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:
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:
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:
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:
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.
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:
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:
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:
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:
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.