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| + | ====== Xoriat ====== | ||
| + | <WRAP box bggreen fgblack 400px left :en> | ||
| + | {{ xoriat_crest.png }} | ||
| + | <panel type=" | ||
| + | ^ Alias | Le Royaume De La Folie | | ||
| + | ^ Langue | [[: | ||
| + | ^ Alignement | Légèrement Mauvais | | ||
| + | ^ Particularité | Temps extrêmement déformé \\ Sans gravité | | ||
| + | ^ Magie Amélioré | Magie Loyale | | ||
| + | ^ Magie entravée | Magie Chaotique | | ||
| + | ^ Limitrophe | Inconnu (entravé) | | ||
| + | ^ Éloigné | Inconnu | | ||
| + | </ | ||
| + | |||
| + | ** Xoriat, le royaume de la folie **, patrie des [[: Daelkyr |Daelkyrs]], | ||
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| + | Le contact de Xoriat déformera votre chair et corrompra votre esprit. Les habitants de ce royaume extraterrestre cherchent à transformer ou à détruire tout ce qui est naturel, et même le moindre contact avec lui est dangereux. | ||
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| + | At least, that’s the popular opinion—but it’s not entirely true. The plane’s title, “Realm of Madness,” is a label applied by the people of Eberron based on the perception that close interaction with Xoriat can interfere with your ability to process reality. But illithids call Xoriat the Realm of Revelations . . . and this may be more accurate. Where Lamannia embodies the natural world, Xoriat instead embodies the unnatural. It’s a window into the workings of reality that mortals normally don’t see, ones they’re illequipped to handle. It suggests that time and space, order and chaos, war and peace—all of these are inventions. They’re the foundations mortal lives are built on . . . but what lies under those foundations? | ||
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| + | Du moins, c’est l’opinion populaire, mais ce n’est pas tout à fait vrai. Le titre de l’avion, «Royaume de la folie», est une étiquette appliquée par les habitants d’Eberron sur la base de la perception qu’une interaction étroite avec Xoriat peut interférer avec votre capacité à traiter la réalité. Mais les illithids appellent Xoriat le royaume des révélations. . . et cela peut être plus précis. Là où Lamannia incarne le monde naturel, Xoriat incarne plutôt le contre-nature. C’est une fenêtre sur le fonctionnement de la réalité que les mortels ne voient normalement pas, ceux qu’ils ne sont pas équipés pour gérer. Cela suggère que le temps et l' | ||
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| + | Aux yeux des mortels, Xoriat peut sembler plus chaotique que Kythri. Cependant, Xoriat n’est pas défini par l’idée de chaos, au contraire, les mortels ne comprennent simplement pas la logique du plan. De plus, les changements constants de Kythri sont toujours naturel: le feu et la foudre, la pierre et l'eau. En revanche, sur Xoriat, une tornade peut être composée d' | ||
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| + | <ifauth @admin>< | ||
| + | ===Règle=== | ||
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| + | * Unpredictable Magic : Immediately after a creature casts a spell of 1st level or higher, roll on the Wild Magic Surge table. | ||
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| + | * Dangerous Revelations : Whenever a creature finishes a short or long rest, or is reduced to 0 hit points, it must make a DC 14 Charisma saving throw. On a failed save, it’s afflicted with a random form of short-term madness (see chapter 8 of the Dungeon Master’s Guide). If it later fails this saving throw an additional time, its previous madness effect is replaced with a new one. | ||
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| + | * Time Is an Illusion : More than any other plane, time is unreliable in Xoriat. Adventurers could be trapped in the Realm of Madness for what feels like a lifetime, then find only a moment has passed on Eberron. It’s even possible for them to return to Eberron before they left, potentially becoming stranded in another time, as discussed in the next section. | ||
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| + | * Strange Reality : The things adventurers rely on : gravity, time, their identity itself, aren’t always reliable in Xoriat. When characters enter a new layer, the DM can choose a property from the Properties of Xoriat table. This property could apply the entire time the adventurers are on that layer, or it could change when combat begins, whenever a creature rolls a 1 on a d20, or at any other time the DM chooses. There are no saving throws against these effects, and an effect impacts all creatures in the layer until the DM replaces that property with a new one. In describing a property, don’t just describe the effect, but explain how it manifests. Haste and slow reflect a shift in the local flow of time. When creatures can detect thoughts, they can hear the thoughts of others flowing like music all around them, and if they concentrate on a single creature, they can translate the meaning of the melody. Each effect reflects a strange new property of reality in this layer. | ||
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| + | \\ | ||
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| + | | Propriété de Xoriat | ||
| + | ^ D13 ^ Trait ^ | ||
| + | | 1 | Creatures can walk on any surface—walls, | ||
| + | | 2 | Creatures are under the effects of the slow spell. | ||
| + | | 3 | The air within the region takes on a fluidic quality. There’s no risk of drowning, but creatures must move by swimming, and all of the effects of underwater combat apply. | ||
| + | | 4 | Creatures are under the effects of the haste spell. | ||
| + | | 5 | Creatures are under the effects of the mirror image spell, and destroyed duplicates do not reappear. | ||
| + | | 6 | Whenever a creature is hit with an attack, it becomes invisible until the start of its next turn. | | ||
| + | | 7 | Creatures can use a bonus action to teleport up to 30 feet to an unoccupied space they can see. | | ||
| + | | 8 | Creatures are under the effects of the detect thoughts spell, but can’t use this to probe deeper into another creature’s thoughts. | ||
| + | | 9 | Creatures are under the effects of the gaseous form spell, becoming misty clouds of thought energy. Creatures can speak (forming sounds with their thoughts) in this form. | | ||
| + | | 10 | Creatures take on the appearance of a random creature in the region. This has no effect on abilities, and size remains unchanged (so if a halfling takes on the appearance of an ogre, they are a small ogre). | ||
| + | | 11 | Creatures gain truesight with a range of 60 feet. | | ||
| + | | 12 | Creatures are vulnerable to psychic damage, even creatures that are normally immune to it. | | ||
| + | | 13 | Size depends on perspective—is the mountain on the horizon enormous, or can you reach out and hold it in your hand? All creatures are randomly under the effects of the enlarge/ | ||
| + | </ | ||
| + | |||
| + | ====== Description ====== | ||
| + | Xoriat se compose de nombreuses piles de couches translucides, | ||
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| + | La géographie de Xoriat est constitués d' | ||
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| + | C’est sur ces îles que les Daelkyr ont leurs domaines, et où les habitants mortels - comme les Illithides - ont des villes et des communautés. Ces régions ne sont pas // chaotiques //; elles sont // extraterrestres //. Vous pourriez avoir une île où tous les bâtiments, la nourriture et même l'air, est vivant. Une autre où on peut suivre l' | ||
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| + | Il n'y a pas de vue très typique dans Xoriat, mais certaines choses sont plus présentes que d' | ||
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| + | Le temps sur le plan de Xoriat s' | ||
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| + | Depuis la fin des [[: guerre_daelkyr |]], Xoriat a été tenu à l' | ||
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| + | Même si Xoriat est tenu à l' | ||
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| + | C'est un fait que l' | ||
| + | * Un vide sans fin d' | ||
| + | * Le jardin des secrets: Les arbres font pousser des secrets et les secrets bourdonnent dans l'air comme de minuscules oiseaux. Certains d' | ||
| + | * Passer par un portail pourrait faire basculer votre sexe ou votre race, ou déplacer l' | ||
| + | * Des phénomènes Météo particulies : Des courants de folie traversent le royaume entier. Si une tempête de rage frappe, les personnes peuvent tomber dans une frénésie meurtrière. Lorsque les flots de tristesse coulent dans l'air, une goutte peut rendre un visiteur catatonique. | ||
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| + | ====== Habitants ====== | ||
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| + | {{: | ||
| + | * Les ** [[: Daelkyr |Daelkyrs]] ** sont les seigneurs de Xoriat. Créatures puissantes, les Daelkyrs peuvent manipuler la réalité, déformer la chair et sont les rois du chaos. Ils ont été repoussés d' | ||
| + | * Il existe de nombreuses créatures qui servent les [[: Daelkyr |Daelkyrs]], | ||
| + | * Certaines créatures créées par les [[: Daelkyr |Daelkyrs]] sur Éberron ont également été repoussées vers [[: Xoriat |]]. Celles-ci incluent des ** [[: beholder |]]s **, ** [[: etrangleur |]]s **, ** [[: dolgarr |]]s **, ** [[: dolgaunt |]]s **, ** [[: dolghast |]]s **, ** [[: dolgrim |]]s **, ** [[: dolgrue |]]s **, ** [[: fetid_fungi | champignons fétides]] **, ** [[: grell |]]s **, ** [[: grick |]]s **, ** [[: harpoon_spider | harpoon spider]]s **, ** [[: neogi |]]s **, ** [[: opabinia |]]s **, ** [[: roper |]]s **, ** [[: runehound |]]s **, ** [[: shrieking_terror | shrieking terror]]s **, ** [[: tsochar |]]s **, ** [[: xenostelid |]]s ** et ** [[: xorbeasts |]] **. | ||
| + | * Outre les [[: Daelkyr |]], d' | ||
| + | * La plupart des formes de ** [[: Vase |]]s ** ont été à l' | ||
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| + | Cette section traite de certaines des créatures les plus pertinentes pour les aventuriers. Bien que le plan puisse contenir d' | ||
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| + | ===== Daelkyr ===== | ||
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| + | Les [[: | ||
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| + | Il n'y a pas de récits connus de mortels voyageant à Xoriat - du moins aucun qui est revenu - donc les aventuriers qui le font entreprennent probablement un voyage historique. Et dans ce voyage, ils peuvent faire une découverte choquante - bien que le daelkyr puisse être lié à Khyber, ils sont également toujours à Xoriat. Dyrrn le Corrupteur, Valaara, Belashyrra - chacun habite dans un domaine de Xoriat, assisté de leurs serviteurs et de leurs armées. Cela est lié à la relation étrange de Xoriat avec le temps. Les daelkyr peuvent être à Xoriat parce qu'ils ne sont pas encore partis, ou ils ont peut-être déjà été libérés de leurs prisons et renvoyés à Xoriat. Encore une fois, si le temps est un labyrinthe, les daelkyr se tiennent au-dessus de lui et regardent vers le bas - mais en même temps, ils courent aussi dans le labyrinthe. Ils ne peuvent pas retourner à Eberron maintenant, car ils y sont déjà; mais c’est peut-être pour cela qu’ils semblent indifférents à leur long emprisonnement, | ||
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| + | There are no known accounts of mortals traveling to Xoriat—at least, none who returned—so adventurers who do so are likely undertaking a historic journey. And in that journey, they may make a shocking discovery—though the daelkyr may be bound in Khyber, they are also still in Xoriat. Dyrrn the Corruptor, Valaara, Belashyrra—each dwells in a domain in Xoriat, attended by their servants and their armies. This ties to Xoriat’s uncanny relationship with time. The daelkyr may be in Xoriat because they haven’t left yet, or they might’ve already been released from their prisons and returned to Xoriat. Again, if time is a maze, the daelkyr stand above it looking down—but at the same time, they are also running in the maze. They can’t return to Eberron now, because they’re already there; but this may be why they seem unconcerned with their long imprisonment, | ||
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| + | ===== Aberrations ===== | ||
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| + | Les habitants naturels du plan sont souvent si étrangers que les mortels ne les reconnaissent même pas comme des êtres vivants. La plupart des aberrations que les gens connaissent sur Éberron ne sont pas des créations de Xoriat même. Au contraire, les Daelkyrs, pouvoirs conçus pour interagir avec le plan matériel et avec les mortels, ont créé ces aberrations en tant que serviteurs, soldats et souvenirs des conquêtes passées. Sur Éberron, la plupart des daelkyrs ont des forces mixtes, on peut trouver des [[: | ||
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| + | Quelles autres terreurs les daelkyr ont-ils à Xoriat qu’ils n’ont jamais déclenchées à Eberron? Cela dépend en partie du nombre d' | ||
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| + | What other terrors do the daelkyr have in Xoriat that they’ve never unleashed in Eberron? This depends in part on how many other realities the daelkyr have transformed; | ||
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| + | <ifauth @admin>< | ||
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| + | | Aberrations Natif || | ||
| + | ^ D6 ^ Aberration | ||
| + | | 1 | The Varr are kind, generous, telepathic halflings. But they’re not quite like their Eberron cousins, they have compound eyes, barbed tongues, and they spit acid on food to digest it. | | ||
| + | | 2 | The Craiss are tiny insectoid creatures that inherently know the language of creatures they speak to. They’ve always had a really bad day and they won’t stop complaining about it. | | ||
| + | | 3 | The [[scent of onions]] is a sentient ooze that can assume a humanoid shape. It can produce sounds, but communicates with its own kind using smell, touch, and taste. | ||
| + | | 4 | The Cya are invisible, incorporeal beings who are only able to communicate by animating the reflections of other creatures. | ||
| + | | 5 | The [[pleasure of seeing of a familiar friend]] are a race of empathic plants. They communicate not through speech, but through projecting emotions. | ||
| + | | 6 | The Xaelin appear identical to humans, except for their smooth, featureless faces without eyes, ears, or nose. They possess truesight with a range of 60 feet, but can’t see, hear, or otherwise perceive anything beyond that range. The Xaelin claim to know nothing about Eberron—but despite this, their customs and fashions emulate cultures from throughout Eberron’s history. | ||
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| + | </ | ||
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| + | ===== Pouvoirs du vide ===== | ||
| + | Les [[: | ||
| + | |||
| + | ====== Couches de Xoriat ====== | ||
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| + | Xoriat and the Maze of Reality | ||
| + | There’s a logic to the structure of the planes. Irian is the beginning, where new seeds are born. Mabar is the end, consuming all things. Time sometimes moves at different rates in different planes, but it always moves forward . . . except in Xoriat. | ||
| + | Imagine time as a maze and the Material Plane as a rat moving through it, with the other planes worn as a crown. This is how the Draconic Prophecy works. It doesn’t tell you what will happen, because that hasn’t been decided yet. It’s a roadmap to the maze, revealing that if you take a left turn at “Queen Aurala is assassinated” and then turn right at “Breland becomes a democracy, | ||
| + | But Xoriat isn’t bound to the rat. It hovers above the maze. And adventurers could return to the wrong time when they leave it, falling farther back in the maze. They could find themselves in the Empire of Dhakaan, or in the midst of the War of the Mark. And in the process, they could change the future. Perhaps they help Halas Tarkanan win the War of the Mark; the dragonmarked houses are broken and scattered before they ever achieve their current glory, and people with aberrant dragonmarks thrive. With these changes, modern Khorvaire would be a very different place. In doing this, the adventurers have dropped a new rat in the maze. This new rat becomes the Prime Material Plane. It snatches the old rat’s crown of planes, becoming the reality where all the planes converge and where time moves forward. But the other rat is still out there—forgotten and lost, huddled in a corner, but still alive. And it’s possible that if the adventurers return to Xoriat, they could change their mind; they could find their way back to that original rat, returning it to its role as the Prime Material Plane. So Xoriat gives the possibility for dramatic change— but it’s always possible to restore a forgotten past. This view is critical to understanding the daelkyr. They stand above the maze, but they can also descend into it. They experiment on the rat, changing it. What happens if they make too many changes? It’s possible the rat might crawl into a corner to die and a new rat be released: perhaps the old Prime is lost and a new world moves forward. This is what the gith believe happened with their world, as described in the section on Kythri. The gith lived on a world that was once the Prime Material Plane. Now it may just be another rat lost and forgotten in the maze. Should the daelkyr rise and complete their work, it’s possible the current Eberron could be torn away from the planes; it would still exist, but as a forgotten shadow of the new central reality that takes its place. | ||
| + | If this doesn’t entirely make sense, that’s appropriate. Most scholars in Khorvaire would call this theory madness, and so Xoriat receives its name. But others might say that this is in keeping with the myth of the Progenitors. Irian is the beginning, Mabar is the end—and Xoriat could be the point that stands above the journey, the high perch from which the Progenitors could study their work. Xoriat isn’t bound by the laws that bind the rest of the planes, and it holds all the ideas that were discarded. Perhaps the Sovereigns didn’t entirely build reality, but rather, they sculpted it—chipping things away and dropping them into Xoriat. | ||
| + | This is a metaphysical discussion that most adventurers will never need to worry about. There are three things to take away from it. Xoriat is a point from which history and reality itself can be changed. The daelkyr have changed it an unknown number of times. And from Xoriat, it’s possible for adventurers to either change it themselves—or to undo damage they might have done. | ||
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| + | Xoriat et le labyrinthe de la réalité | ||
| + | Il y a une logique à la structure des avions. Irian est le début, là où de nouvelles graines sont nées. Mabar est la fin, consommant toutes choses. Le temps évolue parfois à des rythmes différents dans différents plans, mais il avance toujours. . . sauf à Xoriat. | ||
| + | Imaginez le temps comme un labyrinthe et le plan matériel comme un rat le traversant, les autres avions étant portés en couronne. C'est ainsi que fonctionne la prophétie draconique. Il ne vous dit pas ce qui va se passer, car cela n’a pas encore été décidé. C'est une feuille de route vers le labyrinthe, révélant que si vous tournez à gauche à "La reine Aurala est assassinée", | ||
| + | Mais Xoriat n’est pas lié au rat. Il plane au-dessus du labyrinthe. Et les aventuriers pourraient revenir au mauvais moment quand ils le quittent, retombant plus loin dans le labyrinthe. Ils pourraient se retrouver dans l' | ||
| + | Si cela n’a pas de sens, c’est approprié. La plupart des érudits de Khorvaire appelleraient cette théorie folie, et c'est ainsi que Xoriat reçoit son nom. Mais d' | ||
| + | C'est une discussion métaphysique dont la plupart des aventuriers n' | ||
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| + | Layers | ||
| + | Xoriat is a void lacking not only matter, but also space and time, and a mortal creature that enters it effectively ceases to exist. But there are powers in this void, and the layers of Xoriat reflect their thoughts. Each of the daelkyr dwells in a layer, the place that spawned that daelkyr; this layer usually reflects the daelkyr in tone, and it can use its lair actions anywhere in its layer. However, not all of Xoriat’s layers can support mortal life; there’s a layer where intense gravity crushes any physical creature, and a layer where all matter is transformed into pure thought. | ||
| + | Adventurers need to find portals to move from layer to layer. Portals are unique based on the layer’s properties of each layer, and using a portal always has a price. Sometimes the price is paid in memories; the DM sets the emotional tone of the memory (joy, sorrow, anger), then each player describes the memory their character has lost. With other portals, the price may be knowledge, but this isn’t taken from the adventurers— rather, when they pass through the portal, they learn a secret they might have rather not known. | ||
| + | In exploring the layers of Xoriat, it’s important to highlight the fundamentally unnatural flavor of the plane. In addition to the Properties of Xoriat table provided earlier with shifting effects that have an impact on gameplay, the Alien Attributes of Xoriat table presents examples of cosmetic details that can be distinctive features of a layer. Beyond that, the layers of Xoriat contain revelations; | ||
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| + | Couches | ||
| + | Xoriat est un vide qui manque non seulement de matière, mais aussi d' | ||
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| + | Les aventuriers doivent trouver des portails pour passer d'une couche à l' | ||
| + | En explorant les couches de Xoriat, il est important de mettre en évidence la saveur fondamentalement artificielle de l’avion. En plus de la table Propriétés de Xoriat fournie précédemment avec des effets de décalage qui ont un impact sur le gameplay, la table Attributs extraterrestres de Xoriat présente des exemples de détails cosmétiques qui peuvent être des caractéristiques distinctives d'un calque. Au-delà de cela, les couches de Xoriat contiennent des révélations; | ||
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| + | <ifauth @admin>< | ||
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| + | | Attribut alien de Xoriat | ||
| + | ^ D12 ^ Attribut | ||
| + | | 1 | Undead creatures are considered living creatures, and living creatures are considered to be undead. | ||
| + | | 2 | You can tell time by the shifting focus of gravity. If you’re walking on the ceiling, it’s midday. By evening you’ll be back on the ground. | ||
| + | | 3 | Everything in this layer—food, | ||
| + | | 4 | There’s no sound in this layer, but speech manifests as glowing words that circle the speaker. Music and verbal spell components manifest as patterns of light. | ||
| + | | 5 | Any attack or effect that normally deals damage instead restores hit points; anything that would normally restore hit points deals necrotic damage instead. | ||
| + | | 6 | This layer is filled with bright light, but all light sources work in reverse. Any light source that would usually create bright light instead creates darkness, and anything that would usually create dim light instead reduces the light level to dim light. | ||
| + | | 7 | While within this layer, creatures lose their sense of sight, but aren’t considered blinded, as they can perceive their surroundings through heightened senses of smell and taste. | ||
| + | | 8 | The layer is a series of floating platforms. Rivers flow through empty air. | | ||
| + | | 9 | The inorganic matter of this realm—including all buildings and tools—is invisible. | ||
| + | | 10 | There are many reflective surfaces, but the reflections don’t match the actions of the creatures shown in them. | | ||
| + | | 11 | Instead of soil, the surface of the land is made of chitin. The chittering of insects fills the air. | | ||
| + | | 12 | Rivers and pools are made of living protoplasm, which reaches out toward passersby. | ||
| + | |||
| + | </ | ||
| + | |||
| + | ===== La Citadelle Invisible ===== | ||
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| + | C'est le bastion et le lieu de naissance du [[: | ||
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| + | Les surfaces de la Citadelle sont faites d'un matériau iridescent sur lequel vos yeux ne peuvent pas tout à fait se concentrer, comme si les murs et le sol étaient flous. Il y a des miroirs partout dans les couloirs. Certains vous montrent plus jeunes que vous l’êtes, d' | ||
| + | |||
| + | ===== Les Champs de la Pensée ===== | ||
| + | Cette couche est le domaine de [[npc: | ||
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| + | La tour de [[npc: | ||
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| + | La flèche de la tour amplifie les capacités télépathiques de Dyrrn, lui permettant de détecter toutes les créatures vivantes de la couche. Dyrrn se spécialise dans la corruption, et il peut défier des intrus avec des projections mentales, comme des personnes arrachées à leurs souvenirs, qui cherchent à les retourner contre leurs alliés. | ||
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| + | <ifauth @admin>< | ||
| + | |||
| + | ===== Autres Couches ===== | ||
| + | Every daelkyr has a home layer, but there are endless layers of Xoriat, each reflecting a discarded idea or a maddening truth. Consider the following examples. | ||
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| + | * A House Built from Hate. Each character sees the house’s form slightly differently, | ||
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| + | * Empty White Space. There’s seemingly no end to this endless void of bleak solitude. To proceed, the characters must act out their travel—pretending to travel just as they pretend there is meaning in their lives. If they can keep up the charade, the world they imagine will take shape around them. | ||
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| + | * A Lush Orchard. The trees grow secrets, while more buzz around in the air like tiny birds. Some of them may be secrets of the adventurers, | ||
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| + | </ | ||
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| + | |||
| + | ====== Zone De Manifestations ====== | ||
| + | {{ : | ||
| + | * Certains théorisent que la forêt du ** [[Bois Fou]] ** d'[[: Aérénal |]] est une zone de manifestation vers Xoriat, tandis que d' | ||
| + | * Il y a une petite zone de manifestation vers Xoriat dans le ** [[: bois-obscur | Bois-obscur]] ** dans [[: Karrnath |]]. | ||
| + | * Il existe un certain nombre de zones de manifestations vers Xoriat dans les ** [[: frontieres_de_l_ombre | Frontières de l' | ||
| + | <ifauth @admin>< | ||
| + | d4 Feature | ||
| + | *1 : Reality is frayed here. Casting any spell of 1 st level or h igher triggers a roll on the Wild M agic S u rge table in chapter 3 of the Player' | ||
| + | *2 : A character must make a DC 14 Charisma saving throw at the end ofeach hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see chapter 8 of the Dungeon Master' | ||
| + | *3 : Residents of a settlement here d isplay bizarre m uta tions and unsettling behavior. Visitors who stay too long develop odd characteristics as wel l . | ||
| + | *4 : A cavern here is a cancerous tumor that issues forth a berrations to prey upon the world, and it is growing. | ||
| + | </ | ||
| + | Planar Manifestations | ||
| + | The seals of the Gatekeepers block travel to Xoriat, but there are still many ways the Realm of Madness can affect the world. | ||
| + | |||
| + | Manifest zones tied to Xoriat are common in the Shadow Marches, but rare elsewhere. The effects of a Xorian manifest zone are rarely as dramatic as the alien attributes of the plane itself. However, manifest zones may convey one or more of the universal properties of the plane. The most common is the Dangerous Revelations property. People who linger in a Xorian zone often find alien concepts creeping into their brains, instilling strange beliefs, or twisting their sense of reality. These zones can easily produce cults of the Dragon Below; in the Shadow Marches, the Gatekeepers struggle to keep people out of these zones, while Marcher cultists consider them to be sacred sites. | ||
| + | Unpredictable Magic is another common property; such zones often have unnatural flora or fauna, but these effects are unreliable and change with each generation. The properties of Time Is an Illusion and Strange Reality are rare in manifest zones, and may not be active all the time; these effects might only become active when Lharvion is full, or when disturbing rituals are performed. | ||
| + | ====== Effets sur le plan matériel ====== | ||
| + | |||
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| + | Coterminous and Remote | ||
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| + | ===== Limitrophe ===== | ||
| + | Lorsque Xoriat est limitrophe, la folie transperce les parois des plans. Les créatures de Xoriat peuvent passer de Xoriat aux [[: frontieres_de_l_ombre | Frontières de l' | ||
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| + | The last time Xoriat was coterminous, | ||
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| + | ===== Distant ===== | ||
| + | L' | ||
| + | Xoriat’s remote phases have no known effect, and like Kythri, they’re unpredictable, | ||
| + | |||
| + | ====== Historique ====== | ||
| + | * Il y a 9 000 ans, l' | ||
| + | * Pendant la [[: guerre_daelkyr |]], un prince hobgobelin nommé [[: aal_drash | Aal' | ||
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| + | Xorian Artifacts | ||
| + | The most common artifacts of Xoriat are the symbiont items created by the daelkyr. Examples of these living items can be found in chapter 7 of this book, as well as in chapter 5 of Eberron: Rising from the Last War. However, adventurers could stumble on artifacts brought to Eberron by the daelkyr in their great incursion—or relics even more ancient. One effect of Xorian items could be to twist time. On a minor level, this could explain the powers of a cloak of displacement; | ||
| + | Xoriat is also known for granting maddening knowledge | ||
| + | and physical transformation. Either of these effects could be | ||
| + | reflected by supernatural gifts, as presented in chapter 7 of the | ||
| + | Dungeon Master’s Guide. Here are a few examples: | ||
| + | • The character’s blood is replaced with a sentient protoplasm | ||
| + | that whispers to them while they sleep. It grants the benefits | ||
| + | of a blessing of wound closure. | ||
| + | • The character gains the blessing of understanding, | ||
| + | also learn that any time they cast a spell, something dies. | ||
| + | When they cast a cantrip, it might be a rodent or a bird. The | ||
| + | more powerful the spell, the more significant the death. | ||
| + | The caster will likely never see this effect occur, but they | ||
| + | know that someone somewhere is paying the price for their | ||
| + | magic . . . and worse, this might be true of all spellcasters. | ||
| + | • The character gains the blessing of Valhalla. The spirit | ||
| + | warriors it summons are friends of the caster, plucked from | ||
| + | the future; the character may not have met all of them yet, | ||
| + | but they’re people who the character knows or will know. | ||
| + | They’re returned to the future in an hour or when they drop | ||
| + | to 0 hit points . . . in which case they may die upon being | ||
| + | returned to their own time. | ||
| + | Xorian Stories | ||
| + | The seals of the Gatekeepers make Xoriat one of the more | ||
| + | difficult planes for adventurers to reach. However, a trip to | ||
| + | Xoriat would be a revelatory adventure. Interactions with | ||
| + | the denizens of Xoriat are largely limited to the cults of the | ||
| + | Dragon Below and the servants of the daelkyr. However, | ||
| + | there are a few ways the plane could spawn adventures. | ||
| + | Planar Patron. A warlock with a Great Old One patron | ||
| + | could say that their patron isn’t simply a daelkyr; rather, it’s | ||
| + | one of the Powers of the Void within Xoriat itself. Such contact | ||
| + | is unprecedented—what is the nature of this connection? It | ||
| + | may be that the Power doesn’t converse with the warlock, | ||
| + | but rather downloads knowledge directly into its mind. A | ||
| + | disturbing possibility is that the warlock isn’t supposed to | ||
| + | be receiving this information; | ||
| + | be intended for a powerful mind flayer, but the warlock has | ||
| + | become linked to this psychic channel. This could provide | ||
| + | information about the plans of the illithid’s cult, but can the | ||
| + | warlock do anything about it? | ||
| + | A Glimpse of the Future. When the adventurers interfere | ||
| + | with a ritual of a cult of the Dragon Below, they find | ||
| + | themselves three years in the future . . . and something has | ||
| + | gone terribly wrong. Perhaps the Mourning has spread and | ||
| + | consumed Breland. Maybe the overlord Sul Khatesh has | ||
| + | broken her bonds; under her rule, the warlock-knights of | ||
| + | Aundair are conquering the Five Nations. The adventurers | ||
| + | must find a way back to their own time—after they learn how | ||
| + | to keep this future from coming to pass. | ||
| + | Whispers in the Woods. While the adventurers are in a | ||
| + | Xorian manifest zone fighting a cult of the Dragon Below, one | ||
| + | of the characters receives a revelation: Merrix d’Bombardier will | ||
| + | destroy the world in two years. Does it provide any additional | ||
| + | information or just this one absolute fact? The character knows | ||
| + | that this is the truth . . . but is this an actual glimpse of the | ||
| + | future, or is it luring the character down a dark path? | ||
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| + | {{ xoriat_landscape.jpg }} | ||
| + | {{ xoriat_landscape2.jpg }} | ||
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