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Religions

    Tropes common to all religions in Eberron 

  • Clap Your Hands If You Believe: Clerics cast divine magic through their faith in a deity, rather than a deity bestowing power on them like in most Dungeons & Dragons settings. This allows for clerics to follow a distorted version of their church's teachings (such as a Chaotic Evil cleric of a Lawful Good religion or vice versa) without losing their powers, and for beings who are not deities to have clerics.
  • Corrupt Church: Without direct divine supervision, it's much easier for this to happen than in most settings.
  • Have You Seen My God?: The gods are entirely absent from Eberron, and divine intervention akin to the type seen in Faerûn never happens.
  • The Nothing After Death: Dolurrh, the Realm of the Dead. "It is not a reward. It is not a punishment. It simply is."

    The Sovereign Host 

The Sovereign Host

https://static.tvtropes.org/pmwiki/pub/images/878c2f51334459a7400fbef3f790b17f.png
A coin engraved with the Octogram of the host
Domains: Various
Symbol: Octogram (as a whole), various (individually)

The most commonly-worshiped pantheon in Khorvaire. It consists of nine gods representing most positive aspects of nature and civilization. They are contrasted with the Dark Six, gods of more negative aspects. Followers of the Sovereigns fear the Six, but still believe in them. Followers of the Sovereign Host are referred to as "vassals."

The Sovereign Host are:

  • Arawai, the Sovereign of Life and Love, the patron of fertility. She represents the benign side of nature and brings good weather and bountiful harvests.
  • Aureon, the Sovereign of Law and Lore. Believed to be the first wizard, he revealed the secrets of magic to the world.
  • Balinor, the Sovereign of Horn and Hunt, the patron of those who follow the border between nature and civilization. He guides hunters and wild beasts alike.
  • Boldrei, the Sovereign of Hall and Hearth. She is guide and protector of family and community and encourages folk to work together for the good of all.
  • Dol Arrah, the Sovereign of Sun and Sacrifice. She represents wisdom in battle and is patron of those who seek justice, fight with honor, and make sacrifices for others.
  • Dol Dorn, the Sovereign of Strength and Steel, the patron of the ordinary soldier. He represents bravery, strength, skill at arms, and aids those who wield weapons.
  • Kol Korran, the Sovereign of World and Wealth, guide and protector for traders and travelers and supporter of fair negotiation.
  • Olladra, the Sovereign of Feast and Fortune, the patron of entertainers, gamblers, and risk-takers. She bestows luck and spreads joy.
  • Onatar, the Sovereign of Fire and Forge. He inspires all who create and aids artificers, craftsmen, and smiths.


  • Deity of Human Origin: Supposedly, they were great heroes from the Age of Demons who ascended to become gods. This is also the source of many of the legends surrounding them; while now of course you would never expect Onatar to smash apart a mountain to make his forge, that is supposedly the origin of the volcano in the Mror Holds, from when he still walked the world. While generally the Sovereigns are depicted as the race of whatever culture is preaching, there's a reasonably large subculture of Sovereign Vassals who believe the Sovereigns were dragons, since dragons were basically the only people doing anything back then. The dragons can even name specific historical figures that seem to fit the Sovereigns.
  • Dragons Are Divine: Besides their humanoid interpretations, they are sometimes depicted as dragons. Among the vassals, the Church of the Wyrm Ascendant actually believes them to have been Dragons. They also believe that it is possible for a mortal to Ascend to a Higher Plane of Existence, replacing a sovereign in the process.
  • Fantasy Pantheon: Other than the fact that their existence is unproven, this is what they are. Notably, their religion has grown largely by assimilating believers in other gods, usually convincing them that their deity is simply one of the Sovereigns using a different name.
  • Fertility God: Arawai is "Sovereign of Life and Love", and is the patron of agriculture, life, and fertility. Curiously, she is also said to be the sister of the Dark Six god of destruction the Devourer, whom civilized folk often also pray to for protection from flooding and drought.
  • God of Fire: Onatar, Sovereign of Forge and Fire, is said to have taught mortals how to start fires and shape metal so they would have a better chance of survival.
  • God of Knowledge: Aureon, the Sovereign of Law and Lore, is believed to have been the first wizard, and to have revealed the secrets of magic to the world. Although all nine of the Sovereign Host are considered equals to each other, Aureon's vast wisdom means that he is typically allowed to guide the Host's actions whenever they act as a group.
  • Saintly Church: ...usually. They have corruption problems here and there.

    The Dark Six 

The Dark Six

https://static.tvtropes.org/pmwiki/pub/images/dark_six_symbol.jpg
A common symbol of the Dark Six
Domains: Varous
Symbol: Five bones and a bloody line (as a whole), Hexagram (as a whole), various (individually)

A group of evil deities (with the exception of The Traveler) who serve as counterparts and sometimes foils to The Sovereign Host, being gods of nature at its most vicious. Commonly worshiped among monstrous races. Even ostensibly good people will also sometimes offer them respect in secret to avoid trouble (sailors appeasing the Devourer to prevent storms while at sea, for instance).

The Dark Six are:

  • The Devourer (Shurkaan), Sovereign of Wave and Whelm, the patron of nature's wrath. He represents the fury of nature, and the destruction of the storm and the ocean.
  • The Fury (Szorawai), Sovereign of Rage and Ruin, the patron of passion driven to extremes. She watches over barbarians everywhere as well as artisans, craftsmen, and bards. A number of intelligent monstrous races worship her as well.
  • The Keeper (Kol Turrant), Sovereign of Death and Decay, patron of greed and gluttony. He is inverse of his brother Kol Korran's focus on material wealth and generosity. He is seen as the hunger in the dark, grabbing hold of anyone straying too far from the light.
  • The Mockery (Dol Azur), Sovereign of Betrayal and Bloodshed, patron of dishonorable combat and unjust war. His worshipers include assassins, rogues, and evil warriors, as well as the infamous Flayed Hand.
  • The Shadow (Aureon's Shadow), Sovereign of Magic and Mayhem, patron of corruption, ambition, and dark magic. The literal shadow of Aureon that attained sentience and godhood as a price paid by Aureon for arcane knowledge.
  • The Traveler (The Giver of Gifts), Sovereign of Chaos and Change, patron of chaos, deception, evolution, invention, and transformation; or influences the areas of change, cunning, deception, and innovation; or oversees the provinces of change and chaos. It has an aspect as a god of artifice and artificers.


  • The Anti-God: Most of them directly oppose or symbolize concepts in opposition to one or more members of the Sovereign Host. For example, Dol Arrah fights with honor and Dol Dorn fights with strength, whereas the Mockery (Dol Azur) fights with trickery.
  • Child Of Rape: Per Vassal canon, the Fury was born of the Devourer raping Arawai. Keith Baker points out that this could easily be more of a metaphor for how storms ravage farmland.
  • Combat Pragmatist: How positive or neutral interpretations of the Six tend to portray the Mockery/Dol Azur. It fits with another title of his: The Lord of Victory. To quote Exploring Eberron:
The Mockery will drag you through mud and blood, drive you to betray your principles and employ tactics that horrify your allies and enemies alike—but at the end of the day, you’ll be standing over the corpse of your foe.
  • Dark Is Not Evil: Par for the course for Eberron religions, not even the Dark Six are black and white. Worshipers of the Dark Six are perfectly capable of being decent people, or worshiping them in their capacities for good. There are even cults that worship the Dark Six alongside the Sovereigns as equal gods. Rising from the Last War mentions the Three Faces of War cult as an example, which worships the Mockery as Dol Azur, along with Dol Arrah and Dol Dorn. Exploring Eberron introduces three more of these Cults: The Three Faces of Coin (worshiping the Keeper as Kol Turrant alongside Onatar and Kol Korran), the Three Faces of Love (honoring Boldrei, Arawai, and the Fury as Szorawai), and the Three Faces of Nature (followers of Arawai, Balinor, and the Devourer as Shargon), with all of them viewing the Dark Six as aspects of a larger concept. There also is the Restful Watch, a theological school that handles most burial services in the Five Nation. The Watch venerates both Aureon and the Keeper, believing the latter to snatch worthy souls away form Dholurr.
  • Everyone Calls Him "Barkeep": Most followers of the Sovereign Host call the Six by their titles instead of their names.
  • Evil Counterpart: To the Sovereign Host. In-universe, some scholars theorize that they were originally a single pantheon.
  • Fantasy Pantheon: Like Sovereign Host, though they are gods of things most mortals fear.
  • God of Knowledge: The Shadow, known as the Sovereign of Magic and Mayhem, is the living shadow of the Sovereign Host's god of knowledge and acts as the god of corruption and dark magic, and as a patron of evil spellcasters.
  • Love Goddess: The Fury/Szorawei is more darker version, representing passion, as well as other extreme emotions like wrath or vengefulness. The Three Faces of Love Cult sees her as a represantions of the passion of romance.
  • Otherworldly and Sexually Ambiguous: Both the Shadow and the Traveler. The Shadow is literally the Living Shadow of the Host's god of magic and knowledge, given life as the god of Black Magic and monsters as a price for him becoming the master of the tamer arcane, and as such does not have a gender. The Traveler is the god of evolution and change, and thus, they are whatever gender they feel like.
  • Religion of Evil: Downplayed, in that the Six are gods of nature and personal ambition more than malice. However, they are also the gods that say that acting selfishly in accordance with your own nature is good, hence why a lot of monsters worship them - after all, the Six accept them. Played with, in that plenty of worshipers of the conventional Host still worship the Six on occasion to placate them.
  • The Smurfette Principle: Played with. The Fury, Goddess of Revenge and Passion, is the only female member of the Six, but two of her peers are Otherworldly and Sexually Ambiguous.
  • Token Good Teammate: Technically they're Chaotic Neutral, but The Traveler is the only non-evil member of the Six.

    The Silver Flame 

The Church of the Silver Flame

https://static.tvtropes.org/pmwiki/pub/images/silver_flame_8.jpg
A silver arrowhead engraved with the Flame
Domains: Life, Light, War
Symbol: Flame drawn on silver or molded from silver

Worshipers of an enormous silver fire which burst from the ground in a battle between a demon lord and human paladin named Tira Miron, assisted by a couatl. The Silver Flame is currently located in the enormous cathedral of Flamekeep, which also serves as the theocratic capital of Thrane. The head of the church is the Keeper of the Flame, a child with the ability to communicate with it.


  • A Child Shall Lead Them: The current Keeper of the Flame, eleven-year-old Jaela Daran; she's been Keeper since she was six. This, it should be noted, is by no means a requirement, and her predecessor was both older when she became Keeper, and served for almost sixty years.
  • The Atoner: There are many members who feel the Lycanthrope Purge went too far.
  • Barrier Maiden: The Keeper of the Flame, as well as the Voice of the Flame (Tira Miron herself) who occasionally speaks to its worshipers.
  • Church Militant: Thrane managed to match the magical and martial firepower of the other nations during the Last War largely on the strength of its clerics and paladins.
  • Combat Pragmatist: The Church was founded to fight supernatural evil. Therefore, they are willing to do whatever it takes to destroy evil. For the more heroic characters, this means being willing to use somewhat "dishonorable" weapons like bows, and not falling into Honor Before Reason. For the more villainous characters, this means falling into The Needs of the Many at best.
  • Corrupt Church: The Council of Cardinals is far more worried about the temporal power of the Church than the state of anyone's souls. They are true believers, but they're quick to cast aside minor parts of dogma such as " Never Hurt an Innocent" in favor of gains. And that's assuming that none of them worship the Shadow in the Flame.
  • Crystal Dragon Jesus: A pretty obvious expy of the Roman Catholic Church, with the Silver Flame being a stand-in for the Force.
  • Demon Slaying: One of their specialties.
  • Evil Counterpart: The Shadow in the Flame, the voice of its sealed demon, which has its own worshipers and even its own more powerful version of the Keeper of the Flame (who is currently imprisoned in Dreadhold).
  • Fantastic Racism: The church is historically suspicious of shifters due to The Purge, though many members are apologetic about the whole thing. As a result, shifters who worship the Flame tend to be unusually devout in order to prove themselves. Furthermore, it's mostly the Flame in Aundair (where the Purge actually took place) who are particularly suspicious; the Church in Thrane itself is more egalitarian. Of course, Aundair is also where most shifter devotees come from.
  • Field Power Effect: The Keeper of the Flame gains a massive power boost while within Flamekeep. Jaela is an 18th-level cleric inside (possibly the only 18th-level cleric in the world), but only a 3rd-level cleric outside.
  • Hollywood Exorcism: Worshipers have access to the unique "Exorcist of the Silver Flame" Prestige Class.
  • Knight Templar: The religion most prone to lapse into this.
  • Lawful Good: In-Universe. The most explicit and traditional Knight in Shining Armor religion. Except not every follower of the Flame is Lawful Good, and even those who are sometimes think a Mercy Kill is the best option.
  • Light Is Not Good: In addition to Tira, the demon (who is evil) and the couatl (who is theoretically good, but not human) can speak through the Flame and grant powers to worshipers Exactly how much control they have is left up to the Game Master. Sadly, the Shadow In The Flame is also the rakshasa overlord of Xenophobia, so it can be really hard to tell who's corrupted and who's not - a few Tarnished (knowing worshipers of the Shadow) are devout of the Flame who have become so cynical and pessimistic about their fellow man that they regard the Shadow's misanthropy as simply good sense.
  • Never Hurt an Innocent: A core part of their doctrine; more than any other religion, the Church balks at the idea of intentionally harming the innocent, and during the Last War battle that involved Thrane were the safest for bystanders. Of course, the definition of innocent is up for interpretation; someone infected by lycanthropy is treated as a Death of Personality even if it's not permanent yet, Demonic Possession might earn an exorcism or a sword to the neck depending on the mood of the knight, and Cardinal Krozen notably defines "innocent" as "citizen of Thrane who is not currently an obstacle to my plans." If you're in his way, it's your own fault.
  • Noble Savage: The Ghaash'kala tribe of the Demon Wastes, who independently worship the Silver Flame under the name of "Kalok Shash, the binding flame". Interestingly, they have been worshiping it for a lot longer than the people of Thrane.
  • Physical Religion: The Silver Flame manifests in the city of Flamekeep on the spot where Tira Miron and the unnamed couatl bound the demon that threatened the region. The great temple of the faith and the surrounding city grew up around this holy site.
  • Playing with Fire: Fire is not an uncommon power for Silver Flame mages to focus on. There's even a special prestige class where they can learn to summon silver fire.
  • The Real Heroes: Part of the Flame's doctrine is that normal people living good lives help bolster the Flame just by doing good deeds. Therefore, every member of the Church sees themselves as part of the fight against evil, even if they're just serving ale in a tavern.
  • Sealed Evil in a Can: The Silver Flame was originally created by the couatls sacrificing themselves to imprison the rakshasa rajahs, ending the Age of Demons.
  • Sealed Evil in a Duel: How the manifestation of the Flame in Flamekeep came to be.
  • Witch Hunt:
    • The Purge, in which warriors of the church exterminated most of Eberron's lycanthropes and many misblamed shifters. The Purge itself was prompted by a genuine threat - with Eberron's twelve moons, that's a full moon every couple of days. So every couple of days, just about every afflicted lycanthrope (the ones who can't control their changes or what they do while changed) in the world is going on a rampage. It also addresses the moral implications of lycanthropy changing a character's alignment as part of the justification for the purge. The Church of the Silver Flame places a lot of emphasis on the sanctity of the soul, so they fear that lycanthropy changes that; even Good-aligned lycanthropic bloodlines were wiped out. There is some evidence that the Church was encouraged to go after less dangerous lycanthropes and shifters as part of a long-term plot by someone else... or maybe it was just normal paranoia and fear.
    • Keith Baker emphasizes in his blog that while the Purge ended in a Witch Hunt, it started as a horror movie—and the templars weren't the invincible monsters. Hidden lycanthropes played the locals and the templars against each other, infecting a few here, pretending to be innocent villagers there, and then coming out at night to slaughter.
      Keith Baker: So this war was both physical and psychological, and whichever front you were fighting on, it was a horror story. The enemy could be anywhere, and all it would take was a single untreated bite to turn you into a monster who would turn on your friends.
  • The Theocracy: In Thrane. The nation was always quite devout in their worship of the Sovereign Host, and then a demonic Overlord broke its chains right in the middle of the biggest temple. Tira Miron was a paladin of Dol Arrah who learned to channel the Silver Flame and bound the Overlord again, saving and inspiring the nation.
  • Token Mini-Moe: Jaela Daran is basically designed to be cute and inspire protective feelings. She is described as "humble, modest, and even meek." She spends much of her time playing fetch with Skaravojen, the unique magebred bodyguard beast commissioned for the Keepers of the Flame.
  • Wise Beyond Their Years: Jaela receives theocratic instruction directly from the Flame itself. While she doesn't have actual policy control except in the rare instances when the Flame gives explicit orders, she is intelligent enough for everyone to listen when she speaks.

    The Blood of Vol 

The Blood of Vol

https://static.tvtropes.org/pmwiki/pub/images/blood_of_vol.jpg
A stylized symbol of the Blood of Vol
Domains: Death, Life
Symbol: Red teardrop gem

The modern incarnation of the Seekers of Divinity Within, an ancient religion which eschews external deities, instead focused on reaching "the divinity within" through the power of the worshiper's blood. Its present form was created by remnants of House Vol, with Erandis d'Vol (aka "Lady Vol") as its secret leader. Due to its individualist nature, sects vary wildly in practice and attract members of all races and backgrounds.


  • Corrupt Church/Religion of Evil: The higher ranks of the church serve Erandis d'Vol, but most members are normal people who don't even know she exists. Subverted, in that Erandis is so distant from the church that she actually lacks a lot of influence; her revealing herself would result in her being publicly respected, but the Seekers wouldn't regard her as automatically their leader.
  • Dark Is Not Evil: The majority of members.
  • Godhood Seeker: The ultimate goal of an adherent.
  • Jerkass Has a Point: Their methods may seem creepy and disturbing, but considering what can be proven about the afterlife in this world, trying to avoid it (even through undeath) isn't actually a bad idea.
  • Lawful Evil: With emphasis on the Lawful part; the Blood of Vol is a highly community-focused religion that scorns outsiders and ignores moral boundaries on the path to immortality.
  • Nay-Theist: Some sects see the gods as tyrants who created death as a curse upon the world.
  • Necromancer: The Blood of Vol practice necromancy, but has a more pragmatic view of it. Souls that go to Dolurrh don't care what happens to their bodies, and it's cheap and easy labor. Sapient undead, like liches and vampires are considered martyrs who gave up their chance at godhood for the sake of helping others.
  • The Undead: Becoming a sentient undead is seen as a form of martyrdom in the church, sacrificing your own chance at divinity in order to help others. Animating corpses as mindless zombies, meanwhile, is just pragmatism; they're excellent workers, and it's not like the spirits of the deceased need them any more. Hell, to the average Seeker, knowing their body would serve their living relatives is a great honor.

    Cults of the Dragon Below 

The Cults of the Dragon Below

https://static.tvtropes.org/pmwiki/pub/images/symbol_of_the_dragon_below.jpg
One of many symbols used by the cults.
Domains: Trickery
Symbol: Varies

Various cults who worship beings inhabiting Khyber, Eberron's Underdark. Despite the name, most don't worship Khyber specifically; instead, the cults vary widely.


  • Always Chaotic Evil: While you can technically have a Lawful Good Dragon Below cultist, in practice, veneration of evil powers and weird monsters tends to push you away from that.
  • Blob Monster: Cults of Kyrzin tend to use all kinds of weird oozes, ranging from potions and poisons that get up and apply themselves to the more direct stuff you find in the Monster Manual. There are also some traditional cults that just keep a gibbering mouther in the basement and feed relatives to it when their time has come, believing that their spirits will live on inside it.
  • Deal with the Devil: Transactional cults are formed when someone barters with a dark force such as an Overlord for power or something else the petitioner wants. It very rarely ends well.
  • Eyes Do Not Belong There: A hallmark of Belashyrra cults. Vigilant Eye cultists, in particular, tend to have an eye on one palm, which they think allows them to see who's secretly a hidden demon.
  • Hive Mind: Some Valaara-related Dragon Below cults take the form of a group of people having their minds interlinked.
  • I Reject Your Reality: Many Dragon Below cults have blind spots that prevent them from perceiving the true nature of their allies: revenant cultists convinced that they're resurrected heroes of the Silver Flame might perceive a mind flayer as a bearded old priest or sage, for example. These are usually supernaturally imposed and not just a matter of very intense belief.
  • Lesser of Two Evils: One way, suggested by the author, for fitting in a heroic (or at least less evil) Dragon Below cultist is to have them convinced that their chosen patron is at least a better option than some of the alternatives - such as a cultist of the Rage of War who maintains that while a world of constant bloodshed and violence is a problem, at least Rak Tulkhesh has reason to want intelligent life around to do all the warring, while the Killing Cold, for example, would just kill everyone under walls of permafrost, so if one of them is going to escape, it might as well be the one that won't freeze the entire world.
  • Manipulative Bastard: A particular focus of the Court of Shadows, who serve an Overlord of secrets and manipulation. Unfortunately for them, not all the intrigues they get caught up in are, technically speaking, real.
  • Non-Indicative Name: Not all Cults of the Dragon Below actually worship the Dragon Below - indeed, genuine worship of Khyber seems to be fairly uncommon. The term is used as a catch-all term for any underground cults, and includes a variety of Lords of Dust, daelkyr, and the occasional lesser aberration such as gibbering mouthers.
  • We ARE Struggling Together: There are almost NO unifying tenets of the Dragon Below cultists. Combine that with a depressingly high rate of insanity and any two given cults are as likely to be killing each other as they are anyone else.

    The Path of Inspiration 

The Path of Inspiration

https://static.tvtropes.org/pmwiki/pub/images/symbol_of_the_path_of_inspiration.jpg
Symbol used by some adherents

The state religion of Riedra, preaching obedience, patience, and diligence. Reincarnation is a key aspect of the religion, along with racial castes. If you do well in this life, in the next life you will be reborn as a higher race, until eventually you are one of the Chosen. Pay no attention to how this all discourages rebellion and encourages quietly accepting what your leaders give you.


  • Fantastic Caste System: People are given a role based on their race, with some races being seen as inherently better than others. If you are a lower race, you have to work harder to ensure you are reborn as something better later. Notably, humans are only midway on this ranking; changelings, who are looked down on everywhere else in the world, are slightly higher (because they are useful to the Inspired) and of course the Chosen are on top.
  • Path of Inspiration: It was clearly crafted with the express goal of encouraging peace and conformity. Funnily enough, it appears to be adapted at least loosely on the quori's actual beliefs, what with the focus on reincarnation.

    The Path of Light 

The Path of Light

https://static.tvtropes.org/pmwiki/pub/images/path_of_light.png
Crystal representing the Path
Domains: Life, Light
Symbol: Brilliant crystal

A meditative religion practiced by the kalashtar, who seek to change the nature of Dal Quor, the realm of dreams, which they believe will result in a positive entity called Il-Yannah, the light, instead of the current evil entity Il-Lashtavar, the darkness that dreams. The majority of the followers of this religion believe they can do this through meditation and the power of positive thought.


  • Ethnic God: Many kalashtar see the religion as this. The war against the Dreaming Dark is for kalashtar alone, and other races couldn't possibly understand and should just butt out. Despite this, the religion is almost universally followed by all Adarans, and by a few throughout Khorvaire as well - non-kalashtar followers think anyone is capable of cultivating the Light.
  • Lawful Neutral: The force il-Yannah is. The kalashtar themselves are usually Lawful Good. invoked
  • Reincarnation: Quori are immortal spirits who reincarnate on death; this is a provable fact. However, the Path of Light extends this to Dal Quor itself, and that upon the Turning of the Age the plane will enter a period of light where the quori will be born as good spirits rather than evil ones. The Dreaming Dark wants to stop this, while the kalashtar want to accelerate it. Neither has any proof that their attempts are working—that's where the faith comes in.

    The Spirits of the Past 

The Spirits of the Past

Domains: Nature, War
Symbol: Varies

A form of Ancestor Veneration practiced by the Tairnadal elves of Valenar and the Aereni steppes. Each elf is chosen as a vessel for a certain ancient hero and has to emulate their deeds.


  • Church Militant: Due to most ancestors being heroes of the War against the giants, practicing Tairnadal adopt an equally war-like posture. The Elven-Rebellion was a guerilla war, however, so instead of straight up invading other nations, the Tairnadal try to get them to invade Valenar.
  • Refusal of the Call: A possible story-hook presented for a player-character is that of an elf who rejects their patron ancestor, e. g. a chosen hunter who would rather be a warrior.
  • Reincarnation-Identifying Trait: The faith's priests read the signs for each and every elf, and so determine their patron ancestor.

    The Undying Court 

The Undying Court

https://static.tvtropes.org/pmwiki/pub/images/undying_court.jpg
Deathmask of the Court
Domains: Grave, Knowledge, Life
Symbol: Golden mask

A religion practiced by the elves of Aerenal, who worship their deathless (think "anti-undead") ancestors as unliving gods.


  • The Chessmaster: Most of the undying councilors qualify.
  • Dark Is Not Evil: The Undying are undead, but unlike most undead they are not animated by negative energies. Instead, the Undying persevere thanks to the faith of their worshipers and the power of Irian.
  • Physical Religion: The Undying Court is very much an active presence in Aerenal, and indeed its greatest defense against the dragons.
  • Society of Immortals: The Court are all immortal by virtue of being undead.
  • Time Abyss: Feared by the dragons as one of the few factions who can manipulate events over a longer scale than they can.

    The Becoming God 

The Becoming God

https://static.tvtropes.org/pmwiki/pub/images/becoming_god.png
Scrap engraved with the God's icon
Domains: Forge
A loose group of warforged tribes, found mostly in the Mournland, who feel there is no place for them in the religions of other races. Instead, they plan to build a Physical God for their race in the same way they were built. Their clergy are often encrusted in scrap metal and bits of magic items. Their reactions to the Lord of Blades are mixed, with some seeing him as a madman and others as a prophet of their faith. An alliance between the two, propelling him to godhood, is presented as a worst-case scenario.

    Druidic Sects 

Druidic Sects

https://static.tvtropes.org/pmwiki/pub/images/oalian_7.jpg
High Druid Oalian performing rites.

Those that follow Eberron herself rarely worship the Primordial Dragon directly. Instead, they worship and receive power from the primal power of nature.

The primary sects are:

  • The Gatekeepers: The first druids, taught by the black dragon Vvaraak in order to combat the Daelkyr. Most other sects can directly trace their origins back to the Gatekeepers. Gatekeepers seek to defend nature against aberrations, outsiders, undead, and other unnatural horrors. While diminished in size, the order remains vigilant and maintains a relatively friendly relationship with the Wardens of the Wood, the largest druidic order on Khorvaire.
  • Ashbound: An extreme druidic order who consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They seek to protect all wilderness and consider even common agriculture to be outside the natural balance. They prefer to avoid bloodshed, but the more severe elements within the order are not above terrorist attacks to make their point.
  • Children of Winter: The darkest of Khorvaire's druidic traditions. They seek to cleanse the land of the blight of civilization through death. They believe the end of the current age is at hand and often will endeavor to help it along, believing that the fittest will survive to repopulate in the new spring that is to follow the coming winter. The Mournland is evidence of the coming end in the minds of the Children of Winter.
  • Greensingers: A druidic sect native to the Eldeen Reaches. Keeping in spirit with the fey they revere, the sect is chaotic and worships by reveling and dancing in the wild woods.
  • Mask Weavers: Druids of the halfling tribes of the Talenta Plains. Their duties, besides the typical healing, primarily include helping the warriors of their tribe craft a spirit mask which will allow the warrior when he dies to be reunited with the spirit of his mount. The Mask Weavers also serve as the historians of their tribe, preserving via oral traditions the beliefs, memories, and songs of their people.
  • Moonspeakers: Bound to the magic of their lycanthrope ancestors, moonspeakers breathe the magic of the world, guided by the twelve moons of Eberron. Moonspeakers are powerful and versatile spellcasters, and they weave their magic into their own bodies as they extend and enhance their shifting ability. Leaving behind the ties of family and home, moonspeakers travel between shifter communities, teaching, guiding, and protecting. Often among the most powerful shifter spellcasters, moonspeakers serve as the champions and advisors of the shifter race.
  • Siyal Marrain: Horse Watchers (in the common Galifaran tongue), the Siyal Marrain are a Valenaran druidic order charged with keeping the Valenaran steeds, believed by the elves to be the descendants of elven warriors who fought against the Su'lat League to free the elven people from slavery, but were cursed to remain in the equine forms they had taken to carry their comrades into battle.
  • Wardens of the Wood: The largest and most influential of the druid sects of Khorvaire is the Wardens of the Wood. The Order seeks to maintain a balance between civilization and nature, and is in many ways the most liberal of the druid sects. They have no problem with agriculture or animal husbandry as long as the land and its creatures are not ill-treated or abused. They often work with farmers and ranchers to help them prosper while maintaining a proper balance with nature.


  • Anti-Magical Faction: The Ashbound consider all arcane and divine magic to be unnatural, polluting the world and slowly leading it to doom. Druidic magic is classified as "primal," something entirely different; primal magic comes from Eberron, while arcane and divine magic come from Siberys.
  • Good Counterpart: Keith Baker referred to them as the "Cults of the Dragon Between" at least once. Thankfully, they are significantly more sane than the Khyber cults.
  • Lost Technology: Magical version. However the Gatekeepers originally sealed the Daelkyr, they can't repeat the feat. If any of them escape, someone will have to find a new solution.
  • Sealed Evil in a Can: The Gatekeepers are best known for holding the Daelkyr seals. Unfortunately, they've forgotten most of the details on how to repair them, and there is little chance of them re-sealing anything that truly escapes.


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