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| + | ====== Mabar ====== | ||
| + | <WRAP box bggreen fgblack 350px left :en> | ||
| + | {{mabar_crest.png}} | ||
| + | {{amaranthine-mabar.jpg|La cité d' | ||
| + | <panel type=" | ||
| + | ^ Alias | La Nuit Sans Fin | | ||
| + | ^ Alignement | Non aligné | | ||
| + | ^ Magie Amélioré | Magie Négative | | ||
| + | ^ Magie entravée | Magie Positive | | ||
| + | ^ Limitrophe | 3 nuits à chaque 5 ans | | ||
| + | ^ Éloigné | 5 jours à chaque 5 ans | | ||
| + | </ | ||
| + | |||
| + | {{bone_king.png}} | ||
| + | ** Mabar, La Nuit Sans Fin ** est un royaume noirci où la plus faible étincelle de lumière est rapidement dévorée par l' | ||
| + | |||
| + | Ceux qui savent peu de choses de l' | ||
| + | |||
| + | ====== Description ====== | ||
| + | Sur [[Eberron]], | ||
| + | |||
| + | D'un autre côté, les prêtres du [[le_sang_divin|Sang Divin]] rechercheront également les zones de manifestations de Mabar, pour y construire des sanctuaires et leur permettre l' | ||
| + | |||
| + | Certains pensent que Mabar est une source de désespoir et de désolation, | ||
| + | |||
| + | Un point ici est la confusion commune entre Mabar et Dolurrh. Dolurrh est le royaume // des morts //, mais ce n'est pas // le plan de la mort //. Dolurrh est un lieu de transition. C'est là où les âmes des morts vont // après // la mort, où les charges de la vie sont enlevées. Donc Dolurrh est l' | ||
| + | |||
| + | ====== | ||
| + | Comme beaucoup de [[plans]], la Nuit sans fin n’est pas un paysage contigu. Ce sont plutôt des couches de réalité, chacune ayant une vision différente de la désolation et de la décadence inévitable. Dans une couche, un désert de sable noir est brisé par des pics d' | ||
| + | |||
| + | Ces couches ne sont pas liées par les lois de l' | ||
| + | |||
| + | Pour passer d'une couche à une autre, vous devez soit utiliser vos propres sorts, soit trouver un portail qui relie les deux royaumes. Parfois, ils sont assez évidents: une porte massive isolée dans le désert, une fosse remplie d' | ||
| + | |||
| + | Bien sûr, si vous voulez explorer la nuit sans fin, vous rencontrerez des problèmes, où que vous alliez. Le royaume lui-même consomme constamment la lumière et la vie. À moins d' | ||
| + | |||
| + | ===== L' | ||
| + | De nombreuses couches de la Nuit sans fin sont purement symboliques. Ces ruines existent depuis aussi longtemps que le plan existe. Beaucoup… mais pas tous. | ||
| + | |||
| + | Normalement les plans n' | ||
| + | |||
| + | **La Citadelle Dérivante** est exactement une telle couche. Cette tour flottante était autrefois une bibliothèque des [[Syranie]]. Maintenant, elle dérive à travers un vide glacé, ses grandes fenêtres fracassées et ses livres tombés de leurs étagères. Des ombres de sages s' | ||
| + | |||
| + | Les morceaux volés dans le plan matériel peuvent n' | ||
| + | |||
| + | Certain savant ont comme hypothèse que le deuil pourrait être ce qui se passe lorsqu' | ||
| + | |||
| + | Ce processus de consommation ne peut être arrêté, même par les êtres les plus puissants des autres plans, cela fait partie des mécanisme de la réalité. La Nuit sans fin consomme et des fragments de réalité sont perdus. Ceux qui sont entraînés dans l' | ||
| + | |||
| + | ====== Habitants ====== | ||
| + | |||
| + | Les habitants les plus nombreux de Mabar sont les [[Ombres]]. Ces esprits semi-intelligent s' | ||
| + | |||
| + | Les plans les plus désolés abritent des // [[Noctambules]]. // Ces créatures puissantes sont des conduits d' | ||
| + | |||
| + | Si la Nuit sans fin avait un cœur, ce serait la [[Ville d' | ||
| + | |||
| + | De nombreux [[yugoloths]] servent dans l' | ||
| + | |||
| + | D' | ||
| + | |||
| + | Ce sont des voies communes, mais il y en a beaucoup d' | ||
| + | |||
| + | Il y a beaucoup d' | ||
| + | |||
| + | Et enfin, mais surtout, la Nuit sans fin abrite des hordes de **[[morts-vivants]]**. La plupart de cess morts-vivants sont symboliques: | ||
| + | |||
| + | |||
| + | * Les habitants les plus peuplés de Mabar sont les [[: yugoloths | ** yugoloths **]] (démons). D' | ||
| + | * Les créatures d' | ||
| + | * Certains [[: mort-vivant |]] hantent Mabar, dont ** [[: bodak |]] s **, divers ** [[: nightshade |]] s **, ** [[: necronaut | |] ] s **, ** [[: ombre |]] s ** et ** [[: vasuthant |]] s **. | ||
| + | * Mabar abrite également les énergies négatives connues sous le nom de ** [[: energon # xeg-yi | xeg-yi]] **. | ||
| + | |||
| + | ====== Zone De Manifestations ====== | ||
| + | Toutes les zones manifestes vers Mabar sont de fortes sources d' | ||
| + | |||
| + | * Végétation brûlée ou non naturelle. | ||
| + | * Faible fertilité et résistance réduite aux maladies. Les créatures nées dans ces régions peuvent être malades ou contre nature (comme des Tieflings Mabarien). | ||
| + | * Tristesse psychologique: | ||
| + | * Présence d' | ||
| + | * Les squelettes ou les zombies peuvent s' | ||
| + | * Obscurité artificielle; | ||
| + | * Les sorts et effets qui dépendent de l' | ||
| + | |||
| + | La plupart de ces effets ne sont pas des traits très accueillants, | ||
| + | |||
| + | Ainsi, une zone Mabarienne pourrait être occupée par des personnes essayant de contenir ses effets ou par des nécromanciens qui les canaliseraient; | ||
| + | |||
| + | Exemple de zone: | ||
| + | * Dans les [[: confins_d_eldeen | Confins d' | ||
| + | * Dans la ** [[foret_evanouie |]] ** de [[: brelande |]], une grande arche mystique a été fabriquée. Elle ouvre un portail vers Mabar toutes les dix nuits et transforme toute la zone en [[: zone_de_manifestation |]] vers Mabar pendant le mois de [[: sypheros |]]. | ||
| + | * La ** [[Jungle de Shanjueed]] ** sur le continent de [[: sarlona |]] abrite une [[: zone_de_manifestation |]] de Mabar. | ||
| + | * Après le [[: jour_du_deuil |]], le ** [[Champ Valin]] ** dans [[: cyre |]] est devenu une [[: zone_de_manifestation |]] avec à la fois Mabar et [[: shavarath | ]]. Ceux qui y entrent en sortent à jamais souillés. | ||
| + | |||
| + | ====== Effets sur le plan matériel ====== | ||
| + | La moindre parcelle d' | ||
| + | |||
| + | Un prêtre instruit du [[Sang Divin]] conviendrait certainement que le pouvoir de Mabar est intrinsèquement dangereux. Comme le feu ou l’électricité, | ||
| + | |||
| + | ===== Limitrophe ===== | ||
| + | Les nuits deviennent plus noires et plus dangereuses lorsque Mabar devient limitrophe avec Éberron. Se rendre à Mabar devient aussi facile que d' | ||
| + | |||
| + | ===== Distant ===== | ||
| + | Lorsque Mabar est éloigné, l' | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | |||
| + | **SCHEMES AND ADVENTURES** | ||
| + | |||
| + | One of the simplest ways is simply to work a manifest zone into a story. A necromancer has a tower in a blighted grove, and this empowers their magics and undead minions. The PCs take on the necromancer and defeat him. But when they return they discover that the necromancer’s work was holding the power of Mabar at bay, and the blight is spreading. Can they find a way to restore the balance? What if someone has to stay in the tower? Does one of the villagers have the talent? Or do they need to find another necromancer willing to hold the post – and can they trust her with this power? | ||
| + | |||
| + | Manifest zones could inspire many stories or interesting encounters. | ||
| + | |||
| + | * The PCs discover that House Thuranni is experimenting with the potential of the Mark of Shadows, seeking to channel the power of Mabar. There’s a research center in a Mabaran manifest zone. What happens if the experiments work? Are the elves in full control of their powers? Or are they consumed by their own shadows, leaving dark hearts cloaked in flesh wielding terrifying powers? | ||
| + | |||
| + | Overall, the denizens of Mabar have no interest in Eberron; they have everything they need in Mabar and its fragments. However, just like the Daelkyr or the Kalashtar Quori, you could have an individual or small group of spirits that take an interest in Eberron. Here’s a few possibilities. | ||
| + | |||
| + | * A disguised succubus is a scholar of loss, subtlely engineering disastrous tragedies for the people of a small community in order to study their reactions. Alternately you could take the same concept but she could be targeting powerful, successful individuals — such as player characters — instead of a particular place. | ||
| + | * A small group of Yugoloths are studying the world and choosing the next location that will be consumed by Mabar. The consumption //will //happen, even if the Yugoloths are defeated… but can the damage be minimized? | ||
| + | * A yugoloth artisan crafts artifacts and sows them into Eberron to cause death and despair. A weapon forged in Mabar could be a literal demon — a battleloth — or it could possess great power but bring tragedy to the one who wields it. A villain could cause great havoc with this night-forged blade; once the villain is defeated, will a PC claim the blade or leave it be? | ||
| + | * A nightwalker has broken through into Eberron, turning a Mabaran manifest zones into a gateway. The dead are rising in response to the nightshade’s call, and it has a force of nightcrawlers and nightwings. The Nightwalker has no agenda other than destruction, | ||
| + | * Queen Dannel’s Cyre has been pulled into Mabar. There’s no way to reclaim it and return it to Eberron, but the now-vampire Dannel has a bigger goal. In Mabar, everything must end… even the yugoloth order. Dannel believes that she can overthrow the Empress of Shadows and become the new immortal overlord of the realm… but she needs the help of epic-level PCs to do it. Will they help transform Cyre into the new heart of the Endless Night? | ||
| + | |||
| + | The idea of the consumed fragments opens up another host of story possibilities. | ||
| + | |||
| + | * Forced out into the wilds during a Mabaran coterminous period, the PCs find themselves in a strange land. This could be a familiar town that’s now suffering from dangers and threats; can the PCs figure out what’s going on, and if it can’t be stopped can they help friends escape? It could be a realm pulled out of history, time slowed by the process of assimilation — the last stronghold of Karrn the Conqueror or Malleon the Reaver. Or it could be something entirely new, like Ravenloft. | ||
| + | * An angel of Syranie reaches out to the PCs. Something vital is trapped in a Syranien tower that was pulled into Mabar. If the angel goes to the fragment, it will be trapped there forever; but mortals could enter the fragment, retrieve the relic and escape. What is the relic? What else might they find in the lost tower? | ||
| + | * Similar ideas could take the players into the heart of Mabar itself. What treasures are hidden in the tomb of the Queen of All Tears? What secrets lie in the scattered tomes of the Drifting Citadel? | ||
| + | |||
| + | </ | ||
| + | |||
| + | Mabar: The Endless Night | ||
| + | A sea of liquid shadows laps against black | ||
| + | sands and basalt cliffs. A skull lies half-buried | ||
| + | in the sand, empty sockets gazing | ||
| + | into the roiling mist. The bone | ||
| + | isn’t sun-bleached, | ||
| + | is no sun here—only a faint | ||
| + | glimmer from the smoky gray | ||
| + | moon that hangs in the sky. | ||
| + | Early scholars studying | ||
| + | reports of Mabar concluded that | ||
| + | it was the Plane of Darkness— | ||
| + | that this physical property is | ||
| + | its defining concept. However, | ||
| + | the plane’s eternal gloom is | ||
| + | just a symptom of its true | ||
| + | nature. Even the brightest day | ||
| + | eventually ends in darkness, | ||
| + | and Mabar embodies this idea. | ||
| + | It’s the shadow that surrounds | ||
| + | every island of light, patiently | ||
| + | waiting to consume it. It’s entropy, | ||
| + | despair, and loss. This isn’t the place | ||
| + | where the souls of the living go after death, | ||
| + | but rather, it’s the plane of death itself—the hunger that | ||
| + | consumes both light and life. | ||
| + | Mabar is the source of negative energy, and the origin of | ||
| + | most undead. Manifest zones—and most undead—tied to Mabar | ||
| + | consume the life force from the world around them. However, | ||
| + | some people maintain that negative energy itself is just a tool, | ||
| + | and that the power of Mabar can be harnessed for good. | ||
| + | Universal Properties | ||
| + | The Endless Night consumes life and light. It’s a wellspring | ||
| + | of necrotic energy, where light is swallowed by gloom, and | ||
| + | unprotected creatures quickly die. Mabar has the following | ||
| + | universal properties. | ||
| + | Necrotic Power. A creature has disadvantage on saving | ||
| + | throws against necromancy spells. An undead creature has | ||
| + | 2 extra hit points per Hit Die and advantage on saving throws | ||
| + | against being turned or frightened. | ||
| + | Radiant Void. In order to cast a spell that deals radiant | ||
| + | damage or restores hit points, a creature must succeed on a | ||
| + | spellcasting ability check with a DC equal to 10 + the level of | ||
| + | the spell. On a failed check, the spell is not cast and its spell | ||
| + | slot is not expended, but the action is lost. | ||
| + | Eternal Shadows. There is no bright light in Mabar. Any | ||
| + | object or effect that would usually create bright light only | ||
| + | creates dim light. | ||
| + | The Hunger of Mabar. Mabar consumes the life force of | ||
| + | living things. For every minute a living creature spends in | ||
| + | Mabar, it takes 10d6 points of necrotic damage. If this damage | ||
| + | reduces a creature to 0 hit points, it immediately dies and its | ||
| + | body crumbles into ash. Natives of Mabar, creatures that have | ||
| + | resistance or immunity to necrotic damage, and creatures | ||
| + | under the effects of a death ward spell are immune to the | ||
| + | effects of this property. | ||
| + | Standard Time. Time passes at the same pace as on the | ||
| + | Material Plane, and is consistent across its layers. | ||
| + | The Consuming Darkness | ||
| + | The planes don’t usually interact with one another. The | ||
| + | armies of Shavarath endlessly battle each other; they | ||
| + | don’t lay siege to Xoriat. Each plane is an isolated, perfect | ||
| + | vision of a particular concept. But the concept that defines | ||
| + | Mabar is the hunger to consume all light and life, along | ||
| + | with the inevitable downfall of all things. When the proper | ||
| + | forces align, Mabar pulls fragments of other planes into | ||
| + | the Endless Night; over time, these are drained of light and | ||
| + | hope and transformed into new layers of Mabar. | ||
| + | Initially, these captured planar fragments become part of the | ||
| + | Hinterlands and night falls in the region, but they don’t yet have | ||
| + | any of Mabar’s universal properties. Over time, the fragment’s | ||
| + | properties from its previous plane are replaced by the properties | ||
| + | of Mabar. Once the fragment acquires the last property in | ||
| + | this process, the Hunger of Mabar, it’s fully assimilated into | ||
| + | the Endless Night as a new symbol of entropy and despair. | ||
| + | Mortal inhabitants of the fragment are typically transformed | ||
| + | into shadows or other forms of undead, while immortals might | ||
| + | become yugoloths, or twisted into dark mockeries of their former | ||
| + | selves. The conversion is slow and inevitable, and the Dark | ||
| + | Powers of Mabar don’t have to take any action—but regardless, | ||
| + | most enjoy tormenting the fragments. Undead prey on the edges | ||
| + | of fragments besieged by the Bone King, and yugoloth soldiers | ||
| + | raid fragments claimed by the Empress of Shadows. | ||
| + | As an example of a converted fragment, consider the Drifting | ||
| + | Citadel. This floating tower was once a library in Syrania. Now | ||
| + | it drifts through an icy void, grand windows shattered and | ||
| + | books fallen from their shelves. Shadows of sages clutch at | ||
| + | books with insubstantial fingers, never able to turn a page. The | ||
| + | angelic librarians have become tormented spirits who hunger | ||
| + | for knowledge, draining the memories from any creature | ||
| + | unfortunate enough to fall into their grasp. | ||
| + | At times, the great powers of other planes have tried to | ||
| + | stop Mabar from capturing fragments of other planes—but | ||
| + | to no avail. The darkness can’t be stopped, as it’s part of | ||
| + | the machinery of reality—the Endless Night consumes and | ||
| + | fragments are lost. Those pulled into the darkness can fight | ||
| + | against it, but the ultimate outcome is inevitable. Were it not | ||
| + | for Irian, Mabar would eventually consume everything. But | ||
| + | as the Night consumes, the Dawn restores, and so balance | ||
| + | is ultimately maintained. | ||
| + | The process of consumption is slow and ongoing, and there | ||
| + | are always multiple fragments in the Hinterlands. It may take | ||
| + | Mabar months, years, or even centuries to consume a fragment. | ||
| + | As the properties are replaced, the landscape of the fragment | ||
| + | changes to reflect it. In a former fragment of Lamannia, the | ||
| + | vegetation around the borders begins to wilt. Creatures become | ||
| + | sickly, and totems may not be seen at all, or they might be | ||
| + | terrifying shadows, killing the grass they walk on. | ||
| + | Mabar typically targets other planes, but it can claim pieces | ||
| + | of the Material Plane as well. This initial effect is reminiscent | ||
| + | of the Mourning; gray fog rolls over the region that’s affected, | ||
| + | and all that’s caught within the fog is lost. However, Mabar | ||
| + | typically claims a region the size of a town, or perhaps a county; | ||
| + | it’s never been known to claim an entire country. Typically | ||
| + | the fog fades within a day, leaving a barren region stripped of | ||
| + | vegetation and structures. Mabar’s power is such that it also | ||
| + | consumes the memories of the place; most mortals simply | ||
| + | forget that the affected region ever was anything but barren, | ||
| + | and forget the people consumed in the process. This process | ||
| + | isn’t perfect or absolute, but when contradictory information | ||
| + | is presented, people instinctively try to rationalize it. Maybe | ||
| + | they heard a story about the lost town? The uncle who lived in | ||
| + | that town? Didn’t he die in the war? In short, player characters | ||
| + | might realize something is wrong, but be unable to convince | ||
| + | others of it. Because of this magical effect and the fact that | ||
| + | it happens so rarely, the common people of Khorvaire don’t | ||
| + | know about this aspect of Mabar. But if a group of strong-willed | ||
| + | player characters investigates it, they might be able to discover | ||
| + | the cause of lost colonies and other mysteries. | ||
| + | |||
| + | Denizens | ||
| + | From shadows of mortal souls to Mabar’s Dark Powers, the | ||
| + | Endless Night’s inhabitants all embody aspects of darkness, | ||
| + | despair, and death. The plane’s denizens fall into these five | ||
| + | general categories. | ||
| + | Shadows | ||
| + | Shadows are the most numerous inhabitants of Mabar. | ||
| + | These semi-sentient spirits linger in places where you | ||
| + | might expect to find people, forlornly pantomiming the | ||
| + | roles of the absent inhabitants. You’ll find the shadows of | ||
| + | children playing on the corner of a Mabaran street, and | ||
| + | the shadow of a priest silently praying to an absent and | ||
| + | unknown god in a shattered temple. In his Planar Codex, | ||
| + | Dorius Alyre ir’Korran asserts that every mortal has a | ||
| + | shadow in Mabar, much like the conscripts of Shavarath; | ||
| + | this theory is supported by the shadow-gardeners of the | ||
| + | Amaranthine City. However, the shadows of Mabar don’t | ||
| + | speak, and they’re driven by impulse and instinct; if they’re | ||
| + | tied to living creatures, they’re just a dark sliver of each soul. | ||
| + | The shadows hunger for the lifeforce of mortals, but they | ||
| + | ignore creatures that have resistance or immunity to necrotic | ||
| + | damage or that are shielded by the death ward spell. | ||
| + | Most Mabaran shadows use the statistics for shadows | ||
| + | from the Monster Manual, though especially strong | ||
| + | shadows could be represented by wraiths or specters. | ||
| + | Yugoloths and Other Immortals | ||
| + | The immortals of Mabar are spirits of darkness. The | ||
| + | yugoloths—embodiments of hunger, despair, and death—are | ||
| + | the citizens of a vast empire centered on the Amaranthine City, | ||
| + | most serving as soldiers. In the Hinterlands, | ||
| + | celestials and fiends trapped in these doomed fragments, until | ||
| + | the fragments are ultimately fully drained, assimilated, | ||
| + | their immortal inhabitants converted to a form more suited | ||
| + | to the Endless Night. It’s questionable if these battles actually | ||
| + | speed up the assimilation, | ||
| + | yugoloths to pass the time. If there are no immortals to battle, | ||
| + | the yugoloths simply spread despair; an oinoloth may spread | ||
| + | plague through a fragment of the Material Plane, then spend | ||
| + | a year watching the result. | ||
| + | Some yugoloths are gardeners, but what they cultivate are | ||
| + | shadows. By shaping a mortal’s shadow, a fiend can fill that | ||
| + | mortal with despair or drive them down dark paths. When | ||
| + | the associated mortal eventually dies, the yugoloth can refine | ||
| + | that shadow into quintessence; | ||
| + | yugoloth artists and artisans into tools and weapons that | ||
| + | can cause death and despair, should they make their way to | ||
| + | the mortal world. While most gardeners work with shadows, | ||
| + | some go into the fragments of the Hinterlands to directly | ||
| + | torment the hostages in slow and subtle ways. Other yugoloths | ||
| + | are philosophers and oracles who contemplate the nature of | ||
| + | entropy and the way in which all things will end. And some | ||
| + | serve menial roles in the Amaranthine City. | ||
| + | The yugoloths make up the majority of the immortals of | ||
| + | Mabar, but there are others. Mabaran incubi and succubi | ||
| + | embody emotional pain and loss. Some prey on hostages in | ||
| + | fragments, while others live alongside the yugoloths and ply | ||
| + | their wiles on them; the suffering of a fiend is just as satisfying | ||
| + | to them as that of a mortal. Other incubi and succubi are | ||
| + | gardeners, and some believe that these can drain the love from | ||
| + | a mortal heart by bleeding it from their shadow. There are also | ||
| + | immortals from other fragments that have been transformed— | ||
| + | angels and devils reshaped by the Endless Night. | ||
| + | Undead | ||
| + | Mabar is the origin of most undead. Sentient undead are | ||
| + | created when a dying creature’s soul is bound to Mabar | ||
| + | instead of passing to Dolurrh. The energy of Mabar sustains | ||
| + | the creature—be it wraith, mummy, or vampire—while the | ||
| + | creature serves as a conduit to the Endless Night. This is | ||
| + | why many undead directly consume the life force of other | ||
| + | creatures. Even those who don’t do so directly may drain life | ||
| + | from the world simply by existing; this is why plants are often | ||
| + | withered in areas frequented by the undead. Likewise, this | ||
| + | connection to Mabar has a corrupting effect that pulls most | ||
| + | intelligent undead toward evil alignments. Even people who | ||
| + | were good in life find that Mabar erodes their empathy and | ||
| + | compassion; it’s a struggle to maintain your humanity when | ||
| + | your existence is bound to the Endless Night. | ||
| + | There are also many undead in Mabar itself. Many of these | ||
| + | are merely symbolic manifestations of Mabar, not actually | ||
| + | the remains of mortal beings; the endless skeletal armies | ||
| + | of the Bone King are manifestations and the Bone King | ||
| + | himself was likely never mortal. Specters and wraiths are | ||
| + | especially powerful shadows; some are the work of gardeners, | ||
| + | while others emerge from the pure darkness of Mabar. The | ||
| + | more desolate planes, like the Obsidian Desert, are ruled by | ||
| + | nightwalkers, | ||
| + | attack fragments, feeding on the energy of the fragment and | ||
| + | accelerating its assimilation. | ||
| + | Beyond this, the souls of sentient undead are bound to | ||
| + | Mabar. When a vampire, mummy, lich, or similar creature | ||
| + | is physically destroyed, it doesn’t get the release of Dolurrh; | ||
| + | instead, the soul becomes a wraith in Mabar, forever driven | ||
| + | by the hunger of the Endless Night. Most are driven mad by | ||
| + | this process, but perhaps the adventurers might once again | ||
| + | encounter a vampire they previously killed, now a spectral | ||
| + | lord in the Endless Night. | ||
| + | The Dark Powers | ||
| + | The mightiest and most malevolent beings in Mabar are | ||
| + | known as the Dark Powers. Each embodies a particular | ||
| + | aspect of Mabar and rules a domain of linked layers. Some | ||
| + | have been part of Mabar since the beginning of time, while | ||
| + | others have risen from the fragments consumed by the | ||
| + | Endless Night. Most of the Dark Powers are equivalent in | ||
| + | power to archfey or archfiends, though they’re even stronger | ||
| + | in the layer they’re bound to, their seat of power. However, | ||
| + | they have a limited ability to act beyond Mabar, and can | ||
| + | only affect the Material Plane through warlocks or undead | ||
| + | servants. Three of the Dark Powers that are known on | ||
| + | Eberron are described later in this section, but there are | ||
| + | many more in the shadows. | ||
| + | Hostages | ||
| + | The fragments in the Hinterlands hold all the creatures that | ||
| + | dwelled in each before they were captured. When a mortal dies | ||
| + | there, they return as a shadow or undead. Immortals are bound | ||
| + | to their fragment; they can’t leave it, and if they die, they’re | ||
| + | reborn there. So creatures from any plane could be found here, | ||
| + | including the Material Plane. A chunk of Risia might hold frost | ||
| + | giants. A fragment of the Endless Ocean might have a pod of | ||
| + | merfolk. But the longer they remain in Mabar, the more the plane | ||
| + | corrupts the fragment and the creatures in it, until they become | ||
| + | shadows, undead, or something worse. A mortal creature that | ||
| + | lives through this process may have all the light drained from its | ||
| + | soul or be consumed by despair. While it might retain its original | ||
| + | appearance, it should be considered an aberration; in the end, | ||
| + | it will seek to spread misery and extinguish both light and life. | ||
| + | |||
| + | Layers | ||
| + | It’s always night in Mabar, and its shadowy moon, Sypheros, | ||
| + | remains fixed in the sky. While the setting varies across | ||
| + | its countless layers—a desert, a ruined city, the withered | ||
| + | remains of fertile farmland—the story is always about loss, | ||
| + | entropy, despair, and death. A layer might contain a massive | ||
| + | battlefield filled with the intertwined bones of dragons and | ||
| + | giants. Ossuaries and catacombs. Crumbling memorials, | ||
| + | with names too faded to read. Barren orchards and dried | ||
| + | riverbeds. And tombs, from tiny unmarked crypts to the | ||
| + | death-palaces of fallen rulers, necropolises filled with traps | ||
| + | and treasures. And this being the Endless Night, some of | ||
| + | those dead rulers still dominate their domains, whether they | ||
| + | take the form of undead or simply malevolent will. | ||
| + | Layers are linked in domains, and each one is bound to one | ||
| + | of the Dark Powers. The denizens of the layers and the overall | ||
| + | themes reflect the influence of that Dark Power, so layers in | ||
| + | the Kingdom of Bones are largely inhabited by undead, while | ||
| + | yugoloths dwell in layers bound to the Amaranthine City. | ||
| + | Some layers are bounded by physical barriers, but most either | ||
| + | loop back on themselves or end in walls of fog—not unlike the | ||
| + | dead-gray mists of the Mournland—and any who wander into | ||
| + | the mists reemerge elsewhere in the layer. Within domains, | ||
| + | layers are often connected by physical portals—perhaps a | ||
| + | massive gate or a pool of shadows. Moving between domains | ||
| + | requires plane shift or performing a ritual tied to that domain. | ||
| + | These rituals need not be magical; they’re simply secrets that | ||
| + | have to be learned. If you’re in the Kingdom of Bones and | ||
| + | you want to get to the domain of the Queen of All Tears, the | ||
| + | answer is simple: All you have to do is sincerely cry, and your | ||
| + | tears will take you there. | ||
| + | Here are three examples of Mabar’s domains, each of | ||
| + | which could hold many layers. | ||
| + | The Amaranthine City | ||
| + | The Amaranthine City is widely seen as the heart of Mabar. | ||
| + | Experienced planar travelers may find it familiar, for it’s a | ||
| + | dark reflection of the Amaranthine City of Irian. Irian shows | ||
| + | the city in its first days of glory: prosperous, clean, full of joy | ||
| + | and life. The Amaranthine City of Mabar is a haunted shadow | ||
| + | of this glory. Like its counterpart, | ||
| + | fills an entire layer, but here, its banners are faded and torn, | ||
| + | walls are cracked, and fountains are dry. Shadows still move | ||
| + | through the streets, a miserable reminder of the crowds | ||
| + | that once filled the city. The rotting tapestries and chipped | ||
| + | mosaics speak of a past age of wonders and glory. The two | ||
| + | are unmistakably the same city, both in architectural style and | ||
| + | the layout of its streets. This feels like the last days of a grand | ||
| + | empire, an image of decaying grandeur; but there’s great | ||
| + | power beneath the tragic façade. The walls may be cracked, | ||
| + | but they are still mighty, and the mezzoloth’s rusty trident | ||
| + | can kill you as easily as a polished one. | ||
| + | The city’s ruler, the Empress of Shadows, is the first and | ||
| + | greatest of the Dark Powers. Her defining principle is hunger, | ||
| + | the desire to consume all that is light, to expand her empire | ||
| + | across eternity. She prefers an elegant fiendish form, with | ||
| + | polished horns and chitin plates engraved with arcane sigils, | ||
| + | but she can take the shape of any yugoloth. She spends much | ||
| + | of her time presiding over the decaying pomp and grandeur of | ||
| + | the Amaranthine City, but also closely monitors the campaigns | ||
| + | in the Hinterlands and occasionally takes time to torment | ||
| + | her hostages. The sages of Syrania believe that the Empress | ||
| + | of Shadows chooses which fragments of other planes will be | ||
| + | pulled into Mabar, and planar emissaries sometimes dwell in | ||
| + | the Amaranthine City seeking to negotiate with her. | ||
| + | This city is the seat of the yugoloths; for every yugoloth in | ||
| + | the Amaranthine City of Mabar, there is an angel in the city in | ||
| + | Irian, all the way up to the Dawn Empress and the Empress | ||
| + | of Shadows. Most likely, this is just a way of reflecting the | ||
| + | planes’ core concepts—beginnings and endings, hope and | ||
| + | despair. But it’s possible that Irian and Mabar are somehow the | ||
| + | same—perhaps the Dawn Empress is the Empress of Shadows, | ||
| + | and though they appear to exist at the same time, they reflect | ||
| + | the beginning and end of the same spirit. | ||
| + | The layers tied to the Amaranthine City reflect its theme | ||
| + | of imperial ambition and decaying power. Some embody | ||
| + | desperation—a collapsing fortress awaiting an assault that will | ||
| + | surely destroy it, or an abandoned sanitarium whose inmates are | ||
| + | trapped and starving. These regions are inhabited by shadows, | ||
| + | but the fiendish gardeners can instill near-sentience into them | ||
| + | if it serves their purposes. Fragments claimed by the Empress | ||
| + | of Shadows are drawn into her empire, and usually acquire a | ||
| + | yugoloth outpost even as the life is drained from the region. | ||
| + | The Kingdom of Bones | ||
| + | Where the domain of the Amaranthine City feels like an empire | ||
| + | in its last days, the Kingdom of Bones is one that’s already | ||
| + | fallen. If a layer contains a fortress, it’s not preparing for a | ||
| + | final battle; it’s what remained after the battle. The gates are | ||
| + | shattered, and bloodstains and broken weapons are scattered | ||
| + | across the floors. The people of this domain fought a dreadful | ||
| + | war and lost . . . but this being Mabar, their bones remain. The | ||
| + | skeletons of peasants continue their menial labors, seemingly | ||
| + | oblivious to the futility of their actions. Even in death, these | ||
| + | commoners are oppressed by their cruel lords. Wights, | ||
| + | deathlocks, and vampire spawn might serve as the soldiers of | ||
| + | the tyrants, while the overlords themselves may be vampires or | ||
| + | mummy lords, still ruling from their ruined keeps. | ||
| + | All of the kingdom’s cursed nobles bow before the Bone King, | ||
| + | who embodies the concepts of death and decay. A lich in rotting | ||
| + | finery, he stands as a warning that even the mightiest lords | ||
| + | eventually become dust and bone. He prefers to drain the life | ||
| + | slowly from fragments he claims; he wants his hostages to dwell | ||
| + | on their coming death while their land withers around them, for | ||
| + | lords to turn on their people before he finally kills them all. | ||
| + | The Bone King’s statistics could be represented using Orcus | ||
| + | as a foundation. He can serve as an Undying patron for warlocks, | ||
| + | and is known to teach mortal wizards the foul rituals that allow | ||
| + | ascension to lichdom. To all who serve him in this way, he grants | ||
| + | titles in his kingdom—and the knowledge that when they die, | ||
| + | they’ll be forever bound to serve in it. He makes few demands of | ||
| + | these servants; they feed him whenever they use the powers he | ||
| + | grants to slay the living. But a warlock may be tasked to destroy | ||
| + | a lich or vampire—or even another warlock—because the Bone | ||
| + | King desires them to serve in his kingdom. | ||
| + | The Last Desert | ||
| + | A desert of black sand under a starless sky—this is one of | ||
| + | Mabar’s iconic images. In the Last Desert, there are remnants | ||
| + | of glorious monuments: the half-buried head of a grand statue, | ||
| + | its eye cracked; a fragment of a memorial wall, engraved | ||
| + | with names that can no longer be read; ruins so worn that it’s | ||
| + | impossible to guess what purpose the building once served. | ||
| + | Characters proficient in History and Arcana can recognize | ||
| + | that these monuments are drawn from dramatically different | ||
| + | cultures; some are the work of celestials, while others might | ||
| + | have been created by the giants of Xen’drik. | ||
| + | At the center lies a massive tomb-palace. Its style suggests | ||
| + | the architecture of Aerenal, but it’s grander than even the City of | ||
| + | the Dead. This is the fortress of the Queen of All Tears, the Dark | ||
| + | Power of this domain. The Queen is an embodiment of misery, | ||
| + | and her subjects are largely incorporeal undead, shadows and | ||
| + | wraiths from the barren sand. Meanwhile, cruel specters and | ||
| + | banshees attend the Queen, along with succubi and incubi who | ||
| + | bask in the delicious misery that suffuses the region. The Queen | ||
| + | herself takes the form of a mummified corpse, enshrouded by a | ||
| + | spectral image of a beautiful elf woman. The suffering of others | ||
| + | is her mead, and her only pleasure is the slow torment of the | ||
| + | hostages in her Hinterland fragments. | ||
| + | The Queen of All Tears is one of the youngest of the Dark | ||
| + | Powers. She was once a mortal who dreamed of mastering life | ||
| + | and death, but her pursuit of these goals resulted in the deaths | ||
| + | of everyone she ever loved and everyone who shared her blood. | ||
| + | Her kingdom was razed, and she killed her own daughter | ||
| + | and transformed her into a lich, so at least one piece of her | ||
| + | legacy might survive. Her name was Minara Vol, and she was | ||
| + | the mother of Erandis Vol. In the process of becoming a Dark | ||
| + | Power, she’s lost much of her own identity and sense of her | ||
| + | past. She despises both elves and dragons, but has forgotten | ||
| + | even her own daughter. If the Queen were to somehow regain | ||
| + | her memories, she might seek to strike at the Undying Court | ||
| + | and Argonnessen, | ||
| + | continues to dwell in her despair and ignore her past. | ||
| + | The Queen’s layers are largely desolate and miserable, | ||
| + | filled with wailing wraiths and banshees. One is a battlefield | ||
| + | plucked from Aerenal, where the bones of elves and dragons | ||
| + | lie intertwined; | ||
| + | The Hinterlands | ||
| + | The Hinterlands are the outer edge of Mabar, the collection | ||
| + | of planar fragments that are currently being consumed and | ||
| + | integrated into the Endless Night. Here, the Hunger of Mabar | ||
| + | property has not yet taken hold, which generally makes | ||
| + | them safer to visit than other layers of Mabar. The Mabaran | ||
| + | properties a fragment reflects vary depending on its nature | ||
| + | and how close it is to complete integration with Mabar. | ||
| + | There can be infinite variety in the fragments within the | ||
| + | Hinterlands. This largely depends on what plane a fragment | ||
| + | is from. Is it a verdant forest of Lamannia? A floating tower | ||
| + | of Syrania? Or is it a piece of the Material Plane—a fortress | ||
| + | plucked out of the Last War or a Riedran village? The second | ||
| + | question is how long the fragment has been under siege. To | ||
| + | what degree does it retain its original flavor, and how much | ||
| + | has the influence of Mabar overtaken it? The final question is which of the Dark Powers has claimed it—and why? What is it about this region that draws it toward a Dark Power’s domain? The Empress of Shadows looks for places that shine too brightly—places that bask in their achievements, | ||
| + | Planar Manifestations | ||
| + | Here are a few ways Mabar can influence the Material Plane. | ||
| + | Manifest Zones | ||
| + | Mabaran manifest zones are infamous and almost universally shunned, for nearly all are harmful to the flora and fauna of the region. In some zones, life withers and dies. In others, it’s twisted in strange ways; plants may seek the blood of living creatures, or grow unnaturally pale and cold. Rot and decay are often accelerated, | ||
| + | While Mabaran manifest zones rarely serve as gateways to the plane, they are powerful sources of negative energy and produce undead. Skeletons, zombies, and ghouls can all spontaneously rise in Mabaran manifest zones, and more powerful undead can be created under the proper circumstances. | ||
| + | Coterminous and Remote | ||
| + | On nights when Mabar is coterminous, | ||
| + | When Mabar is remote, all creatures have resistance to necrotic damage, and undead have disadvantage on saving throws against being turned or frightened. | ||
| + | Traditionally, | ||
| + | Mabaran Artifacts | ||
| + | Mabaran artifacts are formed from quintessence, | ||
| + | The most powerful Mabaran artifacts are battleloths—yugoloths that have allowed themselves to be forged into objects to spread death and despair. These are intelligent and powerful, but drive their wielders down dark paths. | ||
| + | When plants do grow in Mabaran manifest zones, they’re often poisonous; bloodvine can produce a variety of deadly venoms. However, the elves of the Bloodsail Principality have mastered the art of gardening in Mabaran zones, and there, you can find wondrous plants that feed on shadows instead of sunlight—darkwood trees, ebon sedge grass, and more. Here, they produce spices and wines unlike any others in the world. | ||
| + | Mabaran Stories | ||
| + | Mabar inspires cruelty and despair. Its necrotic energies can be a general environmental threat or harnessed as a weapon by warlocks or necromancers. Here are some stories you might explore about this plane. | ||
| + | Fragmented Mourning. It’s unlikely that the Mourning was caused by Mabar. The effect is much larger than any fragment, the lingering strangeness doesn’t resemble Mabar, and people know it’s been destroyed, unlike with most fragments. However, it’s entirely possible that part of Cyre could have been claimed by Mabar as the Mourning unfolded—perhaps Metrol still exists in the Hinterlands of Mabar! If so, is there any chance it could be saved? Is Queen Dannel alive? Or could she have somehow been responsible, | ||
| + | Shadow on the Moor. While passing across a moor, the adventurers are set upon by the shadows of wolves and hawks. The following dawn, they discover that one of the characters is missing their shadow; it’s been lost in the manifest zone. Do they need to go back and find it? If so, how? If not, what does it mean that this character no longer has a shadow? | ||
| + | The Master of Shadholt. A cruel warlock holds a small village in his grip. When the adventurers defeat the villain, they make an unpleasant discovery: the village of Shadholt is in a Mabaran manifest zone, and while the warlock was a villain, his rituals also prevented the zone from spreading plagues throughout the entire region. Can the adventurers help one of the villagers take the warlock’s place, forging the pact and gaining the powers needed to contain the threat? What Dark Power must they deal with? | ||
| + | The Drifting Citadel. The adventurers are contacted by Itheriel, a scholar-angel of Syrania. The celestial seeks to recover a tome of knowledge from a library tower that was consumed by Mabar. If Itheriel goes to Mabar, they’ll be trapped there for eternity; they need the adventurers to recover the book. What isn’t Itheriel telling them about the book? Could this celestial relic have become the Book of Vile Darkness? What else can be found in the drifting tower? | ||
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