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	<title>Have Dice Will Travel &#187; Uncategorized</title>
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	<description>Keith's World Tour</description>
	<lastBuildDate>Thu, 10 May 2012 21:48:44 +0000</lastBuildDate>
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		<title>So what IS The Doom That Came To Atlantic City?</title>
		<link>http://bossythecow.com/hdwt/2012/05/so-what-is-the-doom-that-came-to-atlantic-city/</link>
		<comments>http://bossythecow.com/hdwt/2012/05/so-what-is-the-doom-that-came-to-atlantic-city/#comments</comments>
		<pubDate>Thu, 10 May 2012 21:48:44 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=451</guid>
		<description><![CDATA[For those of you wondering what I&#8217;ve been doing, I have a big roleplaying project in the works. I&#8217;ll be making an initial announcement about that here in the near future, and I&#8217;ll be running a Kickstarter campaign later in the year to raise funds. In the meantime, when it comes to card and board [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/Doom5.png"><img class="aligncenter size-large wp-image-452" title="Doom5" src="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/Doom5-1024x683.png" alt="" width="716" height="456" /></a></p>
<p>For those of you wondering what I&#8217;ve been doing, I have a big roleplaying project in the works. I&#8217;ll be making an initial announcement about that here in the near future, and I&#8217;ll be running a Kickstarter campaign later in the year to raise funds. In the meantime, when it comes to card and board games, 2012 is all about Lovecraft. <a href="http://thegaminggang.com/2012/04/more-details-emerge-for-cthulhu-fluxx/"><em><strong>Cthulhu Fluxx</strong></em></a> comes out this August, and I&#8217;m very excited about it. And right now a new company called  The Forking Path is running a kickstarter campaign to launch a board game that&#8217;s been on the shelf for a few years:  <em><a href="http://www.kickstarter.com/projects/forkingpath/the-doom-that-came-to-atlantic-city"><strong>The Doom That Came To Atlantic City</strong></a></em>. The project description has left some people confused as to exactly what the game is and how it&#8217;s played, and I want to clear that up.</p>
<p><a href="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/BoardSmall.jpg"><img class="aligncenter size-medium wp-image-457" title="BoardSmall" src="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/BoardSmall-300x300.jpg" alt="" width="337" height="337" /></a></p>
<p>At first glance, you may notice a similarity to a certain real estate trading game. However, the gameplay is entirely different. Just as <a href="http://www.atlas-games.com/gloom/"><em>Gloom</em></a> has you try to kill your characters instead of helping them, <a href="http://www.kickstarter.com/projects/forkingpath/the-doom-that-came-to-atlantic-city"><em>Doom</em></a> challenges you to destroy the city rather than build it. You begin with a happy community filled with houses, and then you and your friends arrive. Each of you is playing one of HP Lovecraft&#8217;s Great Old Ones, and your goal is to smash houses, open gates, and destroy the world. But you each want to destroy it in your own special way. As Cthulhu, you want to make sure that pesky Shub-Niggurath doesn&#8217;t sneak in and destroy it first!</p>
<p><a href="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/HasturExample.jpg"><img class="aligncenter size-large wp-image-459" title="HasturExample" src="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/HasturExample-1024x610.jpg" alt="" width="748" height="428" /></a></p>
<p>The abilities of your character are defined by <strong>Providence</strong> cards. Each Old One begins with a particular card, so Hastur always starts as the King in Yellow. By acquiring additional Providence cards, you have the opportunity to focus your strengths in a particular area &#8211; fighting other Old Ones, destroying houses, acquiring cultists, controlling movement, and more. Certain Providence cards can be played on your opponents. Everyone wants Membranous Wings&#8230; but no one wants to be The Cute One!</p>
<p>As an Old One, you make use of two resources. <strong>Cultists </strong>are your anchor to the world; when you lose your last cultist you are banished (removed from play) until you can rebuild your cult. You can take cultists from other Old Ones by defeating them in combat. The second resource is <strong>houses</strong>. You don&#8217;t start with any houses; you get them by smashing the houses on the board. Houses are a currency you spend to use <strong>Chants</strong> cards &#8211; one shot actions that let you modify die rolls or perform other special feats. Certain Chants cards also require you to sacrifice cultists. It&#8217;s tough to be a cultist.</p>
<p><a href="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/GateRlyehFlat.jpg"><img class="aligncenter size-medium wp-image-463" title="GateRlyehFlat" src="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/GateRlyehFlat-250x300.jpg" alt="" width="250" height="300" /></a></p>
<p>The basic action of the game is simple. Travel around the board. Beat up  other Old Ones who get in your way. Destroy houses. When you destroy  the last house on a space, you open up a gate. The gate belongs to you, but you also get a special power based on the realm it&#8217;s connected to. A gate to R&#8217;lyeh helps you destroy things, while a gate to Yuggoth reduces the cost to play Chants cards. The more gates you have tied to a particular realm, the easier it is to use this ability. In addition, all gates belonging to a particular player are connected for purposes of movement. So when the game begins, the board is fairly straightforward. But as reality falls apart you have more opportunities to control your movement and make tactical decisions. But&#8230; how do you win?</p>
<p><a href="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/Ultimate3b.jpg"><img class="aligncenter size-medium wp-image-465" title="Ultimate3b" src="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/Ultimate3b-193x300.jpg" alt="" width="244" height="379" /></a></p>
<p>The simplest way to win is to open six gates. The first Old One to open a sixth gate immediately wins. However, every player also has a  shortcut to victory: their <strong>Doom</strong>. Looking to the Doom above, it can be acheived with only four gates, but it requires the sacrifice of 12 cultists. As a result, the player will want to find Providence traits that give him additional cultists, or focus on beating up other Old Ones and stealing their cultists. In addition, gates to Leng reduce the cost to use the Doom, so he&#8217;ll want to target the yellow spaces. Your Doom determines your optimal strategy. Should you gain powers you need to fight other Old Ones, or ignore them and enhance your ability to destroy houses? Is the ability to target specific spaces more important than a bonus to destruction?</p>
<p>While these factors do provide you with meaningful decisions, <em>The Doom That Game To Atlantic City </em>is a chaotic beer &amp; pretzels game. The level of strategy is akin to <em>Munchkin</em>. You have choices to make and the ability to interfere or assist your friends, but luck of the draw and the die plays a big factor. The game can take surprising turns; towards the end of the game it&#8217;s technically possible for a lucky player to open three gates in one turn, if the dice are blessed and the stars are right. The tone is humorous, and it&#8217;s a game to play for fun &#8211; not a brutal strategic simulation. <strong>It&#8217;s designed for 2-4 players, and once you know how to play,</strong> <strong>takes between 45 minutes to an hour. </strong></p>
<p>The game uses miniatures sculpted by Paul Komoda. At the base level these are plastic miniatures; the fancier version has pewter miniatures. Here&#8217;s the concept art and the figures themselves.</p>
<p><a href="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/8KomodaProcessesC.jpg"><img class="aligncenter size-full wp-image-467" title="8KomodaProcessesC" src="http://bossythecow.com/hdwt/wp-content/uploads/2012/05/8KomodaProcessesC.jpg" alt="" width="702" height="595" /></a></p>
<p><em>The Doom That Came To Atlantic City </em>isn&#8217;t a game for everyone. It&#8217;s a zany game of Lovecraftian devastation set amid streets with remarkably familiar names. If this sounds like your cup of absinthe, check out the Kickstarter page <a href="http://www.kickstarter.com/projects/forkingpath/the-doom-that-came-to-atlantic-city">here</a>. The campaign runs through May, so if you&#8217;ve got questions, ask them here!</p>
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		<title>Dragonmarks 5/9: Lightning Round 2</title>
		<link>http://bossythecow.com/hdwt/2012/05/dragonmarks-59-lightning-round-2/</link>
		<comments>http://bossythecow.com/hdwt/2012/05/dragonmarks-59-lightning-round-2/#comments</comments>
		<pubDate>Wed, 09 May 2012 20:08:16 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Eberron FAQ]]></category>
		<category><![CDATA[Gaming Features]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=443</guid>
		<description><![CDATA[It&#8217;s time for more quick questions. Let&#8217;s jump right in. This may be a bit of a personal question, but I’d like to hear your thoughts on the effect of winning the setting contest on your life. From the outside, it looks like your life took a major turn at that point. Do you think [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s time for more quick questions. Let&#8217;s jump right in.</p>
<p><em><strong>This may be a bit of a personal question, but I’d like to hear your thoughts on the effect of winning the setting contest on your life. From the outside, it looks like your life took a major turn at that point. Do you think so as well? What do you think you would have done if you had not won that contest? Do you think you would have been on the same path, just slower and more fraught, or do you think you would be doing something completely different?</strong></em></p>
<p>I knew I wanted to make games for a living when I was in high school. I just didn&#8217;t know how to get the job. When I came out of college I ended up working in computer games, and I slowly made contacts as a freelancer. My first paying RPG work was &#8220;Dreaming On The Verge Of Strife&#8221; in Atlas Games&#8217; <em>Forgotten Lives</em>, published in 1997. I continued to work with Atlas, and branched out to Green Ronin and Goodman Games. In 2002 I quit the computer game industry to see if I could make it as a full-time freelancer. And in 2002 WotC held the Fantasy Setting Search. Which worked out pretty well for me.</p>
<p>So needless to say, I certainly believe I&#8217;d be on the same path today, because I&#8217;d been on that path for years when the FSS happened. But it certainly would have been a much longer and harder road, and there&#8217;s no telling where I&#8217;d be today. Eberron has been an amazing experience for me, and the international scope of it has made things like Have Dice Will Travel possible; the fact that there&#8217;s people in, say, Slovakia who like what I do still kind of amazes me.</p>
<p><strong><em>Do you tend to run more sandbox games or pre-planned adventures (either your own creations or published stuff)? </em></strong></p>
<p>I prefer sandbox style. I&#8217;ve written a longer piece about it <a href="http://www.dungeonmastering.com/tools-resources/question-keith-8-playing-in-the-sandbox">here</a>.</p>
<p><em><strong>Who is your favorite canon NPC and why?</strong></em></p>
<p>That&#8217;s a very tough question for me; I like anyone I create. And as shown by the previous discussion on Erandis Vol, I generally have more backstory for NPCs than ever gets into the books. But if I had to pick one&#8230; I&#8217;d cheat and pick three: the Daughters of Sora Kell. I&#8217;m fond of the mythic archetype and their role in the world. And I enjoy running them in scenes, even if it&#8217;s not an opportunity that arises often. One of the things I like about Eberron is that the monsters aren&#8217;t always the villains, and I enjoy the range of stories you can tell with them.</p>
<p><em><strong>Where would you place the Tarrasque on Eberron? </strong></em></p>
<p>Tough choice. You could drop it in the Thunder Sea or Xen&#8217;drik, make it a creation of the Daelkyr or a living weapon from the Age of Demons. But personally, I&#8217;d shift its abilities a little and make it a physical embodiment of the Mourning. Have it come stomping out of the Mournland, and in addition to the standard trail of devastation, it transforms the land in its wake into more Mournland. No one knows exactly what it is, because the dead-gray mists surround it at a distance; its only when you pierce the mists that you discover the source of the devastation.</p>
<p><strong><em>Is the d&#8217; only added for marked members of a house? I thought it was, but I keep getting confused about it.</em></strong></p>
<p>Per canon (<em>Player&#8217;s Guide to Eberron</em>), no. It&#8217;s something any member of a Dragonmarked house can use. In which case it&#8217;s more relevant when they are using their family names instead of their house name. For example, an elf might call herself Tian d&#8217;Shol &#8211; which reminds people that Shol is a Phiarlan line.</p>
<p>With that said, in my home campaign, I reserve <strong>d&#8217; </strong>for dragonmarked members of the house, because I feel it gives it a little more meaning. When someone introduces themselves as &#8220;Adron d&#8217;Cannith&#8221;, you know something about them beyond what you&#8217;d get from Cannith alone.</p>
<p>So officially no, but it&#8217;s up to you!</p>
<p><em><strong>If you were to make an alternate-universe trope Eberron setting, what would change?</strong></em></p>
<p>Not to dodge the question, but rather than create an alternate present day, what I&#8217;d want to do is to explore the past. There&#8217;s so many interesting eras that provide a different flavor of Eberron &#8211; the Empire of Dhakaan, pre-Sundering Riedra, the Silver Purge &#8211; that I&#8217;d rather dig into one of those than mess around with the present.</p>
<p><em><strong>Can warforged feel emotion? My DM says they can&#8217;t.</strong></em></p>
<p>Your DM is the final authority in his or her Eberron campaign. If the DM has chosen to make this decision in spite of canon material that states otherwise (such as this Dragonshard, which specifically states that warforged are capable of emotional behavior), then in HIS Eberron they can&#8217;t.But in case it&#8217;s simply a misunderstanding, let me elaborate on the canon position.</p>
<p>Warforged aren&#8217;t robots. Their behavior isn&#8217;t programmed into them. They possess many traits that Cannith artificers would be just as happy to eliminate from them if it was possible to do so. Warforged are <em>living </em>constructs created using tools most artificers can&#8217;t fully understand; the creation forge allows modern artificers to repeat Aaren d&#8217;Cannith&#8217;s miracle, but very few truly understand it or are capable of innovating on it (Merrix and Aleisa being two canon examples&#8230; though Aleisa is only pseudo-canon, being from a novel). Warforged possess souls, though the origin of those souls remains a mystery. The net result of this is that warforged are <strong>capable</strong> of experiencing emotions, but they have little context for emotion. The basic training Cannith gave them when they emerged from the forge was designed to focus them on their purpose and to suppress distractions. In the wake of the war, some have pushed beyond that and explored their own emotions; others have clung to it and suppressed all feelings.</p>
<p>So your DM is partially correct, in that Cannith sought to suppress emotion in the warforged. However, in the canon universe warforged are capable of emotional behavior.</p>
<p><em><strong>If the warforged have &#8220;reincarnated&#8221; souls of the dead and the ghulra were their dewey decimal system ID&#8230;. where would the card catalog be?</strong></em></p>
<p>Obviously that first one is a big &#8220;if.&#8221; But assuming it&#8217;s true, I&#8217;ll give you two possibilities.</p>
<p>* The Infinite Vault of Daanvi. Supposedly crafted by Aureon and Asmodeus before Aureon ascended to the unknown, it is the greatest source of lore in all reality.</p>
<p>* Eston. If House Cannith was <em><strong>aware</strong></em> that this was the source of warforged souls (again, big if, but work with me) clearly they would have their records in the central enclave of the house. Of course, now it&#8217;s been lost in the Mourning. If some adventurous salvagers run across it, what will they do with the information? And was Cannith able to choose what souls they harvested, or was it luck of the draw? Might they have secretly been selling a variation of <em>Keeper&#8217;s Fang </em>weapons to their many clients &#8211; weapons enchanted to capture souls and direct them to the vaults in Eston?</p>
<p>Speaking of Eston, the city is covered in the new <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/dra/201205eoe">Eye on Eberron</a> article posted today. And just for due diligence, all material in these Dragonmark is my personal opinion and may be contradicted by canon material!</p>
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		<title>Dragonmarks 5/1: The Dragonmarked Houses</title>
		<link>http://bossythecow.com/hdwt/2012/05/dragonmarks-51-the-dragonmarked-houses/</link>
		<comments>http://bossythecow.com/hdwt/2012/05/dragonmarks-51-the-dragonmarked-houses/#comments</comments>
		<pubDate>Tue, 01 May 2012 23:19:10 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Eberron FAQ]]></category>
		<category><![CDATA[Gaming Features]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=419</guid>
		<description><![CDATA[The concept of magic as an industrial force is at the heart of the Eberron campaign setting, and the dragonmarked houses are an integral part of that. From the start, the idea was that the dragonmarks were hereditary traits that had allowed the families that possessed them to gain monopolistic power over a particular aspect [...]]]></description>
			<content:encoded><![CDATA[<p>The concept of magic as an industrial force is at the heart of the Eberron campaign setting, and the dragonmarked houses are an integral part of that. From the start, the idea was that the dragonmarks were hereditary traits that had allowed the families that possessed them to gain monopolistic power over a particular aspect of the magical economy. Tied to this is the idea that back in the day, a united Galifar was able to impose sanctions on the dragonmarked houses&#8230; but that with the advances in arcane sciences and the collapse of Galifar, it is an open question whether any nation is prepared to make an enemy of one of the houses.</p>
<p>With this said, there are a number of questions that have come up both recently and in the past concerning dragonmarks and the houses. Before I get to these, I want to call out one of my personal ideas about the dragonmarks&#8230; and a house rule I use to reflect it in 4E. These are based on one simple principle: <strong>the spell-like ability derived from a dragonmark is actually the least important benefit it provides. </strong>Obviously this refers to the 3.5 Dragonmarks &#8211; but the principle carries forward into 4E. Looking to 3.5, a character with the Least Mark of Scribing can use <em>whispering wind </em>once per day. Someone with the Least Mark of Making can <em>Repair Light Damage </em>once per day. Nifty! But this level of power can be mimicked by any magewright and surpassed by any wizard or artificer. This alone is hardly sufficient to give the houses the power they possess. That power comes from the tools that only the dragonmarked can use: Dragonshard focus items. Economically, it&#8217;s essentially irrelevant that a gnome with the Mark of Scribing can perform <em>whispering wind </em>once per day. What&#8217;s vital is the fact that his mark allows him to use a <em>speaking stone</em> &#8211; and the <em>speaking stone </em>network is the cornerstone of international communication. Speaking stones. Creation forges. Airships and lightning rails. These and many other tools can only be used by the dragonmarked &#8211; and THIS is what gives them control.</p>
<p>In 4E, I take this in a different direction. The existing 4E version of the dragonmarks allow the person who possesses a dragonmark to perform certain rituals without the ritual caster feat. I add a few things to this.</p>
<p>First: The listed rituals are innate powers of the dragonmark. Someone with the Mark of Healing doesn&#8217;t need a ritual book to perform <em>cure disease</em>; they simply have to learn how to use the mark in that way. Such training costs the same price as the market cost of the ritual, but once the training is complete the ritual cannot be taken away. It still requires time and components (note that I consider residuum to be the highest grade of refined Eberron dragonshards &#8211; the basic fuel of the magical economy), but the power is part of the mark. I generally provide one of the lowest level rituals associated with the mark to the character for free. This is the equivalent of the 3E spell-like ability. So a Kundarak dwarf with the mark can use it to make an arcane lock, and a Sivis gnome starts off knowing how to <em>comprehend languages</em> (provided they have time and dragonshards to burn!).</p>
<p>Second: I restrict many significant rituals to the dragonmarked. I don&#8217;t have a complete list to throw up here now, and frankly, it&#8217;s something you&#8217;d want to carefully consider for your own campaign &#8211; especially if you don&#8217;t have any dragonmarked PCs in your group. But for a few examples, in my campaign you need the Mark of Healing to perform <em>cure disease; </em>the Mark of Warding to produce an <em>arcane lock</em>; the Mark of Passage to use <em>linked portal. </em>If you go to a temple, the priests may be skilled with the Heal skill and tend you in that way; but if you absolutely want to have your disease cured RIGHT NOW, you have to find someone with the Mark of Healing. Again &#8211; magical monopolies. Now, there are always exceptions &#8211; especially for divine magic, because it&#8217;s less scientific. You can have the amazing holy man who can cure disease &#8211; but he can&#8217;t teach you how to do it.</p>
<p>Why? Why hasn&#8217;t someone just made an airship anyone can steer? Why wouldn&#8217;t someone just make the <em>arcane lock </em>ritual? Because one of the basic ideas of Eberron is that magic is a science&#8230; and you don&#8217;t get scientific breakthroughs just because you want them. Right now people are TRYING to make an airship anyone can steer. They&#8217;re trying to make a creation forge that doesn&#8217;t require the Mark of Making, or a teleportation circle anyone can use. And if your campaign, they just might do it. If you&#8217;re playing an artificer, you could be the Tesla or Edison of the age. You could be the genius who creates the <em>linked portal </em>ritual so you can hack into Orien&#8217;s existing circle network. On the other hand, the houses have a vested interest in preventing such breakthroughs. Lyrandar doesn&#8217;t want just anyone to be able to steer an airship. How far will it go to maintain that monopoly?If it&#8217;s just your party hacking the teleportation system or if you have a single free-use airship, you&#8217;re probably safe. But if you try to establish yourself as a rival business, that&#8217;s another story!</p>
<p>At the end of the day, it&#8217;s up to you how far you want to take this. You can leave <em>cure disease </em>as something any ritual caster can do. But personally, I like the flavor of having specific, important magical services bound to these families.</p>
<p>Which brings us to the first question from the audience&#8230;</p>
<p><em><strong>Will 5E Eberron to reverse the &#8216;anyone can have a Dragonmark&#8217;  issue? This was the biggest change I saw in 4E Eberron, and I really disliked it. </strong></em></p>
<p>Personally, I never considered this to be a change, by which I mean I  don&#8217;t accept that &#8220;anyone can have a dragonmark&#8221; is a concrete  description of the setting.</p>
<p>Looking at the 4E ECG:<br />
* On page  17, in the section describing the Dragonmarked, it states &#8220;There are  twelve recognized dragonmarks, each one associated with a specific  bloodline that appears in a single humanoid race&#8230; Dragonmarks that  appear outside these bloodlines are called aberrant marks, whether  they’re recognized marks appearing on people not connected to the mark’s  normal bloodline, or unusual marks beyond the recognized twelve.&#8221;<br />
* On page 18 it states &#8220;(<em>a dragonmarked character</em>)  might be a member of a race unconnected to the dragonmarked houses,  even a race such as warforged or kalashtar (races that don’t normally  manifest dragonmarks). Such a mark has nothing to do with bloodline and  everything to do with the touch of the Prophecy. <strong>These characters are extremely rare</strong>—it’s  not recommended that you create NPCs who fall into this category unless  the story of your campaign demands it. The houses might not be sure  what to do with a character like this—<strong>the character is probably the first such case they’ve ever seen</strong>,  so there’s no precedent to fall back on. Some people would probably try  to recruit the character into the house, while others would argue for  the character’s extermination to keep the house’s bloodline—and its  economic monopoly—secure.&#8221;</p>
<p>Putting those two statements together, what we get is this. Any player character <em>could</em> have a dragonmark outside of the bloodline. First of all, it would be  considered an aberrant mark. Second, it is likely the first time in  history this has every happened; it represents the character&#8217;s  significant role in the Prophecy; and it potentially marks the character  for extermination.</p>
<p>As such, it doesn&#8217;t change the PAST of the setting, because it&#8217;s stated that <strong>this may never have happened before </strong><strong>and that even the DM shouldn&#8217;t casually create NPCs like this</strong>.  Eberron remains a world in which dragonmarks are tied to bloodlines;  it&#8217;s simply the case that players can be the bizarre, remarkable  exceptions because that&#8217;s what player characters are.</p>
<p>I&#8217;ll note  that you&#8217;re never going to see a character with no connection to a  bloodline ever manifesting a pure dragonmark in an Eye on Eberron  article; again, I don&#8217;t consider it to be a part of the default setting.  With that said, I can think of two cases in my own novels where  warforged <em>appear</em> to manifest dragonmarks (one pure, one aberrant)&#8230;  though I&#8217;ll say that in both those cases, the whole point is for people  to say &#8220;Wait, what?&#8221; and not &#8220;Oh, yeah, that&#8217;s just normal.&#8221;</p>
<p>&#8230;  which is not to downplay your concern about the issue, but rather to say  that whether in 4E or D&amp;D Next, you shouldn&#8217;t see a setting in  which the world is filled with out-of-house pure dragonmarks, even if  it&#8217;s left as an option people can explore.</p>
<p><em><strong>I always wondered about the Test of Syberis. Depending on the stress of  the test, a heir may or may not develop a dragonmark according, but it’s  hard for me to imagine a stressful situation involving the marks of  Making or Finding. Have you used any of those in a campaign?</strong></em></p>
<p>Depending on your edition, a mark provides you with a variety of concrete benefits. Ritual access. A spell like ability. A bonus to skill checks. Let&#8217;s focus on that last one. In 3.5, every dragonmark provided a bonus to one skill. The Mark of Finding gives you a +2 bonus to Search. The Mark of Making provides you with a +2 bonus to Craft checks. <em>These are powers of the mark! </em>Whether you use the spell-like abilities of 3.5 or the rituals of 4E, there&#8217;s no telling what the first power a marked individual will develop will be. So you can&#8217;t force a Cannith heir to repair a warforged and hope that he&#8217;ll turn up with <em>repair light damage</em>; even if he manifests the mark, it might give him <em>mending</em>. But you can rely on the fact that he will be better at Craft, or that the Tharashk heir will be better at Search. So that&#8217;s what you base your test on. Stress doesn&#8217;t have to mean a life-or-death situation; it can easily be derived from the threat of social humiliation or professional ruin. So, you&#8217;re put in a room with a tool box with only half the tools you need and told to fix something. It&#8217;s a nearly impossible task. Can you push your Craft skill to levels you didn&#8217;t know you possessed? Even if you can&#8217;t, will the stress of trying unlock the crafting talent within you? Likewise for Finding: It&#8217;s ultimately a test of the Search skill. And it&#8217;s THE test of the Search skill. You have one shot to have your best hunt ever, and if you fail, you shame your family. You don&#8217;t have to develop the Mark to succeed, but it would sure make it easier!</p>
<p><em><strong>Once, in my campaign, i had this Lyrandar heir comissioned to infiltrate  the Twelve and sabotage some Cannith ultrasecret project. The question  is: if he would have been caught, who do you think will be the authority  to judge him? Can House Lyrandar lobby in his favor in some way? How  often do you think these entrapments happen?</strong></em></p>
<p>The first authority to judge him would have been the legal authorities of the country in which the crime took place. At the current time, the houses aren&#8217;t authorized to enforce the law. If the Cannith ultrasecret project is in Sharn, then Cannith should turn the saboteur over to the Sharn watch and prosecute him according to the Code of Galifar.</p>
<p>Of course, having said that, there would also be a trial within the Twelve. Cannith could demand restitution from Lyrandar; threaten to raise prices on airships or elemental galleons (remember that the Zil bind the elementals, but it&#8217;s Cannith that makes the dragonshard focus items that let the heirs <em>control</em> their ships!); or demand that the heir in question be fined or excoriated. But this isn&#8217;t a <strong>LEGAL </strong>trial; these are business negotiations.</p>
<p>Could Lyrandar lobby in his favor? Sure, in both courts. They could grease palms in Sharn. And they could make some sort of concession to Cannith to smooth things over. The main thing is that negotiations in the Twelve are backs by practical considerations beyond abstract law. Lyrandar <em>needs </em>Cannith to keep producing Wheels of Wind and Water. There&#8217;s limits to how far it can afford to push the House of Making without threatening its own business.</p>
<p><em><strong>How is it that two radically opposing philosophies can exist within the  Triumvirate of House Tharashk? I would expect that Team Daelkyr and Team  Gatekeepers would be actively trying to murder each other, not work  together to further the ends of their mercantile empire. Thanks!</strong></em></p>
<p>Well, the key answer is that the philosophies aren&#8217;t as &#8220;radical&#8221; as you might think. The Daelkyr have been sealed away for SEVEN THOUSAND YEARS. They were bound before humans even had significant civilizations on Sarlona, let alone before they settled in the Marches. Most people who follow one of these faiths aren&#8217;t actually trying to free the Daelkyr or to actively defend their seals, any more than most people in our world are actively preparing for Judgement Day or pushing for it to happen. There are extremists on both sides &#8211; the actual Gatekeeper druids, particularly active Cults of the Dragon Below. But for most people it&#8217;s a matter of the songs they sing and the stories they tell. Bear in mind also that the &#8220;Cults of the Dragon Below&#8221; are NOT in any way monolithic. Some believe that the lords of the inner earth will one day return to the surface to transform the world into a paradise (though they generally have strange aesthetics&#8230;). Some believe that when they die their souls will descend to the paradise within Khyber, provided they pave the road with the blood of their enemies. Some don&#8217;t care about the daelkyr or Khyber at all; they revere the gibbering mouther who lives in the basement and who ritually devours any family member who reaches the age of 50. On the other side, members of &#8220;Team Gatekeeper&#8221; know that the night is dark and full of terrors, and that it is by following the teachings of the druids that they help hold that evil at bay.</p>
<p>Short form: for the most part the members of the house aren&#8217;t radicals or extremists. They disagree on these matters, but neither believes that the beliefs of the other are a clear and present danger. Essentially, it&#8217;s much like Democrats and Republicans working together in our world. You may think your co-worker&#8217;s beliefs are moronic; you may think that the more powerful people who share his beliefs are a threat; but at the same time, he&#8217;s your cousin/countryman/coworker. So just don&#8217;t discuss politics and try to get the job done.</p>
<p><em><strong>Comparing faiths and the dragonmarked houses, though, I have always had  the feeling that given their powers and benefits dragonmarked may appear  to be much more powerful than others, and think that Flamer characters,  for instance, should receive additional benefits due to divine forces  that make them stand apart from dragonmarked and perhaps even “envied”  by them.</strong></em></p>
<p>Sure! In my campaign, I call that benefit &#8220;divine magic.&#8221; You suggest that Jorasco can&#8217;t do exorcisms, and I agree. Most Jorasco healers have the mark and nothing else. They can&#8217;t call down fire or turn undead. They have no special power to smite evil. They can&#8217;t shield others from harm (that&#8217;s what House Deneith is for). A Jorasco house with a true cleric (likely dedicated to Arawai and Kol Korran) is a rare exception. Given this, I&#8217;ve never felt a need to give the faiths additional powers, because what they have is the powers that come with faith. Now, you suggest that they could benefit from miracles at the discretion of the DM, and there&#8217;s never anything wrong with that; for example, Tira Miron received divine aid from the couatl to battle Bel Shalor. No couatl&#8217;s going to pop into Jorasco House #153 to help with Farmer John&#8217;s hemorrhoids.</p>
<p>The main thing is that in creating Eberron, I wanted to break with the tradition I&#8217;d seen in the past of temples being places adventurers went to in order to throw money at the altar and get healed. Eberron is like our world. If you want to get healed, go to a hospital. If you want spiritual guidance, go to a church. But if you just walked into a church you&#8217;d never been to, handed the priest a thousand dollars, and said &#8220;I cut my leg, fix it&#8221; &#8211; how do you think that would work out for you? With that said, the Church of the Silver Flame does &#8220;heal for free.&#8221; They operate free clinics and do charitable work among the needy, as do some (non-Jorasco) priests of Boldrei and Arawai. The point is that this is generally <em>use of the Heal skill </em>as opposed to magic. In 4E, even if they COULD perform the cure disease ritual, it costs 150 gp to perform it; they couldn&#8217;t afford it to just wander around fixing the peasants. And frankly, for commoners, the Heal skill is going to handle most of their problems; it&#8217;s just not instant. Like our world, there are faith healers who can miraculously heal with a touch &#8211; but like our world, those are few in number in comparison to hospitals or clinics.  <strong> </strong></p>
<p>This relates to the idea that <em><strong>player character classes are rare</strong></em>. The cleric IS that faith healer &#8211; the rare and remarkable individual whose faith is so great that he can heal you with a prayer. But the priest in the typical church isn&#8217;t a cleric; he&#8217;s most likely an expert trained in Diplomacy, Heal, History, Sense Motive, and of course Religion. He can preach; he can listen and counsel you; but he doesn&#8217;t do magic. In Jorasco, you don&#8217;t have clerics either. What I like about 4E with its rituals is that it finally allows a Jorasco heir to be a healer without ANY divine magic, which is how I prefer it. Jorasco house can heal, but they general can&#8217;t provide any other divine services &#8211; because they are businesses, not places of worship.</p>
<p>I&#8217;ll also point out that nothing prevents a Jorasco heir from joining the Church of the Silver Flame! In my campaign, one of the greatest healers is a Jorasco heir dedicated to the Silver Flame, who left the house to follow his faith. Beyond this, I would definitely consider letting a <em>player character </em>cleric learn the rituals normally restricted to the dragonmark, because that&#8217;s part of what makes her extra-holy and amazing.</p>
<p><em><strong>Please tell us how you portray the participation of the Silver Flame  during the last war and whether there religious discrimination or  conflict against flamers in Karrnath or Breland.</strong></em></p>
<p>What does this have to do with dragonmarks? Nothing. But it&#8217;s been asked often enough that I&#8217;m adding the answer to the end of<a href="http://bossythecow.com/hdwt/2012/04/dragonmarks-411-religion-and-faith/"> the Faith post</a>, so if you&#8217;re interested look for it there.</p>
<p>As always, <strong>these are my personal opinions and aren&#8217;t canon in any way</strong>. They may be contradicted by canon Eberron sourcebooks &#8211; go with what you like. Please post your own thoughts, experiences, and questions about the Dragonmarked houses below, and if you have questions on other topics, post them <a href="http://bossythecow.com/hdwt/2012/04/dragonmarks-ask-questions-here/">in this thread</a>!</p>
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		<title>Baker&#8217;s Dozen: The Avengers</title>
		<link>http://bossythecow.com/hdwt/2012/04/bakers-dozen-the-avengers/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/bakers-dozen-the-avengers/#comments</comments>
		<pubDate>Wed, 25 Apr 2012 04:07:52 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=412</guid>
		<description><![CDATA[After years of build-up and post-credit teasers, The Avengers is finally coming to theaters. Joss Whedon is at the helm and interviews swear that there’s character drama in addition to big explosions. We want to know&#8230; WHAT’S THE BIGGEST SURPRISE IN THE AVENGERS? With last week&#8217;s question we looked at something that’s sure to be [...]]]></description>
			<content:encoded><![CDATA[<p>After years of build-up and post-credit teasers, <em>The Avengers </em>is finally coming to theaters. Joss Whedon is at the helm and interviews swear that there’s character drama in addition to big explosions. We want to know&#8230;</p>
<p><strong>WHAT’S THE BIGGEST SURPRISE IN <em>THE AVENGERS</em>?</strong></p>
<p>With last week&#8217;s question we looked at something that’s sure to be the next big thing: Television Mash-Ups. My thirteen favorite answers can be found below &#8211; for the full set, check the comments on <a href="http://bossythecow.com/hdwt/2012/04/bakers-dozen-tv-mash-ups/">this thread</a>!</p>
<p><strong>4/24: What TV Mash-up do you want to see?</strong></p>
<p>1. The Match Game of Thrones</p>
<p>2. The Good Wife Swap</p>
<p>3. 21 Sesame Street</p>
<p>4. One Day At A Time Tunnel</p>
<p>5. The Wild, Wild West Wing</p>
<p>6. Jim Henson’s VH1 Storytellers</p>
<p>7. The Benny Hill Street Blues</p>
<p>8. The Addams Family Feud</p>
<p>9. The Greatest American Gladiator</p>
<p>10. Two Broke Girls, A Guy, And A Pizza Place</p>
<p>11. Fraggle Rock of Love</p>
<p>12. Whose Nightline Is It Anyway?</p>
<p>13. This Old Full House On The Prairie</p>
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		<title>Dragonmark 4/18: The Mark of Death</title>
		<link>http://bossythecow.com/hdwt/2012/04/dragonmark-418-the-mark-of-death/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/dragonmark-418-the-mark-of-death/#comments</comments>
		<pubDate>Wed, 18 Apr 2012 23:08:32 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Eberron FAQ]]></category>
		<category><![CDATA[Gaming Features]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=395</guid>
		<description><![CDATA[My original plan was to do a lightning round of short answers this week. However, between the release of the Bloodsails Eye on Eberron article today and the fact that this question gets asked every few months, it seems like a good time to get my answer in an easily accessible place. As always, this [...]]]></description>
			<content:encoded><![CDATA[<p>My original plan was to do a lightning round of short answers this week. However, between the release of the <a href="http://wizards.com/dnd/Article.aspx?x=dnd/dra/201204eoe">Bloodsails Eye on Eberron article</a> today and the fact that this question gets asked every few months, it seems like a good time to get my answer in an easily accessible place.</p>
<p>As always, this isn’t canon and I’d love to hear what you’ve done in YOUR Eberron. If you’ve got comments on the Bloodsails article, post those here too! If you’ve got other questions or topics for future posts, ask in this thread.</p>
<p>So, the subject of the day: when I was working with Bill Slaviscek, James Wyatt, and Chris Perkins on the original <em>Eberron Campaign Setting </em>book, we agreed that there would be certain topics that would never have a concrete answer. No sourcebook would ever say exactly what caused the Mourning or bring back the Mark of Death. These things are hooks specifically left in the hands of the DMs – so you get to decide what the answer is and what impact it will have on your game. However, people are often curious to get my opinion. So let’s talk about the Mark of Death.</p>
<p><strong><em>But first, a little history…</em></strong></p>
<p><strong><em> </em></strong></p>
<p>Let’s take a quick step back in the past to look at the history of Aerenal and the elves. The elves who founded Aerenal were refugees from many backgrounds and cultures. One thing linked them together: the cataclysmic loss they had suffered as a race, and the determination to ensure that the greatest elves should be preserved from death. As the new nation took shape, three philosophic and religious movements took root. One group was determined to preserve the heroes of the past by becoming their avatars in the present. These were the first of the Tairnadal, and they soon split off from the others. The second group tapped the positive energy found on the island and the reverence of the elves, and used this power to sustain the wisest and most worthy members of society beyond the grave. This was the foundation of the Undying Court. The final faction shared territory with the followers of the Court, but favored a different approach. Despite the power of the Undying Court, it relies on the continued existence of living elves and outside sources of positive energy. This other faction preferred to draw on the energies of Mabar, creating undead who could sustain their own lives by consuming the blood or life-force of others. The necromancers who created these liches and vampires were the members of the line of Vol.</p>
<p>The members of the line of Vol held these beliefs for thousands of years before the Mark of Death manifested among them. They weren’t alone; the Bloodsail Principality is made up of the descendants of other elven lines that were allied with Vol. Over the course of generations, the Undying Court grew more powerful and influential. The priests of the Undying Court asserted that all Mabaran undead consume the life-force of Eberron to sustain themselves – that while a lich may not require blood to survive, its mere existence is a threat to living creatures. The allies of Vol called this a ridiculous political ploy—an excuse to threaten their undead elders.</p>
<p>This tension continued to grow. And then the Mark of Death appeared. This cemented the line of Vol’s position among the Mabaran faction. They continued to research ways to improve their techniques and to pursue true immortality for their people. This quest led them down questionable paths, notably an alliance with a faction of dragons from Argonnessen. These dragons were concerned that the dragonmarks had appeared on the lesser races, and wanted to see if a mark could be made to manifest on a dragon.</p>
<p>Most likely you know where this ends: the birth of the half-dragon Erandis Vol. Things you might not know…</p>
<ul>
<li>Dragonmarks don’t manifest until adolescence. Thus Erandis wasn’t immediately seen as a threat. She wasn’t the first half dragon produced in this program; she was simply the only one to manifest the mark. And yes, this means that in my version of Eberron, Erandis is physically an adolescent (albeit an adolescent half-dragon).</li>
<li>Erandis’ dragonmark is not least, lesser, or greater. It’s not even a Siberys mark. <strong>It is something more amazing than all of them… </strong>the ultimate distillation of the mark. If she had time to learn to fully harness its powers, there’s no telling what she might have been able to accomplish with it. Essentially, <strong>she was a living eldritch machine</strong>. And <strong>this</strong> is what triggered the destruction of her line.</li>
</ul>
<p>The Undying Court had put up with the existence of the Mabarans for thousands of years, and the existence of the Mark of Death for centuries. The appearance of a dragonmark on a child of Aerenal and Argonnessen changed that. “<em>The Sibling Kings declared that the blood of Vol was to be completely destroyed, since even a drop could destroy all living things.</em>”</p>
<p>So it came to pass. Forces from Argonnessen joined with the Undying Court and battle was joined. The line of Vol was completely eradicated, and its remaining allies either slain, exiled, or sworn to abandon their Mabaran practices. Yet unknown to the Undying Court, Erandis herself survived. Together, her father and mother transformed her into a lich. Even she doesn’t know where her phylactery is; she knows only that she returns in a new location every time she is destroyed. Of course, a dragonmark has no power when carried by the undead. So Erandis Vol is the ultimate scion of her house, the cause of its destruction, and yet unable to achieve her destiny.</p>
<p>(<em>Some of you may say “What was that about her phylactery? I’ve never heard that before.” That’s right. This again is MY Eberron, and that’s not a detail from a canon source. I see it as unlikely that she could have evaded the Deathguard completely for all this time. However, without locating her phylactery, even the Deathguard can’t permanently destroy her. It also means that she cannot destroy herself, and I think she may have tried in the past. And, of course, it means that PCs could find the phylactery and even she wouldn’t know what it was…)</em></p>
<p><em> </em></p>
<p>So, history lesson over: let’s get to the main points.</p>
<p><strong><em>I have a player who wants to have the Mark of Death, and I’m thinking I’ll allow it. What sort of powers should it have? </em></strong></p>
<p>The Mark of Death was a &#8220;true&#8221; dragonmark, as opposed to an aberrant dragonmark. There are two things that distinguish these. First, they can be passed to offspring. Second, the true dragonmarks are almost universally <em>constructive</em> as opposed to <em>destructive</em>. There are a few marks with powers that can be used in an aggressive fashion, but the point is that the pure marks are things like making, healing, hospitality &#8211; productive, positive things. Meanwhile, aberrant marks are either destructive or in some way disturbing (for examble, Brom&#8217;s regeneration in <em>The Son of Khyber</em>, which is a form of healing but essentially reincarnates instead of healing, which can have unpleasant results).<br />
My point is that the Mark of Death should be about interacting with death and the undead, but I wouldn&#8217;t make it about KILLING, because that&#8217;s an aberrant path. Things like speaking with the dead; animating the dead; controlling or even laying undead to rest; these all fit. It could be that a dragonshard focus item could be created that would harness that power in a destructive fashion &#8211; but that&#8217;s not the innate power of the mark.<br />
Again, with Erandis Vol: bear in mind that she doesn&#8217;t just have the Dragonmark of Death, she has the ultimate expression of that mark, something beyond even a Siberys mark. If she returns to life, Erandis may be able to do things with her mark that no one else could do &#8211; raise an army of undead with a wave of her hand &#8211; but that&#8217;s because she is in essence a living Eldritch Machine.</p>
<p><strong><em>What About Skeletal Guardian as the power of the Siberys mark? </em></strong></p>
<p>Sounds fine to me. It’s about animating the dead, which is more in line with my views than an offensive power.</p>
<p>Beyond this, bear in mind that any dragonmark grants powers beyond the raw spell-like abilities… provided you know how to use them. Per standard rules, a dragonmark allows you to make use of dragonmark focus items. So you’ve got the Mark of Making? It’s nice that you can repair a construct, but it’s far more important that you can use a creation forge. The Mark of Storms makes you eligible to be an airship pilot. And so on. So the question is what tools the line of Vol created to harness and channel the power of the Mark of Death.</p>
<p>Likewise, in 4E, dragonmarks allow you to perform certain rituals. In my house rules, I say that you don’t need a ritual book to perform these rituals… but you have to be trained in their use (generally at the same market cost as buying it). There’s only one person out there who could train you in use of the mark, and that’s Erandis. Can you come to some sort of agreement?</p>
<p>I realize some of you may have been hoping for a concrete “the Least Dragonmark of Death lets you use <em>deathwatch</em> once per day,” but the fact of the matter is that I’ve never used it in one of my campaigns. In 4E, I will say that in addition to providing access to focus items and any logical rituals, I’d probably allow someone with the mark to perceive ghosts and to use speak with dead as a skill challenge as opposed to a ritual. I’d likely put a limit on length of death, but I’d personally have the Mark of Death involve interaction with the dead… not to be confused with the Mark of Healing, which prevents people from dying.</p>
<p><strong><em> </em></strong></p>
<p><strong><em>So a player character takes the Heir of Siberys Prestige Class and manifests the Mark of Death. Is it possible to re-establish House Vol? Would other Dragonmarked Houses approve its existence or see it as a threat? </em></strong></p>
<p><strong><em> </em></strong></p>
<p>You can’t reestablish House Vol, because House Vol never existed. The line of Vol was a noble family as opposed to a mercantile guild, and it was wiped out before the Twelve came into existence. So could you reform the line of Vol? Sure, if you had at least one living elf from the bloodline. The reaction of the dragonmarked houses would be based on whether you were cutting into their businesses in some way. Even if you came up with a mercantile niche using the mark that clashed with one of the houses (Jorasco?), unless you had a LOT of people with the mark and set up a serious commercial endeavor, it’s unlikely the houses will really care. Unlike…</p>
<p><strong><em>Would the Aereni seek to slay this new heir even if the heir had no interest in vengeance against Aerenal? How would the dragons react to the resurrection of the Lost Mark? </em></strong></p>
<p>Let me give you that quote again: “<em>The Sibling Kings declared that the blood of Vol was to be completely destroyed, since even a drop could destroy all living things.</em>” Short form: They won’t take it well. The same goes for the dragons. To be clear, this isn’t about YOU. Again, the Mark of Death was around for 600 years before the eradication, and that includes Siberys marks. The reason it needs to be wiped out is because as long as it exists, it is possible that you could produce a new abomination like Erandis. So it doesn’t matter if you’re a nice person or an evil one. It’s a question of eradicating your bloodline.</p>
<p>Now, obviously the game’s no fun if dragons kill you right away. So if I was going to use a returned Mark of Death in my game, I’d do it in one of the following ways:</p>
<ul>
<li><strong>Lay low. </strong>Can you keep your mark hidden? If you have to use it, can you trust the people who see it?</li>
<li><strong>Help from above. </strong>Perhaps there’s a dragon in the Chamber who’s actively debating with the others and promoting an interpretation of the Prophecy that shows that your Mark is vital to the future. Perhaps Erandis or a Lord of Dust is working to hide you from your potential powerful enemies… though this might not be a good thing.</li>
</ul>
<p>Of course if your goal is to go public and announce “I HAVE THE MARK OF DEATH” in fiery letters? In MY Eberron that’s just not going to end well for you. But hey, if you want to play things differently, do that.</p>
<p><strong><em>How would the Valenar feel about a reborn Mark of Death?</em></strong></p>
<p>The Tairnadal (the culture of the Valenar) never gave a damn about the line of Vol or the Mark of Death. How they would react to you would vary based on the individual and their ancestor.</p>
<p><strong><em>How would Lady Vol react? Would she try to influence a person who manifested the Mark of Death?</em></strong></p>
<p>Oh, definitely. But here, you need to decide what Erandis’s end goal is. Let me throw out a few possibilities.</p>
<ul>
<li><strong><em>The Happy Ending. </em></strong>Erandis is just sad her family got wiped out. She wants her family back, and figures that this will require the destruction of the Undying Court and Argonnessen. This is good news for you, because it means she wants you alive. The next question is how you feel about this. If you’re all for it, great! You can team up, she can help hide your mark, and you can be sent on missions to rally all her scattered allies from the good old days. If you don’t particularly like this idea, the bad news is that the best approach is to chain you in the basement and use you in a breeding program. I don’t see a lot of reason for subtlety here, although it may take her a while to find out that you HAVE the mark; one of her minions has to find out about it, pass the info along, and then she has to find you.</li>
<li><strong><em>Queen of Death.</em></strong> Erandis believes that her destiny is to BECOME death… to replace the Keeper and claim dominion over Dolurrh and all mortal souls. The good news is that this doesn’t necessarily require her to, say “<em>destroy all living things.”</em> The bad news is that your reestablishing the line of Vol doesn’t help HER achieve her destiny. More likely, she’s going to try to come up with some way to use your blood, heart, or other random organs to return to life so she can unlock her Mark and use her destiny. How she’ll manipulate you is tied to what she needs to do to achieve this. Essentially, you’re part of a recipe. “Take one living heir with the Mark of Death, add paragon tier, add the gaze of Belashyrra, add a trip to Mabar, and sacrfice.” So it’s really up to the DM to decide what she needs you to do before you’re a suitable sacrifice… and how subtle she’ll have to be to accomplish these things. <strong>With that said…</strong> Again, Erandis accomplishing her goal <em>isn’t necessarily bad</em>; you won’t know until she does it and you find out if she makes a good Queen of the Dead. So one possibility is that you find a way to help return her to life that DOESN’T involve sacrificing you. Heck, if she goes ahead and ascends, it may be that the dragons will come to the conclusion that they were off-base in their reading of the Prophecy and leave you alone afterwards.</li>
<li><strong><em>The Unhappy Ending.</em></strong> Remember that “<em>even a drop could destroy all living things” </em>line? Unfortunately, Erandis thinks THAT’S her destiny. So this is the same as the above, but the outcome is bad for everyone; there’s no helping her do it.</li>
</ul>
<p>So the short form is that I can’t answer this. It’s up to your DM to decide what Vol is trying to do, if there’s any room for compromise, and if her best course of action is heavy-handed or subtle. With that said, if <strong>I </strong>did it, I’d definitely go the Queen of Death route and have a big list of conditions that need to be met before you’re ready for the sacrifice. It’s basically the same as having a shaper dragon interested in you as described in <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201203eoe">The Chamber article</a> that went up last month.</p>
<p>Feel free to ask additional questions about Erandis or the Mark of Death, or to share your own experiences!</p>
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		<title>Dragonmarks: Ask Questions Here!</title>
		<link>http://bossythecow.com/hdwt/2012/04/dragonmarks-ask-questions-here/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/dragonmarks-ask-questions-here/#comments</comments>
		<pubDate>Sat, 14 Apr 2012 23:39:57 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Eberron FAQ]]></category>
		<category><![CDATA[Gaming Features]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=385</guid>
		<description><![CDATA[Welcome to my website. My goal is to publish a new Dragonmark every Wednesday (by evening, Central time) with occasional time off for good behavior and travel. If you&#8217;ve got a question or topic, this is the place to ask it. However, I&#8217;d like to clarify exactly what Dragonmarks are and what they aren&#8217;t. These [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to my website. My goal is to publish a new Dragonmark every Wednesday (by evening, Central time) with occasional time off for good behavior and travel. If you&#8217;ve got a question or topic, this is the place to ask it. However, I&#8217;d like to clarify exactly what Dragonmarks are and what they aren&#8217;t.</p>
<p>These articles aren&#8217;t canon in any way. This is NOT a place for me to provide the sort of Eberron material you&#8217;ll get on the WotC website. The <em>Eye on Eberron</em> articles I write for WotC are essentially content you could  find in an Eberron sourcebook. By contrast, Dragonmarks are more what it would  be like if you had a chance to ask me a question at a convention: informal and just my personal opinion. If I&#8217;m going to answer your question, it needs to fit this format. If  you just say &#8220;I&#8217;d like to know more about the Lhazaar Principalities&#8221;  I&#8217;m going to say &#8220;And I wish I had the opportunity to write more about  them. If you say &#8220;What&#8217;s the relationship between House Thuranni and the  Bloodsail Principalities?&#8221; I&#8217;ll say &#8220;It&#8217;s actually something we don&#8217;t  discuss at all, but given that the ancestors of both fled from Aerenal  following the destruction of the Mark of Death, I think there&#8217;s room for  something interesting. I might do this&#8230;&#8221; Of course, it will still be  conversational in tone, as opposed to a sourcebook-ready chunk about  Bloodsails &amp; Thuranni.</p>
<p>I&#8217;m also happy to have questions or  issues that people want to discuss. Someone&#8217;s brought up what might  happen if Boranel died. When I answer this, I&#8217;d love to see anyone else  who&#8217;s had Boranel die chip in with their experiences. Where Eye on  Eberron is an article, this is more of a conversation. We&#8217;ve always encouraged DMs to make Eberron their own. I&#8217;ll tell you MY answer, but I&#8217;d love to hear yours.</p>
<p>SO: The following questions would be great.<br />
&#8220;Why doesn&#8217;t the Dreaming Dark kill PCs early on while they are weak?&#8221;<br />
&#8220;Why&#8217;s the Church of the Silver Flame allow evil people to be priests?&#8221;<br />
&#8220;What&#8217;s your favorite theory about the Mourning?&#8221;<br />
&#8220;What&#8217;s the point of having the Mourning in the setting?<br />
&#8220;Who do you think would win the next war?&#8221;<br />
&#8220;Why is Queen Aurala so unlikeable?&#8221;<br />
&#8220;Do planes like Fernia have civilizations?&#8221;</p>
<p>The following questions AREN&#8217;T so likely to get answered.<br />
&#8220;Can you tell us more about the planes?&#8221;<br />
&#8220;I&#8217;d like (game system) stats for the (insert thing here).&#8221;<br />
&#8220;I&#8217;d like to know more about Zilargo.&#8221;<br />
&#8230; again, either too general or too concrete (in the case of stats).</p>
<p>I look forward to your questions!</p>
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		<title>Dragonmarks 4/11: Religion, Faith and Souls</title>
		<link>http://bossythecow.com/hdwt/2012/04/dragonmarks-411-religion-and-faith/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/dragonmarks-411-religion-and-faith/#comments</comments>
		<pubDate>Wed, 11 Apr 2012 21:02:30 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Eberron FAQ]]></category>
		<category><![CDATA[Gaming Features]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=369</guid>
		<description><![CDATA[As always, this blog is about how I run Eberron in my home campaign. It’s not canon in any way, and certain elements may contradict canon sources such as Faiths of Eberron. Use the version you like or come up with your own. “They’re cheating!” My mother read The Iliad to me as a child. [...]]]></description>
			<content:encoded><![CDATA[<p><em>As always, this blog is about how I run Eberron in my home campaign. It’s not canon in any way, and certain elements may contradict canon sources such as <strong>Faiths of Eberron. </strong>Use the version you like or come up with your own. </em></p>
<p>“They’re cheating!”</p>
<p>My mother read <em>The Iliad</em> to me as a child. I loved the story… right up until Poseidon and Hera interfere with the battle after Zeus <em><strong>specifically told them not to.</strong> </em>Apparently this outrage remained with me over the years. One of the distinctive elements of Eberron is that the gods are distant. They do not directly intervene in the affairs of mortals. Clerics don’t have to match the alignment of their religion. There is no absolute proof that all of the gods people worship actually exist, at least in the form people believe they do; it’s entirely possible divine magic is simply a variation of sorcery, a way of shaping ambient magical energy through pure will.</p>
<p>Despite my fury at Hera’s duplicity, I loved <em>Deities &amp; Demigods</em> as a child. I used to make my friends in kindergarten play Greek vs Egyptian Gods. So why did we push Eberron down a different path?</p>
<p>Consider two of the basic themes that drove the creation of Eberron. We always wanted it to be a noir world, a place filled with shades of gray. And I wanted it to be a place where the consequences of having magic and monsters in the world were played out in a logical manner. Now stop for a moment and think how different our world would be if it was simple fact that the gods exist and manifest in our world. That a cleric could reach out to her god with a ritual and get an immediate answer. That someone with enough power could actually go visit a deity in its home and beat it up. The divine is no longer a mystery, and with it the universe itself becomes a more mundane place. “Faith” in a god is more like supporting a football team than a true choice to trust in the unknown. Look at our history of schisms, crusades, and the terrible conflicts that have arisen over heresy and differing interpretations of the same sacred principle… and imagine what it would be like if those debating the point could literally call up the god and ask for a ruling. This is too concrete for Eberron, which is a place where good people can do bad things and vice versa. The Church of the Silver Flame can do something terrible with the best of intentions, and no god is going to manifest to stop them. A cleric’s faith grants him divine power, but he must decide how to use that power – and mortals make mistakes.</p>
<p>Beyond this… if Dol Arrah can manifest in our world, why doesn’t she? Why did she allow the Mourning to happen? Why didn’t she stop the slaughter of innocent shifters during the Silver Crusade? Does she hate shifters? Why didn’t she just stop Bel Shalor herself? Another core theme of Eberron is that the player characters are the greatest heroes of the age, and if something terrible happens, it’s their burden to bear; the gods won’t come down and fix it for them.</p>
<p>Of course, for that very reason some people have asked why anyone actually does have faith. If the gods don’t appear, why does anyone care about them? I’ll give you four reasons.</p>
<ul>
<li><strong>Look out your window. </strong>When’s the last time you had a god manifest and directly intervene in events in our world? And yet, are you going to tell me that religion hasn’t been a powerful force in the world? Shared faith helps to create community. Most people don’t go to church for a <em>cure light wounds </em>spell; they go to hear the sermon, to seek spiritual guidance, or simply to strengthen their bond to the people around them. A typical priestess of Boldrei isn&#8217;t a spellcaster. But she is a mediator, a source of comfort and wisdom for her community, and the person who performs weddings and other rituals that call on the favor of the Sovereigns.</li>
<li><strong>The Sovereigns work in mysterious ways.</strong> So Dol Dorn doesn’t appear on the battlefield and fight. That doesn’t mean he’s not there. The fundamental basis of the Sovereign faith is that the Sovereigns are EVERYWHERE. Onatar is present in every forge. Arawai brings the gentle rain, and the Devourer’s hatred turns it into the destructive storm. Why doesn’t Dol Arrah get rid of the evil monster? She does – through you. She’s with you when you battle it, guiding your hand and giving you strength. Note that the faithful vassal will say that Dol Arrah is with you whether you believe in her or not. She puts the strength in your arm and the light in your soul; if you’re too stubborn to see that, more’s the pity.</li>
<li><strong>There is more to the world than we know.</strong> Tied to the above point, faith lets people believe that there IS a purpose to their misfortunes or triumphs. That if Aureon placed this burden in your path there must be a reason. Beyond this is the question of the afterlife. People KNOW what happens when you die: your spirit goes to Dolurrh and your memories fade a way. That is concrete fact. But faith lets you believe that there is more than that miserable truth. Followers of the Sovereign Host maintain that the Sovereigns exist in a higher plane no mortal can touch, and that the fading of memory isn’t DESTRUCTION of memory, but rather a reflection of your transition to this higher plane; the soul left behind in Dolurrh is like the husk left behind by a snake. The followers of the Silver Flame say that noble souls ultimately merge with the Flame. The Undying Court seeks to keep its greatest souls out of Dolurrh, while the Tairnadal anchor their greatest heroes by tying them to the living. Eberron doesn’t have a concrete, proven happy ending for the dead; but many religions provide hope that there is a way to escape dissolution. You’ve just got to have faith.</li>
<li><strong>Divine Power.</strong> Believe what you will about the gods: divine magic exists. The Silver Flame and the Undying Court have access to wells of pure divine power. Those who follow the Blood of Vol can find divine power in their own souls. The vassals of the Sovereign Host believe that the power of the Sovereigns is all around them, and the faithful can call upon it. To the vassal, this proves the Sovereigns are with us. Boldrei doesn’t appear herself; she’s beyond that. But she grants her faithful priest the power to aid those in need.</li>
</ul>
<p>Now, some people assume that because clerics can have alignments other than that of the faith and because they can create new religions that clerics don’t have to actually believe in their creeds. I feel exactly the opposite is true: a divine spellcaster must have absolute faith in order to perform divine magic. A priest of the Silver Flame may be lawful evil, but if she is a spellcasting cleric, she has to believe in the principles of the Flame and that her actions are justified. Our history is filled with people who justify horrific actions in the name of peaceful religions. The cleric doesn’t have to be right; but she has to <em>believe </em>that she’s right. It’s all about faith; this is the fuel of the divine caster.</p>
<p>With that said, there’s always ways to get around this if the story calls for it. You want an agent of the Lords of Dust in the Church of the Silver Flame? Well, his faith is strong – but he’s loyal to Bel Shalor, the Shadow in the Flame, and that’s where he draws his power. Another supposed cleric might actually be a warlock or psion, disguising his powers as divine magic. Nonetheless, the key principle is that <strong>faith matters</strong>. Mortals can make mistakes. They can misinterpret doctrine and do evil in the name of good. But drawing on divine power requires tremendous conviction, even if that conviction is misplaced.</p>
<p>To sum up: I love mythology. I enjoyed the Illiad, and for that matter, I liked the Time of Troubles when it rolled through the Realms. But I wanted Eberron to be a place where you could tell stories that don’t make sense in a world of active gods.</p>
<p>Having said all that, let’s move onto some more specific issues.</p>
<p><strong>EBERRON HOUSERULE: CLERICS AND ALIGNMENT</strong></p>
<p>Eberron allows a cleric to have an alignment other than that of her faith. However, many aspects of divine magic are tied to alignment. Does an evil cleric of the Silver Flame get blasted when one of his comrades casts <em>holy word</em>? Does a good cleric of the Blood of Vol turn undead?</p>
<p>My answer is based on the mechanics of <em>detect evil/good </em>in the 3.5 SRD. By these spells, a “cleric of an evil deity” has an evil aura that is far stronger than that of an evil or good creature with no divine connection. Note the wording – not “an evil cleric,” but rather “a cleric of an evil deity.” My houserule is that the cleric’s connection to the divine power source is what determines his alignment <em>for purposes of magical effects</em>. So a cleric of the good-aligned Silver Flame will read as good on <em>detect good</em>, can prepare good-aligned divine spells, will be unaffected by <em>holy word </em>and blasted by <em>unholy word</em>, and turns undead instead of rebuking them… even if the cleric’s personal alignment is evil. His faith provides a connection to the divine force of positive energy, and that connection is so powerful it drowns out his personal aura. Likewise, the good cleric of the Blood of Vol is still blasted by <em>holy word </em>and rebukes undead instead of turning them.</p>
<p>In the case of the Silver Flame, there is the interesting fact that the Shadow of the Flame exists <em>within </em>the Silver Flame. The Shadow of the Flame is an evil force, but because of Bel Shalor’s connection to the Flame, I would allow someone who worships him to actually possess the magical “good” aura of the Silver Flame. Given how far ahead the Lords of Dust plan, it’s entirely possible that Bel Shalor planned this from the start – that he allowed Tira Miron to bind him precisely so he could infiltrate the Flame in this fashion.</p>
<p><strong>QUESTION: <em>Even though worshipers can have an alignment that differs from that of the worshiped entity, could one of the latter (if assumed to exist in a given campaign) punish such a worshiper directly, such as stripping him of his powers by neutralizing them with its own force or otherwise; or indirectly, e.g. by sending supernatural beings or mortals to compel him to respect the tenets of the faith he holds to have?</em></strong></p>
<p>I imagine the answer is obvious based on everything I’ve just written, but in case it’s not, it’s spelled out on page 35 of the 3.5 Eberron Campaign Setting, “A cleric who violates the tenets of her church or deity might risk punishment at the hands of the church… but risks no loss of spells or class features and need not atone.”</p>
<p>For me, this is about personal faith. If the cleric truly abandons his faith, I would strip him of his powers, because his powers are derived from his faith. But acting against the tenets of the faith? It happens all the time in Eberron. I could find examples of it for pretty much every listed faith, so don’t go thinking this is all about the Silver Flame. This is the point of heresy: I can disagree with you about your interpretation of our shared faith, and yet we can both continue to wield divine power. If one of us lost our powers or if an angel appeared to smite me, it would be pretty clear who’s interpretation was correct.</p>
<p>Now, you might say that the idea that someone can “make up” a religion or abuse divine powers without consequences should serve as proof that the gods DON’T exist. Here’s a few arguments you might get from theologians in Eberron.</p>
<ul>
<li>Faith is the channel through which you gain power, but the object of your faith may not be what you think it is. The Sovereigns aren’t selfish. You may be worshipping the Lady Pine and the Horned Rider, but the fact of the matter is that your powers are coming from Arawai and Balinor. Dol Arrah doesn’t care whether you believe in her; if your heart is pure and your faith is strong, she will give you strength. Of course, if you worship her properly you’ll get MORE strength. This syncretic principle is a cornerstone of the Sovereign faith, and has been used by their missionaries over the course of centuries.</li>
<li>The Sovereigns are aware of your actions, but want you to learn your lesson on your own. Unless you come to see your mistakes on your own, you will never truly change.</li>
<li>Divine forces are with us all, but are not perfectly omniscient. They respond to the faith of the cleric, but are not aware of each and every action taken. This is the base belief of the Silver Flame, which has never been described as a sentient, anthropomorphic force; rather, it is a pool of divine energy that empowers those who fight evil.</li>
<li>And of course, there are those who will say that there’s no proof that the gods exist. Divine magic may simply be another method of channeling the ambient magical energy of the Ring of Siberys, using faith and will instead of arcane formulas. Perhaps they’re right!</li>
</ul>
<p><strong>QUESTION: </strong><em><strong>What are your personal views on the nature of souls in Eberron? </strong></em></p>
<p>This is discussed in some detail in the recent <a href="http://wizards.com/dnd/Article.aspx?x=dnd/dra/201202eoe">Baator Eye on  Eberron article</a>. Followers of the Sovereign Host assert that there is a  higher realm that mortals simply cannot reach; only a purified soul can  touch it. The &#8220;fading&#8221; in Dolurrh is not the destruction of memory, but  rather it&#8217;s transition to the higher realm. When all memory is gone you  are essentially dealing with a cast-off snakeskin; it has the shape of  the former owner, but he&#8217;s moved on. One detail you may have missed: If  you look at Dolurrh on the Orrery map of the planes, its symbol is also  the Octogram symbol of the Sovereign Host. Because for a vassal, Dolurrh  isn&#8217;t the end; it&#8217;s the gateway to the Sovereigns.</p>
<p>This is theoretical; needless to say, the Blood of Vol and Undying Court  maintain that destruction in Dolurrh is just that. However, the  existence of souls as a concrete spiritual force cannot be denied.</p>
<ul>
<li><strong>The Silver Flame. </strong>This is a divine power source  originally created from the combined souls of the couatl. Followers of  the Flame maintain that when they die, their souls pass through Dolurrh  and strengthen the Flame.</li>
<li><strong>The Undying Court.</strong> The divine power wielded by the Court is drawn from the gestalt souls of the Ascendant Councilors.</li>
<li><strong>Baator Wants Souls. </strong>Asmodeus is trying to build his own little personal Silver Flame. Step one: Divert souls from Dolurrh. Step two: Profit.</li>
</ul>
<p>By  this, the Sovereigns could be the gods that the vassals believe them to  be&#8230; or they could simply be pools of soul-energy that have coalesced  around those concepts and respond to faith. Essentially, each god is its  own mini collective unconscious shared by those with faith in that  concept. Which makes the syncretic approach of the vassals not entirely  wrong &#8211; their nature deity IS the same as the Talenta one &#8211; but neither  one is exactly what they think it is.<br />
So what are MY opinions? Souls exist; there&#8217;s no question there. A  gestalt of souls is a power source that can be tapped to produce divine  magic. But are the vassals right about Dolurrh being a gateway, or are  the seekers correct that death is the end? Honestly, I&#8217;ve never decided.  What&#8217;s important to me is that the universe behaves in such a way that  either one could be correct. I guess I&#8217;m most interested in the mortal  experience: once I decide that the Blood of Vol are wrong, it&#8217;s harder  to sympathize with them, and the same goes double for the vassals if  it&#8217;s the BoV who are correct. When it comes to warforged, I&#8217;ve  considered answers that I like (castoffs pulled from Dolurrh; souls  snatched out of the Silver Flame; the disturbing possibility that  Cannith can create a soul)&#8230; but again, so far I&#8217;ve never been in a  situation where I&#8217;ve felt I&#8217;ve had to answer it. Though I imagine if I  went further with Lei and Pierce, I would.</p>
<p><em><strong>Please tell us how you portray the participation of the Silver  Flame  during the last war and whether there is religious discrimination or   conflict against flamers in Karrnath or Breland.</strong></em></p>
<p>This can easily be the subject of an extended post on the Silver Flame, and since I just wrote about Faith I want to wait a few more weeks until I hit religion again. So I&#8217;m just going to bullet point this.</p>
<p>* The fundamental purpose of the Church of the Silver Flame is to protect the innocent from supernatural evil. It&#8217;s not to promote the church or Thrane: it is to protect the innocent from harm.</p>
<p>* Throughout the history of Galifar, followers of the Silver Flame HAVE laid down their lives to protect the innocent, regardless of nationality. The church began in Thrane, but its templars fought across Khorvaire; one reason it&#8217;s widespread is because people who have been literally saved by the Silver Flame have often turned to the faith. Today the most zealous followers of the Flame are in Aundair, because if the church hadn&#8217;t intervened Aundair might have been wiped out my the lycanthropic plague.</p>
<p>* Canon sources have already established the existence of groups of the faithful who believe that the theocracy is a mistake that distracts the church from its mission and makes it more vulnerable to corruption. Leave governing to kings; the role of the church is to protect, not rule.</p>
<p>* Put all this together, and what you get is that MOST followers of the Silver Flame saw no conflict between their faith and fighting Thrane. Far from feeling obligated to fight for Thrane, a Brelish follower of the Silver Flame could feel that Thrane&#8217;s leaders were hijacking the faith and the Keeper, and that only by winning the war and putting Boranel on the throne can they get the church focused on its proper mission again.</p>
<p>In any case: When the war began, there were followers of the Flame everywhere. Some chose to immigrate to Thrane to fight in the service of the Keeper, believing that the army of Flamekeep was surely the most righteous cause. Others stood by their kings. A Brelish sergeant who followed the Flame could certainly fight and kill Thranes, because it&#8217;s a temporal battle. Now, if there was an incursion of demons during the battle, he&#8217;d stop fighting the Thranes and join forces against the supernatural threat, because THAT&#8217;S the duty of a follower of the Flame. But when the Church was founded, it wasn&#8217;t created to rule Galifar or the world &#8211; and people can be faithful to those beliefs and still believe their ruler should be the one to unite Galifar.</p>
<p>Is there religious discrimination against the Silver Flame in Karrnath and Breland? Breland has the highest degree of corruption, but that&#8217;s true across all of their religions; there&#8217;s priests of Aureon taking bribes, and don&#8217;t get me started on the Brelish priests of Kol Korran! So no, there&#8217;s no special discrimination against the Silver Flame in Breland. Mind you, there&#8217;s discrimination against <strong>THRANES</strong> &#8211; you can see some of this in <em>The Queen of Stone</em>. But you can follow the faith without being a Thrane.</p>
<p>Looking to Karrnath, I&#8217;ve never seen the Silver Flame as having much love there. Karrns tend to be grim and stoic. Fight your own battles. Look after your own people. The Silver Flame is fundamentally an altruistic faith, which Karrns find both suspicious, foolish, and patronizing. Add to this the fact that the Silver Flame is violently opposed to the Blood of Vol, which has had strong support in Karrnath since well before the Church of the Silver Flame existed and you get even more reason the faith never took root there. So Karrnath is where people are most likely to associate the Silver Flame with Thrane and assume your Brelish priest is an agent of Thrane, because they don&#8217;t have centuries of experience with the faith predating the theocracy, nor are they used to trusting that if something bad happens, templars may show up to take care of it.</p>
<p>That&#8217;s the last point I&#8217;ll make quickly. <strong>SUPERNATURAL EVIL IS REAL. </strong>Eberron is filled with aberrations, Quori, undead, rakshasa, and more. If I&#8217;m a Brelish farmer, it&#8217;s comforting to know that if werewolves attack, soldiers of the Flame may show up to protect me. Many families across Khorvaire have stories of how their ancestors WERE defended by followers of the Flame. They don&#8217;t support the theocracy of Thrane, but they&#8217;re still happy to have those local patriotic templars around to protect them from local supernatural threats.</p>
<p><em><strong>This leads me to another question though… are there schisms in the  CotSF? I recall that it has been mentioned that the Church uses  excommunication, and that the faithful of Aundair tend to be more zealot  than their counterparts elsewhere, so perhaps there are churches of the  Silver Flame splitting from the one guided by the keeper… just some  thoughts…</strong></em></p>
<p>Certainly. Historically, the biggest schism was the Time of Two Keepers, when Melysse Miron challenged the sitting Keeper and was ultimately revealed to be the Keeper of Bel Shalor; Melysse has been kept in the stone ward of Dreadhold for the last few centuries. Meanwhile, page 79 of <em>City of Stormreach </em>calls out that the Keep of the Silver Flame in Stormreach was severed from Flamekeep after King Thalin&#8217;s death &#8211; and that there is a second heresy hidden deeper within it (I won&#8217;t spoil, but I will say that it&#8217;s NOT anything to do with Bel Shalor). And Aundairian Archbishop Dariznu &#8211; the governor of Thaliost and foremost spiritual leader of the Pure Flame &#8211; is definitely on a collision course with the Keeper, who despises the tortures he&#8217;s inflicted on his own people in the name of maintaining order. If there&#8217;s a split between the Aundairian faithful and Flamekeep, I&#8217;d expect Thaliost to be the flashpoint.</p>
<p>Beyond that, of course, you have the other cultures that have their own traditions tied to the Silver Flame. We&#8217;ve named the Shulassakar yuan-ti, the serpent cult of Khalesh, and the Ghaash&#8217;kala orcs of the Demon Wastes &#8211; but there can easily be others.</p>
<p>All of these are present in canon sources, but you could easily add more.</p>
<p><em><strong>Comparing faiths and the dragonmarked houses, though, I have  always had  the feeling that given their powers and benefits  dragonmarked may appear  to be much more powerful than others, and think  that Flamer characters,  for instance, should receive additional  benefits due to divine forces  that make them stand apart from  dragonmarked and perhaps even “envied”  by them.</strong></em></p>
<p>Sure! In my campaign, I call that benefit &#8220;divine magic.&#8221; You suggest  that Jorasco can&#8217;t do exorcisms, and I agree. Most Jorasco healers have  the mark and nothing else. They can&#8217;t call down fire or turn undead.  They have no special power to smite evil. They can&#8217;t shield others from  harm (that&#8217;s what House Deneith is for). A Jorasco house with a true  cleric (likely dedicated to Arawai and Kol Korran) is a rare exception.  Given this, I&#8217;ve never felt a need to give the faiths additional powers,  because what they have is the powers that come with faith. Now, you  suggest that they could benefit from miracles at the discretion of the  DM, and there&#8217;s never anything wrong with that; for example, Tira Miron  received divine aid from the couatl to battle Bel Shalor. No couatl&#8217;s  going to pop into Jorasco House #153 to help with Farmer John&#8217;s  hemorrhoids.</p>
<p>The main thing is that in creating Eberron, I wanted to break with  the tradition I&#8217;d seen in the past of temples being places adventurers  went to in order to throw money at the altar and get healed. Eberron is  like our world. If you want to get healed, go to a hospital. If you want  spiritual guidance, go to a church. But if you just walked into a  church you&#8217;d never been to, handed the priest a thousand dollars, and  said &#8220;I cut my leg, fix it&#8221; &#8211; how do you think that would work out for  you? With that said, the Church of the Silver Flame does &#8220;heal for  free.&#8221; They operate free clinics and do charitable work among the needy,  as do some (non-Jorasco) priests of Boldrei and Arawai. The point is  that this is generally <em>use of the Heal skill </em>as opposed to magic.  In 4E, even if they COULD perform the cure disease ritual, it costs 150  gp to perform it; they couldn&#8217;t afford it to just wander around fixing  the peasants. And frankly, for commoners, the Heal skill is going to  handle most of their problems; it&#8217;s just not instant. Like our world,  there are faith healers who can miraculously heal with a touch &#8211; but  like our world, those are few in number in comparison to hospitals or  clinics.  <strong> </strong></p>
<p>This relates to the idea that <em><strong>player character classes are rare</strong></em>.  The cleric IS that faith healer &#8211; the rare and remarkable individual  whose faith is so great that he can heal you with a prayer. But the  priest in the typical church isn&#8217;t a cleric; he&#8217;s most likely an expert  trained in Diplomacy, Heal, History, Sense Motive, and of course  Religion. He can preach; he can listen and counsel you; but he doesn&#8217;t  do magic. In Jorasco, you don&#8217;t have clerics either. What I like about  4E with its rituals is that it finally allows a Jorasco heir to be a  healer without ANY divine magic, which is how I prefer it. Jorasco house  can heal, but they general can&#8217;t provide any other divine services &#8211;  because they are businesses, not places of worship.</p>
<p>I&#8217;ll also point out that nothing prevents a Jorasco heir from joining  the Church of the Silver Flame! In my campaign, one of the greatest  healers is a Jorasco heir dedicated to the Silver Flame, who left the  house to follow his faith. Beyond this, I would definitely consider  letting a <em>player character </em>cleric learn the rituals normally restricted to the dragonmark, because that&#8217;s part of what makes her extra-holy and amazing.</p>
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		<title>HDWT: Visiting Vegas</title>
		<link>http://bossythecow.com/hdwt/2012/04/hdwt-visiting-vegas/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/hdwt-visiting-vegas/#comments</comments>
		<pubDate>Tue, 10 Apr 2012 07:32:47 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=364</guid>
		<description><![CDATA[Over the course of the last few years, I&#8217;ve been doing something I call Have Dice Will Travel: staying with people around the world and running a game in exchange for shelter and entertainment. The arrangement is simple: I stay for two days. One day, I&#8217;ll entertain you; I can run Eberron or Over The [...]]]></description>
			<content:encoded><![CDATA[<p>Over the course of the last few years, I&#8217;ve been doing something I call Have Dice Will Travel: staying with people around the world and running a game in exchange for shelter and entertainment. The arrangement is simple: I stay for two days. One day, I&#8217;ll entertain you; I can run Eberron or Over The Edge, play Gloom, playtest a prototype game, or talk about whatever interests you. One day I want you to entertain me. Show me your favorite things in your home town &#8211; preferably, something I wouldn&#8217;t see on my own. And, of course, I need a place to sleep, whether it&#8217;s a sofa, floor, or futon. I&#8217;ve written about some of my previous travels <a href="http://www.escapistmagazine.com/articles/view/columns/havedicewilltravel">here, on the Escapist</a>.</p>
<p>My journey has been on hold for a little while due to paying work and other aspects of the real world. I doubt I&#8217;ll be taking another month-long road trip in the immediate future. However, I am going on a few specific trips, and if you&#8217;re in the area, perhaps I can run a game for you!</p>
<p>Currently, I&#8217;m making plans for a trip to <strong>Las Vegas </strong>in <strong>May</strong>. I am going to be occupied on May 18th and 19th. I&#8217;d be interested in a stop before or after that. If you&#8217;re interested, send an email to onesmallkeith (at) gmail.com. I&#8217;d like to know the following things:</p>
<p>Who are you? What’s your name, general age, and occupation? Do you have any hobbies aside from gaming?</p>
<p>How long have you been roleplaying, and how did you get started? What do you enjoy about it?</p>
<p>How about your gaming group? Is there anything that stands out?</p>
<p>More HWDT dates and locations will be added in weeks to come!</p>
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		<title>Baker&#8217;s Dozen: D&amp;D Next!</title>
		<link>http://bossythecow.com/hdwt/2012/04/question-of-the-week-dd-next/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/question-of-the-week-dd-next/#comments</comments>
		<pubDate>Mon, 09 Apr 2012 22:23:51 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=359</guid>
		<description><![CDATA[Imagine you have a time machine. Jump forward a year, roll some dice, and let us know: WHAT&#8217;S THE BIGGEST SURPRISE IN D&#38;D NEXT? Need inspiration? Consider this blast from the past&#8230; WHAT&#8217;S THE BIGGEST SURPRISE IN FOURTH EDITION DUNGEONS &#38; DRAGONS? 1. All the product placement. &#8220;Haste&#8221; spell changed to &#8220;Do the Dew™&#8221;. 2. [...]]]></description>
			<content:encoded><![CDATA[<p>Imagine you have a time machine. Jump forward a year, roll some dice, and let us know:</p>
<p><strong>WHAT&#8217;S THE BIGGEST SURPRISE IN D&amp;D NEXT?</strong></p>
<p>Need inspiration? Consider this blast from the past&#8230;</p>
<p><strong>WHAT&#8217;S THE BIGGEST SURPRISE IN FOURTH EDITION DUNGEONS &amp;  		DRAGONS? </strong></p>
<table border="0" cellspacing="1" cellpadding="0" width="100%">
<tbody>
<tr>
<td width="26" valign="top"><strong>1.</strong></td>
<td><strong>All the product placement. &#8220;Haste&#8221; spell changed to  						&#8220;Do the Dew™&#8221;. </strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>2.</strong></td>
<td><strong>Now 80% Dungeons, 20% Dragons</strong></p>
<p><strong> </strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>3.</strong></td>
<td><strong>Chinese gold farmers can get you to 20<sup>th</sup> level in  				6 days!</strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>4.</strong></td>
<td><strong>Iron rations are made out of PEOPLE! </strong></td>
</tr>
<tr>
<td width="26" height="33" valign="top"><strong>5.</strong></td>
<td height="33" valign="top"><strong>Revolutionary new THAC1 system! (It&#8217;s one higher,  						isn&#8217;t it?) </strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>6.</strong></td>
<td><strong>Traditional elves replaced by  				Keebler elves. Drizzt now a renegade fudge elf who wields twin  				graham crackers.</strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>7.</strong></td>
<td><strong>Twenty-part adventure path requires heroes to &#8220;Save the  					Cheerleader… save the Realms.&#8221; </strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>8.</strong></td>
<td><strong>New version actually DOES  					drive kids to Satan.</strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>9.</strong></td>
<td><strong>New system actually based on popular &#8220;Dumb &amp; Dumber&#8221;  					franchise.<br />
</strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>10.</strong></td>
<td><strong>How many licks does it take to get to the Tootsie Roll  					center of a Tootsie Pop? 1d8+2. And a crunch. </strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>11.</strong></td>
<td><strong>Combat system abandons  				primitive dice in favor of cool &#8220;Wii&#8221;-mote. </strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>12.</strong></td>
<td><strong>Iconic characters from PHB replaced by the PCs from  						Order of the Stick</strong></td>
</tr>
<tr>
<td width="26" valign="top"><strong>13.</strong></td>
<td><strong><em>And of course…</em></strong></p>
<p><strong> </strong></p>
<p><strong>Don&#8217;t you mean &#8220;KEITH  					BAKER&#8217;S D&amp;D 4<sup>th</sup> Edition&#8221;? </strong></td>
</tr>
</tbody>
</table>
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		<slash:comments>7</slash:comments>
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		<title>Dragonmarks 4/4: Good and Evil</title>
		<link>http://bossythecow.com/hdwt/2012/04/dragonmarks-44-good-and-evil/</link>
		<comments>http://bossythecow.com/hdwt/2012/04/dragonmarks-44-good-and-evil/#comments</comments>
		<pubDate>Wed, 04 Apr 2012 17:35:00 +0000</pubDate>
		<dc:creator>Keith Baker</dc:creator>
				<category><![CDATA[Eberron FAQ]]></category>
		<category><![CDATA[Gaming Features]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://bossythecow.com/hdwt/?p=350</guid>
		<description><![CDATA[First, the standard disclaimers: All of this is just my opinion and how I run my personal campaign. For official Eberron support, check the material on the WotC website (as highlighted in this handy list of links). And it&#8217;s always worth remembering that the Eberron you know is the shared work of many authors and [...]]]></description>
			<content:encoded><![CDATA[<p>First, the standard disclaimers: All of this is just my opinion and how I run my personal campaign. For official Eberron support, check the material on the WotC website (as highlighted in <a href="http://www.enworld.org/forum/general-rpg-discussion/292553-eberron-collectors-guide.html">this handy list of links</a>). And it&#8217;s always worth remembering that the Eberron you know is the shared work of many authors and designers &#8211; James Wyatt, Chris Perkins, Ari Marmell, C. A. Suleiman, Jason Buhlman, Bill Slaviscek, Rob Schwalb, and many more.</p>
<p>My goal is still to post a Dragonmark every Wednesday – we’ll see how it goes. Please go ahead and ask new questions in the comments. Questions may <strong>not</strong> be answered in the order received; I’m doing this on my own dime, so it’s all a matter of what I’m inspired to write about. So there! Now let’s get started…</p>
<p><strong><em>How did you end up deciding against alignment constraints?</em></strong></p>
<p>There’s a place for clear-cut struggles between good and evil, and it’s why we have forces like the Emerald Claw in Eberron. However, in my home games I’ve always preferred to challenge the players to think about their actions – to have things be less clear-cut than “We’re good, they’re evil, beating them up is the right thing to do.” From the start, film noir was called out as a major influence of Eberron, and a noir story relies on a certain level of moral ambiguity and shades of gray. It shouldn’t always be easy to decide who the villain is in a scenario… or if killing the villain will solve a problem.</p>
<p>Beyond this, one of the underlying principles of Eberron is that it is a world in which magic has been incorporated into society. <em>Detect evil </em>exists. In 3.5, paladins can use it at will. Stop and think about that for a moment. If evil was a tangible thing that could be positively identified – and if <em>everyone</em> who was identified as evil was unquestionably a monster with no redeeming features, while everyone who’s good is noble and pure – how would evil still exist? Over the course of two thousand years, wouldn’t we turn to paladins  and alignment-detecting magic to help us identify and weed out the bad apples until we had a healthy tree? Consider our own history of witch-hunts, inquisitions, and the like. If we had an absolute yardstick and if we <em>knew</em> the people who failed the test were truly vile, what would happen over the course of centuries?</p>
<p><strong>Removing alignment completely was never an option.</strong> It was a concrete part of the D&amp;D ruleset. So instead, it was about taking an approach to alignment that could work with the noir story and take into account the existence of paladins and other alignment-linked effects – to justify a world in which good and evil people can work and fight side by side, where the existence of the value that can be identified with <em>detect evil</em> is accepted within society.</p>
<p>There’s four elements to this.</p>
<p><strong>Alignment is a spectrum. </strong>Round up ten “evil” people and you’ll find that their behavior and histories are radically different. Consider the following.</p>
<ul>
<li>A sociopathic serial killer who will kill or rob anyone that crosses his path without any hesitation or remorse.</li>
<li>A soldier who takes pleasure in torturing citizens of enemy nations – even civilians – but who is willing to lay down his life to protect his own people, and abides by the laws of his homeland.</li>
<li>An innkeeper who consistently waters down his ale and pads the bill a little whenever he thinks he can get away with it.</li>
<li>A repo man who ruthlessly reclaims goods on behalf of his employer, regardless of the circumstances of his victim and how the loss will affect them.</li>
</ul>
<p>In my campaign, all four of these people will read as “evil” for purposes of <em>detect evil</em>. They all hurt other people on a regular basis and feel no remorse for their actions. Yet the innkeeper would never actually kill anyone. And the repo man is just doing a job and doing it well; he won’t interfere with anyone who hasn’t defaulted on their payments. In my eyes, one of the key elements of alignment is empathy. All four of these people are capable of performing actions that hurt others without remorse because they don’t empathize with their victims. But again, they vary wildly in the threat they pose to society. The serial killer is a dangerous criminal. The innkeeper is a criminal, but not a violent one. The cruel soldier is a danger to his enemies but protects his own people. The repo man has turned his lack of empathy into a productive tool. All of them are evil, but they are on different points of the spectrum.</p>
<p>Another important example of this for Eberron comes with clerics. Eberron allows clerics to have an alignment that is different from that of their divine power source. But it is again important to realize that an evil cleric of a good faith can mean different things. One evil priest of the Silver Flame may be a hypocrite and liar who is secretly allied with the Lords of Dust or abusing the faith of his followers for personal gain. However, another may be deeply devoted to the faith and willing to lay down his life to protect the innocent from supernatural evil – but he is also willing to regularly engage in ruthless and cruel acts to achieve this. The classic inquisitor falls into this mold. He truly is trying to do what’s best, and in a world where demonic possession is <em>real</em> his harsh methods may be your only hope. But he will torture you for your own good, and feel no sympathy for your pain. This makes him “evil” – yet compared to the first priest, he is truly devout and serving the interests of the church.</p>
<p><strong>Alignment versus Motivation. </strong>Alignment reflects the way the character interacts with the world. Empathy is an important factor, along with the degree to which the character is willing to personally engage in immoral actions. But what it doesn’t take into account is the big picture. Let’s take two soldiers. Both joined the Brelish army of their own free will. The “evil” soldier hates the Thranes, and given the chance he will carry out torture, rapine and looting. He wears a belt of Thranish ears. Yet he loves his country and will sacrifice his own life to defend it. He’s “evil” because he is willing to carry out those atrocities; but he’d never do such a thing to a Brelish citizen. On the other hand, the “good” soldier will kill Thranes on the battlefield, but will not condone the mistreatment of prisoners or civilians. He hates the war but feels sympathy for the civilians on both sides; he further recognizes that the enemies he fights are just protecting their people, and treats them with respect. Both soldiers have the exact same goal and will fight side by side on the battlefield; alignment simply provides insight into how they may act.</p>
<p>Expanding on this: one of the rulers of the Five Nations is a good-aligned monarch who seeks to restart the Last War. Another is an evil leader who seeks peace. Restarting the war will result in the deaths of tens of thousands of people – how can a “good” monarch support that? Again, in Eberron alignment doesn’t represent someone’s actions on a global scale: it reflects the manner in which they pursue those goals. The good ruler believes that a just war is possible and that a united Khorvaire will prosper under her rule. She won’t condone torture, the mistreatment of civilians, and so on. She will treat her prisoners and emissaries fairly. Of course, her ministers and generals may engage in evil behavior in the name of the war; she will be horrified when she hears of it. Meanwhile, the evil king pursuing peace has a noble goal, but will do absolutely anything to achieve it. Torture? Oppressive martial law? Assassination? Anything. He’d kill members of his own family if he had to. So in both cases, the personal alignment tells you how they conduct their personal affairs, but nothing about the big picture.</p>
<p><strong>People know these things. </strong>If a paladin walks into a tavern and scans ten people, he may find that three of them are evil. This doesn’t require any immediate action on his part, and while disappointing it isn’t a surprise. In <em>The Empire Strikes Back, </em>Yoda looks at Luke and says “There is much anger in him.” Luke hadn’t done anything bad; but what Yoda could sense was his <em>potential </em>to do evil. That’s what the paladin gets from <em>detect evil</em>. He doesn’t know where you lie on the spectrum. He doesn’t know your motivations. He knows that you lack empathy for others and may be selfish or narcissistic; that you are capable of hurting others without remorse; but he doesn’t know if you have or ever will. <strong>This is a key point with the Church of the Silver Flame</strong>. They are devoted to fighting <strong><em>supernatural</em></strong> evil: demons, undead, lycanthropy, etc. These are the things to fight with sword and spell. HUMAN evil is something that should be fought with compassion, charity, and guidance. Per Flame creed, you defeat mortal evil by guiding people to the light, not by killing them.</p>
<p>So – once you accept this version of alignment, you can find many jobs in society that are actually better suited to evil people. A repo man who has too much sympathy or empathy for his targets is going to have a difficult time doing his job. A tax collector may be the same way. An evil politican who’s willing to play the game of corruption in order to get things done may actually be the best hope of a city – providing that his <em>motivation </em>is towards the greater good. Knowing someone’s alignment is a piece of a puzzle – but it doesn’t tell you everything and it doesn’t end the story.</p>
<p>One side note: you may look at some of these things and say “I’d probably just make the repo man neutral/unaligned.” And that’s a reasonable approach. With Eberron, I specifically narrowed the spectrum of “neutral” while broadening the spectrum of “evil,” because again, the less concrete evil is the easier it is for it to be incorporated into society. If evil people can contribute to society in a positive way, then knowing someone is evil doesn’t lock in a story… while if only villains are evil, it automatically becomes a villain detector.</p>
<p><strong>OK, that was probably three times longer than anyone cared to read…</strong> but there it is. I’d certainly be interested to hear your thoughts and personal experiences! Meanwhile, I’ll add one more related question…</p>
<p><strong><em>If Eberron assumes that there may be persons that fail to live up to the ideals of a group or ideology (e.g. as happens with the Silver Flame) or dark sides to good persons/groups and vice versa, what are the dark sides (if any) of the Kalashtar and the gray parts of the inspired. I have the feeling that they are portrayed as archetypes of good and evil aspects, respectively. Am I wrong?</em></strong></p>
<p>You are in fact wrong. But it’s complicated.</p>
<p>Something I didn&#8217;t really touch on in the previous question is the fact that in Eberron many creatures that are traditionally bound to a specific alignment aren’t. By and large, creatures with human intelligence are as capable of choosing their own path as humans are. You can have good medusas and evil gold dragons. However, there are exceptions to this rule, and the most notable of these are celestials, fiends, and other spiritual entities. These beings are in essence physical embodiments of ideas. A fiend is evil personified… and as a result, it is both always evil and a much purer evil than you tend to see in mortal creatures; on a scale of one to ten, it goes to eleven. It is possible for the angel to fall or the demon to rise (as shown by the Quori bound to the kalashtar), but in these cases the spirit will typically physically transform to reflect this change. An angel that falls from Syrania will become a fiend or a radiant idol, for example. So when you meet a devil, you can generally be pretty sure it’s lawful evil, because that’s what it means to BE a devil.</p>
<p>The Inspired are mortal vessels directly possessed by Quori. As a result, you know that the Inspired are evil. However, as noted above, that’s <em>personal alignment</em> – which doesn’t tell you anything about their long-term motivation or the impact of their actions. The Dreaming Dark is an agency that is carrying out an evil agenda, and Inspired agents of the Dreaming Dark are reliably evil. But the majority of the Inspired are ambassadors and administrators maintaining an empire. A typical Inspired overseer feels no empathy for his human subjects and would feel no remorse if he had to slaughter them; but most of the time he DOESN’T have to slaughter them, and furthermore he knows that the best way to help his people accomplish their goals is to keep his subjects content. Subtlety and charisma are the greatest weapons of the Quori; they are masters of propaganda and manipulation, of tricking you into thinking you want to do what they want you to do. Which means that while they may BE evil, most Inspired appear to be benevolent rulers. They provide for the needs of their people. They will not tolerate crime or disobedience, and they will act ruthlessly and swiftly to enforce this. Nonetheless, those Riedrans who are content to follow the path assigned to them needn’t worry about food, shelter, or security. The Inspired see to their needs and protect them.</p>
<p>What this ultimately comes down to is that the Inspired have done a good thing: they have created a stable society whose people by and large need not worry about crime, war, disease, hunger, or even bad dreams. However, they have accomplished this by doing an evil thing – stripping people of freedom and choice. The typical Riedran doesn’t want to BE free of the Inspired… because they’ve created a society where he doesn’t have that choice. On the other hand, a Riedran farmer is likely to live a far more comfortable, stable, and secure life than his counterpart in Breland or Karrnath. So… are the Inspired purely evil? If you destroy them, you&#8217;ll throw Riedra into chaos and civil war, unleash famine and plague&#8230; is that a good act?</p>
<p>Now let’s look at the kalashtar. The race was created when rebellious Quori of good and neutral alignment fused with human hosts. However, that was well over a thousand years ago. Unlike the Inspired, the kalashtar aren’t directly possessed by their Quori spirits; they are merely influenced by them, and that influence comes through instinct and dream. An Inspired will always match the alignment of its Quroi spirit, because it literally IS the Quori spirit. Kalashtar, on the other hand, aren’t required to match the alignment of their Quori. If the alignment of the kalashtar is radically different from that of its bound Quori spirit, it will create emotional dissonance that will result in mental instability or outright madness… but that can still make for a very dangerous villain. This is especially relevant for orphan kalashtar who know little or nothing of the history or origins of their people; the Quori voice is part of what will shape their character, but it’s not alone. This is discussed in more detail in <em>Races of Eberron</em>.</p>
<p>So first of all, you can have literally evil kalashtar. Beyond this: Just as the Church of the Silver Flame and the Blood of Vol have groups of extremists whose actions soil the fundamental principles of their faiths, there are extremists among the kalashtar as well. Overall, the Adaran kalashtar live by principles of patience and perseverance, confident that through their actions they are pushing the cycle closer to the turn of the age and destruction of the Dreaming Dark. Overall, they have avoided acts of aggression against Riedra, not wanting to harm innocents in their struggle with the Dreaming Dark. But there are exceptions. There are atavists who believe that they must take the offensive against il-Lashtavar – even if that means killing or torturing the innocent pawns trapped in the web. They will and should stand out because this behavior is so unlike the kalashtar norm, and it may create mental dissonance. But it’s still there. Beyond this, there are kalashtar who actually envy the immortal Inspired, and want to actually become like the Quori themselves. So in the end you can find darkness among kalashtar &#8211; even among the followers of the Path of Light &#8211; and there are Inspired whose lives are devoted to ensuring the comfort and survival of civilians.</p>
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