Eberron - Rising from the Last War

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SYMBOL
The symbol of the Undying Court is a golden mask with
luminous eyes, worn over the face while a priest is car­
rying out their duties. Devotees wear a smaller mask as
a brooch or amulet.

RITES
The most sacred rite of the Undying Court is trance
communion. While in trance, an Aereni elf engages in
meditation that connects them to the gestalt conscious­
ness of the Court. This experience affirms the place of
the individual as part of the greater whole.
Since trance communion is a personal experience,
the role of the priest is to provide spiritual and practical
guidance to their congregation. A masked priest serves
as the face of the Court, and any elf can approach them
seeking an ease to their burdens.

TEMPLES
In Aerenal, the temples of the Undying Court are step
pyramids built from stone. In Khorvaire, shrines to the
Court use imported Aereni densewood, a particularly
tough lumber that grows only on the island. Regardless
of form, the walls are engraved with stories about the
Undying Councilors that serve as the particular patrons
of the temple, usually those related to the local priests.

Druids of Khorvaire


  • We, the Ashbound, are the champions of the natural
    world. We defend it from anything and anyone who
    threatens it.

  • We, the Children of Winter, preserve the natural cycle
    of life and death. Disease and decay cull the weak and
    strengthen the whole. We must destroy undead and
    ensure that the cycle continues.

  • We, the Gatekeepers, protect the natural world from
    the forces that come from outside it, from those be­
    ings that slither in from the darkness beyond.
    We, the Greensingers, celebrate the magic in the nat­
    ural world, as well as the fey that embody that magic.
    We serve as ambassadors between the fey and mor­
    tals, protecting each from the other.

  • We, the Wardens of the Wood, protect all the children
    of Eberron, from the beasts of the wild to the people
    of the cities. We preserve the balance between nature
    and civilization and help each understand the other.
    All druids look after the natural world, but they act in
    different ways. Five well-established paths define most
    of Khorvaire's druids. In creating a druid character,
    consider whether you have ties to one of these tradi­
    tions, and what led you to leave your order. Are you on
    a mission? Are you exploring the world? Have you been
    banished, with good reason or otherwise?


ASHBOUND


The Ashbound defend the natural world from anything
that threatens it. Some Ashbound consider civilization
to be a threat and strike at any settlement that en­
croaches on the wild. Others focus their wrath on the
dragonmarked houses or seek to free bound elementals.


--THE --

SMA�n �nou�S�l�W�


IT HAPPENED IN


THE FOREST: TREE


HUGGER TELL-ALL!


The alliance of rebel farmers in western Aundair has
declared an alliance with the Great Druid Oalian of the
Towering Wood, asserting that the farmlands that border
these woods are now part of the Eldeen Reaches. The
Great Druid is a figure of legend, a powerful mystic who
serves as the spiritual leader of a diverse range of druids
spread across the region. Another interesting fact about
Oalian? He's a tree! Some say he's a child ofEberron her­
self, while others assert that he's the spirit of an ancient
druid trapped in tree form. Whatever the truth, the Great
Druid Oalian appears as a massive greatpine in a grove
called Greenheart, deep in the Towering Wood.

CHILDREN OF WINTER
The Children of Winter believe that death and decay are
vital aspects of the natural cycle of life. They believe that
if the cycle falls out of balance, it will trigger a devastat­
ing cataclysm as the world resets this balance. They bat­
tle undead, but they also engage in actions that cull the
weak. Extremists have been known to spread plagues in
cities. The Children of Winter are particularly interested
in unraveling the mystery of the Mourning, as some of
them believe it is a sign of the apocalypse they fear.

GATEKEEPERS
The Gatekeepers are one of the oldest sects, primarily
found among the ores of the Shadow Marches. They act
to protect Eberron from aberrations and other unnatural
creatures and seek to prevent extraplanar incursions
and attacks. The Gatekeepers maintain ancient seals
that hold long-forgotten evils at bay.

GREENSINGERS
The Greensingers are devoted to the fey, and serve as
mediators between the fey and mortals. The ranks of
the Greensingers include bards as well as warlocks with
Archfey patrons; a druid or ranger might also serve a
specific archfey.

WARDENS OF THE Woon
The Wardens of the Wood believe that civilization has
a place in the world. As a warden, you help others un­
derstand nature, ensuring that they don't cause uninten­
tional harm or stumble into danger. Wardens serve as
militia and mediators in the Eldeen Reaches. This is the
largest of the druidic sects and the most recognized.

CHAPTER 2 / KHORVAIRE GAZETTEER 1
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