1. Locais




Tens of thousands of years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists set forth from Sarlona, setting in motion the events that would shape modern-day Khorvaire. Once Sarlona was home to over a dozen distinct kingdoms, but today only two established nations remain: the mighty empire of Riedra and the mountain sanctuary of Adar. Riedra is ruled by the Inspired, humans tied to extraplanar spirits and imbued with psychic powers. Adar is the homeland of the Kalashtar. Riedra maintains an endless siege of Adar, and both nations have little contact with Khorvaire.

In Sarlona, you could …

  • Infiltrate an empire ruled by psychic overlords.
  • Defend an ancient mountain monastery.
  • Disable a monolith used to control the dreams of a city.

Tens of thousands of years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists left, setting in motion events shaping modern-day Khorvaire.

Sarlona was once home to over a dozen distinct kingdoms, but wars devastated the continent. From this chaos, a band of saviors rose up to forge a new world. Guided by celestial spirits and endowed with vast psionic powers, these champions became known as the Inspired. Today, the Inspired have united the broken nations into a single realm: the Empire of Riedra. Outsiders aren’t welcome in Riedra, and little is known of the nation. Merchants tell stories of massive monoliths that control the dreams of the people, and of secret police who use psionics to root out dissidents.

A single nation stands against the might of Riedra: the mountain refuge of Adar, homeland of the kalashtar. The Adarans lack the numbers to challenge Riedra, yet they hold their fortress monasteries against endless waves of Riedran assaults. The Adarans possess remarkable psychic and martial disciplines.

In Khorvaire, you might …

  • Struggle to expose the schemes of an order of psychic assassins.
  • Steal a memory crystal from an Inspired ambassador.
  • Help an Adaran envoy deliver a vital message to a kalashtar elder.

Although outsiders aren’t welcome in Riedra, the empire is a powerful nation and a valuable trading partner. Riedra offered assistance to multiple nations during the Last War. Karrnath relied on Riedran aid to survive a wave of terrible famines, and Aundair also received support from Riedra. King Sebastes of Q’barra has used Riedran troops to maintain order in Newthrone.

Riedrans rarely appear on the streets of Khorvaire, but Inspired ambassadors attend every court. Although the Inspired present themselves as generous and kind, a darker force followed them across the sea. The Dreaming Dark is an enigmatic order of monks, assassins, warlocks, and mystics. Their ultimate agenda remains unknown, but they hunt the kalashtar and some believe they can control people by manipulating their dreams. While most people dismiss the Dreaming Dark as a foolish story, you might uncover the truth behind the tales.

Both the Inspired of Riedra and the kalashtar of Adar possess psychic powers, and treasures from Sarlona reflect this. A set of Sarlonan sending stones might take the form of crystals that allow telepathic communication. The rod of rulershipring of mind shieldingring of telekinesispotion of mind reading, and the medallion of thoughts could represent psychic items from Sarlona.

In addition to psychic treasures, Sarlona is a source of a number of exotic plants and medicines. Dreamlily (described in chapter 4) is a useful Sarlonan narcotic, but over the course of the past few decades it has become a common recreational drug.

d8 Trinket
1 A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind
2 A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man
3 A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds
4 A sealed vial filled with faintly luminescent blue mist
5 A crystal disk engraved with a labyrinthine pattern
6 A leather-bound collection of kalashtar poetry called Shards of the Light
7 A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you
8 A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy


Witchknives dwell primarily on the continent of Sarlona, in the desolated desert canyons of Riedra. Witchknives are adversaries of the Inspired, and witchknife clans forced out of Riedra have taken refuge in the jagged mountain ranges of neighboring Adar or fl ed the continent of Sarlona altogether, erecting small settlements in the Demon Wastes of Khorvaire.

"The Bright-Eyed Wyrm? Surely you jest, stranger— everyone knows that no dragons dwell in Sarlona. The Storm Guardians? Stories for Adaran children afraid to sleep at night. The Madwyrm? Some Riedran captain’s campfire tale grown out of hand. You’re as like to find a dragon here in the market square as lurking in steppes or desert. If finding one is your goal, best keep traveling."

—Rumura, gold dragon sage posing as a human migrant of Syrkarn

The names, knowledge, and habits of the rogue dragons of Khorvaire are known to the scholars and adventurers of that land. The depredations of the wyrms of Xen’drik are logged by House Tharashk prospectors and passed from explorer to explorer in the taverns of Stormreach. And all are aware that Argonnessen is the dragons’ home. Sarlona, however, is a land of great mystery: Legends and tales of its dragons reach the outside world rarely, if at all.

Many Khorvairians have heard of the Storm Guardians but consider those legendary dragon wardens of Adar to be nothing more than myth. Those who know of the Chamber can state with authority that Argonnessen has no interest in Sarlona and no presence in that land. As a result, many first-time Sarlonan adventurers and explorers expect never to catch sight of a dragon in the land of the Inspired. A few of those learn the truth the hard way.

A Land Apart

Legendary wyrms make their homes in Syrkarn and the lost islands of Ohr Kaluun. Packs of white and silver dragons dot the Tashana Tundra, and draconic creatures are drawn in great numbers to the power of the Storm Guardians in Adar. The ruins of what are believed to be ancient draconic observatories are frequently unearthed in those parts of Sarlona not under the iron grip of Inspired rule. Even so, the dragons of Argonnessen have shunned Sarlona since the earliest centuries of their own history—and have never divulged their reasons.

Some scholars suggest that Argonnessen has reason to fear Sarlona and its unseen quori masters, though this notion seems laughable to many. Even if the worst tales of the Dreaming Dark are to be believed, the dragons once laid waste to the whole of Xen’drik, and their power shows no signs of having abated in the long centuries since. Others believe that the dragons’ absence from Sarlona is a reaction to a coming cataclysm predicted by the Prophecy—whether at the hands of the Inspired or from some yet-unknown source. Still others say that the Prophecy suggests Sarlona is central to future events, but that these are so far off in time that the dragons see no point in preparing for them yet. A few hold that Sarlona is, in fact, absent from the Prophecy—an empty space at its center that terrifies the dragons because they can’t comprehend it.

The absence of dragonmarks among the peoples of Sarlona seems to support this last view. However, some dragons of Adar do study the Prophecy, and the great halls of the Storm Guardians are said to be strongholds of draconic power (SoS 38). Though Sarlona’s rogue dragons number spies and scholars among their ranks, the Chamber and the Conclave maintain a circumspect presence in that land. The dragons of Argonnessen place observers in Riedra—many of them changelings or dragons operating in human form—only with great care. At the same time, a number of dissident groups in Sarlona are whispered to have the covert backing of draconic agents.

Whatever the truth of their long exile from this land, the dragons do not speak of it. Sarlona remains a continent isolated from draconic culture and tradition, cut off from the affairs of Argonnessen and the machinations of the Chamber and the Conclave alike.

Serpents and Saviors

Little overt mention of dragons exists in the Inspiredwritten histories of Sarlona. The masters of that land are adept at reworking history to suit their own needs, so what is known of the early dragons of Sarlona is fragmentary and incomplete. But as the land of the Inspired opens up to Khorvaire in the aftermath of the Last War, scholars are beginning to piece those fragments together into what they believe to be a cohesive whole.

The legends carried to Khorvaire by the Lhazaar expedition and later waves of refugees say little of dragons other than the Storm Guardians. Echoes of lore older than humanity itself describe Sarlona as a couatl stronghold during the Age of Demons, and this land is thought by many to have been the birthplace of that noble race. Couatl ruins still dot the islands of Aventus, the steppes of Syrkarn, and the Riedran province of Khalesh, though any interest the dragons of Argonnessen might have had in these sites appears to have been exhausted millennia before.

It is also known that the shulassakar (the feathered yuan-ti) venerate the couatls, seeing themselves as the descendants of that lost race. In Sarlona, shulassakar are said to dwell in ancient Adar ruins dating back to the Age of Demons. Like the shulassakar, the base yuan-ti were born in Sarlona, rising from the blasted ruins of once-great Khunan and naming their new land “Syrkarn.” Some sages posit that the creation of the yuan-ti was tied to the near-release of a bound fiend almost twelve hundred years ago—the Syrkarn rajah. However, the supposition that the yuan-ti might be shulassakar tainted by exposure to fiendish magic (and thus a race possessing both fiendish and couatl blood) remains little more than a guess. Certainly that was not the view of the dragons when they allowed yuan-ti exiled from Sarlona to settle in Argonnessen. Only after the destruction of Io’vakas did yuan-ti became a hunted race: Many fled to Xen’drik, where the worst of their kind appear to be ascendant.

Among certain dragon prophets (MoE 63) serving lords in Argonnessen, a theory has recently arisen that ties together the legends of couatl, Storm Guardian, and yuan-ti alike. These prophets whisper that Argonnessen’s long estrangement from Sarlona involves more than just Prophetic tradition. As the birthplace of the couatls, Sarlona was of prime importance to draconic history and the million-year struggle of the Age of Demons. After the couatls were destroyed, the dragons were left to complete their work and took much of the credit for the combined victory over the rakshasa rajahs. However, many dragons felt great shame at having effectively abandoned the couatls, who made their great sacrifice alone. In the aftermath, it is thought, Sarlona became a kind of prison continent—a land of exile where dragons served life sentences at the site of their race’s greatest failure.

The strongest evidence in favor of this view is the Storm Guardians, thought by some to be the last of a once-great order of exiled dragons originally dedicated to protecting the birthplace of the couatls. Today, the seldom-seen Storm Guardians are joined in their defense of the mountain refuge by a host of other draconic creatures, including dragon turtles and sea drakes (FF 147) that protect the storm-tossed seas of the Adar horn. However, some believe that the entire continent might once have been under the protection of such draconic guardians, all memorializing the couatls’ sacrifice. Over time, as the memory of the fiend wars began to fade in even the longest-lived draconic minds, this collective guilt came under attack. Especially among those dragons focused on the Prophecy, the goal was to look forward, not back. At some point, the dragons turned away from Sarlona, leaving only the Storm Guardians behind to uphold a tradition now lost to dragonkind.

Rogue Wyrms And Forgotten Kings

Rogue dragons have long inhabited Sarlona. However, the desert drakes and mountain guardians of this land are very different from the hoard-wyrms and Chamber exiles of Xen’drik and Khorvaire. A number of Sarlonan rogues fled recently from Argonnessen, for personal or political reasons, choosing the relative peace of Sarlona to the chaos that is Xen’drik. Though exceptions exist, most such first-generation exiles hail from the lands of the Tapestry, just as a majority of Xen’drik exiles arrive there from the unfettered expanses of the Vast (see page 37).

Unlike those of Xen’drik, many rogues of Sarlona are native to that land—descendants of dragons who were here long before the rise of the sorcerer-kings. What part those ancestor dragons might have played in the rule of Sarlona prior to the Sundering remains an open question. That period of great and terrible wars shattered the old kingdoms and paved the way for Inspired rule, and much of the history of old Sarlona was purged when the Inspired remade the continent in their own image.

Fragmentary accounts of the reign of the sorcererkings can be found in the legends of Aventus, Corvagura (now part of Riedra), and Khunan (the land on whose ruins the yuan-ti built Syrkarn). Modern sages theorize that some of those ancient rulers could have actually been rogue dragons in human form, building empires in a land their Prophecy-obsessed kin ignored. If this idea is true, it might explain the origins of the devastating conflicts between the sorcerer-kings of Corvagura and the secret shulassakar leaders of Khalesh. If means also that the oft-ridiculed tales of draconic blood flowing in the veins of Khorvaire’s human sorcerers might be more than mere fancy.

Plots of the Inspired

Those who know the secrets of Sarlona understand that the quori are the true power behind the Inspired lords of that land. Since consolidating power in Riedra more than a millennium ago, the Inspired have systematically wiped out or subjugated any creatures that might potentially threaten them, from the psionic yuan-ti to many of Sarlona’s predatory aberrations. To this day, however, the continent’s rogue dragons are shown deference by Riedra in a way that seems at odds with the Inspired stranglehold on order in that land.

Most parts of Riedra remain effectively free of dragons. However, the Harmonious Shield (Riedra’s internal security force) takes what might be described as a “secure perimeter” approach to dragon control. Rogue dragons are typically left to their own devices unless they come into conflict with human settlements. Even then, Riedran forces often attempt to drive troublesome rogues into Syrkarn, Adar, or the Tundra before they engage in all-out battle. Only against dangerous psionic dragons does Riedra typically unleash the full force of its power.

This policy might result from the Inspired desire to avoid wasting resources on what might easily become a costly conflict. Maintaining security on the Adar border means that Riedra can ill afford to engage in low-scale draconic turf wars on other frontiers. However, rumors abound of Riedran forces kidnapping Sarlonan wyrmlings or stealing dragon eggs, and it is speculated that the Inspired’s policy of quiet containment might have more sinister overtones. Some speak of the Inspired raising young dragons in hidden fortresses, indoctrinating them into the Path of Inspiration with the same techniques used on the ogre mages of Borunan. More unbelievable tales are sometimes spun of clandestine experiments designed to breed draconic vessels suitable for control by the quori.

The quori behind the Inspired are not the same race that once fought the giants in Xen’drik, but the masters of Dal Quor have an insatiable thirst for the history of that lost age. They have studied in considerable detail the devastation the dragons wrought after giant magic defeated the quori and sealed the links to Dal Quor. Likewise, they are fully aware of the more recent history of the Light of Siberys’s forays against Aerenal.

To date, the dragons have shown little interest in the quori’s rule over Sarlona or the long-term plans of the Dreaming Dark. In adopting an approach of containment over conflict, the quori might simply be attempting to ensure that continues. Whether the darker rumors of the Inspired attempting to build their own draconic army have merit or not, it is reasonable to assume that if Argonnessen ever does take up arms against the Inspired, Riedra will need the rogue dragons of Sarlona firmly on its side.

Hoards in Sarlona

The hoards of many Sarlonan rogue dragons resemble those of their cousins in Argonnessen, Xen’drik, and Khorvaire. However, the troubled history of Sarlona—and the Inspired’s heavy-handed rewriting of that past in the aftermath of the Sundering—leaves dragon hoards as some of the most complete caches of history on the continent. The coinage of Sarlona’s dead kingdoms, lore and magic lost to the great purges, and relics of the sorcerer-kings might all be found in a Sarlonan dragon’s lair.

Sarlonan dragons frequently guard magical locations that the Riedrans are happy not to have to defend themselves. As well, by collecting and hoarding the lost treasures of Syrkarn and Ohr Kaluun, the dragons secure those treasures from those who might use them against the Inspired. The allies and affiliations of such rogues are carefully monitored, however, and the Harmonious Shield steps in if powerful magic falls into the wrong hands.

Psionic locations and relics are treated far differently. Riedra keeps a close eye on psionic dragons and the madness that habitually afflicts them.

Even though Sarlona apparently lies outside the focus of the Prophecy, the dragons hid most of its greatest relics away before the rise of the Inspired, keeping it safe in Argonnessen. Whatever magic they left behind was largely destroyed by the Inspired in Riedra, but some items can still be found in Syrkarn, Adar, and the Tundra. The mountains of Adar are the greatest repository of powerful magic in Sarlona, including magical locations and artifacts dating from the Age of Demons, such as the legendary Teeth of the Three (SoS 142). These sites are typically guarded by Storm Guardian allies dedicated to protecting ancient draconic sites from those who would defile them. Psionics and Dragons It is speculated that a number of the dragons of old Sarlona treated with the shulassakar and the yuan-ti in an attempt to learn the secrets of psionic power. Even today, a loose sect of Sarlonan dragons known as the Gornatha (see page 124) hungers after psionic understanding, coaxing knowledge from the half-giants of Andnemun and the hidden yuan-ti sects of the White Lake and the Plains of Itzaina.

However, the path of psionics is a dangerous one for the children of Siberys. An innate connection to arcane magic flows in a dragon’s blood, and for reasons not fully understood, psionic power often twists and debases this force. Among those dragons who explore the psionic mysteries, the fortunate suffer only disfigurement and ill health. Most develop debilitating insanity, then ultimately die. The legendary psionic dragons of Sarlona were all rogues driven mad by their pursuit of that art.

The existence of essence reavers (SoS 147) hints that the pursuit of psionics by dragonkind might have roots beyond the arrival of the yuan-ti and the quori in Sarlona. A vicious aberration of the Syrkarn and Riedran deserts, the essence reaver is a vaguely dragonlike creature that absorbs and can wield both magical and psionic power. Like many of the rogue dragons who do the same, these creatures are thoroughly insane, and are among the most feared predators on the continent.

Gem Dragons in Eberron

The psionic gem dragons (MM2) are not native to Eberron and are not a part of draconic history, contemporary Argonnessen, or the Prophecy. However, the following campaign option outlines a means for gem dragons to become part of an EBERRON campaign.

It is widely suspected that the Inspired continue to allow rogue dragons in Sarlona partly because their quori masters experiment on these creatures. Just as with the selective breeding of the Chosen over generations to provide the perfect quori host, the Inspired now engage in grotesque experiments to breed new creatures of their own. Over the centuries, the Inspired have perfected a process of creating dragons for the quori to possess. These draconic vessels are the gem dragons, the result of twisted pairings of metallic and chromatic dragons with a hint of fiendish blood. Their inherent beauty is seen as a reflection of their Inspired masters. They are found only in Riedra, and their existence is one of the most closely guarded secrets of that land.

An unpossessed gem dragon has the same statistics as presented in Monster Manual II (updated to v. 3.5 rules). A gem dragon hosting a quori spirit takes on the attributes of that possessing spirit (ECS 296).

Some younger gem dragons might not have sufficient Charisma to serve as quori hosts, but these creatures are often used as assassins and spies under the command of a quori-possessed dragon.

A dragon-based campaign in Sarlona can range as widely as the types of dragons do. This section presents four adventure frameworks suitable for further development. Two of these frameworks give the DM useful shortcuts for getting an adventuring party to Sarlona in the first place, allowing players to jump straight into a Sarlonan campaign.

Chamber Mission


The dragons of Argonnessen have no presence in Sarlona, but that does not prevent many from studying that land at a distance. One such dragon is Txako, a Chamber agent in human form who comes to the party seeking operatives for a Sarlonan mission. His terms are attractive, especially for any party with an interest in or connection to the land of the Inspired. However, the party’s assignment quickly attracts unwanted attention, and a simple reconnaissance and rescue operation turns out to be more complicated than the PCs thought.


Any mysterious NPC the party has previously assisted or been befriended by might turn out to be the Chamber agent Txako. Alternatively, a particularly successful espionage adventure can catch Txako’s attention and inspire him to seek out the PCs with his offer. Neraasi, a changeling operative of the Chamber, has gone missing in Sarlona. In addition to determining what happened to her (and bringing her back if possible), the dragons need to know what intelligence her captors might have gained about the Chamber’s clandestine operations in Riedra.

Txako’s terms of payment are consistent with the party’s level. To sweeten the deal, however, he offers transportation beyond anything the party could normally hope to pay for: a round-trip greater teleport, courtesy of a Siberys heir of House Orien (60,000 gp value). Txako simply states that time is of the essence, but if his overly generous offer sparks suspicion of the dragon’s motive, so much the better.


The climax of this adventure framework can easily make use of the Heart of Io (page 112) or the Ohr Kaluun Hoard (page 114).


  1. Hiring On: Txako seeks out the party and presents his offer, playing on any favors owed him by the PCs if they have a previous relationship. His concern for his agent is genuine, but a successful DC 25 Sense Motive check indicates that the dragon knows more of Neraasi’s mission than he lets on. 
    As they make their way to Sharn or Passage (the only places from which an Orien heir will make the Sarlona run), the PCs realize that they are being shadowed. A confrontation en route (ideally on the lightning rail or an airship) reveals the group stalking the PCs to be Riedran military, operating under deep cover in Khorvaire. 
    Suggested Encounters: Riedran water soldiers (SoS 56) with levels in monk or ranger are an effective challenge for a low-level party. The leader of such a squad might be a multiclassed ranger/monk.
  2. Arrival: The PCs are teleported to the Syrkarn town of Ardhmen and must arrange for a guide to take them into Riedra. Local guides can take them as far as the frontier, but the party must contact the Dream Merchants to procure traveling papers for the land of the Inspired.
  3. Eyes of Riedra: While attempting to locate Neraasi in Riedra, the PCs attract the attention of the Thousand Eyes. The party must stay one step ahead of capture, in the meantime discovering that the Riedrans have advanced knowledge of the PCs’ presence and their mission. 
    Suggested Encounters: Low-level secret operatives of the Thousand Eyes tend to be human or changeling rogues or monks. A changeling or Chosen psion, psychic warrior, or soulknife might lead such a squad.
  4. Endgame: The party discovers the captive Chamber agent, but only after rescuing her do they understand the full extent of their mission. On the Chamber’s orders, Neraasi was observing a rogue Sarlonan dragon threatening the security of Riedra. However, in addition to being Chamber agents, Txako and Neraasi are operatives in a draconic cell that seeks to aid Riedran insurgents. The party has unexpectedly found itself in the middle of what might easily become a large-scale conflict. It is up to the PCs and Neraasi to shut down the rogue dragon’s plot in a way that defuses the escalating tensions between the dragons and the Inspired. 
    Suggested Encounters: If this adventure framework uses the Heart of Io location, the plot can center around the rogue dragon inciting a sect of yuan-ti to militant violence. In conjunction with the Ohr Kaluun Hoard, a dragon-led sect of the Heirs of Ohr Kaluun could be the foe the Riedrans fear.


The party’s reward should be commensurate with the PCs’ level and tied to the location chosen for the final showdown. Txako’s gratitude is a worthwhile bonus on top of whatever treasure the party receives, but the PCs need to consider whether the dragon’s long-term goals in Sarlona match their own.


Getting to and from Sarlona is often as big a challenge as the adventures that await PCs in that land. With the freedom of an open-ended greater teleport back home, the party can seek out more challenging adventures on the mysterious continent, possibly even serving as operatives for Txako. The forces of Riedra do not take defeat lightly, however, and the party’s exploits have likely made the PCs enemies within the Thousand Eyes or the Dreaming Dark itself.

Scourge of the Serpent Folk


The yuan-ti arose in Sarlona, but adventurers who have encountered the serpent folk elsewhere might be surprised at how little they truly know of this complex and ancient race. While traveling the Sarlonan countryside, the PCs are caught up in a yuan-ti assault against an isolated settlement. Such a sight is common in the jungles of Xen’drik, but Sarlona is rarely as straightforward as it seems.

This adventure can be set in Syrkarn, the southern Tundra, or any part of Riedra not rigidly devoted to the rule of the Inspired (such Dor Maleer, Rhiavhaar, or Ohr Kaluun).


The climax of this adventure can occur at the Heart of Io (page 112).


  1. Yuan-Ti Assault: The PCs happen to be in an isolated village when it comes under attack by a vicious and well-organized force of yuan-ti. The villagers repel the assault, presumably with the party’s assistance, but at great cost—the lives of a village elder’s two warrior sons. 
    In the aftermath, the PCs learn that this territory has become a haven for rampaging yuan-ti clans, and that the serpent folk are spreading from their original holds in the Syrkarn desert. The villagers say that recent yuan-ti raids appear to have no goal other than slaughter, and they beg the PCs to take the fight to the serpent folk. 
    Suggested Encounter: The yuan-ti that attack the village are a force of halfbloods under the leadership of 2–4 yuan-ti abominations.
  2. Revenge Mission: While following the trail of the yuan-ti war party, the PCs are set upon by rogue dragons. Regardless of who prevails in the battle, the dragons attempt to parlay in the end, warning the PCs off their mission. If the dragons are to be believed, the PCs have been duped. The normally neutral yuan-ti attacked the village because they have allied themselves with the Cult of Io, a powerful sect of evil yuan-ti led by a blue dragon named Maazirix. The evil yuan-ti leaders worship the blue as a holy prophet, and they are gathering powerful magic in preparation for an assault on civilization. The cult is the real enemy: Defeat it, and the yuan-ti attacks will stop. 
    Suggested Encounters: Any dragons of a level appropriate to the PCs can be used in this encounter. The Draconomicon supplement provides a complete selection of dragons by type and age.
  3. Cult Showdown: The PCs must infiltrate the desert stronghold of the Cult of Io, overcoming the powerful and well-organized yuan-ti who guard it. As they progress through the complex, the PCs discover the dragon’s secret—an artifact dating from the Age of Demons with which he has convinced the yuan-ti of his own divine power. (If this adventure uses the Heart of Io, the magical location is that artifact.) The cultists believe that draconic power is the yuan-ti birthright and are convinced that Maazirix will lead them to their destiny. The PCs must fight their way through the yuan-ti, then face the self-styled dragon prophet in a final showdown. 
    Suggested Encounters: Maazirix (CE male mature adult blue dragon) can use the example blue dragon in the Monster Manual, augmented with levels of barbarian or fighter for a truly memorable combat. The yuan-ti are halfbloods, purebloods, and abominations under the leadership of pureblood slayers (MM4 184) and abomination cult leaders (MM4 186) who serve the blue dragon. If the final showdown takes place at the Heart of Io, five yuanti abominations have received the magical location’s special ability.


By shattering the yuan-ti cult, the PCs earn the gratitude of the local people—a valuable commodity in a land as insular as Sarlona. As well, the PCs can help themselves to whatever magic treasures the yuan-ti have collected once the cult is vanquished, as well as the hoard of Maazirix himself.


Whatever its motivations, vigilante justice is anathema to those who rule in the name of the Inspired. If this adventure takes place in Riedra, the PCs might find the gratitude of the common folk tempered by the fury of local leaders and the Harmonious Shield. At the same time, the existence of a powerful artifact or magical location anywhere in Sarlona will attract attention that the PCs might not want. The Thousand Eyes, the Heirs of Ohr Kaluun, and clandestine agents of the Chamber might all take a sudden interest in the party’s affairs.

Wild Zone Gambit


A wild zone is a region where the energy of one plane bleeds into the Material world of Eberron. More potent than the manifest zones that dot Khorvaire, the wild zones of Sarlona are places of uncontrolled planar magic that flare and fade without warning—breaches that tear at the very fabric of two worlds.

The sudden appearance of a wild zone in Riedra is momentous enough, but this particular planar breach has deposited a dragon named Hargira in the middle of a highly populated area or in the war zone of the Adar frontier. The PCs seek a way to help him return home, but Riedran forces are under orders to capture the dragon.


The PCs might already be in Sarlona near the site of the wild zone. Alternatively, they could have been snatched up from almost anywhere by the same planar disturbance that affected Hargira.

If your EBERRON campaign includes the planar dragons from Draconomicon, Hargira could be one of those unusual creatures. Alternatively, he could be an Argonnessen native who was pulled into the rift as a result of a planar experiment gone bad.


If the wild zone opens up on the Adar frontier, this adventure framework can use the War Zone Range (page 116). In this case, the silver dragon Haurungad (in his hermit form) can be the Riedran agent charged with tracking down Hargira.


  1. Arrival: A wild zone opens up, depositing Hargira either in the Riedran heartland or on the Adar frontier. The PCs are caught in the middle of the situation, either as witnesses or as unwitting travelers pulled through from Khorvaire or Xen’drik. 
    The PCs likely try to protect Riedran or Adaran civilians caught in the deadly chaos of the zone. Seeing their altruism, Hargira appeals to them for aid. The dragon fears that his comrades (in Argonnessen or on his home plane) will assume that he has been captured by agents of the Dreaming Dark. Unless he can find his way back home, Hargira’s presence might become the catalyst for a larger conflict. 
    Suggested Encounters: A wild zone can be an adventure in itself. Planar creatures, deadly weather effects, and a host of other hazards can appear in and around one of these locations. Large or Huge elementals might harry the party, or creatures such as snowflake oozes (MM3 161) and bloodfire oozes (MM4 18). A ferocious storm effect might take the form of a call lightning spell that stays active throughout the encounter, striking the PCs and their enemies at random.
  2. Capture: The PCs and Hargira are pursued by Riedran forces, and the dragon is eventually captured. If Hargira is a planar dragon, his captors want to study him for whatever insights he might provide. If he hails from Argonnessen, the Inspired believe that the wild zone resulted from failed attempt to develop secret planar gateways from the land of the dragons to Riedra. 
    Suggested Encounters: Riedran water soldiers (SoS 56) are typically dispatched to deal with rogue dragons. The standard squad consists of ranger or monk regulars, led by a multiclassed ranger/monk or monk/soulknifeEPH.
  3. Rescue Mission: Hargira is taken to a Riedran military fort to await the arrival of a contingent of Inspired. Storming a Riedran tam is a challenge beyond any single party, so the PCs must devise a way to gain access to the complex. Options include stealth, diplomacy, or allowing themselves to be intentionally captured in hopes of escaping once inside. 
    After rescuing Hargira, the PCs must seek intelligence on the wild zone, either through espionage or by befriending Riedran agents. They discover that the energy of this particular zone has not abated; it will flare again within hours.
  4. Wild Zone Escape: The wild zone reappears again but has increased in size, disgorging an army of planar horrors. The PCs and Hargira must fight their way through this horde to the center of the zone, where a gateway opens up to take the dragon home. 
    Suggested Encounters: Creatures found in the wild zone’s second appearance should offer a greater challenge than those the PCs originally faced. These monsters might include elder elementals, avatars of elemental evil (MM4 7), extraplanar horrors such as yugoloths, or even quori able to manifest within the planar fury of the zone.


If successful in their mission, the PCs gain Hargira’s gratitude and a powerful future ally. If he is native to Argonnessen, the dragon might arrange for favors from draconic agents. If he is a planar dragon, Hargira might one day master the ability to return to Eberron and aid the PCs, or he could contact them through the transitive planes or the otherworldly dreamspace (SoS 18).

While the PCs are inside the Riedran fort, they might come across some powerful weapon or important piece of military intelligence. Such a find is incidental to the rescue mission, but might be valuable as treasure or serve as a future campaign hook.


Having the PCs pulled from Khorvaire to Riedra through a one-way planar breach is an easy way to kickstart a Sarlonan campaign. Once Hargira has been safely returned home, the PCs must figure out how to survive in this new land—and how to get home themselves.

Regardless of Hargira’s origins, PCs aiding him earn the enmity of the Harmonious Shield and the Thousand Eyes. If they have been deposited in Sarlona by the same planar disturbance (that is, without identification, traveling papers, or any of the other necessities for travel in the lands of the Inspired), staying out of the Riedrans’ clutches should be the PCs’ first priority.

The Rakshasa’s Revenge


The Inspired control Riedra with a veiled fist, but the Dreaming Dark is not the only power in the land. More than a hundred thousand years ago, the wars of the Age of Demons razed this continent, and three rakshasa rajahs remain trapped beneath it to this day. A rakshasa serving the Lords of the Dust has been magically entombed in Riedra since before the Sundering. Now accidentally freed, the creature wastes no time assembling a fiendish horde and attempting to free its rajah master.

The rakshasa’s plans do not sit well with Argonnessen, and word reaches the PCs that a draconic assault on the land of the Inspired is imminent. The PCs must defeat the fiend with the aid of a colony of rogue Sarlonan dragons in order to prevent the attack from Argonnessen and a response by the Dreaming Dark.


If the PCs already have contacts within the Chamber, they might be recruited for this all-important mission. Alternatively, if the party has previously faced off against the agents of the Lords of Dust, the adventurers could be following up legends of a rakshasa bound by the sorcerer-kings.


The lair of the party’s draconic allies can make use of the Dragons’ Deep (page 110).


  1. A Fiend Unleashed: The site of the rakshasa’s imprisonment is a vein of dark crystal unearthed by the construction of a Riedran monolith. The fiend’s accidental release can be incidental to the PCs’ involvement, or the party might be present to witness the dire event. 
    Suggested Encounters: The rakshasa has lost much of its power during his imprisonment, so this initial encounter uses the creature’s base statistics (MM 211). The fiend knows that it cannot take on a high-level party and avoids conflict, casting defensive spells such as bear’s endurance, mage armor, and shield. It then uses invisibility to escape, heading for the nearest population center. There, the rakshasa takes humanoid form as it recovers strength and begins to plan.
  2. Rumors of War: As the PCs regroup, they learn of a dire turn of events through contacts in the Chamber, the Thousand Eyes, or one of Riedra’s many dissident groups (depending on the party’s allies and associates from past adventures). From Argonnessen comes word that the Conclave sees a grave threat in the rakshasa’s release—not from the fiend itself, but from certain events that the Prophecy suggests will end with the release of a bound rajah. The dragons, not trusting the Inspired to recognize or acknowledge such a threat, have no intention of letting this catastrophe happen. 
    Already, dragon flights led by the Light of Siberys are winging their way across the Sea of Rage, and the armies of Riedra are amassing to face them. Though the draconic force is only a fraction of that which laid waste to Xen’drik, that destruction is a potent reminder of the damage such an attack might wreak. War on a scale not seen for two thousand years is coming to Sarlona, and the PCs are the only ones who can stop it.
  3. Deadly Pursuit: The PCs turn their attention to determining the rakshasa’s plans. With the help of ancient lore, they discover that it seeks to unleash the power of an ancient artifact, using the blood of dragons as a catalyst. The fiend is traveling to the binding place of one of Sarlona’s three rajahs (Korrandar in Adar, the Syrkarn desert, or the Krertok Peninsula in the Tundra). If their ability to magically or psionically track the creature is limited, the PCs might have to seek intelligence (by theft or diplomacy) from the Thousand Eyes. 
    The PCs track the rakshasa deep into the Sarlonan wilderness where the artifact it seeks is buried. There, they are set upon by the fiendish minions the creature has summoned to its side. Meanwhile, the rakshasa escapes. The battle costs the party precious time but reveals the fiend’s ultimate destination: an isolated colony of rogue dragons above the site where the rajah is entombed. 
    Suggested Encounters: At full strength (CR 24), the rakshasa is a sorcerer 7/assassin 7 (and so casts sorcerer spells as a 14th-level caster). It has little time to waste in combat, however, and leaves the PCs to its minions. The fiend expends half its spell slots on summon monster spells, bringing a host of fiendish creatures to its side under the leadership of a pair of fiendish tigers.
  4. Reluctant Allies: By the time the PCs arrive, the rakshasa has slain a number of dragons and claimed their power for his dark rites. Driven from their lair, the enraged survivors attack the party without provocation, seeking revenge in simple bloodlust. (If this adventure takes place in Adar, these dragons are servants of the Storm Guardians, but the Guardians themselves will not enter the conflict.) 
    The PCs must prevent the fight from escalating as they attempt to convince the dragons of the importance of their mission. However, the ancient leader of these Sarlonan rogues has no love for Argonnessen. Diplomacy and a pledge to help avenge the fallen can set the stage for the dragons’ assistance, but the PCs might need to engage in a side quest to prove their worth to the colony. 
    Suggested Encounters: These rogue dragons should be typical for the environment (red, blue, and brass in Syrkarn; white and silver in the Tundra; blue, bronze, and white in Adar).
  5. Dragons’ Lair Showdown: The final battle takes place in and around the lair of the dragon colony, with the rakshasa’s fiendish minions taking on the dragons in a small-scale reproduction of the dragon–fiend wars. Against that backdrop, the PCs face off against the rakshasa itself even as it attempts to free the rajah from a hundred millennia of imprisonment. 
    Suggested Encounters: With access to some of its rajah lord’s powerful magic, the rakshasa has summoned a combat force of zakya (ECS 297), ak’chazar (MM3 134), and naztharune rakshasas (MM3 136). If forced to enter melee directly, it uses damage-dealing spells with no thought to the safety of its minions. It orders one or more naztharune rakshasas to flank with it, allowing them to make sneak attacks while it prepares to use its death attack against an individual PC. The rakshasa carries a +5 unholy dagger that it reserves for its death attacks.


The PCs can claim the weapons and magic used by the rakshasa and its minions. Also, the fiend’s breached tomb or the site of its bound rajah master might hold additional magic or relics from the Age of Demons.


The destruction of the rakshasa might come only after the fiend has managed to partially free its rajah master. Such a turn of events might require the party to form an alliance with both the Dreaming Dark and the Argonnessen dragons to prevent the release of an unspeakable evil.

Alternatively, the PCs might have to take on the task of destroying the evil artifact at the site of the bound rajah. Such a quest could see them travel to the farthest corners of Eberron, even to Argonnessen itself, for what might become an epic-level campaign.

A land out of place and precariously balanced in reality, Sarlona is home to uncontrolled planar effects like no other realm in Eberron. Breaches, manifest zones, and reality storms that temporarily alter the landscape are common. The Riedrans have managed to protect Riedra from the worst of these, making places they call “wild zones” or “wild reserves” by walling off vast tracts of land tainted by planar energy.

Sarlona appears to be part of Eberron, yet outside it. The Draconic Prophecy holds little influence there, except in Adar. No dragonmarks appear in Sarlona, and no dragonshards are found on its surface; only Khyber shards, though scarce, can be found at all.

It is difficult to reach this land, and it offers little shelter for adventurers. Why take the risk? This is a topic explored in more detail in the description of each region, but here are a few basic points. Powerful Patrons: The dragons of the Chamber shun Sarlona, but they want to know what is transpiring beyond its shores. PCs who have ties to the Chamber, the Undying Court, or even the Lords of Dust could be sent to explore mysteries related to the draconic Prophecy. Agents of the Silver Flame or the Sovereign Host might arrive in Khalesh or Pyrine to search for relics tied to the modern religions. An Aurum Concordian might send the PCs to negotiate with the Riedran smugglers known as the Dream Merchants. Whether it's a quest for gold or knowledge, the powerful of Khorvaire have many reasons to cast an eye toward Sarlona.

Cultural Exchange: Adventurers who have ties to academic organizations could be sent to explore the lands of Sarlona or to find another expedition that has disappeared. Thousands of myths concern the mountains of Adar, and the people of Khorvaire are only just discovering the Tashana Tundra and Syrkarn. PCs who have strong ties to a government could be asked to assist an ambassador newly established in Dar Jin. Are the Inspired as friendly as they seem?

Battling the Darkness: One of the primary reasons to come to Sarlona is to fight the Dreaming Dark. Even PCs who have no interest in the dream war could be employed by the King's Dark Lanterns or a similar agency to engage in intelligence operations against the Inspired. Inside Riedra, this service requires subtlety and intrigue, since the Inspired are beloved. Elsewhere in Sarlona, the PCs finally have the opportunity to engage the Inspired and their evil directly.

While the Dreaming Dark is integrally tied to Sarlona, it isn't the only force of evil in this land. The Lords of Dust once ruled all of Eberron, and devious rakshasas haunt Sarlona as well. The Order of the Emerald Claw could take an interest in Sarlona's wild zones of Mabar. And the Heirs of Ohr Kaluun, the Kalaak barbarians, and the Horned Shadow are potential threats every bit as deadly as the villains of Khorvaire.

Secrets of the Mind: From the duergar traditions of the Akiak dwarves to the quori techniques of the kalashtar and Inspired, psionics are strong in Sarlona. Adventurers might have no recourse but to travel to Sarlona to learn certain psionic arts. The traditions of the psychic warrior could have found their way to Khorvaire, but perhaps the divine mind and other classes of Complete Psionic are still hidden in Sarlona.

Untapped Opportunities: Riedra is littered with ancient ruins that have been shunned since the Sundering. The Riedrans have no use for gold and fear the magic hidden in these places. Treasure, mystic knowledge, and more lie waiting to be found.

The Sarlonan Campaign: The nations of Sarlona offer many interesting possibilities for full-scale campaigns. When starting a new campaign, a DM should consider the possibilities presented by the cultures of Sarlona. For an unusual twist, a campaign could cast PCs as loyal servants of the Inspired—agents of the Harmonious Shield or Thousand Eyes who must uncover the deadly schemes of the Heirs of Ohr Kaluun before hundreds of innocents are killed. Or perhaps the PCs would like to try their hands as agents of the Dreaming Dark, engaging in psychic espionage and assassination within Adar or Khorvaire.

Dealing with any of Sarlona's treasures or hazards ultimately means getting there in the first place. For those characters used to the convenience of an Orien caravan or the inevitability of the next ship to Stormreach, arranging transport to the land of the Inspired can be an adventure in itself.

Travelers seeking passage from Khorvaire to Sarlona must decide which coast of Khorvaire they want to depart from. Sarlona is roughly equidistant from Khorvaire from the east or west, and the Sea of Rage and the Barren Sea are equally unforgiving. Only two Riedran ports allow Khorvairian ships to land, however, and the shores of Adar are all but impassable.

From Sharn and western Khorvaire, the islands of Ohr Kaluun are a common destination. The Dream Merchant smugglers have outposts there.

From eastern Khorvaire, travelers to Sarlona find themselves bound for Syrkarn, with such voyages leaving not from central Khorvaire but the Lhazaar Principalities. Lhazaar pirates have been plying the Sea of Rage since the end of the Last War, avoiding the Riedran outposts on the Aventus Islands with practiced skill. The relatively recent establishment of formal trade between Riedra and Khorvaire has increased the demand for Sarlonan goods in the Five Nations, and though it now faces competition, the trade of Lhazaar smugglers shows no signs of slowing down.

Means of Travel

A sea voyage is the typical method of reaching Sarlona from Khorvaire, but the small number of ships making the journey (at least compared to the constant stream of merchant traffic from Khorvaire to Xen'drik) greatly reduces a party's options.

Travel by Sea: Ships set out for Ardhmen in southern Syrkarn from many of the Lhazaar islands, but Regalport and Port Verge are the primary points of departure. Ships from those ports also run to the Riedran center of Dar Ulatesh on the Rhiavhaar coast, but only vessels authorized by the Inspired are permitted to land there. Mundane and soarwood sailing ships leave from several ports, but Prince Kolberkon's relationship with House Lyrandar makes Port Verge the only place where one can get passage on a wind galleon or a Lyrandar sailing ship. Though Lyrandar often operates its Sarlona cargo runs at a loss in order to establish itself in the principalities, its prices for passage remain steep.

The distance between Khorvaire's west coast and Sarlona is slightly shorter than the journey from the principalities, but uninviting Riedra occupies most of Sarlona's eastern shore. Ships commonly land at the port city of Dar Jin in Corvagura, but like Dar Ulatesh in the west, Dar Jin accepts no unauthorized vessels. Only in recent decades have the Inspired begun to allow ships that have valid business (most commonly merchant vessels and ambassadors) to dock at Dar Ulatesh and Dar Jin. It is sometimes possible to get working passage on a Riedran merchant vessel, but in all cases non-Riedrans in both these ports are confined to the foreign quarter by the Iron Gate, Riedra's foreign service.

Other than in Dar Jin and Dar Ulatesh, a strict Riedran quarantine against outsiders remains in effect. For westbound ships seeking clandestine entry into Riedra, the islands of Ohr Kaluun are a common port of call. Ships occasionally cross the Barren Sea from Zarash'ak in the Shadow Marches, bound for one of the small ports on the eastern coast of the Tashana Tundra. This journey's travel time and cost are the same as a trip from the Lhazaar isles to Ardhmen, but mundane sailing ships are usually the only passage available.

Passage on a cargo ship means a hammock for those who are lucky, the deck for those who aren't. Although PCs aren't expected to pitch in with everyday shipboard duties, they are expected to help during emergencies or attacks from (other) pirates.

Given the low level of trade and traffic, characters often have to trust to luck when seeking passage to Sarlona. Still, from either the Lhazaar Principalities or Sharn, a wait of more than a week (two weeks in winter) for a ship to set sail for Ardhmen, Dar Ulatesh, or Dar Jin is rare. Booking smuggler's passage from Sharn to Ohr Kaluun is a more hit-and-miss affair.

Travel by Air: House Lyrandar airships make no runs to Sarlona, and few privateers are mad enough to risk their ships on a crossing of either sea. Characters who own or command an airship are free to put speed ahead of caution, or to hire themselves out to other explorers.

Teleportation: House Orien's desire to curry favor with the Inspired-brokered trade between Khorvaire and Sarlona means that the house officially conducts no passage between these two lands. Unofficially, the excruciating length of the sea voyage means that heir of Siberys Orien operatives do intermittent yet lucrative business taking elite explorers and academics from Passage or Sharn to Sarlona using greater teleport at a staggering cost of 30,000 gp per one-way trip. A maximum of five Medium or smaller creatures can be transported in this manner, along with whatever equipment they can carry.

PCs have a 10% chance of finding an Orien heir willing to undertake a teleportation to Sarlona from Passage (5% in Sharn) on any given day. For PCs without a clear destination, Ardhmen is the default arrival point. Few (if any) Orien operatives teleport into Riedra itself, and in almost all cases, an heir doesn't stay in Sarlona more than the day required to regain the use of his greater teleport ability. A party requiring a return trip must arrange a rendezvous. All trips must be paid for in advance.

Planar Travel: Manifest zones and smaller wild zones of unstable planar activity spread across Sarlona as they do nowhere else on Eberron. The shifters and druids of the Eldeen Reaches have long spoken of strangely unstable planar activity within their land and of hapless wanderers seemingly snatched from manifest zones of Thelanis or Lamannia to some other place, never to be seen again. Perhaps one of these planar gateways leads to a wild zone or wild reserve in Sarlona. This is a highly unpredictable means of travel, and those who use such planar breaches must often find another way to return home.

The most important date in Sarlonan history, at least according to the Inspired, is the Unification of Riedra. All before that was darkness, war, and arcane depravity; all after, peace and munificent guidance. Although the Inspired began their conquest of Sarlona 1,500 years ago, they did not openly declare their rule for another 200 years. Although more anticipation that reality at the time, the Inspired set the first year of the Unification of Riedra as 1 Unity, a date 1,300 years ago (—302 YK).

Inspired and high-ranking Chosen are the lorekeepers of Riedra, but these records and the dates used in them are not widely disseminated. Dates are unnecessary among common Riedrans, and their use is discouraged. The majority of Sarlonans need not concern themselves with history—they are satisfied to know that the Inspired arrived sometime in the distant past, brought blessing and peace with them, and since that time, dates are unimportant.

Adaran monks, of course, believe differently. In ages past, each monastery devised its own dating conventions around events important to that sect. Since the coming of the kalashtar, however, the Speaker of the Word has encouraged a common calendar, which has slowly spread to all parts of Adar. Honoring the leader of the quori rebels, 1 Age of Taratai (1 AT) was established 1800 years ago (-802 YK).

The Syrks either follow the Riedran custom of not using dates, or they secretly keep records using the Adaran calendar. The dwarves of the Tundra maintain their own ancient dating system, while the few shifters who count years in that land do so according to a hodgepodge of clannish oral traditions.

The history of Sarlona is a patchwork of legends and truth, with as many pieces missing as are present. Years of war saw a great deal of Sarlonan lore lost for all time—histories of the conquered erased by the conquerors, who were themselves conquered in time. In the end, however, nearly fifteen hundred years of Inspired rule in Riedra have reshaped Sarlona's sense of itself. For Riedrans of today, the past is not a point of pride but a warning, and one does not seek the darkness that preceded the light of Sarlona's modern age.

The Ancient Past

The ancient prehistory of Sarlona remains as much an unknown as it does in any part of Eberron. The Age of Fiends, the giant explorers of Xen'drik said to have visited this land, the interest of the dragons of Argonnessen in Sarlona and their relationship to the Storm Lords—every piece of critical research has a dozen legends that contradict it, and every legend investigated uncovers a dozen more.

Sarlona does have one unique claim to the history of this lost age. It is thought to be the birthplace of the couatl. Certainly, this continent was a stronghold for that race during the Age of Fiends; couatl and shulassakar (feathered yuan-ti) ruins can still be found here today. Such structures are common in the province of Khalesh, but the Inspired go out of their way to prevent their exploration. In Syrkarn, the ruins were taken over by the feathered yuan-ti on a grand scale, and it remains uncertain how much of the original race's lore and history might have been corrupted or rewritten before the yuan-ti were put down. Scholars sifting the legends of the Age of Fiends believe that three rakshasa rajahs are bound in Sarlona— one within the heart of Korrandar in Adar, one beneath the yuan-ti ruins of Syrkarn, and a third in the Krertok Peninsula of the Tundra.

Of the nonhuman races, four appear to have an extended history: the kalashtar, the shifters, and the Dorann dwarves of the present day, and the yuan-ti of the Twelve Kingdoms age. The Dorann dwarves in turn gave rise to a progressive coalition of dwarf and duergar, the Akiak, who split from their kin to migrate south across the Tundra.


Precariously balanced among the planes, Sarlona has many wild zones and reality storms. These phenomena produce creatures and effects unseen elsewhere in the world.

A few veins of Khyber shards exist on the continent, largely in the hands of the dromites. Defying any logic, however, Eberron dragonshards simply do not form on Sarlona. Similarly, Siberys shards aren't found in equatorial Sarlona at all.

Tied to this phenomenon is the utter absence of dragonmarks. Sarlona was the birthplace of humanity, and today humans make up the vast majority of the dragonmarked population, but no dragonmarks have ever appeared on the people of Sarlona. Early signs indicate that the children of dragonmarked parents don't develop dragonmarks if they are conceived in Sarlona. The Twelve has no explanation for this phenomenon, but many believe that it is one of the keys to the ultimate mystery of the dragonmarks and their purpose in the world.

The lack of dragonmarks mirrors Sarlona's absence from the draconic Prophecy. The few human scholars and cataclysm mages who have been able to discuss the Prophecy with the scaled lords of Argonnessen have found the dragons to be utterly unwilling to speak of Sarlona. Some believe that this is because the dragons know of an inescapable catastrophe destined to originate from the continent. But others have a more disturbing theory. They claim that the dragons don't speak of Sarlona because the continent and the events that transpire there are completely invisible to the Prophecy, and this terrifies the dragons. Whatever the cause, the dragons clearly shun this land. Beyond the fabled Storm Guardians of Adar, the only dragons encountered in Sarlona are rogues. The Chamber has its agents in the land of the Inspired, but something—whether it is fear of the Inspired or fear of the Prophecy—keeps the dragons from coming to Sarlona.

Human History

Of Sarlona's early human history, almost nothing is conclusively known. Several legendary human kingdoms and empires are said to have risen and fallen here, but only two of those—Aventus and Uoraala—have any scholarly acceptance.

Aventus is the common name for a land thought to be called "Aventuu'siana," though debate ensues as to whether this name refers to the nation or its legendary sorcererkings. Aventus is known today primarily through an aquatic race of the Sea of Rage called the aventi. Thought to be the descendants of Aventus, aventi have an oral history that tells the story of a kingdom brought down by unnatural devastation, then swallowed by the sea. The Aventus Islands now carry the name of the kingdom that reportedly once stood there. Those isles belonged to Khunan prior to that land's destruction and rebirth as Syrkarn; now, they are counted as part of the Riedran province of Rhiavhaar. The Empire of Uoraala presents a tale at odds with much of Sarlona's endless history of increasingly advanced kingdoms razing each other and their neighbors. A race of barbarian nomads having no capital city and no fixed borders, the Uoraala are nonetheless thought to have forged an alliance of northern city-states that in time came to dominate Sarlona down to the Andnemun Desert.

The Uoraala were mercenary tribes of the steppes, their archers and cavalry in high demand among the northern city-states around what is now Rhialuun. But when those powers' insatiable demand for troops to throw against each other's walls ultimately resulted in each having more Uoraala mercenaries in their ranks than native soldiers, the war chief Uor (possibly so named after the fact) called on his people to turn against their lords. In a brutally short campaign, a simultaneous three-part military coup saw the creation of the new kingdom that bore its founders' name. The Empire of Uoraala is said to have stood for nearly four hundred years before dissolving in violent political infighting.

Of all the human history of Sarlona, one critical piece is known not because the Sarlonans kept a record of it, but because of its lasting repercussions beyond that land. Some three thousand years before the present age, a flotilla of ships left the land even then called Rhiavhaar, bound west across the Sea of Rage. The leader of this exodus was an explorer named Lhazaar. Though many Khorvairian humans are unaware that Lhazaar's expedition was the beginning of human society on Khorvaire, all know her name.

Recently, a controversial theory has been gaining favor in academic circles, seeking to explain why the tale of Lhazaar's expedition has always been an obscure part of Khorvairian history. Ellias Onsten, a little-known Korranberg Library researcher whose reputation faded even further after his death in 980 YK, was responsible for a revisionist look at Lhazaar's expedition.

Even prior to the end of the Last War, Onsten had studied the fragmentary histories of the sorcerer-kings of ancient Sarlona. To him, it had always seemed odd that the first waves of humans to reach Khorvaire had brought precious little in the way of magical knowledge with them. Onsten observed that migrant populations typically hold to their former cultures at any cost—building new culture on a rigid foundation of the customs and traditions of their ancestors. However, almost from the first, the early humans of Khorvaire seemed intent on turning their back on the traditions and history of their former homeland. This led Onsten to conjecture that the first humans to settle Khorvaire might well have been a population that Sarlona did not want.

Today, those Khorvairians who know Lhazaar's story think of themselves as the descendants of brave explorers and seekers after glory. Onsten's less attractive notion is that the descendants of untouchables, criminals, deserters, and slaves instead people Khorvaire. The notion of slave culture was of particular interest to the scholar (and of particular abhorrence to his critics), suggesting as it did a reason why the early Khorvairians were so quick to enslave the goblins of fallen Dhakaan. In Onsten's view, the strong controlling the weak was the only world these human immigrants knew.

Onsten's hypothesis has recently gained ground among scholars. To them, a culture built entirely by people who have a vested interest in forgetting who they had once been might look very much like Khorvaire's—people turning their backs on the traditions that glorified those who had oppressed them. Many of the learned in Khorvaire sympathize with the idea of a people who turned away from the sorcerous traditions of their lords because those traditions ultimately turned their lands to ash.

Whatever the origins of Lhazaar's expedition, the second wave of human migrants to hit Khorvaire sailed west under better-known circumstances. Refugees fleeing the rising power of Riedra pushed east into the forests of Nulakesh, then beyond. These humans landed on Khorvaire's western shores, spreading into the Shadow Marches where they remain today.

Twelve Kingdoms

By the time Sarlona's history was finally codified, the continent's dozens of city-states had become a land of twelve kingdoms, remaining so through long years of conflict. Riedran provinces now bear the names of eight of those kingdoms—Dor Maleer, Rhiavhaar, Khalesh, Nulakesh, Borunan, Ohr Kaluun, Pyrine, and Corvagura. Where the steppes of Syrkarn spread, the four kingdoms that once stood there exist now only as names—Mae Khree, Sunyagir, Khunan, and Lamecha.

In northern and eastern Sarlona, the largest powers were Nulakesh and Corvagura, each the conqueror of a dozen smaller states and city-states whose names are lost to history. For much of the twelve kingdoms' early history, Nulakesh was the dominant military force in central Sarlona, building its rule on a fanatical and disciplined military caste. Though the sorcerer-kings of Corvagura were renowned, it was secretive Ohr Kaluun and majestic Khunan where Sarlona's sorcerous might truly rose and ultimately fell. Rhiavhaar on the west coast cemented its rule using a different kind of power, controlling the Sea of Rage largely by means of piracy and slaving.

Having stitched itself together from smaller territories, the inland state of Khalesh continued to practice conquest of a different sort. As a nation dedicated to the worship of the couatl, Khalesh had a long history of crusades and attempts at conversion (some benevolent, others less so) among its neighbor states. Likewise, Pyrine sought to spread its faith—a pantheon of nine deities known as the Sovereign Host—throughout Sarlona.

In the steppes and savannah of what is now Syrkarn, Mae Khree, Sunyagir, and Lamecha effectively orbited the more powerful Khunan, carving out specific niches for themselves (agriculture for Lamecha, horses for Mae Khree, mining for Sunyagir). At the same time, each nation made a point of maintaining armies and magical might just powerful enough to keep Khunan and the northern nations from getting any ideas.

The most unusual kingdom of Sarlona's past remains the oddest of modern Riedra. Borunan was and remains the homeland of "civilized" ogres.

Beyond the twelve kingdoms of old lay the Tashana wastes and the mountainous land of Adar. As the wars of the old Sarlonan city-states evolved into the wars of Sarlonan nations, these areas remained largely unaffected.

As for the mountain realm of Adar, it had long been known as a place of refuge, a sanctuary for individuals or entire villages of refugees fleeing from the wars. Eighteen hundred years ago, on a date immortalized as 1 Age of Taratai, Adar received its strangest visitors—spirits fleeing from the plane of dreams, seeking human hosts. A group of monks agreed to provide shelter for these spirits, and the kalashtar race was born from this union.

The Sundering

The arrival of the kalashtar was the beginning of the end for the twelve kingdoms of Sarlona. War raged in Dal Quor, and the enemies of the kalashtar were determined to bring the struggle to Eberron. The quori that served ilLashtavar (The Dreaming Dark) were not prepared to sacrifice their power and individuality as the kalashtar spirits had, and this prevented them from directly taking hosts. But they could still manipulate mortals through dreams. They could give a paranoid king nightmares of a conspiracy, leading him to persecute his own people. They could send a charismatic general visions of justice, urging him to rise up against a tyrannical king. They could send two people dreams of love, ultimately forming a relationship and a child more suited to quori manipulation.

Starting 1,500 years ago, they did all this and more. Using fear, prejudice, and greed, the quori threw the kingdoms into chaos. For two hundred years, Sarlona was shaken by war. As one nation became stable, another would attack it, driven by racial prejudice or religious zealotry, or a new rebel group would arise within its borders. Terrible magic was unleashed. No human nation had the power to rival the giants of Xen'drik, but the wizards of Khunan and the sorcerers of Corvagura were mighty in their own right, and the lords of Ohr Kaluun were masters of divine and arcane magic. This period was known as the Sundering, and nations were shattered in its wake.

The quori used their power to set the Sundering in motion, and so they used their power to end it. After two hundred years of careful manipulation, they managed to establish bloodlines across Sarlona whose members were especially vulnerable to quori manipulation and possession—the predecessors of what are today known as the Chosen. They began a campaign of dreams, promising salvation to those who would follow their newly forged "Path of Inspiration." Soon, the first Inspired appeared. These beings had great charisma and impressive psychic powers, and to the people of the war-torn lands they were literally the answer to their dreams. The Inspired brought an end to many feuds, frequently by uniting former enemies against carefully selected scapegoats. The yuan-ti of Syrkarn, the shulassakar of Khalesh, the ogre mages of Borunan, and the mystics of Ohr Kaluun were all targeted in this way. Many were destroyed or enslaved; others fled to Adar, Xen'drik, or Khorvaire. Throughout these struggles, the Inspired extolled the virtues of unity. Within two centuries, the old traditions of the twelve kingdoms had been abolished. Where once twelve proud nations stood, now only one remained: Riedra.

The Age of Unity

Over the course of the next thousand years, the Inspired tightened their grip on the people of Riedra, slowly expunging the remaining traces of the old cultures. The Inspired moved slowly, making changes with each generation until no one alive remembered a time when life was any different. Through psychology, indoctrination, and control of dreams, the quori shaped a nation of slaves whose people were grateful for their chains, believing that the Inspired were their only shield against the horrors of the past and the outside world. During this time, several major events helped shape modern Sarlona.

The Syrkarn Migration: In one of the opening strokes of the Sundering, the nation of Khunan attempted to annex Lamecha, ostensibly for the southern ports that stayed largely free of Rhiavhaar piracy. Mae Khree, Sunyagir, and Lamecha allied against Khunan. As a result, a devastating period of arcane conflict known as the magewars ensued.

When it was done, great Khunan lay broken. In the aftermath, its survivors fled for the three victorious states or the nations beyond. Over the course of decades, tribes of ogres, half-giants, and worse crossed the Andnemun Desert, eager to occupy the ruins of this once-great land. In their midst, however, new creatures arose that had never before been seen on Sarlonan soil—the yuan-ti. More cunning than the ogres and half-giants, they quickly established dominance over the remnants of Khunan. Fragments of lost lore collected by Adar's Keepers of the Word suggest that sages of the day believed the yuan-ti to be magical mutants, descendants of the Khunani transformed into serpentlike aberrations that quickly rechristened their new kingdom "Syrkarn."

When the Inspired arrived on Sarlona, the whispered alliances they forged among the warring human nations were quickly turned against the yuan-ti. Syrkarn was invaded, and the yuan-ti were hunted to the point of extinction. However, even in the aftermath of victory, the human populations of Lamecha, Sunyagir, and Mae Khree were suddenly ordered out of their ancestral lands. In 90 Unity (—212 YK), thousands of people were moved and resettled in Khalesh, Dor Maleer, and Corvagura.

To this day, no official rationale for the exodus has been given. However, those who have attempted to piece together and connect the oral histories of the yuan-ti with the vague lore of the Age of Demons have suggested that in the course of eliminating the threat of the intelligent and powerfully psionic yuan-ti, the Inspired discovered a dark power behind their creation. A rakshasa rajah is trapped beneath the yuan-ti ruins of that land.

Abel Varmanc, patron and leader of the Korranberg expedition that bore his name, has gained recent notice for his attempts to collect the fragmentary lore of old Sarlona from Riedran merchants engaging in trade with Khorvaire. In academic papers and private debate, he has suggested that some lingering power from the Age of Demons was not only involved in the creation of the yuan-ti, but also in the destruction of Khunan that preceded that genesis. In his view, oral traditions describing the legendary devastation of Khunan bear an eerie similarity to the events in Thrane of 299 YK, when the rising of a terrible force bound since the Age of Demons gave birth to the Silver Flame through the sacrifice of a couatl and the paladin Tira Miron. Whether the destruction of Khunan was the result of abound fiend's stirrings or of potent magic wielded by the Khunani in their attempts to confine it once more, "Syrkarn" is the name the legends give to that dark presence.

The Madness of Yaruun: By 177 Unity (-125 YK), Riedra was firmly established, but memories of the old kingdoms remained, giving rise to lingering tensions. Then a series of devastating psionic attacks took place along the borders of Adar. The worst of these occurred in the city of Yaruun, where every inhabitant was left insane. The Inspired revealed that these attacks were the work of an unexpected enemy: the kalashtar, mortals who had given their bodies to altavars (evil spirits). Now the Riedrans had a focus for their anger, and thus was set in motion the long struggle between Riedra and Adar that continues to this day. After a few costly battles, the Inspired chose to place Adar under siege instead of trying to invade and conquer it. The Madness of Yaruun was the defining moment of the relationship between Riedra and the kalashtar, and it indelibly etched the image of the monstrous kalashtar into the Riedran psyche. Of course, the reason behind the attacks remains a mystery. The kalashtar have no records of them. It is possible that the Madness was staged by the Dreaming Dark to turn the people against the kalashtar. After a thousand years, the truth might never be known.

The Night of Razor Dreams: After Riedra was firmly established as a nation, the Inspired entered into a trading relationship with the Akiak dwarves of northern Sarlona. Duergar engineers helped the Inspired develop the first of the hanbalani (monoliths), which are an integral part of the quori's plan for Riedra and Eberron. In time, however, the Inspired no longer needed the dwarves. In 536 Unity (1 Lharvion, 234 YK), Riedra launched a surprise attack on the Akiak. Dwarf leaders were assassinated, and critical strategic points were seized. Within two years, the Akiak had been almost exterminated; only a few refugees escaped into the depths of the Tashana Tundra. Over the next centuries, the dwarves rebuilt their culture around a central precept—vengeance for the terrible crimes the Inspired committed.

The Xen'drik Trade: Starting around 876 Unity (574 YK), the Inspired became interested in acquiring dragonshards, crysteel-grade crystal, and other resources that were plentiful in shattered Xen'drik. A century later, the Inspired established the fortress-city of Dar Qat on the western coast of that land, sparking regular contact between the people of Khorvaire and the Riedrans. The Inspired had long spurned the overtures of Galifar, but now the two nations' ships met on the open seas. Initially, the Riedrans were prey for the pirates of Khorvaire. But as Galifar established its presence on Xen'drik, Stormreach became a neutral ground for the two nations, and open trade began.

Sarlona Today

The people of Khorvaire know very little about Sarlona. For the last thousand years, the Inspired have kept the continent behind a veil of secrecy, turning ships away and even shielding it from scrying eyes. Today, that situation has begun to change.

Following the outbreak of the Last War, the Inspired sent emissaries directly to the courts of Khorvaire. They offered many forms of aid, from food to medicine; one of the more tragic results of this trade has been the spread of the addictive narcotic dreamlily through the underworld of Khorvaire. Meanwhile, smugglers made contact with the Dream Merchant black market and found havens on the islands of Ohr Kaluun and the coast of the Tashana Tundra. Riedran textiles, Tashanan art, and many other exports are slowly finding their way into the great cities of Khorvaire, and charming Inspired ambassadors are fast becoming fixtures among the upper classes of the Five Nations. In 998 YK, the Inspired took the unprecedented step of unveiling a foreign quarter in their great port of Dar Jin, and allowing ambassadors and others who have legitimate business to come to this city.

Far more exists to attract the venturesome to Sarlona. The Akiak are planning acts of sabotage. The kalashtar and the people of Adar fear that they might need to take greater action against the Inspired, and soon. Dissident groups seethe beneath the stable facade of Riedra, from rebellious ogre mages to the Heirs of Ohr Kaluun. And in the deepest shadows, the Dreaming Dark continues to play its great game with the world.

Planar energy bathes Sarlona like no other place on Eberron. This energy results in roaming reality storms in the Tashana Tundra. In other areas, the manifest zones do not move, but they are far larger and stronger. A wild zone represents a true blending of the planes involved. The results are never uniform, but they are always dramatic and often deadly.

A number of rules apply to all wild zones. The plane linked to the wild zone is always considered to be coterminous within the region, and it is considered to be a manifest zone for the purpose of feats or effects linked to manifest zones. Furthermore, the region is considered to be an extension of the intruding plane and adopts the traits of that plane, with the exception of morphic and time-altering traits. Outsiders from the linked plane do not have the extraplanar subtype while in a wild zone, and they can't be affected by spells such as dismissal. Any spell that involves summoning a creature from the linked plane is extended.

Wild zones often include breaches between the worlds, cracks through which creatures can pass without the use of magic. These breaches take many forms and are rarely obvious; a tranquil pond could be a portal to Lamannia. To recognize a wild zone or a breach, a character must have at least 5 ranks in both Survival and Knowledge (the planes) and make a successful DC 20 Survival check. Of course, a character can pass through a breach without being aware of its nature. Although many intelligent outsiders have little interest in visiting the Sarlonan wilderness, less intelligent creatures (fiendish or celestial animals, for example) are often found in these regions. Denizens of these planes that come to Eberron through a breach cannot leave the wild zone, either physically, by teleportation, or through any other method. The zone is an extension of the intruding plane, but natives of that plane cannot enter Eberron itself.

The energy of a wild zone has a powerful transforming effect on plants and animals. This effect can result in the appearance of creatures using any sort of appropriate template, or it can be the source of entirely new monsters—beings born from the fusion of the worlds. It's possible that lycanthropy began when a group of humans settled in a wild zone linked to Lamannia, and the forces of primal nature infected them. Effects can be psychological as well as physical; a creature that spends an extended period of time in a Shavarath wild zone could be overcome by a savage thirst for battle, potentially falling into a permanent state of frenzy.

No two wild zones are alike, either in appearance or effect. Although two zones linked to Mabar share the same foundation, one might cause the dead to rise, while the other could be filled with hungry trees seeking the blood of the living. In general, a wild zone appears as a fusion of the plane and the natural surroundings. A zone linked to Fernia is not a sheet of fire and lava, but it might include pools of lava welling up from the ground, balls of fire floating through the air, or trees that are eternally burning yet never consumed (unless removed from the zone). DMs seeking ideas can consider the suggestions made for reality storms on page 144.

When possible, the Edgewalkers create buffer regions a mile wide marking the edge of wild zones— slashing and burning any vegetation to provide a clear view. Depending on the danger presented by the zone, watchtowers or fortresses might be erected. In a few cases, entire zones have been surrounded with high walls. Edgewalkers have also been experimenting with fields duplicating the effects of the psionic power aversion; this work is still in development, and the power requirements would necessitate the presence of a hanbalani to maintain the field.

Source: Secrets of Sarlona

Planar gateways that once linked Eberron and Dal Quor, the Region of Dreams, were sundered during the cataclysmic wars that destroyed Xen'drik and shattered the giant civilization. Since then, Dal Quor has been forever distant, and no stable manifest zones to Dal Quor exist anywhere on Eberron.

However, Dal Quor and Eberron remained inextricably linked by the state of dreaming—the process by which mortal minds travel to the Region of Dreams, and the subtle gateway through which the quori first began their conquest of Sarlona some fifteen centuries past.

Discovered short years ago and still known only to few, the dreamspace is an effect that appears related to this spiritual connection between planes, but one that as yet has no explanation. It appears as a kind of ripple of arcane and psionic energy—a border of sorts between the mortal world and the world of dreams. Where dream and reality touch, a vortex of shifting light and sound unfolds. The world as seen through the dreamspace appears as it truly is, but its colors are alternately muted and intense. Creatures who can see into the dreamspace observe shifting auras that surround living creatures and psionic or magic objects alike. Light and shadow bleed into each other, and an echo of unintelligible voices twists through the hiss of a never-ending wind.

Though powered in some way by the energy of Dal Quor, the dreamspace is a Material Plane effect. It is not simply a manifestation of the Region of Dreams, nor is it connected to the dreamscapes that ring Dal Quor, which are employed by the quori mindhunters (see Magic of Eberron) and others who seek to hunt and destroy the quori on their home plane.

Some posit that the recent appearance of the dreamspace could be tied to the Inspired's monoliths. More than a few kalashtar believe that the hanbalani have a dark purpose—designed by the Inspired to help bring Eberron and Dal Quor coterminous once more. Where the two planes connect through the act of mortal dreaming channeled by the monoliths, they have begun to actually touch, rupturing and repairing themselves as the spiritual and temporal energy of each plane is drawn into the other. However, running counter to that theory is the fact that the dreamspace can be accessed from anywhere on Eberron, not simply on Sarlona, and that proximity to a hanbalan appears to have no effect on the dreamspace or the abilities that those attuned to it can obtain. Furthermore, certain spells and powers have effects that change when cast or manifested by the dreamtouched—those whose study of the dreamspace allows them to make contact with its otherworldly energy. Though the Inspired and the Keepers of the Word are constantly active in the development of new lore, clearly some of these spells and powers predate current knowledge of the dreamspace.

Regardless of its origin, different factions among both the kalashtar and Inspired distrust—some even say fear—the dreamspace. In particular, a good number of Inspired are said to be disturbed by the existence of a power connected to Dal Quor that they neither control nor understand.

Source: Chronicles of Eberron

Secrets of Sarlona introduced the concept of the dreamspace, along with a set of dreamtouched feats that allowed third edition characters to attune themselves to the dreamspace. These included the Dream of Contact (which allowed long-distance telepathic communication, not unlike the sending spell) and Dream of Insight (which allows the dreamer to make a Intelligence-based ability check with a substantial bonus—essentially, drawing knowledge from the collective unconscious). Techniques like these serve as crucial tools for the Unchained, a resistance movement within Riedra whose members engage in unsanctioned “free dreaming.”

Possible Explanations

There’s no other canon information on the dreamspace— we just know it was “discovered a few short years ago” and both the Inspired and kalashtar distrust it. So what is the dreamspace? A few possibilities come to mind …

Natural Connectivity. The dreamspace might just be part of the natural infrastructure of the planes. Think of it as the phone lines that connect mortal dreamers to Dal Quor. There’s nothing sinister about it; it’s just a (super)natural part of the world.

Artifact. The dreamspace could be an artifact created by the quori of a previous age when they interacted with Eberron. Rather than tying this to the giantquori conflict in Xen’drik, I’d tie this to an even older age of Dal Quor—long before il-Lashtavar— that’s potentially associated with long-forgotten civilizations in either Khorvaire or Sarlona … civilizations destroyed by the rising of the Daughter of Khyber or another overlord. This would allow characters to discover ancient rituals or artifacts designed to manipulate the dreamspace. It leaves the question open as to whether the quori of that past age were benevolent, or if the dreamspace itself was designed as some sort of weapon or tool of oppression.

New Phenomenon. People might’ve only recently discovered the dreamspace because it’s only recently come into existence. It could be the side effect of unforeseen damage the Inspired are inflicting on the psychosphere of Eberron through their use of the hanbalani monoliths. At the moment it’s a useful tool, but as the damage becomes more extensive, it could connect unwilling minds, cause dreaming spirits to be lost in the dreamspace instead of reaching Dal Quor, or far worse.

Hoax. The dreamspace might be a hoax. Created by the Dreaming Dark, it's a lure that’s being used to draw out rebels like the Unchained. Attuning the dreamspace and developing dreamtouched techniques actually makes the user more vulnerable to quori possession.

These are all interesting possibilities. But like the Mourning, I wouldn’t want to present a single kanon or canon answer, because a central point of the dreamspace is that the people using it don’t know what it is. It’s a new tool that’s being latched onto by a desperate resistance—is it a blessing, or could it be a trap? Is it secretly a tool of the Dreaming Dark, or is it the horrifying result of dabbling in powers beyond even their control? Each of the four options above would form the foundation of very different stories. Using the first option, it could be a simple, reliable tool that has no other significant impact on the story. Using the second option could unveil a quori scheme from a previous age that dwarfs the ambitions of the Dreaming Dark. And the third option could end with the Dreaming Dark and the player characters working together to disassemble the hanbalani system before it tears reality apart.

So, the dreamspace was always intended to be an idea that each DM could use in different ways; I hope one of these ideas inspires you!

As the creature rears up from a reptilian coil of tail and limbs, its passing resemblance to some sort of dragon quickly fades. Bony plates ripple across its emaciated wingless frame, grinding as taloned claws rend the ground. A twisted spike at the end of its tail glows a dull red, and the beast's razortoothed maw splits wide as it screams.

The Inspired's long dominance of Sarlona has seen most of the aberrations that once roamed the continent systematically hunted to extinction. The essence reaver remains a notable—and deadly— exception.

Strategy and Tactics

Essence reavers are found throughout the deserts and hills of Sarlona, from the Tundra to the foothills of Adar. Though universally feared by the people of the Tundra, Syrkarn, and the Riedran frontier for their willingness to prey on virtually anything that moves, essence reavers are best known for their psionic and magical hunger—and their particular appetite for manifesters, spellcasters, and magic and psionic items.

In combat, essence reavers trust their detect psionics and detect magic abilities more than their mundane senses. Normally solitary predators, essence reavers often kill others of their kind. However, bands of up to six essence reavers have been known to congregate in packs around high levels of magical or psionic power. Where these packs form, they hunt with a chilling degree of cunning.

Sample Encounters

The essence reaver is a fast-moving, voracious, and insane killing machine drawn inexorably to sources of both psionic and magical power—spellcasters and manifester in particular. The creatures are highly intelligent, but their inherent mania makes them unpredictable at best. Any party given the opportunity to flee from an essence reaver is generally wise to do so, but these creatures are prone to stalk magical or psionic targets for days before attacking without warning.

The other creatures of Sarlona universally fear these aberrations. The absence of animal life in a local area or signs of slain and mutilated phrenic creatures (EPH 205) or quorbound creatures (see page 150) is often a precursor to an essence reaver assault.

Individual (EL 9): A lone essence reaver could be encountered in any of Sarlona's deserts or hill regions, from the foothills of Adar to the Tundra. Though rare in civilized Riedra, essence reavers have been reported in Borunan and Khalesh.

Hunter Pack (EL 13 — 14): Between four and six essence reavers come together to form a hunting pack, but the creatures take great pains to not reveal their true numbers.

EL 14: A group of five essence reavers has been drawn to the latent power emanating from a magical or psionic location and has set up a carefully concealed perimeter in the area. When any party approaches, a single essence reaver makes a frontal assault targeting a spellcaster, manifester, or character wielding powerful psionic or magic items. Whether the party engages the creature or attempts to flee, the remainder of the pack uses the distraction of melee to surround the group and attack.


The essence reaver's draconic form and ability to absorb and utilize both magical and psionic energy has led to much speculation on the creature's origins—a degenerate form of dragon merged with dark spirits of Dal Quor perhaps, or a demonic hybrid spawned in the distant wars between dragon and fiend.

Physically, essence reavers resemble wingless black dragons, but dead white eyes and a whiplike tail give away their aberrant nature. A glowing membrane at the end of its spike-tipped tail allows a reaver to absorb magical or psionic energy from creatures or items. A reaver's long maw is filled with razor-sharp teeth, and ropes of viscous spittle hang from its jaws.

The essence reaver is one of the few apex predators that the Inspired have made no effort to exterminate in Sarlona, since the creatures' occasional forays into Riedra are outweighed by the their usefulness as they hunt down rogue manifesters and spellcasters in the Tundra and Syrkarn. Rumors emerging from Ada r suggest that the Inspired have long sought to introduce essence reavers into the mountains of that nation, but the creatures' tendency to kill any creature that comes within sight makes them difficult to relocate.

Almost nothing is known of the life cycle of essence reavers, though their hunger for magical and psionic power suggests that this power might in some way tie to their reproductive process. Young have never been observed, but clutches of what are believed to be fistsized essence reaver eggs are sometimes found in isolated desert sand flats. Adult essence reavers do not inhabit these nesting sites, and the eggs often show signs of having been consumed by lesser predators. Some suggest that a low rate of hatching might help keep the creatures' numbers in check.

Though they have a rudimentary intelligence, essence reavers do not speak.

Environment: Essence reavers are found in the empty wastes of any of Sarlona's warm or temperate deserts. Though their hunger for psionics and magic would seem to make it natural for them to target larger settlements (especially the enclaves of the yuan-ti and the nomadic settlements of the half-giants), they shun inhabited areas for reasons unknown. Furthermore, essence reavers are never seen in proximity to the Inspired's hanbalani, despite the documented psionic effect surrounding these monoliths.

Typical Physical Characteristics: An essence reaver is some 16 feet long and stands 10 feet at the shoulders. Its whiplike tail extends 15 feet, and it can arc around to any point behind or beside it. A typical creature weighs approximately 3,000 pounds.

Though individual essence reavers vary in coloration (from ebon black to a dull slate gray), they show no noticeable signs of gender or age.

Alignment: Essence weavers are always chaotic evil. They are rapacious killing machines that slaughter indiscriminately and fight until slain.

Source: SoS Web Supplement

Bonus Source: Class and Character Themes


In Sarlona, artisans are just as numerous, if not more so, than in Khorvaire. They take on a different light depending on the Sarlonan society a character comes from.

Riedran artisans are specialists groomed from a young age to perfect some craft deemed important by their Inspired overlords. Few true artists are nonhuman. Riedrans tend to see work as spiritually important and obedience to the vision of the Inspired doubly so. Great craftsmanship doesn't raise one above one's commoner station in Riedra, but fine work is a sure sign of positive evolution on the Path of Inspiration.

Adaran craftpersons practice art as a form of meditation and leisure, and many have another day job. Their work is often folksy and practical. Elders teach children to be versatile and self-reliant, so most Adarans have some skill at crafting. In all of Sarlona, Adaran work is the most likely to be magecrafted or psionically enhanced. Xephs of Adar are especially noted for their exotic crystalworking traditions, and kalashtar are renowned for intuitively and intellectually sophisticated art.

Syrks of all races practice art forms lost to most of Sarlona, since their land is one of the few places on the continent where numerous relics of old Sarlonan kingdoms still stand. In Syrkarn, art is diverse and might be different in villages only a day's ride apart.

Folk of the steppes take their work seriously. As true tradespersons, they resemble mundane artisans of Khorvaire more than any others on Sarlona. They are second only to Adarans in their mixture of craft and the supernatural.

In the Tashana Tundra, dwarves toil in ways different from those of the Mror Holds, but none are more divergent from the dwarven norm than the Akiak dwarves. Dwarves of the Akiak clans have mastered alchemy, crystalwork, and metalwork. They build sophisticated magic, alchemical, and mechanical devices. Also in the Tundra, the shifter and human tribes produce beautiful native work that is surprisingly sophisticated for such "primitive" people. In fact, Tashanan shifter art is in great demand in certain circles of Khorvaire, especially Zilargo.


Ascetics are even more common in Sarlona than Khorvaire, and they tend to be more concentrated as well. Most come from Adar, but the other lands of Sarlona have their hermits and mystics.

Riedran ascetics tend to be those being groomed for priesthood on the Path of Inspiration. Youngsters placed in such positions are often observant and inquisitive, and their natural tendencies are channeled away from questioning what's around them toward questioning what's within and looking for ways to help their fellow citizens. Unlike counterparts in other societies, Riedran ascetics are closely monitored as they are schooled in proper recordkeeping, archiving, and scribing. Most times, indoctrination takes hold and the youth becomes a loyal priest, perhaps developing divine magic as a key to an abnormally venturesome life in the military or other unusual service. A tiny minority never becomes blind enough to be fooled by the veneer of righteousness in Riedran life, and such persons must flee Riedra or die.

Within the temple-fortresses of Adar, ascetics can be martial artists, arcanists, priests, psions, or any other sort of mystic. Sometimes, a single person is more than one.

The life of an ascetic in Adar varies. Most are expected to maintain a certain level of physical ability to keep the body strong for meditation and general mental sharpness. Many ascetics start out very young in physically active monastic traditions. While study is important, early conditioning focuses on balancing body and mind. As such, Adaran ascetics are also more focused on meditation than rote learning. Knowledge is dispensed in a practical and frank conversational manner that encourages comprehension and reflection over memorization. Adar's ascetics tend to be diversely skilled and highly moral.

Other types of ascetics exist, too, especially in Syrkarn and the Tundra, but these are unusual persons under the tutelage of some obscure sect or teacher. Often, such relationships are personal, centered on or surrounded by no group. The strange Qiku shaman who lives in self-imposed exile might take students, as might the Syrk mystic versed in ancient Sarlonan magic. In fact, this type of ascetic can be found in Adar as well, perhaps living in a high cave that can only be reached by a seemingly impossible climb. It's even feasible to find such teachers and students on the fringes of Riedran society, though no such abominations are suffered to live if discovered by the Inspired -- unless the teacher and student happen to practice the Path of Inspiration.


Drifters are common outside of Riedra. Such a background is often tied to a tribal society or the loss of one. But other types of drifters inhabit Sarlona.

Syrkarn's natives are often nomads. Syrks can be found in permanent settlements, but many come from nomadic people. Wandering is more a method of survival than anything else, and such nomads learn less about other people than they do about self-reliance and the harshness of the natural world. In Syrkarn, though, traveling widely can also teach one a diversity of ancient lore, or at least where strange ruins and dangerous magical phenomena are located.

Tashanan shifters and humans are much the same, except the lack of resources in the Tundra pushes people to move with more regularity. Following game animals and securing sites that are good redoubts against harsh weather and magical phenomena are important elements to Tashanan life. In recent times, the depredations of the Kalaak barbarians have forced many Tashanan folk to be mobile or face violence that can be worse than murder. Some wander tribeless after Kalaak raids or internecine interclan warfare take their toll.

One cannot forget about the Akiak dwarves, betrayed by the Inspired in the early days of Riedra and forced into exile in the harsh north. Though most Akiaks have settled, no doubt some of them still wander forlorn in the wastes, an utterly homeless people. Individual Akiaks, especially the young raised on stories of Reidran treachery, roam the Tundra to harden and ready themselves for the coming battle.

Adar has its drifters, too. Most of these are tough survivalists and mountaineers who live off the land and intermittent hospitality. Some are mystics who prefer travel to sedentary meditation. A few of Adar's defenders are eternally roving warriors who live and love among the peaks, a few even having families as they go. Others who live in the winds and rifts of Adar are the unforgiven or grief-stricken, running from a crime or loss too great to bear.

In Riedra, drifters are those on the run from authority, and these persons must find a new land to call home or face death. Among them might be dromites from a destroyed city-hive or a young wilder rooted out by the hounds of the Inspired. Sadly, whole groups of Riedrans might face this fate if they defy the Inspired for the good of one among them. Such defiance is rare.


The only place in Sarlona where farmhands are truly rare is the Tashana Tundra, but Syrkarn follows closely. Syrk settlements do have farmers, but many places in the vastness of Syrkarn have no permanent settlements. Tribal folk on the Tundra rarely farm, though some communities harvest rock lichens, seaweed, or winter grains. Dwarves there cultivate fungi in the deeps, and some even maintain hardy herds of goats and sheep in the mountains.

Many Riedrans are farmers or general laborers. Such is the lot of most folk in an orderly and populous society centered on urbanism -- such a civilization often runs on its ability to keep bellies full. This axiom becomes doubly important in Riedra under the guidance of the divinely motivated Inspired. The Inspired must allocate workers appropriately to keep the population fed lest they seem to be incompetent. Populations that have their basic needs met are more compliant. Interestingly, the farmers and laborers of Riedra don't see life as one of menial and demeaning toil, instead acknowledging their place in supporting their fellows and moving on the Path of Inspiration. In what could possibly be taken as a good in the society the Inspired have created, Riedrans honor honest labor on a spiritual level. So, Riedran farmhands are likely to be proud of their heritage.

Adarans have a similar spiritual view of work, but they have come to this realization through the harsh realities of life among Adar's peaks. The Path of Light has had some influence, but Adarans have always valued action and competence. This ethic extends to the simplest tasks.


Gladiators are rare in Sarlona, and most who would qualify for such a title aren't and never were slaves. In the rough and lawless Syrk port of Ardhmen, pit fighters are common. These hardened combatants make their living as pugilists and entertainers in makeshift arenas, usually working for a cut of betting pools rather than wages. Pit fights are usually between unarmed combatants who don't fight to the death. A few unlucky warriors end up on the wrong end of a fixed fight, an unfortunate death, or a misplaced bet, and they might be indentured by the debt or forced to flee servitude or the wrath of an underworld figure. Others see their skills as tools for their own glory, and the laurels of adventure seem greater than those of the pit.

The shifters of Tashana long ago abandoned the savage practice of gladiatorial contests. Life in the Tundra is simply too harsh to spill unnecessary blood. Many of the human barbarian tribes, however, do not share this enlightened view. Captured warriors from rival tribes might be pitted against one another or against the savage beasts of the northern lands.


The Inspired leaders of Riedra would have outsiders believe that theirs is a society of perfect order, with everyone provided for and none left wanting. But there are exceptions. The Inspired are ruthless when dealing with internal "enemies of the state," and entire families can be ostracized for political offenses. Often, adults simply disappear, leaving children abandoned and on their own. Individuals with mixed-blood characteristics, actual or suspected, are often shunned and rejected by the state and her people.

The poor of Riedra often fall in with criminal elements such as the Dream Merchants in an effort to simply survive. Some become involved with the dreamlily trade, and many become addicted to this destructive substance. Many of the dissident groups within Riedra actively recruit amongst the dispossessed sectors of society. A character with this type of background is likely to be affiliated with groups opposed to the Riedran leadership.

Riedra is not the only place where the dispossessed are left behind. Poverty is rampant in the ramshackle coastal settlements of Whitetooth or Winterstead. The unlikely collision of piracy and commerce with the seemingly primitive Tundra life has resulted in odd coastal shantytowns where the poor and downtrodden struggle to survive among the frigid wharves and docks. Separated from their traditional tribal culture, many human and shifter families live on the fringes of these nascent cities, improvising shelter and scavenging food and clothing. Characters hailing from these communities are likely to be extremely resourceful and adaptable.

The villages and towns of Syrkarn and Adar's agricultural regions also have their permanent underclass. Here the needy haunt the shadows of the traveler's inn, begging for scraps, and stealing what they can from windowsills and vegetable gardens. Often, these desperate souls find their way to the adventuring life by signing onto (or stowing away in) passing trade caravans.


Increasing trade and diplomacy between Riedra and the nations of Khorvaire have given rise to a new and growing naval presence on the coasts of Sarlona. Riedra maintains a significant military navy, with regular patrols off the shores of Rhiavhaar and Dor Maleer. Riedran sailors are known to be incredibly disciplined and efficient, as are all members of the nations' military organizations. A growing merchant marine economy has developed in recent years as well, and many sailors are assigned by the state to man the sophisticated Riedran cargo ships that sail the Sea of Rage to Khorvaire and back again. In recent years, an elite class of mariners has been established to transport Riedran ambassadors and other officials between the two continents.

The coastal regions of the Tashana Tundra boast a proud mariner tradition as well. The port settlements of Whitetooth and Winterstead have long been known to harbor vessels from the Lhazaar Principalities, facilitating trade that falls outside the purview of official Riedran commerce. The maenads of the Tashyvar Islands are particularly renowned for their seamanship, piloting their ingenious, shallow-water vessels along the shores and inland waterways of the western Tashana shore. Inland, the Qiku and Chuniigi shifter tribes fish and travel the Tashana's thousands of rivers and lakes in their small yakay boats.

In Adar and Syrkarn, the dozens of fishing villages that dot the shorelines have remained virtually unchanged for hundred of years. The expert fishing folk of the coast harvest the waters between Sarlona and Argonnessen, and some individual captains have initiated limited intercontinental trade with Khorvaire. Surprisingly, many mongrel ogre tribes in Syrkarn have taken to seafaring. Some have turned to piracy, raiding other ships and coastal villages in their enormous keelboats and longships.

Characters with a mariner background will be familiar with many of the waterways and inland river routes of their particular area of Sarlona.

Noble Scion

Set above the rabble of the workers and commoners of Riedra, the Chosen have been touched by the divine force of the nation and selected to potentially ascend to the near-divine status of the Inspired. Or so they're told. The truth of the matter is much more sinister. The Chosen are in actuality "empty vessels" designated as host bodies for the extraplanar spirits of Dal Quor. The result of generations of controlled breeding and psionic manipulation, these individuals enjoy a life of privilege and many advantages denied to the common Riedran.

As the underclasses toil endlessly in hopes of achieving spiritual advancement, the Chosen are provided with the best tutors and instructors, even servants, to prepare them for the eventual bonding process. They are schooled in the great fortress-metropoli of Riedra and instructed in a secret language which is actually the unholy tongue of the quori. The Chosen share the subtle physical distinctions of the Inspired -- delicate features that hint at a trace of elven blood.

Player characters who proceed from this background are among the few -- the very few -- who have escaped their awful fate. Those who turn from the path of the Chosen are relentlessly hunted and pursued -- by the Thousand Eyes if they attempt to hide within Riedra and by the Dreaming Dark if they make it past Riedra's borders. Former empty vessels carry with them a terrible secret and are likely to be very careful indeed about sharing their past with anyone. And they live in constant fear of the inevitable day when the quori spirit will attempt to reclaim its promised host.

Noble Scions can hail from other regions of Sarlona as well. Many of the human and mongrel ogre communities of Syrkarn have their equivalent of an aristocratic class, and the maenads of the Tashyvar Islands maintain a tradition of noble bloodlines. Even in the mostly egalitarian communities of Adar, some are inevitably set above the rest. The Keepers of the Word in particular enjoy a relatively cloistered and privileged way of life, with certain magical lineages granted elevated status.


Sarlona has its share of armies and warriors, but nowhere is the military life more pervasive than among the dwarves and duergar of the refugee Akiak people. Relentless war with the Riedran occupiers of their land has forced virtually every adult to become, essentially, a soldier.

In the contested valleys and passes of the Paqaa Mountains, bands of Akiak resistance fighters continue their struggle to retake their ancestral clanhomes. The Akiak are well-disciplined and extremely tenacious fighters. The massive betrayal of the Inspired nearly wiped out their nation, and the Akiak are fighting for nothing less than the survival of their people. Cunning technologists, the Akiak have developed unique alchemical weaponry for use in attacks on the Riedran hanbalani and other military targets. Akiak guerilla bands typically consist of six to twelve fighters, and they rely on speed and mobility to counter the Riedrans' superior numbers. Akiak soldiers learn the arts of war not in a training room but on the bloody rocks of the Paqaas.

Riedra itself has a substantial army, most notably the highly-trained human fighters of the Harmonious Shield. The Inspired insist upon absolute loyalty to the state, and strict discipline is enforced upon all soldiers, most of whom are inducted at a very young age. Riedra also has a unique fighting force of ronin shifters called the Taskaan -- fighters who are bound to an individual Inspired lord and follow a samurai-like code of honor.

Adventurers with a background in the Riedran military will almost certainly have broken away from their soldiering life at some point, and this presents a new set of problems. The Riedran leadership does not take kindly to deserters and traitors and has a policy of assigning death squads and bounty hunters to pursue those who break from the ranks.

In the Tashana, the great shifter nations do not draw a distinction between hunting and fighting -- essentially, all able-bodied adults are warriors, and each nation is capable of fielding an enormous army at short notice. Some individual tribes, however, do have an equivalent of the professional soldier. Called sentries, these warriors specialize in fighting a particular tribal enemy, such as the Kalaak barbarians of the north.

Tribal Origin

Life revolves around the tribe in the shifter nations of the Tashana Tundra. Children are raised by the community as a whole, with each member of the tribe participating in the rearing of the young. It is an overriding credo of the Tashana that the health of the group is paramount, and loyalty to the tribe comes first, even before loyalty to blood relatives.

Most tribes of the Tashana, both human and shifter, are at least semi-nomadic. In the north, tribes follow the vast herds of caribou that wander the grasslands, and some tribes follow a seasonal pattern, roaming south in the summer months. Resources are scarce in the Tashana, and life is precious. Accordingly, the tribes of the Tundra place great value on conservation -- hunters are careful to kill only what is needed for the tribe to survive, and those groups that harvest from the land or the sea are mindful of preservation. Characters with a tribal background from the Tashana region of Sarlona are likely to have a profound respect for nature, regardless of their class.

Of the three shifter nations in the Tundra, the Qiku are the largest and most established. There are even several permanent settlements in the south, built in and around the enormous rock mounds of the grasslands. Qiku shifters are particularly known for their craftsmanship, especially with musical instruments including flutes, pipes, and drums. The coastal Saartuk tribes tend to follow intricate nomadic patterns based on the seasonal movements of sea and river fish. The most notable exception is the coastal settlement of Wintertooth, a permanent trading outpost at the mouth of the Tiiki river. Characters with a Saartuk tribal background are likely to have some experience with boats and seamanship. The Chuniigi tribes of the north are the most warlike of the nations and have been fiercely battling the human Kalaak raiders in recent years. Chuniigi characters may tend to aggression and violence more than is typical for other Tashanan shifters.

Tribal traditions also exist in Syrkarn, particularly amongst the mongrel ogres. Syrkarnan tribes are more territorial than the Tashanans, with each tribe controlling a specific piece of land. Much of the conflict amongst Sykarn mongrel ogre groups occurs when these lands and their borders are contested. Contact and trade with the human settlements of Syrkarn have had a curious effect on the mongrel ogre tribes, so that the tribes tend to be surprisingly structured and lawful.

Criado pelo Joseph Meehan há 4 anos. Última modificação feita por Joseph Meehan há 1 mês