Here is where I'll post lore for my game The Summit Road. There's a lot, so I'm starting it early so I can get the base stuff up. I'll put everything I can think of that's needed for the campaign here, from country descriptions, to Adaran proverbs, to location descriptions.
Adaran names follow an ancient tradition of double vowels. Most Adarans have a single given name followed by a family or clan name. Some folk reverse this order, placing the family name first. Many monks and almost all kalashtar have only one name, and kalashtar names are often mixtures of an Adaran syllable with the normal kalashtar male or female suffixes. Some Adaran humans take kalashtar suffixes or names as monikers to represent their faith in the Path of Light—others are given such names by devout parents. Female Names: Aapti, Bhimaa, Chaand, Deena, Fuulgani, Geetya, Himaadri, Heruuna, Inuu, Jharee, Kyamun, Leel, Muneera, Neeta, Novaa, Paamin, Rhaaki, Shameena, Taapasee, Uudipti, Vusgaar. Male Names: Aadarsh, Biir, Chintuuk, Dileep, Ekuumbar, Geet, Hazgaal, Ishwaar, Jeevan, Kuumar, Lhaaksh, Manuu, Neel, Ojaas, Paaras, Praagya, Roopak, Shreesh, Tyag, Uudhav, Vyed, Yaagya. Surnames: Adaran surnames are like given names, honoring an ancestor seen as the progenitor of the family or clan.
Phrases: Adarans are forthright and honest among those they trust, but taciturn and suspicious among strangers. Love of the moment is acknowledged even in conversation, and having met an old friend on the road is an excuse for being late to work in Adar. A chance to talk is not to be missed. The following turns of phrase are Adaran. "Storm or quake, the path is clear." Adarans believe that a person always knows what is right if that person takes the time to focus on the situation at hand. Indecisiveness and idleness earn an Adaran a reputation for being unreliable and even foolish. "Wind and thunder!" An exclamation of dismay. "Don't drive the goats so you can sit by the fire." or "Don't break your back for a burden you've put down." Variations of this phrase exist throughout Adar, admonishing one to take wise actions without concern for the past or future. All that matters is doing the task at hand to the best of one's ability. All else is needless distraction—the past is unchangeable and the future can take care of itself, and it will if one acts well in the present.
Kasshta Keep: The only fortress-monastery whose location is known to the Riedrans, Kasshta Keep remains safe because of the massive losses incurred last time it was attacked. However, beating off this attack cost the life of Taratai, the leader of the kalashtar quori. Now, Kasshta Keep is the unofficial capital of Adar, and is the home of the Speaker of the Word, the closest thing Adar has to a leader. The Keep is a center of knowledge, training, and community, and often serves as a convening point during the largest of Adaran festivals.
Malshashar Keep: Malshashar is a hidden fortress on the Riedran border, guarding a vital point in Adar's defenses. The original Malshashar was razed to the ground at the beginning of the Riedran siege, over a thousand years ago. Now, Malshashar is a completely underground fortress, constantly on the lookout for spies and patrols. Kalashtar handle all military matters in Malshashar and outnumber humans, feeling it their duty to defend Adar from a war for which they are responsible. Malshashar is mainly under one mountain, but also extends under two others, and has connections to the dromite city of Zi'til'natek through psionic portals within Shroud bubbles. Life in Malshashar is hard, with everything, including food production, happening underground. A few monks choose to remain pacifists within Malshashar, and the warrior inhabitants greatly value their council nonetheless.
Shalquar: Another border monastery, Shalquar is only 22 miles from the nearest Riedran settlement. A large Riedran force is stationed at this village (called Hillcorn), and frequently sends scouts into the mountains in an attempt to discover the precise location of Shalquar. Such patrols rarely return, and those that do are punished for failing to find the fortress. The current Master of Shalquar is a male kalashtar called Ay'Kuar, who works in conjunction with a council made up of representatives of the thirty four lineages present in the fortress. The human monks of Shalquar live their own lifestyle relatively separate from the war on their doorstep.
Tashalatora: The final fortress-monastery that guards passage directly from Riedra to Adar, Tashalatora is home to monks renowned even in Adar. The monks of Tashalatora are some of the most powerful in Sarlona, blending stunning psionic power with deadly physical force in unorthodox ways. Tashalatora overlooks the Vulpana Falls, what seem like an easy way into Adar...if it weren't for the Shanjueed Jungle and its Mabar manifest zone that stands between. Thus far, the Riedrans have not yet tried the passage, but the monks of Tashalatora are ready.
Dvaarnava: Adar's only port to the ocean, Dvaarnava is a highly secretive port on the horn of Adar. The southernmost fortress, Dvaarnava is actually the only place in Adar ships can actually still land. But those who wish to do so must know how to navigate a maze of sharp underwater rocks and answer the challenges posed by a sisiutl, a massive two headed serpent. Kalashtar that travel to Khorvaire leave from Dvaarnava.
Ghoza: Ghoza is a monastery along the coast with monks that specialize in unorthodox methods of battle. These free-spirited expert swimmers have managed to create a few underwater vehicles that they have used to cause trouble for Riedran shipping for centuries.
Haztaratain Monastery: The place where the sixty seven rebel quori first fled to, and the birthplace of the kalashtar race, the Haztaratain monastery is a holy site, and many in Adar make the journey to visit the monks who now live there.
Uutkleza: Uutkleza is a massive manifest zone to Kythri. It resembles a volcanic caldera, but instead of lava within, the land itself shifts and changes unpredictably. A small monastery of githzerai make their home in Uutkleza.
Xephanan: Xephanan is the largest city of xephs in Adar. This beautiful city blends trees, stone, and crystal into unearthly buildings.
Zi'til'natek: The dromites of this city-hive of Zi'til'natek are closely allied with the Adarans. This city exists deep below Malshashar, but is accessible only through psionic portals placed in Shroud bubbles. Despite this, the city is a center of trade in Adar.
Ahdryatmin: Considered the cradle of Adar, Ahdryatmin (or Mountainsoul) is a mile wide manifest zone to Lammania. At the center of this zone is a spirit of the land known by the same name, who is likely older than Adar itself.
Korrandar: Korrandar is the largest mountain in Adar. Atop it live the Storm Guardians, a mysterious group of blue dragons who rarely leave their mountain-in dragon shape anyway...(please note dragons can have PC classes in Eberron, and often do.)
Murephan: Murephan is an elan who came to Adar long ago with no memories. At first he was violent and hostile, and the kalashtar of Malshashar imprisoned him. But over time, Murephan's captors began to influence him. Eventually, he joined the Summit Road, where he is now widely considered one of the most respected and experienced guides the Road has. Murephan has turned down the office of trailblazer twice, and currently works mainly out of Syrkarn, focusing on getting people out of situations all to familiar to him and across the border. He has a reputation for being hard-nosed and gruff, but everyone who spends significant time with him agrees that he's fair-minded and truly devoted to Adar. Kelki: Murephan's dromite apprentice Kelki is a vivacious young dromite who is also Murephan's closest friend. She doubles as his soft side as well, and often "translates" his unkind words into what he really means, and gets it right most of the time too. Fortunately for everyone, Kelki defers to Murephan's judgement in important matters-she has nothing resembling common sense and a love of fire.
Daranikashtai: An absolute legend within the Road, and throughout most of Adar too, Daranikashtai is a female kalashtar who was a Road guide for decades. While leading a (successful) raid to destroy one of the larger hanbanali monoliths, Daranikashtai was captured by Lord Sulatesh, an Inspired who used brutal "persuasion" tactics liberally on his prisoners. By the time she was rescued, Daranikashtai had sustained a significant injury to her right leg that nearly crippled her, and left her with a lifelong limp. Realizing she would only be a liability in the field, Daranikashtai accepted the position of trailblazer and "retired" to Kasshta Keep, where she teaches coveted classes in advanced martial arts and close combat.
Ishhareth: Ishhareth is a trailblazer who gained a reputation for pulling off daring, creative missions. During his tenure as a guide, he planned and executed several nearly impossible missions, and eventually was offered the position of trailblazer. As a trailblazer, he expects a great deal from guides, and doesn't ease anyone into it. He seems to throw green guides straight into the fire-but his missions also have one of the lowest guide casualty counts in the Road.
Halrac the Grim: Halrac and his only son Taran escaped Riedra fifteen years ago. After years of hard training, Halrac became a Road guide, and gained a reputation for being intense and driven, focusing completely on missions and disdaining recovery time in between missions. Three years ago, Halrac vanished mysteriously on a mission, and is presumed dead.
Hazgaal: Hazgaal is a recently made trailblazer who spent several years on the Riedran border before his promotion. He has a reputation as very reliable and does things thoroughly. Hazgaal is a little gruff, but is deeply loyal to Adar and lives up to his famous name quite well.
Quori castes: Quori are divided into several castes, some with more power and influence than others. Below they are presented in order of most to least powerful. Note that du'ulora and usvapna are the same tier with different purposes. Kalaraq: The kalaraq quori are quori nobility, nightmare lords. There were once thirteen, but Taratai fled and was subsequently destroyed, and Ulakhun was bound during the Adaran siege (see story below), leaving only eleven active in Dal Quor. Hashalaq: Hashalaq quori are the loremasters of quori. They shapeshift and steal information, and attack when their prey least expect it. Usvapna: The usvapna quori directly serve the hashalaq. They are the quori who actually visit dreams and manipulate mortals. Usvapna quori serve primarily as inquistors, and occasionally assassins. Du'ulora: Du'ulora quori are spirits of rage. They empower the elite soldiers of Riedra, and lead quori armies into battle. Tsoreva: Tsoreva quori are bred for battle. They are the enforcers of Dal Quor, the lower officers of quori armies, if the quori had such a thing. Tsucora: Tsucora are the weakest and most numerous quori. They make up the legions of Dal Quor, and rarely act on their own initiative.
Dal Quor: Dal Quor is the Plane of Dreams. Quori hail from here, and those possessing Inspired go here when their hosts sleep or when they leave their hosts. At the center of Dal Quor is a malevolent force known as il-Lashtavar, the Darkness that Dreams. The Devourer of Dreams (the quori possessing the leader of the Inspired) is considered a mouthpiece of il-Lashtavar, and leads the effort to keep the cycle from turning. Every ten thousand years, Dal Quor undergoes a turning of the cycle, in which all the quori are destroyed and remade into a new age. This is an Age of Darkness, and the current quori do not wish to be destroyed in the turning of the cycle. It is not known exactly how they are hoping to stop this, but Riedra certainly has something to do with it. Whenever a quori dies now, their essence is reincorporated into il-Lashtavar and reforged into a new quori with a new personality and alignment-usually an evil one. This is what the quori seek to do with the remaining rebels, so that this irritant can be quashed for good and they can refocus completely on preserving the current age.
Origin Story of the Kalashtar (and modern Adar): 1800 years ago, sixty seven quori bucked the dark nature of their fellows and fled Dal Quor, led by the kalaraq Taratai. Their brethren pursued them, determined to destroy them so they could be reincorporated into il-Lashtavar and remade into loyal quori. The sixty seven found a small monastery of monks. The leader of the monastery, Hazgaal, spoke with Taratai in his dreams and accepted an offer to bond with her. Sixty six of the other monks also bound themselves to quori. Hazgaal became known as Haztaratai, beginning the kalashtar tradition of incorporating part of an Adaran name with the quori spirit's. But the rest of the quori still wanted to destroy the rebels, and began searching for them feverishly. Almost seven hundred years later, they found them. Construction of shroud resonators began as the Inspired laid siege to Adar in a long and bloody war. The Inspired, led by the kalaraq general Ulakhun, laid siege to Kasshta Keep and pressed forward, their victory seeming sure. But a large majority of the lineage of Taratai traveled to the battlefield and formed a massive psionic link. Even those who survived the battle remembered only silvery light, but at the end of it, the Riedran army was broken, Ulakhun's body slain, and his spirit bound in a gem that still rests in the vaults of Kasshta Keep. But the war went on through winter, with the Inspired razing the original Malshashar to the ground and pressing slowly forward. Construction on shroud resonators continued, and the kalashtar convinced the dromites of Zi'til'natek to ally with them, and they provided a cavern in which to place a resonator. In the last months of winter, the few remaining Taratai kalashtar went to each of Adar's citadels. All vanished in a flash of silver light as the shroud resonators began to function, and the line of Taratai was no more, but Adar's borders became nearly impossible to cross.
Religion in Adar: Religion in Adar is composed mainly of two primary faiths-the Path of Light and a modified version of the Khorvairan Sovereign Host.
The Path of Light: The more common religion in Adar, the Path of Light was introduced by the kalashtar. It revolves around the belief that when the cycle of Dal Quor turns, it will become an Age of Light, and il-Lashtavar will be replaced by il-Yannah, the Great Light. Followers of the Path of Light believe they must simply practice good and endure, and the cycle will turn as it should. Conversion is not a part of the Path of Light, and most of its followers do not engage in direct action against Dal Quor. Followers choose one of two identities in the Path. Lightbringers are the most common, and focus their lives on meditating, teaching, and peacemaking. Shadow watchers are few in number, but take covert, direct action against il-Lashtavar, and often thwart quori designs and occasionally even achieve victories as great as destroying a hanbanali or assassinating an Inspired. Some martial arts is incorporated into most meditations of the Path of Light, usually in the style of Tai Chi, although most Adarans can also employ these movements in battle as well.
Aarakti and Braahyn: Aarakti and Braahyn are the Adaran versions of Arawai and Balinor, respectively. These two deities form the core of the Adaran pantheon of the Host. They are more or less similar to their Khorvaire counterparts, aside from the fact that storms are also a part of Aarakti's deific portfolio (she controls them too). Followers of this version of the Host are fewer in number in Adar than followers of the Path of Light, but coexist peacefully in Adar.
Riedra: Adarans think of Riedrans as dogs led by wolves, with Riedra itself being the kennel. Most Riedrans are viewed as one would view an unswervingly loyal hound-hardworking and loyal, but too quick to trust their masters. Furthermore, they pity these men and women who have been used by their Inspired masters. The hound cannot help their master's wickedness, nor does their master's corruption make the servants evil, but Adarans still strike down Riedran defenders without mercy, no matter how much sorrow it might bring them. Regardless of what it would mean for the Riedrans, all Adarans pray for the downfall of the Inspired.
Syrkarn: Riedrans spare little thought for Syrkarn. In fact, were it not for the Riedran fortresses along the Syrkarn/Adar border, Adarans might forget about Syrkarn altogether.
The Tashana Tundra: Most Adarans don't even know the Tundra exists, with the entire hostile bulk of Riedra between them. Those that do know it exists tend to pay it little thought, thinking it unimportant since it is far away and mostly empty. Unfortunately for them, they are wrong-the Akiak dwarves would make a powerful ally against the Inspired, if either Adar or the Akiak was willing to reach out.
Khorvaire: Adar's main export to Khorvaire is kalashtar. A few humans make their ways to Khorvaire as well, and the monks of Tashalatora have even set up schools as far away as Breland, although few residents of the Five Nations realize Tashalatoran martial arts are foreign. However, Adar has no embassy in any nation, and generally pays Khorvaire little mind-there's no time to follow the history of another continent when they are caught up in a war of their own here. Unless an Adaran has a relative or friend in Khorvaire, or is intending to go there (either as a shadow watcher or simply because), their knowledge of Khorvaire's recent affairs is likely limited to the following: There was recently a war, and the large country that dominated most of the continent has broken up into little countries.
Argonnessen: The only Adarans who even know of the existence of Argonnessen are the most learned sages studying dragons. Members of the Keepers of the Word who study dragons likely know about it, but even those who are aware of its existence know next to nothing about it.
Aerenal: Aerenal is pretty much completely unknown in Adar. Nobody knows it exists, because it's so far removed from Adar.
Xen'drik: Most Adarans Adarans don't know Xen'drik exists, or its history. However, those who do are often interested in plundering giant ruins for weapons they used against the quori during the quori-giant war. A few kalashtar occasionally make their way to the Lost Continent for this purpose. (For those of you who've read Keith Baker's The Dreaming Dark series, this happens during the middle of the series, with a few complications). Quori-Giant War (only known to a few sages): Forty thousand years ago, the quori of Dal Quor tried to invade Eberron while Dal Quor was coterminous with the Material Plane. The giants employed epic magics taught to them by the dragons of Argonnessen to throw Dal Quor out of orbit, keeping it from ever becoming coterminous again. This magic also destroyed the thirteenth moon of Eberron, and called the dragon's wrath onto the giants.
Adaran Government: There is no official centralized government in Adar. Rather, each monastery is ruled by a council of elders, each of whom represent a group within the monastery. For example, there is one elder for each kalashtar line present in the monastery, as well as one for each of the human groups. In some of the more militant monasteries, the elder councils are made up completely of kalashtar, although humans are respected and their council welcomed. The closest thing to a centralized leader Adar has is the Speaker of the Word, the leader of the sage group known as the Keepers of the Word. The Keepers maintain libraries and repositories of knowledge throughout Adar, and all Keepers are highly respected. Elders among the Keepers are given the title of Venerable. The position of Speaker is chosen by the elders of the Keepers, although Speakers often suggest their successors. The Speaker holds no actual authority, but is regarded with such respect that a word from the Speaker can move Adarans to action and sway master's minds. The Speaker has closely trusted advisors and allies called Hands of the Speaker. Speakers usually have between two and five hands. The current Speaker of the Word is a human male named Chanaakar, who has three Hands. The Speaker always resides at Kasshta Keep, but some travel across Adar. The position of Speaker has existed longer than kalashtar have been in Adar.
Chanaakar, Speaker of the Word: Chanaakar rose to the position of Speaker at a relatively young age. He grew up in Kasshta Keep with his sister Luunkashtai, and the pair became Keepers at a very early age. However, when Chanaakar turned nineteen, he became restless and left the Keep with his older sister to travel across Adar. During their travels, the pair met a mountaineer called Kaala who joined them on their travels, helping them survive in the deepest wilds of Adar. Chanaakar, Luunkashtai and Kaala became known for solving problems, helping those in need, and even slaying a monster here and there, only taking what was given to them and giving whatever they could in terms of work and service. The Speaker at the time, a woman named Geetru, followed their travels closely, and declared Chanaakar her successor in his absence, to the chagrin of several of her advisors. Chanaakar was descending the slopes of Korrandar after seeking to speak to a Storm Guardian (whether or not he succeeded is unknown) when an order reached him to return to Kasshta Keep immediately. He and his companions obeyed promptly, and upon reaching the Keep, learned that Geetru was dead and the elders had approved her choice of successor, making a shocked Chanaakar Speaker of the Word. He made few changes, instating Luunkashtai and Kaala as two of his Hands, but not changing any positions or reforms. During this time, Kaala and Chanaakar's bond strengthened, until eventually the two men fell in love with each other. But all was not well. Barely a year into Chanaakar's tenure as Speaker, one of the advisors, a man named Raadu Xeel, opened the gates of Kasshta Keep and allowed Endseekers in, believing they would only instate Xeel as Speaker. But the Endseekers attempted to assassinate Chanaakar and gain control of the entirety of the Keep, resulting in a night of bloody terror and death. When the sun rose, several Adarans were dead, including Kaala. When Xeel's treachery was discovered, he was executed and his family banished, despite Chanaakar's request for mercy. Chanaakar has now been Speaker for forty years, and is a popular leader, known across Adar as wise, kind, and forgiving.
Luunkashtai, Hand of the Speaker: Luunkashtai is Chanaakar's older sister and his longest-serving Hand. While Chanaakar is quick to smile and will speak with nearly anyone, Luunkashtai takes her job as protector of the Speaker and head of defense for Kasshta Keep very seriously. Despite her age, Luunkashtai is still absolutely deadly with her strange bladed staff, and is widely considered one of the most skilled warriors in Adar. She is married to Alysdair, leader of the human warriors of Kasshta Keep, and the pair have had nine children. Three have died serving Adar in various capacities, while the remaining six are spread out across the Road, the border, and various monasteries. Luunkashtai is an old friend of Murephan's, and the two always make sure to have a spar when he comes by the Keep.
Novaa, Hand of the Speaker: Novaa is an elan who was present at the razing of the original Malshashar monastery, as a part of the Riedran forces. She was horrified by the murder of innocents and children there, and her emotions shattered the psychic wall she'd erected between her mind and the quori spirit trapped inside her, a creature named Valtor. In an explosion of psionic power, Novaa vanished and was presumed lost in Malshashar's flames. She spent the next several centuries moving around Adar's wilderness, carrying out guerilla strikes against the Inspired and helping people in over their head in the wilderness. During this time, she eschewed her elan identification and chose the name Novaa. When Chanaakar, Luunkashtai and Kaala were traveling, they met Novaa and formed a friendship as they continually ran into her. After the Endseekers' attack, Chanaakar reached out to Novaa and requested that she join him at the Keep and become one of his Hands. Novaa spends most of her time on the Riedran border, carrying out strike missions for the Speaker and assisting Adaran border forces.
Kuumar, Hand of the Speaker: Kuumar is a human who grew up in Tashalatora. He is the newest and youngest of the Speaker's Hands, offered his position only five years ago when he was twenty three. Kuumar spent a great deal of his life traveling between Dvaarnava and Khorvaire, watching the Inspired sink their roots deeper into the Five Nations. When Riedra began increasing the diplomats they sent to Khorvaire, Kuumar made his way to Kasshta Keep and demanded that Adar do something. While no immediate action was taken, the Speaker suggested the headstrong teenager work with him to quietly increase the number of shadow watchers that traveled to Khorvaire. The pair worked together for several years before Kuumar was offered his position. Now, Kuumar trains shadow watchers specifically to go to Khorvaire, and handles most Speaker missions along Adar's southeastern coast.
The Endseekers: The Endseekers are a loose collection of mad magicians who seek to break all of creation into the chaos from whence it came. While the Endseekers are mad, most are an intelligent sort of mad, having wide-spreading plans and complicated plots designed to eventually annihilate everything. Endseekers know there is something underneath all creation, and that this something represents unlimited potential. Endseekers do not work as a whole, rather organizing themselves into individual cults, each around a leader. This means occasionally Endseekers find themselves in conflict with each other, and do not hesitate to strike down their own in the name of chaos.
Venerable Thatari: Venerable Thatari is a powerful kalashtar psion who is associated with the elders of Tashalatora. Thatari is one of the few Adarans who can remove mind seeds or similar forms of psychic sabotage. However, getting to her often proves difficult-she lives in a cave carved into a cliff face miles from Tashalatora, and finding her requires first discovering her precise location, then traversing miles of dangerous terrain stalked by deadly creatures. What Thatari asks in return for her services varies greatly, but never has much to do with material wealth.
Riannoass: A powerful sage at Kasshta Keep, Riannoass is the most knowledgeable sage about dragons in all of Adar. In addition, she has a nearly uncanny knowledge of the process used to trap quori spirits inside of gems. Riannoass has been at the Keep for decades, and either does not age or ages slowly, for in that time she has retained the appearance of a young, pale woman in her thirties. While not a member of the Council of Elders at Kasshta Keep, Riannoass is a trusted advisor and often attends Council meetings to give her advice and lend her knowledge. The Speaker in particular seems to trust her a great deal, and often seeks her counsel. Little is known about Riannoass's past, and the only time she speaks of her life outside of the Keep is in brief references to her parents, who apparently were dedicated scholars of the quori binding process.
Zi'til'natek: The dromites of the city-hive of Zi'til'natek have a close alliance with the humans of Adar, stretching back over a thousand years, when the kalashtar negotiated a treaty and peace agreement. Now, the dromites offer use of their underground caverns for the Adaran network of psionic portals, as well as housing a shroud resonator in one cave. Zi'til'natek itself is connected to Malshashar above it through these psionic portals, and forms a hub of commerce. Zi'til'natek is also a close ally of the Summit Road, and guides can always find shelter there. In addition, dromites who don't want to remain in Zi'til'natek or become merchants (the main way dromites leave the city), they have plenty of opportunity to make friends with guides and get recommended.
The Shroud is, in both mechanics and flavor, a completely unique feature to Adar. Powered by eight shroud resonators that are given power every hour by Adaran psions, the Shroud is the true border of Adar, and likely the only reason the Inspired haven't yet conquered it. Within the Shroud, divination and interdimensional magic are impossible-effectively the entire country is under a nondetection effect, as well as all interdimensional movement in, out, and through Adar being impossible. This means both teleportation and conjuration, and has rendered many of Riedra's countertactics useless. Since Adarans have the advantage of home terrain, as well as being fortified and in mountains, Riedra would ordinarily summon quori allies or use their copious and powerful divination magic to track down information. With the Shroud blocking these options, Adar has been able to hold off the Inspired's forces, despite the fact that they are seriously outnumbered and cannot match them on an open field. The Shroud reaches less than a mile beneath the Adaran sea level, but this weakness is difficult to exploit, as creatures crawl and hunt in the dark, and the dromites and kenku that live below Adar are very hostile to strangers. Seven of the shroud resonators are housed in an Adaran fortress-monastery: Kasshta Keep, Shalquar, Ghoza, Tashalatora, the Haztaratain Monastery, Dvaarnava, and Ruukosi. The eighth resides in a cavern beneath Malshashar, provided by the dromites of Zi'til'natek. Shroud Bubbles: Shroud bubbles are locations throughout Adar where the Shroud does not function. Adarans are aware of these bubbles and the fact that they could be exploited by the Inspired, and thus do everything in their power to guard the secret of the ones they cannot close. Teleportation is possible in between Shroud bubbles if the location is "very familiar" to the spellcaster. Otherwise the spell has a false destination, never in Adar. Anyone powering a shroud resonator can sense Shroud bubbles within a mile and shut them down at will.
Riedra is ruled by the Inspired, who are considered advised by gods. The people love their rulers, and consider freedom to be something overvalued by their neighbors. The average Riedran farmer has a roof over his head, enough food to eat, clean clothes to wear and a loving community around him. The fact that he cannot choose the color of these clothes, what the food itself is, or even who he is paired with to have children is considered a worthy sacrifice for such peaceful comfort. Naturally luxuries are a temptation, but it is by resisting these temptations that Riedrans ensure advancement in the next life. Everything about a Riedran commoner's life is decided by the Guiding Path. When they are thirteen, they are informed of their trade path, and when they are eighteen they are paired with another Riedran to produce children. Mutual requests for partners are often fulfilled by the Guiding Path, but the primary purpose is producing children, and if a pairing is deemed unsuitable for this it is not fulfilled. Few Riedran commoners are literate, unless they need to be for their job.
Riedran children are not raised by their parents, but transported to other villages as soon as they can travel safely. On very rare occasion, a child is left with their parents if the child is sick or some other special circumstance necessitates that they cannot yet be moved. However, as soon as the child can be transferred, they are, so as to keep the parents from developing an unhealthy bond.
Work and community are at the center of Riedran life. For Riedrans, work is a form of worship, and solitude is terrifying and unknown. Even in their dreams, the Soothing Voice is with them, ensuring they are never alone. Many Riedrans find the unpredictable dreams outside of Riedra fearful and scary, as they are used to having the same soothing dream each night as every other Riedran, thanks to the psionics powered by the hanbanali monoliths. Riedrans also focus powerful emotions in nightly rituals, pouring their overwhelming feelings into crystals that actually help to power the local hanbanali. Should a friend succumb to corruption and be taken by the Thousand Eyes, Riedrans gather to share their pity, grief and sorrow. If a kalashtar attack happens, they come together to unleash their anger and hate. In between these rituals, Riedrans are expected to keep their emotions tightly under control.
Riedrans are incredibly xenophobic. Foreigners are portrayed to them as savages that practice dark magic, eat the flesh of beasts, and destroy each other in the name of their precious "freedom". They should be pitied, and a Riedran must always be on their guard so that such people cannot turn them from the Path of Inspiration.
The Path of Inspiration is the only religion in Riedra, and its practice is mandatory. The Path of Inspiration teaches that after death, you are reincarnated based on your actions in life (similar to the Buddhist regeneration cycle). The highest form of life are the honored spirits, or il-altas. These spirits possess Chosen to create Inspired. Chosen are expected to become il-altas after death if they acquit themselves well in this life. After Chosen are changelings, who are seen as the step between human and Chosen, beginning to shed their physical form. After this are humans, followed by ogres, half-ogres, and shifters, all of whom are considered subhuman, but able to advance by acquitting themselves well. Ogres and half-ogres mostly perform brute force tasks, their strength seen as a gift not to be wasted in combat. Shifters are a part of the Taskaan Legion, the Inspired's personal guard dogs. Each Inspired keeps a "kennel" of shifters that wear a collar bearing their symbol. While shifters are considered below humans, a shifter acting in the name of their lord has authority over guards and soldiers, and members of the Taskaan Legion relish this power and the chains that come with it. At the bottom are ogre mages (oni) and elans. Ogre mages are taught that their powers come from lesser altavar (evil spirits), and that their body has been crafted as a prison for one. If the ogre mage serves well with the spirit's powers, they may even be able to redeem the altavar itself. Elan are told a similar thing, with the added stipulation that their altavar may wish to corrupt them by speaking into their mind, and they must not let it succeed.
Riedran bastion cities are called Duls (for example, Dul Zeer). Ports are Dar (Dar Jin), and fortresses are kintams (Kintam Lar). Larger fortresses that coordinate activities are simply tams (Tam Olash). The capital of Riedra is Durat Tal. All Inspired bear the title of Lady or Lord, and the leader of a bastion city has the title of Eidolon. Some Inspired simply take on the name of their quori when possessed, while others incorporate a part of their previous name with the name of the quori. The choice is completely up to the possessing spirit. A few Inspired take on kalashtar names to mock their prey.
The Unity: The Unity is the government of Riedra. Each branch of the Unity is led by one of the more powerful quori, although the Inspired themselves change as host bodies die and new Chosen are possessed. Bountiful Horn: The Bountiful Horn handles agriculture, and is led by the hashalaq Lady Tantashar. Industrious Forge: The Industrious Forge handles all industry, from obtaining raw materials to distributing finished goods. It is led by the hashalaq Lord Malukath. Sturdy Wall: The Sturdy Wall handles all infrastructure, from roads to fortresses. They also oversee the building of new hanbanali monoliths and are led by the hashalaq Lord Laneth. Healing Hand: The Healing Hand is in charge of all medical care for Riedra. They even have a few regeneration cradles for if an important Inspired is killed. The Healing Hand also euthanizes anyone who cannot contribute at all to the greater good of Riedra, such as someone who is severely crippled (usually to the point where they cannot even do paperwork) or has an uncurable contagious disease. It is led by the usvapna Lady Xushila. Sheltering Hearth: The Sheltering Hearth handles everything from sanitation to disaster relief, as well as serving as liaisons between other branches. For example, should a deadly disease epidemic break out, the Hearth would likely work with the Healing Hand and Thousand Eyes to hunt down carriers and infected. It is led by the hashalaq Lord Dulateth. Guiding Path: The Guiding Path handles religion, education, and upbringing. They raise children, as well as assigning careers and partners. They are led by the kalaraq Lord Surasek. Iron Gate: The Iron Gate handles all immigration and secures the border of Riedra, ensuring no corruption or demons enter. They are led by the usvapna Lady Tureya. The Harmonious Shield: The Harmonious Shield is the army of Riedra. Soldiers are psychically indoctrinated to feel nothing at the acts they commit, although occasionally the training does not take a solider flees...or is taken by the Thousand Eyes. Most soldiers believe they are fighting against demons for a holy cause, and are often very kind to allies and Riedrans. Stone soldiers focus on durability, fire soldiers on hit and runs, air soldiers on ranged attacks, and water soldiers are the special forces, carrying out difficult missions that require creativity and unique skills. The Harmonious Shield is led by the kalaraq Lord Zoratesh. The Thousand Eyes: The Thousand Eyes are the spy network of Riedra. They watch Riedra itself for any signs of treachery or corruption, and spring on such indications immediately, taking such poor souls to be "re-educated". The Thousand Eyes also watch the borders for infiltrators or signs of imminent invasion. Finally, they watch all foreigners in Riedra to ensure they do not disturb Riedra's balance. The Thousand Eyes are led by the kalaraq Lady Sharadhuna.
The color of a Riedran's clothes denotes their place in the social hierarchy. Commoners wear black, white or brown. Green is the color reserved for Thousand Eyes agents. Orange and yellow are the elite soldiers of the Harmonious Shield. Purple is for the Chosen (or Inspired), and blue and red are the colors of the Inspired.
The Edgewalkers:
The Edgewalkers are the heroes of Riedrans. An elite corps that focuses on containing extraplanar threats, the Edgewalkers is the only place that a Riedran commoner with magical ability might be able to use their power. The Edgewalkers are trained to go to manifest zones and contain any creatures or threats that might come out of it. In addition, when a plane is coterminous with Eberron, the Edgewalkers patrol the wilds, defending Riedran villages from the various threats the closeness of a plane brings. Like all Riedrans, the Edgewalkers believe the Inspired are guided by honored spirits, and that arcane and psionic power are signs of altavar corruption. However, if the Edgewalkers as a whole could be convinced that the Inspired are actually controlled by the very sort of extraplanar invaders the Edgewalkers are trained to stop, the Edgewalkers may represent Riedra's best chance of freeing themselves from the Inspired's control. However, this would require a lot of gentle convincing and slow argument, as anyone who tried to do this would have to get past centuries of indoctrination.
The actual planes themselves were covered in WGtE and are relatively simple. Interaction, on the other hand, is more complicated. The planes interact with Eberron in several different ways. First, being coterminous. The traditional representation of how the planes are arrayed has them orbiting Eberron like moons around a planet. When a plane draws near to Eberron on its orbit, it is considered coterminous. Coterminous periods usually last between a few days and a few weeks. During coterminous periods, Eberron is affected by the plane coterminous to it. For example, during a coterminous period with Lammania, plants might grow faster and thicker, beasts become bolder, and nature magic could be empowered. The second way is through manifest zones. A manifest zone is an area where a plane bleeds through into Eberron long-term, affecting the area around it. Sharn is located in a manifest zone to Syrania, allowing the massive towers to float and empowering flight magic. If the manifest zone were to suddenly vanish, most of Sharn would fall. Most manifest zones are permanent, but in a few places, manifest zones open and close temporarily. These locations, such as Sarlona, the Demon Wastes, and the Sea of Rage, are considered highly dangerous by Khorvairans, and are little explored. Finally, portals are the most D&D traditional way of planes interacting with the world. The only natural portals that can be found across Eberron are to the Astral and Ethereal Planes. All other planes have natural portals only in their manifest zones. Portals to any plane can be summoned anywhere, although the presence of a manifest zone or a coterminous state for the plane in question is helpful. Dal Quor cannot become coterminous with Eberron, nor does it have any manifest zones.
Dreamspace
The dreamspace was recently discovered by Adarans. It is an effect found during sleep almost like a ripple, a border between dream and reality. Although there are no manifest zones to Dal Quor, the dreamspace almost seems to have a similar function...but it is not connected to the dreamscapes around the edge of the Plane of Dream. Within dreamspace, creatures see the world as it truly is, but colors, sound, and even shapes are alternately muted and intense. Magic and psionics (both items and spells) are surrounded by glowing auras, as are living creatures. The auras are nearly indistinguishable, meaning often light and shadow bleed into each other within the dreamspace. It is suspected the the recent appearance of the dreamspace has something to do with the Inspired's hanbanali monoliths, but Adaran sages have been able to discover nothing else about this strange effect. The dreamspace is actually accessible anywhere on Eberron, but few non-Sarlonans are cognizant enough of their dreams to find it.
Here is where I'll post lore for my game The Summit Road. There's a lot, so I'm starting it early so I can get the base stuff up. I'll put everything I can think of that's needed for the campaign here, from country descriptions, to Adaran proverbs, to location descriptions.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Adaran Names and Phrases:
Adaran names follow an ancient tradition of double vowels. Most Adarans have a single given name followed by a family or clan name. Some folk reverse this order, placing the family name first. Many monks and almost all kalashtar have only one name, and kalashtar names are often mixtures of an Adaran syllable with the normal kalashtar male or female suffixes. Some Adaran humans take kalashtar suffixes or names as monikers to represent their faith in the Path of Light—others are given such names by devout parents.
Female Names: Aapti, Bhimaa, Chaand, Deena, Fuulgani, Geetya, Himaadri, Heruuna, Inuu, Jharee, Kyamun, Leel, Muneera, Neeta, Novaa, Paamin, Rhaaki, Shameena, Taapasee, Uudipti, Vusgaar.
Male Names: Aadarsh, Biir, Chintuuk, Dileep, Ekuumbar, Geet, Hazgaal, Ishwaar, Jeevan, Kuumar, Lhaaksh, Manuu, Neel, Ojaas, Paaras, Praagya, Roopak, Shreesh, Tyag, Uudhav, Vyed, Yaagya.
Surnames: Adaran surnames are like given names, honoring an ancestor seen as the progenitor of the family or clan.
Phrases: Adarans are forthright and honest among those they trust, but taciturn and suspicious among strangers. Love of the moment is acknowledged even in conversation, and having met an old friend on the road is an excuse for being late to work in Adar. A chance to talk is not to be missed. The following turns of phrase are Adaran.
"Storm or quake, the path is clear." Adarans believe that a person always knows what is right if that person takes the time to focus on the situation at hand. Indecisiveness and idleness earn an Adaran a reputation for being unreliable and even foolish.
"Wind and thunder!" An exclamation of dismay.
"Don't drive the goats so you can sit by the fire." or "Don't break your back for a burden you've put down." Variations of this phrase exist throughout Adar, admonishing one to take wise actions without concern for the past or future. All that matters is doing the task at hand to the best of one's ability. All else is needless distraction—the past is unchangeable and the future can take care of itself, and it will if one acts well in the present.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Important Locations in Adar:
Kasshta Keep: The only fortress-monastery whose location is known to the Riedrans, Kasshta Keep remains safe because of the massive losses incurred last time it was attacked. However, beating off this attack cost the life of Taratai, the leader of the kalashtar quori. Now, Kasshta Keep is the unofficial capital of Adar, and is the home of the Speaker of the Word, the closest thing Adar has to a leader. The Keep is a center of knowledge, training, and community, and often serves as a convening point during the largest of Adaran festivals.
Malshashar Keep: Malshashar is a hidden fortress on the Riedran border, guarding a vital point in Adar's defenses. The original Malshashar was razed to the ground at the beginning of the Riedran siege, over a thousand years ago. Now, Malshashar is a completely underground fortress, constantly on the lookout for spies and patrols. Kalashtar handle all military matters in Malshashar and outnumber humans, feeling it their duty to defend Adar from a war for which they are responsible. Malshashar is mainly under one mountain, but also extends under two others, and has connections to the dromite city of Zi'til'natek through psionic portals within Shroud bubbles. Life in Malshashar is hard, with everything, including food production, happening underground. A few monks choose to remain pacifists within Malshashar, and the warrior inhabitants greatly value their council nonetheless.
Shalquar: Another border monastery, Shalquar is only 22 miles from the nearest Riedran settlement. A large Riedran force is stationed at this village (called Hillcorn), and frequently sends scouts into the mountains in an attempt to discover the precise location of Shalquar. Such patrols rarely return, and those that do are punished for failing to find the fortress. The current Master of Shalquar is a male kalashtar called Ay'Kuar, who works in conjunction with a council made up of representatives of the thirty four lineages present in the fortress. The human monks of Shalquar live their own lifestyle relatively separate from the war on their doorstep.
Tashalatora: The final fortress-monastery that guards passage directly from Riedra to Adar, Tashalatora is home to monks renowned even in Adar. The monks of Tashalatora are some of the most powerful in Sarlona, blending stunning psionic power with deadly physical force in unorthodox ways. Tashalatora overlooks the Vulpana Falls, what seem like an easy way into Adar...if it weren't for the Shanjueed Jungle and its Mabar manifest zone that stands between. Thus far, the Riedrans have not yet tried the passage, but the monks of Tashalatora are ready.
Dvaarnava: Adar's only port to the ocean, Dvaarnava is a highly secretive port on the horn of Adar. The southernmost fortress, Dvaarnava is actually the only place in Adar ships can actually still land. But those who wish to do so must know how to navigate a maze of sharp underwater rocks and answer the challenges posed by a sisiutl, a massive two headed serpent. Kalashtar that travel to Khorvaire leave from Dvaarnava.
Ghoza: Ghoza is a monastery along the coast with monks that specialize in unorthodox methods of battle. These free-spirited expert swimmers have managed to create a few underwater vehicles that they have used to cause trouble for Riedran shipping for centuries.
Haztaratain Monastery: The place where the sixty seven rebel quori first fled to, and the birthplace of the kalashtar race, the Haztaratain monastery is a holy site, and many in Adar make the journey to visit the monks who now live there.
Uutkleza: Uutkleza is a massive manifest zone to Kythri. It resembles a volcanic caldera, but instead of lava within, the land itself shifts and changes unpredictably. A small monastery of githzerai make their home in Uutkleza.
Xephanan: Xephanan is the largest city of xephs in Adar. This beautiful city blends trees, stone, and crystal into unearthly buildings.
Zi'til'natek: The dromites of this city-hive of Zi'til'natek are closely allied with the Adarans. This city exists deep below Malshashar, but is accessible only through psionic portals placed in Shroud bubbles. Despite this, the city is a center of trade in Adar.
Ahdryatmin: Considered the cradle of Adar, Ahdryatmin (or Mountainsoul) is a mile wide manifest zone to Lammania. At the center of this zone is a spirit of the land known by the same name, who is likely older than Adar itself.
Korrandar: Korrandar is the largest mountain in Adar. Atop it live the Storm Guardians, a mysterious group of blue dragons who rarely leave their mountain-in dragon shape anyway...(please note dragons can have PC classes in Eberron, and often do.)
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Important Members of the Road:
Murephan: Murephan is an elan who came to Adar long ago with no memories. At first he was violent and hostile, and the kalashtar of Malshashar imprisoned him. But over time, Murephan's captors began to influence him. Eventually, he joined the Summit Road, where he is now widely considered one of the most respected and experienced guides the Road has. Murephan has turned down the office of trailblazer twice, and currently works mainly out of Syrkarn, focusing on getting people out of situations all to familiar to him and across the border. He has a reputation for being hard-nosed and gruff, but everyone who spends significant time with him agrees that he's fair-minded and truly devoted to Adar.
Kelki: Murephan's dromite apprentice Kelki is a vivacious young dromite who is also Murephan's closest friend. She doubles as his soft side as well, and often "translates" his unkind words into what he really means, and gets it right most of the time too. Fortunately for everyone, Kelki defers to Murephan's judgement in important matters-she has nothing resembling common sense and a love of fire.
Daranikashtai: An absolute legend within the Road, and throughout most of Adar too, Daranikashtai is a female kalashtar who was a Road guide for decades. While leading a (successful) raid to destroy one of the larger hanbanali monoliths, Daranikashtai was captured by Lord Sulatesh, an Inspired who used brutal "persuasion" tactics liberally on his prisoners. By the time she was rescued, Daranikashtai had sustained a significant injury to her right leg that nearly crippled her, and left her with a lifelong limp. Realizing she would only be a liability in the field, Daranikashtai accepted the position of trailblazer and "retired" to Kasshta Keep, where she teaches coveted classes in advanced martial arts and close combat.
Ishhareth: Ishhareth is a trailblazer who gained a reputation for pulling off daring, creative missions. During his tenure as a guide, he planned and executed several nearly impossible missions, and eventually was offered the position of trailblazer. As a trailblazer, he expects a great deal from guides, and doesn't ease anyone into it. He seems to throw green guides straight into the fire-but his missions also have one of the lowest guide casualty counts in the Road.
Halrac the Grim: Halrac and his only son Taran escaped Riedra fifteen years ago. After years of hard training, Halrac became a Road guide, and gained a reputation for being intense and driven, focusing completely on missions and disdaining recovery time in between missions. Three years ago, Halrac vanished mysteriously on a mission, and is presumed dead.
Hazgaal: Hazgaal is a recently made trailblazer who spent several years on the Riedran border before his promotion. He has a reputation as very reliable and does things thoroughly. Hazgaal is a little gruff, but is deeply loyal to Adar and lives up to his famous name quite well.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Quori:
Quori castes: Quori are divided into several castes, some with more power and influence than others. Below they are presented in order of most to least powerful. Note that du'ulora and usvapna are the same tier with different purposes.
Kalaraq: The kalaraq quori are quori nobility, nightmare lords. There were once thirteen, but Taratai fled and was subsequently destroyed, and Ulakhun was bound during the Adaran siege (see story below), leaving only eleven active in Dal Quor.
Hashalaq: Hashalaq quori are the loremasters of quori. They shapeshift and steal information, and attack when their prey least expect it.
Usvapna: The usvapna quori directly serve the hashalaq. They are the quori who actually visit dreams and manipulate mortals. Usvapna quori serve primarily as inquistors, and occasionally assassins.
Du'ulora: Du'ulora quori are spirits of rage. They empower the elite soldiers of Riedra, and lead quori armies into battle.
Tsoreva: Tsoreva quori are bred for battle. They are the enforcers of Dal Quor, the lower officers of quori armies, if the quori had such a thing.
Tsucora: Tsucora are the weakest and most numerous quori. They make up the legions of Dal Quor, and rarely act on their own initiative.
Dal Quor: Dal Quor is the Plane of Dreams. Quori hail from here, and those possessing Inspired go here when their hosts sleep or when they leave their hosts. At the center of Dal Quor is a malevolent force known as il-Lashtavar, the Darkness that Dreams. The Devourer of Dreams (the quori possessing the leader of the Inspired) is considered a mouthpiece of il-Lashtavar, and leads the effort to keep the cycle from turning. Every ten thousand years, Dal Quor undergoes a turning of the cycle, in which all the quori are destroyed and remade into a new age. This is an Age of Darkness, and the current quori do not wish to be destroyed in the turning of the cycle. It is not known exactly how they are hoping to stop this, but Riedra certainly has something to do with it. Whenever a quori dies now, their essence is reincorporated into il-Lashtavar and reforged into a new quori with a new personality and alignment-usually an evil one. This is what the quori seek to do with the remaining rebels, so that this irritant can be quashed for good and they can refocus completely on preserving the current age.
Origin Story of the Kalashtar (and modern Adar):
1800 years ago, sixty seven quori bucked the dark nature of their fellows and fled Dal Quor, led by the kalaraq Taratai. Their brethren pursued them, determined to destroy them so they could be reincorporated into il-Lashtavar and remade into loyal quori. The sixty seven found a small monastery of monks. The leader of the monastery, Hazgaal, spoke with Taratai in his dreams and accepted an offer to bond with her. Sixty six of the other monks also bound themselves to quori. Hazgaal became known as Haztaratai, beginning the kalashtar tradition of incorporating part of an Adaran name with the quori spirit's. But the rest of the quori still wanted to destroy the rebels, and began searching for them feverishly. Almost seven hundred years later, they found them. Construction of shroud resonators began as the Inspired laid siege to Adar in a long and bloody war. The Inspired, led by the kalaraq general Ulakhun, laid siege to Kasshta Keep and pressed forward, their victory seeming sure. But a large majority of the lineage of Taratai traveled to the battlefield and formed a massive psionic link. Even those who survived the battle remembered only silvery light, but at the end of it, the Riedran army was broken, Ulakhun's body slain, and his spirit bound in a gem that still rests in the vaults of Kasshta Keep. But the war went on through winter, with the Inspired razing the original Malshashar to the ground and pressing slowly forward. Construction on shroud resonators continued, and the kalashtar convinced the dromites of Zi'til'natek to ally with them, and they provided a cavern in which to place a resonator. In the last months of winter, the few remaining Taratai kalashtar went to each of Adar's citadels. All vanished in a flash of silver light as the shroud resonators began to function, and the line of Taratai was no more, but Adar's borders became nearly impossible to cross.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Religion in Adar: Religion in Adar is composed mainly of two primary faiths-the Path of Light and a modified version of the Khorvairan Sovereign Host.
The Path of Light: The more common religion in Adar, the Path of Light was introduced by the kalashtar. It revolves around the belief that when the cycle of Dal Quor turns, it will become an Age of Light, and il-Lashtavar will be replaced by il-Yannah, the Great Light. Followers of the Path of Light believe they must simply practice good and endure, and the cycle will turn as it should. Conversion is not a part of the Path of Light, and most of its followers do not engage in direct action against Dal Quor. Followers choose one of two identities in the Path. Lightbringers are the most common, and focus their lives on meditating, teaching, and peacemaking. Shadow watchers are few in number, but take covert, direct action against il-Lashtavar, and often thwart quori designs and occasionally even achieve victories as great as destroying a hanbanali or assassinating an Inspired. Some martial arts is incorporated into most meditations of the Path of Light, usually in the style of Tai Chi, although most Adarans can also employ these movements in battle as well.
Aarakti and Braahyn: Aarakti and Braahyn are the Adaran versions of Arawai and Balinor, respectively. These two deities form the core of the Adaran pantheon of the Host. They are more or less similar to their Khorvaire counterparts, aside from the fact that storms are also a part of Aarakti's deific portfolio (she controls them too). Followers of this version of the Host are fewer in number in Adar than followers of the Path of Light, but coexist peacefully in Adar.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Map of Adar:
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Adaran International Relations:
Riedra: Adarans think of Riedrans as dogs led by wolves, with Riedra itself being the kennel. Most Riedrans are viewed as one would view an unswervingly loyal hound-hardworking and loyal, but too quick to trust their masters. Furthermore, they pity these men and women who have been used by their Inspired masters. The hound cannot help their master's wickedness, nor does their master's corruption make the servants evil, but Adarans still strike down Riedran defenders without mercy, no matter how much sorrow it might bring them. Regardless of what it would mean for the Riedrans, all Adarans pray for the downfall of the Inspired.
Syrkarn: Riedrans spare little thought for Syrkarn. In fact, were it not for the Riedran fortresses along the Syrkarn/Adar border, Adarans might forget about Syrkarn altogether.
The Tashana Tundra: Most Adarans don't even know the Tundra exists, with the entire hostile bulk of Riedra between them. Those that do know it exists tend to pay it little thought, thinking it unimportant since it is far away and mostly empty. Unfortunately for them, they are wrong-the Akiak dwarves would make a powerful ally against the Inspired, if either Adar or the Akiak was willing to reach out.
Khorvaire: Adar's main export to Khorvaire is kalashtar. A few humans make their ways to Khorvaire as well, and the monks of Tashalatora have even set up schools as far away as Breland, although few residents of the Five Nations realize Tashalatoran martial arts are foreign. However, Adar has no embassy in any nation, and generally pays Khorvaire little mind-there's no time to follow the history of another continent when they are caught up in a war of their own here. Unless an Adaran has a relative or friend in Khorvaire, or is intending to go there (either as a shadow watcher or simply because), their knowledge of Khorvaire's recent affairs is likely limited to the following: There was recently a war, and the large country that dominated most of the continent has broken up into little countries.
Argonnessen: The only Adarans who even know of the existence of Argonnessen are the most learned sages studying dragons. Members of the Keepers of the Word who study dragons likely know about it, but even those who are aware of its existence know next to nothing about it.
Aerenal: Aerenal is pretty much completely unknown in Adar. Nobody knows it exists, because it's so far removed from Adar.
Xen'drik: Most Adarans Adarans don't know Xen'drik exists, or its history. However, those who do are often interested in plundering giant ruins for weapons they used against the quori during the quori-giant war. A few kalashtar occasionally make their way to the Lost Continent for this purpose. (For those of you who've read Keith Baker's The Dreaming Dark series, this happens during the middle of the series, with a few complications).
Quori-Giant War (only known to a few sages): Forty thousand years ago, the quori of Dal Quor tried to invade Eberron while Dal Quor was coterminous with the Material Plane. The giants employed epic magics taught to them by the dragons of Argonnessen to throw Dal Quor out of orbit, keeping it from ever becoming coterminous again. This magic also destroyed the thirteenth moon of Eberron, and called the dragon's wrath onto the giants.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Adaran Government: There is no official centralized government in Adar. Rather, each monastery is ruled by a council of elders, each of whom represent a group within the monastery. For example, there is one elder for each kalashtar line present in the monastery, as well as one for each of the human groups. In some of the more militant monasteries, the elder councils are made up completely of kalashtar, although humans are respected and their council welcomed. The closest thing to a centralized leader Adar has is the Speaker of the Word, the leader of the sage group known as the Keepers of the Word. The Keepers maintain libraries and repositories of knowledge throughout Adar, and all Keepers are highly respected. Elders among the Keepers are given the title of Venerable. The position of Speaker is chosen by the elders of the Keepers, although Speakers often suggest their successors. The Speaker holds no actual authority, but is regarded with such respect that a word from the Speaker can move Adarans to action and sway master's minds. The Speaker has closely trusted advisors and allies called Hands of the Speaker. Speakers usually have between two and five hands. The current Speaker of the Word is a human male named Chanaakar, who has three Hands. The Speaker always resides at Kasshta Keep, but some travel across Adar. The position of Speaker has existed longer than kalashtar have been in Adar.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
The Speaker and his Hands:
Chanaakar, Speaker of the Word: Chanaakar rose to the position of Speaker at a relatively young age. He grew up in Kasshta Keep with his sister Luunkashtai, and the pair became Keepers at a very early age. However, when Chanaakar turned nineteen, he became restless and left the Keep with his older sister to travel across Adar. During their travels, the pair met a mountaineer called Kaala who joined them on their travels, helping them survive in the deepest wilds of Adar. Chanaakar, Luunkashtai and Kaala became known for solving problems, helping those in need, and even slaying a monster here and there, only taking what was given to them and giving whatever they could in terms of work and service. The Speaker at the time, a woman named Geetru, followed their travels closely, and declared Chanaakar her successor in his absence, to the chagrin of several of her advisors. Chanaakar was descending the slopes of Korrandar after seeking to speak to a Storm Guardian (whether or not he succeeded is unknown) when an order reached him to return to Kasshta Keep immediately. He and his companions obeyed promptly, and upon reaching the Keep, learned that Geetru was dead and the elders had approved her choice of successor, making a shocked Chanaakar Speaker of the Word. He made few changes, instating Luunkashtai and Kaala as two of his Hands, but not changing any positions or reforms. During this time, Kaala and Chanaakar's bond strengthened, until eventually the two men fell in love with each other. But all was not well. Barely a year into Chanaakar's tenure as Speaker, one of the advisors, a man named Raadu Xeel, opened the gates of Kasshta Keep and allowed Endseekers in, believing they would only instate Xeel as Speaker. But the Endseekers attempted to assassinate Chanaakar and gain control of the entirety of the Keep, resulting in a night of bloody terror and death. When the sun rose, several Adarans were dead, including Kaala. When Xeel's treachery was discovered, he was executed and his family banished, despite Chanaakar's request for mercy. Chanaakar has now been Speaker for forty years, and is a popular leader, known across Adar as wise, kind, and forgiving.
Luunkashtai, Hand of the Speaker: Luunkashtai is Chanaakar's older sister and his longest-serving Hand. While Chanaakar is quick to smile and will speak with nearly anyone, Luunkashtai takes her job as protector of the Speaker and head of defense for Kasshta Keep very seriously. Despite her age, Luunkashtai is still absolutely deadly with her strange bladed staff, and is widely considered one of the most skilled warriors in Adar. She is married to Alysdair, leader of the human warriors of Kasshta Keep, and the pair have had nine children. Three have died serving Adar in various capacities, while the remaining six are spread out across the Road, the border, and various monasteries. Luunkashtai is an old friend of Murephan's, and the two always make sure to have a spar when he comes by the Keep.
Novaa, Hand of the Speaker: Novaa is an elan who was present at the razing of the original Malshashar monastery, as a part of the Riedran forces. She was horrified by the murder of innocents and children there, and her emotions shattered the psychic wall she'd erected between her mind and the quori spirit trapped inside her, a creature named Valtor. In an explosion of psionic power, Novaa vanished and was presumed lost in Malshashar's flames. She spent the next several centuries moving around Adar's wilderness, carrying out guerilla strikes against the Inspired and helping people in over their head in the wilderness. During this time, she eschewed her elan identification and chose the name Novaa. When Chanaakar, Luunkashtai and Kaala were traveling, they met Novaa and formed a friendship as they continually ran into her. After the Endseekers' attack, Chanaakar reached out to Novaa and requested that she join him at the Keep and become one of his Hands. Novaa spends most of her time on the Riedran border, carrying out strike missions for the Speaker and assisting Adaran border forces.
Kuumar, Hand of the Speaker: Kuumar is a human who grew up in Tashalatora. He is the newest and youngest of the Speaker's Hands, offered his position only five years ago when he was twenty three. Kuumar spent a great deal of his life traveling between Dvaarnava and Khorvaire, watching the Inspired sink their roots deeper into the Five Nations. When Riedra began increasing the diplomats they sent to Khorvaire, Kuumar made his way to Kasshta Keep and demanded that Adar do something. While no immediate action was taken, the Speaker suggested the headstrong teenager work with him to quietly increase the number of shadow watchers that traveled to Khorvaire. The pair worked together for several years before Kuumar was offered his position. Now, Kuumar trains shadow watchers specifically to go to Khorvaire, and handles most Speaker missions along Adar's southeastern coast.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Some Other Important NPCs:
The Endseekers: The Endseekers are a loose collection of mad magicians who seek to break all of creation into the chaos from whence it came. While the Endseekers are mad, most are an intelligent sort of mad, having wide-spreading plans and complicated plots designed to eventually annihilate everything. Endseekers know there is something underneath all creation, and that this something represents unlimited potential. Endseekers do not work as a whole, rather organizing themselves into individual cults, each around a leader. This means occasionally Endseekers find themselves in conflict with each other, and do not hesitate to strike down their own in the name of chaos.
Venerable Thatari: Venerable Thatari is a powerful kalashtar psion who is associated with the elders of Tashalatora. Thatari is one of the few Adarans who can remove mind seeds or similar forms of psychic sabotage. However, getting to her often proves difficult-she lives in a cave carved into a cliff face miles from Tashalatora, and finding her requires first discovering her precise location, then traversing miles of dangerous terrain stalked by deadly creatures. What Thatari asks in return for her services varies greatly, but never has much to do with material wealth.
Riannoass: A powerful sage at Kasshta Keep, Riannoass is the most knowledgeable sage about dragons in all of Adar. In addition, she has a nearly uncanny knowledge of the process used to trap quori spirits inside of gems. Riannoass has been at the Keep for decades, and either does not age or ages slowly, for in that time she has retained the appearance of a young, pale woman in her thirties. While not a member of the Council of Elders at Kasshta Keep, Riannoass is a trusted advisor and often attends Council meetings to give her advice and lend her knowledge. The Speaker in particular seems to trust her a great deal, and often seeks her counsel. Little is known about Riannoass's past, and the only time she speaks of her life outside of the Keep is in brief references to her parents, who apparently were dedicated scholars of the quori binding process.
Zi'til'natek: The dromites of the city-hive of Zi'til'natek have a close alliance with the humans of Adar, stretching back over a thousand years, when the kalashtar negotiated a treaty and peace agreement. Now, the dromites offer use of their underground caverns for the Adaran network of psionic portals, as well as housing a shroud resonator in one cave. Zi'til'natek itself is connected to Malshashar above it through these psionic portals, and forms a hub of commerce. Zi'til'natek is also a close ally of the Summit Road, and guides can always find shelter there. In addition, dromites who don't want to remain in Zi'til'natek or become merchants (the main way dromites leave the city), they have plenty of opportunity to make friends with guides and get recommended.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
The Shroud:
The Shroud is, in both mechanics and flavor, a completely unique feature to Adar. Powered by eight shroud resonators that are given power every hour by Adaran psions, the Shroud is the true border of Adar, and likely the only reason the Inspired haven't yet conquered it. Within the Shroud, divination and interdimensional magic are impossible-effectively the entire country is under a nondetection effect, as well as all interdimensional movement in, out, and through Adar being impossible. This means both teleportation and conjuration, and has rendered many of Riedra's countertactics useless. Since Adarans have the advantage of home terrain, as well as being fortified and in mountains, Riedra would ordinarily summon quori allies or use their copious and powerful divination magic to track down information. With the Shroud blocking these options, Adar has been able to hold off the Inspired's forces, despite the fact that they are seriously outnumbered and cannot match them on an open field. The Shroud reaches less than a mile beneath the Adaran sea level, but this weakness is difficult to exploit, as creatures crawl and hunt in the dark, and the dromites and kenku that live below Adar are very hostile to strangers. Seven of the shroud resonators are housed in an Adaran fortress-monastery: Kasshta Keep, Shalquar, Ghoza, Tashalatora, the Haztaratain Monastery, Dvaarnava, and Ruukosi. The eighth resides in a cavern beneath Malshashar, provided by the dromites of Zi'til'natek.
Shroud Bubbles: Shroud bubbles are locations throughout Adar where the Shroud does not function. Adarans are aware of these bubbles and the fact that they could be exploited by the Inspired, and thus do everything in their power to guard the secret of the ones they cannot close. Teleportation is possible in between Shroud bubbles if the location is "very familiar" to the spellcaster. Otherwise the spell has a false destination, never in Adar. Anyone powering a shroud resonator can sense Shroud bubbles within a mile and shut them down at will.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Riedra:
Riedra is ruled by the Inspired, who are considered advised by gods. The people love their rulers, and consider freedom to be something overvalued by their neighbors. The average Riedran farmer has a roof over his head, enough food to eat, clean clothes to wear and a loving community around him. The fact that he cannot choose the color of these clothes, what the food itself is, or even who he is paired with to have children is considered a worthy sacrifice for such peaceful comfort. Naturally luxuries are a temptation, but it is by resisting these temptations that Riedrans ensure advancement in the next life. Everything about a Riedran commoner's life is decided by the Guiding Path. When they are thirteen, they are informed of their trade path, and when they are eighteen they are paired with another Riedran to produce children. Mutual requests for partners are often fulfilled by the Guiding Path, but the primary purpose is producing children, and if a pairing is deemed unsuitable for this it is not fulfilled. Few Riedran commoners are literate, unless they need to be for their job.
Riedran children are not raised by their parents, but transported to other villages as soon as they can travel safely. On very rare occasion, a child is left with their parents if the child is sick or some other special circumstance necessitates that they cannot yet be moved. However, as soon as the child can be transferred, they are, so as to keep the parents from developing an unhealthy bond.
Work and community are at the center of Riedran life. For Riedrans, work is a form of worship, and solitude is terrifying and unknown. Even in their dreams, the Soothing Voice is with them, ensuring they are never alone. Many Riedrans find the unpredictable dreams outside of Riedra fearful and scary, as they are used to having the same soothing dream each night as every other Riedran, thanks to the psionics powered by the hanbanali monoliths. Riedrans also focus powerful emotions in nightly rituals, pouring their overwhelming feelings into crystals that actually help to power the local hanbanali. Should a friend succumb to corruption and be taken by the Thousand Eyes, Riedrans gather to share their pity, grief and sorrow. If a kalashtar attack happens, they come together to unleash their anger and hate. In between these rituals, Riedrans are expected to keep their emotions tightly under control.
Riedrans are incredibly xenophobic. Foreigners are portrayed to them as savages that practice dark magic, eat the flesh of beasts, and destroy each other in the name of their precious "freedom". They should be pitied, and a Riedran must always be on their guard so that such people cannot turn them from the Path of Inspiration.
The Path of Inspiration is the only religion in Riedra, and its practice is mandatory. The Path of Inspiration teaches that after death, you are reincarnated based on your actions in life (similar to the Buddhist regeneration cycle). The highest form of life are the honored spirits, or il-altas. These spirits possess Chosen to create Inspired. Chosen are expected to become il-altas after death if they acquit themselves well in this life. After Chosen are changelings, who are seen as the step between human and Chosen, beginning to shed their physical form. After this are humans, followed by ogres, half-ogres, and shifters, all of whom are considered subhuman, but able to advance by acquitting themselves well. Ogres and half-ogres mostly perform brute force tasks, their strength seen as a gift not to be wasted in combat. Shifters are a part of the Taskaan Legion, the Inspired's personal guard dogs. Each Inspired keeps a "kennel" of shifters that wear a collar bearing their symbol. While shifters are considered below humans, a shifter acting in the name of their lord has authority over guards and soldiers, and members of the Taskaan Legion relish this power and the chains that come with it. At the bottom are ogre mages (oni) and elans. Ogre mages are taught that their powers come from lesser altavar (evil spirits), and that their body has been crafted as a prison for one. If the ogre mage serves well with the spirit's powers, they may even be able to redeem the altavar itself. Elan are told a similar thing, with the added stipulation that their altavar may wish to corrupt them by speaking into their mind, and they must not let it succeed.
Riedran bastion cities are called Duls (for example, Dul Zeer). Ports are Dar (Dar Jin), and fortresses are kintams (Kintam Lar). Larger fortresses that coordinate activities are simply tams (Tam Olash). The capital of Riedra is Durat Tal. All Inspired bear the title of Lady or Lord, and the leader of a bastion city has the title of Eidolon. Some Inspired simply take on the name of their quori when possessed, while others incorporate a part of their previous name with the name of the quori. The choice is completely up to the possessing spirit. A few Inspired take on kalashtar names to mock their prey.
The Unity: The Unity is the government of Riedra. Each branch of the Unity is led by one of the more powerful quori, although the Inspired themselves change as host bodies die and new Chosen are possessed.
Bountiful Horn: The Bountiful Horn handles agriculture, and is led by the hashalaq Lady Tantashar.
Industrious Forge: The Industrious Forge handles all industry, from obtaining raw materials to distributing finished goods. It is led by the hashalaq Lord Malukath.
Sturdy Wall: The Sturdy Wall handles all infrastructure, from roads to fortresses. They also oversee the building of new hanbanali monoliths and are led by the hashalaq Lord Laneth.
Healing Hand: The Healing Hand is in charge of all medical care for Riedra. They even have a few regeneration cradles for if an important Inspired is killed. The Healing Hand also euthanizes anyone who cannot contribute at all to the greater good of Riedra, such as someone who is severely crippled (usually to the point where they cannot even do paperwork) or has an uncurable contagious disease. It is led by the usvapna Lady Xushila.
Sheltering Hearth: The Sheltering Hearth handles everything from sanitation to disaster relief, as well as serving as liaisons between other branches. For example, should a deadly disease epidemic break out, the Hearth would likely work with the Healing Hand and Thousand Eyes to hunt down carriers and infected. It is led by the hashalaq Lord Dulateth.
Guiding Path: The Guiding Path handles religion, education, and upbringing. They raise children, as well as assigning careers and partners. They are led by the kalaraq Lord Surasek.
Iron Gate: The Iron Gate handles all immigration and secures the border of Riedra, ensuring no corruption or demons enter. They are led by the usvapna Lady Tureya.
The Harmonious Shield: The Harmonious Shield is the army of Riedra. Soldiers are psychically indoctrinated to feel nothing at the acts they commit, although occasionally the training does not take a solider flees...or is taken by the Thousand Eyes. Most soldiers believe they are fighting against demons for a holy cause, and are often very kind to allies and Riedrans. Stone soldiers focus on durability, fire soldiers on hit and runs, air soldiers on ranged attacks, and water soldiers are the special forces, carrying out difficult missions that require creativity and unique skills. The Harmonious Shield is led by the kalaraq Lord Zoratesh.
The Thousand Eyes: The Thousand Eyes are the spy network of Riedra. They watch Riedra itself for any signs of treachery or corruption, and spring on such indications immediately, taking such poor souls to be "re-educated". The Thousand Eyes also watch the borders for infiltrators or signs of imminent invasion. Finally, they watch all foreigners in Riedra to ensure they do not disturb Riedra's balance. The Thousand Eyes are led by the kalaraq Lady Sharadhuna.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Color Coded Riedran Hierarchy:
The color of a Riedran's clothes denotes their place in the social hierarchy. Commoners wear black, white or brown. Green is the color reserved for Thousand Eyes agents. Orange and yellow are the elite soldiers of the Harmonious Shield. Purple is for the Chosen (or Inspired), and blue and red are the colors of the Inspired.
The Edgewalkers:
The Edgewalkers are the heroes of Riedrans. An elite corps that focuses on containing extraplanar threats, the Edgewalkers is the only place that a Riedran commoner with magical ability might be able to use their power. The Edgewalkers are trained to go to manifest zones and contain any creatures or threats that might come out of it. In addition, when a plane is coterminous with Eberron, the Edgewalkers patrol the wilds, defending Riedran villages from the various threats the closeness of a plane brings. Like all Riedrans, the Edgewalkers believe the Inspired are guided by honored spirits, and that arcane and psionic power are signs of altavar corruption. However, if the Edgewalkers as a whole could be convinced that the Inspired are actually controlled by the very sort of extraplanar invaders the Edgewalkers are trained to stop, the Edgewalkers may represent Riedra's best chance of freeing themselves from the Inspired's control. However, this would require a lot of gentle convincing and slow argument, as anyone who tried to do this would have to get past centuries of indoctrination.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Planes!
The actual planes themselves were covered in WGtE and are relatively simple. Interaction, on the other hand, is more complicated. The planes interact with Eberron in several different ways. First, being coterminous. The traditional representation of how the planes are arrayed has them orbiting Eberron like moons around a planet. When a plane draws near to Eberron on its orbit, it is considered coterminous. Coterminous periods usually last between a few days and a few weeks. During coterminous periods, Eberron is affected by the plane coterminous to it. For example, during a coterminous period with Lammania, plants might grow faster and thicker, beasts become bolder, and nature magic could be empowered. The second way is through manifest zones. A manifest zone is an area where a plane bleeds through into Eberron long-term, affecting the area around it. Sharn is located in a manifest zone to Syrania, allowing the massive towers to float and empowering flight magic. If the manifest zone were to suddenly vanish, most of Sharn would fall. Most manifest zones are permanent, but in a few places, manifest zones open and close temporarily. These locations, such as Sarlona, the Demon Wastes, and the Sea of Rage, are considered highly dangerous by Khorvairans, and are little explored. Finally, portals are the most D&D traditional way of planes interacting with the world. The only natural portals that can be found across Eberron are to the Astral and Ethereal Planes. All other planes have natural portals only in their manifest zones. Portals to any plane can be summoned anywhere, although the presence of a manifest zone or a coterminous state for the plane in question is helpful. Dal Quor cannot become coterminous with Eberron, nor does it have any manifest zones.
Dreamspace
The dreamspace was recently discovered by Adarans. It is an effect found during sleep almost like a ripple, a border between dream and reality. Although there are no manifest zones to Dal Quor, the dreamspace almost seems to have a similar function...but it is not connected to the dreamscapes around the edge of the Plane of Dream. Within dreamspace, creatures see the world as it truly is, but colors, sound, and even shapes are alternately muted and intense. Magic and psionics (both items and spells) are surrounded by glowing auras, as are living creatures. The auras are nearly indistinguishable, meaning often light and shadow bleed into each other within the dreamspace. It is suspected the the recent appearance of the dreamspace has something to do with the Inspired's hanbanali monoliths, but Adaran sages have been able to discover nothing else about this strange effect. The dreamspace is actually accessible anywhere on Eberron, but few non-Sarlonans are cognizant enough of their dreams to find it.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
NPC Pictures:
Chanaakar:
Luunkashtai:
Daranikashtai:
Murephan:
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Taran Cragshollow (Summit Road)