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The binding struts force the elemental into a ring
shape and give every elemental vessel its distinctive
appearance. From there, the elemental continues to flow
along the matrix through the hull, appearing as jagged,
snaking lines of living energy that pulse and shift. These
conduits of elemental energy take on an appearance
associated with the type of elemental bound into the ves
sel. A fire elemental, for example, sends tendrils of flame
along the hull of its ship.
At the command of the vehicle's dragonmarked pilot,
the bound elemental can be suppressed, causing its
essence to flow back into the containment chamber and
the matrix to disappear from view. A vehicle whose ele
mental is suppressed ceases to be propelled.
CONTROLLING THE ELEMENTAL
Piloting an elemental vessel requires effective commu
nication between the pilot and the bound elemental.
The elemental controls the vehicle's movement, and
everything from basic propulsion to delicate maneu
vering is dependent on the ability of the pilot to control
the elemental. If the elemental is uncontrolled and not
suppressed, the vehicle moves according to the elemen
tal's whim until a pilot asserts control again.
A dragonmarked heir at the helm of a vessel can com
mand the elemental easily. Without such a pilot, it's very
difficult to control the vessel. A character who is touch
ing either the Khyber dragonshard where the bound ele
mental is housed or the magic item at the vessel's helm
can try to communicate with the elemental, but with no
guarantee of success.
A character can make a DC 20 Charisma (Persuasion
or Intimidation) check to persuade the elemental to co
operate or demand its obedience. On a successful check,
the elemental obeys the character for 1 minute.
The dominate monster spell can also enable a charac
ter without a dragonmark to control an elemental vessel,
even wresting control away from a dragonmarked pilot.
The charm monster spell (found in Xanathar's Guide to
Everything) also makes the elemental compliant to the
caster's wishes, but the elemental remains obedient to
the commands of a dragonmarked pilot at the helm.
FREEING THE ELEMENTAL
Shattering the Khyber dragonshard that binds it can
free an elemental, preventing the vehicle from moving.
On most elemental vessels, the shard is sealed in a
protective metal chest with 10 (3d6) hit points, usually
made of iron (AC 19) but sometimes of mithral (AC 21)
or adamantine (AC 23). The chest is often guarded with
a glyph of warding and housed in a room behind locked
and possibly trapped doors. The shard itself has AC 17
and 10 (3d6) hit points.
LYRANDAR AIRSHIP
The airship is the most advanced elemental-powered
vehicle on Eberron, the pride of House Lyrandar and the
forerunner of the magical advances that many hope will
become commonplace in the aftermath of the Last War.
The first airships emerged from the Cannith and Zilargo
workshops and appeared in House Lyrandar's service
just eight years ago (in 990 YK). For now, though,
CHAPTER 4 I BUILDING EBERRON ADVENTURES
they remain rare, because the soarwood required for
their construction is exceedingly scarce and tightly
controlled.
Soarwood is a form of buoyant timber found only on
the island of Aerenal, and the elves who live there limit
their annual harvest of the precious wood. As a result,
production of new airships proceeds at a snail's pace,
unable to satisfy the fervent demand for new vessels.
The discovery of a new supply of soarwood could liter
ally change the world, and even convincing the elves of
Aerenal to part with more of it would be an achievement
worth a handsome reward from House Lyrandar.
How IT WORKS
A standard airship (at least as far as standards have
been defined for this relatively new creation) looks simi
lar to an oceangoing ship but is rigged with control fins
and rudders rather than sails. An air or fire elemental is
bound into a ring around the hull, which is suspended
on four struts jutting outward. Most airships are outfit
ted with the finest amenities, including many decorative
flourishes and creature comforts.
Operation. A dragonmarked heir of House Lyrandar
must pilot a Lyrandar airship, channeling the power of
the Mark of Storm through the wheel of wind and water
that controls the vessel. The helm is typically situated
near the rear of the ship, inside the shelter of a wheel
house. Controlling the vessel (without the benefit of
something like the conductor stones that dictate a light
ning rail route) requires constant attention, so at least
two pilots typically travel on every journey.
Only a dragonmark heir with the Mark of Storm can
use the wheel and command the bound elemental.
House Lyrandar pilots train for months to gain a deep
understanding of the ship's powers and limitations.
Because of this training, a skilled pilot can execute acro
batic maneuvers in the sky.
Airships can move in all three dimensions, with or
without the aid of the wind. Unlike most flying crea
tures, they don't rely on wings for lift thanks to their
soarwood hulls. They are able to fly equally well on their
sides or even upside down (notwithstanding the risks
that such maneuvers present to passengers and crew).
Airships cannot actually land, because the struts that
hold the elemental ring in place protrude 10 feet from
the bottom of the vessel. Thus, passengers and cargo
are lifted in elevators and loaded at towers in major
cities. Each ship carries rope ladders for use at smaller
stations, in open terrain, or in cases of dire emergency.
A typical airship can reach a speed of 20 miles per
hour in clear skies carrying up to 30 tons of cargo.
Airships are most often employed by explorers and by
wealthy travelers who demand luxury-clients who
have a need to move quickly to places that might not be
served by the lightning rail.
Suppression. Although the elemental bound to the
airship is essential for propulsion, the vessel's soar
wood hull provides its lighter-than-air buoyancy. When
the elemental is suppressed, the ship remains aloft but
can't move. The pilot always suppresses the elemental
before docking, then uses ropes to maneuver the vessel
into position.