Every city has at least one huge monolith. A monolith is a holy site for the Path of Inspiration, a center of power for the Inspired, and an energy conduit for powering psionic conveniences.
Riedrans enjoy conveniences powered by psionics through towering monoliths of crystal and metal that cover the land. Many of these benefits resemble the everyday magic of Khorvaire. The monoliths also broadcast telepathic messages, providing news, encouragement, and instruction to the populace.
The monoliths seem to be focal points for the psionic powers of the Inspired and the Chosen. A Chosen is one who can be a vessel for an enlightened soul, becoming one of the Inspired when such a soul enters his or her body.
The monoliths also allow the Inspired to control emotions, influence thoughts, and shape dreams.
The massive monoliths of Riedra serve many purposes. They draw on the emotions of the nearby populace and transform these thoughts into psychic energy, which is used to power many systems in nearby communities. More important, they allow the quori to shape the dreams of masses of humans, and in so doing, to prevent change in Dal Quor. Most important, the hanbalani are slowly bringing Dal Quor into alignment with Eberron, repairing the damage inflicted by the giants ages ago. Already, the quori are able to possess willing humans. As more monoliths are built, quori might be able to possess other willing creatures, and manifest zones tied to Dal Quor could appear across the world. Eventually, the quori should be able to physically manifest on Eberron.
Along with the functions detailed in the Monolith Features section below, these are the known functions of the hanbalani, but they could just be the beginning. The monoliths might be physically transforming Eberron into a replica of Dal Quor or granting quori the ability to regenerate power points in every round. Certainly, if the quori build eldritch machines (ECS 273), they would draw power from the monoliths.
Getting the PCs Involved: The Arcane Congress and the Twelve know of the hanbalani, but they have little idea what these massive structures do. Explorers might be sent to study a monolith, to try determine what its purpose is. Once this information is known, PCs might find that shutting down a monolith is a vital step in any sort of plan involving a Riedran city. Alternatively, PCs could join a group of Akiak or kalashtar commandos on a mission to destroy as many hanbalani as possible.
Shell Monoliths vary in size and shape, but they are usually egglike, approximately 300 feet tall and 100 feet wide. When hanbalani are in close proximity to one another, such as within a major bastion, they tend to be smaller. They are constructed of psionically reinforced steel and crytseel. A monolith shell has apertures at the base, and these doorways are up to 15 feet wide.
The "floor" of a monolith is open to the terrain on which it's built. Inside, a monolith is cavernous. It has no features aside from the interior wall, the core, and a small aperture at the top that leads to the controls. The shape and reflective interior of a monolith, as well as the design, the crystal core, and the control crystals, link each hanbalan to Dal Quor. Beings on Dal Quor can contact a particular monolith from a specific corresponding area in a quori city on Dal Quor. Doing so works the same as accessing a monolith from the control crystals on Eberron.
Monolith shells are designed to contain the blast of a detonating core. The shell's two inner and outer layers have 3 feet of space between them. Each layer is nearly 2 feet thick, with hardness 20 and 1,440 hit points per 10- foot-square section.
Core
A 10-foot-diameter pillar of pure crystal, the core of an active monolith is warm to the touch. Its greenish light illuminates the entire interior of the shell and creates shadowy illumination within 300 feet of the apertures. A monolith core acts as a giant cognizance crystal, storing up to 17 power points that can used by any psionic creature touching it. If expended, the power points replenish at the rate of 1 per hour. This reserve is accessible from Dal Quor, so a monolith usually has 2d8 + 1 power points at any given time.
Many monoliths enhance psionics used within 600 feet of them. Some are even more powerful, and can increase the area of their effect up to many miles. Psionic creatures within this area can manifest powers as if they have the Empower Power feat by paying that feat's normal costs. As detailed in the Everyday Psionics sidebar (page 48), a specific monolith is often tied to powering other functions used to maintain order and provide comfort in Riedra. In this cases, the power points and empowering effect are in use or suppressed, respectively, unless the core's function is changed (see Controls).
The core has hardness 10 and 600 hit points. If a monolith's core is broken or shut down, the monolith and all its subsidiary utilities cease functioning. When a core is improperly tampered with, it can explode. It might also explode (50% chance, takes 2d6 rounds) if it takes half its hit points in damage. This explosion deals 20d6 points of damage to all creatures inside the shell (Reflex DC 25 half).
A core explosion might harm creatures standing outside the shell within 60 feet of an aperture. Such creatures gain a +4 bonus on their saves, taking no damage on a successful save and half damage on a failed one. Creatures outside the shell but not near an aperture are unharmed. Shutting down or destroying a monolith core immediately alerts any quori tapped into the monolith from Dal Quor. If no planned encounters center on such an occurrence, assume a cumulative 1% chance per minute of a quori noticing the problem. Then presume the authorities are notified within d% minutes (or 2d10 minutes in a settled area).
Controls
At the top of a monolith's interior, a cluster of small crystals and Siberys dragonshards pulse and glow with multiple colors, regulating the power of the monolith core. Here, the monolith's functions can be altered and accessed.
A creature that has the Psicraft skill can attempt to manipulate a monolith's functioning. By touching the control crystals and making a successful DC 25 Psicraft check representing 1 minute of effort, the creature bonds with the monolith's control crystals. Failing the check causes the monolith to store the user's identity and description (mental picture), giving that information to any Inspired or quori who contact the monolith within the next 2d4 hours. Once a bond with the control crystals has been established, additional Psicraft checks can alter the monolith's function—see the Monolith Control table.
Increasing the DC by 5 allows a controller to make the check in half the time (a standard action, 5 rounds, or 15 minutes). Adding 10 to the DC allows most checks to be made in a quarter of the time (a swift action, 2 rounds, or 7-1/2 minutes) Failure by 10 or more on any Psicraft check means that contact with the controls has been disrupted and must be reestablished. A roll of 1 on a Psicraft check to control the monolith sends the monolith into a psionic feedback loop, negating all further attempts at control and causing the monolith's core to explode in 2d6 rounds.
In any case, a monolith's secondary functions require power. Powering utilities with a monolith requires it to be at full power (17 power points). While a monolith is performing a secondary function, its power can't be redirected or siphoned, so a saboteur must disconnect a monolith to siphon off its power points. Then the monolith can't be reconnected to the utility until it has regained 17 power points.
Special Situations
Here are a couple of special situations involving monoliths.
Creatures: Because the core of a monolith radiates light and heat, as well as psionic power, a monolith built in a remote location attracts psionic creatures from miles around. Tribes that travel on foot in Syrkarn and the Tashana Tundra sometimes use monoliths as shelter. Normal creatures living within a mile of a monolith can have phrenic or psionically gifted offspring, but such an occurrence is extremely unusual and more so if the monolith is used to power a subsidiary function. If a remote monolith ceases working, Inspired agents come and wipe out any creatures in the vicinity, so inhabitants are likely to oppose intruders looking to harm a wilderness monolith.
As indicated on the Monolith Control table, a character can use the controls to lure psionic creatures to a monolith. This call has a range of 1 mile, but it is not a compulsion and requires no save—creatures that have Intelligence of 2 or lower usually respond, but cleverer creatures can choose not to. This tool is often useful to the Inspired or quori. If the call is not expected or planned, they send troops to investigate.
Under Construction: If a monolith is still under construction, it has as many as three hundred workers living in and around it, plus a squad of twenty Riedran soldiers (fighter 1) led by a sergeant (fighter 3). After a monolith is activated, the soldiers and a trained engineer (expert 5) remain stationed there for 2d6 days.
The interior of an uncompleted monolith is filled with wooden scaffolding that rises up to 400 feet off the ground. Workers use this scaffolding to hoist sections of the shell into position during the building process. Ascending the scaffolding requires successful DC 5 Climb checks, while running or charging on an elevated platform requires a successful DC 10 Balance check. In both cases, failure by 5 or more indicates a fall.