EBERRON COSMOLOGY

 

 

Eberron spins within its own Material Plane, enfolded in three coexistent transitive planes: the Astral Plane, the Ethereal Plane and the Plane of Shadow. Within Eberron’s Astral plane, thirteen planes revolve in a complex orbit around the material plane. These planes are a combination of the features of Inner planes and Outer planes: Some have an elemental nature, some have alignment tendencies, and others are simplt alien worlds. These planes are home to all the extraplanar creatures. None of these planes are the home of Deities and only one (Dolurrh) is a plane where mortal spirits go upon death. The thirteen planes are separate from each other, with no connections between them. They are coexistent with the astral plane, but separate from the Ethereal and Shadow planes, so certain spells are not available to casters on these planes. Each of the outer planes occasionally becomes coterminous with the Material Plane, allowing connections between the planes.

 

 

As the thirteen planes move through the Astral plane, their paths take them closer to the material plane at times and farther away at other times. A planes distance to the Material is described in one of three ways:

 

Coterminous: On rare occasions, a plane so near the Material Plane that it actually touches it. At these times it is possible to move freely between the Material Plane and the coterminous plane at certain locations on each plane. For example, when Fernia is coterminous, a character can travel there by means of a volcano or any extremely hot fire – and the native of Fernia can enter Eberron just as easily. Different planes’ paths through the Astral Plane bring them into a coterminous position with varying frequency: Fernia draws near fairly often (one month every five years), while Xoriat has not done so in over 7000 years. When a plane is coterminous, certain of its traits may bleed over into the Material, or aleast certain areas of the Material. For example, when Risia is coterminous, spells with the cold descriptor are enhanced in certain areas. Not all planes have traits that spill over into the Material.

 

Waxing/Waning: As a plane draws close to becoming coterminous it is called waxing, and as it moves away it is waning. No special effects on the Material plane occur when a plane is waxing or waning.

 

Remote: When a plane is remote, it is difficult to establish any connection at all between it and the Material plane. When Fernia is remote, fire spells work less effectively, fire elementals are harder to summon, and it is nearly impossible to reach that plane via plane shift. Using plane shift to travel to a remote plane or using any spell to call or summon a native of a remote plane, requires a Spellcraft check (DC30 + Spell lvl). A character with 5+ ranks in Knowledge (The Planes) gains a +2 bonus on this check.

 


MANIFEST ZONES:

Certain locations on, within or above Eberron share a particularly close relationship to one of the outer planes. These locations are known as Manifest Zones. For example, the Gloaming, a region in the Eldeen Reaches, has a close connection with Mabar, the plane of Endless Night. This connection enhances the power of Negative Energy in that region. The Shadow Marches have a number of small magic zones tied to Xoriat, the realm of Madness, which both enhance transmutation spells and occasionally trigger Wild Magic effects. Parts of Aerenal have close ties to either irian and Mabar, which accounts (at least in part) for the prominent role of necromantic magic and the Undying Court on the Elven continent. To an extent, manifest zones defy the normal interrelationship among the planes. The effects of a zone may wane slightly when its connected plane is remote and wax equally slightly when it is coterminous but the connection never vanishes entirely. Manifest zones sometimes allow passage when another plane becomes coterminous with the Material. Specific, important manifest zones are permanent and, in most cases, have a profound effect on the land around them and the people that live there. Smaller and less important manifest zones are located across Eberron, and it is possible that new ones appear even as old one wink out of existence. The appearance and disappearance of manifest zones has no relationship to the linked planes cosmological position relative to the Material plane. No manifest zones linked to Dal Quor exists. Minor zones and occasionally major zones linked to every other plane exist somewhere on Eberron.

 

THE OUTER PLANES:

 

Daanvi: the Perfect Order

Orderly fields where Formians tend ideal crops, regimented garrisons of disciplined soldiers, and peaceful communities where Law reigns supreme manifest throughout the plane of Daanvi. This is a place where all things live in harmony born of order.

Daanvi has the following traits:

Alterable Morphic

Strongly Law aligned

Enhanced Magic: Spells with the lawful descriptor are maximized and enlarged.

Impeded Magic: Spells with the Chaotic descriptor are impeded, requiring a Spellcraft check of DC15+ spell lvl, to cast successfully.

Daanvi Inhabitants: Formian workers, warriors, taskmasters, myrmarch and queens, Inevitables: Kolyarut, Zelekhut, Axiomatic Creatures, justicator, visilight.

Coterminous: Daanvi exerts no unusual influence on the Material plane when at coterminous. Superstition tends to link historical periods of stability to the proximity of Daanvi but this claim is unsubstantiated. Daanvi is coterminous with the Material plane one century out of every four.

Remote: Just as Daanvi’s proximity has liitle impact on the Material plane, the times when it is remote seem to manifest no unusual effects either. Daanvi is remote for one century out of every four.

 

Dal Quor: the Region of Dreams

When mortals dream, they physically project their minds to Dal Quor, the plane where dreams play out. Dal Quor is ringed with dreamscapes – small, temporary envelopes where dreamers live their dreams for a short time. Within the ring, however, exists an entirely different world. Magnificent domed cities called up from the formless void of dreamstuff spread across the inside of the ring of dreamscapes, allowing the Quori who live there easy access to their food supply – the psychic energy of dreaming mortals. Beyond the cities of the Quori, a rolling boil of dream-born landscapes melt, burn, grow and dissolve without any rhyme or reason.Tales persist of a calm eye at the center of this storm, but they are most likely figments of some half remembered dream.

DalQuor has the following traits:

Subjective Directional Gravity

Flowing Time: For every 10 minutes spent on Dal Quor, 1 minute passes on the Material plane.

Highly Morphic: The stuff of dreams alters with the thoughts of dreamers. Beyond the dreamscapes, in the heart of Dal Quor, the Quori can manipulate matter with ease, while visitors have a harder time altering the landscape.

Enhanced Magic: Spells of the Illusion school are extended.

Dal Quor Inhabitants: Quori (All)

Remote: Dal Quor last became coterminous some 40000 years ago, at which time the Quori invaded Xen’drick. The giants of Xen’drick finally manged to end the war and sever the connections between the planes, but at a great cost. The devastation of Xen’drick and the decimation of the civilization of the giants. In the process, Dal Quor was thrown off of its orbit. As a result, Dal Quor is always remote in relation to the Material plane. The only way to reach Dal Quor from the material plane is through the psychic projection of dreaming, and the Quori have been forced to find new ways to work their will on the Material plane.

 


Dolurrh: the Realm of the Dead

A place of hopelessness, eternal despair and consuming apathy, Dolurrh is the realm where mortal souls go after death. It is not a punishment. It is not a reward. It just is.

Dolurrh has the following traits:

Heavy Gravity

Timeless

Impeded Magic: All spells are impeded.

Entrapping: A visitor to Dolurrh experiences increasing apathy and despair while they are there. Colors become grayer and less vivid, sounds duller, and all experiences tainted with ennui. At the conclusion of every day (subjective time) spent in Dolurrh, any non-native must make a Will check vs DC15+ # of consecutive days in Dolurrh. Failure indicates that the individual has fallen completely under the control of the plane, becoming an incorporeal shade, an outsider native to the plane. Travelers trapped in Dolurrh cannot leave the plane of their own volition and have no desire to do so. Memories of any previous life fade into nothingness, and it takes a wish or miracle spell to return them.

Dolurrh Inhabitants: Nalfeshnee, Lemure, Marut, Sorrowsworn, Ephemeral Swarm, Plague Brush

Coterminous: When Dolurrh is coterminous, slippage can sometime occur between the Material plane and the Realm of the Dead. Ghosts become common on Eberron because it is as easy for spirits to remain in the world of the living as it is to pass over to Dolurrh. Spells to bring back the dead work normally, but run the risk of calling back more spirits that the one desired. Whenever a character is brought back from the dead when Dolurrh is coterminous use the following chart:

d%           Result

01-50       Spell functions normally

51-80       1d4 Ghosts (CR=raised characters lvl) appear near the raised character.

81-90       As above, but the wrong spirit claims the risen body and the intended spirit returns as a ghost.

91-99       The spell functions normally but a Nalfeshnee possesses the raised character

00            The spell does not function, instead, a Nalfeshnee inhabits the body.

 

Dolurrh is coterminous for a period of one year each century, precisly 50 years after each period of being remote.

Remote: When Dolurrh is remote, spells that bring back the dead do not function, and it is impossible to reach Dolurrh by any means of plane shift. Only by journeying to Dolurrh (via: Astral Projection, Gate, or permanent portal), finding the soul of the deceased and bringing it back to the Material plane can a deceased character be brought back during this period. Once the soul is back in the Material plane, no further magic is required to restore the dead to life. Both nalfeshnee and Maruts frown on having souls reteived in this manner. Dolurrh is remote for a period of one year every century, precisely 50 years after each coterminous phase.

 

Fernia: the Sea of Fire

Flame covers everything in Fernia. The ground is nothing more than great, ever shifting plates of compressed flame, ash and debris. The air ripples with the heat of continual firestorms. Oceans of liquid flame ebb and flow, and mountains ooze with molten lava. Fire rages, with no need for fuel or air, across this everburning landscape.

Fernia has the following traits:

Fire dominant

Mildly Evil Aligned

Enhanced magic: Spells with the Fire descriptor are maximized and enlarged.

Impeded Magic: Spells with the Cold descriptor are impeded.

Fernia Inhabitiants: Azer, Balor, Pit Fiend, Fire Elemental, Efreeti, Hell Hound, Magmin, Fire Mephit, Magma Mephit, Steam Mephit, Rast, Salamander (all), Firre, Magma Para-elemental (all), Cinder Swarm, Conflagration Ooze, Phoelarch, Zezir.

Coterminous: When fernia is coterminous, regions of intense heat - primarily area around volcanoes – begin to take on some of the planes traits. Conditions of extreme heat (Air temp 140 degrees +) become even more intense: Breathing such hot air causes 1d8 dam per minute and the heat does an additional 1d6 of non lethal damage every 5 min (Fort vs DC20 +1 per previous check, negate). Lava or magma deals 4d6 damage per round of exposure, plus 2d6 points of damage per round for 1d4 rounds after exposure ceases. Entering a pool of lava or similar manifestation of extreme heat (such as a raging firestorm in the Mournland) while Fernia is coterminous has a 30% chance of moving that character into Fernia. Similarly, inhabitants of Fernia can move into Eberron, there is a 70% chance of encountering once in these areas. In areas of extreme heat, spells with the fire descriptor are automatically enlarged and empowered. Fernia is coterminous for one month (midsummer month of Lharvion) every five years.

Remote: When Fernia is remote, heat becomes less intense. Conditions of extreme heat are reduced in severity: breathing the air only does 1d4 points of damage per minute and the heat only does 1d3 points of non lethal damage every 5 minutes (Fort vs DC12 +1 per previous check, negates). Lava or magma deals 2d4 damage per round of exposure, plus 1d4 points of damage per round for 1d3 rounds after exposure ceases. Except in areas of extreme heat, spells with the fire descriptor are more difficult to cast, requiring a Spellcraft check vs DC15 + Spell level. Fernia is remote for one month (midwinter month of Zarantyr) every five years.

 


Irian: the Eternal Day

On Irian, a brilliant white sun hangs in the center of a crystalline sky, bathing the radiant landscape below in shadowless light. Forests of crystalline growths, mountains of pure quartz, rivers of liquid glass, and sun bleached deserts of pure white sand define the landscape. Irian is awash in positive energy – not intense enough to harm life, but sufficient to encourage and sustain it in a variety of unusual forms. Creatures of light and life make their home here, but there are not necessarily creatures of good.

Irian has the following traits:

Minor Positive-Dominant

Enhanced Magic: Spells that use positive energy, including cure spells are maximized. Characters gain a +4 bonus on Charisma checks to turn undead, and receive the maximum possible turning damage result.

Impeded magic: Spells that use negative energy are impeded.

Irian Inhabitants: Lantern Archon, Ravid, Xag-ya, Lumi

Coterminous: When Irian contacts the Material plane, life blossoms where the two planes touch. Days are brighter, colors are more vibrant, sensations are more intense. Spells that use positive energy are cast at +1 caster lvl and clerics turn undead as if they were one level higher. Unlike with most other planes, Irian’s influence does not reach to specific places on the Material plane during its coterminous phases. Rather, its manifestations occur for the hour surrounding noon across the whole of Eberron. Irian is coterminous for a period of ten days in the springtime month of Eyre, once every three years.

Remote: As life blossoms when Irian draws near, life loses its bloom when Irian move into its remote phase. Nights are darker, colors seem to fade, and a numbness hangs in the air. Spells that use positive energy are cast at –1 lvl and clerics turn undead at –1 lvl. These effects pervade eberron for a period of ten days in the autumn month of Sypheros, once every three years, a year and a half after the coterminous period.

 

Kythri: the Churning Chaos

A roiling soup of land, water, air, protoplasmic ooze, fire, magma, hissing steam, smoke, dust, ice, blinding light, pitch darkness, acid, flashing ligthning, cacophonous sound, and  seemingly every other substance and energy found in the universe fills the plane of Kythri. Every part of the plane constantly changes. A creature, native or not, can sometimes exert enough will to hold a location constant and stable – for a short time.

Kythri has the following traits:

Objective Directional Gravity: The direction of gravity changes frequently.

Highly Morphic: Kythri constantly changes. A given area, unless magically stabilized somehow, can react to specific spells or sentient thought.

Strongly Chaos Aligned

Enhanced Magic: Spells with the Chjaotic descriptor are maximized and enlarged.

Impeded Magic: Spells with the Lawful descriptor are impeded.

Kythri Inhabitants: Chaos beast, Githzerai, Howler, Slaad (all), Titan, Quaraphon.

Coterminous: Kthri’s proximity has no unusual effects on the Material plane, though popular superstition links its coterminous phase with periods of unrest and conflict. True to the planes nature, Kythri’s movement through the Astral plane is utterly erratic, entering a coterminous phase at apparently random intervals and staying that way anywhere from a day to a century.

Remote: When Kythri is remote it exerts no noticeable effect on the Material plane.

 

Lamannia: the Twilight Forest

Lamannia is a realm of raw and wild nature unbounded, untouched by civilization. Despite the plane’s name, the forests that stretch out in all directions are not the only landscape. Majestic mountains, wide grasslands, sultry swamps, rolling hills and even deserts and tundras make up the vibrant biosphere of Lamannia. All kinds of plants, animals, magical beasts, and beastial outsiders are found here, as well as air, earth and water elementals. Lycanthropes, rare on Eberron, are common on Lamannia, since many fled here during the crusade that nearly exterminated them from Khorvaire.

Lamannia has the following traits:

Enhanced Magic: Druid magic is extended.

Lamannia Inhabitants: Achaierai, animals (all), Arrowhawk (all), Belker, Celestial Animals, Bebilith, Hellcat, All Air, Earth and water Elementals, Fiendish animals, Djinni, Avoral (Guardinal), Leonal (Guardinal), Hellwasp Swarm, Invisible Stalker, Lycanthropes (all), Air, dust, earth, ooze, salt, water Mephit, Nightmare, Thoqqua, Tojanida (all), Vermin (all), Xorn (all), Yeth Hound, Dao, Marid, All Ooze, Smoke Para-elemental, Avalancher, Battlebriar, Dust Wight, Gulgar, Wood Woad, Woodling Creatures.

Coterminous: When Lamannia is coterminous, the power of nature grows. In regions of unspoiled nature, plants grow more verdant and animals breed more prolifically. Summon Natures Ally spells are extended throughout the Material plane. Lamannia is coterminous for one week every twelve months.

Remote: When Lamannia is remote, nature’s power diminishes. Animals have small litters, and plants – even cultivated crops – grow poorly. Summon Natures Ally spells are impeded during this time. Lamannia is remote for a period of one week every twelve months, exactly six months after the coterminous phase.

 


Mabar: the Endless Night

Utter blackness where no light shines fills the plane of Mabar. The starless night lasts forever, its gloom never diminishing in the least. The darkness literally devours the life of visitors to this plane, extinguishing every spark of light that dares intrude on the endless night.

Mabar has the following traits:

Minor Negative-Dominant

Enhanced Magic: Spells that use negative energy, including inflict spells are maximized.

Impeded Magic: Spells that use positive energy are impeded.

Mabar Inhabitants: Barghest (all), Bodak, Succubus, Nightshade (all), Shadow, Shadow Mastiff, Xeg-yi, Yugoloth (all), Gloom Golem, Necronaut, Trilloch, Vasuthant.

All of the creatures listed above are immune to the effects of negative energy, including the ambient effects of this plane.

Coterminous: When Mabar is coterinous, every shadow grows darker and colder, and the nights become far deadlier. Spells that use negative energy are cast at +1 caster level, if cast in darkness, and evil clerics rebuke or command undead as if they were one level higher as long as they are in darkness. During the night and while underground, travel between the planes is much easier – simply stepping into an area where no light shines can transport you from Eberron to Mabar, and Barghests and shadows emerge from the endless night to hunt the nights of Eberron. Mabar is coterminous for three dark nights once every five years, on the nights of the new moon closest to the winter solstice.

Remote: When Mabar is remote, shadows seem a little lighter and the nights are not so fearsome. Spells that use negative energy are cast at a –1 caster level and evil clerics rebuke or command as if they were one level lower. Mabar is remote for a period of five autumn days once every five years, around the full moon nearest the summer solstice, two and a half years after each coterminous phase.

 

Risia: the Plain of Ice

A blizzard above a field of blowing snow that covers an infinite glacier, Risia consists of layer upon layer of cold and ice. Though mountains break the surface of the plane here and there, they are formed of solid ice, not stone. Lakes and streams mark the landscape but they are not made of water, they are places where the air itself has congealed into a frigid liquid, deadly to the touch. The atmosphere of Risia freezes the eyes and lungs, the wind steals the breath, and the snow buries and entombs all things.

Risia has the following traits:

Mildly Evil Aligned

Enhanced Magic: Spells with the cold descriptor are maximized and enlarged.

Impeded Magic: Spells with the Fire descriptor are impeded.

Cold: The average temperature on Risia is zero degrees fahrenheit. On any given day, there is a 50% chance of extreme weather in the form of snow, sleet, hail or a blizzard.

Risia Inhabitants: Ice Devil, Ice Mephit, Ice Para-elemental (all), Frost Salamander, Immoth, Chraal, Rejkar, Snowflake Ooze.

Coterminous: When Risia is coterinous, area of extreme cold (such as the Frostfell in the extreme north), begin to take on some of the planes traits. Conditions of extreme cold (-20 degree F) become even more intense, the cold deals 1d8 points of non-lethal damage every 10 minutes. Entering a region of extreme cold during this time has a 30% chance of opening a temporary conduit to Risia, taking creatureas to the Plain of Ice. Similarly, natives of Risia can enter the Material plane in such areas, and are 70% likely to be encountered near any areas of extreme cold. In areas of extreme cold, spells with the cold descriptor are enlarged and empowered. Risia is coterminous for the midwinter month of Zarantyr, once every five years.

Remote: When risia is remote, cold becomes somewhat less intense. Conditions of extreme cold (-20 degree F), are reduced in severity: The cold deals 1d4 points of non-lethal damage every 10 minutes (Fort vs DC12 + 1 per previous check negates). Except in areas of extreme cold, spells with the cold descriptor are harder to cast, requiring a Spellcraft check vs DC15 + spell level. Risia is remote during the midsummer month of Lharvion, once every five years, two and a half years after the coterminous phase.

 


Shavarath: the Battleground

Three great armies mass eternally on the barren plains, a celestial host of Archons, an infernal regiment of Devils, and a swarming horde of demons. Warfare defines all aspects of their existence. Alliances come and go – usually involving the devils aligning with one or the other of their enemies and thenbreaking the alliance when the situation changes to their advantage – but the warfare never ends. Slain soldiers eventually return, but usually in a lower form, but the armies of the three forces remain forever in a rough balance. Fortresses dot the landscape, each one in a great siege. Every fortress eventually falls, and they all shift handas many times before finally being reduced to rubble. As one collapses, another is built to replace it. Beyond these fortresses, the rocky and barren landscape stretches in all directions, sporadically accentuated by low hills – the only distinguishable terrain anywhere on the plane.

Shavarath has the following traits:

Alignment: Areas held by the archons are mildly lawful and mildly good aligned. Areas held by the devils are mildly evil and mildly lawful aligned. Areas held by the demons are mildly chaotic and mildly evil aligned. These areas shift constantly, their borders as fluid as the tide of war.

Enhanced Magic: Spells that create, enhance or mimic weapons and spells that excite hostile emotions are extended.

Impeded Magic: Compulsions that calm or pacify hostile creatures are impeded.

Whirling Blades: Creatures not native to Shavarath are subject to attack by whirling blades that travel the plane like flocks of birds. For every hour a visitor spends on this plane, there is a 70% chance of encountering a cloud of blades that attack for 2d6 rounds and then disperse. In each of these rounds, the blades attack all characters, using an attack bonus of +10 and dealing 2d6 points of damage per hit. The blades are treated as magic and evil aligned when dealing with Damage Reduction.

Shavarath Inhabitants: Hound and trumpet Archon, Babau, Dretch, Glabrezu, Hezrou, Marilith, Quasit, retriever, Barbed, Bearded, Bone, Chain, Horned Devils, Erinyes, Imps, Varguille, Bladeling, arrow Demon, Deathshreiker, Mivilorn, Ragewalker, Shredstorm.

Coterminous: When Shavarath draws near, echoes of its endless battles manifest on the Material plane. In any area embroiled in battle, the enhanced and impeded magic traits of Shavarath come into play. Casting an impeded spell requires a spellcraft check vs DC15 + spell level. Storms of whirling blades have been known to appear on the sites of great battles, both past and present. Shavarath is coterminous for one year out of every thiry-six.

Remote: When Shavarath is remote, no known effects manifest on the Material plane.

 

Syrania: the Azure Sky

Crystalline cities float in Syrania’s endless expanse of clear blue sky, their spires glittering in the ambient radiance of its perfect atmosphere. These cities, each ruled by a Solar, are the homes of the angels. Angels are the only known inhabitants of this plane, and  - though little is know of Syrania – it seems to be a nearly perfect paradise.

Syrania has the following traits:

Light Gravity

Strongly Good Aligned

Enhanced Magic: Spells with the Good descriptor are empowered.

Impeded Magic: Spells with the Evil descriptor are impeded.

Syrania Inhabitants: Angels (all), Prismatic Golems

Coterminous: When Syrania is coterminous, the skies are cloudless and richly blue during the day, and deep midnight blue even during the darkest hour of night. It is possible to travel to Syrania simply by flying upward to the limit of Eberron’s atmosphere. Spells with the Good descriptor are empowered, spells with the Evil descriptor are impeded. Syrania is coterminous one day every ten years.

Remote: When Syrania is remote, the sky is slate grey or white during the day and lightless black during the night. Spells with the Evil descriptor are empowered, spells with the Good descriptor are impeded. Syrania is remote one day every ten years, five years after the coterminous phase.

 

Thelanis: the Faerie Court

Physically similar to Eberron and Lamannia, Thelanis is a realm of rugged natural beauty – primarily lush forests and crystal clear waters. Among the trees rise shadowy spires of enchanting beauty, surrounded by mesmerizing lights that look like dancing lanterns. Phosphorescence gleams on plants and stones, lighting the eternal twilight of the plane, while a multitude of stars twinkle in the sky.

Thelanis has the following traits:

Enhanced Magic: Arcane spells are extended and empowered.

Flowing Time: For every day spent on thelanis, a week passes on the Material plane. Time lost on Thelanis catches up with the traveler, non-native that spend time on thelanis and then return to the Material plane, may be ravenous if they have not eaten in week as measured by Material plane time, and they may actually grow old or die if they have been a long time on Thelanis. Natives of thelanis are unaffected by this effect.

Thelanis Inhabitants: Dryad, Eladrin (all), Lillend, Nymph, Satyr, Sprite (all), Triton, Sylph, Petal, Shimmering Swarm, Thorn.

Coterminous: When Thelanis is coterminous, certain magical areas manifest on Eberron, primarily in wilderness areas but alsin groves near civilization. Faerie Rings and Mounds can be found at this time, often accompanied by mysterious lights. These places are points where the boundary between the planes is thin and pasage in either direction can occur. Traveler are wise to avoid the mysterious lights for the natives of Thelanis have been known to lure mortals to their native realm – often with no hostile intent but heedless of the effect that spending time in the Faerie court can have on the natives of Eberron. Arcane spells are extended if they are cast within 300 feet of a ring or mound. Fey creatures are more populous on Eberron at this time. Thelanis is coterminous for seven years every 225 years, when coterminous ends it travels 102 years before becoming remote.

Remote: When Thelanis is remote, fey creature are fewer and their powers fade (reduced by 1 level). Thelanis is remote for fourteen years every 225 years, when the remote phase ends, it travels 102 years before becoming coterminous.


Xoriat: the Realm of Madness

Beyond description or comprehension, Xoriat is aptly called the Realm of Madness. Not only do its alien geometry and unspeakable inhabitants seem like the product of a madman’s nightmare, but any who visit Xoriat risk finding their minds shattered by the experience. Xoriat has been likened to a sack of transluscent parchment, an apparent infinite connection of layers and dimensions. Its inhabitants exist on multiple layers simultaneously. Massive, drifting entities, too large to notice visitors to the plane: free floating rivers of milk-white liquid: rains of blue globes falling from unknown heights, only to burst and release horse-sized ticks when they strike another object – such are the madness-inducing features of Xoriat. Gelatinous worms wriggle from layer tolayer, wending through tentacled vegetation encrusted with orange moss, all suspended above an amoebic sea. Over this mad realm the Daelkyr are absolute masters. Like Dal Quor, Xoriat’s last time of being coterminous was a disasterous period of warfare. Over 9000 years ago, Xoriat became coterminous, and the Daelkyr sent their minions into Khorvaire to conquer it. Before the orc and hobgoblin druids known as the gatekeepers managed to alter Xoriats orbit, the Mind Flayers and lesser minions of the Daelkyr, had decimated the hobgoblin Empire of Dhakaan. The gatekeepers magic was less cataclysmic than the giants’ attempt to close the connection to Dal Quor, however, Xoriat moved quickly away from its coterminous position but it is sure to return one day.

Xoriat has the following traits:

No Gravity

Highly Morphic

Mildly Evil-Aligned

Wild Magic

Distorted Time: Time flows differently on Xoriat than Eberron. One minute in Xoriat is equal to one hour on the Material plane. So, adventurers from Eberron that visit Xoriat for one hour will return to find 60 hours have passed.

Xoriat Inhabitants: Daelkyr, Mind Flayers, Pseudonatural Creatures, Rukarazyll, Wyste, Kaorti, Odopi, Shrieking Terror, Voidmind Creatures.

Coterminous: When Xoriat is coterminous, madness literally bursts forth upon the world. For reasons unknown, the Shadow Marches are somehow ‘close’ to Xoriat, and the natives of Xoriat were able to enter there during the last coterminous phase. Throughout the Shadow Marches, magic went wild, and the Daelkyr warped native creatures into monstrous aberrations. The intervention of the Gatekeepers altered Xoriats orbit and the plane has not been coterminous since. Dimensional seals keep the plane away but various forces seek to break their powwer so Xoriat can draw near again.

Remote: Xoriat’s remoteness has no known effect on the Material plane.