MABAR MANIFEST ZONE FEATURES
d4 Feature
2
3
4
Undead animated here have 2 extra hit points per Hit
Die and make saving throws against being turned or
frightened with advantage.
Vegetation here is sour and stunted, animals are still
born or deformed, and a malaise hangs in the air.
On nights during the month ofSypheros, when the
Shadow Moon is dominant in the sky, horrific mon
sters stalk the area, prompting residents to leave of
ferings outside their doors to ward off the evil.
The radius of any light source in the zone is halved,
and saving throws against necromancy spells are
made with disadvantage in the zone.
RISIA, THE PLAIN OF !CE
The counterpoint to Femia, Risia embodies winter's
chill and the stoic constancy of the glacier. Across Ri
sia's icy expanse, blizzards ceaselessly howl over floes
of thick, blue ice, and frost giants carve great fortresses
from glaciated mountains. Unprotected visitors perish
quickly, but those who adapt to the cold or protect them
selves from it can plumb the plane's frigid depths for
ancient secrets.
RISIA MANIFEST ZONE FEATURES
d4 Feature
Spells that deal cold damage are empowered here.
Such a spell of 1st level or higher cast within the zone
deals cold damage as if it were cast at a level one
higher than the spell slot that was expended.
2 Veins of cobalt-blue ice run through a glacier in the
area. If extracted, this ice maintains its temperature
and doesn't melt. An object carved from it can func
tion as a spellcasting focus for spells dealing with
water or ice.
3
4
Abominable yetis lair in a network of bitterly cold,
frost-rimed caves in the mountains.
Any spell that deals fire damage deals just half the
normal damage.
SHAVARATH, THE BATTLEGROUND
Shavarath is the plane of war, ravaged by a conflict that
will never end. Since the dawn of time, armies of fiends
and celestials have fought one another in Shavarath,
their eternal battles a microcosm of the struggle be
tween good and evil that rages across all of reality. New
arrivals are subject to forced conscription when encoun
tered (whether by angel, demon, or devil), if they aren't
summarily dispatched. Amid the constant strife, wind
storms of blades scour the landscape, capable of cutting
the unprepared to ribbons. For all its danger, Shavarath
holds weapons of legend and a wealth of knowledge on
the art of war.
SHAVARATH MANIFEST ZONE FEATURES
d4 Feature
2
3
4
Blades crafted here have a reputation for being es
pecially fine and sharp. When a creature in the zone
scores a critical hit with an attack that deals piercing
or slashing damage, the attack deals one additional
die of damage.
Blood spilled here never washes away. Any Charisma
checks made in the zone to avoid hostility are made
with disadvantage; Charisma checks made to encour
age violence are always successful.
Storms of whirling blades cut the sky during times
of combat, randomly attacking the participants. The
effect is the same as that of the cloud of daggers spell,
but the area and the damage might both increase.
Devils, demons, and angels duel in the remains of a
ruined fortress that serves as a portal to Shavarath.
SYRANIA, THE AZURE SKY
Crystal spires float in a perfect blue sky. Farms and
serene communities stretch across clouds. Syrania is
the plane of peace and all that flourishes in times of
peace. This includes commerce; the Immeasurable
Market of Syrania draws merchants and travelers from
across reality.
Syrania is home to a host of angels that devote their
immortal lives to serene contemplation. Each angel
seeks to achieve mastery of one pure concept, such as
holding all the knowledge on a subject or ceaselessly
abiding by the tenets of a virtue. An angel of dreams isn't
a quori, but it understands dreams, it can explain and
interpret them, and it can shape them if it chooses. Like
wise, an angel of war isn't constantly embroiled in battle
as the celestials of Shavarath are; instead, it seeks per
fection in the art and theories of war. Angels of Syrania
can be useful sources of information for adventurers,
and sometimes travel to Eberron to observe mortals.
SYRANIA MANIFEST ZONE FEATURES
d4 Feature
2
3
4
This zone suppresses all aggressive thought. Any
creature that wants to make an attack or cast a dam
aging spell must succeed on a DC 13 Wisdom saving
throw or it doesn't make the attack or cast the spell,
but loses its action.
Those with great will and fortitude who ascend
a mountain peak in this area can try to bend the
weather for miles around to their will, as if they had
cast the control weather spell.
In this sun-dappled field, children-as well as
free-spirited, childlike folk-find themselves able to
fly for 1 hour.
A village is built into the side of a cliff face here. Wind
mills protruding from the cliff collect energy from the
power of the wind, which is used to operate elevators
throughout the community.
CHAPTER 4 I BUILDING EBERRON ADVENTURES
23 I