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** The [[WhenTreesAttack talking tree Oalian]] is the leader of the Druid sect called "The Wardens of The Woods" and is a level 20 Druid, making him the highest level character whose level is explicitly revealed in the campaign guide (Erandis Vol has templates that give her a higher ''effective'' character level, but that only matters for XP). It's notable that he's still a ''tree', not a ''treant'', making him immobile unless he uses a spell to make himself otherwise. Interesting how most of these characters are bound to a specific place...

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** The [[WhenTreesAttack talking tree Oalian]] is the leader of the Druid sect called "The Wardens of The Woods" and is a level 20 Druid, making him the highest level character whose level is explicitly revealed in the campaign guide (Erandis Vol has templates that give her a higher ''effective'' character level, but that only matters for XP). It's notable that he's still a ''tree', ''tree'', not a ''treant'', making him immobile unless he uses a spell to make himself otherwise. Interesting how most of these characters are bound to a specific place...
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* NumerologicalMotif: 13-1, what fans have taken to calling "Backer's Dozen":
** Of 13 Draganmarked Houses, one (House Thuranni) split off from another one (House Phiarlan),

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* NumerologicalMotif: 13-1, what fans have taken to calling "Backer's "Baker's Dozen":
** Of 13 Draganmarked Dragonmarked Houses, one (House Thuranni) split off from another one (House Phiarlan),



** Of 13 moons, one (Cyra) was destroyed, resulting one of 13 planes (Dal Qor) being inaccessible.

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** Of 13 moons, one (Cyra) (Crya) was destroyed, resulting one of 13 planes (Dal Qor) Quor) being inaccessible.
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* NumerologicalMotif: 13-1, what fans have taken to call "Backer's Dozen":

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* NumerologicalMotif: 13-1, what fans have taken to call calling "Backer's Dozen":
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** Of 13 Dragonmarks one (the Mark of Death) has been eradicated,

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** Of 13 Dragonmarks Dragonmarks, one (the Mark of Death) has been eradicated,

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* NumerologicalMotif: 13-1, what fan have taken to call "Backer's Dozen". Of 13 Draganmarked Houses, one split off from another one, of 13 Dragonmarks one has been eradicated, one of 13 dwarven clans was lost, one of 13 moons was destroyed, resulting one of 13 planes being inaccesible.

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* NumerologicalMotif: 13-1, what fan fans have taken to call "Backer's Dozen". Dozen":
**
Of 13 Draganmarked Houses, one (House Thuranni) split off from another one, of one (House Phiarlan),
** Of
13 Dragonmarks one (the Mark of Death) has been eradicated, eradicated,
** Of the 13 nations recognised under the treaty of Thronehold,
one of was destroyed (Cyre)
** Of
13 dwarven clans clans, one (Clan Noldrun) was lost, lost
** Of 13 moons,
one of 13 moons (Cyra) was destroyed, resulting one of 13 planes (Dal Qor) being inaccesible.inaccessible.
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* NumerologicalMotif: 13-1, what fan have taken to call "Backer's Dozen". Of 13 Draganmarked Houses, one split off from another one, of 13 Dragonmarks one has been eradicated, one of 13 dwarven clans was lost, one of 13 moons was destroyed, resulting one of 13 planes being inaccesible.
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* BarrierChangeBoss: In 5th edition, Mordakhesh the Shadowsword can use a legendary action to give himself temporary resistance to one of the five damage types commonly used by chromatic and metallic dragons.
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Dewicking Disambig


* WitchSpecies: Kalashtar can be seen as this, with psionics replacing magic.
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* BioArmor: The living breastplate is a daelkyr symbiont which bonds to a host creature and acts as a suit of armor. It grants its host benefits which vary by edition but usually include DamageReduction and a higher Armor Class bonus than armor of its type would normally provide. However, it also has nasty drawbacks like being difficult to remove and drinking the host's blood.
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* {{Necromancer}}: Bone Knights can take control of nearby undead creatures and bolster them against being turned. They also have the power to animate the dead and summon undead steeds in 3rd edition, but not in 5th edition.
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* ClingyCostume: The Bone Knights of the Order of the Emerald Claw wear special bonecraft armor, which cannot be removed once it has been put on.
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* FantasticFallout: Towards the end of the Last War, the nation of Cyre was covered in a strange mist out to its borders (at the time) which killed everything in it. While the mist no longer kills instantly, it does produce strange magical effects such as blocking all healing abilities.
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* DiscardAndDraw: In 5e, dragonmarks act as a replacement for some or all of your racial traits if you’re a human, half-elf or half-orc. For example, a half-orc with the Mark of Finding gives up their normal +2 Strength, proficiency with Intimidation, and [[LastChanceHitPoint Relentless Endurance]] and [[CriticalHit Savage Attacks]] features in exchange for a +2 to Wisdom, the ability to add a d4 roll to certain skill checks, the ability to cast ''Hunter's Mark'' (and later ''Locate Object'') once per long rest, and an expanded spell list (which only benefits them if they take a spellcasting class).
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* PortalEndpointResemblance: There are Manifest Zones where the material world is strongly touched by another Plane, opening natural planar portals and causing the traits of that Plane to [[WhenDimensionsCollide bleed through into the surroundings]].
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Crosswicking.

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* StaminaBurn: The [[GradualGrinder Battleshifter Training]] feat lets [[BeastMan Shifters]] fatigue enemies by repeatedly dodging their attacks (and also grants a damage bonus against enemies who are tired or dazed in some way).
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Crosswicked new trope Custom Built Host

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* CustomBuiltHost: the Inspired are a HumanSubspecies bred specifically to serve as {{Willing Channeler}}s for the [[EldritchAbomination quori nightmare spirits]].
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** Thirteen immortal night hags were created at the dawn of time by the progenitors. Word of God says the hobgoblin artificers of Dhakaan were able to permanently kill one, albeit not without backlash.
** Acknowledged in universe with the Twelve, the alliance between the dragonmarked houses. It was created, and named, before all of the dragonmarks were discovered. The houses that existed at the time correctly believed that there had to be more dragonmarks in the world.
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** Made blatant by Cyre 1313: The Mourning Rail. On the Day of Mourning, before Metrol was fully engulfed, thirteen lightning rail trains were loaded up to evacuate as many people as possible. The thirteenth was delayed from leaving by a nameless VIP, which resulted in it being engulfed. Everyone aboard died, and the VIP was transformed into a Darklord of Ravenloft. Even now, the other passengers fear to enter their cabin, and the train hurtles through the Mists with everyone oblivious to the fact that they are already dead.

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** Made blatant by [[TabletopGame/{{Ravenloft}} Cyre 1313: The Mourning Rail.Rail]]. On the Day of Mourning, before Metrol was fully engulfed, thirteen lightning rail trains were loaded up to evacuate as many people as possible. The thirteenth was delayed from leaving by a nameless VIP, which resulted in it being engulfed. Everyone aboard died, and the VIP was transformed into a Darklord of Ravenloft. Even now, the other passengers fear to enter their cabin, and the train hurtles through the Mists with everyone oblivious to the fact that they are already dead.
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* HumongousMecha: Warforged titans, which are basically {{golem}}s the size of small skyscrapers.

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* HumongousMecha: Warforged titans, which are basically {{golem}}s more than three times the size of a man. Warforged Colossi are even bigger, the size of small skyscrapers.skyscrapers and requiring a full crew to operate at full capacity.
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** An article in ''Dragon Magazine'' had statistics for one of the [[SealedEvilInACan rakshasa rajahs]], the fiends the Lords of Dust hope to free (or siphon power from). In a campaign setting where level 10 is considered masterful and level 15+ legendary, the rajahs ''[[AGodAmI are level 60.]]'' Make note that 20 is the traditional level cap of the system (though the epic level handbook lets you reach any level). This puts them on par with gods in other settings (the gods of Eberron not even having direct evidence for their existence), who ''rarely'' have more than 60 levels, and only a few are even that high (and though gods also have special abilities related to their being divine beings of ridiculous power, ''so do the rajahs''). The fifth edition stats for Sul Khatesh and Rak Tulkhesh are relatively tame; their challenge ratings are ''only'' 28.

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** An article in ''Dragon Magazine'' had statistics for one of the [[SealedEvilInACan rakshasa rajahs]], the fiends the Lords of Dust hope to free (or siphon power from). In a campaign setting where level 10 is considered masterful and level 15+ legendary, the rajahs ''[[AGodAmI are level 60.]]'' Make note that 20 is the traditional level cap of the system (though the epic level handbook lets you reach any level). This puts them on par with gods in other settings (the gods of Eberron not even having direct evidence for their existence), who ''rarely'' have more than 60 levels, and only a few are even that high (and though gods also have special abilities related to their being divine beings of ridiculous power, ''so do the rajahs''). The fifth edition stats for Sul Khatesh and Rak Tulkhesh are relatively tame; their challenge ratings are ''only'' 28.28, meaning that the only creature in the game to pose a challenge to them is an avatar of the goddess Tiamat.

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* AlienNonInterferenceClause: While the dragons of Argonnessen interfere ''constantly'', it's mostly in subtle and deniable ways in accordance with the Prophecy; they don't conquer mortal nations because that empowers an Overlord known as the Daughter of Khyber, and they don't teach magic to "lesser" species because when they gave the giants magical secrets the giants risked destroying the world to shut down a rebellion of their elven slaves. Vvaraak had to break with the Chamber to bring druidic magic to the orcs.



* AlwaysChaoticEvil: Notably averted, especially compared to other ''D&D'' settings. Eberron is very flexible when it comes to alignment--one of the setting's main points is that unless an alignment is part of a creature's subtype (i.e. it is ''composed of the essence of that alignment''), any "always" alignment descriptor in the Monster Manual can be read as "usually". And even then, there is a trustworthy, non-evil ''fiend'' (all fiends having evil as one of their subtypes) in the setting.

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* AlwaysChaoticEvil: Notably averted, especially compared to other ''D&D'' settings. Eberron is very flexible when it comes to alignment--one of the setting's main points is that unless an alignment is part of a creature's subtype (i.e. it is ''composed of the essence of that alignment''), any "always" alignment descriptor in the Monster Manual can be read as "usually". And even then, there is a trustworthy, non-evil ''fiend'' (all fiends having evil as one of their subtypes) in the setting. And then even the ones that ''are'' evil aren't necessarily ''antagonists'', leading to things like a vampire king who wants to preserve the peace.



** Commentary from Keith Baker indicates that AlwaysChaoticEvil is only in force for creatures where that alignment is supernaturally imposed, and even then it's only 100% binding if the story is better that way. Fiends are evil because they embody evil interpretations of the core concept of whatever plane they hail from (Fernian fiends being "evil fire", Shavarathi fiends being "evil war" etc), while with werebeasts the "always" alignment is imposed by the lycanthropic curse and even a good werebeast will fundamentally lose their original personality.



** In 4E, the Lord of Blades is now level 21. They also retained the whole "level 11 is legendary status" thing, so that makes him even more awesome.
** An article in ''Dragon Magazine'' had statistics for one of the [[SealedEvilInACan rakshasa rajahs]], the fiends the Lords of Dust hope to free (or siphon power from). In a campaign setting where level 10 is considered masterful and level 15+ legendary, the rajahs ''[[AGodAmI are level 60.]]'' Make note that 20 is the traditional level cap of the system (though the epic level handbook lets you reach any level). This puts them on par with gods in other settings (the gods of Eberron not even having direct evidence for their existence), who ''rarely'' have more than 60 levels, and only a few are even that high (and though gods also have special abilities related to their being divine beings of ridiculous power, ''so do the rajahs'').

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** In 4E, the Lord of Blades is now level 21. They also retained the whole "level 11 is legendary status" thing, so that makes him even more awesome.
awesome. In fifth edition he's got a challenge rating of 18.
** An article in ''Dragon Magazine'' had statistics for one of the [[SealedEvilInACan rakshasa rajahs]], the fiends the Lords of Dust hope to free (or siphon power from). In a campaign setting where level 10 is considered masterful and level 15+ legendary, the rajahs ''[[AGodAmI are level 60.]]'' Make note that 20 is the traditional level cap of the system (though the epic level handbook lets you reach any level). This puts them on par with gods in other settings (the gods of Eberron not even having direct evidence for their existence), who ''rarely'' have more than 60 levels, and only a few are even that high (and though gods also have special abilities related to their being divine beings of ridiculous power, ''so do the rajahs''). The fifth edition stats for Sul Khatesh and Rak Tulkhesh are relatively tame; their challenge ratings are ''only'' 28.



* BlackBox: Warforged are based on {{Magitek}} used by quori. On a meta level, Divine magic is a Black Box that works for any Cleric who believes strongly enough in whatever it is that they're praying to, even though nobody in the setting has ever actually seen or talked to a (confirmed) god. Some people claim to have done so, but canonically the veracity of this is left deliberately ambiguous and it's possible they were just delusional. Others have spoken to things claiming or assumed to be gods, but these things range from a flame that may or may not actually be a devil in disguise to an admittedly powerful but nevertheless once-mortal lich with no hint that it's possible for one to ascend to divinity.

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* BlackBox: Warforged are based on {{Magitek}} used by quori.quori, and while they function as if they have souls, those souls don't go to Dolurrh like everyone else's. On a meta level, Divine magic is a Black Box that works for any Cleric who believes strongly enough in whatever it is that they're praying to, even though nobody in the setting has ever actually seen or talked to a (confirmed) god. Some people claim to have done so, but canonically the veracity of this is left deliberately ambiguous and it's possible they were just delusional. Others have spoken to things claiming or assumed to be gods, but these things range from a flame that may or may not actually be a devil in disguise to an admittedly powerful but nevertheless once-mortal lich with no hint that it's possible for one to ascend to divinity.



** While the Church of the Silver Flame is based on noble ideals and the binding of evil supernatural beings, the powerful rakshasa rajah bound under Flamekeep is said to whisper ideas into the minds of the faithful, misguiding them to do evil in the name of good.
** The setting does not believe in "racial alignments" for monsters (except for demons and other creatures with an alignment subtype, who are the living embodiment of such an alignment). One can't guess a dragon's alignment from their color. A silver dragon--in most settings known to be noble and chivalrous and who have the most respect for non-dragons--might in Eberron be a villain of the worst kind, while the usually tyrannical red dragon might instead selflessly fight for the lesser races.

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** While the Church of the Silver Flame is based on noble ideals and the binding of evil supernatural beings, the powerful rakshasa rajah bound under Flamekeep is said to whisper ideas into the minds of the faithful, misguiding them to do evil in the name of good.
good. Keith Baker has even hinted that Bel Shalor, the Shadow in the Flame and the Overlord whose portfolio governs good people driven to do wrong, ''let'' himself be bound in this way as part of a greater scheme.
** The setting does not believe in "racial alignments" for monsters (except for demons and other creatures with an alignment subtype, who are the living embodiment of such an alignment).alignment, or cases like werewolves where it's supernaturally imposed). One can't guess a dragon's alignment from their color. A silver dragon--in most settings known to be noble and chivalrous and who have the most respect for non-dragons--might in Eberron be a villain of the worst kind, while the usually tyrannical red dragon might instead selflessly fight for the lesser races. Vvaraak, the dragon who turned her back on the Chamber to stop the daelkyr invasion, was a ''black'' dragon, one of the cruellest types of dragon in most other D&D settings.



* ChurchMilitant: The Church of the Silver Flame and orders of Dol Arrah both believe that war in the name of one's faith is a holy calling. The Silver Flame in particular believes it has a holy duty to seek out and destroy supernatural evil.

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* ChurchMilitant: The Church of the Silver Flame and orders of Dol Arrah both believe that war in the name of one's faith is a holy calling. The Silver Flame in particular believes it has a holy duty to seek out and destroy supernatural evil. The Aundairian offshoot of the Silver Flame, known as the Pure Flame, is even more extreme; the Thranic sect of the Flame sees it as a shield that protects the innocent, but the Flame truly came to Aundair during the lycanthropic purge, and as a result the Pure Flame sees it more as a flame of vengeance.



* CityOfSpies: Zilargo. By the way, it's where the gnomes are from, so if you meet one, bring antivenom.

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* CityOfSpies: Zilargo. CityOfSpies:
** Zilargo, where the secret police is everywhere and any scheme, no matter how underhanded, is fine as long as it's technically within the law.
By the way, it's where the gnomes are from, so if you meet one, bring antivenom.antivenom.
** Thronehold and Thaliost have also become hotbeds of espionage and intrigue: Thronehold because with the fall of the imperial monarchy it's become neutral ground for diplomatic issues, and Thaliost because it's occupied territory with at least three power blocs interested in it (Thrane holds it, Aundair wants it back and the Aundairan offshoot of the Flame currently has power within it, but has its own take on the religion that doesn't always line up with Thrane's).



* DefectorFromDecadence:
** The quori who merged with human hosts to create the first kalashtar rejected their status as nightmare spirits and sought to bring about a time of light.
** Vvaraak rejected the Chamber's indifference to the "lesser" races to bring druidic secrets to the orcs and thereby save Khorvaire from the daelkyr.



* {{Mordor}}: The Mournland fits this, being a cursed and tainted land that is shunned as a realm of evil and corruption.

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* {{Mordor}}: The Mournland fits this, being a cursed and tainted land that is shunned as a realm of evil and corruption. For an aquatic version, there's the Barren Sea, which is hypersaline to the point of lifelessness and dotted with manifest zones tied to Mabar, the Endless Night.



* NonIndicativeName: The "Cults of the Dragon Bellow" do not, in general, worship Khyber. They mostly worship overlords and the Daelkyr.

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* NonIndicativeName: The "Cults of the Dragon Bellow" Below" do not, in general, worship Khyber. They mostly worship overlords and the Daelkyr.



* TheNothingAfterDeath: Dolurrh. It's a realm where everything fades to gray and the only beings other than the souls of the dead are their keepers. It's ''the'' afterlife, known to many people on Eberron as the only place that the souls of the dead go where they slowly fade into oblivion. The Sovereign Host is the only religion that accepts it as just what is, choosing to emphasize having a good life (although some forms do treat it as a stopover on the way to a better afterlife). Every other religion tries to attract new followers by promising some form of escape, be it union with a transcendent force or simply cheating with undeath.

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* TheNothingAfterDeath: Dolurrh. It's a realm where everything fades to gray and the only beings other than the souls of the dead are their keepers. It's ''the'' afterlife, known to many people on Eberron as the only place that the souls of the dead go where they slowly fade into oblivion. The Sovereign Host is the only religion that accepts it as just what is, choosing to emphasize having a good life (although some forms do treat it as a stopover on the way to a better afterlife). Every other religion tries to attract new followers by promising some form of escape, be it union with a transcendent force or simply cheating with undeath.undeath, except the Path of Light (which is more interested in Dal Quor than Dolurrh) and the druids of the Eldeen Reaches (who mostly just don't care and prefer to focus on Eberron itself - or Thelanis, for the Greensingers).



%%* TheOrder: The Knights Arcane.

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%%* * TheOrder: Several of the nations have knightly orders, although they're mostly associated with Karrnath. The Knights Arcane.most ''well-known'' is the RenegadeSplinterFaction of the Order of the Emerald Claw, with the Order of the Ebon Skull as their GoodCounterpart, but others exist, ranging from specialist light cavalry to alchemical weaponcrafters.



* OurOrcsAreDifferent: In Eberron, one of the oldest druidic traditions is orcish.

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* OurOrcsAreDifferent: In Eberron, one of the oldest druidic traditions is orcish. Commentary from Keith Baker on his blog indicates that he conceptualises Eberron orcs as being essentially more primal and chaotic than the lawful-leaning Dhakaani - which meant that they were an awkward fit for the hobgoblin empire, leading to them being driven to less promising areas like the Shadow Marches and Ironroot Mountains, but were also much more receptive to the lessons of Vvaraak.



* ReligionOfEvil: The Dark Six. Though the 4E campaign guide points out that they're really more like the Greek gods (i.e., still epic {{Jerk Ass}}es, but really more the embodiments of destructive nature than truly malicious). Even before then, one of them wasn't really evil, just... mysterious. Terribly mysterious.

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* ReligionOfEvil: ReligionOfEvil:
**
The Dark Six. Though the 4E campaign guide points out that they're really more like the Greek gods (i.e., still epic {{Jerk Ass}}es, but really more the embodiments of destructive nature than truly malicious). Even before then, one of them wasn't really evil, just... mysterious. Terribly mysterious. In Droaam they're the dominant religion, and while that tends to stress more positive aspects, they're still not ''nice people'' - e.g. the Fury governs uncontrolled emotion in both, but in the Five Nations it's seen as socially responsible not to attack the people who make you angry, while in Droaam if you piss off someone and they kill you it's mostly seen as your own fault.



* RevengeBeforeReason: Part of the Fury's portfolio is the desire for vengeance at all costs. One ritual associated with the Fury is lighting a red candle in your window; this is a prayer that whatever wrong you've suffered be avenged regardless of collateral damage. This is ''never'' done lightly in the Five Nations, and if you find a town where multiple houses are lit with red candles, something ''really bad'' must have gone down.



* ShoutOut: Random street events in Sharn in the fifth edition book include [[MemeticMutation a gnome with a sign reading "BRELAND WOULD HAVE WON THE LAST WAR, CHANGE MY MIND"]] and someone offering to [[Franchise/TheHitchHikersGuideToTheGalaxy sell all the answers in the universe for 42 gold pieces]].



** Changelings are the descendants of cross-breeding between humans and doppelgangers. They are now considered distinct from their parent races and have developed their own culture and even religious beliefs.

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** Changelings are the descendants of cross-breeding between humans and doppelgangers. They are now considered distinct from their parent races and have developed their own culture and even religious beliefs. (Although Keith Baker's blog proposes an alternate origin where changelings were magebred in ancient Sarlona and doppelgangers are what changelings become if they're somehow stripped of their humanity.)



* UltimateEvil: ''Khyber, the Dragon Below.''

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* UltimateEvil: ''Khyber, the Dragon Below.'''' Of the three most powerful, evil factions - the Lords of Dust, the Dreaming Dark and the daelkyr - the Lords of Dust are directly spawned from Khyber itself and the other two likely wouldn't exist without Khyber's influence on the creation of the planes.



* WarriorMonk: Kalashtar have this as their racial hat. Being literally born into a monastic order that has dedicated itself to battling body-snatching fiends from the realm of nightmares tends to do that to a person.

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* WarriorMonk: Kalashtar have this as their racial hat. Being literally born into a monastic order that has dedicated itself to battling body-snatching fiends from the realm of nightmares tends to do that to a person. There are also monastic orders dotted around Khorvaire, ranging from positive forces in the world like the Way of the Broken Blade to cults of cryptic, sadistic weirdos who revere the Mockery.


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** Kaius III will do anything to keep the war from reigniting, from persecuting a mostly innocent religion to arranging for the occasional murder.
** Queen Aurala is at the opposite extreme from Kaius: her belief that she would make the best queen of Galifar and lead to a better overall result than the current awkward kludge of a treaty mean that she's the only ruler actively trying to ''restart'' the war, despite the human cost and the risks of dead-grey mist killing everyone.
** Commentary from Keith Baker on his blog indicates that this is how the majority of evil worshippers of the Silver Flame (as opposed to the Shadow in the Flame, Bel Shalor) tend to end up. Baker's image of High Cardinal Krozen, for example, has him as a man who genuinely believes that he's following the Flame's dictates to protect the innocent...it's just that he tends to treat only believers in the Flame as truly ''innocent'', and is willing to dirty his hands a lot to "protect" them.
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** The mysterious fourteenth plane of Baator in 4e was already ignored by the fanbase, and there is no mention of it in 5th edition.
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** Everything important follows the pattern of there being 13 of them with one lost/evil/destroyed. By WordOfGod, the pun on [[IncrediblyLamePun Baker's Dozen]] was [[http://keith-baker.com/dragonmarks-6616-edition-wars/ pure coincidence]] -- they'd just independently set two things in groups of (13-1) and thought it would be cool to run with it. Keith Baker didn't even notice the pun until someone pointed it out. There were thirteen moons/alternate planes, but one had its connection severed. There were thirteen dragonmarked houses, but one was wiped out. There are thirteen regions in the modern Khorvaire, but one is the Mournland. There's even thirteen kinds of halfling tea (called "tal"), and the knowledge of making one of them was lost in the Xoriat incursion.

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** Everything important follows the pattern of there being 13 of them with one lost/evil/destroyed. By WordOfGod, the pun on [[IncrediblyLamePun Baker's Dozen]] was [[http://keith-baker.com/dragonmarks-6616-edition-wars/ pure coincidence]] -- they'd just independently set two things in groups of (13-1) and thought it would be cool to run with it. Keith Baker didn't even notice the pun until someone pointed it out. There were thirteen moons/alternate planes, but one had its connection severed. There were thirteen dragonmarked houses, dragonmarks, but one was wiped out. There are thirteen regions in the modern Khorvaire, but one is the Mournland. There's even thirteen kinds of halfling tea (called "tal"), and the knowledge of making one of them was lost in the Xoriat incursion.



** Death is no release. In 3.5, it's confirmed that people who die end up wasting away to Oblivion in the afterlife that is Dolurrh. 4E is a bit nicer, leaving a few exit strategies (one of which requires one to side with the Silver Flame, which unwittingly BEARS A LORD OF DUST). So ya see, even if you die, you're still doomed. Creates the idea that the Blood of Vol and the Undying Court are right.

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** Death is no release. In 3.5, it's confirmed that people who die end up wasting away to Oblivion in the afterlife that is Dolurrh. 4E is a bit nicer, leaving a few exit strategies (one of which requires one to side with the Silver Flame, which unwittingly BEARS A LORD OF DUST).AN OVERLORD). So ya see, even if you die, you're still doomed. Creates the idea that the Blood of Vol and the Undying Court are right.



* CrossoverCosmology: Averted until 5th edition. The planar system of Eberron was largely considered entirely sepparate from the Great Wheel, World Tree or World Axis of standard D&D. In 5th edition, it was stated that Eberron and its planes ''is'' on the Great Wheel, but somehow cut of from the rest of the planes.

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* CrossoverCosmology: Averted until 5th edition. The planar system of Eberron was largely considered entirely sepparate separate from the Great Wheel, World Tree Tree, or World Axis of standard D&D. In 5th edition, it was stated that Eberron and its planes ''is'' on the Great Wheel, but somehow cut of off from the rest of the planes.



* OutsideContextProblem: ''Rising from the Last War'' suggests a campaign where whatever has cut Eberron of from the Great Wheel has ended, and now the powers of the Wheel are turning their eyes toward this new playing field.

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* OutsideContextProblem: ''Rising from the Last War'' suggests a campaign where whatever has cut Eberron of off from the Great Wheel has ended, and now the powers of the Wheel are turning their eyes toward this new playing field.
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* WeirdMoon: [[ArcNumber 13 minus 1 moons]].

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* WeirdMoon: [[ArcNumber 13 minus 1 moons]]. Each is connected to one of the other planes of Eberron, and the one connected to Dal Quor was lost when its connection to Eberron was severed.

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%%* ArchEnemy: The Eberron books and adventures have a few of these.%%ZCE



** Everything important follows the pattern of there being 13 of them with one lost/evil/destroyed. By WordOfGod, the pun on [[IncrediblyLamePun Baker's Dozen]] was [[http://keith-baker.com/dragonmarks-6616-edition-wars/ pure coincidence]] -- they'd just independently set two things in groups of (13-1) and thought it would be cool to run with it. Keith Baker didn't even notice the pun until someone pointed it out.

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** Everything important follows the pattern of there being 13 of them with one lost/evil/destroyed. By WordOfGod, the pun on [[IncrediblyLamePun Baker's Dozen]] was [[http://keith-baker.com/dragonmarks-6616-edition-wars/ pure coincidence]] -- they'd just independently set two things in groups of (13-1) and thought it would be cool to run with it. Keith Baker didn't even notice the pun until someone pointed it out. There were thirteen moons/alternate planes, but one had its connection severed. There were thirteen dragonmarked houses, but one was wiped out. There are thirteen regions in the modern Khorvaire, but one is the Mournland. There's even thirteen kinds of halfling tea (called "tal"), and the knowledge of making one of them was lost in the Xoriat incursion.
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* CrossoverCosmology: Averted until 5th edition. The planar system of Eberron was largely considered entirely sepparate from the Great Wheel, World Tree or World Axis of standard D&D. In 5th edition, it was stated that Eberron and its planes ''is'' on the Great Wheel, but somehow cut of from the rest of the planes.


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* OutsideContextProblem: ''Rising from the Last War'' suggests a campaign where whatever has cut Eberron of from the Great Wheel has ended, and now the powers of the Wheel are turning their eyes toward this new playing field.
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* BigGood: None for the entire setting, but a lot of characters can be used as this for individual adventures. The strangest is perhaps Kaius III, a vampire monarch of a nation reminiscent of Imperial Germany, who desperately wants to avert another war. Not for any greater scheme either, he just wants to prevent the countless deaths that would result from a new war.
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** Made blatant by Cyre 1313: The Mourning Rail. On the Day of Mourning, before Metrol was fully engulfed, thirteen lightning rail trains were loaded up to evacuate as many people as possible. The thirteenth was delayed from leaving by a nameless VIP, which resulted in it being engulfed. Everyone aboard died, and the VIP was transformed into a Darklord of Ravenloft. Even now, the other passengers fear to enter his cabin, and the train hurtles through the Mists with everyone oblivious to the fact that they are already dead.

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** Made blatant by Cyre 1313: The Mourning Rail. On the Day of Mourning, before Metrol was fully engulfed, thirteen lightning rail trains were loaded up to evacuate as many people as possible. The thirteenth was delayed from leaving by a nameless VIP, which resulted in it being engulfed. Everyone aboard died, and the VIP was transformed into a Darklord of Ravenloft. Even now, the other passengers fear to enter his their cabin, and the train hurtles through the Mists with everyone oblivious to the fact that they are already dead.
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** Made blatant by Cyre 1313: The Mourning Rail. On the Day of Mourning, before Metrol was fully engulfed, thirteen lightning rail trains were loaded up to evacuate as many people as possible. The thirteenth was delayed from leaving by a nameless VIP, which resulted in it being engulfed. Everyone aboard died, and the VIP was transformed into a Darklord of Ravenloft. Even now, the other passengers fear to enter his cabin, and the train hurtles through the Mists with everyone oblivious to the fact that they are already dead.
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* GeniusLoci: According to Keith Baker, Ashtakala, the city where the Lords of Dust gather, is this. In his canon, the city itself in an overlord embodying the concept of a fortress of evil. The only reason the dragons haven't tried to glass the place yet is because when they tried, the city ripped out the souls of the attacking force and animated their corpses. Lesser mortals can enter relatively safely (aside from all of the demons, of course), but their wardrobe will be magically transformed to conform to the fashion of whatever time period the city itself prefers at the moment.


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* UnderestimatingBadassery: Ashtakala, the Demon City, is a sentient location and the only overlord that was never bound and can rip out the soul of any dragon that tries to glass the place and replace it with dust. Humanoids won't even register as a threat, and will even be given a complimentary wardrobe change upon entering the city. Of course, the denizens of the city are much more hostile. Capable humanoid spies are the best means the dragons have of infiltrating the city and gathering intel on the Lords of Dust, but the city itself doesn't even care.

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