Religions of Eberron

In the Eberron campaign setting for the Dungeons & Dragons role-playing game, most people identify with churches rather than a specific patron deity, as is the custom in other D&D settings. Religions in Eberron are not in general specific to a race, although both the elven Undying Court and the kalashtar Path of Light are not commonly worshipped by other races. Furthermore, unlike other settings, the gods neither walk the earth, nor can be visited by means of planar travel. If they even exist at all is a question open for debate. Divine magic, however, clearly exists and most people believe it originates from the gods.

Alignment and the gods

The idea that good people can do evil is a central concept in Eberron. As a result, clerics have no alignment restrictions whatsoever. A cleric may be punished by the church for violating the tenets of the faith, but alignment doesn't affect any class abilities. Thus, a cleric of the Silver Flame might be greedy or corrupt, or perhaps loyal to the church but willing to torture and kill in the interest of the "greater good". One well-known example of such a cleric is the de facto ruler of Thrane, High Cardinal Krozen, who is lawful evil.

Paladins, on the other hand, are held to a higher standard in D&D 3rd edition. A paladin embodies good, and must therefore be pure of heart and never stray from the path of righteousness. In other words, as in other settings, a paladin in Eberron must be lawful good. In D&D 4th edition, paladins are only required to have the same alignment as their deity, and thus evil or unaligned paladins are permitted.

Churches

Name
Alignment
Domains
Favored weapon
LG
Exorcism, Good, Law, Protection, Inquisition, Purification, Truth
Longbow
NG
Any of the domains in The Sovereign Host
Longsword
  • Arawai
  • Aureon
  • Balinor
  • Boldrei
  • Dol Arrah
  • Dol Dorn
  • Kol Korran
  • Olladra
  • Onatar
NG
LN
N
LG
LG
CG
N
NG
NG
Creation, Good, Life, Plant, Weather
Knowledge, Law, Magic, Force, Mind, Oracle, Spell
Air, Animal, Earth, Celerity, Retribution
Community, Family, Good, Law, Protection
Good, Law, Sun, War, Glory
Chaos, Good, Strength, War, Competition, Liberation
Charm, Commerce, Travel, Pact, Trade, Wealth
Feast, Good, Healing, Luck, Pride
Artifice, Fire, Good, Creation, Metal, Warforged
Morningstar
Quarterstaff
Battleaxe
Spear
Halberd
Longsword
Mace
Sickle
Warhammer
NE
Any of the domains in The Dark Six
Kama
  • The Devourer
  • The Fury
  • The Keeper
  • The Mockery
  • The Shadow
  • The Traveler
NE
NE
NE
NE
CE
CN
Cold, Destruction, Evil, Pestilence, Ocean, Water, Weather
Evil, Liberation, Hatred, Madness, Passion, Wrath
Death, Decay, Evil, Greed, Hunger, Pact
Destruction, Domination, Evil, Illusion, Trickery, War
Chaos, Evil, Magic, Shadow, Darkness, Mind
Artifice, Celerity, Chaos, Charm, Creation, Liberation, Travel, Trickery
Trident
Rapier
Scythe
Kama
Quarterstaff
Scimitar
LE
Death, Deathbound, Evil, Law, Necromancer
Dagger
NE
Corruption, Cavern, Darkness, Dragon Below, Earth, Evil, Greed, Madness, Pact, Pain, Pestilence, Summoner
Heavy pick
LN
Balance, Law, Meditation, Protection, Mentalism
Unarmed strike
LN
Law, Meditation, Community
Flail
NG
Deathless, Fate, Good, Protection, Planning
Scimitar
N
Destruction, Protection, War, Elf, Revered Ancestor
Double scimitar

Silver Flame

The Silver Flame is a disembodied lawful good force associated with a former mortal woman and paladin of Dol Arrah named Tira Miron, who merged with a silvery pillar of fire and a Couatl approximately 700 years ago. Miron, now an immortal known as the Voice of the Silver Flame, serves as the intermediary between the Silver Flame and mortals.

The Church of the Silver Flame is dedicated to protecting people against the supernatural forces of evil. The Silver Flame itself resides within the impressive Cathedral of the Silver Flame, around which the city of Flamekeep is built and from which both the church and the nation of Thrane is governed. The head of the church is the Keeper of the Flame, a position currently held by eleven-year-old Jaela Daran. Below her is, in theory, the Council of Cardinals. In practice, the Keeper of the Flame concerns herself mostly with spiritual matters, while the cardinals handle the workings of the church and government, sometimes in conflict with the wishes of the Keeper. Below the cardinals, archbishops rule the provinces and cities of Thrane.

The church is divided into three orders: the ministers, the templars and the friars. The ministers provide spiritual guidance to the faithful in every part of the world where the church has a presence. The templars are the warriors and exorcists, in charge of protecting the church by means of arms and spells. The friars, finally, are zealous missionaries trying to spread the faith to areas where the church does not yet exist. Many paladins belong to the faith and archery is a traditionally important discipline. The domains of the deity are Exorcism, Good, Law and Protection, and its favored weapon is the longbow.

Sovereign Host

The Sovereign Host is the most commonly worshipped pantheon of deities in Khorvaire. Most followers worship the Host as a whole, offering prayers to different deities in different situations. Clerics are often devoted to the entire pantheon instead of a specific patron deity. The pantheon as a whole is neutral good. The Host's favored weapon is the longsword.

Dark Six

The Dark Six are deities cast out of the Sovereign Host because of their evil ways. Like most gods of Eberron, the Dark Six do not have any direct influence in the world, and there is no conclusive evidence that they even exist. The Dark Six are worshipped by criminals, outcasts, and various monsters. However, many good-aligned characters pay tribute to them—a sailor might make an offering to appease the Devourer, to ensure his next voyage will not be hindered by the sea god. The Dark Six scheme against the Sovereign Host, each for differing reasons, and their followers likewise scheme against followers of the Sovereign Host.

Blood of Vol

The Blood of Vol is a lawful evil cult that reveres the ancient traditions of the elven line of Vol. A subsect of the group, the Order of the Emerald Claw, is devoted to serving Erandis Vol, the Queen of the Dead and last scion of House Vol. Cultists exist on Khorvaire, Aerenal, and Xen'drik. They see blood as a path to divinity, and are fascinated by the literal and figurative meanings of blood. They invoke negative energy and manipulate bloodlines to achieve their goals. Despite the cult's overall evil alignment, there are many good-aligned members, who revere the undead as self-sacrificing champions in the war against death. The cult's domains are Death, Evil, Law and Necromancy, and the favored weapon is the dagger.

Lady Vol

Lady Vol, or Erandis Vol, is the last member of House Vol, and carries the thirteenth dragonmark: the Mark of Death. She is the daughter of an elf mother—the matriarch of House Vol—and a green dragon father. When her existence became known, both elves and dragons came together to destroy the half-dragon abomination and the House of Vol. To save her daughter—and the family bloodline—The matriarch turned Erandis into a lich just before she was killed herself. However, becoming a Lich caused Vol to lose access to the power of her dragonmark, which she seeks to restore. It is often considered improper to refer to her as d'Vol, since the convention of using the honorific d' was not established until after House Vol was destroyed.

Cults of the Dragon Below

The Cults of the Dragon Below are a diverse group of generally neutral evil sects that revere the power of Khyber, the underground world. Some seek to raise the dragon Khyber or release the daelkyr, while others commune with fiends summoned from the underworld. A few seek a promised land below the surface. The cults' favored weapon is the heavy pick.

Path of Light

The Path of Light is a lawful neutral religion followed by the kalashtar of Adar. Followers revere a positive energy they call il-Yannah ("the Great Light"). They seek to, through spiritual meditation and other subtle means, bring about the Turn of the Wheel of Dal Quor, which would result in the destruction of the current Dal Quor and its evil Quori denizens. Most followers are psions and psychic warriors, seeking to perfect themselves through meditation and communing with the light. They are in particular conflict with the Inspired of Riedra. Their favored weapon is the unarmed strike.

The Path of Light was first developed by the de facto "mother" of the kalashtar, known as Taratai. Like all modern Quori, Taratai sprang from the Dream of the Age, known as il-Lashtavar (roughly translated as "the darkness that dreams"). However, Taratai was inherently good, unlike her brethren, and felt at odds with the age into which she was created. After a period of research, Taratai discovered that the current Dream of the Age would eventually expire, and the one that will replace it will be one of joy and light. The Path of Light was developed as a series of actions that, she believed, would accelerate this process.

After the good Quori were driven from Dal Quor into the bodies of the monks of Adar, Taratai and her followers continued to practice the Path of Light. However, all of Taratai's descendants sacrificed themselves to create the Shroud, a great magical creation that protects Adar from the Inspired and agents of the Dreaming Dark; it is unknown if she still exists, and if so, in what form.

Path of Inspiration

As the kalashtar follow the Path of Light, the people of Riedra follow the Path of Inspiration. Invented by the il-Lashtavar as a way to control their population, the Path of Inspiration is propagated by the Inspired and is integrated into every element of Riedran society. The Path posits that there are good spirits in the world, steering Riedra in the right direction, and there are bad spirits trying to corrupt them as well. With enough good acts and obedience, a person can ascend to join these spirits.

The Path of Inspiration is lawful neutral, as its practitioners and goals are not inherently evil. Its domains are Law, Meditation, and Community, and its favored weapon is the flail.

Undying Court

The Undying Court is a neutral good pantheon of ancient deathless elves animated by positive energy. The elves of Aerenal seek their counsel and petition their favor. The court's favored weapon is the scimitar.

Keepers of the Past

The Keepers of the Past are bards and clerics who determine which ancestor will guide a newborn Tairnadal elf through life. In Tairnadal religion, each elf is duty-bound to honor and emulate his or her patron ancestor. The Tairnadal believe that these warrior ancestors, known as Spirits of the Past, can live again in the present if their deeds are recreated. Elves who share a common ancestor will compete with each other to become the perfect embodiment of their patron. The Spirits of the Past are neutral. The favored weapon of the Keepers is the double scimitar.

Vulkoor

Though not a formalized church, almost all Vulkoori drow in Xen'drik worship Vulkoor, the scorpion god. He is usually portrayed as a drow/scorpion hybrid; a scorpion body, with its head replaced with the upper body of an adult male drow. Vulkoor shares some traits with Lolth, encouraging trickery and destruction among his devotees and having a special affinity for arachnids. In the Eberron setting, he is also said to be the drow version of the Mockery.

References

    Additional reading

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