrior cultists 7- 9 thi s could be the r emai ns of a vi cti m r i tual l y sacr i fi ced
26- 35 2d4 hi ppogr i ffs 4- 8 and bur i ed. I f they ar e i nvolved wi th I nspi r ed acti vi ty in
36- 40 1d4+1 quorbred cheetahs (page 151) 6- 9 Syr kar n, the body could be that of a Ri edr an exi le tr acked
41- 50 1d6 ice mephits 3- 8 down and ki l l ed by the T housand Eyesor the r emai ns
51- 55 1d3 phrenic lions (EPH 205) 4- 6 of a Ri edr an agent mur der ed by those he pur sued.
56- 65 1d2 dire lions 5- 7
66- 75 1 half- giant 4th- level nomad 5 REWARDS
76- 80 1 snowflake ooze (MM3 161) 5 Tr easur e appr opr i ate to the par ty' s level can be found
81- 90 1d3 half- giant 3rd- level psychic warriors 3- 6 pr otected by the spell tur r et tr ap or i nadver tentl y bur i ed
91- 100 1d3 quorbound wolves (page 150) 3- 6 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
( dependi ng on par t y l evel ) that deal s cold damage could dr i ve fur ther adventur es.
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, DEVELOPMENT
dependi ng on par t y l evel . T he r ui ns ar e sui tabl e as the begi nni ng of an adventur e
Once the pl anar acti vi ty di mi ni shes, the gr ound ar c, wi th the PCs ei ther stumbl i ng upon the r ui ns r an
closes up agai n, but cr eatur es escapi ng from the mani fest doml y or seeki ng them out. Evi dence of mur der ther e
zone mi ght r emai n in the ar ea. Any i nvesti gati on con can dr i ve the par ty to seek fur ther i nfor mati on of plots
cl udes that much of the destr ucti on her e has been caused among the K ar r ak cul ti sts or the I nspi r ed. Al ter nati vel y,
by pr evi ous pl anar events. thi s scenar i o can mar k the end of a campai gn ar c, wi th
H i dden Campsi t e: Shelter ed behi nd a mostly i ntact the par ty pur sui ng some anci ent tr easur e or lore pr o
stone wal l , a bl ackened fi re pit and a pi le of wel l - char r ed tected by the spell tur r et tr ap.
LAND OF MANY W ATERS
THE 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

TASHANA 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.

TUNDRA
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
This isTashana, our home. It island and sky, empty and endless. upon the souther n bor der . In the far nor th, the dr eam
Tel- Marq, Saar tuk shi fter r anger 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
Yes, yes. Big and cold. Now let'sfind the village, shall we? nor theast of the Eska Spi nes.
Clovi s Forlaine, Whi tetooth mer chant 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
T he T ashana Tundr a is a land of vast, open spaces and summer months of near- temperate conditions in the south.
endl ess sky. H ome to the gr eat shi fter nati on of Sar l ona, If anythi ng definitive can be said of the Tundra as awhole, it
the Tundr a consi sts mai nl y of gr assy, tr eel ess pl ai ns that isthisit is a land of strange weather. Bli zzards, snow squalls,
str etch wi thout i nter r upti on fr om hor i zon to hor i zon. and whi teouts someti mes descend in an i nstant, but also
For many thousands of year s, these semi nomadi c tr i bes common are str ange heat waves, downpour s of i nexpli cably
have r oamed the gr assl ands, i solated fr om the r est of the war m r ai n, and savage l i ghtni ng str i kes.
wor ld and left in r el ati ve peace to contempl ate the cold, Pl an ar El emen t s: T he souther n bor der of the
pur e spi r i t of thei r ancestr al homel and. 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) K nowl edge ( l ocal )
DC 10: Great shifter nati ons domi nate the nor ther n DC 10: The Qiku and Saar tuk shi fter nati ons are
par t of the conti nent of Sar lona, and an i ntegr ated gener ally peaceable towar d tr aveler s; the nor ther n
soci ety of dwar ves and duer gar li ves in the Paqaa Chuni i gi nati on is mor e war li ke.
Mountai ns. DC 15: Tashanan coastal communi ti es and pi rates of
DC 15: Ther e are actually thr ee shi fter nati ons in the the Lhazaar Pr i nci pali ti es have mai ntai ned secret
Tashana, and a second dwar f nation resides in the tr adi ng and smuggli ng routes acr oss the Lhazaar Sea
nor ther n Eska Mountai ns. for many year s. K hor vai r i an mer chants seek cer tai n
DC 20: A communi ty of maenads i nhabi ts the Tashyvar valuable li chens of the Tundr a, and Tashanan shi fter
i slands, wi th several coloni es on the wester n Tashana art is in hi gh demand among some rich collectors.
shor eli ne. Nomadi c half- gi ants can be found DC 20: The souther n Qiku shifters are ai di ng the refugee
thr oughout the Tundr a. Aki ak people in their war of resistance against Ri edr a.
DC 25: The K r er tok Peni nsula is home to the savage DC 25: A civil war is br ewi ng in the Dor ann Holds, wi th
human bar bar i ans known as the K alaak. 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 (the pl anes)
DC 15: Rogue mani fest zones, called aukaraks or reality K nowl edge ( hi stor y)
stor ms, drift thr oughout the Tundr a. DC 10: The Tashana regi on is the ancestr al home of
DC 20: The southern border of the Tashana region is Eber r on shifters and lycanthr opes.
marked by an i nter mi ttent mani fest zone tied to DC 15: The shifter nations of the Tundra have enjoyed a
the Plane of Ice, gi vi ng the appear ance of per petual remarkably long period of relative peace, wi th inter
wi nter from south of the border. tribal warfare all but unheard of in recent generations.
DC 25: Aukaraks can mani fest planar cr ossover effects DC 20: The refugee Aki ak people wer e once a great and
fr om any of Eberron's twelve coter mi nous planes. power ful nati on, but wer e betr ayed by the l eader s
DC 30: Some aukaraks war p the ver y fabric of ti me and of Ri edr a.
space, telepor ti ng tr aveler s great di stances, or DC 30: Legends speak of an anci ent evil located deep
tr appi ng them in tempor al loops. wi thi n the Krertok Peni nsulathe 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 I nter conti nental tr ade on a si gni f i cant scal e has
ti ed to Ri si a, the Pl ane of I ce. Al l al ong these bor developed on the wester n Tashana coastl i ne. Expor ts of
der l ands, pl anar mani f est at i ons of i ce and snow have medi ci nal and magi cal li chens from the Tashanan i nte
gi ven the appear ance of a l and of per petual wi nter to rior have r esulted in expansi on of the port communi ti es of
those south of the bor der . T hi s geogr aphi cal i sol ati on Wi nter stead and Whi tetooth, at the r especti ve openi ngs of
has r esul ted in a l and that is r emar kabl y i nsul ar and the Qonama and Ti i ki r i ver s. Al though the Tundr a does
sel f - sustai ni ng. pr oduce some uni que herbs and spi ces, the tr ue reason for
T he Tundr a is wel l known for r eal i ty stor ms (aukaraks thi s rapid gr owth is less savor ycoastal Tashana pr oduces
in the anci ent Shi fter di alect), r ogue pl anar br eaches and a par ti cul ar l y potent str ai n of the f ati gue- al l evi ati ng
mani fest zones that dr i ft over the l andscape. 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
GETTING THERE Zi l ar go. As a r esult, there's a gr eat demand for br ave souls
Al though no more di ffi cult to tr avel to than other locales, wi l l i ng to di scover and bar ter for genui ne ar twor ks.
the Tashana Tundr a had few vi si tor s in the past. The aus Recent year s have al so seen a si gni fi cant i nflux of
tere beauty of the place and its peoples dr ew li ttle i nter est. shi fter s fr om K hor vai r eboth i ndi vi dual pi l gr i ms and
Recently, however , thi ngs have changed. 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 Major Ci ti es: Whi tetooth, Wi nter stead, Tanni shold.
i nsti tuti ons i n K hor vai r e. Cl i mat e: Subar cti c to ar cti c.
Popul at i on: 400,000 (70% shi fter s, 20% dwar ves/ H i ghest Poi nt : Mount Jor l , el evati on 18,320 feet.
duer gar , 5% humans, 3% hal f - gi ants, 2% maenads). H er al dr y: Pi gment- on- seal ski n of an abstr act r ock
Ar ea: 1,500,000 squar e mi l es. mound on a fi eld of thr ee feather s (shi fter nati on); var i
Sover ei gn: Sky Tellers (shifter nati on); Stone Coun ous clan her al ds (Dor ann Holds and Aki ak) .
cil (Dor ann Holds); Jade- Li n (de facto Aki ak leader). Founder : Unknown.
Capi tal : Nasq (unoffi ci al capi tal of Qi ku nati on). 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 No time to dwell on such thi ngs, Tel- Marq tells hi mself
Last War , wi th char i smati c l eader s often at the head of as he sits next to the hole in the ice. It is only a matter of time,
enti r e naval convoys of pi l gr i ms. I ndi vi dual shi f ter s he knows, befor e a seal or wal r us spots the hole from below
mi ght want to tr avel to Tashana for per sonal or spi r i tual and takes the oppor tuni ty for a br eath of fresh air. Then
r easons; other char acter s mi ght si gn on as escorts and Tel- Marq's spear wi l l fly, and another ki ll wi l l be added
defenders of the lar ger shi fter mi gr ati ons. to the take for thi s hunt. Tel- Mar q br aces hi msel f agai nst
An d as wi t h any pl ace, not al l vi si tor s ar r i ve by the cold and begi ns what could be a long wai t. He lets hi s
choi ce. The Aki ak people mai ntai n thei r communi ty- i n- eyes gaze off to the hor i zon and feels the cal m and pati ent
exi l e i n the nor ther n foothi l l s of the Paqaa Mountai ns. spirit of the land flow thr ough hi m. Ice and sky. Wi nd and
Whi l e the shi fter s of the souther n Qi ku ar e car eful not to snow. Empti ness and endl essness . . .
over tl y oppose the Ri edr ans, they ar e pr ovi di ng mater i al Tel- Mar q r eacts in an i nstant as the water befor e hi m
suppor t to the Aki ak fi ghter s and har bor i ng some ci vi l er upts, hi s spear flyi ng str ai ght and tr ue as an old wal r us
i an communi ti es. br eaches the sur face.
I nter nal tr avel is not di ffi cult despi te the lack of good Tel- Mar q secur es the car cass wi th the other s. It is
r oads. Shi fter and dwar f communi ti es have long tr aded enough; the hunt is finished. He lets hi s eyes fall agai n
among themsel ves, and l i mi ted tr ade exi sts between the on the bundl e of Tel- Ruq's r emai ns fr ozen among the
shi fter s and the nor ther n bor der communi ti es of Ri edr a. 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
A DAY IN THE LIFE r emai ned, then gather ed up hi s fr i end and br other to
Tel- Mar q wakes as the mor ni ng li ght shi nes thr ough the r etur n hi m home to the tr i be.
small openi ng of hi s seal ski n tent. Exi ti ng i nto the br i ght The dogs bristle wi th anticipation as Tel- Mark mounts
gl ar e of snow and sky, he squi nts to sur vey the hor i zon. the sled. Looki ng agai n to the hor i zon, he squi nts i nto the
Subtle i ndi cati ons of wi nd, li ght, and scent tell hi m that glar e. Could it be? Yes, ther e. A hundr ed yar ds away, the
a stor m is comi ng. It wi l l be whi te snow, dr y and cold. spectr al wol f r egar ds Tel- Mar k wi th utter cal m. A sense of
And much of it, i ndeed. peace washes over Tel- Mark as he acknowledges the presence
Af ter feedi ng hi msel f and hi s team of sled dogs, Tel- of the spirit ani mal . It is a benedi cti on of sor ts, a si gn from
Mar q gather s hi s gear . About 200 yar ds away, a hole is cut the ani mal spirits that the hunt has been well and proper.
i nto the ice of the fr ozen l ake upon whi ch the camp is set. Tel- Marq dr i ves the dogs har d thr ough the after noon,
The dogs guar d the equi pment and the meat gleaned from hopi ng to return to the vi llage before ni ghtfall. The pr e
the hunt so far. T hey and the sad bundl ethe r emai ns of dicted snowstor m arri ves. Ther e is little wi nd, but the lar ge,
hi s hunti ng compani on, Tel- Ruq. dr y flakes dri ft gently to the gr ound as if an enti r e ocean

A Qi ku shifter hunter contemplates the vastness of the Tundra


of snow wer e fal l i ng to ear th. Navi gati ng by i nsti nct alone, i n the nor th. Al though i nter tr i bal ski r mi shes and r ai ds
Tel- Mar q ri des though the bl i ndi ng whi te. ar e not uncommon, the elder s of all thr ee nati ons wor k
T he snow begi ns to taper off sl i ghtl y when Tel- Mar q har d to mai ntai n the peace of r ecent gener ati ons.
r ounds a l ar ge r ock mound and catches a scent i n the ai r Wher eas the shi fter s of K hor vai r e tend to value self-
that makes hi s blood fr eeze. He hal ts the dogs, cal mi ng r el i ance and per sonal fr eedom, the Qiku and Saar tuk
and qui eti ng them wi th a ser i es of hand si gnal s. Con shi fter s place much more i mpor tance on the communi ty.
vi nced that he is safely upwi nd, Tel- Mar q cl amber s up Al l egi ance is to the tr i be, the fami ly uni t, and the nati on
the gl aci al r ock pi le and peer s down the other si de. in that order. The har shness of li fe in the Tundr a has
Two fi gur es clad in fur and ski nsshi f ter ski ns, Tel- di ctated thi s be sor ugged i ndi vi duali sm in the Tundr a is
Mar q notes wi th fur yar e fi ghti ng over the scr aps of a fox not advi sed. Goi ng it alone, to a Tashana shifter, is danger
car cass. Shar pened bones pi er ce the bar bar i ans' ski n in ous, stupid, and spi r i tually mi sgui ded.
multi ple pl aces, enti r e str i ps of flesh del i ber atel y pul l ed Tundr a shi fter s do not str uggl e agai nst thei r besti al
and tor n. T he faces ar e a r ui n of scar s and dead or dyi ng natur e, but r ather embr ace it as a si gn of thei r oneness
flesh. T hey ar e K al aak. wi th all l i vi ng thi ngs. Shi fti ng is a pr ofoundly exhi l ar at
Scouts, Tel- Marq thi nks, and there wer e likely more, i ng and j oyful exper i ence, even when the ai m is aggr es
hidden by the swi r li ng whi te. The wi nd and snow meant nei sion. Tashanan shi fter s have a r emar kable abi li ty to accept
ther Tel- Marq nor the raiders would likely be able to follow vi ol ence and death as par t of the natur al order. I f it's
a trai l. Slowly, Tel- Marq nocks an ar r ow in his massive bow. necessar y to tear an enemy to pi eces, a tundr a shi fter does
They would not be able to scale the rocks before he felled so wi th gr eat passi on.
them both. And they would not flee. K alaak never fled. Tundra shi fters who choose to explore the wi der world
Tel- Mar q gather s the cr uel metal mor ni ngstar s from mi ght be doi ng so at the bequest of the communi ty. Such
the ar r ow- r i ddl ed bodi es. Best to r etur n to the vi l l age br aves gather i deas and knowl edge befor e r etur ni ng to
and war n the elder s. K al aak! T hi s far south! A bad omen, the tr i bes, seeki ng to make the nation str onger . Because
i ndeed. T i me to move the vi l l age agai n. Tashana shi fter s place a pr emi um on communi ty, such a
That eveni ng, the tr i bal dr ummer s whi r l in a fr enzy char acter is l i kel y to be fiercely loyal to hi s compani ons.
of celebr ati on as other hunti ng par ti es r etur n. Ar ound Possessi ons mean li ttle to shi fter s asi de fr om thei r uti l
the fire in the l ar ge bl ack seal ski n tent of the el der s, Tel- ity. Al though they under stand the concept of cur r ency,
Mar k makes hi s r epor tthe death of Tel- Ruq and the hoar di ng coi ns and gems is a str ange pr acti ce to them.
appear ance of the K al aak r ai der s. H avi ng done hi s duty Shi fter s fr om the nor ther n Chuni i gi tr i bes have a
by hi s tr i be and hi s fami l y, Tel - Mar q sets off for hi s own simpler, more aggr essi ve vi ewpoi nt. Whi l e the communi ty
l odgi ng. T i me now for sl eep. 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
THE TASHANANS agai nst one another.
No si ngl e ci vi l i zati on gr aces the T ashana T undr a. T he Dwar ves: The Eska Mountai ns ar e home to the i sola
peopl e of the T undr a i ncl ude numer ous r aces, each ti oni st dwar ves of the Dor ann Holds, who ar e thought to
separ ate and di sti nct. have mi gr ated from Frostfell over an anci ent land br i dge.
Shi f t er s: T he Tundr a shi fter s are di vi ded i nto thr ee Li ttle is known of these cl ans today. T he dwar ves and
gr eat nati ons, the Qi ku tr i bes of centr al T ashana; the duer gar who eventual l y mi gr ated to popul ate souther n
coastal Saar tuk peopl e, and the mor e war l i ke Chuni i gi 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 somewher e between l oathi ng and pity, dependi ng on the
hear t, The Way of the Br other s is i mper ati ve in the har sh i ndi vi dual . Most shi fter s nei ther know nor car e about the
l ands of the Tundr a. T hi s code has only str engthened i n par ti cular s of the Ri edr an nation, but they feel thei r di stant
r ecent gener ati ons as Tundr a shi fter s have l ear ned the relatives who serve as Ri edr an enforcers have sold their souls
val ue of cooper ati on and peaceabl e r el ati ons. to the cor r upt humans. Attempts in the past to " li ber ate"
2. H ow to L i ve off t he L an d: Even i n unf ami l i ar thei r br other s from thei r human handl er s have all ended
cl i mes and sur r ounds, tundr a shi fter s per sever e. Al l tr agi callythe Ri edr an shifter samur ai like what they do. To
Tundr a shi fter s have hi gh r anks in the Sur vi val ski l l , shifters today, they are lost causes, and a tundra shifter might
whi ch is cr uci al in thei r home envi r onment. ki ll a Ri edr an shi fter out of pi ty as much as anythi ng.
3. Fl ee the Pl an ar Br eaches: In the Tundr a, pl anar 5. How to Pl ay Musi c: Tashana shifter tribal music isat
br eaches ar e par ti cul ar l y wi l d and unpr edi ctabl e. Most of once an art form, astyle of meditation, and apowerful source
them dr i ft over the l andscape li ke smal l weather fr onts. of magi c. Al l adult shi fter s cr aft thei r first i nst r ument -
The unnatur al sensati on of pl anar l eakage wi thi n these usually a bone pipe or sealski n dr umas a puber ty rite, and
zones is pr ofoundl y pai nf ul and upsetti ng for tundr a thi s act, along wi th one's first hunt, si gni fi es passage into
shi fter s, who feel a spi r i tual bond wi th the l and. adulthood. The Tashanans have developed i ngeni ous col
4. T he Bet r ayal of the Sout her n Shi f t er s: Tundr a lapsible dr ums made of bone and hide, and vi r tually ever y
shi fter s' feel i ngs for thei r mar ti al Ri edr an cousi ns fall Tundra shi fter keeps dr ums or pipe wi th her at all ti mes.
An Aki ak T he dwar ves of the Dor ann Holds ar e a mi xed lot.
guer r i l l af i ght er 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 ea 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
ago. Si nce then, the Dor ann dwar ves have mai ntai ned a fight to the cor r upt hear tl and of Ri edr a.
poli cy of poli ti cal i solati on, al though they sti ll tr ade wi th Maenads: The Tashyvar I slands are home to the I nana
the nor ther n shi fter tr i bes and I nana maenads of the maenads. Vi cti ms of an anci ent tr agedy, these psi oni cally
Tashyvar I sl ands. It is sai d that an i ncr easi ng number of power ful bei ngs are the last sur vi vor s of an i sland nati on
the Dor ann cl ans ar e fever i shl y mi ni ng the Eska Moun that sank beneath the water s of the Lhazaar Sea two thou
tai ns, stockpi l i ng r aw mi ner al s as they dig. 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 water lyi ng nearby. The Shaman set off for the hori zon and
shi fter cul tur e, the Way of the Br other s i s based on an came acr oss another anci ent rock. Upon the rock, an Elder
anci ent myth. Whi l e the detai l s of the myth var y fr om fr om the thi r d nati on lay dyi ng. T he Shaman wor dl essl y
nati on to nati on, and even fr om tr i be to tr i be, the essen tended to the Elder , and r esumed hi s wander i ng.
ti al stor y is al ways the same. Soon after the dawni ng of T he Elder i n tur n awoke to find meat and water lai d
cr eati on, the first shi fter s wer e tr i cked by demons i nto asi de, and set off for the hor i zon. He too came upon a
fighting one another in a devastati ng ci vi l war . T hr ee gl aci al r ock, upon whi ch the War r i or of the first nati on
gr eat nati ons fought unti l the snows of the Tundr a had had finally succumbed to cold and hunger . And so the
melted away fr om the heat of spi l l ed shi fter bl ood. Elder tended to the War r i or .
Gr avel y wounded and near death, a sole sur vi vi ng T hus began the Gr eat H eal i ng of the Tr i bes. T he
War r i or of the first nati on wal ked the car nage of the spell of the demons had been br oken, and the shi fter s
battlefi eld. He pr esentl y came to an anci ent gl aci al slab of the Tashana lay down thei r spear s and sheathed thei r
of r ock, wher e a Shaman fr om the second nati on lay cl aws. When the tr i bes finally uni ted i n a summi t, the
unconsci ous and dyi ng. Exhausted and wear y of death, War r i or , the Shaman, and the Elder met upon a gr eat
the War r i or put away hi s kni fe and i nstead cl eaned and gl aci al stone and r eal i zed that each had ci r cl ed back to
dr essed the wounds of hi s enemy. the same place i n hi s del i r i um. T he thr ee embr aced
To hi s sur pr i se, the Shaman awoke the next mor ni ng one another as tr ue br other s, and br ought peace to the
to find hi s wounds tended and a pack contai ni ng meat and Tashana people.
ser i es of smal l coastal haml ets on the wester n seaboar d of Ar t
Tashana pr oper . Cur r ent l y in vogue among a smal l ci r cl e of i nf l uen
O t her s: Scat t er ed t hr oughout the T undr a ar e ti al col l ector s i n K hor vai r e ( Zi l ar go i n par t i cul ar ) ,
the I cebi nder s, wander i ng bands of hal f- gi ant psi ons. T ashanan ar t is sur pr i si ngl y sophi st i cat ed and pow
Other nomads i nclude many i ndependent neutr al - and er f ul for such a " pr i mi ti ve" cul t ur e. "An unmat ched
good- al i gned human bar bar i an gr oups. T he ter r i fyi ng sophi sti cati on of si mpl i ci ty," says Mor gr ave ar t schol ar
K al aaka sect of savage, sel f- muti l ati ng bar bar i ans sai d Mentar i on Pal i nostr um.
to be in l eague wi th an anci ent evi l pl ague the centr al Most pr i zed ar e ani mal scul ptur es made of ivory,
and nor ther n Tundr a. 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
TUNDRA RELIGION developed aestheti c style, wi th a meti cul ous exactness of
Eschewi ng technol ogi cal and i ndustr i al advancements, anatomy and pr opor ti on. T ashanan pai nti ngs employ
the major i ty of Tashana shi fter s choose i nstead a path of natur al oils and pi gments wi th hi de canvases, and di splay
si mpl i ci ty and uni on wi th thei r natur al sur r oundi ngs. complex techni ques that are the envy of many a K hor vai r -
Although much of thi s choice is stri ctly a practi cal matter, it i an ar t student. T he popul ar dr eamscape style featur es
is also a defi ni ng spi r i tual aspect of the shi fters of Tashana. dense and sur r eal l andscapes of the natur al wor ld wi th
Wher e a foreigner might see the Tundra way of life as primi an over lay of str ange shapes, colors and i mages.
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 Ar chi t ect ur e
have enjoyed r el ati ve peace for many gener ati ons, and Vi r tual l y all Tashana shi fter s wer e at least semi nomadi c
as thei r communi ti es conti nue to gr ow and pr osper , the unti l only a few gener ati ons ago. Now, many tr i bes of the
shi fter mi nd has tur ned i nwar d to more spi r i tual matter s. Qi ku and Saar tuk nati ons have establ i shed per manent
T hey ar e no l onger dr i ven by a str uggl e to sur vi ve, and settl ements and a nascent ar chi tectur al tr adi ti on. In the
now thei r shamani sti c tr adi ti ons gr ow mor e advanced centr al pl ai ns, spr awl i ng vi l l ages bui lt in and among the
wi th ever y gener ati on. T hi s advancement is evi denced by str ange r ock mounds combi ne stonewor k and tunnel i ng
the shi fter s' sophi sti cated use of medi ci nal and magi cal wi th tr adi ti onal shel ter s of seal or car i bou ski ns. T hi s
l i chens nati ve to the Tundr a (see page 138). dr eamscape style featur es odd, other wor l dl y totems and
or namentati ons. In the coastal settl ements of Wi nter -
TAShANAN STYLE stead and Whi tetooth, i ncr eased tr ade has r esul ted in a
Of the peoples of the Tashana Tundr a r egi on, only the riot of i mpr ovi sed ar chi tectur al styles.
shi fter s of the Qi ku and Saar tuk tr i bes have devel oped a T he nomadi c and semi nomadi c tr i bes sti ll employ
cohesi ve cul tur e that can be effecti vely chr oni cl ed. T he collapsi ble tents of seal or car i bou ski ns, suppor ted by
dwar ves of the Dor ann Holds have i solated themsel ves fr ames of bone and dr i ftwood. Lar ger str uctur es typi
for gener ati ons, and only the occasi onal ar ti fact fi nds its cal l y have r ai sed sl eepi ng pl atfor ms and a si mple flue to
way out of the Eska mountai n passes. The cul tur e of the r elease smoke. It's thought that the Chuni i gi tr i bes of
Aki ak cl ans has been all but destr oyed by the genoci dal the far nor th mai ntai n sever al hi dden ice for tr esses and
machi nati ons of the I nspi r ed. 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 al chemi cal and metal l ur gi cal bui l di ng bl ocks. Al though
hundr eds of year s ago, they i ni ti al l y settled in the passes the basic framework was derived from the Aki ak design, the
and val l eys of the Paqaa mountai n r ange. Leavi ng behi nd I nspi r ed also br ought quori i nsi ghts to the work, ensur i ng
the destr ucti ve cl an vi olence of thei r for ebear s, they made that the monoli ths could be used in ways the Aki ak never
great leaps in metallur gy and alchemy. The psionic- tending considered. Once the I nspired had appropriated the knowl
duer gar in par ti cul ar developed advanced techni ques for edge they needed to build hanbalani on their own, they turned
wor ki ng wi th the abundant metal s and deep cr ystal found on theAki ak in a massi ve coordinated betrayal that has come
in the mountai ns of their adopted home. Previous to the rise to be known as the Ni ght of Razor Dr eams. Planned assas
of the I nspi r ed, the Aki ak wer e in great demand as techni sinations, both physical and psionic, wi ped out nearly all the
ci ans in all Sarlonan nations, and some clans mi gr ated even Aki ak leaders, engi neer s, and ski lled techni ci ans in the han
far ther south, appr oachi ng Adar bor der s. Dur i ng thi s balani construction facilities. Meanwhi le, the shifter samur ai
per i od, the Aki ak began bui l di ng dalnans, small str uctur es of the Taaskan legi onalr eady gar r i soned near many of the
of cr ystal and steel desi gned to har ness the psychi c ener gy clan homes as "protection"swarmed the Aki ak vi llages and
of a communi ty. Many of these ear ly monol i ths can sti ll towns in the Paqaa Mountai ns, ki lli ng or enslavi ng all who
be found thr oughout Sar l ona. r emai ned. Only a fracti on of the once- gr eat Aki ak nation
When the I nspi r ed came to power , they hi r ed many sur vi ved thi s hor r i fyi ng betr ayal , fleei ng to the nor ther n
of the Aki akwho functi oned near ly li ke a gui l d in thi s foothi lls of the Paqaa Mountai ns and the free lands of the
per i odand the clan coffers swelled wi th Ri edr an gold. The souther n Tundr a. T he Ni ght of Razor Dr eams bur ns i n
Aki ak and the I nspi red worked together to bui ld the first of the hear t of ever y Aki ak, a terrible price paid for an unwi se
the massi ve hanbalani, wi th the dwar ves suppl yi ng the basi c and gr eedy collabor ati on wi th the Ri edr an leader shi p.
Cui si n e (and sheer number s), they do not r ecogni ze poli ti cal bor
The Tundr a is not the place for cul tur ed cui si ne, but in der s, and they have no di pl omats or del egati ons abr oad.
ter ms of r esour ceful ness and i ngenui ty, T ashanans must T he dwar ves of the Dor ann Holds ar e closer to bei ng an
be admi r ed. In coastal and lake ar eas, the di et consi sts actual poli ti cal nati on, but thei r i solati oni st poli ci es have
pr i mar i l y of fi sh, water fowl , and sea mammal s, wi th some kept them all but invisible in thei r di stant mountai n holds.
var i eti es of har vested seaweed. I nl and, meat is pr ovi ded The Aki ak r efugees and the I cebinder half- gi ants r emai n
by the vast her ds of car i bou, suppl emented by fox, bear , essenti al l y nomadi c peoples, and li ttle is known of the
and the occasi onal mammoth in the far nor th. Many myster i ous I nana maenads. The Tashana Tundr a is simply
tr i bes al so har vest var i ous types of l i chen and al gae that too big, too wi l d, and too spar sely populated to quali fy as a
cl i ng to the gl aci al r ocks of the pl ai ns. T ashanans ar e nati on in any but the loosest sense of that ter m.
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 Chu- W HO RULES THE TUNDRA
ni i gi bl ubber cake. Some l ar ger souther n tr i bes employ a Shi f ter Nati ons: The Qiku and Saar tuk nati ons are
l i mi ted system of agr i cul tur e for wi nter gr ai ns. 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
Fashi on of the shifter people, and each functions more or less inde
Mater i al s and cl othi ng among the T ashanans ar e al most pendently. Each tribe has one or more shamanshealer s and
enti r el y ani mal - based. Mal es and femal es both ar e l i kel y spi r i tual counci lor s. In the nor th, the desper ate and more
to wear tr ouser s and par kas of pol ar bear hi de, wi th gr eat war li ke Chuni i gi are more fractured and entirely nomadi c,
fur - li ned hoods. Boots ar e made of car i bou or seal ski n. following the herds of caribou and competi ng wi th the many
Dr essi ng in l ayer s is the r ul e, si nce the weather of the human tr i bes and Neander thal packs in the ar ea.
Tundr a is famousl y unpr edi ctabl e. T he har eski n socks The thr ee nati ons have enjoyed a state of relati ve peace
and gloves of the T ashana ar e gr eatl y pr i zed for thei r for many decades. The gr eat war s of the past had been dev
war mth and comfor t. Cl othi ng is typi cal l y sti tched wi th astati ng for all, and the Tundr a is too har sh a land to spi ll
nar whal or car i bou si new. 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
STATE OF THE NATION secret locati on in the centr al plai ns known as the Speaki ng
The Tashana Tundra is better under stood as a geogr aphi cal Stones. Recent thr eats by the K al aak bar bar i ans have tri bal
region rather than a nati on. Al though the Tashana shi fters leaders uni ti ng in common defense, and a semi per manent
are the domi nant people in ter ms of a semi uni fi ed cultur e 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 "Banded welive!" Often used as a good- bye, thi s sayi ng
ture puts on the gr oup or tri be. Al l names are hyphenated, under scor es the emphasi s shi fter cul tur e puts on the
wi th the first wor d si gni f yi ng the i ndi vi dual ' s tr i be, and gr oup. It is tr adi ti onal l y spoken in uni son at the end of
the second wor d the i ndi vi dual ' s name. The second name any tr i bal meeti ng or gather i ng.
is usually one that commemor ates a coi nci di ng event on the "No tomorrow!" Used someti mes as a battl e cr y, thi s
day of bi r th, chosen by the mother or the tr i bal shaman. si mple phr ase is al so common as a qui et utter ance that
Both names are usually shortened ver si ons of longer wor ds. a shi fter mi ght whi sper to her sel f in ti mes of wor r y or
Tel- Marq, then, would be Mar qussek of the tribe Telaani . danger . It captur es the T ashanan i deal of not l etti ng
In formal si tuati ons, the long- form name is used (Telaani - di str acti ons or wor r i es about the futur e i nter fer e wi th
Mar qussek). Shi fter i nfants are usually named at bi r th. the pr essi ng needs and r eal i ty of the moment.
Mal e Names: Aki aq, Akr i l l ok, Atanek, Bi i satowaq, "The wolf isalways waiting." A r emi nder to stay aler t and
Chugi aq, Chulti n, Dequi ni i , I kiaq, Ipitok, I ti gi ak, Kasqae, vi gi l ant at all ti mes. Al so used to expr ess r emor se or gr i ef
Keeluq, Kut'uk, Makitt, Marqussek, Massaq, Nanuq, Noahtak, in ti mes of cr i si s or death.
Pakaq, Qani i s, Qigiq, Si naaq, Taqu, Tok, Tonraq, Umi ak. "Asister to mybrother ismysister, too." One of many Tashanan
Femal e Names: Anana, Ar naa, Buniiq, Desna, Esqa, sayi ngs that r eveal a deep sense of compassi ona shi fter
I qala, I mmu, I ssuqa, I ya, Kaya, Kilae, K i mka, K i naqaa, mi ght say thi s after a hunti ng ki l l , or the death of a
K i r ami i , Mi ki i , Mi ksaqaa, Nani i , Ninaqoja, Paniqa, Piaqii, wor thy enemy.
Saqar i , Sesi i , Si kuu, Ti quani , Ululi i . "Tear at the throat, and bedone." Somethi ng of a counter
T r i bal N ames: Agal ak, Ahn aki k, An n akuk, poi nt to the above, thi s pr over b encour ages maxi mum
Chi kuq, Ekchuaq, Hey, Iglogaq, I lli i vaq, I ping, K akr ayak, vi olence i mmedi ately when confr onted by danger . It's also
K i ngudlerq, Kulutiq, Mantok, Massapok, Naartoq, Nanik, mutter ed when under taki ng an unpleasant task.
Nuki l i q, Nutaak, Oonayak, Pal ak, Peqar toq, Putyuq, "Qok!" The al l - pur pose expl eti ve of the shi fter s,
Saqani , Tul uqar ak, Yaqone. pr onounced "coke." It can be used as a adjecti ve (H ar ness
Phr ases: Al though all tundr a shi fter s speak Ri edr a, the qokki ng dogs!), a noun (What the qok is that?), or a
r emnants of an anci ent di al ect l i nger in thei r i di oms ver b (Qok thi s!).
and sayi ngs.
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 spatchedfor ceful l y in some
casesto 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 Jade-
Li 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 ment, and all i ndi cati ons are that the I nspi red consider the
Aki ak spli t fr om thei r Dor ann for efather s hundr eds of shi fter nati ons har ml ess pr i mi ti ves. Sever al passes br eak
year s ago, the shi fter s of the Qi ku nati on hel ped the thr ough the str ange planar - i nfluenced bor der between
dwar ves in thei r mi gr ati on fr om the Eska Mountai ns the lands of Tashana and Ri edr a, and li mi ted trade exi sts
acr oss the T ashana Tundr a. Af ter the Aki ak establ i shed between i ndi vi dual shi fter tr i bes of the souther n Tundr a
thei r new cl anhol ds i n the Paqaa Mountai ns, the two and nor ther n Ri edr an settl ementspr oxi mi ty tr umps
gr oups r emai ned fr i endl y and engaged in si gni fi cant poli ti cs in these cases. The upper r eaches of the Paqaa
tr ade. Af ter the betr ayal of the I nspi r ed, the Qiku shi ft Mountai ns represents a si gni fi cant excepti on, due to direct
er s pr ovi ded r efuge and shel ter to the desper ate Aki ak hosti li ti es between the r efugee Aki ak fighters and Ri edr an
r efugees in the nor ther n foothi l l s of the mountai ns, occupi er s. Al though there exi sts no state of war between
wher e they r emai n to thi s day. Whi l e ther e is no for mal Ri edr a and the Qi ku, it is common knowledge that the
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 shi fters support the Aki ak in thei r str uggle to r eclai m thei r
ers wi th suppli es and mer cenar y war r i or s to assi st in thei r homeland. Tashana tr i bes and Ri edr an mi li tar y shi fter s
campai gn to r etake cl anhol ds in the Paqaa r ange. harbor a deep enmi ty toward one another. Extr emely bloody
Al ong the wester n coast of the Tashana, the Saar tuk i nci dents in the past have led the leaders of both Ri edr a
nati on coexi sts wi th coloni es establi shed by and the Tundr a
the I nana maenads of the Tashyvar I slands. nati ons to avoid
Ther e is cer tai nl y no shor tage of space di rect confli ct.
or r esour ces along that shor el i ne.
The port communi ti es of Wi nter Syr kar n
stead and Whi t et oot h ar e an an d Ad ar
i ntr i gui ng mi x of maenad and T ashanans ar e, for the
shi fter cul tur e, al ong wi th a most par t, unawar e of the
smatter i ng of var i ous Khor- di stant nati ons of Syr kar n
var i an influences brought by and Adar . It's pr obabl e, how
i ncr easi ng sea trade. ever , that leader s of the shi fter
In the far nor th, low- nati ons have some knowl edge
l yi ng Dor ann cl ans have of these l ands. I n fact, ther e
a t r adi t i on of t r adi n g ar e those who suspect that
worked metal and weapons emi ssar i es have been di s
wi th the Chuni i gi , typi patched in both di r ecti ons,
cal l y for pr epar ed meats and that secret talks are under
and an i mal pr oduct s. way to assess a possible alli ance
H owever , r el ati ons have agai nst Ri edr a.
sour ed i n r ecent year s.
The Chuni i gi ar e endur O t her N at i on s
i ng r el entl ess r ai ds by the It's a fact known to only a select
savage K al aak bar bar i ans, few, but Tashanan coastal com
and these ar e desper ate ti mes munities and pirates of the Lhazaar
for the nor ther nmost shi fter Pr i nci pal i t i es have mai nt ai ned
nati on. Chuni i gi now r egul ar l y secret tr adi ng and smuggli ng routes
r ai d Dor ann dwar f settl ements, across the Lhazaar Sea for many year s.
and even nor ther n r oami ng Qiku I ni ti al tr ade was pr obabl y in cer tai n
and Saar tuk tr i bes when necessar y. exoti c spi ces nati ve to the Tashana coast,
T he nomadi c I cebi nder hal f- but much of the commer ce now r evolves
gi ants gener al l y have good r el ati ons Naar- Esqa, ar ound tr affi cki ng of medi ci nal and mag
wi th all thr ee shi fter nati ons, in that Qiku leader i cal l i chens, especi al l y i cewi l d. O ther
they leave one another alone. The scat commodi ti es i nclude nati ve Tashanan ar t,
ter ed and self- suffi ci ent human bar bar and mi ner al and cr ystal expor ts from the Eskas.
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. NOTABLE TASHANANS
T he human bar bar i ans known as the K al aak ar e an Her e ar e a couple of T ashanan l eader s who mi ght have
enti r el y di ffer ent matter . Of these ter r i ble r ai der s, li ttle pr omi nence in a campai gn that featur es thi s r egi on.
is knownand 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 NA A R- ESQA , q iKu SKY TELLER
out of pr opor ti on to thei r actual power and number s. NG mal e shi f t er dr ui d 8
T her e is no doubt, however , that the K al aak r epr esent a Bor n i nto the l ar ge, semi nomadi c Naar toq tr i be of
gr ave thr eat to all peoples of the Tashana. 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
Ri edr a mand of power ful spi r i tual magi c led hi m to become the
Ri edr a and Tashana have long had a mutually benefi ci al tr i be's shaman leader at a r el ati vel y young age. But it was
policy of i gnor i ng one another's exi stence. It's unclear to Naar - Esqa' s uncommon wi sdom and for esi ght that led to
what extent the shi fter leaders know of the Ri edr an gover n 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, encounter s wi th the unpr edi ctable aukaraks. Sti ll, ther e are
Naar - Esqa has been i nst r ument al i n mai nt ai ni ng the stor y beyond mer e sur vi val to be told in the Tundr a.
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 KALAAK RAIDERS
and l or ekeeper s to constantly ci r culate in Qi ku, Saar tuk, A new and for mi dabl e thr eat to the Tashana, the savage
and Chuni i gi ter r i tor i es, settl i ng local di sputes befor e human bar bar i ans of the K al aak swar med fr om the ar ea
they wor sened. of the Eska Mountai ns and l ai d waste to ever yt hi ng in
Naar - Esqa was elected to hi s cur r ent post at the last thei r path. Undi scr i mi nat i ng i n thei r wanton destr uc
Summi t of Nati ons, j oi ni ng r epr esentati ves from the other ti on, the r ai ds tar get shi f ter , human, hal f - gi ant , and
two nati ons in an unoffi ci al tr i umvi r ate leader shi p. Si nce even Neander thal tr i bes. The few sur vi vor s of these r ai ds
then, he has been able to rally the tr i bes to common causes. descr i be r etur ni ng to camps that ar e not j ust pi l l aged,
The Qi ku Sky Teller has di spatched scouts and r anger s to but utter ly savaged and desecr ated, wi th dar k r efer ences
i nvesti gate the thr eat of the K al aak bar bar i ans, and has to tor tur e and canni bal i sm. Some capti ves ar e cr uel l y
met wi th other Tashana gr oups to assess the si tuati on, injured and r eleased; those who can sti ll speak tell of self-
i ncl udi ng the half- gi ant I cebi nder s and human bar bar i an muti l ati ng bar bar i ans usi ng hooks and kni ves to sculpt
tr i bes. In the south, Naar - Esqa fears open war far e wi th the thei r own flesh i nto ni ghtmar e vi sages.
Ri edr ans should Qiku i nvolvement wi th the Aki ak prog The K al aak ar e r el entl ess in thei r i nsane ki l l i ng.
r ess, and he has forbi dden shi fter war r i or s from di r ectly Enti r e her ds of car i bou ar e found sl aughter ed and muti
par ti ci pati ng in the confli ct. l ated, left to rot on the tai ga. T hi s ter r i bl e waste goes
Naar - Esqa has no per manent r esi dence and tends agai nst the ver y natur e of the Tashanan people, especi ally
to tr avel const ant l y and secr et l yei t her al one or wi t h the shi fter tr i bes. Recently, the Saar tuk and Qi ku tr i bes
a smal l r eti nue. He r el i es on hi s networ k of scouts, have or gani zed scouts and sentr i es as the K al aak r ai ds
r unner s, and pi per s to keep hi m i nf or med. I n per son, tr avel far ther south i nto the hear t of the Tashana. But it
Naar - Esqa is r emar kabl y r eser ved and di pl omati c, whi l e is the nor ther n Chuni i gi who have bor ne the br unt of the
pr oj ecti ng at all ti mes a steely r esolve. Tufts of si lver y hai r K al aak aggr essi on. Desper ate, the Chuni i gi have in tur n
cover hi s wi r y, muscul ar fr ame. He is al ways i nter ested begun r ai di ng Dor ann dwar f cl anhol ds and even other
in for gi ng new al l i ances, wi th the good of the Tashana souther n tr i bes, br i ngi ng a danger ous i nstabi l i ty to the
shi fter nati ons for emost in hi s mi nd. 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
JADE- LIN, AKIAK RESISTANCE LEADER a gr ave thr eat to the or der and bal ance of the Tundr a,
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. Jade-
Li n has led sever al r ecent guer r i l l a r ai ds i nto the Paqaa
A Kalaak
Mountai ns, defeati ng the Ri edr an bor der gar r i sons and
raider
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
A Saar t uk shifter and a Tashyvar maenad
haggle at the Winterstead market

and a good oppor tuni ty to pr esent tr ul y ter r i fyi ng vi l about the gr avi ty of the situation. Aki ak emi ssar i es are bei ng
l ai n for PCs. T he PCs mi ght need to cr oss the vast wi l ds sent abr oad to di ssemi nate thi s i nfor mati on.
of the Tundr a to r each a par ti cul ar desti nati on. Per haps The Aki ak l ack the str ength to attack the Ri edr ans
they have been hi r ed by K hor vai r i an agents to find and in for ce, so they i nstead rely on a str ategy of i nfi ltr ati on
contact a r emote shi fter tr i be in or der to bar ter for the and sabotage. Aki ak guer r i l l a bands, smal l and mobi le,
T ashanan goods so val ued in cer tai n ci r cl es of K hor - ar e di spatched i nto the mountai ns in sear ch of hanbalani
vai r e. Si mply maki ng the j our ney is hazar dous enough, i nst al l at i ons. T he hanbalani ar e bui l t atop the pr ot o-
but upon ar r i val , the PCs find the shi fter s under attack monoli ths the Aki ak bui lt themsel ves as psi oni c power
or al r eady destr oyed. pl ants. Destr oyi ng hanbalani is not over ly di ffi cult (see
Or the PCs mi ght take up the cause of the bel ea Explorer's Handbook 134); sur vi vi ng the j our ney ther e and
guer ed shi fter tr i bes di r ectl y. T he Sky Teller s ar e deeply back i s. T he few Aki ak bands that have the knowl edge
concer ned about the pr esence of the K al aak i n the and i ncl i nati on to channel thei r r evenge i nto monoli th-
Tashana. T hey mi ght hi r e or other wi se compel the PCs busti ng play a deadly game of cat and mouse wi th the
to j our ney to the K r er tok Peni nsul a, wher e the K al aak T housand Eyes and the Sl eepi ng Swor d.
appear to be based. T her e the char acter s find a str ange Get t i ng the PCs I nvol ved: Aki ak emi ssar i es in the
and ter r i ble r eli c fr om the Age of Demonsa gar gan por t towns of Wi nter stead and Whi tetooth ar e acti vel y
tuan statue of an anci ent r akshasa r ajah, the physi cal r ecr ui ti ng adventur er s to help them in thei r str uggl e
r emai ns of a demon long ago di spatched and bound. The agai nst the I nspi r ed. T he Aki ak ar e desper ate and
K al aak wor shi p thi s anci ent evi l , whose vague sti r r i ngs hunted, but they ar e not wi thout r esour ces. Pr evi ous to
of mal evol ent consci ousness power thei r ter r i ble sav the Ni ght of Razor Dr eams, the dwar ves wer e one of the
ager y. Her e PCs mi ght uncover the tr ue di r ector s of the r i chest peoples in all of Sar l ona, and a good por ti on of
K al aak ter r or Sar l onan r akshasas, whose machi nati ons that weal th was spi r i ted out of the Paqaa Mountai ns. PCs
endeavor to free the fiends of ages past. 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.
THE AKIAK Ver y recently, Qiku war r i or s have begun defyi ng thei r
A select circle of Aki ak leaders has knowledge of the metal Sky Teller's dictates and j oi ni ng the Aki ak guer r i lla rai ds.
lurgical and alchemical technology that underlies the mono PCs allied wi th or in debt to the Qiku might find themselves
liths. Whi l e the Aki ak do not understand all the par ti cular s, dr awn into battle. Alter nati vely, Ri edr ans see the Aki ak as
they r ecently di scover ed that the I nspi r ed are usi ng the savage rai ders attacki ng from the nor th. The Ri edr an gov
monoliths to br i ng about some ki nd of planar ali gnment. er nment pays a handsome bounty to for ei gn adventur er s
They suspect that the fate of all of Eberron might hang in the who hunt down and ki ll Aki ak fighters. In short, mer cenar y
bal ance. So far, only the shi fters of the Qi ku seem to agr ee work is to be had on both sides of thi s conflict.
W h iTETo o Th AND W INTERSTEAD conducts busi ness on vessel s anchor ed in the water s west
Escal ati ng tr ade has br ought bustl i ng commer ce and of Whi tetooth. Clovis's tr ue i denti ty is a car efully guar ded
gr owth in the unl i kel i est of pl acesthe wi l d and r ugged secr et, and he " offi ci ally" pr esents hi msel f as a sl i ckly
coastl i ne of the T ashana Tundr a. T he por t communi ti es dr essed male human of conspi cuousl y Lhazaar or i gi n.
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 KUNIGAAL THE DESECRATOR
maenad, wi th pi r ates, smuggl er s, and other unsavor y A fearsome war chief among the K alaak, and some say leader
el ements fr om K hor vai r e added to the mi x. of that depr aved people, K uni gaal is the embodi ment of
Whi tetooth, at the mouth of the T i i ki Ri ver , has K al aak i deals. He is pi ti less, r uthless, fear less, and utterly
been a per manent shi fter vi l l age for ti me out of mi nd. blasphemous. Hi s pale, hai r less body, par ti cular ly hi s face,
T he tr i bes have l ong held the spot communal l y as a is cr i sscr ossed wi th ter r i ble scar s; some have meani ngful
place to faci li tate tr ade fr om the coast and i nwar d al ong patter ns, but other s are telltale si gns of wounds sur vi ved.
the r i ver . When Lhazaar sea mer chants di scover ed the K uni gaal can cow even fr enzi ed K al aak r ai der s wi th hi s
medi ci nal and magi cal pr oper ti es of the var i ous Tashana unyi el di ng gaze. Metal spi kes ador n hi s face and the ski n
l i chensespeci al l y the potent i cewi l di nter conti nental of hi s body, and hi s fingers have been magi cally altered so
tr ade found a new foothold on the conti nent of Sar l ona. that wi cked bone and i r on cl aws r eplace the ends of them.
In r ecent year s, a smal l but ver y l ucr ati ve demand for K uni gaal never goes alone i nto battl esuper sti ti ous and
authenti c shi fter ar t has opened new avenues of com war y of hi s own follower s, he sur r ounds hi msel f wi th evi l
mer ce for the eli te tr easur e hunter . spel l caster s and a pr i vate stable of eli te, fanati cal l y loyal
To a lesser degr ee, the pr edomi nantl y maenad vi l female K al aak bar bar i ans that ar e al so hi s wi ves.
lage of Wi nter stead on the shor e of the Qonama r i ver has
seen si mi l ar gr owth. KUNIGAAL THE DESECRATOR (RAGING) CR 13
Get t i n g t he PCs I nvol ved: Mer chant s i n both Male human barbarian 11/fighter 2
Whi tetooth and Wi nter stead ar e acti vel y r ecr ui ti ng for CE Medium humanoid
hel p in acqui r i ng and tr anspor ti ng T ashanan l i chen I ni t +2; Senses Listen +9, Spot +2
har vests. Some expedi ti ons ar e si mply l ooki ng for pr o Languages Riedran
tecti on as they move i nl and to bar ter wi th the shi fter AC 18, touch 10, flat- footed 18; improved uncanny dodge
tr i bes. Other s mi ght be l ooki ng for a smal l team to make (+2 Dex, +8 armor, 2 rage)
contact wi th r emote tr i bes and di scover new sour ces and hp 153 (13 HD); DR 2/ -
suppl i er s. H i gh- end ar t deal er s ar e al so oper ati ng in Fort +18, Ref +8, Wi l l +8
both settl ements, payi ng handsomel y for any authenti c
shi fter ar t that can be acqui r edno questi ons asked. 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
ENCOUNTERS 1d6 to Kuni gaal) or
Melee claw +18/+13/+8 (ld6+6)
A few of the people PCs mi ght r un into whi le pur sui ng one Ranged mwk composite longbow +16/+11/+6 (1d8+3/X3)
of the plots in the Tashana Tundr a are descr i bed her e. Base Atk +13; Grp +19
CHOK- PALLA, CHUNIIGI CHIEF Atk Opti ons Cleave, Great Cleave, greater rage 3/day (8
rounds), Power Attack
CN mal e shi f t er bar bar i an 3/ r anger 3
Combat Gear 3 potions of cure serious wounds
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 Abi l i ti es Str 22, Dex 14, Con 21, Int 10, Wis 8, Cha 12
of the few tr i bal l eader s sti ll tr yi ng to uni te the str ug SQ trap sense +3
gl i ng nati on, he despai r s that the confli ct is wear i ng at Feats CleaveB, Deformity (clawed hands)*, Diehard, Endur
the ver y soul of the peopl etur ni ng tr i be agai nst tr i be ance, Deformity (face)*, Great CleaveB, Power Attack,
as r esour ces dwi ndl e. Chok- Pall a is acti vel y seeki ng al l i Wi lli ng Deformity*
ances wi th the souther n shi fter nati ons, the I cebi nder * Feats f r om Book of Vile Darkness
hal f - gi ants, and the l owl and cl ans of the Dor ann Hol ds. Ski l l s Climb +15, Intimidate +22, Jump +19, Listen +9, Ride
He al so vi si ts Whi tetooth and Wi nter stead r egul ar l y, +10, Spot +2, Survi val +9, Swim +10
seeki ng smal l bands of adventur er s wi l l i ng to scout the Possessi ons combat gear plus +3 mithral breastplate, +2 vicious
K al aak homel and in the K r er tok Peni nsul a. halberd, masterwork composite longbow (+3 Str bonus) with
20 ar r ows, cloak of resistance +3, boots of the winterlands

CLOVIS FORLAINE, When not raging, Kunigaal has the following changed statistics:
W HITETOOTH FENCE AC 20, touch 12, flat- footed 20
CN mal e chan gel i n g r ogue 7 hp decrease by 39
Clovi s For lai ne, pi r ate and fence, r uns var i ous gr ay- Fort +15, Wi l l +5
mar ket oper ati ons in Whi tetooth, acqui r i ng T ashanan Melee +2 vicious halberd +18/+13/+8 (1d10+6/x3 plus 2d6 plus
l i chens, ar t, and other val uabl e r esour ces of the Tundr a. 1d6 to K uni gaal) or
O r i gi nal l y a pr i vateer fr om the Lhazaar Pr i nci pal i ti es, Melee claw +16/+11/+6 (1d6+3)
Cl ovi s has oper ated out of Whi tetooth for mor e than a Gr p +16
decade now. He has a hand i n, or an eye on, ever y si gni fi Abi l i ti es Str 16, Con 15
cant tr ansacti on that takes place i n Whi tetooth. Clovi s Ski l l s Climb +12, Diplomacy +1 (+3 against evil nonhuman-
keeps sever al di ffer ent safe houses in town and often oids), Jump +16, Swim +7
CHAPTER TWO

SARLONAN
CHARACTERS

T
RACES
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.
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
Sar l ona is tr ul y the r eal m of humani tyi t is home to far is pr efer r ed in Ri edr a because it r epr esents the esteem
fewer i ntel l i gent speci es than K hor vai r e i s. Nonhumans wi th whi ch these bei ngs ar e hel d). T he r esult of gener a
wer e r ar e on the conti nent to begi n wi th, and many wer e ti ons of contr olled br eedi ng and psi oni c mani pul ati on,
used as scapegoats dur i ng the Sunder i ng. T he r aces that the Chosen enjoy a life of pr i vi l ege in Ri edr a . . . all in
have a notewor thy pr esence in Sar lona ar e descr i bed in pr epar ati on for i nhabi tati on by a quor i .
thi s secti on. Although the Chosen are granted luxur i es unknown to
most Ri edr ans, they do not lead lives of i ndolence. Chosen
AVENTI hold i mpor tant posi ti onseven those who are never pos
Under the Sea of Rage l i ve the aventi (Stormwrack 34), sessed become mi l i tar y offi cer s, vi l l age over seer s, and
sur vi vor s of a magi cal catacl ysm that sank the anci ent admi ni str ator s in the ar ms of the Uni ty. A Chosen who
Sar l onan i sl and r eal m of Aventus. T hat di saster mi ght has the potenti al to be a pr i mar y host under goes espe
expl ai n the tur moi l in the Sea of Rage. Apar t of Aventus ci ally i ntense tr ai ni ng, ensur i ng that she has ski l l s useful
r emai ns above the waves in the for m of a hor seshoe- to the quor i who cl ai ms her.
shaped i sl and and a smal l er i sland to the nor th. Ri edr a Ever y Chosen f ami l y is bound to a speci f i c quor i
contr ols those i sles, and the aventi have li ttle love for the spi r i t. T hat spi r i t can possess any Chosen of i ts l i ne at
nati on of Sar l ona. wi l l . T her e is no war ni ng, no savi ng thr ow, no chance
Avent i L an ds: Aventi have smal l settl ements acr oss to r esi st. Most quor i choose one par t i cul ar vessel of
the Sea of Rage and ar e someti mes seen in the Syr k por t thei r li ne to ser ve as pr i mar y host, and thi s is the bei ng
of Ar dhmen. 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
CHANGELINGS on the quor i ; he can leave hi s host at any ti me to i nhabi t
The I nspi r ed have embr aced the changel i ngs of Ri edr a, another of hi s Chosen. I mpor tant quor i often spr ead
and these shapeshi fter s ar e tr eated wi th far mor e r espect thei r vessel s acr oss Ri edr a, al l owi ng them to qui ckl y
than thei r cousi ns i n K hor vai r e ar e. T hi s acceptance mani fest in di ffer ent ci ti es. Li kewi se, a vai n quor i often
comes at the pr i ce of i ndi vi dual i ty, however . Ri edr an abandons a host who becomes old or suffer s si gni fi cant
changel i ngs ar e taught to set asi de per sonal i denti ty, in i nj ur i es, but he can al ways r etur n when he want s. Most
or der to ful l y ser ve the I nspi r ed. T hi s phi l osophy takes Chosen ar e eager par ti ci pants in the possessi ng pr ocess,
the place of the thr ee common paths among the change and as such, a par t i cul ar f ami l y mi ght be used as hosts
l i ngs of K hor vai r e. by mul ti pl e quor i ; however , only one has the i r r esi sti bl e
Ri edr an chan gel i n gs ar e i nvar i abl y dr awn i nto bond to hi s vessel s.
the ser vi ce of the T housan d Eyes or the I r on Gate, The Chosen ar e br ed to be i deal hosts in a complex
and most ar e deepl y l oyal . As a r esul t, changel i ngs pr ocess i nvol vi ng mi ngl i ng of bl oodl i nes, and meta-
ar e often f ear ed and di st r ust ed i n the other l ands of cr eati ve and tel epathi c mani pul ati on. Super fi ci al l y, the
Sar l ona. T he r ole of chan gel i n gs in Ri edr a pr esents Chosen ar e ver y si mi l ar in appear ance to the kal ashtar ,
many oppor tuni ti es for for ei gn shapeshi f ter s, who can di splayi ng a beauty so unnatur al that some find it di stur b
bl end i n wi t h thei r ki n. T he dr agons of Ar gonnessen ing. They also have an i nnate bond to Dal Quor, whi ch
use chan gel i n g agents as obser ver s in Ri edr a, and mani fests i tself as natur al psi oni c talent and a gr owi ng
other nati ons mi ght fi nd chan gel i n g agents i deal for pool of power poi nts.
Ri edr a oper at i ons. It is ext r emel y di f f i cul t to dr i ve a quor i fr om a
Chan gel i n g L an ds: T he changel i ngs have no l ands Chosen host (see the r esi st exor ci sm abi li ty, ECS 291). I n
of thei r own; they can be found thr oughout Ri edr a. 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 ensl avement as " di plomati c" tools. So, most dr omi tes are
(under the nor mal r ul es of possessi on, the Char i sma content to li ve and tr ade among thei r ki nd.
of the host must equal or exceed that of the possessi ng I n some ar eas, however , the gener al dr omi te r ecl u-
spi r i t). Many of the mor e power f ul quor i si mpl y can' t si veness i s not the nor m. T he kal asht ar made di pl o
possess nor mal humans, because ther e ar e no mundane mati c i nr oads wi t h them mor e than a mi l l enni um ago.
humans who can contai n them; the Chosen can. Zi ' ti l ' natek, a ci ty- hi ve under Adar , is l oosel y al l i ed
When a quor i fi r st takes a pr i mar y host, it spends wi th the defender s of that l and. Under the tundr a, the
a consi der abl e amount of ti me dr i l l i ng i ts bel i ef s and few dr omi tes hi ves have had decent r el ati ons wi th some
per sonal i t y i nto the vessel . T he Chosen ar e taught to dwar f cl ans.
embr ace t hi s, sur r ender i ng thei r per sonal i t y to the Some dr omi te hi ves have taken a mi l i tant stance
di vi ne spi r i t. T he net r esul t is somewhat si mi l ar to mind agai nst al l " sur f acer s. " T hese ext r emi st ci ty- hi ves ar e
seedthe vessel does not act ual l y gai n the knowl edge few and number , and thei r ci ti zens too few to engage in
of the quor i , but af ter a month of the quor i t hi n ki n g outr i ght war f ar e, but dr omi tes fr om these hi ves employ
wi t h her br ai n, she behaves much l i ke the quor i even sabotage and guer r i l l a str i kes agai nst thr eats they can
i n i ts absence. Di scar ded hosts, who have ser ved as manage, fr om unl ucky ogr e nomads to Ri edr an Edge-
I nspi r ed for decades, ar e often i ndi st i ngui shabl e fr om wal ker s. Dr omi tes of the ci ty- hi ve of Nar ' zi x in Syr kar n
the quor i patr on; all tr aces of thei r human per sonal i ty ar e mor e i nsi di oust hey have begun t r adi ng tai nted
ar e l ong l ost. K hyber shar ds thr ough mer chants in Ar dhmen and
It is i mpor tant to bear in mi nd that whi l e the quor i other settl ements.
gai ns access to the memor i es of the Chosen, the r ever se D r omi t e L an ds: Dr omi te set t l ement s, l ar ge and
is not tr ue. Chosen that ser ve in admi ni str ati ve posi ti ons smal l , exi st al l acr oss Sar l ona, hi dden fr om sur f acer s
mi ght know ver y li ttle of the gr and goal s of the Dr eami ng and often r emoved fr om one another .
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 DWARVES AND DUERGAR
goal . T he cr i ti cal excepti on to thi s r ule ar e the " shadow T he dwar ves of Sar l ona' s Dor ann H ol ds r esembl e thei r
l i nes "those Chosen dedi cated from bi r th to ser vi ng the K hor var i an cousi ns i n many r espects. T he Aki ak, how
tr ue quor i agenda. These Chosen ar e taught the natur e of ever , ar e an i ntegr ated peopl e made up of dwar ves and
i l- Lashtavar and thei r quori master s, and they are loyal to duer gar (EPH 8).
the Dar k as opposed to Ri edr a. T he shadow l i nes pr ovi de Dwar f L an ds: The dwar f homel ands of Sar l ona ar e
the I nspi r ed wi th agents who can be tr usted wi th cover t the Dor ann H ol ds, a l oose f eder ati on of cl ans i n the
and di stur bi ng assi gnments. nor ther n Eska Mountai ns. The scatter ed r emnants of the
As most of the Chosen ar e utter l y dedi cated to r efugee Aki ak people li ve in mobi le camps in the foot
Ri edr a and the I nspi r edthey ar e best sui ted for use as hi l l s of the nor ther n Paqaa Mountai ns, and many mor e
NPCs. However , the life of a vessel who has tur ned on her cl ans ar e har bor ed by the Qiku shi fter s of the souther n
master s has many i nter esti ng hooks. T ashana. T he ancestr al cl anhomes of the Aki ak in the
Whi l e the Chosen possess dual spi r i ts onl y when Paqaas ar e cur r entl y under occupati on by the Ri edr ans,
acti vel y possessed by a quor i , the t r ai ni ng of a Chosen and many guer r i l l a bands of Aki ak fi ghter s r emai n in the
and her i nnate bond to Dal Quor enabl es her to take centr al mountai ns.
host f eats. Many Aki ak dwar ves and duer gar have been i mpr i s
Chosen L an ds: T he Chosen ar e ti ed to the l and oned in Ri edr an mi nes and wor k camps for gener ati ons,
of Ri edr a, and it i s r ar e to fi nd them el sewher e save as si nce the i ni ti al downf al l of thei r nati on. T hey ar e
emi ssar i es of the I nspi r ed. T hose f ew who escape the essent i al l y an under gr ound sl ave r ace expl oi ted by the
quor i yoke t ypi cal l y pose as kal asht ar , seeki ng to avoi d I nspi r ed, and few but the fr ee Aki ak i nsur gent s even
undue attenti on. know of thei r exi stence.
Some smal l i ndependent dwar f cl ans can be found
DROM1TES in the mountai nous r egi ons of Syr kar n and Adar . T hese
Sarlona has a secret ci vi li zati on deep beneath its sur face gr oups have been separ ated for gener at i ons fr om the
that of the dr omi tes and thei r ci ty- hi ves (EPH 6). T he Dor ann and Aki ak cl ans.
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 ELANS
acti ons wi th sur face- dwel l er s have r ar el y been good; the When a quor i commi ts a hei nous cr i me agai nst its own
I nspi r ed have dealt wi th dr omi tes usi ng only mur der and 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 l anguages (i nstead of Quor i and Common) . T hei r
as Char act er s secti on of the EBERRON Campaign Setting bonus l anguages ar e Common, Dr aconi c, Dwar ven ,
(page 290). Chosen ar e of the humanoi d t ype and the and Gi ant .
human and psi oni c subt ypes. Fur t her mor e, Chosen K al ashtar r aci al feats ar e avai l abl e to any Chosen
r ai sed i n Ri edr a gai n Quor i and Ri edr an as automati c 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 T hese " mongr el s pr oved to be r emar kabl y wel l sui ted to
pr ocess of I nspi r ati on, the bound spi r i t has no power the envi r onment.
or i nf l uence over i ts host. Condemned to eter nal pow- En eko L an ds: Al t hough a few eneko have made
er l essness, the quor i ' s ener gy sustai ns and empower s thei r way to Adar and the T ashana, Syr kar n is the r eal m
the host, t r ansf or mi ng it i nto an el an (EPH 9). No el an of the mongr el ogr es, and the vast maj or i ty of the r ace
counci l exi sts on Eber r on, and no one under goes the is settl ed ther e.
pr ocess vol untar i l y.
El ans ar e exceedi ngl y r ar e. Most ar e f ound i n HALF- GIANTS
Ri edr a, ser vi ng in the H ar moni ous Shi el d. El ans know Per haps the most baf f l i ng of al l the r aces on the conti
what they ar el i vi n g pr i sons for evi l spi r i t s. An el an nent, the nomadi c hal f - gi ants (EPH 12) of Sar l ona ar e
has been gr ant ed gr eat power wi t h whi ch to ser ve the descendants of anci ent gi ant expl or er s fr om Xen' dr i k.
I nspi r ed, and the potenti al to r edeem the il- altas i mpr i s Some say the hal f- gi ants ar e degener ate offspr i ng of the
oned i n i ts body. Many el ans r i se to thi s chal l enge, Xen' dr i k ti tans, whi l e other s contend they have a mi xed
becomi ng champi ons of the Path of I nspi r ati on. Other s human ancestr y.
str ay fr om the path. Some hear messages fr om the spi r i t What can be said is that the tr ue- br eedi ng half- gi ants
wi t hi n or at least bel i eve that they do; the li fe of an el an are r aci ally i ncli ned towar d psi oni c abi li ty, and thi s r aci al
often ends i n madness. O t her s l ear n the tr uth about tr ai t bi nds them i nto ti ght- kni t but i ndi vi dual l y i solated
the I nspi r edwi th a potenti al li fe span of centur i es, an bands. H al f - gi ants r efer to thei r gr oups as f ami l i es,
el an has a gr eat deal of ti me to put together the pi eces r ather than tr i bes or cl ans, al though few member s of a
of the puzzl e. fami l y ar e actual l y bl ood- r el ated. In fact, many fami l i es
El an L an ds: El ans ar e few in number and hold no adopt i ndi vi dual s of other r aces, par ti cul ar ly psi oni c ones
l and. T hose who leave Ri edr a ar e scatter ed acr oss the such as el ans, dr omi tes, duer gar , and maenads.
wor l d, and could be found in Xen' dr i k, K hor vai r e, or H al f - Gi an t L an ds: H al f - gi ant f ami l i es wander
even Ar gonnessen. A handful have settled in Adar , wher e endl essl y all over Sar l ona, al though they r ar ely str ay i nto
they ar e tr eated wi th suspi ci on and li ve as eter nal par i Ri edr an ter r i tor y. Ther e, they are often " assi mi lated" a
ahs. Nonethel ess, a few have become Adar ' s staunchest pr ocess begi nni ng as slaver y. What is r emar kabl e is the
defender si f only to l ash out at the I nspi r ed. 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
ENEKO known col l ecti vely as the I cebi nder s, hal f- gi ants have a
T he eneko ar e the tr ue chi l dr en of Syr kar n. T hey wer e long tr adi ti on of tr ade and cooper ati on wi th the shi fter
bor n i n the wake of the Sunder i ng, as ogr e r ef ugees and human tr i bes. T he Sandstr i der fami l i es of Syr kar n
mi ngl ed thei r blood wi th that of the nomadi c hal f- gi ants. 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 so is advantageous to them. Eneko ar e al so consi der ed to
ki ngdom of Bor unan, the eneko ar e an ogr e/ hal f - gi ant be one si ze l ar ger when deter mi ni ng whether a cr eatur e' s
hybr i d that now br eeds tr ue. Eneko ar e sl i ghtl y shor ter speci al attacks based on si ze (such as i mpr oved gr ab or
than thei r hal f- gi ant ki n. T hei r ski n car r i es a gr een ti nt swal l ow whol e) can affect them. Eneko can use weapons
that i nspi r es thei r bel i ef in an ogr e mage ancestr y, and desi gned for cr eatur es one si ze l ar ger wi thout penal ty.
some eneko spor t vesti gi al hor ns and pr omi nent cani ne However , thei r space and r each r emai n those of cr ea
teeth. Eneko char acter s have the fol l owi ng r aci al tr ai ts. tur es of thei r actual si ze. T he benefi ts of thi s r aci al tr ai t
Gi ant type. stack wi th the effects of power s, abi l i ti es, and spel l s that
Medi um si ze. change a subject's si ze categor y.
+2 Consti tuti on, +2 Str ength, 2 Dexter i ty, 2 Spel l - Li ke Abi l i ti es: 1/ dayendure elements, pass with
Char i sma. Eneko ar e as tough and str ong as thei r half- out trace. Caster level is equal to 1/2 Hi t Di ce (mi ni mum
gi ant ki n, but tend to be war y and r eser ved. 1st). T he save DC is Char i sma- based.
Base l and speed 30 feet. Aut omat i c L an guage: Common or Ri edr an.
Dar kvi si on 60 feet. Bonus L anguages: Common, Dwar ven, Gi ant, Quor i ,
Low- l i ght vi si on. Ri edr an.
+2 r aci al bonus on savi ng thr ows agai nst poi son. St ar t i ng Age: 30 year s + 3d6 (bar bar i an, r ogue,
Eneko ar e har dy and r esi stant to toxi ns. sor cer er , soul kni fe, wi lder ) + 2d6 (bar d, fighter, pal adi n,
Bonus Feats: Eneko r ecei ve Mar ti al Weapon Pr o r anger , psychi c war r i or ) + 4d6 (cler i c, dr ui d, monk,
ficiency (longbow) as a bonus feat. psi on, wi zar d) .
Power f ul Bui l d ( Ex) : T he physi cal statur e of Agi ng Effects: 60 year s (mi ddl e age)/ 80 year s
eneko lets them functi on in many ways as if they wer e one (old)/ 120 year s (vener able)/ +4d% year s (max age).
si ze categor y l ar ger . Whenever eneko ar e subject to a si ze - H ei ght and Wei ght: mal e (5'4" + 2d10/ 180 X 2d6
modi fi er or speci al si ze modi fi er for an opposed check lb.), female (4' 10" + 2d10/ 120 X 2d6 lb.)
(such as dur i ng gr appl e checks, bul l r ush attempts, and Favor ed Cl ass: Ranger .
tr i p attempts), they ar e tr eated as one si ze l ar ger if doi ng 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
confli ct wi th the humans and eneko of the r egi on. I n contact wi th aventi expl or er s, cl ai m that a gr eat human
Adar , a handf ul of hal f- gi ant fami l i es cal l ed the pathadrik ci vi li zati on once exi sted among the i slands of the Lhazaar
wander among the settl ements and monaster i es. Pr i nci pal i ti es, and that it sank beneath the waves some
two thousand year s ago in a magi cal catacl ysm. Those who
HUMANS wer e at sea when the catacl ysm occur r ed sai led east to find
As in K hor vai r e, Sar l onan humans ar e a study in di ver a new home, comi ng ashor e on the T ashyvar I sl ands of
sity. Fr om the tr i bal bar bar i ans of the Tashana Tundr a nor thwest Sar l ona. T her e the sur vi vor s under went some
to the asceti c monks of Adar , fr om the i ndustr i ous ci ty- f undamental physi cal and spi r i tual tr ansfor mati on, and
dwel l er s of Ri edr a to the pr oud agr ar i ans of Syr kar n, a new race was bor n.
humans domi nate the conti nent. Physi cal l y, maen ads cl osel y r esembl e human s,
al though they tend to be tal l er and heavi er . Most di sti nc
KALASHTAR ti vely, maenads' ski n is dusted wi th bi ts of l i vi ng cr ystal ,
Beauti ful and ki nd, yet emoti onally char ged and myster i gi vi ng them an odd and ghostl y luster in cer tai n ki nds
ous, kal ashtar look much li ke Chosen and I nspi r ed do. of l i ght. Maenads al so have a r aci al pr opensi t y towar d
Most kal ashtar are acti ve in roles that oppose the overlords psi oni cs, wi t h vi r t ual l y ever y i ndi vi dual mani f est i ng
of Ri edr a. T hei r number s ar e too few, however , to tr ul y wi l der abi l i ti es in puber ty.
oppose the mi ght of the I nspi r ed on the Mater i al Plane. M aen ad L an ds: T he maenads of T ashyvar have
Sti l l , they wor k ceaselessly to change the consci ousness bui l t thei r soci ety i n the i sl ands and shor es of nor th
that makes Dal Quor what it is todaya ni ghtmar e. wester n Sar l ona, col oni zi ng as far south as Wi nter stead
K al ash t ar L an ds: Most kal asht ar on Sar l ona at the mouth of the Q onama r i ver . Maenads in Sar l ona
l i ve wi t hi n the hi gh mount ai ns and r i ch val l eys of ar e gover ned by a st r ange seasonal r hyt hm, al most

RIEDRANS AND ADVENTURING


As a player of a Ri edr an char acter , especi al l y a human, Ri edr a or di e. Per haps your char acter is one of the few
you have some speci al consi der ati ons. Common people in Ri edr ans i nvolved wi th an under gr ound gr oup, r ai sed
Ri edr a don't j ust br eak out of thei r appoi nted r oles and wi th the knowl edge that all is not necessar i l y wel l in the
go adventur i ng. Most ar e condi ti oned to be content wi th homel and. Maybe your char acter r ecentl y awakened to
thei r lot, and few wel come much less seek change. the r eal i ty of Ri edr a and is now on the r un. Another
You have many opti ons avai l abl e to you, however . possi bi l i ty is that the char acter is some sor t of cr i mi nal ,
Your char acter mi ght be a loyal Ri edr an chosen to study r i ghtly or wr ongl y accused, l ooki ng for a r oute to fr ee
other cul tur es and ser ve as a goodwi l l ambassador a dom. I n thi s latter case, what you di d doesn't have to be
tr yi ng task that must be per for med among backwar d evi l . Many r easonabl e acti ons or unchangeabl e condi
or cor r upt bar bar i ans who ar e i gnor ant of the Path of ti ons ar e cr i mes in Ri edr a, or they ar e at least si tuati ons
I nspi r ati on. A ti ny mi nor i ty r ebel s agai nst the r estr i c that cause people to di sappear . One of the most common
ti ve phi l osophy of the Path; such per sons must flee 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 Whi l e the thr ee nati ons have known gr eat war s in the
dr awn and tor pi d dur i ng wi nter ' s long dar kness. New past, they have mai ntai ned a r elati ve peace for many gen
maenad coloni es ar e apt to appear by the dozens in spr i ng er ati ons. Tashanan shi fter s place much more i mpor tance
and summer , only to be appar entl y abandoned when the on the communi ty than do thei r self- r eli ant br ethr en i n
season tur ns. K hor vai r e. The semi nomadi c tr i bes of the Qi ku and Saar
In an odd coupl i ng, the maenads have for med close tuk, in parti cular, have evolved a kind of parallel civilization
r elati ons wi th the Saar tuk shi fter s, and i ntegr ated gr oups to the ur bane nati ons of the wor ldone that values natur al
can be found thr oughout the r i ver s and fr i gi d beaches of si mpli ci ty over technologi cal sophi sti cati on, mobi li ty over
the Tundr a shor el i ne. Maenads ar e exper t mar i ner s in entr enchment, and spi r i tuali ty over mater i al i sm.
these shal l ow water s, and they faci li tate tr ade thr oughout Shi f t er L an ds: T he tr i bes of the Qi ku nati on r oam
the r egi on wi th thei r i ngeni ous ski ffs and boats. 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
OGRES AND OGRE MAGES to be movable on shor t noti ce, have per si sted for decades
Sar l ona mi ght be known as the cr adl e of humani ty, but now and are essenti al ly per manent. Most of these vi l l ages
it is al so the bi r thpl ace of the ogr e r ace. The ogr es of ar e bui lt in, on top of, and ar ound the spr awl i ng boul der
K hor vai r e ar e the descendants of settler s who cr ossed the mounds of the centr al T undr a, and f eatur e tents, tun
Bar r en Sea long ago, though thi s knowl edge li ves on only nel s and semi per manent str uctur es of ear th and stone.
in the tales of ogr e mages. Once, the ogr es of Bor unan T he Qiku cur r entl y shar e much of the far souther n
wer e a pr oud war r i or cul tur e, and thei r ogr e mages wer e l ands and r esour ces wi th the r ef ugee Aki ak dwar ves of
mi ghty cr eatur es spoken of in song and stor y. Had the the Paqaa Mountai ns.
ogr es ever sought to conquer humani ty, the hi stor y of T he Saar tuk tr i bes occupy the enti r e wester n coast
Sar l ona mi ght have been qui te di ffer ent. But the ogr es l i ne fr om the Eska Mount ai ns to the Ri edr an bor der .
consi der ed humans unwor thy foes. T hi s over confi dence T he Saar t uk har vest vi r t ual l y al l of thei r r esour ces
was thei r undoi ng, and i n the last days of the Sunder i ng, fr om the sea, and i ndi vi dual tr i bes move up and down
the I nspi r ed uni fi ed the human ki ngdoms agai nst thi s the coastl i ne and among var i ous i nl and wat er ways.
ar my of monster s. The Saar tuk mai ntai n the per manent coastal vi l l age of
Today the ogr es ar e a subdued popul ace. Most ar e Whi tetooth and coexi st peaceful l y wi th maenad coloni sts
not al l owed to even touch weapons; they ar e mi ner s and in the settl ement of Wi nter stead.
l abor er s, and thei r i mmense st r engt h is used to haul T he Chuni i gi ar e the most nomadi c of the thr ee
stone and metal for the hanbalani altas. Not the br i ghtest of nati ons, and they r oam the lar gest ar ea of the Tundr aal l
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 A Saartuk shifter
than they do in K hor vai r e. Young ogr e mages under go of the Tashana Tundra
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.
i nl and ter r i tor i es west of the T i i ki r i ver and nor th to Ri edr ansbut when ther e ar e no Ri edr ans about, they
the Eska Mount ai ns. But the Chuni i gi popul ace is soon tur n on each other .
spar se r el ati ve to thei r ter r i tor i es, and they shar e the Al though most skul ks ar e content wi th thei r savage
wi l d nor t her n l ands wi t h many human and Neander li fe ami d the r ui ns, a few seek somethi ng mor e. Some of
thal tr i bes (Frostburn 36). I n r ecent year s, the nor ther n these skul ks end up wor ki ng wi th the Dr eam Mer chants,
Tashana has been r avaged by the ter r i ble K al aak bar bar whi l e other s si mpl y wander . A few seek to atone for the
i ans, and these i ncur si ons have r educed the Chuni i gi ' s dar k deeds of thei r ancestor s; it's sai d that a handf ul
number s f ur ther sti l l . of skul k gui des have been seen on the Summi t Road i n
Pr evi ous to the r i se of the I nspi r ed i n Ri edr a, r ecent year s.
a br anch of the Q i ku nati on r oamed far south i nto Skul k L an ds: Skul ks ar e scatter ed acr oss Sar l ona,
the l ands that ar e now the Dor Mal eer r egi on. As the but they ar e found i n si gni f i cant number s onl y on the
I nspi r ed came to power , they ensl aved these sout her n i sl ands of Ohr K al uun. H er e skul k tr i bes hi de i n the
tr i bes, who have si nce evol ved i nto an eli te war r i or caste anci ent war mazes, pl ayi ng cat and mouse wi th the for ces
ser vi ng in Ri edr a' s Savage Legi on. of the H ar moni ous Shi eld.
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. XEPHS
Xephs (EPH 15) ar e a str ange br eed nati ve to Adar and
SKULKS possi bl y a pr oduct of the pecul i ar pl anar for ces that exi st
Legend says that at the concl usi on of the Sunder i ng, the i n the l and of r ef uge. Agi l e and psychi cal l y abl e, xephs
people of Nul akesh, Cor vagur a, and Pyr i ne j oi ned forces ar e r enowned for thei r fine cr af ts. Adar an xephs seem
to battl e Ohr K al uun. T hi s dar k ki ngdom was al r eady extr emel y l i ghthear ted compar ed to the typi cal Adar an,
weakened by ci vi l war , and the for ces of the I nspi r ed but the xeph homel and has never known war or si gni fi
took down the ci ty- states of O hr K al uun one by one. cant i nter nal str i fe. Al l xephs consi der themsel ves sol
I n what seemed to be an act of char i ty, a Shadow Lor d di er s in the defense of Adar , however , and they' r e wor thy
named Kul Uul an opened hi s war maze to the r efugees of par tner s in thi s role.
fallen ci ti es, suggesti ng that they mi ght sti ll find vi ctor y Xeph L an ds: Xephs or i gi nated and sti ll li ve in rift
thr ough uni ty. T he tr uth was far mor e macabr e. Uul an val l eys in the southwester n por ti on of Adar . T hei r home
sacr i fi ced thousands of r efugees in a ghastly r i tual cal l i ng is a peaceful and conceal ed one in a caver nous canyon on
for the bl essi ng and pr otecti on of the Dar k Si x. When the a r i ver they name the Xar yai . Xephanan, thei r l ar gest
soldi er s of the Ri edr an Al l i ance came to Uulan' s maze, city, is deep wi thi n the canyon.
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 YUAN-TI
of evi l spi r i ts haunt i ng the br oken mazes. I n ti me, the Once the yuan- ti r ul ed ki ngdoms, but the I nspi r ed
tr uth came to l i ght. Uul an' s peopl e hadn' t vani shed: tur ned the human popul ati on of centr al Sar lona agai nst
they' d been t r ansf or med. T hr ough the bl ood sacr i f i ce them dur i ng the Sunder i ng. T he race was al most er adi
of thousands of i nnocents, Uul an had gai ned a ter r i bl e cated, and many yuan- ti fled, first to Ar gonnessen and
power for hi s own people. T hey had become the skul ks ul ti matel y to Xen' dr i k. T hose who r emai n ar e for ced to
(Fiend Folio 154). cl i ng to the shadows, conceal i ng thei r tr ue natur e fr om
T he skul ks of Ri edr a bel i eve that they ar e the the people ar ound them.
chosen people of the Dar k Si x, bl essed and shi elded by For the most par t , the yuan- t i appear to want
the dei ti es other s fear . Al t hough the skul ks r ever e al l nothi ng mor e than soli tude, but the I nspi r ed teach thei r
of the Si x, they typi cal l y select one as a per sonal patr on subj ects to fear the schemi ng ser pent peopl eand these
and seek to emul ate that force in all ways. T he Mocker y fear s mi ght be j usti f i ed. It is possi bl e that some yuan- ti
i nspi r es the most f ol l ower s, and the skul ks who i dol i ze sti l l seek to r ecl ai m the gl or y of thei r past, and to over
the flayed god ar e ter r i f yi ng i ndeed. T hose skul ks who thr ow those who l ai d them low . . . both the I nspi r ed
fol l ow the Shadow often pur sue ar cane knowl edge; the and humani ty.
most danger ous member s of the Hei r s of Ohr K al uun are Sar lona is home to two di sti nct br eeds of yuan- ti .
often skul k wi zar ds. Nonethel ess, the skul ks have never The ser pent people of Syr kar n are tr adi ti onal yuan- ti (MM
posed a ser i ous thr eat to the I nspi r ed. T hey ar e par anoi d 262), but few are evi l . The shul assakar yuan- ti shar e tr ai ts
cr eatur es who r ever e madness, tr eacher y, and destr uc wi th feather ed ser pents and ar e devoted to the couatl ,
ti on. T hey have tr oubl e f or mi ng l ar ge communi ti es, as fol l owi ng a r el i gi on ver y si mi l ar to the Si lver Fl ame.
r i val r i es and feuds qui ckl y ar i se. The skul ks love to ki l l 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 - ar mor bonus to AC, and r esi stance to cold 5. In addi ti on,
i an shi fter s (ECS 19). In addi ti on, Tashana shi fter s can a wi nter hi de shi fter has a +2 r aci al bonus on For ti tude
choose to adopt the fol l owi ng speci al shi f ti ng tr ai t. savi ng thr ows to r esi st the envi r onmental effects of
Wi n t er hi de ( Su) : Whi l e shi f ti ng, a wi nter hi de extr eme cold.
shi fter gai ns a +2 bonus to Consti tuti on, a +1 natur al
cover ed wi th r ai nbow pl umage. T hey al so have di ffer ent 2ndanimal affinity, clairvoyant sense, cloud mind, concealing
spell- li ke abi l i ti es: darkness and deeper darkness ar e r eplaced amorpha, constrictor's touch, dream lock, psionic knock, psionic levitate,
by light and daylight, r especti vel y; cause fear is r epl aced by thought shield
remove fear. 3r ddanger sense, greater concealing amorpha, escape detection,
Yuan- Ti L ands: The yuan- ti are a race in hi di ng, and evade burst, psionic darkvision, touchsight
they have no open settlements. Most yuan- ti are found in 4thaura sight, psionic dimension door, psionic freedom of move
thei r ancestr al l and of Syr kar n. The shul assakar ar e far ment, psionic modify memory, steadfast perception, trace teleport
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 T ABL E 2- 1: T H E PSI O N I C ASSASSI N
er ally found in couatl r ui nspr otecti ng these si tes from
explor er s whi l e r el yi ng on the locales' defensi ve magi c to Power
shi eld them fr om the eyes of the I nspi r ed. Poi nts/ Power s Maxi mum Power
Level Day K nown Level K nown
PLANAR RACES 1st 0* 1 1st
The many mani fest zones and pl anar for ces in Sar lona 2nd 1 2 1st
pr esent a multi tude of possi bi l i ti es for str ange offspr i ng, 3r d 3 3 1st
nati ve or extr apl anar . I f Sar l ona is taken as a whol e, the 4th 5 4 2nd
opti ons ar e endl essespeci al l y in wi l der par ts of the 5th 7 5 2nd
conti nent. Adar , Syr kar n, and the Tashana Tundr a have 6th 11 6 2nd
fi endi sh i nfl uences, gi vi ng r i se to ti efl i ngs and other 7th 15 7 3r d
evi l - al i gned cr eatur es. T he Tundr a's aukaraks tai nt some 8th 19 8 3r d
chi l dr en wi th pl anar ener gy. Lamanni a and K ythr i com 9th 23 9 4th
monly i nfluence Adar . As such, a few bar i aur s, meph- 10th 27 10 4th
l i ngs, stonechi l dr en, wi l dr en, and even some aasi mar s * A psionic assassin gai ns no power points at 1st level. How
descended fr om guar di nal s make homes in the l and of ever, he does add power points from a high Intelligence
r efuge. Choands and ner aphi m ar e al so found in Adar , score, his race, and feats or other sources to his reserve.
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 NEW FEATS
nance in any por ti on of Sar l ona. T hey li ve among the T hough many of the feats bel ow r emai n uni que to Sar
mundane r aces wher e they can, or alone or in smal l lona, a few have begun to appear on mai nl and K hor vai r e,
gr oups wher e they ar e shunned. 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
ALTERNATIVE CLASS FEATURE: 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
THE PSIONIC ASSASSIN of psi oni cs, such as Hosti l e Mi nd (EPH 47).
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 DREAMTOUCHED FEATS
to swor ds at dawn. T hose who oppose the I nspi r ed mi ght Dr eamtouched feats al l ow a char acter to touch and dr aw
also tur n to the assassi n' s path in thei r quest for fr eedom power from the other wor l dly dr eamspace (see page 18)a
fr om r epr essi on. But the ar cane magi c of the assassi n myster i ous ener gy that per meates the Mater i al Pl ane.
doesn't sui t the quor i bent for psi oni c power , nor the The Dr eam Scion feat is a pr er equi si te for all other dr eam-
dear th of ar cane knowl edge i n the wake of I nspi r ed touched feats.
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 HOST FEATS
dr eambl ades of the quor i or Aki ak avenger s. Host f eats, i ntr oduced in Complete Psionic, r epr esent the
L evel : Assassi n 1st. power s of bei ngs that possess shar ed spi r i ts. Host feats
Repl aces: I f you select thi s featur e, you do not gai n can be taken onl y by a cr eatur e who ser ves as a physi cal
any spel l casti ng abi l i ti es. vessel for a psi oni c enti ty. In the EBERRON campai gn
Benef i t: A psi oni c assassi n has the abi li ty to mani fest setti ng, Chosen, I nspi r ed, and kal asht ar qual i f y for
psi oni c power s as if he was a psi on. To l ear n or mani fest a host f eats.
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 TACTICAL FEATS
hi s assassi n l evel . T he Di ffi cul ty Cl ass for savi ng thr ows T acti cal feats wer e i ntr oduced in Complete Warrior. T hey
agai nst psi oni c assassi n power s is 10 + the power ' s level + al l ow char act er s to per f or m a number of power f ul
the assassi n' s I nt modi fi er . attacks by first t aki ng pr escr i bed acti ons to set up the
A psi oni c assassi n chooses power s from the followi ng maneuver . It is up to you to keep tr ack of those acti ons
l i st. Descr i pti ons ar e in Expanded Psionics Handbook, unl ess and to i nfor m the DM that you ar e pr epar i ng to execute
other wi se noted. a tacti cal maneuver .
1st adrenaline boost (Complete Psionic), burst, catfall,
chameleon, control light, dimensional pocket (Complete Psionic), W EAPON STYLE FEATS
mighty spring (Complete Psionic), offensive prescience, sensory gloom Di st i nct i ve f i ght i ng styl es ar e the stuf f of l egends.
(Complete Psionic) 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 Pr er equi si t es Ben ef i t


Al t i t ude Adapt at i on Base For ti tude save bonus +2 +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
Ascet i c Psi on Wi s 13, I mpr oved Un ar med St r i ke, Become psi oni cal l y f ocused as a st andar d acti on,
N ar r ow M i n d E P H , mani f est er l evel 1st mul t i cl ass bet ween psi on an d monk
Br eath Contr ol 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
Col d Endur ance Base For ti tude save bonus +2 +2 on col d saves, can exi st comf or tabl y
i n col d en vi r on men t s
Edgewal ker Senti nel 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
H azi ng Str i ke 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
Mount ai n Stance Wi s 13, Bal ance 5 r anks, +2 bonus to r esi st unbal anci ng attacks
Concentr ati on 2 r anks
Pole Mast er Pr of i ci ency wi t h a speci fi c haf ted Reach weapon i s tr eated as speci al monk weapon
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
Repel O utsi der Edgewal ker senti ent, r anger 3r d K eep outsi der s at bay
St un n i n g Mast er Dex 13, Wi s 15, I mpr oved Make st unni ng attacks wi t h speci al monk weapons
Un ar med Str i ke, St un n i n g Fi st,
base at t ack bonus + 4
T ashal ator a 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
Ver sati l e Un ar med St r i ke I mpr oved Un ar med Str i ke Deal bl udgeoni ng, pi er ci ng, or sl ashi ng damage
wi t h un ar med str i kes

D r eamt ou ch ed Feat s Pr er equi si t es Ben ef i t


Dr eam of Contact Dr eam Sci on, one other Expend dr eamt ouched use to contact a kn own per son
dr eamt ouched feat
Dr eam of I nsi ght Dr eam Sci on, one other Expend dr eamt ouched use for a r esti ng
dr eamt ouched f eat K n owl edge check
Dr eam of I nsti nct Dr eam Sci on +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
Dr eam of Per cepti on Dr eam Sci on, one other Gai n ext r aor di nar y vi si on abi l i ti es whi l e i n
dr eamt ouched feat dr eamt ouched state; end state to use augury
Dr eam of St r engt h Dr eam Sci on +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
Dr eam of the Moment Dr eam Sci on + 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
Dr eam Sci on K nowl edge ( ar cana) 3 r anks, Gai n abi l i ty to enter dr eamt ouched state
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 of al ti tude t han the categor y you ar e act ual l y i n. Af t er
Adar have a few such styl es. 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
ALTITUDE ADAPTATION no l onger have to make For t i t ude saves for each 6-
Your body adapts qui ckl y to changes in al ti tude, pr event hour per i od to avoi d al ti tude si ckness. I f you tr avel to
i ng you fr om suf f er i ng as much fr om al ti tude si ckness. a l ower al ti tude and r emai n ther e for a week, you lose
Pr er equi si t e: Base For ti tude save bonus +2. your accl i mati on to the hi gher al ti tude and must r eac-
Ben ef i t : You gai n a +4 bonus on For ti tude savi ng cl i mat i ze, al though you al ways r etai n the other benef i ts
t hr ows to avoi d the ef f ects of al t i t ude (DMG 90). Addi gr ant ed by thi s feat.
ti onal l y, when you deter mi ne what effect the al ti tude has Speci al : T hi s feat gr ant s a +2 bonus on Sur vi val
on you, you appl y the effect for the next l ower categor y checks made in hi gh al ti tude (above 5,000 feet) ar eas.
H ost Feat s Pr er equi si t es Ben ef i t
Gestal t Mi ght Spend psi oni c f ocus for adr enal boost
Psychi c War f ar e Concentr ati on 6 r anks, Gai n mi nd- af f ecti ng power bonuses and def enses
base Wi l l save bonus +4

Psi on i c Feat s Pr er equi si t es Ben ef i t


Gestal t Mi ght Spend psi oni c f ocus for adr enal boost
K al asht ar Mi n dl i n k K al asht ar , mindlink psi - l i ke abi l i ty Gai n addi ti onal uses of mindlink at hi gher mani fester level
Mi nd Mask 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
Monk' s Spade Mi nd Bl ade Abi l i ty to gener ate a mi nd bl ade, Shape mi nd bl ade i nto monk' s spade
shape mi n d bl ade cl ass f eat ur e
Quor i Dr ead Chosen, kal asht ar , or I nspi r ed Demor al i ze one enemy
I nsi di ous T er r or Chosen, kal ashtar , or I nspi r ed, +1 or +3 DC to power s used agai nst Quor i Dr ead vi cti m
Quor i Dr ead

T act i cal Feat Pr er equi si t es Ben ef i t


Psychi c War f ar e Concentr ati on 6 r anks, Gai n mi nd- af f ecti ng power bonuses and def enses
base Wi l l save bonus +4

Weapon St yl e Feat s Pr er equi si t es Ben ef i t


Fl yi ng T i ger Dex 15, Exoti c Weapon Pr of i ci ency Can use hook swor ds as r each weapon
(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
Stone Br eaker Str 13, Dex 15, pr of i ci ency Can r end when st r i ki ng wi t h t wo pi cks
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
Wi nd and Fi r e 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

ASCETIC PSION i nvol vi ng br eathi ng, i ncl udi ng suf f ocati on, al ti tude
You ar e a pr acti ti oner of one of the many styles compr i s si ckness, and gas attacks (such as smoke or stinking cloud),
i ng the kal ashtar path of shadows, such as the Tashal a- you r ecei ve a +4 bonus.
tor 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 COLD ENDURANCE
whi l e di str acted. Either because of gr owi ng up in a cold environment or train-
Pr er equi si t es: Wi s 13, I mpr oved Unar med Str i ke, i ng your body and mi nd to i gnore the bi ti ng effect of cold,
Nar r ow Mi nd E PH , mani fester level 1st. you can exist wi th ease in low- temperature envi r onments.
Ben ef i t : You can become psi oni cal l y f ocused Pr er equi si t e: Base For ti tude save bonus +2.
as a st andar d acti on that doesn' t pr ovoke at t acks of Benef i t: You can exi st comfor tabl y in temper atur e
oppor t uni t y. condi ti ons of 0 F and hi gher wi thout havi ng to make
If you have levels in psi on and monk, those levels For ti tude saves (MM 302). You al so gai n a +2 bonus on
stack for the pur pose of deter mi ni ng your AC bonus. For savi ng thr ows agai nst cold effects.
exampl e, a kal ashtar 4th- level psi on/ 1st- level monk woul d Cold Endur ance doesn't pr ovi de any level of r esi s
have a +1 bonus to AC as if he wer e a 5th- level monk. If tance to cold damage.
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.
DREAM Of CONTACT
In addi ti on, you can mul ti cl ass fr eely between the [DREAMTOUCHED]
psi on and monk cl asses. T he dr eamspace thr eads thr ough you and those you
know, al l owi ng your thoughts to touch in dr eams.
BREATH CONTROL Pr er equi si t e: Dr eam Sci on, one other dr eam-
You have master ed your body' s need for ai r . touched feat.
Pr er equi si t es: Con 13, Wi s 13 Benef i t: You exper i ence dr eams that focus on those
Benef i t: You can hold your br eath twi ce as long as you know. Once per day, you can attempt to touch the
nor mal . When you must make a savi ng thr ow or check 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 eam- Pr er equi si t es: Dr eam Sci on, one other dr eam
touched state. You send a shor t message of twenty- f i ve touched feat.
wor ds or l ess to a subj ect you have pr evi ousl y met and Ben ef i t : Whi l e i n a dr eamt ouched st at e, you
spoken to i n the waki ng wor l d. T he subj ect r ecei ves and gai n l ow- l i ght vi si on, dar kvi si on out to 60 feet, and
under st ands the message whet her awake or sl eepi ng, bl i ndsense.
but not if unconsci ous. T hi s abi l i ty does not al l ow the Al so, whi l e i n a dr eamt ouched state, you can use
subject to r espond, but the subject knows the message is augury as a spel l - l i ke or psi - l i ke abi l i ty (your choi ce,
fr om you. caster / mani fester level 1st). T hi s is a full- r ound acti on
T hi s abi li ty functi ons r egar dl ess of the di stance to that pr ovokes attacks of oppor tuni ty. Usi ng augury i mme
the subj ect, but only if you and the subject ar e on the di ately ends your dr eamtouched state.
Mater i al Pl ane. Sendi ng your message (whether success Speci al : Taki ng thi s feat i ncr eases the dur ati on of
fully or not) expends one use of your dr eamtouched state your dr eamtouched state by 1 r ound.
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.
DREAM OF STRENGTH
[DREAMTOUCHED]
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.
[DREAMTOUCHED] Pr er equi si t es: Dr eam Sci on.
Your connecti on to the dr eamspace gr ants you i nsi ght Benef i t: Whi l e in a dr eamtouched state, you gai n a
ful vi si ons. + 1 i nsi ght bonus on damage r olls and a +1 i nsi ght bonus
Pr er equi si t e: Dr eam Sci on, one other dr eam on For ti tude saves.
touched feat. You al so gai n a +5 i nsi ght bonus on any si ngl e
Benef i t : You exper i ence vi vi d and l uci d dr eams. damage roll or For ti tude save you make whi l e in a dr eam
Once per day, you can make a si ngl e K nowl edge check touched state. Usi ng thi s bonus i mmedi atel y ends your
(any fi eld) whi l e you sl eep, r est, or medi tate wi t h the dr eamtouched state.
i ntent of r estor i ng your abi l i ty to enter a dr eamtouched Speci al : T aki ng thi s feat i ncr eases the dur ati on of
state. You gai n a +10 i nsi ght bonus in addi ti on to your your dr eamtouched state by 1 r ound.
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
DREAM OF THE MOMENT
K nowl edge check expends one use of your dr eamtouched [DREAMTOUCHED]
state for the fol l owi ng day. The voi ces of the dr eamspace gi ve you whi sper ed gl i mpses
If appr opr i ate, DMs and pl ayer s can choose to r ole- of the acti ons unfol di ng ar ound you.
pl ay a scenar i o that pr ovi des the i nf or mati on sought Pr er equi si t es: Dr eam Sci on.
t hr ough Dr eam of I nsi ght. A char act er mi ght have a Benef i t : Whi l e in a dr eamtouched state, you gai n a
vi si on of anci ent r ui ns that r eveal s some aspect of thei r + 1 i nsi ght bonus on attack r olls and Reflex saves.
hi stor y, or could dr eam of a r i ddle contest wi th a sphi nx You al so gai n a +5 i nsi ght bonus on any si ngle attack
whose outcome di scl oses a magi c i tem command wor d. roll or Reflex save you make whi l e in a dr eamtouched
Speci al : T aki ng thi s feat i ncr eases the dur ati on of state. Usi ng thi s bonus i mmedi atel y ends your dr eam
your dr eamtouched state by 1 r ound. 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.
DREAM OF INSTINCT
[DREAMTOUCHED] DREAM SCION [DREAMTOUCHED]
T he aur as of the dr eamspace help to shar pen your tr ai n Your knowl edge and study al l ows you to tap i nto an other
i ng and r esolve. wor l dl y sour ce of mysti cal ener gythe dr eamspace.
Pr er equi si t es: Dr eam Sci on. Pr er equ i si t es: K n owl edge ( ar can a) 3 r an ks,
Benef i t : Whi l e in a dr eamtouched state, you gai n K nowl edge (the pl anes) 3 r anks, K nowl edge (psi oni cs)
a +1 i nsi ght bonus on ski l l checks and Wi l l saves. These 3 r anks.
bonuses stack wi t h the effect of the abi l i ty bonuses Benef i t: By tappi ng i nto the latent essence of dr eams
gr anted by the Dr eam Sci on feat. that satur ates all Eber r on, you ar e able to dr aw power
Fur ther mor e, you gai n a +10 i nsi ght bonus on any fr om the other wor l dl y dr eamspace (see page 18).
si ngle ski l l check or Wi l l save you make whi l e in a dr eam As a full- r ound acti on, you enter a dr eamtouched
touched state. Usi ng thi s abi li ty i mmedi atel y ends your statea condi ti on of consci ous dr eami ng that f ocuses
dr eamtouched state. the wor l d ar ound you even as it r eveal s your own i nner
Speci al : T aki ng thi s feat i ncr eases the dur ati on of self. You can enter a dr eamtouched state once per day for
your dr eamtouched state by 1 r ound. 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.
DREAM OF PERCEPTION T hi s gr ants you the usual benef i ts to ski l l checks based
[DREAMTOUCHED] on those abi l i ti es and on other uses of your I ntel l i
Your senses are shar pened wher e the dr eamspace unfolds gence, Wi sdom, and Char i sma modi f i er s. Spel l cast
ar ound you. er s and mani f est er s i n a dr eamt ouched state do not
gai n any addi t i onal spel l s or power poi nt s, but they GESTALT MIGHT [HOST, PSIONIC]
i ncr ease the save DCs for those spel l s and power s. Your call on your i nner spi r i t to pr ovi de you wi th a bur st
Your i ncr ease i n I nt el l i gence does not gr ant you any of adr enal i ne.
addi t i onal ski l l poi nt s. Benef i t : As a swi ft acti on, you can expend your
Each dr eamt ouched state l asts for a number of psi oni c focus to gai n a +2 i nsi ght bonus to Str ength and
r ounds equal to 3 + your ( newl y i mpr oved) Wi sdom Dexter i ty for 1 r ound.
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 HAZING STRIKE
another dr eamtouched state (a swi ft acti on) as long as you Your successful stunni ng attack clouds the mi nd as it
have uses left for the day. hamper s the body.
In addi ti on to the above effects, char acter s who have Pr er equi si t es: Dex 13, Wi s 13, I mpr oved Unar med
the Dr eam Sci on feat ar e i mmune to the dr eamshapi ng Str i ke, Stunni ng Fi st, base attack bonus +2.
effects of the hanbalani (see page 48). Ben ef i t : Vi ct i ms of your successf ul st un n i n g
Speci al : Char act er s nor mal l y unabl e to dr eam at t ack can' t mai n t ai n n on magi cal al t er ed ment al
(i ncl udi ng kal ashtar , el ves, and war f or ged) can take thi s states, i ncl udi ng combat f ocus, dr eamtouched, fr enzy,
feat in or der to tap i nto the latent power of the dr eam- psi oni c focus, and r age. Af f ected cr eatur es can't r egai n
space. Such char acter s do not gai n the abi l i ty to dr eam these states for 1 r ound f ol l owi ng the r ound when they
or the abi li ty or need to sleep as a r esult. However , taki ng ar e stunned.
thi s feat makes such char acter s suscepti bl e to spel l s and Speci al : A fi ghter can select H azi ng Str i ke as one of
effects not nor mal l y effecti ve on char acter s who do not hi s fi ghter bonus feats. Cr eatur es i mmune to stunni ng
dr eam, i ncl udi ng nightmare. attacks ar e i mmune to the effect of thi s feat.
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
INSIDIOUS TERROR
do not sl eep (such as el ves and war f or ged) must have [PSIONIC, RACIAL]
spent a mi ni mum of 4 hour s i n uni nt er r upt ed r est or Your i ntui ti ve sense of your vi cti m' s fear s enhances the
medi tati on. T i me spent in sl eep or r est to pr epar e for a effecti veness of your psi oni c power s.
dr eamtouched state al so counts as nor mal towar d heal Pr er equi si t es: Chosen, kal ashtar , or I nspi r ed,
i ng, r egai ni ng spel l s and power s, and other effects that Quori Dr ead.
r equi r e r est. Benef i t: When you use a mi nd- affecti ng psi oni c
Char acter s who ar e fati gued or exhausted cannot power agai nst a tar get demor al i zed by your Quori Dr ead,
enter a dr eamtouched state. 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
EDGEW ALKER SENTINEL is i ncr eased by 3.
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 ).
KALASHTAR MINDLINK
Benef i t : Add K nowl edge (the planes) to your li st of [PSIONIC, RACIAL]
r anger or scout cl ass ski l l s. You ar e i nnatel y tal ented wi t h your r aci al mindlink psi -
When you select thi s feat, gai n a +1 bonus agai nst one l i ke abi l i ty.
of your pr eexi sti ng outsi der favor ed enemi es. Pr er equi si t es: K al ashtar , mindlink psi - li ke abi li ty.
In addi ti on, you can cast the fol l owi ng spel l s as if Benef i t : You can use the mindlink psi - l i ke abi l i ty
they wer e on the r anger spell list at the i ndi cated level. gr anted by your kal ashtar her i tage thr ee ti mes per day.
1stprotection from chaos/evil/good/law. Your mani fester level for your mindlink abi li ty equal s your
3r dmagic circle against chaos/evil/good/law. char acter level.
4thdismissal. Nor mal : A kalashtar 's mi ndl i nk can be used once per
Speci al : You can take thi s feat multi ple ti mes. Each day, and its mani fester level is 1/2 the kal ashtar ' s H D.
ti me you take the feat, it appli es to a di ffer ent ki nd of
outsi der favor ed enemy you have. MIND MASK [PSIONIC]
Your mi nd conceal s some of your tr ai ts.
FLYING TIGER [STYLE] Benef i t: Effects that detect al i gnment r eveal that
You have master ed the style of fi ghti ng wi th two hook you ar e neutr al , and detect magic and detect psionics r eveal you
swor ds at the same ti me, and you can per for m astoundi ng to be nonmagi cal and nonpsi oni c, r egar dl ess of your tr ue
maneuver s wi th them. natur e. You also get a +1 bonus on savi ng thr ows agai nst
Pr er equi si t es: Dex 15, Exoti c Weapon Pr ofi ci ency mi nd- affecti ng spel l s, power s, and abi l i ti es. I f you wi sh,
(hook swor d), Two- Weapon Fi ghti ng or the abi l i ty to you can suppr ess the benefi t of thi s feat to r eveal your
tr eat the hook swor d as a speci al monk weapon, Weapon actual char acter i sti cs and for go the save bonus.
Focus (hook swor d), base attack bonus +1 N or mal : A cr eatur e' s aur a r eveal s its al i gnment and
Benef i t: When taki ng a full attack acti on wi th your psi oni c natur e.
hook swor ds, you can hook the long ends of the weapons Speci al : T hi s feat does not mask the aur a of effects
together or unhook them as a fr ee acti on. Whi l e the you cr eate or i tems in your possessi on, i ncl udi ng ongo
swor ds ar e hooked together , they deal only the l ower of i ng spel l s and power s, as wel l as i mbedded magi c or
thei r two damage di ce but they al so act as a r each weapon psi soni c i tems.
that can be used to attack adjacent foes.
Benef i t : You can tr eat a hafted r each weapon as a
MONK'S SPADE MIND BLADE speci al monk weapon, al l owi ng you to per for m flur r y
[PSIONIC] of bl ows wi th it. Exampl es of such weapons i nclude the
When you r eshape your mi nd bl ade, you can change it gl ai ve, l ongspear , r anseur , and Tal enta shar r ash.
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, PSYCHIC WARFARE [HOST, TACTICAL]
shape mi nd bl ade cl ass featur e. You have studi ed the tel epathi c combat techni ques of the
Benef i t : Any ti me you want to r eshape your mi nd I nspi r ed and the kal ashtar , and can dr aw on your i nner
blade usi ng your shape mi nd blade cl ass featur e, you can spi r i t to str engthen your attacks.
add the monk' s spade to your shape r eper toi r e. You ar e Pr er equi si t es: Concentr ati on 6 r anks, base Wi l l
pr ofi ci ent wi th your monk' s spade mi nd bl adeyou ar e save bonus +4.
tr eated as if you had the feat Exoti c Weapon Pr ofi ci ency Benef i t: The Psychi c War f ar e feat enables the use of
(monk' s spade mi nd bl ade). The weapon is si zed appr o thr ee techni ques. You can benefi t fr om only one of these
pr i atel y for you and deal s damage as a monk' s spade. tacti cs in any gi ven r ound.
Active Defense: To use thi s techni que, you must fi ght
MOUNTAIN STANCE defensi vel y or per for m a full defense acti on. Dur i ng a
You know how to stabi l i ze your sel f agai nst unbal anc r ound in whi ch you fight defensi vely, you r ecei ve a +1
i ng at t acks. i nsi ght bonus on savi ng thr ows agai nst mi nd- affecti ng
Pr er equi si t es: Wi s 13, Bal ance 5 r anks, Concentr a spel l s, power s, and abi l i ti es. I f you take a full def ense
ti on 2 r anks. acti on, thi s bonus is i ncr eased to +2.
Ben ef i t : You gai n a +2 bonus on checks and r ol l s Probing Thoughts: To use thi s techni que, you must per
to r esi st bul l r ush, di sar m, gr appl e, over r un, and tr i p for m a full defense acti on for 1 r ound. If you mani fest a
attempts made agai nst you. 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.
POLE MASTER Psychic Riposte: To use thi s techni que, you must spend 1
Your monasti c tr ai ni ng i ncl uded extensi ve wor k wi th acti on poi nt to i mpr ove your savi ng thr ow when you ar e
pole ar ms. tar geted by a mi nd- affecti ng spel l , power , or abi li ty. Add
Pr er equi si t es: Pr of i ci ency wi t h a speci f i c haf ted hal f of the r esult of the acti on poi nt roll (r ounded down)
r each weapon, Weapon Focus (same speci f i c haf ted to the savi ng thr ow DC of any mi nd- affecti ng power you
r each weapon) , base attack bonus +1, f l ur r y of bl ows mani fest agai nst the aggr essor in the fol l owi ng r ound.
cl ass f eatur e.
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 FIST OF DAL QUOR
Fi ghti ng, Weapon Focus (any pi ck), base attack bonus +1. "Bring it on."
Benef i t: If you hi t the same cr eatur e wi th both pi cks Aester aan, fist of Dal Quor
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 + T he I nspi r ed ar e the lor ds of Ri edr a and the physi cal
1- 1/2 ti mes your Str bonus. pr esence of the Dr eami ng Dar k on Eber r on, but thei r
Speci al : A r anger who has chosen the two- weapon number s ar e l i mi ted and thei r i mpor tance too gr eat to
combat style can select Stone Br eaker even if he does not be r i sked in common combat. When battle must be done,
meet the Dexter i ty pr er equi si te. 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
STUNNING MASTER si mi l ar techni ques.
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. BECOMING A FIST OF DAL QUOR
Pr er equi si t es: Wi s 15, I mpr oved Unar med Str i ke, T he Fi sts of Dal Quor ar e a combat or der dr awi ng
Stunni ng Fi st, base attack bonus +4. super natur al power fr om the Regi on of Dr eams. As
Benef i t: You can make Stunni ng Fist attacks usi ng such, mani fester s in sear ch of a combat edge and combat
speci al monk weapons. Any abi l i ty you have that r equi r es cl asses seeki ng a psi oni c edge ar e equal l y common wi thi n
Stunni ng Fist as a pr er equi si te, such as H azi ng Str i ke or thei r r anks. Most Chosen fists of Dal Quor ar e psychi c
Fi er y Fist (PH2 79), can al so be used wi th attacks made war r i or s or soul kni ves; among the kal ashtar , monks and
wi th speci al monk weapons. soul kni ves fr equentl y take up thi s cl ass.
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. EN T RY REQ U I REM EN T S

TASHALATORA Race: Chosen, Inspired, or kalashtar.


You have successful ly i ntegr ated mar ti al ar ts wi th psi oni c Base Attack Bonus: +4.
power under the tutel age of Tashal ator a master s. Ski l l s: Knowledge (the planes) 4 ranks.
Pr er equi si t es: Autohypnosi s 5 r anks, Concentr a Feats: Any one psionic feat.
ti on 5 r anks, Monasti c T r ai ni ng (psi oni c cl ass), abi li ty Speci al : Proficiency wi th any martial or exotic weapon.
to mani fest 1st- level power s. For the purpose of this prerequisite, a mind blade is con
Benef i t : Your l evel s in the psi oni c cl ass you selected sidered an exotic weapon.
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. 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
VERSATILE UNARMED STRIKE
You employ a var i ety of unar med fighting styles, al l owi ng Base
you to alter the type of damage your attacks deal. Attack For t Ref Wi l l
Pr er equi si t e: I mpr oved Unar med Str i ke. Level Bonus Save Save Save Speci al
Benef i t : As a swi f t acti on, you can opt for your 1st +0 +2 +0 +2 Sudden strike 1d6,
unar med str i kes to deal your choi ce of bl udgeoni ng, stunni ng strike 1/day
pi er ci ng, or sl ashi ng damage. Once you make thi s choi ce, 2nd +1 +3 +0 +3 Resilient mind,
your unar med str i kes conti nue to deal the chosen damage stunni ng stri ke 2/day
type unti l you use another swi ft acti on to change it. 3r d +2 +3 +1 +3 Sudden strike 2d6,
Speci al : A fighter can sel ect Ver sati l e Unar med stunni ng strike 3/day
Str i ke as one of hi s fighter bonus feats. 4th +3 +4 +1 +4 Resilient soul,
stunni ng stri ke 4/day
W IND AND FIRE [STYLE] 5th +3 +4 +1 +4 Sudden strike 3d6,
You have master ed the style of fighting wi th two cutti ng stunni ng strike 5/day
wheel s at the same ti me, and you ar e adept at openi ng
wounds wi th them. Cl ass Ski l l s (2 + I nt modi fi er per l evel ): Climb, Heal,
Pr er equi si t es: Str 13, Exoti c Weapon Pr ofi ci ency Jump, Knowledge (the planes), Knowledge (psionics), Ride,
(cutti ng wheel ), Two- Weapon Fi ghti ng or the abi li ty to Survi val.
tr eat the cutti ng wheel as a speci al monk weapon, Weapon
Focus (cutti ng wheel ), base attack bonus +4. CLASS FEATURES
Benef i t: If you hit the same cr eatur e wi th both of You channel the ener gy of the Regi on of Dr eams i nto
your cutti ng wheel s in the same r ound, you tear open the abi li ti es desi gned to destr oy foes in combat.
wound and cause bl eedi ng. T he bl eedi ng cr eatur e takes Sudden St r i ke ( Su) : If you can catch an opponent
1 poi nt of damage per r ound unti l it r ecei ves a DC 15 when he is unabl e to def end hi msel f ef f ecti vel y fr om
Heal check or magi cal heal i ng. Wounds fr om mul ti pl e your at t ack, youcan str i ke a vi tal spot for extr a damage.
successful uses of thi s style cause cumul ati ve bl eedi nga Whenever your tar get i s deni ed a Dexter i ty bonus to
cr eatur e affected by thi s style thr ee ti mes takes 3 poi nts Ar mor Cl ass (whether the tar get has a Dexter i ty bonus
of damage per r ound from bl eedi ng. 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 on the path that br ought you her e. In the end, though,
use sudden str i ke when f l anki ng an opponent unl ess that your tr ai ni ng as a fist of Dal Quor sets you far above the
opponent is deni ed its Dexter i ty bonus to AC. war r i or you once wer e.
T hi s damage al so appli es to r anged attacks agai nst Your si gnatur e abi l i ti es wor k i n concer t to al l ow
tar gets up to 30 feet away. Cr eatur es that have conceal you to make shor t wor k of foes i n si ngl e combat. Your
ment, cr eat ur es wi t hout di scer ni bl e anat omi es, and stunni ng str i ke can stagger even the str ongest opponent,
cr eatur es i mmune to extr a damage fr om cr i ti cal hi ts ar e l eavi ng hi m at your mer cy as your sudden str i ke attack
all i mmune to sudden str i ke. You can't make a sudden r ends both body and soul.
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. Advan cemen t
You can' t use sudden str i ke to del i ver nonl ethal From the ear li est days, you wer e mar ked by your si ngl e-
damage. Weapons capabl e of deal i ng onl y nonl ethal mi nded deter mi nati on in combat, but even when si ngled
damage don't deal extr a damage when used as par t of a out for i ncr easi ngl y danger ous mi ssi ons, you felt con
sudden str i ke. str ai ned in a way you di d not ful l y under stand. T hough
T he extr a damage fr om the sudden str i ke abi l i ty tr ai ni ng in the ways of the mi nd was never your pr i mar y
stacks wi th the extr a damage fr om sneak attack whenever gi ft, your connecti on to Dal Quor r emi nded you that
both woul d apply to the same tar get. ther e was mor e to your str ength than j ust the physi cal .
St un n i n g St r i ke (Su): As par t of a melee attack, When the Fi sts of Dal Quor appr oached you, you found
you can attempt to stun a foe. T hi s abi l i ty functi ons l i ke out how r i ght you wer e.
the Stunni ng Fist feat (PH 101), except that you can stun T he Fi sts of Dal Quor ar e not an or gani zed f or ce,
opponents wi th your weapon attacks in addi ti on to your ei ther among your peopl e or the hated foes who have
unar med attacks. You can attempt a stunni ng str i ke a cor r upt ed the t r ai ni ng. Rather , you ar e one of a l oose
number of ti mes per day equal to your cl ass level . associ ati on of speci al i st s, sought out for speci f i c mi s
Whenever you make a st unni ng str i ke, you can si ons but j ust as often left to your own devi ces. By the
i ncr ease the save DC by 1 per 4 power poi nts spent. The ti me you wer e appr oached to j oi n, your ent r y i nto the
number of power poi nts you expend on a si ngle attack Fi sts of Dal Quor had al r eady been deci ded. Now, your
cannot exceed your cl ass level . comr ades know that you can be tr usted to uphold your
If you al r eady have the Stunni ng Fi st feat, you gai n tr ai ni ng and r epay the power you dr aw fr om the Regi on
the abi l i ty to make a stunni ng attack wi th weapons in of Dr eams.
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 Resour ces
you ar e a monk who has taken Stunni ng Fi st as a bonus As a fi st of Dal Quor , you ar e t ypi cal l y shown r espect
feat, levels i n thi s pr esti ge cl ass stack wi th monk levels for among your peopl e, even those to whose author i ty you
the pur pose of deter mi ni ng how many ti mes per day you submi t . At the same t i me, the nat ur e of your mi s
can use your i mpr oved Stunni ng Fist attack. si ons often means that few of those ar ound you know
Resi l i ent Mi n d ( Ex) : Your si ngl e- mi nded dedi ca your cal l i ngor under st and how wi se they woul d be
ti on to combat makes it har der to sway you fr om your to f ear you.
pur pose. At 2nd l evel , you gai n a +2 bonus on saves T hough no for mal or gani zati on exi sts among your
agai nst mi nd- affecti ng spel l s, power s, and abi l i ti es. peer s, you can and do seek t r ai ni ng and i nt el l i gence
Resi l i en t Soul ( Ex) : As your t r ai ni ng conti nues, fr om those who have al so t aken up thi s pat h. When
the essence of Dal Quor pr otects you fr om power s of the or der s come, however , they come fr om hi gh up. T he
mi nd. At 4th l evel , you gai n a +2 bonus on saves agai nst l i ghtspeaker s of Adar and the I nspi r ed al i ke mai ntai n
psi oni c power s and psi - l i ke abi l i t i es. T hi s bonus di r ect contr ol over the dual tr adi ti ons of the fists of Dal
stacks wi t h the bonus on saves agai nst mi nd- af f ect i ng Quor, and when your master s seek you out, it is never
spel l s, power s, and abi l i ti es gr ant ed by your r esi l i ent wi thout pur pose.
mi nd abi l i ty.

PLAYING A FIST OF DAL QUOR FISTS OF DAL QUOR


For a fist of Dal Quor, di pl omacy ser ves li ttle pur pose IN THE W ORLD
beyond deter mi ni ng how the dead should be collected "He'd been in the city a week, maybe more. Looked to bea laborer, or one
from the battl efi el d. You ar e a war r i or , pur e and si mpl e, seeking hisfortune across the sea. Then the kalashtar arrived on one of the
and the defense of your people is your only goal . Lhazaar boats and hemet them at thedocks, that knife of light blazing where
K al ashtar and I nspi r ed al i ke cl ai m the tr adi ti ons of he tore through them like they were cattle at the slaughtering wall."
the fists of Dal Quor, and to be the tr ue hei r s to the Quor Mi hai ti , eneko trader in Ar dhmen
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. 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
Combat si des. Whether leader s of cr ack combat squads or pati ent
Str i ke har d. T hi s basi c tenet of your combat phi l osophy hunter s i n sear ch of danger ous pr ey, member s of thi s
is as str ai ghtf or war d as your fighting style is compl ex, pr esti ge cl ass are among the best war r i or s in Sar l ona.
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 O r gan i zat i on
moment wi th si new and steel or adopt the mor e subtl e T hough the Fi sts of Dal Quor dr aw thei r power fr om
appr oach of steal th, spel l , or psi oni cs depends l ar gel y 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 anAdar 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) An y char acter desi r i ng a pl ace i n the fr ont l i nes of
can r esear ch the fi sts of Dal Quor to l ear n mor e about the kal ashtar I nspi r ed confl i ct mi ght choose to pl ay a
t hem. When a char act er succeeds on a ski l l check, the fist of Dal Quor . T he or der ' s l oose or gani zati on l eaves
f ol l owi ng lor e i s r eveal ed, i ncl udi ng the i nf or mati on pl enty of oppor tuni ty for i ndi vi dual s to go adventur
from l ower DCs. i ng, but a fi st of Dal Quor can be contacted by hi s
DC 10 : T he kal ashtar (or I nspi r ed if appr opr i ate) I nspi r ed or l i ght speaker master s at any ti me, maki ng
tr ai n eli te soldi er s to take on the most danger ous mi s it easy to weave hi gh- l evel pol i ti cal or mi l i t ar y hooks
si ons agai nst thei r foes. It'ssai d that these war r i or s stand i nto a campai gn.
down fr om no thr eat.
DC 15: T he Senti nel s of the I nspi r ed and the fi sts Adaptati on
of Dal Quor among the kal ashtar ar e sai d to be the same Wi th a si mple change to the name and the r aci al pr er eq
mar ti al tr adi ti on. Pi ty anyone who faces them, for even ui si tes, the fist of Dal Quor becomes a cl ass devoted to
those who aren't mani fester s wi el d super natur al power any par t i cul ar dei ty or mysti c for ce. T he cl ass' s super
in battle. natur al abi li ti es can be j ust as easi l y der i ved from magi c
DC 20 : T he fi sts of Dal Quor ar e among the best as psi oni cs, and r epl aci ng the psi oni c feat pr er equi si te
war r i or s on both si des of the Ri edr aAdar confli ct, but wi th r anks in Use Magi c Devi ce cr eates a combat tr adi
they' r e as l i kel y to be found far fr om the front l i nes. T he ti on dedi cated to pr otecti ng an or der of power ful mages
I nspi r ed and kal ashtar al i ke gi ve them al most free r ei n, or sor cer er - ki ngs.
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 Sampl e Encounter
can lear n i mpor tant detai l s about speci fi c notable fists of The thousand- year war between kal ashtar and I nspi r ed
Dal Quor, the ar eas wher e they oper ate, and the ki nds of is fought on many f r onts, any of whi ch make a l i kel y
acti vi ti es they under take. 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
FISTS OF DAL QUOR IN THE GAME encounter , and should i deally pr ovi de a for mi dable chal
Fi sts of Dal Quor can be found in any par t of Sar l ona, l enge to the PCs. At the same ti me, a fi st of Dal Quor
and have l i kel y establ i shed a cl andest i ne pr esence i n sympatheti c to the par ty' s goal s mi ght pr ove an unex
K hor vai r e as wel l . Because of the or der s' secr ecy, any pected ally, steppi ng i nto the fray alongsi de the PCs, then
char acter the PCs have met mi ght be r eveal ed to be a aski ng them some favor in r etur n.
fist of Dal Quor (whether al l y or enemy) on a cl andes EL 8: Aest er aan i s a fist of Dal Quor in ser vi ce to
ti ne mi ssi on. 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 BECOMING A HAZTARATAIN
destr oy) the taskmaster s and gui des of the Summi t Road, T he asceti c natur e of the H aztar atai n or der appeal s to
par ti cul ar l y those that oper ate i n and ar ound Syr kar n. those who focus on sel f- master y; its mar ti al spi r i t dr aws
In the gui se of a weather beaten wander er , he tr avel s the those who concentr ate on mi ght r ather than mysti ci sm.
f r onti er f r om Ar dhmen to the mouth of the Ghoza, Sti l l , exper i ence wi t h the super nat ur al is a must for
wat chi n g for any oppor t uni t y to r epay the gi f ts of D al those who become parahdri. A desi r e to defend Adar is
Quor wi t h kal asht ar bl ood. Aest er aan' s magi c combat par amount. These monks ar e seldom r el i gi ousyet they
gear has been gat her ed fr om hi s vi ct i ms over the l ast ar e attuned to the spi r i tual and i nter nal wor l ds.
sever al months.
EN T RY REQ U I REM EN T S

AESTERAAN CR 8 Race: Any non- I nspired.


Male Chosen soulknife 5/fist of Dal Quor 3 Ski l l s: Concentration 8 r anks, K nowledge (nature)
LE Medium humanoid (human, psionic) 2 r anks, Sur vi val 2 r anks.
I ni t +5; Senses Listen +0, Spot +8 Feats: Alti tude Adaptati on!, Stunni ng Fist
Languages Common, Riedran, Quori Spel l cast i ng or Psi oni cs: Abi li ty to cast expeditious
AC 15, touch 11, flat- footed 14 retreat, jump, or longstrider, and levitate or spider climb, or the
(+1 Dex, +4 armor) abi li ty to mani fest skate or stone mind, and earth walk or
hp 64 (8 HD) psionic levitate.
Fort +6, Ref +6, Wi l l +7 (+2 mind- affecting) 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
Speed 30 ft. (6 squares)
the masters there, and under take a pi lgr i mage to Ahdr y-
Melee mind blade +10 (1d6+4/1920) or
atmi n. The spirit's token is requi red as proof of success.
Melee mind blade +10 (1d10 +5/1920) when shaped as bas
tard sword
Ranged mind blade +8 (1d6+4/19- 20) T ABL E 2- 4: T H E H AZT ARAT AI N
Base Atk +5; Gr p +8 H I T D I E: D8
Atk Opti ons Psionic Weapon +2d6, psychic strike +1d8,
sudden strike +2d6, stunni ng strike 3/day
Base
Combat Gear 2 oil of darkness, 2 potions of bull's strength,
Attack For t Ref Wi l l
4 doses Keoghtom's ointment
Level Bonus Save Save Save Speci al
Abi l i ti es Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 14 1st +0 +0 +2 +2 Ki strike (magic),
SQ free draw, shape mind blade monk abilities
Feats Combat Reflexes, Improved Initiative, Psionic Weapon, 2nd +1 +0 +3 +3 Energize,
Skill Focus (Tumble), Weapon Focus (mind blade) B, Wild endure elements
Talent B 3rd +2 +1 +3 +3 Cliff walker
Ski l l s Autohypnosi s +6, Bluff +4, Concentr ati on +10, 4th +3 +1 +4 +4 Lightning blow,
Diplomacy +4, Disguise +2 (+4 impersonating a human), resistance to
Intimidate +4, Knowledge (the planes) +7, Speak Lan electri ci ty 5
guage (Common), Spot +8, Tumble +10 5th +3 +1 +4 +4 Peak leap
Possessi ons combat gear plus +2 leather armor 6th +4 +2 +5 +5 Br eathar i an
7th +5 +2 +5 +5 Mountain form
8th +6 +2 +6 +6 Resistance to
HAZTARATAIN electri ci ty 10
"This land is alive. It moves and multiplies, breathes and eats, sleeps 9th +6 +3 +6 +6 Earth glide
and dreams, wakes and watches, defends and attacks. It is a dance of 10th +7 +3 +7 +7 Control weather 1/day
the manifested and unmanifested. It is in balance. We, its guardians,
should be likewise." Cl ass Ski l l s (4 + I nt modi fi er per l evel ): Autohypno
B h i m aan i , H azt ar at ai n sis, Balance, Climb, Concentration, Escape Ar ti st, Jump,
Hide, Knowledge (local), Knowledge (nature), Move
Anci ent and wat chf ul , the H azt ar at ai n or der has been Silently, Perform, Survi val, Swim, Tumble.
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 CLASS FEATURES
and mi nd i n bal ance. T hey use the st r ange di chot o You ar e a war r i or who uses Adar ' s l andscape to your
mi es of Adar ' s l andscape as metaphor s for thei r mar ti al advantage, honi ng mysti cal pr owess to become one wi th
and spi r i tual tr ai ni ng, becomi ng master s of ear th and mountai ns and wi nd as needs be. Spel l s and power s take
sky. Al though the or der exi sted befor e the kal ashtar ' s a secondar y role in your pur sui t of i nner har mony and
ar r i val , the r ever ed founder of the sect, H azgaal , is the soldi er ly ski l l . Each H aztar atai n is a force of one.
ver y monk who wel comed T ar at ai fr om Dal Quor to K i St r i ke (Su): Your unar med str i kes ar e tr eated as
Adar , wher eupon he became H aztar atai . Si nce then, the magi c weapons.
H aztar atai n, popul ar l y known as the summi t senti nel s Monk Abi l i t i es: Your H aztar atai n levels stack wi th
(or parahdri in Quor i ), have been i ntegr al to the defense your monk l evel s for deter mi ni ng your unar med dam
of Adar . 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 expects. What you cannot defeat, the mountai ns help you
uses of the Stunni ng Fist feat you get each day. el ude. As you master your sel f , you become the per f ect
En er gi ze ( Su) : At 2nd l evel , you gai n the abi l i ty guer r i l l a war r i or , mobi le and r el i ant on nei ther weap
to heal mor e qui ckl y when you medi tate or sl eep whi l e ons nor suppl i es.
r esti ng on natur al ear th or stone or under an open sky. Al t hough the H azt ar at ai n Monast er y is an estab
Each hour spent medi tati ng in thi s way heal s a number l i shed str onghol d, it does not contai n only member s of
of poi nts of damage equal to your Wi sdom bonus. Usi ng thi s pr esti ge cl ass. It i s named for an honor ed master .
thi s abi li ty, you can only heal a number of poi nts per T hi s monasti c f or tr ess mi ght be an anchor for you, or
day equal to two ti mes your H aztar atai n cl ass level. T hi s it mi ght be a si te for a once- i n- a- l i f eti me pi l gr i mage.
heal i ng is i n addi ti on to natur al heal i ng (PH 146). H azt ar at ai ns often gr eet one another as f ami l y, and all
Endur e El ement s (Su): Begi nni ng at 2nd level, you H azt ar at ai ns ar e wel come at the monaster y of the same
act as if constantl y affected by the endure elements spel l . name. No one ser ves as l eader or gur u, unl ess such a
Cl i f f Wal ker ( Su) : St ar t i ng at 3rd l evel , you can r el ati onshi p is cr eated by mutual consent.
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 Combat
consecuti vel y. You have speci al power s, and you use them to di ctate the
L i ght n i n g Bl ow (Su): At 4th level, you can expend ter ms of engagement. When you're over whel med, r etr eat
one of your uses of the Stunni ng Fist feat as a swi ft acti on up a cli ff and r eengage when you're ready. You al so aren't
to add an extr a 1d6 poi nts of el ectr i ci ty damage wi th your above fr i ghteni ng and confusi ng your enemi es. Sneak
unar med str i kes. Once acti vated, thi s abi li ty lasts for the i nto your quar r y' s camp at ni ght and r ui n hi s suppl i es.
rest of your tur n. When the enemy is on the move agai n, wai t to leap si lently
Resi st ance to El ect r i ci t y ( Su) : Accustomed to the fr om a f og- enshr ouded pr eci pi ce, str i ke one of your
stor ms of Adar , you gai n r esi stance to el ectr i ci ty 5 at 4th foes wi th l i ghtni ng- cover ed f i sts, and fly back i nto the
level. At 8th l evel , your r esi stance to el ectr i ci ty i ncr eases cl ouds l i ke r ol l i ng thunder . You' r e not as dur abl e as a
to 10. Savage Legi on shi fter in a br eastplate, but in the mazel i ke
Peak L eap ( Su) : Begi nni ng at 5th l evel , you tr eat r avi nes and peaks of Adar , you're the master .
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). Advan cemen t
Br eat har i an ( Ex) : At 6th l evel , you have tr an You knew you wanted to be a H aztar atai n si nce you wer e
scended the need for food and water . You acqui r e sus ol d enough to know what one i s. So you devoted your
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
spi r i t, mi nd, and body to the auster e tr ai ni ng r equi r ed equi nox. Led by the eldest H aztar atai n in the monaster y,
of a tr ue mar t i al ar ti st. When your teacher s thought K ei dr i i (LG female human monk 2/egoist 3/ H aztar atai n
you wer e r eady, or when you consi der ed your sel f so, 10), thi s gr oupi ng is fanci ful ly cal l ed the Gather i ng of
you tr avel ed to the H aztar atai n Monaster y and then to Stor ms. At the meeti ng, H aztar atai ns exchange news and
Ahdr yat mi n. T her e, the spi r i ts of Adar appr oved your collect i nfor mati on on thr eats. Some form new gr oups,
guar di anshi p, and thei r appr oval ear ned you tr ai ni ng whi l e other s leave compani ons behi nd to go it al one.
as a H aztar atai n.
Now you'r e a parahdri, behol den only to your sense of NPC Reacti ons
duty to Adar and your mor al i ty. You wander wher e the In Adar , a H aztar atai n can expect a fr i endly r ecepti on
wi nds beckon, deal i ng wi th those you meet as you see fit. from those who r ecogni ze her and her occupati on. That
Si nce you're al ways wel come in the H aztar atai n Monas sai d, a few r enegade H azt ar at ai ns have done enough
ter y, you can r etur n ther e to tr ai n. Other monaster i es evi l that some pl aces har bor gr udges agai nst speci f i c
al so r espect your ski l l , and ar e usual l y open to you. summi t senti nel s. Resi dents of such ar eas ar e l i abl e to
As you advance, consi der what type of war r i or you be unfr i endl y or even hosti l e.
want to become. Gai ni ng mor e spel l casti ng or psi oni c Ri edr ans hate and f ear H azt ar at ai ns. Of cour se,
pr owess mi ght seem desi r able, but you can never outlear n few Ri edr ans woul d r ecogni ze a H azt ar at ai n on si ght.
those who have such vocati ons as thei r sole focus. Develop An d Ri edr an mi l i t ar y per sonnel i n Adar ar e al ways
only those power s that enhance your effecti veness, such unfr i endl y or wor se to Adar ans.
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 HAZTARATAIN LORE
the hi t- and- r un type. Psi oni c Fi st is a must for psi oni c Char act er s who have r anks i n K nowl edge (l ocal ) can
H aztar atai ns, and Bli nd- Fi ght is an assetdar kvi si on or r esear ch H aztar atai ns to lear n more about them. When a
no dar kvi si on. Consi der Tr ack if you want to stal k your char acter succeeds on a ski l l check, the fol l owi ng lore is
foes or your al l i es need such hel p. 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
Resour ces mysti cal power s r el ated to the ear th and sky. T hey ar e
H azt ar at ai ns have the r espect of many in Adar . A wan guer r i l l a war r i or s who have some mysti cal abi li ty.
der i ng war r i or such as you can expect shel ter fr om a DC 15: Al l H aztar atai ns ar e tr ai ned at H aztar atai n
monaster y or a bi t of food (i f you need it) fr om a val l ey Monaster y on the east side of Adar , but many come fr om
far mer . You ar e ti ed to no or gani zati on, however , unl ess di ffer ent monasti c tr adi ti ons. Each of them is r equi r ed
you j oi n the Summi t Road, and wi th that fr eedom comes to go on a pi l gr i mage i nto the wi l ds before bei ng accepted
li ttle suppor t. Li ve by your r eputati on and your abi l i ty to for tr ai ni ng. H azt ar at ai , an anci ent kal asht ar master ,
take what you need fr om your enemi es. 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
HAZTARATAINS IN THE W ORLD actual l y r equi r es them to gai n the appr oval of the spi r i ts
"The wind came howling down the valley, and it was dumping buckets of Adar ' s wi l d pl aces. It is the first step in gai ni ng thei r
of rain before they appeared. Four of them came against over forty of power s, whi ch i nclude heal i ng by sl eepi ng on the ear th,
us. I don't know why or how I survived, my lord. I do know that you are i mmuni ty to the weather , gr eat j umpi ng ski l l , and goi ng
rightthe people of Adar are monsters." wi thout food and water .
Ri edr an sergeant's report 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
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 aster y houses many t r adi t i ons, and a woman named
spel l or psi oni c f l avor mi xed i nto thei r r eper t oi r e. K i edr i i l eads the H azt ar at ai n sect ther e. It is sai d that
T hi s cl ass f ocuses on the t hemat i c el ement s r el at i ng she can wal k t hr ough mount ai nsi des and contr ol the
the monk to Adar r ather t han on spel l cast i ng abi l i ty stor ms of Adar .
( 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 HAZTARATAINS IN THE GAME
they' r e al so di sti nctl y Adar an. H aztar atai ns make gr eat I ncl udi ng H aztar atai ns in the game al l ows the par ty to
guer r i l l as and guar di ans, but an evi l one can be a ter r or meet myster i ous parahdri in the wi l ds of Adar , and gi ves
acr oss Adar . 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
Or gani zati on uni ts such as adventur i ng par ti es. A wi cked H aztar atai n
A H azt ar at ai n is a l oner , but she al so wor ks wel l in a can be a fear some foe in the unf or gi vi ng wi l der ness of
smal l squad of other ski l l ed folk, such as Adar an r ang the land of r efuge.
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 Adaptati on
up of i ndi vi dual s who have di ver se but compl ement ar y H aztar atai ns don't have to be Adar an. Si mply by r enam
abi l i ti es, the H azt ar at ai n is a good suppor t f i ghter and i ng them, they could be myster i ous asceti cs fr om among
shock tr ooper . When she wor ks wi t h other s of her i l k, the dr ui ds, spi r i t shamans, and wu j en of the nor ther n
she and the other s choose i ndi vi dual modes of attack El deen Reaches near Sci on's sound. Dr ow or l i zar df ol k
that syner gi ze. who li ve near the myster i ous Ri ng of Stor ms in Xen' dr i k
Many H aztar atai ns have a nostal gi c fondness for could pr acti ce a si mi l ar for m of mysti cal fighting. Even
H aztar atai n Monaster y, and it is nor mal for such i ndi the Ser en could have such tr adi ti ons, r efer r i ng to thei r
vi dual s to tr avel ther e to congr egate dur i ng the spr i ng 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 sand NEW SPELLS
ki l l er s. T hey seek danger ous cr eatur es and foes of Adar , T he magi cal lor e of Sar l ona' s f or mer ki ngdoms was
er adi cati ng such thr eats befor e they ter r or i ze the weak or l ar gel y destr oyed by the I nspi r ed, but the K eeper s of
menace the secr ets of Adar . Gr oup sneaki ng i nto Adar the Wor d and the Hei r s of Ohr K al uun both mai ntai n a
wi thout per mi ssi on or al l i ed wi th the I nspi r ed ar e l i kel y li feli ne to the power of that lost age.
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 NEW BARD SPELL
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 2nd L evel
among lesser br i gands. Fl exf or m: Target's form shi fts and deforms, gr ants +10 on
EL 8: Bhi maani is tr avel i ng al ong the bor der of Escape Ar ti st and Tumble.
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 NEW CLERIC SPELLS
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 2nd L evel
asks them for hel p. If the PCs r efuse, she questi ons them For ti fy Metal or Stone: Stone or metal objects have hard
about why they'r e i n Adar , then lets them go on thei r way. ness and hi t poi nts doubled; weapons gai n damage
She then leads the Ri edr ans r i ght to them. Af ter watch bonus; armor gr ants DR.
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. 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 CR 6
Female human monk 2/druid 3/Haztaratain 1 6t h L evel
LN Medium humanoid Fl eshbound: Possessi ng spi ri t is locked to host cr eatur e,
I ni t +3; Senses Listen +5, Spot +5 takes damage if attacked.
Languages Riedran
AC 16, touch 15, flat- footed 13 7t h L evel
(+3 Dex, +2 Wi s, +1 armor) Li febound: Possessi ng spirit is locked to host creature and
hp 36 (6 HD) is destroyed if host is slai n.
Resi st evasion
Fort +7, Ref +8, Wi l l +10 NEW DRUID SPELL
Speed 40 ft. (10 squares); woodland stride 4 t h L evel
Melee +1 quarterstaff +7 (1d6+2) or
Melee unarmed strike +6 (1d6+1) or Raptor Cloud: Avi an shadows gr ant cover, deal damage to
Melee 2 +1 quarterstaff +5 each (1d6+2) or attacker s, grant bonuses on Jump and Tumble checks.
Melee 2 unarmed strikes +4 each (1d6+1) or NEW SORCERER/ W IZARD SPELLS
Ranged mwk light crossbow +7 (1d8/1920)
Base Atk +3; Gr p +4 2nd L evel
Atk Opti ons Combat Reflexes, Hazing Strike, Stunning Fist
3/day, ki strike (magic) Ench Dr eam Lock: Target creature cannot differenti
Speci al Acti ons spontaneous summon nature's ally spells ate dream from reality, and is dazed or shaken.
Combat Gear scroll of barkskin (3 castings), wand of cure light Tr ans For ti fy Metal or Stone: Stone or metal objects
wounds (25 charges) have har dness and hit points doubled; weapons
Dr ui d Spells Pr epar ed (CL 3rd): gai n damage bonus; armor gr ants DR.
2ndflaming sphere (DC 14), soften earth and stone 3r d L evel
1stendure elements, longstrider, magic fang
Conj Dr eam Spi r i t: I ncorporeal mani festati on attacks
0createwater, detect magic, detect poison, resistance
your opponents.
Abi l i ti es Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 8 Evoc Ar cane Maul : Aur a of pure force can be wi elded
SQ link with companion, nature sense, share spells, trackless as melee weapon or hurled as area attack.
step, wild empathy +2 (2 magical beasts) T r ans Fl exf or m: Tar get's form shi fts and defor ms,
B
Feats Al ti tude Adaptati on, Combat Reflexes , Hazi ng gr ants +10 on Escape Ar ti st and Tumble.
Strike, Improved Unar med Str i ke , Stunni ng Fi st B,
B

Track, Weapon Finesse 4t h L evel


Ski l l s Balance +5, Climb +6, Concentration +9, Diplomacy Conj Raptor Cloud: Avi an shadows gr ant cover, deal
+1, Hide +5, Jump +8, Knowledge (nature) +4, Listen +5, damage to attacker s, gr ant bonuses on jump and
Move Silently +5, Sense Motive +7, Spot +5, Survival +9, Tumble checks.
Swim +5, Tumble +8 Ench Dr eam Lock, Mass: As dream lock, but multi ple
Possessi ons combat gear plus bracers of armor +1, +1 quarterstaff, tar gets.
masterwork light crossbow wi th 20 bolts Evoc Stone Stor m: Rain of bullet- sized stones pounds
down, deal i ng bl udgeoni ng and sl ashi ng
damage.
6th Level Objects that wei gh mor e than your caster level in pounds
Abj ur Fl eshbound: Possessi ng spirit is locked to host take damage as nor mal . If the damage caused to an i nter
cr eatur e, takes damage if attacked. 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;
7th Level other wi se it stops at the bar r i er j ust as any other spell
Evoc Stored Li ghtni ng Bolt: Electricity deals ld6/ level effect does.
damage, explodes out from sur face after delay Material Component: A smal l clay hammer , cr ushed in
you select. the fist as the spell is cast.
T r ans Li f ebound: Possessi ng spi rit is locked to host
creature and is destroyed if host is slai n. DREAM LOCK
Enchantment (Char m) [ Mi nd- Affecti ng]
L evel : Sor cer er / wi zar d 2
SPELL DESCRIPTIONS Components: V, S
Pr esented bel ow is a shor t selecti on of spel l s that or i gi Cast i ng T i me: 1 standar d acti on
nated or ar e par ti cul ar l y sui ted for use in Sar l ona. Ran ge: Close (25 ft. + 5 ft./ 2 levels)
I f you want to i nt r oduce other new spel l s fr om T ar get: One l i vi ng cr eatur e
suppl ement s such as Spell Compendium i nto an Eber r on Dur at i on: 1 mi nute/ l evel (D)
campai gn, Sar lona is an excel l ent place for those spel l s Savi ng T hr ow: Wi l l negates
to have first appear ed. Spel l Resi st ance: Yes

ARCANE MAUL Your foe stops short as a nimbus of glowing light surrounds it. Where
Evocati on [ Force] it fought you a moment before, it stands transfixed now, caught up in a
L evel : Sor cer er / wi zar d 3 waking dream.
Components: V, S, M
Cast i ng T i me: 1 standar d acti on When you cast thi s spel l , you wr ap the subj ect cr eatur e
Ran ge: See text in the other wor l dl y ener gy of the dr eamspace, al ter
Ar ea/ Ef f ect : See text i ng its per cepti ons and behavi or . T he cr eatur e enter s
Dur at i on: I nstantaneous, 1 r ound/ l evel (D); see text a state of waki n g dr eami ng, and is dazed for 1 r ound.
Savi ng T hr ow: For ti tude half; see text T her eaf t er , unti l the spel l ' s dur ati on expi r es, the
Spel l Resi st ance: Yes 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.
As you crush the clay hammer in your fist, you feel aforce wrap about your T he cr eatur e is tr eated as shaken, and all i ts opponents
hand. The shimmering shape of a warhammer appears before you, ready gai n conceal ment.
to be swung. 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
T hi s spell cr eates a power ful aur a of pur e force that can ments or mi nd- affecti ng spel l s, power s, and abi l i ti es.
be wi el ded as a melee weapon or hur led as an ar ea attack. Speci al : I f you cast thi s spel l whi l e i n a dr eam-
When the spell is cast, you choose whi ch ver si on of the touched state, you can par ti al l y di r ect the r andom vi si ons
arcane maul to employ and in whi ch hand to wi el d the melee that pl ague the tar get cr eatur e. T hi s al l ows you to i nflu
ver si on. An arcane maul cannot be first used in melee and ence the acti ons of the tar get as if usi ng a suggestion spel l .
then hur led, nor can the melee ver si on be swi tched from T he suggested cour se of acti vi ty conti nues for the enti r e
hand to hand. dur ati on of the spel l .
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 DREAM LOCK, MASS
be wi elded r egar dl ess of pr ofi ci ency wi th the war hammer . Enchantment (Char m) [ Mi nd- Affecti ng]
Used empty- handed, an arcane maul appear s as a shi m L evel : Sor cer er / wi zar d 4
mer i ng, hammer - shaped force field. When it is used in T ar get: One or mor e l i vi ng cr eatur es, no two of whi ch
a hand al r eady hol di ng a weapon, the shi mmer i ng force can be mor e than 30 ft. apar t
field wr aps ar ound both hand and weapon, but all effects T hi s spell functi ons l i ke dream lock, except that mass dream
of the mater i al weapon (mundane or magi c, i ncl udi ng lock affects multi ple cr eatur es.
damage, bonuses, thr eat r ange, and speci al abi li ti es) Speci al : If you cast thi s spell whi l e in a dr eam-
are lost for the dur ati on of the spel l . An arcane maul can touched state, all cr eatur es wi thi n the ar ea ar e subject
be used wi th a weapon in your off hand, but the r egul ar to your i nfluence. Any suggested cour se of acti vi ty wi l l
penal ti es for two- weapon fighting apply. be di r ected to all cr eatur es si mul taneousl y, and wi l l be
If hur led, an arcane maul shoots out fr om your fist as i gnor ed if i nappl i cabl e.
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 DREAM SPIRIT
li ne and bur st take ld6 poi nts of force damage per two Conjur ati on (Cr eati on)
levels (maxi mum 10d6) and ar e stunned for 1 r ound. A L evel : Sor cer er / wi zar d 3
successful For ti tude save hal ves damage and negates the Components: V, S
stun effect. Cast i ng T i me: 1 r ound
A hur l ed arcane maul damages obj ects in its ar ea. It Ran ge: Medi um (100 ft. + 10 ft./ level)
destr oys nonmagi cal cr ystal , gl ass, cer ami c, or por ce Ef f ect: One cr eated dr eam spi r i t
l ai n, smashi ng those substances i nto dozens of pi eces. Dur at i on: 1 r ound/ l evel (D)
Savi ng T hr ow: None the host body as a free acti on. If it chooses not to abandon
Spel l Resi st ance: No 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
A shimmering aura takes the shape of a multilegged creature from night damage to the host cr eatur e deal s the same damage to
mare, instantly leaping into battle against your foes. 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
T hi s spel l cr eates a mani f estati on of the dr eamspace 0 or fewer hi t poi nts, the possessi ng spi r i t is forced fr om
that attacks your enemi es. A dream spirit is tr eated as an the body as if subj ect to a dismissal spell. Al so, i ts psychi c
i ncor por eal cr eatur e that has your hi t poi nts and the wounds pr event it fr om possessi ng any other host for
AC you woul d have if you wer e i ncor por eal (it l oses any a number of days (as r eckoned on the Mat er i al Pl ane)
ar mor bonus or natur al ar mor bonus you have but gai ns equal to the amount of hi t poi nt damage and abi l i ty
a deflecti on bonus equal to your Char i sma modi fi er or damage deal t to i t.
+1, whi chever is gr eater ). Material Component: A spher e of vol cani c gl ass, whi ch is
The dream spirit appear s wher e you desi gnate and acts shatter ed as the spell is cast.
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 FLEXFORM
touch attack that uses your base attack bonus plus Dexter Tr ansmutati on
ity modi fi er and deal s ld6 poi nts of damage, plus 1 per L evel : Bar d 2, sor cer er / wi zar d 3
two level s ( maxi mum 1d6 + 10). Component s: V, S, M
As a free acti on, you can mental l y di r ect a dream spirit Cast i ng T i me: 1 standar d acti on
not to attack, to attack par ti cul ar enemi es, or to per for m Ran ge: Touch
other acti ons. T he dream spirit acts nor mal l y on the last T ar get: Li vi ng cr eatur e touched
r ound of the spel l ' s dur ati on and di ssi pates at the end of Dur at i on: 1 mi nute/ l evel
its tur n. Savi n g T hr ow: None
I f a dream spirit is r educed to 0 hit poi nts, thi s spell Spel l Resi st ance: Yes (har ml ess)
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 A shimmering light traces its way across the body of the creature you
spell ends. touch. As the light fades, the target's limbs and torso begin toflex and
Dream spirits ar e mater i al in natur e, and so ar e not compress elastically.
affected by dismissal and si mi l ar effects. T hey ar e not sub
j ect to effects that affect outsi der s. 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
FLESHBOUND sur r oundi ngs. T hi s effect gr ants a +10 bonus on Escape
Abj ur ati on Ar ti st and Tumble checks, and al l ows Tumble checks to
L evel : Cler i c 6, sor cer er / wi zar d 6 be made untr ai ned. As wel l , the subject can squeeze i nto
Component s: V, S, M a space hal f as wi de as its nor mal space (PH 148) wi th no
Cast i n gT i me: 1 standar d acti on penal ti es to movement, attack r olls, and AC. The subject
Ran ge: Close (25 ft. + 5 ft./ 2 levels) is able to move fr eely thr ough squar es occupi ed by cr ea
T ar get: One possessed cr eatur e tur es only one si ze categor y l ar ger than it, r ather than
Dur at i on: I nstantaneous thr ee si ze categor i es l ar ger (PH 148).
Savi ng T hr ow: Wi ll negates; see text Material Component: A smal l glob of gum r esi n.
Spel l Resi st ance: Yes
FORTIFY METAL OR STONE
A field of magical energy surrounds your opponent, which shrieks as the Tr ansmutati on
spirit possessing it isforcibly locked to its body. As you prepare your next L evel : Cler i c 2, sor cer er / wi zar d 2
attack, you know that thepossessing spirit will remember this fight. Component s: V, S, M
Cast i n gT i me: 1 standar d acti on
When thi s spell is cast on a possessed cr eatur e, the pos Ran ge: Touch
sessi ng spi r i t is tempor ar i l y bound wi thi n its host and T ar get: One object touched
i nextr i cabl y l ocked to that host's li fe for ce. I f the flesh- Dur at i on: 1 hour / l evel
bound cr eatur e takes damage, the possessi ng spi r i t feels Savi ng T hr ow: None
its pai n. Spel l Resi st ance: Yes (object; see text)
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 The object you touch glows momentarily with aheatless light. In your hand,
sessi ng spi r i t (ECS 101). For the pur pose of combat, the you feel a subtle change in the item's heft, and itssurface gleams with new
fleshbound cr eatur e uses its own attacks and speci al abi li strength.
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. Fortify metal or stone alter s the i nter nal str uctur e of stone or
Each r ound as a ful l - r ound acti on, a fleshbound cr ea metal in or der to str engthen it. Any si ngle object of up
tur e can make a speci al Wi l l save (DC equal to spell' s save to 10 feet on a side (weapons, ar mor , chests, sar cophagi ,
DC mi nus possessi ng spi r i t's H D + your caster level). A door s, and so on) has its har dness and hit poi nts doubled,
quori spi r i t possessi ng an I nspi r ed host can add the levels and has its br eak DC i ncr eased by 10.
of the host body to its Hit Dice for the pur pose of r esi sti ng If cast on weapons, fortify metal or stone bestows an enhance
thi s spell. If the spi rit succeeds on the save, it can abandon 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. i nextr i cabl y l ocked to that host' s l i fe for ce. If the life-
Sui ts of ar mor ar e consi der ed si ngle objects for the pur bound cr eatur e is sl ai n, both the host and the possessi ng
pose of bei ng affected by thi s spell, but ar mor and shi el ds spi r i t di e.
must be tar geted wi th separ ate casti ngs. Whi l e under the effect of thi s spell, the host cr eatur e
You can usefortify metal or stone on master wor k weapons automati cal l y falls under the complete control of the pos
and ar mor , but magi c i tems have an effecti ve spell r esi s sessi ng spi r i t (ECS 101). For the pur pose of combat, the
tance of 20 + caster level. Ar ti f acts cannot be affected by lifebound cr eatur e uses its own attacks and speci al abi li ti es
thi s spel l . (wi th any enhancements pr ovi ded by the possessi on), but
Metal or stone cannot be enhanced mor e than once can make use of any of the possessi ng spi ri t's spel l - l i ke,
by thi s spel l . psi - l i ke, or super natur al abi l i ti es, even if the possess
Material Component: A mi xtur e of coal dust and l i me. 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
LIFEBOUND makes use of the possessi ng spi ri t's abi li ti es in ways that
Tr ansmutati on make sense for its own for m. For exampl e, an I nspi r ed
L evel : Cler i c 7, sor cer er / wi zar d 7 that has a tsucor a quor i spi r i t woul d gai n that cr eatur e' s
Component s: V, S, M ter r i fyi ng sti ng super natur al abi li ty, but woul d use the
Cast i ng T i me: 1 standar d acti on abi li ty thr ough its natur al attacks or weapon attacks (the
Ran ge: Touch I nspi r ed' s choi ce).
T ar get: One possessed cr eatur e T he possessi ng spi r i t takes no damage fr om attacks
Dur at i on: 1d6 r ounds di r ected at the host cr eatur e. H owever , if a lifebound host
Savi ng T hr ow: Wi l l negates; see text is sl ai n (taken to 10 hi t poi nts), the possessi ng spi r i t is
Spel l Resi st ance: No 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.
Tendrils of magical energy spread from your hand to wrap your foe, which Many outsi der s ar e ti ed to the ener gy of thei r pl ane,
screams asthespirit possessing it isforcibly locked to itsbody. Then the light and so ar e never per manentl y destr oyed. For exampl e,
of a malevolent evil flares in the host's eyes as it rushes to attack, and you thi s spel l coul d destr oy the per sonal i ty and memor i es of
know you have only one chance. 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
When thi s spel l is cast on a possessed cr eatur e, the pos ki nd. However , a spi r i t destr oyed by thi s spell cannot r e
sessi ng spi r i t is tempor ar i l y bound wi t hi n its host and 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 damages obj ects, j ust as a nor mal lightning bolt. If the
shadows. Youfeel a lightness in your limbs, and asurge ofprotective energy stor age sur face is an unbr oken wal l , damage extends in
as the cloud shrieks and wheels around you. 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
When you cast thi s spell , a mass of avi an shadows sur the other si de of a wal l , and wr aps ar ound fr ee- standi ng
r ounds you, pr otecti ng you fr om attacks even as it gr ants sur f aces such as col umns.
you buoyant dexter i ty. The swi r l i ng shadows gr ant you If the sur face is touched by any cr eatur e befor e the
conceal ment and soft cover (+4 to AC, but you gai n no del ay ti me is up, the stor ed bolt is di schar ged automati
bonus on Reflex saves and cannot use your cover to make cally, wi th the touchi ng cr eatur e taki ng double the stored
H i de checks) . Fur t her mor e, any cr eatur es at t empt i ng damage and all other cr eatur es in the blast ar ea taki ng
mel ee attacks agai nst you take 1d8 poi nts of sl ashi ng hal f damage.
damage fr om the raptor cloud. Cr eatur es get no save agai nst Al l vi cti ms of both the i ni ti al and the stor ed str i kes
thi s damage, but spell r esi stance (if any) appl i es. take hal f damage on a successful Reflex save.
Cr eatur es wi el di ng r each weapons can attack you I f a cr eatur e is al r eady touchi ng the stor age sur face
wi thout taki ng damage, but cr eatur es that have natur al when the spell is cast, any stor ed por ti on of the bolt di s
r each take damage as above. char ges i mmedi atel y, wi th damage cal cul ated as above. If
T hough a raptor cloud moves wi th you, you cannot deal two or mor e cr eatur es ar e al r eady touchi ng the stor age
damage wi th it by pushi ng it agai nst cr eatur es or objects. sur face, the spell di schar ges i mmedi atel y but the touch
Onl y cr eatur es that make melee attacks agai nst you ar e i ng cr eatur es and all other s in the ar ea take nor mal
subject to the cloud' s defensi ve damage. However , you damage, as above.
can elect to expend the spel l ' s ener gy at any poi nt by tar Material Component: A smal l vi al of aci d set i nto a lead
geti ng the raptor cloud agai nst a si ngl e adjacent cr eatur e or r i ng.
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 . STONE STORM
A raptor cloud gi ves you a cer tai n amount of li ft as it Evocati on
swi r l s ar ound you, gr ant i ng you a +5 bonus on Jump and Level : Cleric 5, sor cer er / wi zar d 5
Tumble checks as you roll and weave thr ough mel ee. Components: V, S, M
Material Component: T he shed claw of a falcon or hawk. Cast i ngT i me: 1 standar d action
Range: Long (400 ft. + 40 ft./ level)
STORED LIGHTNING BOLT Ar ea: Cyli nder (20- ft. radi us, 40 ft. hi gh), 10- ft. radius;
Evocati on [ Electr i ci ty] see text
L evel : Sor cer er / wi zar d 7 Dur at i on: 1 r ound
Component s: V, S, M Savi ng T hr ow: None
Cast i n g T i me: 1 standar d acti on Spel l Resi st ance: No
Ran ge: 120 ft.
Ar ea: See text Thunderous grinding splits the air. A pounding storm of stones slams
Dur at i on: See text down, pulverizing all beneath it as razor- sharp fragments ricochet out in
Savi n g T hr ow: Reflex hal f all directions.
Spel l Resi st ance: Yes
A bl i ndi ng stor m of bullet- si zed stones pounds down
A bolt of lightning slams through the mass offoes spread out before you. for 1 r ound. Al l cr eatur es in the ar ea take 3d6 poi nts of
Those that manage to avoid the bolt's path have only a moment to savor bl udgeoni ng damage and 3d6 poi nts of sl ashi ng damage
their apparent good fortune, however, asthe stored bolt explodes from the as the stones sl am down, then shatter to r azor - shar p
wall it struck just a moment before. 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
T hi s mor e power f ul var i ati on of lightning bolt deal s 1d6 bl udgeoni ng and magi c and sl ashi ng, r especti vel y) . A
poi nts of el ectr i ci ty damage per caster level ( maxi mum 4 penal ty appli es to Li sten checks made wi thi n the stone
20d6) to each cr eatur e wi t hi n its ar ea. You can choose storm's effect, and all land movement wi thi n its ar ea is at
whether the bolt is cast all at once or par ti al l y stor ed in one- quar ter speed.
a 5- foot- squar e metal or stone sur face wi t hi n r ange. Material Component: A handful of obsi di an pebbles.
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 NEW POW ERS
sur f ace, and how l ong (to a maxi mum of 5 r ounds) Psi oni c lore and teachi ngs have long spr ead from Sar -
bef or e the stor ed l i ght ni ng di schar ges. I f all damage lona, car r i ed acr oss the seas by the K al ashtar and the
is al l ocated to the i ni ti al str i ke, no ener gy is stor ed; if other psi oni c emi gr ants of that l and. Not all of Sarlona's
all damage is al l ocated to be stor ed, the bolt appear s to secr ets have left its bor der s, however , and a number of
mi ss any tar gets in its path and str i ke the stone or metal pr evi ousl y unknown power s can be found ther e.
sur face har ml essl y.
T he i ni ti al str i ke does damage to al l cr eat ur es PSION/ W ILDER POWERS
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 1st L evel
a 60- foot- r adi us spr ead center ed on the poi nt wher e Stone Mi nd A: Gain bonuses on Search checks whi le stand
the bolt str uck. T he bolt sets fi r e to combusti bl es and ing on stone or ear th.
2nd Level An involuntary spasm shakes you asgreen light flares in your eyes. Then
Constr i ctor ' s Touch: Target's clothi ng or ar mor bi nds it, the creature that threatened you a moment before begins to clutch at its
deali ng damage, penali zi ng attacks, i ncr easi ng chance clothing, fighting to breathe.
of spell fai lur e.
Dr eam Lock, Psi oni c: Target creature cannot differentiate When you mani fest thi s power , you cause the cl othi ng
dr eam from reality, and is dazed or shaken. or ar mor of affected cr eatur es to constr i ct and bi nd
Ear t h Wal kA : Move easily in all directions whi le on earthen them. Each r ound, an affected cr eatur e takes 1d4 poi nts
sur faces. of damage and a cumul ati ve 1 penal ty on attack r ol l s.
Psychi c Whi p A : Ectoplasmi c whi p makes touch attacks Addi ti onal l y, ar cane spells that have somati c components
wi thi n r ange. 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
3r d Level i ng chance of spell fai lur e). A successful For ti tude save
Dr eam Spi r i t, Psi oni c: I ncorporeal mani festati on attacks negates the damage, the penal ty on attack r ol l s, and the
your opponents. chance of spell fai lur e for that r ound.
Affected cr eatur es can attempt to doff thei r cl othi ng
4th Level or ar mor , but must make a successful DC 18 Str ength
Dr eam Lock, Psi oni c Mass: As psionic dream lock, but mul check or a DC 18 Escape Ar ti st check to do so. Remov
tiple tar gets. 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).
5th Level Cl ot hi ng and ar mor i s not damaged by constrictor's
Suppr ess Schi sm A : Block dual mind powers and counter touch. However , if successful l y r emoved, ar mor and cloth
telepathy power s. i ng cannot be put on agai n unti l the power ' s dur ati on
has expi r ed.
6th Level
Ener gy Tr apA: Explosion of energy deals 5d6 damage, cr e DREAM LOCK, PSIONIC
ates li nger i ng effect in ar ea. 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
PSYCHIC W ARRIOR POWERS D i spl ay: Vi sual
Power Poi n t s: 3
1st Level
Psychi c Whi p A : Ectoplasmi c whi p makes touch attacks T hi s power f uncti ons as the dream lock spel l (page 126),
wi thi n r ange. except as noted her e.
Stone Mi ndA: Gain bonuses on Search checks whi le stand
ing on stone or ear th. DREAM LOCK, PSIONIC MASS
Tel epathy (Char m) [ Mi nd- Affecti ng]
2nd Level L evel : Psi on/ wi l der 4
Constr i ctor ' s Touch: Target's clothi ng or armor binds it, Power Poi nts: 7
deali ng damage, penali zi ng attacks, i ncr easi ng chance
of spell fai lure. Thi s power functi ons as the massdream lock spell (page 126),
Dr eam Lock, Psi oni c: Target creature cannot differentiate except as noted her e.
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 DREAM SPIRIT, PSIONIC
sur faces. Metacr eati vi ty (Cr eati on)
Tai l of the Dr agon A: Gai n tail slap attack for ld8 damage. L evel : Psi on/ wi l der 3
Di spl ay: Vi sual
Power Poi nts: 5
POW ER DESCRIPTIONS
T he f ol l owi ng psi oni c power s suppl ement those found T hi s power f uncti ons as the dream spirit spel l (page 126),
i n Expanded Psionics Handbook and Complete Psionic. Many except as noted her e.
of them ar e t hemat i cal l y connect ed to or associ at ed
wi t h Sar l ona. EARTH WALK
Psychometabol i sm
CONSTRICTORS TOUCH L evel : Psi on/ wi l der 2, psychi c war r i or 2
Psychometaboli sm Di spl ay: Vi sual
Level : Psi on/ wi lder 2, psychi c war r i or 2 Man i f est i n g T i me: 1 standar d acti on
Di spl ay: Vi sual Ran ge: Per sonal
Mani f esti ng Ti me: 1 standar d action T ar get: You
Range: Medium (100 ft. + 10 ft./ level) Dur at i on: 1 mi nute/ l evel (D)
Tar gets: One cr eatur e/ level, no two of whi ch are more than Power Poi nts: 3
30 ft. apart
Dur ati on: 1 r ound/ level You ascend the wall as if it were level ground.
Savi ng Thr ow: Fortitude par ti al
Power Resi stance: No You cr eate a per fect mental bond wi th stone, al l owi ng
Power Poi nts: 3 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 For each extr a two di ce of damage, thi s power 's save DC
at your cur r ent l and speed. You can move acr oss cei l i ncr eases by 1.
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 PSYCHIC W HIP
manner , you do not have to make a Cl i mb check to avoi d Psychometabol i sm
l osi ng your gr i p when you take damage. In addi ti on, you L evel : Psi on/ wi l der 2, psychi c war r i or 1
can cl i ng to a stone sur f ace easi l y wi t h j ust one l i mb, Di spl ay: Vi sual
al l owi ng you to attack wi t hout r est r i ct i on, mani f est Man i f est i n g T i me: 1 standar d acti on
power s nor mal l y, and r etai n your Dexter i ty bonus to AC Ran ge: Close (25 ft. + 5 ft./ 2 levels)
whi l e cl i mbi ng. Ef f ect: Ectopl asmi c whi p in your hand
Augmen t : I f you spend 6 addi ti onal power poi nts, Dur at i on: 1 r ound/ l evel (D)
you can mani fest thi s power as a swi ft acti on. Savi ng T hr ow: Wi l l par ti al , Reflex half; see text
Power Resi st ance: No
ENERGY TRAP Power Poi nts: Psi on/ wi l der 3, psychi c war r i or 1
Psychoki nesi s [see text]
L evel : Psi on/ wi l der 6 Aglowing ectoplasmic whip suddenly dances and crackles in your hand.
Di spl ay: Vi sual
M an i f est i n g T i me: 1 standar d acti on The ectoplasmi c whi p you mani fest automati cally extends
Ran ge: Medi um (100 ft. + 10 ft./ l evel) to any l ength wi thi n its r ange, and can be di r ected at any
Ar ea: 20- ft.- radius bur st tar get you choose. You use a psychic whip to make r anged
Dur at i on: I nstantaneous, 1 r ound/ l evel (D)?; see text touch attacks that deal 1d6 poi nts of damage. Any cr ea
Savi ng T hr ow: See text tur e you successf ul l y hi t must make a successf ul Wi l l
Power Resi st ance: Yes save or be stunned for 1 r ound. T hi s is a mi nd- affecti ng
Power Poi nt s: 11 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
A blast of raw energy slams through the area, razing the foes caught in your pr i mar y hand.
there. Even after the blast fades, an energy field lingers to harry your You can make tr i p attacks wi t h a psychic whip as wi t h
opponents. 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
Upon mani f esti ng thi s power , you choose cold, el ectr i c gr ant s you a nor mal whi p' s +2 bonus on opposed attack
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).
r ol l s to di sar m an opponent, but the opponent gets no STONE MIND
automati c attempt to di sar m you if your attack fai l s. You Psychometabol i sm
can use a psychic whip i n thi s manner even if you ar e not L evel : Psi on/ wi l der 1, psychi c war r i or 1
pr ofi ci ent wi th the whi p. Di spl ay: Vi sual
Augmen t : I f you spend 2 addi ti onal power poi nts, Man i f est i n g T i me: 1 standar d acti on
you can mani fest thi s power as a swi ft acti on i nstead of a Ran ge: Per sonal
standar d acti on. T ar get: You
I f you spend 4 addi ti onal power poi nts, you can use a Dur at i on: 1 mi nute/ l evel (D)?
psychic whip to make a si ngl e ar ea attack at any ti me dur i ng Power Poi nts: 1
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 Tour eyes take on the hue of boulders and your skin gains the dusty texture
ever y cr eatur e in the ar ea (Reflex hal f). Cr eatur es that of a creature of the deep earth, signifying your enhanced knowledge of the
fai l thei r Reflex saves must then make a successful Wi l l world below the ground.
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 . 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
SUPPRESS SCHISM checks whi l e standi ng on a stone (i ncl udi ng a wor ked
Psychoki nesi s stone floor) or an ear then sur face. In addi ti on, you gai n
L evel : Psi on/ wi l der 5 a fur ther +2 bonus on Sear ch checks to noti ce unusual
Di spl ay: Audi tor y and vi sual stonewor k. Thi s bonus stacks wi th both the r egul ar bonus
Man i f est i n g T i me: 1 standar d acti on that thi s power gr ants and wi th the +2 bonus on checks to
Ran ge: Close (25 ft. + 5 ft./ 2 levels) noti ce unusual stonewor k gai ned fr om the stonecunni ng
T ar get: One cr eatur e r aci al abi li ty.
Dur at i on: I nstantaneous, 1 r ound/ l evel ; see text Augmen t : I f you spend 6 addi ti onal power poi nts,
Savi ng T hr ow: Wi l l par ti al you can mani fest thi s power as a swi ft acti on.
Power Resi st ance: Yes
Power Poi nts: 9 TAIL OF THE DRAGON
Psychometabol i sm
Your eyes flash and turn white, and with ahissing buzz, your power reaches L evel : Psychi c war r i or 2
out to unify separated minds. Di spl ay: Vi sual
Man i f est i n g T i me: 1 standar d acti on
The kal ashtar psi ons of Adar have master ed a power that Ran ge: Per sonal
di sr upts tel epathi c communi cati on. T hey di scover ed T ar get: You
in pr acti ce that it could be used as a weapon agai nst the Dur at i on: 1 hour / l evel (D)?
quor i spi r i ts that hunt them. Power Poi nts: 3
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 , Aflare of light quickly spreads across your body. You grow a lashing tail,
you make a di spel check (1d20 + your mani fester level , ready to strike.
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 You summon up the st r engt h of the gr eat dr agons to
check is 11 + the power ' s mani fester level. If you succeed change your f or m, mani f est i ng a tai l that t hr ashes
on a par ti cul ar check, that power is di spel l ed; if you fai l, wi t h power . You can use a st andar d acti on to attack
that power r emai ns in effect. wi th a tai l sl ap natur al weapon that deal s 1d8 poi nts of
In addi ti on, if the tar get fai ls a Wi l l save, any form damage. You can choose to deal nonl ethal damage wi th
of dual mi nd in effect is di sr upted for the dur ati on of the your tai l sl ap, t aki ng the standar d 4 penal ty on your
power , i ncl udi ng the effect of the schism power (EPH 130), attack r oll .
an I nspi r ed' s dual mi nd abi li ty, a kal ashtar ' s +2 bonus on If you tai l slap as your only attack, you use your hi gh
savi ng thr ows agai nst mi nd- affecti ng spel l s, power s, and est base attack bonus on the attack r oll, and apply 1- 1/2
abi l i ti es, and host feats. ti mes your Str ength bonus on damage r olls. If you tai l
If the tar get is a possessed cr eatur e, the possessi ng slap in addi ti on to maki ng other attacks, the tai l slap is a
mi nd must succeed on the save or become suppr essed for secondar y attack.
the power ' s dur ati on, in whi ch case the tar get cr eatur e Augmen t : For ever y 4 addi ti onal power poi nts
can act nor mal l y. Because the I nspi r ed ar e possessed you spend, your tai l sl ap deal s an extr a 1d8 poi nts of
cr eat ur es, usi ng thi s power agai nst them r equi r es the damage.
quor i spi r i t to first save agai nst begi n suppr essed. On a If you spend 6 addi ti onal power poi nts (not i nclud
successful save, the I nspi r ed must then save agai nst the i ng poi nts spent to i ncr ease your tai l slap damage), thi s
di sr upti on of the dual mi nd abi li ty. power gr ants you a tai l sweep attack in addi ti on to a tai l
On a fai led save, if the tar get cr eatur e attempts to sl ap attack. T he tai l sweep af f ects a hal f - ci r cl e wi t h a
mani fest a tel epathy power whi l e suppress schism is in effect, r adi us of 20 feet. Cr eatur es of your si ze or smal l er ar e
it must make a successful mani fester level check (DC 11 affected, automati cal l y taki ng 2d6 poi nts of damage plus
+ your mani fester level ) or fai l to mani fest the power . 1- 1/2 ti mes your Str ength bonus. Affected cr eatur es can
Augmen t : For ever y 2 addi ti onal power poi nts you attempt Reflex saves for hal f damage. The save DC equal s
spend, thi s power 's save DC i ncr ease by 1. 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 aur a of l eader shi p. Some (those that par al l el alarm and
towar d adventur i ng PCs, but life in a psionic soci ety creates zone of silence) wer e cr eated by or gani zati ons such as the
more uti li tar i an powers aswell. A number of low- level spells Unchai ned as an ai d to l i vi ng under the I nspi r ed, whi l e
from the Player'sHandbook (and one from Spell Compendi um) power s such as psionic endure elements and psionic pass without trace
have par allel psionic ver si ons not commonly found outside or i gi nated in the tr adi ti ons of the hal f - gi ants, duer gar ,
Sar lona. Al though all these power s mi ght find use in an and other psi oni c r aces of thi s l and.
adventur er ' s r eper toi r e, they wi l l mor e l i kel y be found Al l new power s are psi on/ wi l der power s of the i ndi
among Sar lona's r ank- and- fi le mani fester s. cated l evel , and take the name " [ spel l name] , psi oni c"
Some power s (those that par al l el prestigidation, glibness, except wher e a new name is gi ven in par entheses. Except
and discern lies) wer e devel oped by the I nspi r ed of Ri edr a for the di ffer ences noted below, all featur es of a power
in or der to mai ntai n thei r i mmacul ate appear ance and ar e i denti cal to the spell it is based on.

Equi val ent Spel l


(Power Name) Level Di sci pl i ne/ Descr i ptor Notes
Alarm 1st Clairsentience Augment: Each additional power point increases the
duration by 1 hour/level.
Animal messenger 2nd Telepathy (compulsion)
[ mind- affecting]
Animate rope 1st Psychometabolism Augment: 1 additional power point adds a +5 bonus
on your ranged touch attack roll.
Arcane eye (Mind's eye) 4th Clai r senti ence (scr yi ng) Augment: 6 additional power points allows the mind's
eye to hear as well as see.
Arcane mark (Spirit mark) 1st Psychometabolism
Calm animals 1st Telepathy (compulsion)
[ mind- affecting]
Comprehend languages 1st Clairsentience
Control weather 7th Psychometabolism
Detect undead 1st Clairsentience
Discern lies 4th Clairsentience
Endure elements 1st Psychometabolism Augment: Each additional power point allows you to
affect one additional creature.
Erase 1st Psychometabolism
Find traps 2nd Clairsentience
Glibness 3rd Psychometabolism
Hardening (from Spell Compendium) 6th Metacreativity Augment: Base effect improves hardness by 5. Every
4 additional power points adds 1 point of hardness.
Helping hand 3rd Psychokinesis 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.
Illusory script (Secret script) 3rd Psychometabolism
Jump 1st Psychometabolism
Magic mouth (Secret voice) 2nd Psychometabolism
Mage hand (Forceof mind) 1st Psychometabolism Incorporates the effect of open/close.
Make whole 2nd Psychometabolism
Mending - See prestidigitation
Open/close See mage hand
Pass without trace 1st Psychometabolism
Prestidigitation 1st Psychometabolism Incorporates the effect of mending.
Remove fear 1st Psychometabolism
Secret page 3rd Psychometabolism
Shrink item 3rd Psychometabolism
Speak with animals 1st Clairsentience
Tenser'sfloating disk (Floating disk) 1st Psychokinesis [force] Augment: 2 additional power points increases
di ameter of disc to 6 ft. and doubles wei ght/ volume
carried.
Unseen servant 1st Metacreativity (creation)
Zone of silence 4th Psychometabolism
Zone of truth 2nd Telepathy (compulsion)
[mind- affecting]
CHAPTER THREE

TREASURES
OF SARLONA
From mundane and magic items to special mate swor ds are typi cally cur ved and shar pened along a si ngle
rials and substances to mystical events and loca edge. The I nspi r ed often use a weapon cal l ed a zul aat,
ti ons, Sar lonans r egular ly encounter objects whi ch is functi onal l y i denti cal to the Val enar double
and occur r ences unusual or even unhear d of sci mi tar . T he i llustr ati on on thi s page shows a few Sar
in K hor vai r e. Thi s chapter di scusses a var i ety lonan var i ati ons on typi cal weapons, al ong wi th the new
of Sar lonan tr easur es in tur n, br i ngi ng uni que, mysti cal, weapons i ntr oduced in thi s book. Changes in the weapon's
and myster i ous facets of the conti nent to life. 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
SPECIAL MATERIALS oppressi ve gover nment, and many tools became weapons
The I nspi r ed and Chosen r egul ar l y use two substances thr ough populi st r esi stance. Weapons that or i gi nated in
that ar e exceedi ngl y r ar e in K hor vai r e: deep cr ystal and Sarlona include the kama, katar (punchi ng dagger), kukr i ,
senti r a. Both can be cr afted to ai d the psi oni cal ly acti ve. nunchaku, r anseur (called a monk' s fork), sai , and Sian
Deep Cr yst al : T hi s hi gh- qual i ty cr ystal is r enowned gham. When Sar l onans came to K hor vai r e more than a
for its str ength and psi oni cally r esonant natur e. A weapon mi llenni um ago, they brought thei r weapons wi th them.
made of deep cr ystal is tr eated as its nor mal counter par t, Weapons found in other D&D supplements are also
except that a psi oni c wi el der can focus psi oni c power common in Sarlona. From Arms and Equipment Guide come the
thr ough it, i ncr easi ng its damage. As a free acti on that butterfly sword, chakr am, duom, nekode, manti, and tonfa.
does not pr ovoke attacks of oppor tuni ty, the wi el der can The lajatang and mancatcher can be found in Complete Warrior.
channel 2 power poi nts i nto the weapon to deal an extr a The collapsi ng crescent fan (Sandstorm 96) and stabaxe (Planar
2d6 poi nts of damage. The weapon stays char ged for 1 Handbook 69) are common in Adar . Ner aphi m in Adar also
mi nute or unti l it scor es its next hi t. Bows, cr ossbows, use thei r annul ats (Planar Handbook 68).
and sl i ngs bestow thi s power on thei r ammuni ti on, but Cut t i ng Wheel : H andhel d weapons that sur r ound
the effect is lost if the mi ssi l e mi sses. the fist wi th a blade, cutti ng wheel s come in many var i et
Any weapon made of deep cr ystal costs 1,000 gp more ies. A solid ci r cle of metal that has one small ar ea wr apped
than its noncr ystal counter par t. Deep cr ystal has 30 hit in leather as a handl e is the basi c style. The rest of the
poi nts per i nch of thi ckness and har dness 10. wheel is bladed and featur es pr otr usi ons for pi er ci ng
Senti r a: Thi s bi zar r e mater i al is wr ought by Chosen, and tear i ng at evenl y spaced i nter val s. To pr otect the
I nspi r ed, and (r ar ely) kal ashtar who use powder ed cr ystal hand and ai d in gr i ppi ng, a bladed guar d is for ged j ust
and the power of thei r thoughts and emoti ons, also dr aw above the gr i p on the i nsi de of the wheel . T he kal ashtar
i ng on the essence of Dal Quor. Senti r a i tems ar e li ter have taken the basi c "wheel" for m and cr eated tr i angul ar
al l y gr own i nto thei r fi nal for m. T hey have an or gani c, weapons that thei r soul kni ves often mi mi c (though thei r
whor l ed appear ance, much l i ke hor n or shel l , wi th a blades have nor mal soul kni fe stati sti cs).
shi mmer i ng, opal escent sur f ace. Color var i es based on Because of its si ze and pr otected gr i p, a cutti ng wheel
the emoti on used to cr eate the par ti cul ar batch. gr ants a +2 bonus on opposed attack r olls to avoid bei ng
Senti ra is li ghtwei ght and almost unbr eakable. Because di sar med. A monk who is proficient wi th the cutti ng wheel
of its r esonant pr oper ti es, it is an ideal mater i al for emo can tr eat it as a speci al monk weapon.
ti onal ar mor . For pur poses other than those descr i bed in Cane, Monk' s: Monk' s canes ar e si mple shor t sti cks
thi s chapter , senti r a is tr eated as mi thr al . that have hooked heads and str ai ght shafts. Often ar tfully
Senti r a can be for med, scul pted, and r epai r ed only decor ated and car ved, these canes ar e cr afted to look li ke
by psi oni c cr eatur es that have the Cr aft (senti r a) ski l l . mer e wal ki ng sti cks r ather than weapons.
Such cr aftsper sons, known in Ri edr a as thoughtweav- Wi th a monk' s cane, you get a +2 bonus on opposed
er s, must expend 1 power poi nt for each day of wor k on attack r olls made to di sar m an enemy (i ncl udi ng the
a senti r a object, whether bui l di ng or r epai r i ng it. 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.
W EAPONS It is nearly i mpossi ble to tell that a monk's cane is a
Sar lona's people use weapons much li ke other soci eti es weapon. An observer has to study the cane's owner carefully,
doonl y the appear ance of such weapons var i es. Ri edr an maki ng a successful DC 20 Sense Motive check to di scern
Cutting wheels (1); spinning sword (2); monk's spade (3); zulaat (4); Sarlonan greatsword (5);
Sarlonan 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 off- hand weapon. A cr eatur e wi el di ng a monk' s spade in
make a Bluff check in opposi ti on to the obser ver ' s Sense one hand can't use it as a double weapononl y one end of
Moti ve check to avoi d gi vi ng away hi s pr ofi ci ency. the weapon can be used in any gi ven r ound.
Fl ut e, Steel : Steel flutes ar e si mpl e musi cal i nstr u A monk who is pr ofi ci ent wi th a monk' s spade can
ments, hollow shafts of metal car eful l y cr afted as bal tr eat it as a speci al monk weapon.
anced shor t staffs. The steel flute gets its name fr om the Swor d, Hook: A single piece of forged metal makes up
most common exampl e of thi s Adar an weapon, but it can the gr i p, guar d, and blade of thi s weapon, whi ch has a cr es
be made of j ust about any metal . cent blade on the outer part of the guar d and a hook on the
A steel flute istreated as a club for the purpose of weapon end of the blade. The end opposite the hooked blade forms a
profi ci ency. As wi th a monk's cane, an obser ver must study daggerli ke spike that can be used for stabbing. You can strike
a steel flute's owner to tell the flute is a weapon. wi th the cr escent blade or the long spi ke, deal i ng the lower
A steel flute can be cr eated as a master wor k i nstr u damage die for the weaponpi er ci ng damage or sl ashi ng
ment and a master wor k weapon, but both pr ocesses must damage respectively. The long, hooked blade of the weapon
be pai d for separ ately. deals the hi gher damage die as slashi ng damage.
Spade, Monk' s: Evol ved fr om a si mpl e tool, the Wi th a hook swor d, you get a +2 bonus on opposed
monk' s spade is a double weapon that has a br oad sl ashi ng attack r olls made to di sar m an enemy (i ncl udi ng the
blade on one end and a bl udgeoni ng counter wei ght on the roll to avoi d bei ng di sar med if such an attempt fai ls). A
other. You can fight wi th it as if f i ghti ng wi th two weapons, monk who is pr ofi ci ent wi th the hook swor d can tr eat it
but if you do, you i ncur all the nor mal attack penal ti es as a speci al monk weapon.
associ ated wi th fi ghti ng wi th two weapons, j ust as if you Swor d, Spi nni ng: The spi nni ng swor d, or chattaval in
wer e usi ng a one- handed weapon and a li ght weapon. You Quori, isawhi pli ke weapon desi gned by the quori and made
can use ei ther the sl ashi ng (x3 cr i ti cal multi pli er) or blunt of multiple long strands of hi ghly flexible steel. It is designed
(x2) head as the pr i mar y weapon. The other head is the to ai d a si ngle ski lled war r i or agai nst multi ple foes.

T ABL E 31: N EW WEAPO N S

Si mpl e Weapons Cost Dmg( S) Dmg( M) Cr i ti cal Range I ncr ement Wei ght 1 Type
Light Melee Weapons
Flute, steel 15 gp 1d3 1d4 X2 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 3 gp 1d4 1d6 X2 10 ft. 1 lb. Bludgeoning
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
Spade, monk's 20 gp 1d6/1d6 1d8/1d8 X2/X3 - 10 1b. Bludgeoning or slashi ng
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 Aur a/ Mani f est er L evel : Mi nor telepathy. ML 5th.
10 feet away wi th it. In addi ti on, unli ke most other weapons Con st r uct i on : Cr aft Psi oni c Ar ms and Ar mor ,
that have r each, it can be used agai nst an adjacent foe. empty mind (EPH 99), caster must be I nspi r ed, Chosen, or
The Weapon Fi nesse feat can be used wi th a pr oper ly kal ashtar , 2,000 gp, 160 XP, 4 days.
si zed spi nni ng swor d, even though it isn't a light weapon. A Pr i ce: +4,000 gp.
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. DREADFUL
A spi nni ng swor d can be wor n as a bel t, its gr i p Thi s speci al qual i ty al l ows the wi el der to change the form
functi oni ng as a buckl e. A successful DC 15 Sear ch check of hi s weapon.
is r equi r ed to di scer n that a spi nni ng swor d car r i ed in Descr i pt i on: T he senti r a shell of the ar mor is matte
thi s way is a weapon. If Slei ght of H and is used to conceal black. If anyone studi es it, the sur face seems to shi ft; it's
a spi nni ng swor d as a bel t, the wear er gets a +6 ci r cum as if the ar mor is for med fr om shadow, and somethi ng
stance bonus on the check. ter r i ble is hi dden j ust beneath, pr epar i ng to pul l the
Zul aat: Zulaats are Ri edr an weapons that have glai ve obser ver i nto the depths.
li ke heads at ei ther end. A zulaat is a double weapon. You Pr er equi si t e: The dr eadful pr oper ty can be appli ed
can fight wi th it as if fi ghti ng wi th two weapons, but if you only to ar mor made fr om senti r a.
do, you i ncur all the nor mal attack penalti es associ ated wi th Act i vat i on: T he power s of dreadful armor come i nto
fi ghti ng wi th two weapons, j ust as if you wer e usi ng a one- effect any ti me the wear er is attacked.
handed weapon and a li ght weapon. A cr eatur e wi el di ng a Ef f ect: Anyone maki ng a melee attack agai nst the
zulaat in one hand can't use it as a double weapononl y one wear er of dreadful armor takes a 1 mor ale penal ty on attack
end of the weapon can be used in any gi ven r ound. 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
EMOTIONAL ARMOR other mor al e penal ti es.
The senti r a ar mor used by I nspi r ed and kal ashtar is valued Aur a/ Man i f est er L evel : Mi nor telepathy. ML 5th.
for its abi li ty to hold power ful emoti ons. T hi s r esonance Con st r uct i on : Cr af t Psi oni c Ar ms and Ar mor ,
can be used to str engthen the r esolve of the wear er , or it aversion (EPH 79), caster must be Chosen, I nspi r ed, or
can be tur ned agai nst hi s enemi es. kal asht ar , cost var i es.
Pr i ce: +1 bonus.
CALMING
The emoti onal r esonance of calming armor helps its wear er VENGEFUL
to cl ear hi s mi nd and focus hi s thoughts. Vengeful armor har nesses and ampl i fi es the wear er ' s desi r e
Descr i pt i on: T he senti r a shel l of the ar mor is deep for r evenge on those who wr ong hi m.
blue in color. It has a str ange sense of depth; an obser ver Descr i pt i on: T he ar mor shell is the color of fr esh
can star e i nto the shel l , as if l ooki ng i nto the shi f ti ng blood, and it appear s wet to the touch (although it is not).
depths of an ocean. Anyone who str i kes the wear er of the ar mor in melee
Pr er equi si t e: The cal mi ng pr oper ty can be appli ed combat feels an i mmedi ate tel epathi c sur ge of anger .
only to ar mor made fr om senti r a. Pr er equi si t e: The vengeful pr oper ty can be appli ed
Act i vat i on: The power s of calming armor ar e automati only to ar mor made fr om senti r a.
cal l y acti vated when it is wor n. Act i vat i on: The power of vengeful armor is acti vated
Ef f ect: Calming armor gr ants its wear er a +5 compe whenever the wear er takes damage or is tar geted by a hos
tence bonus on Concentr ati on checks. tile spell, psi oni c power , or other aggr essi ve effect.

Calming armor Dreadful armor Vengeful armor


Effect: The wear er of vengeful armor receives a +2 morale for destr oyi ng objects and bui ldi ngs. Filled wi th a substance
bonus on attack rolls and damage rolls made agai nst anyone that is essenti ally super char ged alchemist's fire, these packs
who damaged her or tar geted her wi th a hosti le effect since are sealed wi th inert clay and carried in a speci ali zed leather
her last tur n. She also receives a +1 morale bonus on savi ng satchel. When a pack is acti vated by pulli ng a series of metal
thr ows agai nst effects gener ated by these enemi es. pi ns, the resultant holes allow air into the mi xtur e, setti ng
Aur a/ M an i f est er L evel : Mi nor telepathy. ML 5th. up a chai n reaction. Acti vati on is a full- round action that
Con st r uct i on : Cr aft Psi oni c Ar ms and Ar mor , provokes attacks of opportuni ty.
prowess (EPH 125), caster must be Chosen, I nspi r ed, or Each explosive pack is manufactur ed wi th a specific
kal ashtar , cost var i es. detonation ti me, determi ned by the length the pi ns stick
Pr i ce: +1 bonus. into the clayusually 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,
SPECIAL SUBSTANCES it automati cally begi ns its detonation countdown.
Expl osi ve packs come in var yi ng si zes. An expl osi ve
AND ITEMS pack wei ghi ng 2 pounds deals 1d6 points of bludgeoni ng and
T hanks in par t to pl ant li fe that is nati ve to Sar lona and slashi ng damage in a 5- foot- radius burst. Each addi ti onal 2
in par t to the i ngenui ty of the Aki ak dwar ves, the conti pounds adds 1d6 points of damage. For every additional 3d6
nent is home to sever al speci al substances and i tems that poi nts of damage a pack deals, its bur st r adi us goes up by 5
ar e not r eadi l y avai l abl e el sewher e. feet, to a maxi mum of 10d6 and 20 feet. Al l explosi ve packs
Dr eaml i l y: Essence of dreamlily isan iridescent, Psion deal double damage to i nani mate, unattended, stati onar y
ically active liquid. It draws on the mi nd of the user, and tastes objects if speci fi cally set to damage them wi th a successful
like his favorite beverage. Each use of the dr ug can potentially DC 20 Professi on (siege engi neer ) check. A successful DC
lead to an over dose, especi ally for those addi cted to it. The 30 Profession (siege engineer) check to set an explosive pack
Path of Inspiration forbids recreational use of dreamlily, but al l ows it to deal tr i ple damage to such objects.
the Dream Merchants do abrisk trade wi th outlanders in the Cr eati ng an explosi ve pack that deals 1d6 poi nts of
forei gn quar ter s of Dar j i n and Dar Ulatesh. Al though the damage r equi r es a successful DC 26 Craft (alchemy) check
Inspired clai m to oppose the dr eamli ly trade, they have been that must be per for med by a spellcaster . Each addi ti onal
remarkably ineffective at curbi ng its spread into K hor vai r e. ld6 poi nts of damage the pack can deal adds 1 to the DC,
In tr uth, the I nspi r ed are all too pleased to see forei gners up to DC 35 for a pack that deals 10d6 poi nts of damage.
fall prey to the addi cti ve power of thi s drug. I cewi l d L i chen Paste: I cewi l d, or muqqa, is a sti mu
The effects of dr eaml i l y (as wi th any dr ug) are tr eated lant that pr oduces a feeli ng of ener gy and euphori a lasti ng
as a poi son that has an i ni ti al and a secondar y savi ng 2d4 hour s. Consumpti on of one dose confer s i mmuni ty
thr ow. T he save DCs and effects are gi ven below. Dr eam to the effects of fatigue or exhausti on from r unni ng, forced
li ly is also hi ghl y addi cti ve, the effect of whi ch is tr eated march, altitude, or temperature (although nonlethal damage
as a di sease. Af ter each use, the dr i nker must succeed on isstill taken). One dose also removes one step of fatigue from
a DC 14 For ti tude save or become addi cted. any other source (an exhausted character becomes fatigued,
If a user becomes addi cted, he must ei ther sati sfy hi s and a fati gued char acter r ecover s).
desire for the drug or attempt the same saving throw each day. At the end of the effect's dur ati on, the char acter is
(The save DC rises to 25 for someone who r emai ns addicted fati gued for 2d4 mi nutes.
for two months.) A user can satisfy his desire for the dr ug for I cewi ld can be used once per day. Anyone who takes
two days by taki ng one dose. If he does not conti nue taki ng more than one dose wi thi n 24 hours i mmedi ately overdoses,
the dr ug or if he fails an addiction savi ng throw, he loses 1d6 taki ng 1d4 poi nts of Consti tuti on damage per addi ti onal
points of Dexterity, 1d6 points of Wi sdom, and 1d2 points of dose, and gai ns none of the usual benefi ts.
Constitution. If a user succeeds on two consecutive addiction I cewi l d can be pur chased in the less r eputable sec
savi ng thr ows, he br eaks the addi cti on. Lesser restoration and ti ons of Whi tetooth and Wi nter stead.
restoration heal abi li ty damage in the shor t ter m; remove disease T ashan a L i chen Past es: T ashana shamans can
br eaks the addi cti on; greater restoration or heal does both. cr eate a wi de var i ety of magi c substances fr om the nati ve
Initial Effect: If a user fails an initial DC 12 Fortitude save, r ock l i chens that appr oxi mate the effects of standar d
he feels completely at peace for 8 hour s. Dur i ng thi s ti me, poti ons and oi ls. The l i chen pastes use natur al mater i al s
the user can oper ate nor mal l y whi l e at 0 to 4 hit poi nts. and pr ocesses such as sun- dr yi ng, but other wi se have the
At 5 hit poi nts the user is di sabled, and at 6 or lower he same cr eati on costs and r equi r ements of a poti on or oi l,
becomes unconsci ous. Al so, he is i mmune to fear effects. i ncl udi ng spel l casti ng abi li ty, the Br ew Poti on feat, and
Secondary Effect: If a user fai ls a secondar y DC 12 For the XP and gp costs (DMG 286).
ti tude save, he takes 1d4 poi nts of Wi sdom damage. I n the coastal por ts of Whi tetooth and Wi nter stead,
Side Effects: User s can take only a si ngle acti on i n each l i chen pastes can be pur chased at nor mal cost (DMG
r ound whi l e under the effects of dr eaml i l y. 230). In addi ti on, i ndi vi dual tr i bes encounter ed in the
Overdose: I f the user fai ls a DC 10 Wi l l save (whi ch i nl and of Tashana mi ght be wi l l i ng to sell or bar ter
i ncludes the penal ty menti oned bel ow), he i mbi bes too l i chen pastes. T he DM should set pr i ce and avai l abi l i ty,
much and takes 2d4 poi nts of damage. consi der i ng the si ze and di sposi ti on of the tr i be.
Special: A dr eaml i l y addi ct takes a 2 penal ty on Wi l l Physical Description: T ashanan l i chen pastes di ffer in
savi ng thr ows. T hi s effect lasts unti l he manages to br eak consi stency and appear ance dependi ng on whether they're
the addi cti on. intended to be applied (as an oil) or consumed (as apotion).
Expl osi ve Pack: Aki ak dwar ves make these explosi ve Consumable pastes appear as ver y small and thi n wafer s of
devi ces as precision damage- deali ng i nstr uments, mostly shredded leaves. Oil- type pastes have a gr easy or buttery
consistency. Taste and smell also var y among types, and The wear er of the amulet must be awar e of an attack in
exper i enced char acter s can learn to identify a lichen paste or der to oppose it. The amulet has no effect on cr eatur es
by r emember i ng par ti cular attributesfor example, a minty that ar e i mmune to mi nd- affecti ng power s.
taste mi ght indicate curati ve properti es, whi le a par ti cular ly Aur a/ Mani f ester Level : Moderate telepathy. ML 3rd.
pungent odor speci fi es barkskin. Li chen pastes are typi cally Constr ucti on: Craft Uni ver sal I tem, mass missive (EPH
stored in small hide pouches. Pouches have AC 13, 2 hit 121), 2,500 gp, 200 XP, 5 days.
poi nts, and har dness 2. The relative portabi li ty and dura Var i an t s: T he most i mpor tant emi ssar i es of the
bility of lichen pouches give them an advantage over cerami c I nspi r ed often wear amulets of peace i mbued wi th a per ma
or glass potion vi als. nent detect hostile intent (EPH 91) effect (+12,000 gp).
Activation: Consumable pastes are heavi ly concentr ated, Wei ght:
r elati ve to poti ons, and di ssolve almost i nstantly when Pr i ce: 5,000 gp.
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 CRADLE Of HEALING
action that pr ovokes attacks of oppor tuni ty, and the effect To deser vi ng ci ti zens, the cradle of healing r estor es str ength,
takes place i mmedi ately. I ncorporeal char acters cannot use vi gor , and someti mes life i tself.
lichen pastes of ei ther vari ety. Curati ve lichen pastes can be Lor e: Cradles of healing or i gi nate in Ri edr a, pr ovi di ng
admi ni ster ed to unconsci ous cr eatur es as a standar d action heal i ng and r evi vi fi cati on in the absence of cler i cal tr a
(a potion r equi r es a full- round acti on). di ti ons (K nowl edge [ local Ri edr a] , K nowl edge [ ar cana]
The Tashana region also produces some li chens whi ch DC 10).
contai n natur al magi cal / psychoacti ve pr oper ti es. These A cr adle is not a stand- alone i tem, but is power ed by
l i chens do not r equi r e any pr epar ati on and can be har psi oni c ener gyei ther that of the cr eatur e bei ng heali ng,
vested and i ngested raw. T he most notor i ous of these is or that of an outsi de faci li tator (K nowl edge [ psi oni cs]
the blood- r ed r ock l i chen known as i cewi l d. DC 15).
In Ri edr a, cradles of healing ar e commonl y r eser ved for
T ABL E 3- 2: SPECI AL SUBST AN CES A N D I T EM S 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).
I tem Cost Wei ght Descr i pt i on: A cradle of healing is a hor i zontal latti ce
Dreamli ly 1 gp per dose of steel and cr ystal that r adi ates a war m yel l ow l i ght. The
Explosi ve pack 200 gp per 2 lb. Vari es subject to be heal ed r ests on a cushi oned platfor m atop
Icewild lichen paste 50 gp per dose the fr ame. Two cr ystal handhol ds ar e set on ei ther side
Tashana lichen pastes Varies 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
MAGIC AND PSIONIC ITEMS voi ces is hear d.
T he I nspi r ed' s ti ght contr ol of psi oni cs and suppr essi on Pr er equi si t e: A cradle of healing can heal any Medi um
of magi c r ender s psi oni c and magi c i tems both r ar e and or smal l er cr eatur e.
pr eci ous in much of Sar lona. Sti l l, l ongstandi ng magi cal Acti vati on: A cradle can be acti vated as a full- round
and psi oni c tr adi ti ons in Adar , the Tundr a, and Syr kar n action if the subject or a facilitator gr asps the handholds
(not to menti on the r ui ns of Sar lona' s lost age that dot and imbues power poi nts or cer tai n power s into it. After
those l ands) can yi el d up magi c and psi oni c i tems that acti vati on, the effects of a cradle of healing mani fest in 1 hour.
ar e al so found in K hor vai r e, as wel l as some uni quel y Effect: A cradle of healingcan be used in a var i ety of ways.
Sar l onan i tems such as those descr i bed below. 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
AMULET OF PEACE subject's level. The cr adle can be i mbued wi th 1 power
T hi s item al l ows its wear er to di str act an attacker wi th a point per hour indefinitely, but thi s rate of heali ng cannot
bur st of goodwi l l , tempor ar i l y di ver ti ng an attack. be i ncr eased. If the subject leaves the cradle before the full
Lor e: The amulets wer e first cr eated by the kal ashtar , hour is up or engages in any acti vi ty whi l e on the cradle
but ar e often used by I nspi r ed ambassador s (K nowl edge other than r esti ng, no heal i ng takes place. The facilitator
[ psi oni cs] DC 15). need not be pr esent after acti vati ng the cr adle.
Descr i pti on: An amulet ofpeace is formed from senti r a. Once per day each, a faci li tator can mani fest ei ther
It appear s to be a flat di sk of smooth blue shel l , wi th four body purification (EPH 81) or true metabolism (EPH 139) thr ough
cur vi ng r ays bendi ng ar ound the centr al di sk. Anyone the cr adle as a full- r ound acti on to benefi t the subject.
touchi ng it feels a sense of i nner peace. The power poi nt costs of these power s (and any augmenta
Act i vat i on: Acti vati ng an amulet is an i mmedi ate tion in the case of body purification) must be expended by the
action that can be per for med up to twi ce per day by mental faci li tator . Agai n, the benefi ts ar e not r eali zed unti l an
command (selected by the wear er ). hour passes, the subject cannot engage in other acti vi ti es
Effect: The wear er can activate an amulet of peace to oppose dur i ng that ti me, and the faci li tator need not be pr esent
an attack roll made agai nst hi m wi th a Diplomacy check. after the i ni ti al acti vati on. Wi th true metabolism, the subject
The decision to make the check can occur after the attack is healed to full hi t poi nts at the end of the hour ; none
roll result is known. If the Diplomacy check result equals or ar e gai ned on a per - r ound basi s.
exceeds the attack roll result, the attack mi sses regardless of Fi nally, once per day, a faci li tator can spend 9 power
Ar mor Class. If an attacker makes multiple attacks agai nst points and 1 hour i mbui ng a cradle of healing wi th psionic revivify
the wear er in a single round, the wear er can oppose them all (EPH 126). If ei ther the faci li tator or the subject is di s
wi th a single activation and Diplomacy check. 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
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.
power poi nts ar e lost (but no XP cost is pai d). At the end Aur a/ Mani f ester Level : Faint psychokinesis. ML 3rd.
of 1 hour, the subject is restored to life and the faci li tator Const r uct i on: Cr aft Uni ver sal I tem, control light (EPH
expends 200 XP. If more than 1 r ound passed before the 87), 250 gp, 20 XP, 5 days.
subject was br ought to the cr adle and the faci li tator began Var i ants: In the cities of Ri edra, darklights are not hand
mani festi ng, the mani fester and the subject each pay 10 held devi ces but ar e embedded i nto the str uctur e of the
XP per addi ti onal r ound that subject was deceased (100 XP bui l di ngs themsel ves. As a r esult, the str eets of Ri edr an
per mi nute, 6,000 XP per hour). If thi s cost would take the ci ti es seem to glow wi th a li ght that has no r eal sour ce, as
subject below 0 XP, he cannot be r ai sed in thi s way. ambi ent star li ght and moonl i ght ar e ampli fi ed to near -
Aur a/ M an i f est er L evel : Moder ate psychometabo daylight levels. Chosen are typically tasked wi th char gi ng and
l i sm. ML 10th. r egulati ng these communal darklights on a r egular basi s.
Const r uct i on: Cr aft Uni ver sal I tem, body adjustment Wei ght: 1 lb.
(EPH 80), cr eator must have 12 r anks in Heal , Pr i ce: 500 gp.
13,000 gp, 1,040 XP, 26 days.
Var i ant s: It is r umor ed that field agents of the Thou HEADBAND Of PURSUIT
sand Eyes make use of a smal l er por tabl e ver si on of the A headband of pursuit al l ows the wear er to tr ack foes li ke a
cradle of healing (50 lb.). T hi s ver si on can be i mbued wi th a ski l ful pr edator .
maxi mum of 20 power poi nts, or used to r edi r ect body puri Descr i pti on: A headband ofpursuit is a wi de leather band
fication or true metabolism thr ee ti mes, before becomi ng i nert. i nset wi th r ough- cut gemstones and mysti c symbol s.
It cannot be used wi th psionic revivify (20,000 gp). When the wear er of a headband of pursuit is on the tr ai l
Wei ght: 150 1b. of pr ey, the gems of the headband reflect and catch any
Pr i ce: 26,000 gp. 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 ,
DARKLIGHT and she mi ght hunch over whi l e she r uns.
A darklight al l ows the user to contr ol the r el ati ve level of Act i vat i on: Wear i ng a headband of pursuit acti vates its
li ght and shadow in an ar ea, r ender i ng the sur r oundi ngs tr acki ng power s. The abi l i ty to boost the wear er ' s speed
as br i ght as day or as dar k as ni ght. is acti vated by mental command as a standar d acti on.
Descr i pti on: A darklight consi sts of a black wi r e fr ame Ef f ect: Whi l e a headband of pursuit is wor n, the wear er
r esembl i ng a smal l l anter n, wi thi n whi ch a sl ate- gr ay gai ns the abi li ty to tr ack by sight or scent, as if she had both
cr ystal hangs. the Track feat (PH 101) and the scent abi li ty (MM 314). If the
When a darklight is acti vated, the cr ystal tur ns a molten wear er of the headband is tr acki ng by scent, she i gnor es
black (when decr easi ng the level of ambi ent li ght) or a 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 br ooches, effectively extendi ng the r ange of such messages
pursuit can i ncr ease her l and speed by 10 feet for a number i ndefi ni tely. For example, if thr ee cr eatur es wear i ng missive
of r ounds equal to her char acter level. brooches wer e spaced 1,000 feet apar t in a l i ne, the br ooch
Aur a/ Cast er L evel : Fai nt tr ansmutati on. CL 3rd. wor n by the second cr eatur e woul d automati cal l y r elay
Constr ucti on: Craft Wondr ous I tem, scent (Spell Com messages between the first and thi r d cr eatur es, gi vi ng thei r
pendium 180), expeditious retreat, 7,500 gp, 600 XP, 15 days. messages an effecti ve r ange of 2,000 feet. Missive brooches
Var i an t s: Psi oni c ver si ons of a headband of pursuit ar e automati cal l y r elay messages i f they ar e wi thi n r ange of a
common among the elans and half- gi ants of Sarlona. These sender and a r eci pi ent (or wi thi n r ange of a sender and
i tems ar e i denti cal in appear ance and functi on to thei r another br ooch capable of r el ayi ng the message).
psi oni c counter par ts. Fai nt psychometabol i sm. ML 5th. The sender of a r elayed message can opt to have it
Craft Uni ver sal I tem, psionic scent (EPH 126), burst (EPH 81). r epeated to all cr eatur es thr ough whi ch it is r elayed, or to
Wei ght: 1 l b. have it hear d only by the i ntended r eci pi ent. A cr eatur e
Pr i ce: 15,000 gp. sendi ng a message has no contr ol over whi ch br ooches it
mi ght be r elayed thr ough.
MISSIVE BROOCH A cr eatur e whose missive brooch r el ays a message meant
Missive brooches al l ow thei r wear er s to communi cate wi th to be hear d only by another r eci pi ent can hear the mes
each other acr oss long di stances, or to combi ne the power sage by taki ng a swi ft acti on and maki ng a successful DC
of multi ple br ooches acr oss a l ar ger psi oni c networ k. 20 Psi cr aft check.
L or e: The I nspi r ed or i gi nal l y cr eated missive brooches Aur a/ Mani f ester Level : Moderate telepathy. ML 3rd.
for agents of the T housand Eyes (K nowl edge [ psi oni cs] Constr ucti on: Craft Uni ver sal I tem, mass missive (EPH
DC 15). 121), 6,000 gp, 480 XP, 12 days.
T hough used pr i mar i l y by Chosen and agents of the Wei ght:
T housand Eyes, missive brooches ar e often seen in the hands Pr i ce: 12,000 gp.
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 SHROUD RESONATOR
I nspi r ed covet missive brooches, because they allow eavesdr op Ei ght shroud resonators power the Shr oud that keeps Adar
pi ng on communi cati on among the Chosen and I nspi r ed safe fr om the eyes and attacks of the I nspi r ed and the
who use them (K nowl edge [ local] DC 20). Dr eami ng Dar k.
Descr i pt i on: A missive brooch is a smal l cl uster of cr ys Descr i pt i on: The shroud resonator in each Adar mon
tal s ar r anged on a cl asp, typi cal l y fi tted to the col l ar of a aster y is a massi ve vi olet and red cr ystal , r oughly 6 feet
shi r t or r obe. tal l . When suppl i ed wi th psi oni c power , the cr ystal gl ows
When sendi ng a message, a missive brooch pul ses wi th a br i ghtl y and vi br ates wi th a deep osci l l ati ng hum. When
faint blue li ght. A subtle chi me is hear d by the wear er of the a r esonator is wi thi n 1 mi nute of l osi ng power , its li ght
br ooch when another cr eatur e attempts to contact hi m, or begi ns fl ashi ng er r ati cal l y.
when hi s br ooch r elays a message i ntended for another . Act i vat i on: A psi oni c char acter can acti vate a shroud
Act i vat i on: Usi ng a missive brooch to send a message is resonator for 1 hour by touchi ng the cr ystal and expendi ng
a standar d acti on that can be per for med any number of 5 power poi nts. It is not possi ble to expend extr a power
ti mes per day. A command wor d (selected by the br ooch' s to l engthen the cr ystal ' s acti vati on ti me. A smal l er for m
wear er ) acti vates the i tem. of r esonator , cal l ed a lesser resonator, can be acti vated for 1
A missive brooch's abi l i ty to r ecei ve messages fr om hour by expendi ng 1 power poi nt.
other br ooch wear er s, or to relay messages between other Ef f ects: As l ong as it is power ed, a shroud resonator
br ooches, is always acti ve. helps gener ate the Shr oud over all of Adar .
Effect: A missive brooch gi ves its wear er the ability to send The char acter power i ng a r esona
a tel epathi c message of up to twenty- fi ve wor ds to all tor can use remote viewing (EPH
cr eatur es wi thi n 500 feet. The wear er can include 129) at wi l l , except that
or exclude from thi s br oadcast any creature he can it takes only a full-
see, as well as any creature that he knows or knows r ound acti on to begi n
of. If a target of the message is also wear i ng the scr yi ng pr ocess.
a missive brooch, the r ange is i ncr eased Scr yi n g per f or med
to 1,000 feet for that tar get. thr ough a shroud resona
Al so, each missive brooch tor is not blocked by the
can aut omat i cal l y r el ay Shr oud' s nondetection
messages i ntended for effect. A r esonator
other cr eat ur es al so al l ows the
wear i ng missive character

Darklight
Headband of pursuit Missive brooch
power i ng it to use the followi ng powers tar geti ng the sub To gai n the benefi t of a chaospool, a cr eatur e must bathe
ject of the remote viewing power : mindprobe (EPH 119), psionic modify in it for at least 1d4 rounds and be wi l l i ng to gai n the special
memory (EPH 122), psionic suggestion (EPH 133), and read thoughts (EPH ability. One chaos pool can confer its power on up to two crea
128). The character must still pay the power point cost asso tur es at a ti mei f more than two quali fi ed cr eatur es enter
ciated wi th each power, but needs to neither know the powers the pool, it affects two r andomly selected cr eatur es.
nor pay double for mani festi ng them thr ough remote viewing. A chaos pool can be forced to di sappear by a cr eatur e
Remote viewing endsj ust after one of these power s is used. that wi l l i ngl y takes damage fr om the pool for 4 r ounds
A lesser resonator can be used to create a shroud bubble (see wi thout choosi ng to gai n the speci al abi li ty.
page 35), but does not allow scr yi ng, nor does it functi on Rechar ge: Once a chaospool has confer r ed its abi li ty on
at a di stance gr eater than 500 feet fr om a shroud resonator. two cr eatur es, it di sappear s. Another pool mi ght appear
Aur a: Str ong clai r senti ence and psychopor tati on. CL near by once the r echar ge ti me has elapsed.
20th. A lesser resonator has a moder ate aur a and CL 8th. 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
MAGICAL LOCATIONS affect a cr eatur e that is benefi ti ng fr om true seeing.
Sarlona's lands ar e r i ch in anci ent magi c and wei r d pl anar Dur at i on: T he mi ss chance l asts for 4d4 months
energy. Magi cal locations wer e i ntroduced in Dungeon Master's (roll for each cr eatur e affected).
GuideII (pages 235250), and many locations from that book Aur a: Str ong abj ur ati on and evocati on.
ar e appr opr i atel y placed in Sar lona. Par t of Ahdr yatmi n Abi l i t y Val ue: 10,000 gp (5,000 gp per cr eatur e).
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 TEETH OF THE THREE
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 (MAJOR ARTIFACT)
forest in Riedra holds multiple terrible cysts. Detai led here are An awe- i nspi r i ng and majesti c pi ece of dr agon ar ti fi ce,
thr ee new magi cal locati ons speci fi c to Sar lona. 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
CHAOS POOL the head of a cr eatur e of l egenda sl umber i ng r akshasa
Wher e r aw unmaki ng has scar r ed the Mater i al Pl ane, r aj ahand if destr oyed, it could spell doom for Adar ,
chaospools form li ke pustul es of entr opy. A chaospool is often Sar l ona, and the wor l d. T hi s i ncr edi ble i tem is a magi cal
the place wher e a gr eat fiend or bei ng of chaos di ed or was focus that mi ght be r esponsi ble for Adar ' s odd mi xtur e of
i mpr i soned, or it is near such a pl ace. pl anar ener gy and the physi cal mani festati ons of them. It
Lor e: Char acter s can gai n the followi ng i nfor mati on could have been why the kal ashtar wer e able to cr oss the
about a chaospool by maki ng a K nowl edge (natur e), K nowl bar r i er between dr eams and the wor l d i nto Adar . It i s a
edge (the pl anes), or bar di c knowl edge check. When a str ange combi nati on of ar ti fact and magi cal locati on.
char acter makes a check, the fol l owi ng lore is r eveal ed, Lor e: Few know about it. Fewer know wher e it i s.
i ncl udi ng the i nfor mati on fr om lower DCs. And fewer sti ll wi l l ever see it and li ve to tell the tal e.
DC 15: Thi s isa chaospool, a condensation of wild potential. Char acter s can gai n the fol l owi ng pi eces of i nfor mati on
DC 20: Cr eatur es that have an affi ni ty for chaos can about the Teeth of theThree by maki ng a K nowl edge (ar cana),
gai n power from a chaospool. Cr eatur es that have an anti pa K nowl edge (hi stor y), or bar di c knowl edge check. A
thy to chaos can destr oy a chaospool. Bathi ng in a chaospool is char acter fr om Adar can use K nowl edge (local). When a
damagi ng to the bather . char acter makes a check, the fol l owi ng lore is r eveal ed,
DC 25: Chaoti c cr eatur es that bathe in a chaos pool for i ncl udi ng the i nfor mati on fr om lower DCs.
an uncer tai n amount of ti me get the power to avoi d tell DC 20: T he cr eator s of the Shr oud ar e sai d to have
i ng blows from ti me to ti me. A cr eatur e can destr oy a chaos shar ed a vi si on dur i ng thei r medi tati ons or in thei r
pool by bathi ng in it but r efusi ng to absor b its power . dr eams in sl eep. T hi s vi si on r eveal ed a gr eat devi ce li ke
DC 30: Sever al chaos pools exi st wi thi n Uutkl eza. T he the shroud resonators. Some bel i eve that thi s devi ce exi sts.
gi thzer ai of that place guar d the pools agai nst i nterlopers. DC 25: The whole story is that the shared vision included
Descr i pti on: Chaospools are pits of flashi ng li ght, well the mi ghty peak K or r andar. Perhaps the mysteri ous device
i ng dar kness, bubbles of cacophonous sound, and spur ts of gli mpsed lies on or in the volcano. But none besides Speaker
wi nd and other mater i al s. They are easy to spot and hear. of the Word Chanaakar have braved the stor ms or the Storm
Gr ound sur r oundi ng a chaos pool is destr oyed and r emade Guar di ans to find out, and he hasn't said.
constantly, changi ng shape and even composi ti on. A chaos DC 30: It is sai d that wi thi n the shr ouded hear t of
pool hungr i l y pul l s at those near it. Bones ar e scatter ed K or r andar is set a massi ve dr aconi c ar ti fact composed of
about it. Wi sdom seems to di ctate agai nst neari ng the pool, all thr ee types of dr agonshar ds. The dr agons br ought it
whi ch whi sper s of di ssoluti on and doom. from Ar gonnessen and used it and thei r mi ghty sor cer y to
Pr er equi si t e: Onl y a senti ent chaoti c cr eatur e that cr eate the natur al for tr ess Adar is today. Under the land of
has five or mor e Hit Di ce can gai n the benefi ts of a chaos refuge they sealed the spirit of a r akshasa rajah named Ran
pool. Addi ti onal l y, a cr eatur e must not have an i nnate mi ss Iishiv. They then placed thi s item, called the Teeth of the Three,
chance to gai n a chaos pool's power . wi thi n the vol cano, and a mi ghty couatl sacr i fi ced her self
Locati on Acti vati on: A quali fi ed creature automati to power the cr ystal' s eter nal power agai nst fiends.
cally senses the ener gy in a chaospool and knows that bathi ng DC 35: Tales say the Storm Guar di ans gave Vusgaar, the
in its roiling depths can grant power. A pool deals 1d8 points sorceress of legend who was friend to dr agons, leave to see
of damage per round of a random ener gy type to a creature the halls under Korrandar's mists. In that story, Vusgaar tells
bathi ng in it. Lawful cr eatur es take double damage. 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 DC 20 + effect's level), expendi ng the r equi r ed r esour ces
rajah's wr ath into Adar 's storms, at the same ti me focusi ng but fai li ng to produce the effect if the check fails. Strangely,
eldritch power to keep Adar as the dr agons want it. wi thi n the same 7 mi les, any attempt to summon or call a
Vusgaar ' s di sci ples kept r ecor ds that i ndi cate the Teeth couatl wor ks wi thout r equi r i ng a check. Effects that hedge
of the Three is a major component of the dr aconi c Pr ophecy. out evi l outsiders, such asprotection from evil, dismissal, banishment,
Dr agons cr eated it based on thei r augur i es. The ar ti fact and dispel evil, still functi on. I ndeed, they are hei ghtened (as
seems to pull cer tai n cr eatur es near and push other s away. if they wer e one level hi gher by means of the appropri ate
It is also a massi ve psi oni c and magi c focus. I f thi s is so, it Heighten feat) and qui ckened (as if the caster or mani fester
could be possi ble to tie Adar ' s Shr oud to the Teeth of the Three, had the appropri ate Qui cken feat). Those wi thi n 7 mi les
gr eatl y r educi ng the mai ntenance the Shr oud r equi r es of the Teeth of the Three receive a +5 bonus on level checks to
and str engtheni ng its pr oper ti es. Per haps such a networ k overcome the spell resistance of evil outsiders. Creatures are
is what the dr agons sought to bui l d all along. also i mmune to possessi on wi thi n thi s smal l er ar ea, but a
Descr i pt i on: T he Teeth of the Three is a br eathtaki ng fiend can continue to possess a cr eatur e it alr eady possesses
congl omer ate cr ystal made up of thr ee dr agonshar ds of even if that creature enters the ar ea. Evil outsiders gai n only
a si ze never seen in moder n Eber r on. In the center is a i mmuni ty to possessi on fr om these latter benefi ts.
K hyber shar d. An Eber r on shar d and a Si ber ys shar d j oi n When Ran Iishiv and its mi ni ons wer e trapped beneath
the K hyber shar d at the base and emer ge from that point at Adar , the rajah's r age was so gr eat that the land ar ound its
45- degree angles. Each shar d is easily double the height of a prison boiled, hurli ng up the great volcano K orrandar. The
full- gr own human and as wi de as that person is tall. Motes Teeth of the Three was put in place, and the dr agons used thei r
of golden, vi olet, and cr i mson li ght seem to mater i al i ze most pui ssant magi c thr ough it to br i ng Lamanni a's energy
near and flow i nto the cr ystal s, and a di aphanous shaft of closer to Eber r on, though Ran I i shi v's chaoti c mi nd also
si lver r adi ance sur ges from the center of each upwar d. attracted Kythri's influence. With access to elemental forces,
T hi s flow for ms a waver i ng flame that di ssi pates at about 5 the dr agons pushed the land of Adar hi gher and a couatl
feet above the ar ti fact. j oi ned wi th the cr ystal to channel Ran I i shi v' s fur y. T he
Space around the cr ystal thr ums as if in ti me wi th the plan wor ked, as did the idea to channel Ran I i shi v's vi olent
heartbeat of the world. Thi s vi brati on is felt not heard. A passi on i nto super natur al and natur al stor ms that r age in
silence beyond silence surrounds the item, as if the gods hold Adar . Dragons foresaw they would need these storms to pro
their breath. The faint smell of bur ned metal taints the air, tect their hold in Korrandar. Strangely, this has an affect in
though, and your brow furrows wi th some forgotten anger. Adar whenever more than a few score persons act in anger
Pr er equi si t e: Only those who have passed thr ough or violence in the land of refuge, an effect like control weather
the Spher es of K or r andar (page 38) can access the power causes a terrible storm (ahurricane on the coast or a tornado-
of the ar ti fact. spawni ng thunder stor m i nland) to mani fest in the area of
Acti vati on: Contacti ng the Teeth of theThree is a standard the battle. Such a stor m is wor se for those wi thout shelter
action that requires a creature to touch the crystal and make in the mountai nsa Ri edr an si ege for ce, for exampl e.
a DC 20 Wi sdom check. Any creature of couatl descent, such A nondetection effect protects the Teeth of theThree. In addi
as a shulassakar , gets a +4 bonus on thi s check, whi le a non- ti on, a forbiddance effect agai nst evi l and a magic circle against
draconic evil creature takes a 8 penalty. Anyone who fails evil sur r ound the ar ti fact. It makes exor ci sm attempts on
the check takes 1d4 points of Wi sdom damage. Once a user anyone it has li ne of effect to that is possessed by an evi l or
has contacted the Teethof theThree, acti vati ng any power of the neutr al entity. It makes thi s check as if it had the gr anted
device is a standar d action. Br eaki ng contact is a free action, power of the Exor ci sm domai n (ECS 106) and wer e a 30th-
and a creature that has contacted the cr ystal need not make level cleri c who has a Char i sma of 30. A possessi ng cr ea
a Wi sdom check to touch it agai n for a year. ture can attempt to hi de from the Teeth of the Three (Hide DC
Rechar ge: Once a cr eatur e acqui r es the power s of 40), success i ndi cati ng the ar ti fact doesn't "see" the fiend
the Teeth of the Teeth, it cannot do so agai n for a year . T hose and attempt an exor ci sm check.
who have the Touchstone feat (Sandstorm 53) are excepti ons An exor ci zed evi l outsi der, a cr eatur e possessed by an
to thi s r ul esuch cr eatur es must si mpl y r etur n to the evi l outsi der , or any evi l outsi der that has li ne of si ght to
ar ti fact to r echar ge thei r abi l i ti es. the ar ti fact is i mmedi atel y affected as if by a sympathy spell
Effects: The couatl's gentle and lovi ng spirit wi thi n the (DC 29). Fai lur e i ndi cates an over whel mi ng ur ge to touch
Teeth calls to those who value life, freedom, and balance. Thi s the i tem. Touchi ng the cr ystal , whether by sympathy or wi l l
effect is har d to measur e, but it covers Adar and stretches ingly, subjects the evi l outsider to a trap thesoul spell (no save
beyond the land's bor der s. Far from i nsur i ng that all wi thi n or spell r esi stance). When an evi l outsi der is tr apped in
Adar are good, thi s effect has still influenced Adar 's devel thi s way, the si lver flame sur ges to double its hei ght and
opment over the mi llenni a. No doubt some Ri edrans near br i ghtness for a number of mi nutes equal to the H D the
Adar 's borders have felt a longi ng to cross into the moun evi l outsi der has, then r etur ns to nor mal .
tai ns, qui ckly di smi ssi ng the notion and r eaffi r mi ng the Whi l e in contact wi th the Teeth of the Three, a cr eatur e is
teachi ng that Adar is a land of monster s. affected as if by a mind blank spell. A char acter touchi ng the
More defi ni ti vely, the area ar ound the Teeth of the Three is arti fact can use remote viewing (EPH 129) at wi l l , except that it
bl anketed in sever al effects. A dimensional lock cover s an area takes only a standar d action to begi n the scr yi ng pr ocess.
67 mi l es ar ound the ar ti fact, and wi thi n 7 mi l es of it all Scr yi ng performed through the artifact is not blocked by the
effects that summon or call cr eatur es, or that requi re extr a Shroud's nondetection effect and over comes all si mi lar effects
pl anar mater i al s, such as ectoplasm from the Astr al Plane if it succeeds on the appropriate level check. Fur ther mor e,
or shadow stuff from the Plane of Shadow, are i mpeded. A anyone in Adar takes a10 penalty on the save agai nst remote
cr eatur e that tr i es to pr oduce such an effect must succeed viewing. The Teethof theThreealso allows the char acter touchi ng
on a Spellcr aft or Psi cr aft check to do so (as appr opr i ate, 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 to any i ndi vi dual pl ane. Consul t the accompanyi ng table
Tundra, and you're likely to hear the same refrainit isa land for descr i pti ons and effects.
of strange weathers. The native shifter tribes can tell you more When tr avel i ng in the Tundr a, PCs have a 5% cumu
specifically: The Tundra is home to aukaraks or reality storms. lati ve chance, per day, of encounter i ng an aukarak (on the
Aukaraks ar e actual l y fr ee- floati ng pl anar br eaches, second day of tr avel , the chance is 10%; on the thi r d day,
r emnants of a l ong- ago era i n whi ch ter r i ble magi cs rent 15%, and so for th). If the roll i ndi cates an aukarak encoun
the ver y fabric of the planes. They move about the Tundr a, ter, use the table bel ow to deter mi ne when in the cour se
blowi ng in j ust as a rai nstor m mi ght, and blowi ng over agai n of the day the r eali ty stor m descends.
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 d%
twelve planes that have coter mi nous phases wi th Eber r on 0 1- 25 D aybr eak
(see ECS 94). Aukuraks tend to be more i ntense and power ful 26- 50 Mi dday
than typi cal mani fest zones, but they are unpr edi ctable and 51- 75 Even i n g
i mper manent. Reali ty stor ms also have a chance of "port 76- 10 0 N i ght
i ng in" nati ves of a par ti cular plane, as if summonedthese
cr eatur es ar e effecti vel y unsummoned at the end of the An aukarak takes 1d10 mi nutes to fully mani fest, some
stor m's dur ati on, and r etur n to thei r nati ve pl ane. DMs ti mes si mpl y mater i al i zi ng over head, someti mes r ol l i ng
can choose to create an encounter wi th the suggested crea over the hor i zon and towar d the char acter s at the appr o
tur es l i sted, or assume a 10 per cent chance per hour of a pr i ate speed. T he dur ati on of an aukarak is 2d41 hour s,
r andom encounter . Fi nally, some aukaraks si mply pr oduce wi th excepti ons for bur st stor ms. Encounter ed aukaraks
bi zar r e, r andom effects that have an appar ent connecti on can be chosen fr om the table or r andoml y r olled.

Mani f est Zone


d% or Other Type Descr i pti on Game Effects Possi bl e Encounter s
01-05 Daanvi, Translucent geometrical shapes Spells wi th the lawful Formians (all types),
the Perfect Order float in the air; items inter descriptor are enhanced kolyarut,
mittently shift to "ideal" form; and enlarged; spells zelekhut (inevitables)
a field of wildflowers could wi th the chaotic
appear as a cultivated garden descriptor are impeded
06-10 Dolurrh, Muted colors and sounds; Heavy gravity; all Nalfeshnee (demon), lemure
the Realm of the Dead feelings of despair movement rates halved (devil), marut (inevitable)
11- 15 Fernia, the Sea of Fire Embers and ash swirl Spells wi th the fire Fire elemental,
through the air; descriptor are enhanced hell hound, fire mephit
uncomfortable heat and enlarged; spells wi th the
cold descriptor are impeded;
storm effect (DMG 94)
16-20 I rian, the Eternal Day Intense sunlight; illusory Positive energy spells Lantern archon, ravid
landscapes of crystal fields enhanced; negative
and sand ener gy spells i mpeded
21- 25 Kythri , Random, intense Spells wi th the chaotic Chaos beast, gi thzer ai ,
the Churni ng Chaos environmental effects descriptor are enhanced howler
noise, snow, steam, li ghtni ng and enlarged; spells wi th the
lawful descriptor are impeded;
storm effect (DMG 94)
26-30 Lamanni a, Illusory overgrowth of plant Druid spells are Lycanthropes, celestial
the Twi li ght Forest life and ver dant ter r ai ns extended ani mal s, elementals (all)
31- 35 Mabar, Near- total darkness Light source radius halved; Barghest (all), bodak,
the Endless Night negative energy spells are shadow mastiff
enhanced; positive
energy spells are impeded
36-40 Risia, the Plain of Ice Blizzard conditions; illusory Spells wi th the cold Ice devil, ice mephit,
terrains of solid ice; descriptor are enhanced air elemental
extreme cold and enlarged; spells with the
fire descriptor are impeded;
storm effect (DMG 94)
41- 45 Shavarath, Illusory scenes of ghostly Spells that create, Ar chons, devils, demons,
the Battleground combatants eternally at war ; enhance, or mimic whi r li ng blades (ECS 98)
cacophonous noise weapons are enhanced;
all charm spells are impeded
of the remoteviewing power: detect thoughts, discern location, dream, mind remote viewing power once per day as a standar d acti on for
probe (EPH 119), psionic modify memory (EPH 122), and psionic sugges up to five uses as a hi gher - or der abi li ty. Such remote viewing
tion (EPH 128). A char acter need neither know these spells or uses the char acter ' s Char i sma score for the save DC.
powers nor pay spell slots or power points to use them. Remote A char acter who has contacted the ar ti fact can spend
viewing ends j ust after one of these power s is used only if the seven days medi tati ng in the Chamber of the Teeth. The
user desi res it. deed done, a medi tator gai ns the constant effect of a non
Those who contact the TeethoftheThreeimmediately under detection spell (CL 20th wi thi n Adar , CL 10th outside Adar )
stand its li nger i ng effects and how to access those power s. for one year. Someone who has thi s abi li ty can suppr ess
L i n ger i n g Ef f ects: Anyone who meets the pr er eq it at wi l l . (Char acter s who have thi s abi li ty radi ate faint
ui si te and has been i n the pr esence of the Teeth of the Three abjur ati on magi c if successfully vi ewed wi th detect magic.)
is i mmune to possessi on for one year ther eafter . Aur a/ Cast er L evel : O ver whel mi ng all spell schools
The Teeth of the Three also functi ons as a touchstone and psi oni c di sci pl i nes. CL 30th.
(Planar Handbook 153 or Sandstorm 54). Anyone who has the Abi l i t y Val ue: T he nondetection effect gai ned by one
Planar Touchstone (Planar Handbook 41) or Touchstone feats who medi tates in the Chamber of the Teeth for seven days
can elect to gai n the abi li ty to use detect evil thr ee ti mes per is wor th 90,000 gp.
day, as the spel l , as a base abi li ty, al ong wi th the use of the Wei ght: 6,000 lb.

AUK ARAK EFFECT S

Mani f est Zone


d% or Other Type Descr i pti on Game Effects Possi bl e Encounter s
46-50 Syrani a, Bright, vibrant colors; Light gravity; all Angel (all)
the Azur e Sky cloudless blue sky; movement rates
feeli ngs of elation doubled
51- 55 Thelani s, Danci ng lights; twilight Ar cane spells are Dryad, nymph,
the Faerie Court illumination; phosphorescent empowered and satyr, sprite
gleami ngs enhanced; flowing
time effect (ECS 99)
56-60 Xoriat, Illusions of utterly alien Wild magic (DMG 149) Daelkyr, mind flayer
the Realm of Madness phenomena
61- 62 Binary storm Storm toggles between Use game effects for Use possible encounters
Daanvi / K ythri opposing planes once the appropriate for the appropriate plane*
ever y 2d6 rounds plane each cycle
63-64 Bi nary storm Storm toggles between Use game effects for Use possible encounters
I r i an/ Mabar opposing planes once the appropriate for the appropriate plane*
ever y 2d6 rounds plane each cycle
65- 66 Bi nary storm Storm toggles between Use game effects for Use possible encounters
Fernia/ Risia opposing planes once the appropriate for the appropriate plane*
every 2d6 rounds plane each cycle
67-76 Gravity burst A shi mmer i ng air mass Roll randomly;
descends, causing heavy or movement rates
li ght gr avi ty for 2d10 rounds halved or doubled accordingly
77-86 Temporal burst A light sleet descends, Roll randomly;
causing discernible haste or slow effect,
temporal fluctuations as spell, for 2d10 rounds
87-90 Teleportation burst A cloud of sparkli ng snow I nstantaneous
descends, teleporting teleportation of
creatures to another all creatures and
randomly determined equipment in a 100-foot
location in the Tashana region radi us, as teleportation circle spell
91-94 Anti magi c storm An eerie dead stillness and As antimagic shell
di mmi ng of light for duration of storm
95-98 Null psi storm An eerie dead sti llness As null psionic field
and br i ghteni ng of light for duration of storm
99-100 Time storm A light sleet descends, As temporal burst,
causing discernible but wi th full storm
temporal fluctuations 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 Absor b Essence (Su) An essence reaver absorbs arcane
the i nter venti on of the quor i have come magical and psionic power in the form of arcane spells or
together to make the conti nent's wi l ds and powers directed against it, magic items it contacts, or the
ci vi l i zed l ands str ange and full of danger . spells and powers of arcane spellcasters or manifesters the
T hi s chapter pr esents cr eatur es uni que to creature strikes. Though it has only rudimentary intel
Sar lona or Dal Quor. Many ti mes, both r eal ms touch a ligence, an essence reaver can intuit the nature of magic
si ngle cr eatur e. 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,
ESSENCE REAVER though, it seeks out powerful i tems, spellcaster s, and
As the creature rears upfrom a reptilian coil of tail and limbs, its passing manifesters first.
resemblance to some sort of dragon quickly fades. Bony plates ripple across If an essence reaver strikes a target wi th its tail attack, it
its emaciated wingless frame, grinding as taloned claws rend the ground. can choose to absorb the essence of the target itself (if an
A twisted spike at the end of itstail glows a dull red, and the beast's razor- arcane spellcaster or manifester) or of any magic item or
toothed maw splits wide as it screams. 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
ESSENCE REAVER CR 9 holding them. It does not need to make a sunder attack
Always CE Large aberration against the item.
I ni t +7; Senses darkvision 60 ft., keen senses, scent; Listen Spellcasters struck by an essence reaver's tail attack
+12, Spot +12 must make a successful DC 22 Fortitude save or lose their
AC 22, touch 12, flat- footed 19 highest- level spell slot or the highest- level spell they have
(-1 size, +3 Dex, +10 natural) prepared. Manifesters struck by an essence reaver's tail
hp 117 (18 HD); DR 10/magic attack must make a successful DC 22 Fortitude save or lose
I mmune fear, paralysis, sleep a number of power points equal to their manifester level.
SR/ PR 20 If absorbing a prepared spell, an essence reaver is able to
Fort +10, Ref +9, Wi l l +14; +3 against spells, powers, spell use that spell on a later turn. If absorbing spell slots or
like abilities, psi- like abilities power points, an essence reaver also absorbs knowledge of
a character's highest- level spell or power known, and can
Speed 60 ft. (12 squares); Spring Attack use that spell or power on a later turn. If a character has
Melee bite +19 (2d6+6) and more than one highest- level spell or power prepared or
2 claws +17 (1d6+3) and known, an essence reaver decides which spell or power
1 tail slap +17 (1d8+3) to absorb.
Space 10 ft.; Reach 5 ft. (10 ft. with bite) Charged magic or psionic items struck by an essence
Base Atk +13; Grp +23 reaver have one of their charges permanently drained.
Atk Opti ons absorb essence, persistent wound The essence reaver is then able to use the spell, power, or
Speci al Acti ons stunni ng screech ability absorbed from the item on a later turn.
Spell- Li ke Abi l i ti es (CL 18th): Magic or psionic items without charges that are struck
1/daylocate creature, locate object by an essence reaver have their magical essence absorbed
3/daytrue seeing for 1d6 rounds. Such items used against an essence reaver
Abi l i ti es Str 22, Dex 17, Con 14, Int 6, Wis 16, Cha 16 must overcome the creature's spell and power resistance
SQ detect magic, detect psionics, magical aura, psionic aura or have thei r magi cal essence absorbed for 1d6 rounds.
Feats Aler tness, Improved I ni ti ati ve, Improved Natural Dur i ng that time, the item loses all magi cal or psionic
Attack (bite), Great Fortitude, Multiattack, Skill Focus quali ti es, and the essence reaver is able to employ those
(Survival), Spring AttackB, Track quali ti es as if usi ng the item itself. For example, an
Ski l l s Jump +18, Listen +12, Spot +12, Survival +13 (+17 fol essence reaver that absorbed the essence of a ring of invis
lowing tracks) ibility would gain the ability to become invisible at wi ll for
Advancement 1924 HD (Large) 1d6 rounds. An essence reaver absorbs the qualities of any
item, even qualities it cannot use.
Spells or powers directed against the essence reaver absorb the essence of any other magic item regardless of
(whether cast or manifested by characters or from items) what type of spell was originally used to create it.
must overcome the creature's spell or power resistance or Spells and powers absorbed by an essence reaver are
be absorbed. The essence reaver is then able to use the retained by the creature for 1 hour, and can be cast or
absorbed spell or power on a later turn. manifested during that time as a standard action.
If an essence reaver is struck by a magic or psionic Absorbed spells, powers, and abilities use all the statis
weapon, the wielder of the weapon must make a DC 22 tics of the original caster, manifester, or item (including
Fortitude save or have the weapon's essence absorbed save DCs, caster level, and level- dependent effects).
for 1d6 rounds. During that time, the weapon loses all Detect Magi c (Su) As the detect magic spell; at wi l l ; caster
magical or psionic qualities (though it is still a masterwork level 18th. If studying an area or subject for 3 rounds, an
weapon), and the essence reaver can add the weapon's essence reaver can automatically detect an aura's school of
qualities (including enhancement bonuses) to its claw magic without the need for a Spellcraft check.
attacks. Weapon special qualities unusable by an essence Detect Psi oni cs (Su) As the detectpsionicsEPH power ; at wi l l ;
reaver or not applicable to slashingweapons are suppressed mani fester level 18th. If studyi ng an area or subject for
but cannot be used, though their enhancement bonuses 3 r ounds, an essence r eaver can automati cally detect
still apply. For example, an essence reaver that absorbed an aura's psi oni c di sci pli ne wi thout the need for a
the essence of a +2 hammer of disruption or a +1 dagger of power Psi cr aft check.
storing could not use those special qualities, but would still K een Senses (Ex) An essence reaver sees four times as well
add the enhancement bonus on its claw attacks. a human in shadowy illumination.
An essence reaver can absor b the essence of magi c or Magi cal Aur a When an essence reaver absorbs the essence
psionic weapons i ndefi ni tely. Though only the hi ghest of a spell or spell- like ability, it radiates an aura of magic
absorbed enhancement bonus applies, different weapon as if that spell or spell- li ke abi li ty wer e a functi oni ng
quali ti es stack. For example, an essence reaver that spell placed on it. Even if an essence reaver has absorbed
absorbed the essence of a +2 keen longsword, a +1 bodyfeeder no spells or spell- li ke abi li ti es, it r adi ates an aura of
handaxe, and a +1 psibane mace in successi ve rounds would faint magi c.
have claw attacks equi val ent to a +2 keen bodyfeeder psibane Per si stent Wound (Ex) The damage an essence reaver
weapon (assumi ng that the durati on of each absorpti on deals doesn't heal natur ally and r esi sts heal i ng spells.
over lapped). A char acter attempti ng to cast a heali ng spell on a crea
Properties temporarily bestowed on aweapon cannot be ture damaged by an essence reaver must succeed on a
absorbed by an essence reaver. Thus, normal ammunition DC 22 caster level check, or the spell has no effect on
fired from a magic ranged weapon or mundane weapons the injured char acter .
under the effect of a magic weapon spell can be used against Psi oni c Aur a When an essence reaver absorbs the essence of a
the essence reaver wi th full normal effect. power or psi- like ability, it radiates a psionic aura as if that
An essence reaver can neither absorb power or psi- like ability were a functioning power placed
nor use the spells prepared by a divine on it. Even if an essence reaver has absorbed no powers or
spel l caster or wr i tten on di vi ne psi- like abilities, it radiates an aura of faint psionics.
scrolls. However, it can 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 eand 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 cr eatur es' tendency to ki ll any cr eatur e that comes wi thi n
r eaver s often ki l l other s of thei r ki nd. However , bands of si ght makes them di ffi cult to r el ocate.
up to si x essence r eaver s have been known to congr egate Al most nothi ng is known of the li fe cycle of essence
in packs ar ound hi gh level s of magi cal or psi oni c power . r eaver s, though thei r hunger for magi cal and psi oni c
Wher e these packs for m, they hunt wi th a chi l l i ng degr ee power suggests that thi s power mi ght in some way ti e
of cunni ng. 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 fist-
SAMPLE ENCOUNTERS si zed essence r eaver eggs ar e someti mes found in i solated
T he essence r eaver is a f ast- movi ng, vor aci ous, and deser t sand f l at s. Adul t essence r eaver s do not i nhabi t
i nsane ki l l i ng machi ne dr awn i nexor ably to sour ces of these nest i ng si tes, and the eggs often show si gns of
both psi oni c and magi cal power spel l caster s and mani havi ng been consumed by lesser pr edator s. Some suggest
fester in par ti cul ar . The cr eatur es are hi ghly i ntelli gent, that a low rate of hatchi ng mi ght help keep the cr eatur es'
but thei r i nher ent mani a makes them unpr edi ctabl e at number s in check.
best. Any par ty gi ven the oppor tuni ty to flee from an T hough they have a r udi ment ar y i nt el l i gence,
essence r eaver is gener al l y wi se to do so, but these cr ea essence r eaver s do not speak.
tur es are pr one to stalk magi cal or psi oni c tar gets for days En vi r on men t : Essence r eaver s ar e found in the
befor e attacki ng wi thout war ni ng. empty wastes of any of Sar lona' s war m or temper ate
The other cr eatur es of Sar lona uni ver sal l y fear these deser ts. T hough thei r hunger for psi oni cs and magi c
aber r ati ons. T he absence of ani mal life in a local ar ea or woul d seem to make it natur al for them to tar get l ar ger
si gns of sl ai n and muti l ated phr eni c cr eatur es (EPH 205) settlements (especi ally the encl aves of the yuan- ti and the
or quor bound cr eatur es (see page 150) is often a pr ecur nomadi c settlements of the half- gi ants), they shun i nhab
sor to an essence r eaver assaul t. ited ar eas for r easons unknown. Fur ther mor e, essence
I n di vi dual ( EL 9): A lone essence r eaver could be r eaver s ar e never seen in pr oxi mi ty to the I nspi r ed' s han-
encounter ed in any of Sar lona' s deser ts or hi l l r egi ons, balani, despi te the documented psi oni c effect sur r oundi ng
fr om the foothi l l s of Adar to the Tundr a. T hough r ar e these monol i ths.
in ci vi l i zed Ri edr a, essence r eaver s have been r epor ted Typi cal Physi cal Char act er i st i cs: An essence r eaver
in Bor unan and K hal esh. is some 16 feet long and stands 10 feet at the shoul der s.
H un t er Pack ( EL 13 14) : Bet ween four and si x Its whi pl i ke tai l extends 15 feet, and it can ar c ar ound to
essence r eaver s come together to for m a hunt i ng pack, any poi nt behi nd or besi de it. A typi cal cr eatur e wei ghs
but the cr eatur es take gr eat pai ns to not r eveal thei r appr oxi matel y 3,000 pounds.
tr ue number s. T hough i ndi vi dual essence r eaver s var y in color
EL 14: A gr oup of fi ve essence r eaver s has been ati on (from ebon black to a dull slate gr ay), they show no
dr awn to the l atent power emanat i n g fr om a magi cal noti ceable si gns of gender or age.
or psi oni c l ocati on and has set up a car ef ul l y conceal ed Al i gn men t : Essence weaver s ar e al ways chaoti c
per i met er in the ar ea. When any par ty appr oaches, a evi l . T hey ar e r apaci ous ki l l i ng machi nes that sl aughter
si ngl e essence r eaver makes a fr ontal assaul t tar geti ng a i ndi scr i mi natel y and fight unti l sl ai n.
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. ESSENCE REAVER LORE
Char acter s who have r anks in K nowl edge (dungeoneer -
ECOLOGY i ng) can l ear n mor e about essence r eaver s. When a
T he essence r eaver ' s dr aconi c for m and abi l i ty to absor b char acter succeeds on a ski l l check, the fol l owi ng lore is
and uti l i ze both magi cal and psi oni c ener gy has led to r eveal ed, i ncl udi ng i nfor mati on from lower DCs.
much specul ati on on the cr eatur e' s or i gi nsa degener
ate form of dr agon mer ged wi th dar k spi r i ts of Dal Quor K n o wl ed ge ( d u n geo n eer i n g)
per haps, or a demoni c hybr i d spawned in the di stant war s D C Resu l t
between dr agon and fiend. 19 T hough i ts appear an ce suggest s dr aconi c or i gi ns, the
Physi cal l y, essence r eaver s r esemble wi ngl ess black essence r eaver i s an unpr edi ct abl e and deadl y aber r a
dr agons, but dead whi te eyes and a whi pl i ke tai l gi ve away ti on. T hi s r esul t r eveal s al l aber r at i on t r ai t s.
thei r aber r ant natur e. A gl owi ng membr ane at the end of 24 A vor aci ous pr edat or i n i ts own r i ght , the essence
its spi ke- ti pped tai l al l ows a r eaver to absor b magi cal or r eaver i s most f ear ed f or i ts abi l i t y to dr ai n t he
psi oni c ener gy fr om cr eatur es or i tems. A r eaver 's long psi on i c an d magi cal power f r om cr eat ur e and
maw is filled wi th r azor - shar p teeth, and r opes of vi scous obj ect al i ke.
spi ttle hang fr om its j aws. 29 T h ou gh t hey ar e n or mal l y l one pr edat or s t hat have
The essence r eaver is one of the few apex pr edator s no qual ms agai n st at t acki n g each ot her , essen ce
that the I nspi r ed have made no effor t to ext er mi nat e r eaver s have a cu n n i n g t hat somet i mes sees t hem
i n Sar l ona, si nce the cr eatur es' occasi onal f or ays i nto f or m hun t i n g packs of up to a hal f - dozen cr ea
Ri edr a ar e outwei ghed by the thei r usef ul ness as they t ur es. O n e essen ce r eaver of t en act s as a f ei nt ,
hunt down r ogue mani f ester s and spel l caster s in the 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
T undr a and Syr kar n. Rumor s emer gi ng fr om Adar of t he pack.
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
TYPICAL TREASURE Those who fear the I nspi r ed ar e qui ck to see the tai nt
Essence r eaver s car r y and col l ect no t r easur e, though of evi l in the quor bound. However , those awar e of the
thei r pr esence can somet i mes pr ovi de a cl ue to the legend of the QuorTarai know that the potenti al for good
l ocati ons of magi c or psi oni c l ocati ons. Agent s of the sti ll l i nger s in the dar k hear t of Dal Quor. Quor bound
I nspi r ed mi ght pay handsomel y for a cache of i ntact cr eatur es can be any lawful al i gnment, but are most often
essence r eaver eggs. 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
QUORBOUND CREATURE base cr eatur e.
The wolf is barely visible as it follows youits coat blends with the dark
of theforest. But as agleam ofgold light flashes in its dark eyes, a telltale CREATING A QUORBOUND
shiver informs you that the creature isinside your mind, already transmit- " Quor bound" is an acqui r ed template that can be added
ting your location and thoughts to its unseen masters. 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
QUORBOUND W OLF SPY CR 3 ser ves another , the nonl awful component of its al i gn
LE Medium magical beast (augmented ani mal, psionic) ment must match that of the master .
I ni t +3; Senses dar kvi si on 60 ft., low- light vi si on, scent; Size and Type: The base creature's size does not change.
Listen +3, Spot +3 If the base creature is an ani mal, it becomes a magi cal beast.
Languages Quori, Riedran (can't speak) It gai ns the appropriate augmented subtype. A quorbound
AC 15, touch 13. flat- looted 12 cr eatur e' s psi - li ke abi li ti es gi ve it the psi oni c subtype.
(+3 Dex, +2 natural) Senses: Quor bound cr eatur es have dar kvi si on out
hp 32 (5 HD) to 60 feet and low- li ght vi si on.
Fort +6, Ref +7, Wi l l +2 L an guages: T hough a quor bound cr eatur e cannot
speak, it under st ands Quor i and ei ther Common or
Speed 50 ft. (10 squares)
Ri edr an.
Melee bite +6 (ld6+2) and
H i t Di ce: The base creature's Hit Dice i ncr ease by 3.
2 claws +0 (ld4+l)
At t ack: A quor bound cr eatur e r etai ns all the attacks
Space 5 ft.; Reach 5 ft.
of the base cr eatur e, plus it gai ns a bi te attack and two
Base Atk +3; Gr p +5
cl aw attacks if the base cr eatur e di d not have those
Speci al Atk Trip
attacks. I f the base cr eatur e used its natur al weapons as
Psi - Li ke Abi l i ti es (ML 5th):
a secondar y attack (as noncombati ve her bi vor es do), the
3/daychameleon, mindlink quor bound cr eatur e uses its bi te as a pr i mar y attack and
2/dayread thoughts (DC 12) its claw attacks as secondar y attacks.
Abi l i ti es Str 15, Dex 17, Con 15, Int 6, Wis 12, Cha 10 See the Cr eatur e Si ze, Abi l i ty Scor es, and Damage
SQ tricks Table (MM 296) to deter mi ne damage for any new attacks
Feats Mind Mask, TrackB, Weapon Focus (bite) based on cr eatur e si ze.
Ski l l s Autohypnosis +4, Concentration +5, Hide +3, Listen Base At t ack Bonus: T he quor bound cr eatur e's extr a
+3, Move Silently +4, Psicraft +1, Spot +3, Survival +1 (+5 Hit Di ce i ncr ease its base attack bonus.
tracki ng by scent) Psi - L i ke Abi l i t i es: Quor bound cr eatur es have the
Tr i p (Ex) A wolf that hits wi th a bite attack can attempt to latent abi li ty to tap i nto the power of Dal Quor. Each
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 QUORBOUND LORE
under the Handle Ani mal skill (PH 74). Char acter s who have r anks in K nowl edge (psi oni cs)
Ski l l s Wolves have a +4 raci al bonus on Sur vi val checks can l ear n mor e about a quor bound cr eatur e. When a
when tr acki ng by scent. A quorbound cr eatur e recei ves char acter succeeds on a ski ll check, the fol l owi ng lore
a +2 racial bonus on Autohypnosis, Concentration, and is r eveal ed, i ncl udi ng the i nfor mati on fr om lower DCs.
Psicraft checks. 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.
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 K nowl edge (psi oni cs)
to the mater i al r eal mt hei r pl ane is f or ever r emote. DC Resul t
Even so, the I nspi r ed have devi sed methods to augment 20 Thi s creature has been altered to possesses mental
ani mal s and magi cal beasts wi t h a hi nt of Dal Quor 's faculties shar per than normal for its type, as well as
power , and these quor bound cr eatur es ser ve as guar d psionic power s.
ani mal s, mount s, and spi es. Q uor bound cr eat ur es 40 Thi s creature might be quorbound, a creatures whose
br eed tr ue, however , and those that escape capti vi t y psionic power s are the result of quori meddli ng on
and mate wi t h mundane member s of thei r speci es the Material Plane.
somet i mes pass thei r other wor l dl y abi l i ti es onto thei r
of f spr i ng.
quor bound cr eatur e has any thr ee of the f ol l owi ng GENDRUN CR10
psi - li ke abi l i ti es, some of whi ch can be selected only by Male ogre mage quorbred fighter 1
cr eatur es of cer tai n al i gnments. Mani fester level equal s LN Large giant
the cr eatur e' s Hit Di ce. Psi - li ke abi li ty effects mani fest as I ni t +4; Senses darkvi si on 60 ft., low- light vi si on; Listen
if power ed by power poi nts equal to the mani fester level +8, Spot +8
(EPH 184). L an guages Draconi c, Dwar ven, Gi ant, Orc, Ri edr an,
3/ daycatfall, chameleon, detect psionics, mind thrust (neu Quori, Terran
tral or evi l ; DC 11 + Cha modi fi er + augmentati on), mind AC 20, touch 9, flat- footed 20
link, prevenom (evi l ; DC 11 + Cha modi f i er ), vigor (good (1 size, +6 armor, +5 natural)
or neutr al ) . hp 63 (6 HD); regeneration 5
2/ dayempathic transfer (good), hustle, inflict pain (evi l; DC I mmune dream, fear, and nightmare spells and other fear- or
12 + Cha modi fi er + augmentati on), painful strike (good), dream- reliant effects
read thoughts (DC 12 + Cha modi fi er ), recall agony (evi l; DC Resi st closed mind (DC 26); SR/ PR 19
12 + Cha modi fi er + augmentati on). Fort +12, Ref +2, Wi l l +4; +4 against illusions and mind-
1/ dayclaws of the vampire ( neutr al or evi l ) , dispel affecting spells and abilities
psionics, forced share pain (evi l ; DC 13 + Cha modi f i er +
augmentati on). Speed 40 ft. (8 squares), fly 40 ft. (good)
Abi l i t i es: Adj ust fr om the base cr eatur e as follows: Melee +1greatsword +13 (3d6+13 plus disruptive strike/1920)
Str +2, Dex +2, I nt +4, Cha +4. or
Melee slam +11 (1d4+8 plus disruptive strike)
Speci al Q ual i t i es: Quor bound cr eatur es r etai n the
Ranged +1 composite longbow +4 (2d6+8/X3)
speci al qual i ti es of the base cr eatur e and gai n the follow
Space 10 ft.; Reach 10 ft.
i ng speci al qual i ty.
Base Atk +4; Grp +16
Tricks: A quor bound cr eatur e knows twel ve Handl e
Ani mal tr i cks (PH 74). Atk Opti ons disruptive strike (Fort DC 18)
Combat Gear 2 potions of cure moderate wounds
Feats: A quor bound cr eatur e gai ns one extr a feat
Spell- Li ke Abi l i ti es (CL 9th):
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 At willdarkness, invisibility
cr eatur e wi th 3 extr a ski l l poi nts. It gai ns Autohypnosi s, 1/daycharm person (DC 16), cone of cold (DC 20), gaseous form,
Concentr ati on, and Psi craft as class ski l l s, pl aci ng 1 r ank sleep (DC 16)
in each. Abi l i ti es Str 26, Dex 10, Con 20, Int 20, Wis 10, Cha 15
A quor bound cr eatur e r ecei ves a +2 r aci al bonus on SQ anti psi oni c, change shape, intellectual
Autohypnosi s, Concentr ati on, and Psi cr aft checks. Feats Anti psi oni c Magi cEPH , Hostile Mi ndEPH , B , Improved
O r gani zat i on: Soli tar y. I ni ti ati ve, Iron Wi ll, Mental Resi stanceEPH , B, Weapon
En vi r on men t : Usual l y same as base cr eatur e. Focus (greatsword) B
Advan cemen t : Ski l l s Bluff +6, Concentration +13, Craft (weaponsmithing)
L evel Adj ust ment : +6, I nti mi date +6, Jump +11, K nowledge (ar cana) +9,
Chal l enge Rat i ng: As base cr eatur e +2. 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
QUORBRED CREATURE resistance +1
T he quor i had thr ee mi l l enni a in Dal Quor to pl an Fl i ght (Su) Gendrun can cease or resume flight as a free
thei r domi nati on of Sar l ona, and so they devi sed the action. Whi le using gaseous form, he can fly at his normal
I nspi r ed and the quor bound. But the quor i ' s success speed and has perfect maneuverability.
wi t h these br eeds came al ong wi th f ai l ur es. T hey tr i ed Regener ati on (Ex) Fire and acid deal normal damage to
many exper i ment s, some offer i ng mor e physi cal pr ow Gendrun. If he loses a limb or body part, he can reattach
ess than humanl i ke f or ms had and other s i ntended to it by holding the severed member to the stump. Reattach
cr eate r eli able sl aves. I ndi vi dual s descended from these ment takes 1 minute. If the head or some other vital organ
castoff exper i ments ar e sti ll bor n i nter mi ttentl y among is severed, it must be reattached wi thi n 10 minutes or the
Sar lona's nati ves. Most ar e i ndi sti ngui shabl e from thei r creature dies. Gendrun cannot regrow lost body parts.
ki n, but a few show sever e psycho- spi r i t ual backl ash Change Shape (Su) Gendrun can assume the form of any
agai nst the quor i ' s meddl i ng. T hese cr eatur es have tr ai ts Small, Medium, or Large humanoid or gi ant.
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." 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
QUORBRED OGRE MAGE Adar . Al though he is a monster , he's not over tl y hosti le.
This bulky giant has greenish- blue skin and long raven hair, which his Gendr un had the fol l owi ng abi li ty scor es before r aci al
claws and teeth match in hue. His locks are braided, as is his beard. The adj ustments and Hit Di ce abi li ty scor e i ncr eases: Str 15,
creature's eyes are lustrous black orbs with white pupils, and apair of short Dex 10, Con 14, Int 12, Wi s 8, Cha 13.
ivory horns protrudes from hisforehead. His mail and armor are impec
cably clean and well made. Disturbingly, he looks dead calm and unmoved St r a t e g i e s a n d T a c t i c s
by your approach. 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 Speci al Q ual i t i es: A quor br ed cr eat ur e has al l
a methodi cal ki l l er . the speci al qual i t i es of the base cr eat ur e, pl us the
Gendr un uses invisibility first and takes to the ai r to f ol l owi ng.
gauge the power of hi s foes and watch them for a moment Antipsionic (Ex): Quor br ed cr eatur es cannot l ear n or
as he gets i nto an advantageous posi ti on. If he supposes use psi oni c power s or f eats, nor can they use psi oni c
they ar e weak and fools, he si mpl y uses sleep and takes any i tems.
suppl i es he needs for the tr oubl e. Foes that seem str ong Closed Mind (Ex): Quor br ed cr eatur es leave few psychi c
get cone of cold to star t. T hen Gendr un al l ows hi s oppo i mpr essi ons on thei r sur r oundi ngs, and they ar e dif
nents another chance to sur r ender as he pr epar es to fire ficult to detect wi th di vi nati on magi c and cl ai r senti ence
on them fr om above. He then uses dar kness to di vi de or power s, i ncl udi ng other power s that dupl i cate such
confuse hi s enemi es for a moment, firing to ki l l after effects (such as a wish spel l ). T he user of any such abi l
war d. He conti nues wi th thi s tacti c, focusi ng on weaker ity who tar gets the quor br ed cr eatur e must make a level
foes or obvi ous psi ons. A foe that can fly gets Gendr un' s check agai nst a DC equal to 20 + the fai led vessel ' s H D.
attenti on, and the ogr e mage enter s mel ee wi th that Fai lur e on the check means the effect fai l s.
opponent, agai n fighting to ki l l . He pr efer s to take out Immunities (Ex): Quor br ed cr eatur es enter dr eaml ess
one opponent at a ti me, ensur i ng one foe is dead befor e state when they sl eep. T hey ar e i mmune to dream and
focusi ng on another . nightmare spel l s, as wel l as any other effect that r el i es on a
T he ogr e mage accepts capi t ul at i on, demandi ng subject's abi l i ty to dr eam. A quor br ed cr eatur e is fur ther
tr i bute fr om those he def eats, but he i sn' t gr eedy or i mmune to fear and fear effects.
unr easonabl e. Gendr un saves gaseous form to escape supe Intellectual (Ex): Q uor br ed cr eat ur es can use I ntel
ri or foes. When he does so, he uses nar r ow passages to l i gence in place of Wi sdom or Char i sma to deter mi ne
deter pur sui t. the save DCs for abi li ti es that ar e nor mal l y Wi sdom- or
Char i sma- based.
CREATING A QUORBRED Power Resistance (Ex): Quor br ed cr eatur es have power
" Q uor br ed' ' i s an i nher i t ed t empl at e t hat can be r esi stance equal to 11 + thei r H D. I f the base cr eatur e has
added to any aber r at i on, ani mal , dr agon, fey, gi ant , better spell r esi stance or power r esi stance, the quor br ed
humanoi d, magi cal beast , or monst r ous humanoi d cr eatur e keeps that figure.
(r efer r ed to her eafter as the base cr eatur e). A quor br ed Saves: Q uor br ed cr eat ur es get a + 4 bonus on
uses all the base cr eatur e' s stati sti cs and abi l i ti es except saves agai nst i l l usi ons and mi nd- af f ect i ng spel l s and
as noted her e. abi l i t i es.
T ype: An i mal s that gai n thi s templ ate become Abi l i t i es: Quor br ed cr eatur es have lost some of
magi cal beast s. Do not r ecal cul at e any of the ani mal ' s thei r sense of self and wi l l , but thei r mi nds ar e shar per .
stati sti cs. It gai ns the appr opr i ate augmented subtype. Appl y the fol l owi ng modi fi er s: I nt + 4, Wi s 2, Cha 4.
Speci al At t acks: A quor br ed cr eatur e has all the T he mi ni mum scor e for Wi sdom and Char i sma is 3 or
speci al attacks of the base cr eatur e, plus the followi ng. that of the base cr eatur e, whi chever is lower .
Disruptive Strike (Su): An opponent str uck by a quor - Feats: Quor br ed cr eatur es get H osti l e Mi nd and
br ed' s melee attack must succeed on a For ti tude save (DC Mental Resi stance (EPH 47 and 48 r especti vel y) as bonus
10 + 1/ 2 the quor br ed' s r aci al H D + I nt modi fi er ) or be feats r egar dl ess of whether they meet the pr er equi si tes. A
unabl e to use spel l s, spel l - l i ke abi l i ti es, or psi oni cs for quor br ed spel l caster can take the Anti psi oni c Magi c feat
1 r ound. (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
QUORBRED LORE nor mal l y has bar d or sor cer er as a favor ed cl ass can have
Char acter s who have r anks in K nowl edge (psi oni cs) can wi zar d i nstead.
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, STRATEGIES AND TACTICS
i ncl udi ng the i nfor mati on fr om l ower DCs. T he actual Quor br ed cr eatur es ar e sl i ghtl y mor e anal yt i cal , but
base cr eatur e and i ts char acter i sti cs must be i denti other wi se use the same tacti cs as the base cr eatur e.
fied usi ng the appr opr i ate ski l l , accor di ng to the base
cr eatur e' s type. SAMPLE ENCOUNTER
Quor br ed cr eatur es ar e extr eme mani festati ons of quor i
K n o wl ed ge ( psi on i cs) mani pul at i on. T hey ar e al so exceedi ngl y r ar e. T hose
D C Resu l t bor n i nto nor mal fami l i es usual l y find life tr yi ng among
20 T hi s i s an ant i psi oni c cr eat ur e of some sor t. thei r people, whi l e other s become famed if eccentr i c
30 A cr eat ur e of t hi s sor t i s pr obabl y ver y r esi st ant to academi cs. PCs ar e l i kel y to encounter such bei ngs only
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 by chance.
t hat i t suf f er s f r om ment al def i ci enci es. Gen dr un ( EL 10 ) : Gendr un was bor n i n Syr kar n
40 T hi s cr eatur e' s power s i ndi cat e t hat i t mi ght be one of wher e he wi tnessed the abuse many of hi s peopl e suf
the quor br ed, cr eat ur es whose ant i psi oni c power s ar e fered at the hands of the Ri edr an tr oops stati oned ther e.
the r esul t of quor i meddl i n g on t he Mat er i al Pl ane. 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.

Space 10 ft.; Reach 10ft.


QUORI Base Atk +10; Gr p +21
The quori are i ntelli gent, i mmor tal cr eatur es that i nhabi t Atk Opti ons aligned strikes (evil, lawful), constrict (1d6+7
Dal Quor. Each quor i has si mi l ar tr ai ts and the quori plus 1d6 fire plus burni ng rage), Ghost Attack, improved
subtype as defi ned in the EBERRON Campaign Setting (page 296). grab, Psionic Fist
A few of the mor e power ful quor i ar e pr esented her e. Speci al Acti ons greater teleport (Dal Quor only), invade
dreams, possession
DUULORA QUORI Psi - Li ke Abi l i ti es (ML 10th; 1d20+14 to overcome PR if
This creature isagrotesque, bulbous, flying mass that extrudes three thick expends psionic focus):
tendrils, each one capped with aeyeballthat augments the central eye in its At willfar hand (range 60 feet, 15 pounds), mindlink, psionic
body. Three pairs of stubby wings protrude from along thesides of its body, rage (DC 18)
and it'sdifficult to see how they can possibly support its weight. 3/dayid insinuation (4 targets, DC 19), inertial armor (+8 AC),
psionic scent, psionic trueseeing, trace teleport
1/daybody adjustment (4d12), recall agony (9d6, DC 20)
DU'ULORA QUORI CR 11 Abi l i ti es Str 24, Dex 13, Con 20, Int 15, Wi s 18, Cha 19
Usually LE Large outsider (evil, extraplanar, lawful, psionic, Feats Ghost AttackEPH , Power PenetrationEPH , Psionic Fi st EPH ,
quori) Track
I ni t +1; Senses all- around vi si on, see in dar kness; Listen Ski l l s Autohypnosi s +18, Bluff +10, Concentration +17,
+14, Spot +20 Diplomacy +8, I nti mi date +20, K nowledge (psionics)
Aur a fury (30 ft., DC 19) +10, Knowledge (the planes) +8, Listen +14, Move Silently
Languages Common, Infernal, Quori, Riedran, telepathy +13, Psicraft +10, Search +18, Sense Motive +16, Spot +20,
100 ft. Survival +16 (+18 on other planes)
AC 18, touch 10, flat- footed 17 Advancement 11- 16 HD (Large); 17- 24 HD (Huge)
(1 size, +1 Dex, +8 natural) Ai l - Ar ound Vi si on (Ex) A du'ulora's many eyes provide a +4
hp 95 (10 HD); DR 10/crysteel or good racial bonus on Spot and Search checks. Opponents gain
I mmune charm, fear, fire, sleep no benefits when flanking a du'ulora.
Resi st acid 10, cold 10, fire 10; SR/ PR 21 Fur y Aur a (Su) At the end of each of a du'ulora's tur ns,
Fort +12, Ref +8, Wi l l +11 opponents wi thi n 30 feet of it must succeed on DC 19
Speed fly 70 ft. (perfect) (14 squares) Wi l l saves or suffer the effect of the rage spell whi le
Melee 3 slams +16 each (1d6+7 plus ld6 fire) 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 insinuation can force opponents to fight one another , whi l e
a 2 ci r cumstance penal ty on thi s save. Opponents those fooli sh enough to enter melee wi th a du'ulora can
wi thi n the aura must save each r ound, but a success be gr appl ed and i nci ner ated wi th bur ni ng r age.
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 HASHALAQ QUORI
hour s. A du'ulora can choose to affect its alli es wi th thi s A humanoid wearing an iridescent, pale blue robe stands before you.
ability. Thi s is a mi nd- affecti ng ability. The save DC is Hiding itsfeatures is a deep hood, from which dim blue light shines.
Char i sma- based. This creature seems to be hovering afew inches off the ground. As you
I mpr oved Gr ab (Ex) To use this ability, a du'ulora must hit look more closely, you realize that the entire figure, robe and all, is
an opponent of up to Large size wi th a slam attack. It can formed from translucent, fleshy tendrils, twined together to mimic a
then attempt to start a grapple as a free action without humanoid shape.
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 HASHALAQ QUORI CR 9
damage plus 1d6 points of fire damage and activates its Usually LE Medium outsider (evil, extr aplanar , lawful,
burni ng rage ability with a successful grapple check. psionic, quori)
Bur ni ng Rage (Su) After a du'ulora has successfully con I ni t +3; Senses see in darkness; Listen +9, Spot +14
stricted an opponent, it can call on that opponent's inner Aur a intimate knowledge (60 ft., DC 20)
rage to trigger spontaneous combustion. The constricted Languages Celestial, Common, Draconic, Infernal, Quori,
opponent vi cti m must make a successful DC 19 Will save Riedran, telepathy 100 ft.
or take ld6 points of fire damage for every point by which AC 17, touch 13, flat- footed 14
the save was failed. A character who has the ability to rage (+3 Dex, +4 natural)
or frenzy takes a 2 circumstance penalty on the save. hp 60 (8 HD); DR 5/crysteel or good; empathic feedback
An Autohypnosis check can be made in place of the Will I mmune charm, fear, sleep
saving throw. Resi st acid 10, cold 10, fire 10; SR/ PR 19
When it slays avictim with this attack, a du'ulora imme Fort +9, Ref +9, Wi l l +10
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 Speed 40 ft. (8 squares), fly 40 ft. (perfect)
ity. The save DC is Charisma- based. Melee idyllic touch +10 (1d4+1 Wis plus brain lock)
I nvade Dr eams (Su) Dr eami ng cr eatur es that are ki lled Space 5 ft.; Reach 5 ft.
in the dr eam by a du'ulora usi ng i nvade dr eams and Base Atk +8; Gr p +10
the associ ated nightmare effect take double damage from Atk Opti ons aligned strikes (evil, lawful)
the nightmare. Speci al Acti ons familiar face, greater teleport (Dal Quor
Psi - Li ke Abi l i ti es Psi- like abilities manifest as if powered by only), invade dreams, possession
power points equal to the manifester level (EPH 184). Psionic Psi - Li ke Abi l i ti es (ML 8th):
rage is identical to the rage spell, but it is 4th level and can At willfarhand (range 50 feet, 11 pounds), mindlink, psionic charm
be used against an unwi lli ng target. When a du'ulora uses (affects ani mal , fey, gi ant, humanoi d, magi cal beast, or
id insinuation, add +10 to the d% roll to determine actions monstrous humanoid, 8 days, DC 20)
each round. 3/daybody adjustment (3d12), ego whip (2d4, DC 20), inertial armor
Ski l l s A du'ulora r ecei ves a +2 r aci al bonus on I nti mi (+7 AC), mindprobe (DC 21)
date checks. It r etai ns thi s bonus whi le it possesses a 1/daydream (see spell, PH 225), hostile empathic transfer (up to 80
cr eatur e. points, DC 19), mind thrust (8d10, DC 20)
When a du'ulora quori possesses a human host, it Abi l i ti es Str 14, Dex 16, Con 17, Int 20, Wis 18, Cha 23
combi nes its ski ll r anks wi th those of the host. A typi SQ malleable form
EPH
cal du'ulora has 12 r anks in Autohypnosi s, Concentr a Feats I nquisitor , Negotiator, Persuasive
tion, I nti mi date, Move Si lently, Sear ch, Sense Moti ve, Ski l l s Autohypnosi s +16, Bluff +20, Concentration +13,
Spot, and Sur vi val ; 10 r anks in Li sten; and 6 r anks in Diplomacy +26, Disguise +11 (+13 when acting in charac
Bluff, K nowledge (psi oni cs), K nowledge (the planes), ter), Gather Information +16, Intimidate +12, Knowledge
and Psi cr aft. (arcana) +15, Knowledge (history) +10, Knowledge (local)
+ 10, K nowledge (nobility and royalty) +10, K nowledge
Du' ul or a quor i , al so cal l ed bl ackf ur i es, ar e spi r i ts of (psionics) +17, K nowledge (the planes) +15, Li sten +9,
r age capable of dr i vi ng mor tal s to unr easoni ng fur y. A Psicraft +17, Search +10, Sense Motive +18, Spellcraft +12,
du'ulora is a mael str om of eyes and wi ngs suspended in a Spot +14, Survi val +4 (+6 on other planes)
whi r l wi nd of shadow. Al though it appear s i nsubstanti al , Advancement 920 HD (Medium)
thi s shadow is actual l y soli d, and the du'ulora fi ghts by I nti mate K nowledge Aur a (Su) A hashalaq quori has an
gr appl i ng its enemi es wi th tentacl es for med from thi s intuitive awareness of the emotions and thoughts of crea
dar k matter . tures withi n 60 feet. Thi s aura mimics the psionic powers
empathy and detect hostile intent. As a free action, a hashalaq
St r a t e g i e s a n d T a c t i c s can make Sense Motive checks against any creature wi thi n
A du' ul or a is a cunni ng tacti ci an that uses f ur y as a this area.
weaponi t flies to close wi th those who seem to use spell s Also as a free action, a hashalaq can focus thi s power
or psi oni cs. T he r age i nduced by the f ur y aur a gr ant s on a single i ndi vi dual. If it does so, it loses its broader
str ength to the du'ulora's enemi es, but it al so str i ps them awareness and the ability to make Sense Motive checks as
of thei r abi l i ty to use magi c or sophi sti cated tacti cs. Id
free actions. The target can make a successful DC 20 Will Ski l l s The intimate knowledge ability of a hashalaq provides
save to resist the effect. If the subject fails the save, the it with a +2 insight bonus on Bluff, Diplomacy, Intimidate,
hashalaq gai ns a +2 insight bonus to AC against attacks and Sense Motive checks.
made by the subject and a +2 insight bonus on attack rolls When a hashalaq quori possesses a human host, it
and damage rolls agai nst the subject. The hashalaq also combines its skill r anks wi th those of the host. A typical
gai ns the ability to read the subject's surface thoughts as if hashalaq has 10 r anks in Autohypnosi s, Bluff, Concen
using a detect thoughts spell. Thi s is a mind- affecting ability. tr ati on, Di plomacy, K nowledge (ar cana), K nowledge
The save DC is Charisma- based. (psi oni cs), K nowl edge (the pl anes), Psi cr aft, Sense
Empathi c Feedback (Su) Any time a hashalaq is injured, the Moti ve, and Spot; 8 r anks in Gather I nfor mati on; and
opponent that injured it takes 12 points of damage or half 5 r anks in Di sgui se, K nowledge (hi story), K nowledge
the damage of the attack, whi chever is less. The hashalaq (local), Knowledge (nobility and royalty), Listen, Search,
takes the rest. Due to its empathic nature, damage trans and Spellcraft.
ferred to the opponent overcomes damage reduction and
si mi lar effects. H ashal aqs ar e quor i l or emaster s and j udges, also known
In addition, whenever a creature successfully uses a as dr eamsteal er s. In thei r natur al for m, hashal aq quor i
mind- affecting spell or ability on a hashalaq quori, that ar e composed of hundr eds of tr ansl ucent tendr i l s, si mi
creature must make a successful DC 20 Will save or suffer lar to the tentacl es of aj el l yf i sh. They can compr ess and
the same effect. The save DC is Charisma- based. confi gur e these tendr i l s to for m a wi de r ange of si mpl e
I dylli c Touch (Su) The touch of a hashalaq floods its vi cti m shapes, fr om a humanoi d fi gur e to a gi ant floati ng hand.
wi th sensati ons of joy and pleasure so intense they can A poi nt of blue li ght suspended wi thi n the tendr i l s ser ves
destroy the victim's mi nd. The touch deals 1d4+1 points as thei r sensor y or gans; they can move thi s sense or gan
of Wisdom damage. A struck opponent must succeed on ar ound to sui t thei r cur r ent shape.
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 St r at egi es an d T act i cs
blissful ecstasy. If a creature's Wisdom is reduced to 0 by H ashal aq quor i despi se physi cal confli ctthey use gui l e
this power, that creature suffers a catastrophic cerebral and tr eacher y to defeat opponents. If forced i nto battl e,
overload and dies. hashal aqs use thei r i dylli c touch to i ncapaci tate melee
When it slays a vi cti m wi th thi s attack, a hashal aq opponents, savi ng thei r psi - li ke abi li ti es for spel l cast
immediately heals 2d6 points of damage. Thi s is a mind- er s and other r anged combatants. If they ar e in actual
affecting ability. The save DC is Charisma- based. danger , hashal aqs tel epor t away. T hey then use thei r
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. Hashalaq quori
The subject must succeed on a DC 20 Will save, or the
hashalaq finds an image of someone wi th whom the target
empathi zesa 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.
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/dayenergy wave (18d6, DC 27), insanity (3 tar gets, DC 27),
psychic crush (7d6, DC 23)
1/dayfocused 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 Spell-
Like 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
shapeshi f ti ng abi l i ti es to moni tor thei r foes and str i ke +17, Perform (oratory) +28, Psicraft +29, Search +21, Sense
agai n when ci r cumstances ar e in thei r favor. Motive +28, Spot +32
Advancement 1950 HD (Medium)
KALARAQ QUORI Ai l - Ar ound Vi si on (Ex) The many eyes of a kalaraq provide
A humanoid figure formed of pure shadow looms before you. A nimbus of
it wi th a +4 bonus on Spot and Search checks. A kalaraq
light surrounds it, shedding no actual light, serving only to highlight the
cannot be flanked.
absolute darkness of the being within. The figure iscompletely featureless,
Tr ue Seei ng (Ex) The many eyes of a kalaraq provide it wi th
but a host of disembodied eyes of all shapes and sizes whirl around it. These
the benefit of a trueseeing spell out to 120 feet.
eyes are constantly shiftingsometimes fading away, other times bursting
Regener ati on (Ex) A kalaraq quori takes normal damage
like bubbles.
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
KALARAQ QUORI CR 20
at the victim's mind and soul, overcoming all forms of
Usually LE Medium outsider (evil, extraplanar, incorporeal,
damage reduction. In addition, those struck by a kalaraq
lawful, psionic, quori)
must succeed on a DC 27 Will save or be affected as if by a
I ni t +11; Senses all- around vision, see in darkness, true
confusion spell (caster level 18th).
seeing 120 ft.; Listen +28, Spot +32
If a kalaraq reduces itsopponent's Wisdom to 0, it binds
Languages understands all languages, telepathy 500 ft.
the soul of that foe to one of its many eyes. Even if the
AC 25, touch 25, flat- footed 25; uncanny dodge subject of this ability is dreaming, its soul is torn from
(+7 Dex, +8 deflection) its physical body and it dies instantly. Until the kalaraq
Mi ss Chance 50% (incorporeal) is destroyed, a subject of this ability cannot be returned
hp 207 (18 HD); regeneration 5; DR 15/crysteel and good to life through any means. In addition, the kalaraq gains
I mmune charm, fear, sleep access to all of the memories of the victim (but not any
Resi st acid 10, cold 10, fire 10; SR/ PR 29 actual skill ranks or class levels). It also gai ns a +10 cir
Fort +18, Ref +18, Wi l l +21 cumstance bonus on Disguise checks made to impersonate
Speed fly 60 ft. (perfect) (12 squares) the bound subject.
Melee 2 incorporeal touches +25 each (1d6 plus 1d4+1 Wis A kalaraq's Hit Dice are a measure of how many souls it
plus soul bi ndi ng) has bound. A kalaraq can voluntarily release bound souls,
Space 5 ft. (10 ft. as swar m of eyes); Reach 5 ft. (0 ft. as but if a powerful kalaraq released a large number, it would
swar m of eyes) lose Hit Dice.
Ni ght Ter r or s (Su) A kalaraq quori can split off aspects of SAMPLE ENCOUNTERS
its spirit and send these dark eyes to prowl Dal Quor in On Dal Quor, the mi ghti est quori are usually loner s, and
search of mortal spirits. Thi s ability in conjunction wi th they move only wi th i ntent. PCs usual l y r un acr oss quor i
invade dreams allows a kalaraq to use nightmare up to three in thei r I nspi r ed or possessed shells. Recently, quori have
times per day. Further, if the victim fails the save against mani fested physi cally in some of the wi ld zones of Ri edr a,
nightmare, a second DC 27 Will save is required. Failure though they cannot move beyond these r egi ons. Quor i
results in 1d4 points of damage to each of Intelligence, al so enter dr eams.
Wisdom, and Chari sma. Thi s is a mind- affecting ability. Dr eamweaver ( EL Par ty Level +3): Whi l e on the trail
The save DC is Charisma- based. of a par ti cul ar vi l l ai n, campi ng or r esti ng PCs di scover
Spyi ng Eyes (Ex) A kalaraq can send its many eyes to scout thei r quar r y has found them, and the dastard has whatever
and spy at a distance. Thi s has the same effect as the spell additional aid is required to meet the Encounter Level. The
greater prying eyes, but it is an extraordi nary ability that has si tuati on looks gr i m, but someti me dur i ng the fight the
an unli mi ted duration. A kalar aq can use only twenty char acter s notice that the enemy never attacks a par ti cular
spyi ng eyes per day. These eyes regenerate every 24 hours, PCthe one on watch when the encounter star ted. That's
but if they are all destroyed, a kalaraq cannot spy for the because the character is really a hashalaq, and the PCs are in
rest of the day. a dr eam staged by the quori to learn thei r tactics. Characters
Swar m of Eyes (Su) A kalaraq can disperse its physical form who are ki lled si mply wake up at the end of the encounter ,
into a swar m of eyes. Tr ansfor mi ng to and from thi s but the first one to di e must save agai nst the nightmare spell
form is a standar d action. As a swar m of eyes, a kalar aq used thr ough the hashal aq' s i nvade dr eam abi li ty.
takes on all swarm traits applicable to swar ms made up of
Fine creatures (MM 315316), including distraction (DC ECOLOGY
26), except that because it is incorporeal it is unaffected Quori ar e outsi der s al i en to Eber r on and the Mater i al
by high wi nds. The swarm of eyes deals swarm damage Plane. I mmor tal bei ngs, the quor i sti ll feedthey con
equal to that dealt by the kalaraq's incorporeal touch. A sume the psychi c ener gy of dr eami ng mor tal s. They don't
kalaraq can make full use of its psi- like abilities while it sleep, nor do they r epr oduce in the conventi onal way. Al l
is a swarm of eyes. quori ar e the spawn of the Dr eami ng Dar k, il- Lashtavar,
Mal l eabl e Seemi ng (Su) As a standard action, a kalaraq can and the Dar k can only cr eate new quor i when a l i vi ng one
assume any form of Medium size or smaller, i ncludi ng di es. T hi s is j ust one of the many r easons the I nspi r ed
weapons, armor, clothi ng, and other accoutr ements of seek to er adi cate the kal ashtar . A quor i who is di scover ed
its i ntended appear ance. The change is not i llusor ya to be wor ki ng agai nst the i nter ests of the Dr eami ng Dar k
kalar aq's body has no speci fi c natur al form. True seeing is qui ckl y ki l l ed so that its spi r i tual ener gy can r etur n to
reveals the many eyes and shadowy nature of the kalaraq's the Dar k and be r ebor n.
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 QUORI LORE
on its new form. Char acter s who have r anks in K nowl edge (the planes) can
Ski l l s When a kalar aq quori possesses a human host, it lear n mor e about quor i . When a char acter succeeds on a
combines its skill ranks wi th those of the host. A typical ski l l check, the fol l owi ng lore is r eveal ed, i ncl udi ng the
kalaraq has 20 ranks in Autohypnosis, Bluff, Concen i nfor mati on from l ower DCs.
tration, Diplomacy, Intimidate, Knowledge (psionics),
Knowledge (the planes), Listen, Perform (oratory), Psi K nowl edge (the pl anes)
craft, Sense Motive, Spot; 10 ranks in Disguise, Hide, DC Resul t
Knowledge (arcana), Move Silently, and Search; and 5 15 Thi s creature is a quori, a mali gn outsider from Dal
ranks in Knowledge (history), Knowledge (local), Knowl Quor, the Regi on of Dr eams. Such cr eatur es cannot
edge (nature), K nowledge (nobility and royalty), and mani fest physi cally on the Mater i al Plane. Thi s
Knowledge (religion). r esult r eveals all outsider, extr aplanar , psi oni c, and
quori tr ai ts.
K al ar aqs are the nobi li ty of ni ghtmar ecr eatur es formed 20 Quori have powers relati ng to specific emoti ons,
of shadow and sur r ounded by a host of spectr al eyes. They such as fear or r age. They actually invade the dr eams
ar e al so known as eyebi nder s. of sleepi ng mor tals, and they feed on the energy of
the dr eams.
St r at egi es an d T act i cs 25 Quori can also possess wi l l i ng humans, though
When facing a group of enemi es, a kalar aq starts wi th either few have the force of per sonali ty to accept such a
energy wave or psionic blast. Once its opponents are stunned, it spirit. They can see in any from of dar kness and can
di sper ses i nto a swi r l i ng mael str om of eyes and shadow, communi cate telepathi cally. Al l quori are resi stant
engul f i ng i ts enemi es and devour i ng thei r mi nds. to acid, cold, fire, magi c, and psi oni cs, as well as
Agai nst power ful i ndi vi dual opponentsespeci al l y other i mmune to char m, fear, and sleep.
out si der skal ar aqs r el y on f ocused at t acks such as ego 30 Only good- ali gned weapons can wound quori effec
whip to str i p away spel l casti ng abi li ty, followed by insanity, tively, and on Dal Quor, they can travel from place
psychic crush, or mind thrust. Because Wi l l saves apply to most to place i nstantaneously. It's possible that the "di vi ne
of a kal ar aq' s psi - li ke abi l i ti es, the quor i can soften up its spi ri ts" gui di ng the I nspired are quori.
enemy wi th its soul bi ndi ng touch and then follow wi th
a deadl y power .
En vi r on men t : Al l quor i come fr om centr al r egi on other pl anes, and they ar e one of the few quori castes that
of Dal Quor, the Regi on of Dr eams. T hei r domed ci ti es under stand the ways of magi c. In Dal Quor, the hashal aqs
r i se up fr om the dr eamstuf f j ust beyond the r eal m wher e ar e typi cal l y found as advi sor s to the kal ar aqs. T hey al so
mor tal spi r i ts tr avel in thei r dr eams. ser ve as j udges, pol i ci ng the quor i and ensur i ng that the
T ypi cal Physi cal Char act er i st i cs: Quori shar e few r i val r i es of the tsucor a never thr eaten the gr eater pl ans
char acter i sti cs. Some of them ar e i nsecti l e whi l e other s of the Dr eami ng Dar k.
ar e chaoti c clouds of eyes and shadow, and sti ll other s ar e The bur ni ng tendr i l s of du'ulor a senti nel s ser ve as
made up of hundr eds of tendr i l s. the br awn to the hashal aqs' br ai ns. In ti mes of battle, the
Al i gn men t : Most quor i have f undamental l y i den du'ulor as fight in the vanguar d, watchi ng di spassi onatel y
ti cal per sonal i ti esthey ar e al l effecti vel y mind seeds of as thei r enemi es tur n on one another . But whi l e du'uloras
the Dr eami ng Dar k. H owever , on r ar e occasi ons quor i feed on the r age of other s, they ar e cold and cal cul ati ng.
do br eak out of thi s psychi c mol d, devel opi ng new and Du'ulor as ar e content to ser ve the Dr eami ng Dar k. Battle
uni que per sonal i ti es and potenti al l y shi fti ng al i gnment. defi nes thei r exi stence, and these cr eatur es spend thei r
As such, they ar e usual l y l awful evi l . li ves eager ly awai ti ng the next oppor tuni ty to match wi ts
wi th a cunni ng foe.
SOCIETY Usvapnas, also known as dr eam master s (Magic of Eberron
T he quor i have a str i ct caste syst em, wi t h each caste 148), ar e the assassi ns and spi es of Dal Quor. T hey ser ve
ser vi ng a speci fi c role in Dal Quor and on Eber r on. A the hashal aqs, and they r evel in destr oyi ng any thr eat to
quor i that finds favor in the many eyes of the Dr eami ng the Dr eami ng Dar k' s pl ans. The dr eam master s al so sow
Dar k mi ght be physi cal l y tr ansfor med i nto a member of a di scontent and wor se in mor tal mi nds.
hi gher caste. Al though the quori put the goals of the Dark Tsucor a quor i for m the masses of Dal Quor. Con
befor e ever ythi ng else, they al ways look for oppor tuni ti es stantl y j ockeyi ng for posi ti on, tsucor as hope to be r ei n
for per sonal advancement. car nated as a mor e power ful ser vant of the Dar k. T hei r
Most quor i ar e cr uel but sophi sti cated, pr ef er pl ans ar e as often for the r ui nati on of a competi tor as
r i ng psychol ogi cal tor ment to physi cal conf l i ct. T hey they ar e for the f ur ther i ng of the il- Lashtavar's pl ans. None
ar e endl essl y pati ent, wi l l i ng to wai t for decades to take want to r etur n to li fe as a lowly tsor eva.
vengeance or br i ng a pl an to fr ui ti on. Most quor i want Tsor eva quor i (Magic of Eberron 147) ser ve as expend
to contr ol ever y aspect of a battl e. If caught by sur pr i se, able tr oops in any battle on Dal Quor or as I nspi r ed shock
a quor i mi ght flee fr om an i nfer i or foe, r etur ni ng when tr ooper s on Eber r on. T hese quor i r el i sh battl e. T hey
it has the upper hand. ser ve as the i nfantr y under a du' ul or as command. Ever y
K al ar aq quor i gui de the quor i r ace, and the tsor eva wants only to di e wel l , r etur ni ng as an honor ed
Devour er of Dr eamst he per sonal emi ssar y of the soldi er to the Dr eami ng Dar k.
Dr eami ng Dar ki s of thi s or der . Al though the kal ar aqs Not all is evi l wi thi n the Regi on of Dr eams, however .
never fight one another over tly, each has its own agenda, T he ancestor s of the kal ashtar wer e the l ar gest gr oup of
and each hopes to someday sei ze the thr one of the rebel quor i ever known, counti ng even the kal ar aq Tar a-
Devour er of Dr eams. Because of thi s i nter nal confl i ct, tai among them. Ami d the i ncar nati ons of confor mi ty
it is ver y unusual for a kal ar aq to l eave Dal Quor to and hatr ed on Dal Quor, a few free thi nker s sti ll hi de.
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 TYPICAL TREASURE
have bound. A quor i has standar d tr easur e for its Chal l enge Rati ng.
H ashal aq quor i ar e the l or emaster s of Dal Quor. Once agai n, thi s tr easur e is usual l y i n the hands of an
Even those hashal aqs who do not have I nspi r ed vessel s I nspi r ed or human vessel . On Dal Quor, quor i do have
devote a gr eat deal of ti me to studyi ng Eber r on and the 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 ever si nce the bi ndi ng of U l akhun at the si ege of
spi r i tual st r engt h ( r equi r ed Char i sma) to contai n a K asshta K eep.
power ful quor i , so most of these spi r i ts can only mani fest Each other type of quor i has a number of I nspi r ed
thr ough I nspi r ed vessel s. T he pui ssant quor i pr esented based on its castel ess power ful quor i ar e mor e numer
her e have I nspi r ed vessel s, but most of these ar e concen ous i n Dal Quor and mor e numer ous amon g the
tr ated in Ri edr a. I nspi r ed. Du' ul or a I nspi r ed ser ve as commander s i n
Of the twel ve kal ar aq quor i that ar e cur r ent l y Ri edr a' s mi l i t ar y and the T housand Eyes. H ashal aq
fr ee i n Dal Quor , onl y t hr ee l eave behi nd the duti es I nspi r ed act as pl anner s, nobl es, and j udges wi t hi n
and schemes of the Regi on of Dr eams to vi si t Eber Ri edr a, and as ambassador s and spi es outsi de. T sor eva
r on of t enL or d Sur asek of the Gui di ng Path, Lor d and tsucor a I nspi r ed ar e the most numer ous, whi l e
Zor atesh of the H ar moni ous Shi el d, and Lady Sha- usvapna I nspi r ed ar e found in di spr opor ti onatel y l ar ge
r adhuna of the T housan d Eyes. Ever y other kal ar aq number s in for ei gn l ands. These latter fiends often wor k
has a vessel awai t i ng i ts use i n Ri edr a, but most come alone r ather than as par t of a Ri edr an noble's entour age
to Eber r on onl y under the most di r e ci r cumst ances or ambassador ' s staff.

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