1. Locations

Kythri: The Churning Chaos

Plane

It’s hard to keep a consistent rhythm in Kythri. It takes effort to maintain any pattern of behavior; without even thinking about it, people in Kythri adjust their behavior to avoid repetition. This is the essence of Kythri. On the one hand it’s a vision of chaos, but it’s also about change, adapting to overcome the unexpected, and challenging traditions.

Kythri is commonly imagined as utterly unstable, with landscapes taking shape only to boil away within moments. And this is true of the heart of the realm, known as the Sea of Chaos. But at the edges of the sea, there are islands that linger. The environments of these Shifting Islands steadily and constantly change; a vast desert might be a lush rainforest in a few hours. But the land itself remains constant, and creatures can live on these islands, adapting to the endlessly changing environment.

While Kythri constantly changes, its elements are usually natural. A jungle becomes a desert, a blizzard becomes a sandstorm—but it’s comprised of sand, not tiny marble busts of King Boranel. This distinguishes Kythri from Xoriat or Dal Quor; while constantly changing, it’s generally change between plausible options, unlike the unreal environments of the Realm of Madness and the Region of Dreams.

Source: Exploring Eberron


The plane of chaos and change, Kythri is a realm in constant flux. The elements collide in fantastic explosions of unbridled power, motes of earth careen erratically through space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic githzerai monks exert their will over the elements, crafting monasteries on islands of earth amid the chaos. Several varieties of slaadi dwell here as well, exulting in the endless turmoil.

Kythri Manifest Zone Features

d4 Feature
1 The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom (Nature) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects.
2 Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days.
3 Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers.
4 Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random.

Source: Rising from the Last War

Universal Properties

Source: Exploring Eberron

All things change in Kythri, even time and the future. The only thing that’s truly reliable is that nothing’s reliable.

Broken Rhythms. A creature can’t take the exact same action on two consecutive turns. If it previously stood still, it must move. If it previously moved, it can stand still or move a different distance. A creature can cast a spell in two consecutive turns, but it can’t be the same spell. A creature can attack on two consecutive turns, but the second attack must be described as substantially different in style from the one before.

Fluid in Form. When a creature casts a transmutation spell, its range is doubled; if it has a duration of at least 1 minute but less than 24 hours, the duration is doubled.

Embrace the Unknown. In order to cast a divination spell of 1st level or higher, a creature must succeed on a spellcasting ability check with a DC equal to 12 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost. Divination spells cast on other planes can’t affect or target creatures, places, or objects on Kythri.

The Odds Are Odd. If the d20 roll for an attack is a 1 or a 2, the attack misses regardless of any modifiers or the target’s AC. If the d20 roll for an attack is a 19 or 20, the attack hits regardless of any modifiers or the target’s AC, and is considered a critical hit. If a creature has an ability or item that increases its normal range of critical hits—such as the Champion fighter’s Improved Critical—its range increases by 1.

Constant Change. Nothing remains exactly the same in Kythri. Whenever a creature finishes a short or long rest, it finds that something changed about it or its possessions. Each player should describe what’s changed about their character; this could be as simple as your cloak changing color or your sword now having a stylish Aundairian design when it was originally Karrnathi. You could choose for the change to be physical—your skin, hairstyle, or sex—or mental—you suddenly hate olives or no longer believe in the Sovereign Host. These changes have no mechanical impact: the coins in your pocket may change in design, but copper coins won’t turn into platinum. If you want a change to have mechanical impact—for example, if your cleric’s faith or race changes and you want your character sheet to reflect that—discuss the possibility with your DM.

Chaotic Time. Time is fluid in Kythri, inconsistent both with the Material Plane and within its own islands. Adventurers who spend a day in Kythri could find that a year has passed in Eberron, or they could be trapped in Kythri for a year and find that only an hour has passed when they return.

Layers

Source: Exploring Eberron

Unlike many planes, Kythri isn’t divided into layers. Its structure is closer to that of Dal Quor; it has a planar core, with islands of reality suspended within the Sea of Chaos. The difference is that the core of Dal Quor is stable—while in Kythri, the closer you get to the heart of the sea, the more tumultuous it becomes.

There are many slaad communities spread across the Shifting Islands, and at least half a dozen githzerai monastery vessels in the Sea of Chaos. Cornerstone and Zertherun IV are examples that can be used as inspiration.

The Sea of Chaos

Space has little meaning in the Sea of Chaos. Matter, distance, and gravity are in constant flux. Lands and creatures appear and dissolve within moments. There are waves of lightning, streams of lava, and hurricane winds constantly shifting direction. While the elements may be mundane—unlike the surreal vistas of Xoriat—size has little meaning. A thousandfoot-long dragon turtle might appear, try to swallow travelers, then become an island.

Travel through the Sea of Chaos is driven by pure will. Travelers must impose the concept of motion and distance on the environment using great mental focus, while also protecting their vessel from both the destructive forces and from being transformed. The DM could reflect this journey with a series of ability checks, or simply require the adventurers to have a captain and vessel capable of making the trip before they try to cross the sea. Regardless, to successfully travel, the adventurers must know where they want to go; without a destination to serve as a conceptual anchor, they’ll quickly crash on a random Shifting Island.

The Shifting Islands

There are countless islands on the edge of the Sea of Chaos, varying dramatically in size, each with its own environment. These are constantly changing, but they change slowly; it can take anywhere from a day to a week for an island to shift from a barren desert to a verdant jungle. Weather is generally more dynamic, and often at odds with the environment; a vast desert can suddenly face a dramatic blizzard. The DM can use the tables in chapter 5 of the Dungeon Master’s Guide to determine weather, rolling again whenever it seems interesting to do so. Other tables in that chapter can also be quite useful for determining the chaotic content of an island; the Monuments and Weird Locales tables are a way to provide ideas for random discoveries, though the DM can adjust them to fit the story and the theme. Keep in mind that Kythri is home to mimics of all sizes; an unusual monument might be a colossal mimic!

The primary denizens of the Shifting Islands are monstrosities and beasts that blend the features of multiple creatures. Populations expand and contract, and don’t have to be sustainable, so adventurers could find a plateau filled with griffons, or a realm of chimeras where each one has a different arrangement of heads. The intelligent inhabitants of the island are almost entirely slaadi, but they aren’t necessarily hostile. The Slaad Cultures table earlier in this section can give ideas about their motives, and the Random Settlements tables in chapter 5 of the Dungeon Master’s Guide can generate a random slaad community. The Race Relations tables could refer to the different colors of slaadi, or to their relations to intelligent monstrosities or planar travelers; the “racial minority are rulers” result could be a slaad village where adventurers are worshiped as gods!

Cornerstone

Cornerstone is the largest of the slaad cities. Its architectural style and precise layout are constantly changing, but it’s always a sprawling city that houses hundreds of thousands of slaadi. If Cornerstone is held by the Concordance of Iron, it has vast armies drilling (though their tactics and units constantly shift). If it’s under the influence of the Final Regency, there are immense temples and countless shrines to the slaadi interpretation of the Sovereigns. The Random Settlements tables of the Dungeon Master’s Guide can be useful here to determine specific attributes of the current incarnation.

The attitude of slaadi toward adventurers depends on the active culture. The Final Regency may welcome adventurers who profess devotion to the Sovereigns, provided they don’t question the Regency interpretation. The Confluence of Reality celebrates extraplanar visitors, desiring their stories and performances. Meanwhile, the Cornerstone of the Glorious Union of Flesh is a very dangerous place to visit! Regardless, Cornerstone is the best place to acquire Kythrian artifacts or magical services.

Zertherun IV

Zertherun IV is one of the monastery vessels of the githzerai. It’s under the guidance of the Serene Azera, whose mental discipline maintains the stability of the ship. The Alazerth Elemon is a senior monk charged with dealing with outsiders, which is sometimes a matter of diplomatic negotiations, and other tims, rallying zerths to defend the vessel from attack. Like most githzerai, Elemon isn’t inherently hostile toward outsiders, but has no great love for them; his reaction is based entirely on the actions and approach of the visitors. Kythri’s Broken Rhythms and The Odds Are Odd properties don’t apply in a githzerai monastery, and while Constant Change exists, its effects are minimized. Zertherun IV maintains capacitors for change, such as gardens of small stones and engraved wheels with shifting patterns, which absorb the energies of change and prevent it from transforming the vessel.

Planar Manifestations

Here are ways that Kythri can affect the Material Plane.

Manifest Zones

Kythrian manifest zones are often unpredictable in minor ways. Weather patterns may deviate from the surrounding region and change on a moment’s notice. The plane’s universal properties also carry over to many manifest zones. Any Kythrian zone with the Constant Change property might produce monstrosities. A zone with the Fluid in Form property amplifies the effects of transmutation magic and can have dramatic effects on the success of magebreeding; these zones are extraordinarily valuable to House Vadalis.

Manifest zones can occasionally serve as gateways, allowing creatures from Kythri to slip through into Eberron, intentionally or accidentally. Many monstrosities make their home in the wilds, whereas other creatures—like slaadi—can present very unusual encounters, depending what culture they’re from.

Coterminous and Remote

Kythri’s cycle of coterminous and remote periods is completely unpredictable, lasting anywhere from days to centuries. Curiously, its proximity to Eberron has no discernable effects.

Kythrian Artifacts

Materials from Kythrian manifest zones are often important components of magic items tied to transmutation or illusion; shiftweave uses fibers of plants harvested in Kythrian zones, and as noted in chapter 4, the manifest zone of Hal’kyth is a vital part of the transmutation industry of the Eternal Dominion. Items that come from Kythri may have unpredictable effects. For example, a hat of disguise from Kythri may function normally when its wearer keeps in mind exactly what they want to look like; but if they don’t consciously enforce an appearance, it slowly but continuously changes minor elements of their disguise.

Kythrian Stories

Source: Exploring Eberron

Visitors from Kythri can cause excitement, and an accidental journey to a Shifting Island can be an easy source of adventure; can the adventurers find a way back before they are consumed by the Churning Chaos? Here are a few other ideas.

Vadalis Park. The dragonmarked houses are looking for new sources of revenue in the wake of the Last War. Jalan d’Vadalis, a brilliant magebreeder, has created a resort where people can interact with a vast array of intriguing monstrosities, including a few of his own design. This park is built on a Kythrian manifest zone, and Jalan hasn’t yet recognized that the Constant Change property is sabotaging his security systems and dangerously mutating his monstrosities. He was so preoccupied with whether he could do it, he didn’t stop to think whether he should . . .

Terror at Sea. While at sea, the adventurers pass through a Kythrian manifest zone at exactly the wrong time, and a blue or red slaadi from the Union of Flesh slips aboard the ship. It infects or implants a few passengers, doing its best to hide. Can the adventurers defeat this lurking threat before it’s too late? Or will a wave of newborn slaadi take over the ship?

Superstars. A gray slaad reveals its presence to the adventurers. It’s from the Confluence of Reality and wants to bring the adventurers to Cornerstone to represent their cultures. What could go wrong? Well, while the Confluence is usually peaceful, this time it wants the adventurers to represent their culture in a massive extraplanar gladiatorial match. Can they defeat champions from across Eberron and the other planes? Or is the only hope of survival to flee into the Sea of Chaos and try to find another way home?

The Hunt. The adventurers stumble into a pitched battle: a trio of githzerai ambushed by Transcendent Flesh cultists. Only one survives the battle. This zerth has a psychic connection to the illithid master of the cult cell, and is determined to bring down this mind flayer. Will the adventurers work with the zerth and end this threat? And is this solely about the hunt, or does the githzerai have a hidden agenda?

Keith

Why are the Slaadi in Kythri? What’s so chaotic about frog people?

Kythri embodies many forms of chaos. When people think of “chaos creatures” they are often things that are better suited to Xoriat. Kythri incorporates elemental chaos, but it also reflects change and instability — both physical, mental, and philosophical. Consider that it is in opposition to Daanvi, where we see LAW embodied in society. So while we have shifting landscapes and hybrid creatures, Kythri also has eternally shifting CIVILIZATIONS… and THAT is the purpose of the Slaadi. They do physically change as their societies shift, as noted in ExE, and powerful Slaadi are can shapechange at will. But the chaos they reflect is more CULTURAL than physical. In Irian you see civilizations rising. In Mabar you see them dying. In Shavarath you see war, while in Syrania you see peace. Daanvi shows the extremes of law and order; and thus Kythri embodies chaos and slow but inexorable change. It’s Xoriat where we find things that are entirely unnatural—tentacled things that exist out of time. Kythri gives us constant CHANGE — but it is change and chaos as we can imagine them affecting our lives. So the Slaadi ARE chaotic; on one visit to Daanvi you’ll find a militant empire, and the next time you visit they’ll have a culture of pacifist anchorites. But they are still Slaadi — even if different in some aspects — because the point is to reflect how a people can change. If they are ENTIRELY unrecognizable the lesson has less resonance.

And keep in mind that there are layers of Kythri that reflect more raw elemental chaos, and creatures in Kythri that are more fluid. But that isn’t the role of the Slaadi; they demonstrate cultural chaos more than pure physical chaos… though again, ExE notes that they do shift physically, it’s just that they remain recognizable Slaad.

What differentiates Kythri from Limbo, anyway? The ECS says Chaos Beasts are from Kythri.

The ECS presents a basic framework for a unique set of planes. But it's VERY BASIC. It's not like the team spent months thinking about the planes and then only wrote a paragraph about each one. The ECS presents BASIC IDEAS—and from that moment on, I hoped we would have time to go into more depth and really develop the cosmology. Which never happened until ExE. Because of this, the assignment of creatures and alignment in the ECS is, frankly, haphazard. The Chaos Beast is assigned to Kythri because it has chaos in its name and Fernia is evil because fire bad. But over the course of twenty years we developed a more coherent picture of the nature of immortals in Eberron, and I spent more time thinking about the PURPOSE of the planes and how they fit together. This comes out in planes like Risia, where I said "ICE" is not an iconic concept in the same way as "WAR"... and thus expanded it to the idea that Risia is about isolation and stagnation and that the ice is simply a manifestation of that concept, while Lamannia is where natural elementals are drawn from. The same principle applies to Kytrhi. Inititially, people just said "Chaos! It's basically like limbo." In developing it deeper I wanted to clearly distinguish it from Xoriat. A central point is that we often think of chaos as FORMLESS CHAOS with tentacles and ooze, but that's not the chaos we see in the world around us -- and THAT'S what I wanted from Kythri. Kythri contrasts both Risia—which resists any change—and Daanvi, which is about enforced law. So thus Kythri is physically changing, but in ways we see in the world. Sun turns to snow turns to sandstorm, but those are all things that COULD happen in our world. And likewise, Empire turns to Collective turns to Anarchy. And the point there is that it's not anarchy all the time; it's about change, about philosophies and leaders and movements shifting. So there are layers of Kythri that embrace the dramatic physical change, and there are places that are more about societal and philosophical change, and that is where the Slaadi come in. What I call out is that they DO physically change -- in one iteration they may be short and squat, in another wiry and lean, in one scaly, in another soft and squishy -- but that the CORE IDEA remains constant because if it didn't you wouldn't realize they'd changed. If a red frog guy becomes a porcupine guy, there's no way for you to realize they were once the same creature; the tall skinny frog versus the short fat frog register that the same creature has changed. So you have the hybrids and the mimics, but you also have the slaadi as something that remains stable and yet does constantly change both philosophically and physically.

Part of the point is that different layers represent different facets of the core concept. The Sea of Chaos is the maelstrom of chaos, with nothing lasting for long, where the denizens ARE dramatically shifting to adapt. But the shifting islands change more SLOWLY. And with Cornerstone—it is always changing, but it is ALWAYS A CITY, and it is always inhabited by Slaadi. Again, it's the consistency of the CONCEPT that lets you see how it has changed from the last time you were there.

Now, to the Gith, from ExE: "The githzerai don’t dwell on the Shifting Islands of Kythri. Instead, they’ve created their own islands in the Sea of Chaos." Originally, this was kind of like a starship hiding in a nebula in a sci-fi movie. But now it's about strengthening their own will by imposing order on chaos. They COULD go somewhere else, whether a shifting island where change is slower or just to somewhere stable like the Astral Plane. But they don't WANT to be somewhere easier. The act of imposing their will upon the Sea of Chaos is a core aspect of their training and discipline.

Is there a place in Kythri for the "formless primordial soup" concept? The Sea of Chaos is the layer that is the most dramatic "elemental chaos" -- "Lands and creatures appear and dissolve within moments. There are waves of lightning, streams of lava, and hurricane winds constantly shifting direction. While the elements may be mundane—unlike the surreal vistas of Xoriat—size has little meaning. A thousand-foot-long dragon turtle might appear, try to swallow travelers, then become an island."

As for the mass of ever-shifting goo like the Chaos Beast—who I do see as a Shoggoth parallel—I do see that as more Xoriat, a creature that is unlike anything natural. The note that mimics are fluid but mimic natural things is part of what makes them a great match for Kytrhi. While I'd definitely put the Chaos Beast in Xoriat.

To the point that "Primordial Soup" IS a natural thing, my main question is whether it conveys the concept of chaos and change in the natural world to the VIEWER. Because the planes are ultimately ICONIC. Saying this peaceful lake of goo could, over the course of a hundred thousand years, produce countless life forms may be scientifically accurate, but the planes are usually more dramatic in making their point. But if you feel it conveys the concept of change and chaos within the world, make it a layer. I won't stop you.

Source: Keith Discord Q&A

Inhabitants

Source: Exploring Eberron

Most of Kythri’s denizens fall into one of three categories.

Wild Things

The islands of Kythri are inhabited. But how can a creature survive in an environment that can be a desert today and a glacier tomorrow? The answer, of course, is that the creature must change with the environment. Kythri’s islands include some creatures that appear to be natural beasts, though they change as the region around them does; the wolf in the forest becomes an arctic wolf when the land turns into a glacier, and turns into a jackal when it’s a desert. Even beyond their practical changes for survival, Kythrian creatures might be constantly shifting their plumage, behavior, and more fundamental biology, whether from moment to moment or day to day.

However, not all of Kythri’s wild things transform into familiar forms. Part of the plane’s core concept is evolving in response to change, and Kythri is home to many creatures that blend the features of two or more natural beasts: monstrosities such as the owlbear, griffon, and chimera. It’s commonly accepted that at least some of these monstrosities first appeared in Kythri, and that they first appeared in Eberron either by passing through portals or due to the influence of manifest zones.

Just as the environments of Kythri are chaotic but largely blend natural elements, Kythrian monstrosities typically blend the forms of natural creatures. While there are hippogriffs and griffons in Kythri, inherently alien creatures like kruthiks and gricks aren’t found here. The wild things of Kythri also include natural shapechangers, notably a wide variety of mimics—even colossal ones that can assume the shape of natural features such as hills or mountains. It’s quite likely the mimics of Eberron either immigrated from Kythri or were created by its influence, much like the sahuagin of the Eternal Dominion use the blood of the kar’lassa bound to Kythri to create their plasmids.

Unlike other planes where these wild things would likely be manifestations, the wild things of Kythri are mortal creatures. They live, reproduce, and die following (mostly) natural means, and have to find sustenance and shelter in their islands. Between the strange flow of time and unusual environments, this can lead to dramatic surges in populations or sudden extinctions. However, the plane itself seeds new life into islands that somehow become depopulated, and if all the griffons in Kythri were to die, new ones would eventually evolve. So even though Kythri doesn’t have manifestations, it ensures a steady stream of mortals exist—and when they die, it replaces them.

Slaadi

The slaadi are native immortals of Kythri. Though they do reproduce (in strange and disturbing ways) and can die of mortal ailments, they’re defined as immortals because their population remains constant. Whenever a new slaad is born—whatever the method of its creation—an existing slaad dies, seemingly at random. And whenever a slaad is killed, a new one is formed. So while they seem to share many of the traits of mortals, they can never be wiped out even if they die en masse, and even if a blue slaad transforms a village of humans into slaadi with the chaos phage, the overall number of slaadi doesn’t increase.

The slaadi are the only native civilization of Kythri. They aren’t a monolithic society; some live in massive cities, while others are tiny rustic communities. Each slaad community has its own distinct culture and a grand name, and the Slaad Cultures table provides a few examples of these—but there are many more, and they’re constantly changing. The grand city of Cornerstone may be the seat of the brutal Concordance of Iron today, and the Enlightened Lyceum League a month later. These changes are astonishingly fast, but they aren’t instant; there are usually at least a few days of chaotic transition and revolution in between a change. The scope of a community won’t change—Cornerstone is always a metropolis, while Turn is always a village—but the structures of the community shift. Under the Concordance of Iron, Cornerstone is filled with brutalist iron towers, while the Cornerstone of the Lyceum League is filled with slender glass spires.

The slaadi themselves retain their core forms while their buildings and government change. Red slaadi are always red toad-like creatures that implant eggs, but the Lyceum slaadi might be tall and slender, while the Concordance slaadi are squat and heavy. Kythri’s influence can also cause slaadi to change color. So slaadi follow standard methods for creating particular colors—a blue slaad infects creatures with chaos phage, creating red or green slaadi—but a green slaad could go to sleep one night and wake up as a death slaad, and vice versa. In a culture like the Concordance, that means leadership frequently changes, because it’s based on color, not personality. Because slaad cultures change so rapidly, they rarely enact plans beyond their own communities, though cities occasionally clash. Some weeks they seek to exterminate the githzerai, and other weeks, to ally with them. You never know what you’ll get.

Slaad Cultures

d6 Culture
1 The Grand Concordance of Iron is a ruthless regime that intends to subjugate all slaadi, and then, the entire multiverse. It’s a strict caste system in which the death slaadi are cruel tyrants and all slaadi serve in the military.
2 The Enlightened Lyceum League is a democratic society of scholars and philosophers. They believe in finding a peaceful solution to every problem and a logical answer to every question.
3 The Final Regency asserts that the Sovereigns have abandoned reality and ordered the slaadi of the Regency to rule the multiverse in their stead until they return. They are fanatically devoted to a slaad-based version of the Sovereign Host and are offended by all inaccurate representations.
4 The Glorious Union of Flesh asserts that slaadi are the ultimate evolution of life and seek to grant all other humanoids the gift of slaadhood through the chaos phage. They don’t accept the idea that slaad numbers will always remain constant; clearly previous slaad cultures just weren’t doing it properly.
5 The Confluence of Reality believes that every civilization has something worth emulating, and studies other cultures to find these things. In a Confluence community, you could find slaadi eating Aundairian crepes, playing an Aereni form of Conqueror, and debating the finer points of Daanvi law.
6 The Republic of B’ob is ruled by a red slaad who makes up new laws whenever he feels like it. Why is B’ob in charge? Well, that was the first rule he made, and the only one he hasn’t changed. And he’s B’ob! Who else would be in charge?

Githzerai

The githzerai aren’t natives of Kythri, and their presence is an act of defiance: through unparalleled mental discipline, they create bastions of order in the heart of chaos. If they seek order, why don’t they dwell in Daanvi? It’s not that they simply desire order, but to strengthen their will by imposing it on a reality that absolutely defies it. The struggle is the purpose. Beyond this, they’re served by the fact that even great powers can’t scry into Kythri. The “Eberron and the Gith” sidebar explains how the githzerai came to Kythri and what they seek to accomplish.

The githzerai don’t dwell on the Shifting Islands of Kythri. Instead, they’ve created their own islands in the Sea of Chaos: vast monastery vessels the size of small towns, moving through the eddies of chaos and defying transformation. The githzerai devote themselves to meditation and self-improvement, with little interest in what transpires beyond their monasteries. They have no particular love of outsiders—they consider all creatures of Eberron to be warped shadows of their stolen reality—but neither are they inherently hostile. A persuasive group of adventurers could find brief shelter in a githzerai monastery, especially if they bring something interesting to trade or have compelling stories to share. However, should the outsiders offend the githzerai, they’ll feel no remorse in eliminating them; there’s nothing evil in shining light to dispel a shadow.

Greater Powers?

No one knows if there’s a greater power shaping Kythri. The death slaadi are powerful beings, but there’s no known equivalent to Dolurrh’s Queen of the Dead or Dal Quor’s il-Lashtavar. Some sages assert that there must be a consciousness at the heart of the Sea of Chaos, a sentience behind the chaos, but if so, its presence has never been proven.


Chaos beast, githzerai, howler, slaad (all), titan.

Monster Manual III: Quaraphon

Storm Elementals

In the EBERRON campaign setting, storm elementals ravage the plane of Kythri, where chaos holds sway. Storm elementals fi nd their way to Eberron whenever Kythri and the Material Plane are coterminous. The gnomes of Zilargo and the drow of Xen’drik occasionally use bound storm elementals to power vehicles and magic items, a tricky endeavor given the elementals’ temperamental dispositions. On 15 Lharvion 997 YK in the city of Trolanport, a failed attempt to bind a storm elemental to a House Lyrandar skyship resulted in the deaths of four gnomish magewrights and caused irreparable damage to the ship.