Eberron Rising From the Last War

(Nancy Kaufman) #1
Cults of the Dragon Below often have ties to Khyber.
Some serve aberrations or fight alongside dolgrims and
dolgaunts (see chapter 6). Others can unintentionally
threaten a community by releasing something from the
underworld: an unnatural disease, a malevolent demon,
or a strange and addictive drug. In dealing with such a
cult, the question is not only how to stop their current
machinations, but how to seal the passage or prevent it
from posing an ongoing threat.
Treasures from Khyber can take many forms. The
daelkyr create living tools, including symbionts (see
chapter 5), but any magic item could be presented as an
organic creation: a living cloak of the mountebank that
teleports its wearer through the plane of madness; a
dagger of venom made from chitin and muscle, similar
to a scorpion's barb; a crystal ball made by the daelkyr
Belashyrra that looks like a giant eye, casting visions of
distant places directly into the wielder's mind. Items re­
covered from fiendish demiplanes might be constructed
from standard materials but have a sinister aspect or
appearance, such as a sword of life stealing from the
Abyssal Forest of Khar made of jagged, blackened steel.
Shadows trail the blade, and it issues a hungry moan
any time it draws blood.

TRINKE TS FROM KHYBER
dlO Trinket
A pressed flower with vivid green petals; when you
smell it, you hear eerie music

(^2) A tiny ball of putty; if you set it down, it begins to
slowly crawl around
3 A perpetually warm disk of dark iron
4 A small journal with leathery pages; any words you
write in it slowly disappear
5 A four-sided die carved with strange markings
6 A cameo with the silhouette of an unknown species
(^7) A preserved finger with purple flesh and four joints
8 A perfectly preserved eye; if you set it down, it rotates
to follow your movement
9 A small box; when opened, you alone hear screaming
10 A preserved insect; you've never seen another like it


North and South Poles

At the world's poles-Everice to the south and the Frost­
fell to the north-you might ...



  • Discover an ancient civilization hidden be-
    neath the ice.

  • Search for the survivors of a lost expedition.

  • Find the source of a mysterious mystical signal.


It's common knowledge that Everice is the domain of
the Queen of Winter, an archfey who commands a host
of winter wolves and knights carved from living ice. The
queen lives in a glacial palace, and those who overcome
her guards and the deadly weather to earn her favor can
gain powerful boons.


CHAPTER 2 I KHORVAIRE GAZETTEER


It's also common knowledge that Everice is the home
of frost giants who escaped the destruction of Xen'drik.
Now they hone their arctic magic and plot vengeance.
However, a clan of white dragons battle the giants to
keep them from growing too powerful. Woe betide the
people of Khorvaire if dragon and giant ever set aside
their ancient vendetta and join forces!
The Frostfell is thought to be the original homeland of
the dwarves, and some believe that an ancient nation of
dwarves still thrives under the ice. Others say that the
Frostfell was once a verdant realm until the dwarves
uncovered the prison of an archfiend, which buried their
nation under endless ice. These scholars warn against
disturbing this overlord, lest a new age of ice be un­
leashed across the entire world.
Mystery shrouds the poles of Eberron. A few expe­
ditions have ventured to the Frostfell, but no one from
Khorvaire has set foot in Everice in living memory and
returned to speak of it.

THE FROSTFELL's AND EVERICE's
INFLUENCE IN KHORVAIRE
In Khorvaire, you might ...
Clash with a cabal of winter warlocks serving a sinis­
ter power stirring in Everice.


  • Encounter a group of frost giants or Frostfell dwarves
    establishing a foothold in Khorvaire.
    Discover a journal from a Frostfell expedition that re­
    veals a horrifying threat.
    The people of Khorvaire have no commerce with the
    arctic regions and no certainty about what lives there. If
    a threat comes from Everice, it might take time for peo­
    ple to identify its origin.
    With this in mind, relics from Everice or the Frostfell
    could take any form. Are these treasures created by gi­
    ants, fey, or dwarves? Are they carved from eternal ice,
    or are they forged from dwarven steel? If the civilization
    of the dwarves truly began in the Frostfell, did it fall
    into ruin, or are there progenitor dwarves who possess
    spells and weapons beyond anything known in Khor­
    vaire? And how would these ancient dwarf lords react to
    their Mror descendants?


TRINKETS FROM THE FROSTFELL AND EVERICE
d8 Trinket
A small prism carved from ice that doesn't melt
2 A rusted iron coin, depicting a dwarf lord and the
worlds "Five Rex Undra"
3 A pair of eight-sided dice carved from ice that doesn't
melt

(^4) A swatch of silvery fur that's cold to the touch, possibly
from a winter wolf
5 A snowball; it doesn't melt and can't be compressed
into ice
6 A tiny white dragon sculpted from ice that doesn't melt
7 A key carved from ice that doesn't melt
8 A single scale from a white dragon

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