Farlnen is cold and bleak, with cliffs of basalt and beaches covered with black sand. When the elves came to the island, they found almost no vegetation; Farlnen is close to the plane of Mabar, and full sunlight never reaches its stony soil. The Grim Lord Varonaen overcame this challenge, and the fruits of his labors can be seen today: darkwood trees and ebon sedge grass that feed on shadows instead of sunlight. Varonaen has continued his work over the course of generations, and the merchants of Farlnen trade spices and wines that cannot be produced anywhere else in the world.

The waters around the island are just as dangerous as the stories say. Basalt columns and treacherous reefs pose inanimate threats to those who don’t know the coastline, and the undead sentinels pose an even greater threat. Anything that roamed the water over the centuries might have been slain at some point and bound to protect Farlnen. Krakens? Dragon turtles? Worse? It’s up to you to decide what lies hidden in the dark water.

Source: Dragon 410


Farlnen is blanketed in Mabaran manifest zones – even the brightest summer days only offer dim light. Combined with the life-leeching properties of Mabar, no plants naturally grow on Farlnen. Grim Lord Varonaen found a solution, magecrafting plants that would feed on shadows rather than light. In the millennia since Varonaen has continued his work, growing spices and wines found nowhere else in Eberron. 

The Mabaran manifest zones are particularly fearsome in the winter months when the isle slips into perpetual darkness. While Port Cairn only experiences this perpetual darkness during Long Shadows over the winter solstice, the northernmost tip of the isle goes through nearly three months without a single drop of sunlight.

The lich known as Lady Illmarrow is one of the more active members of the Grim, funding and supporting the Order of the Emerald Claw’s terrorist operations in Karrnath. Reaching her fortress would be a truly epic task, as the already hostile environment is enhanced by powerful abjurations. 

Source: Politics of the Lhazaar Principalities

Snowflake Oozes

Snowflake oozes inhabit the mountains and vales of the Mror Holds, northern Karrnath, and the northern mainland of the Lhazaar Principalities. Rumor has it that the lich queen’s blisteringly cold island called Farlnen (located in the Lhazaar Sea), plays host to several dozen of these creatures. Larger specimens prey on visitors to the Tashana Tundra (on Sarlona) and the Frostfell.

The Faces of Farlnen

Farlnen is a dark reflection of Aerenal. The cities are made of basalt and darkwood, and the sun never pierces the Mabaran haze that hangs over the island. Most of the elves who reside there have pale complexions, as one might expect in such a sunless land. However, children conceived when Mabar is close are sometimes born with jet-black skin; such elves can be mistaken for drow. Tattoos are used both aesthetically and as a sign of status. At a glance, Bloodsail facial tattoos are similar to the death mask designs employed by the Aereni, though the Bloodsails favor crimson inks. But to those who know the culture, these tattoos can reveal family line, mystical talent, and the bearer’s ship.

Although Bloodsail merchants and privateers are found across the Lhazaar Principalities and the Bitter Sea, strangers receive a cold welcome in Farlnen. Port Cairn is the gateway to the island and the seat of Prince Tasil, but any visitor quickly realizes that the place has few families. It is home to travelers and those who cater to them, but the family estates lie in the interior and the Fingerbone Mountains. Foreigners who want to travel into the interior of Farlnen are treated with suspicion or hostility; it is all but impossible to find a guide unless the traveler is an elf or a follower of the Blood of Vol.

Farlnen is primarily inhabited by elves, along with a handful of eladrin and half-elves. The eladrin arrived eighteen hundred years ago, fleeing a disaster in Thelanis; they have fully embraced the Bloodsail culture and married into elf families. Members of other races might be accepted as guests, but there is no place for humans on the Black Isle.

Life Beyond Death

Much as Aerenal has its living Sibling Kings and the Undying Court, Farlnen has a balance between the living and the dead. The Prince of Farlnen is the living ruler of the isle, and she represents her people in dealings with the other Lhazaar princes. But the true power in Farlnen is an alliance of undead lords and ladies known collectively as the Grim. This shadow court watches the living from estates spread across the Fingerbone Mountains. Only the most accomplished individuals can rise to join the Grim. One must display talent and charisma, learning all that life has to offer before passing to the other side. Although these traditions are similar to those of the Undying Court, the members of the Grim are not as tightly unified as the Deathless and do not share any sort of mystical power.

The lords and ladies of the Grim live in mansions maintained by tithes from the living. Some use their ancient wisdom and mystical power to help their people; others wish to be left to their arcane studies and private pursuits. However, the Grim aren’t the only undead in Farlnen. The members decide who is worthy to join their ranks, but any Bloodsail can earn lesser undead immortality by amassing sufficient wealth. This is the reason the Bloodsails take to the seas as pirates, privateers, or merchants. The price of immortality is paid over time, credited to the accounts of sailors even as it fills the vaults of the Grim.

When a sailor dies, the funds in his or her account determine that sailor’s final fate. Gifted wizards or clerics can become liches. Wealthy captains sometimes bind their spirits to skeletal sea monsters. Most Bloodsails aspire to become vampires, however, so that they can continue to walk the world after death. The mortal population can sustain only a limited number of vampires, so the cost of this transformation rises with the creation of every new vampire. Because the price to become a vampire is far beyond what any common sailor could hope to acquire, the majority of these elf sailors end up as haunts. Since the necromancers of the Grim can bind ghosts to inanimate objects, they take this task upon themselves and base the outcome of their efforts on how much was in that sailor’s account at his or her death. The more expensive forms of the ritual allow the fallen elf to fully manifest as a ghost, as long as it stays close to its anchoring item. The lesser form keeps the spirit conscious, but allows only limited poltergeist activity.

The most common manifestation of this form of spirit binding is in the Bloodsail ships. The cheapest form of immortality for a sailor is being bound to a ship—typically to the sail. The oldest sails are infused with the spirits of generations of sailors. These hosts of the fallen can propel the ship with a speed to rival any elemental galleon. They can deflect missiles or tear at enemy vessels, and the enchantments woven into the sails make them virtually immune to conventional harm. The powers of the ghosts depend on their numbers, but these spectral allies make the small Bloodsail fleet exceptionally dangerous. Bloodsail vessels that lack haunt allies often have skeleton crews—small complements of mindless undead that can be assigned to oars or other menial tasks.

Although existence as a lesser haunt might seem like a bleak fate, the Bloodsails consider it a blessing. Even a lesser haunt escapes the slow dissolution of Dolurrh. He can stay with his ship and crewmates, and continue to explore the ocean. Although the haunt cannot enjoy some of the same pleasures he did when he lived, he is one with the ship and the ship’s other spirits in a way that mortals cannot understand. It’s a limited immortality, but it’s still an escape from death.

These details give only a taste of the degree to which magic and necromancy affect the lives of the people of Farlnen. The streets are lit with ghost lights. Any family heirloom might hold the spirit of an ancestor, from a chest that opens only for a descendant to a magic blade that whispers to its wielder. Almost all Bloodsail captains are arcane or divine spellcasters, specializing in necromantic rituals. When a Bloodsail captain faces a difficult decision, it’s common for her to retreat to her quarters and consult with the spirits of her predecessors