The kalashtar were born in the mountains of Adar. Descended from a race of immortals, kalashtar have endless patience and a firm conviction that their traditions will some day usher in a golden age for all creatures. They do not want to change in any way; they know what needs to be done to fight the Dreaming Dark, and they will continue until they succeed or have been destroyed. This attitude is reflected in the rigid monastic lifestyle of the Adarans, which has remained unchanged and uncontested for more than a thousand years.
Almost all of the kalashtar live in one of the eight temple-fortresses that dot the mountain sides. What time isn’t spent in meditation or prayer is devoted to defense of the realm, holding the natural battlements against the endless onslaught of the Inspired. The Adaran kalashtar have no time for cultural change and no reason to believe that change is necessary.
Things are different on the continent of Khorvaire. The kalashtar of Khorvaire come from a variety of backgrounds. Some migrated to Khorvaire before the Inspired arrived on Sarlona, blending quietly into the humans of the Five Nations before Galifar united them. Others have been sent by kalashtar elders over the course of the last few centuries. Some came to study Khorvaire, while others were sent away to ensure that kalashtar society could not be eliminated in a single blow. The kalashtar of Khorvaire have more interaction with other cultures and don’t have to deal with the constant distraction of war.
As a result, the kalashtar of Khorvaire are generally more optimistic and innovative than their Adaran counterparts, and they enjoy experimenting with new things. The most significant innovation has been the development of the path of the Unknown.
The kalashtar population of Khorvaire is split between a number of racial enclaves in the major cities of the continent. This pattern has largely been driven by the war with the Dreaming Dark. The Inspired might be able to arrange for the destruction of a small rural community, but they would never get away with smuggling an army into Sharn. By placing themselves in the capitals of Khorvaire, the kalashtar are also able to monitor the activities of the Inspired ambassadors: They already have strong roots in the cities the Inspired are now working to infiltrate. They cluster together not because they are uncomfortable around members of other races, but because they need the sense of safety in numbers, and it’s easier to spot the actions of the Dreaming Dark in a closed system.
Within a kalashtar community, the most influential form of social group is the lineage—the quori spirit that a kalashtar is bound to. This is not the same as a family group. Kalashtar inherit the spiritual bond from their parents, but the bond is always based on gender; a son always takes the father’s bond, while a daughter inherits from the mother. Thus, each lineage is composed of a single gender. All members of a particular lineage think of the others as brothers or sisters, even if they are actually distant cousins at best. Most kalashtar live with other members of their line.
There is no tradition of marriage among the kalashtar. Members of different lines socialize together and procreate (with the children being adopted and raised communally by the others of their lineage), but it is difficult for a kalashtar to imagine living with a member of another line for the rest of his life. In Khorvaire many old traditions are being questioned, however. A kalashtar adventurer would be especially likely to break the old traditions, since he spends so much time away from his line to begin with.
The kalashtar respect age and wisdom, and most kalashtar communities are governed by a council with a representative from each lineage that has a presence in the community. Conflicts between lines are uncommon; the greater threat of the Dreaming Dark has always held the kalashtar together through periods of possible unrest. The method used to select a representative varies by lineage; in general, the leader is simply the person who has the overall confidence of his line, and it will change if that confidence is ever lost. The different communities are linked by lines of psionic communication; most communities have one psion who can manifest correspond, which is used to check in with the guiding councils of the other cities in Khorvaire and the elders of Adar.
As a whole, kalashtar are inclined to be of lawful good alignment. Mental discipline is part of kalashtar life, and this is reflected by their well ordered society. Kalashtar generally act in the interests of what they consider to be the greater good, and mercy, kindness, and hospitality are important virtues within their society. Well-mannered visitors are always welcome, though a shadow watcher keeps a sharp eye on outsiders until he is certain they are not agents of the Dark.
Most people find kalashtar communities to be austere; the disciplined kalashtar have few vices, and most donate any extra income to the community in the interests of defense, so they have few luxuries. But they are capable of enjoying life without much in the way of material goods, taking pleasure from the company of their kin. Some humans find this admirable, while others simply find it to be disturbing—because humans can’t understand the mental bond between kalashtar of the same line, the level of cooperation and lack of conflict often seems unnatural.
Kalashtar societal roles
While kalashtar can assume many roles, four are worthy of note.
Artisans: The bulk of the members of a kalashtar community are artisans, skilled crafters and laborers who tend to the needs of the community and produce goods that can be sold to raise revenue. Between kalashtar discipline and the ancestral memories of the quori, kalashtar communities contain an unusually high concentration of skilled crafters, and most are proficient in multiple trades. Artisans are generally experts, with a smaller number of expert/shapers and expert/artificers who incorporate their supernatural talents into their work. Kalashtar artisans take great pride in their work, but ultimately they are working for the good of the community as opposed to any sort of personal gain.
Lightbringers: The lightbringers are dedicated mystics who spend their days in meditation and prayer. According to the beliefs of the Path of Light, this devotion will ultimately overthrow the Quor Tarai (see below) and put an end to the Dreaming Dark. As a result, this prayer is the most important activity within the community, and the artisans work to ensure that all of the needs of the lightbringers are met. Unlike traditional monks, the lightbringers are spread throughout the community instead of being concentrated in a specific building. In addition to their religious duties, the lightbringers also serve as the diplomats and storytellers of the community, presiding over festival days and handling negotiations with guilds and other outside forces. Lightbringers tend to be experts with a scattering of telepath and seer levels, with the occasional adept or cleric.
Shadow Watchers: While the lightbringers seek to change the future, the shadow watchers fight to protect the present. The shadow watchers are the spies and secret police of the kalashtar. Crime between kalashtar is extremely uncommon; the shadow watchers exist to guard against the Dreaming Dark and other malevolent groups. Until recently, the shadow watchers would battle only direct threats to the community, but over the last twenty years the kalashtar of Khorvaire have become increasingly proactive. This is primarily driven by the atavists, who want to take the fight to the Dreaming Dark. Shadow watchers are typically soulknives, psychic warriors, and psions, with a few monks mixed in. In Khorvaire, many higher-level shadow watchers will have levels in the atavist prestige class, described on page 133.
Orphans: Kalashtar can breed with humans, and as a result there are kalashtar scattered throughout the world who have grown up outside of kalashtar communities. These orphans still have bonds to one of the sixty-six surviving quori spirits of the kalashtar, and they usually develop personality traits that reflect their lineages. Orphans do not follow any of the cultural traditions described above, however. Since they do not know the mental discipline the kalashtar use to maintain ordered thought, many are somewhat unstable, and a large percentage of orphans have chaotic alignments. Orphans are more likely to be wilders than psions, and there have even been a few kalashtar barbarians. The civilized kalashtar are always willing to adopt orphans, but typically orphans find the tightly knit kalashtar communities to be stifling. As a result, many kalashtar adventurers are orphans.
Religion
The Path of Light is integral to kalashtar civilization. The struggle between light and darkness is not a question of faith for a kalashtar; it is a fact of life, the conflict that gave birth to the entire race. Quori religion and history are closely linked, but a few central concepts must be examined if the quori and the kalashtar are to be understood.
Quor Tarai: The Dream of the Age Dal Quor has a deep and fundamental link to Eberron, and the spirits of mortals travel to the Region of Dreams when they sleep. Dal Quor is a mutable realm, and the fringes of the plane are shaped by the minds of the mortal dreamers. The center of the realm is shaped by a force more powerful than any mortal mind. This force is vast and alien, and even its children—the quori—cannot communicate with it directly. The heart of Dal Quor is shaped in the image of this unseen dreamer, and its essence permeates all things. The quori call this force Quor Tarai, “the Dream of the Age.”
There are multiple quori castes, with the tsucora described in the EBERRON Campaign Setting being just one example, but all quori are aspects of the Quor Tarai. The quori are immortal. They do not reproduce, but they can be killed; the total population always remains the same, however. When a quori spirit is destroyed, a new spirit eventually appears fully formed in the heart of the realm. This spirit is generally of the same caste as the spirit that was slain, but it does not possess the memories or personality of its predecessor. So it would be impossible for an adventurer to kill all of the tsucora; there will always be more. But a hero could at least eradicate a particularly hateful quori personality.
While the Quor Tarai is a force with the power to match any god, it is not immortal. Quori sages have reached the conclusion that the current age is the third incarnation of the Quor Tarai—and that, eventually, the current Quor Tarai will pass away. When this occurs, the realm will implode, only to explode outward with the birth of the next Quor Tarai. This cataclysmic event will destroy all of the quori. The sages speculate that the spiritual energy that is the essence of the quori will remain and that a new host of spirits will be formed from this force, but no one can say what those spirits will be like, and in any case the personalities of the living quori will be destroyed.
The Dreaming Dark and the Path to Light
If the Quor Tarai is the dream that shapes Dal Quor, then that dream is a nightmare. The center of Dal Quor is a realm of horrors, and the quori are terrifying monstrosities. At the very heart of Dal Quor is a pit of shadows, filled with impossible and terrifying visions. The sages say that this is the core of the current Quor Tarai. They call it il-Lashtavar, “the darkness that dreams,” or more commonly, “the Dreaming Dark.” When quori are slain, the newborn quori emerge from this opening. While quori cannot communicate directly with the darkness, many feel an intuitive bond to it and feel its desires. Chief among the quori is the spirit known as the Devourer of Dreams, the only quori to have ventured into the maw of the Dark and returned. Most quori revere the Dark as the force that has given them life, and they revere the Devourer of Dreams as the voice of the Dark.
While most of the quori were creatures of their age, a few felt that their very spirits were at odds with the Dark, that they did not belong to this age. One of these, a spirit named Taratai, proved the theory of the ages. She determined not only that the Quor Tarai would eventually be reborn, but that it would be reborn in a vastly different form; that this was an age of darkness, and the next age would be a time of light and joy. Taratai and her followers immediately began to study the history of the realm to try to find a way to accelerate the change. This was their doom. The other quori had no desire for change and feared the thought of their world being transformed. The Devourer declared that they would find a way to stop the turning of the age. The first step was to eliminate Taratai and her followers, with the hope that their essence would be reborn with more compliant personalities. This led to the events of the exodus and the birth of the kalashtar, as described later in this chapter.
This is the key to understanding the quori and the kalashtar. The kalashtar want to reshape Dal Quor, and they believe that with their continued devotions they are doing so. The current residents of Dal Quor—the agents of the Dreaming Dark—are determined to maintain the current age and to break the cycle. It could be hundreds of thousands of years before the change is destined to occur, but the issue remains the same: the desire to find a path to an age of light set against the determination to maintain an age of darkness.
Kalashtar Holidays
The holidays of the kalashtar are all tied to history and typically involve dance and meditation in remembrance of past events. The most important holidays are described below.
The Days of Remembrance: A total of sixty-seven quori reached the world to form the kalashtar race. Each of those spirits has a five-day period each year in which its memory is honored. During this period, kalashtar of the spirit’s lineage pause to reflect on the memory of their quori ancestor. Generally it is a quiet affair, but at the apex of the festival, the line holds a celebration for the other members of the community, with thoughtsongs commemorating the achievements of the line and stories dating back to the exodus. Few kalashtar communities have representatives from more than ten lines, so in any given community there isn’t a celebration every week.
Roleplaying Application: During remembrance days, you should deeply savor your bond to your quori spirit. If you are adventuring during the apex day of your ancestor’s Days of Remembrance, you should pause to tell your companions about the history of your line and their accomplishments in the long war against the Dreaming Dark.
The Void of Taratai: While sixty-seven quori spirits reached Eberron, only sixty-six are still in existence. The lineage of Taratai has been completely eradicated. The five days that were originally set aside for Taratai’s line have become a period of mourning for the entire kalashtar race. During these five days, all kalashtar gather to remember the exodus and the birth of their race, and to ensure that they never lose another line. Recently, the atavists have made an extra effort to strike out against the Dreaming Dark during the Void, to take vengeance for the soul that was stolen.
Roleplaying Application: This is a period for somber reflection or righteous vengeance against the Dreaming Dark. You can decide which approach to take, but you should certainly acknowledge the Void in some way.
History and folklore
The kalashtar race has existed for only eighteen hundred years. It began in Dal Quor, where Taratai and her followers of light were being hunted down and exterminated by the Dreaming Dark. But there is more to Dal Quor than the realm of the Dreaming Dark. Every sentient creature touches Dal Quor when it dreams, and every soul, every race, shapes its own piece of the fringes of Dal Quor. Fleeing from the Dreaming Dark, Taratai led her followers on an exodus through mortal dreams. While the quori could not travel physically between the planes, Taratai believed that she had found a way to cross through the subconscious and into mortal bodies—provided that the proper portals could be found and that the hosts could be convinced to accept the travelers.
For a year they traveled from dream to dream, passing through the dreams of dragons and beasts, never finding a place to rest. The Dreaming Dark was still baying at their heels, and between the Dark and the dangers of the dreams themselves, Taratai’s followers were slowly being destroyed. Finally, Taratai found the passage she needed—a subconscious conduit into the mind of an Adaran monk. She knew that she couldn’t maintain the connection for long, but she pleaded her case to the master of the monastery—and to her surprise, he agreed to accept her band of fugitive spirits. Adar was the land of refuge, he said, and no creature would be turned away.
Sixty-seven men and women—including the master himself—volunteered to share their bodies with the renegade quori. In order to establish a permanent bond and truly escape from Dal Quor, it was necessary for the quori to merge fully with their hosts, creating a synthesis of both personalities. These were the first of what Taratai called the kalashtar, a word in the Quor language that roughly translates as “wandering dreams.”
It took time for the kalashtar to adapt to their new existence, but they were finally free from the Dreaming Dark. Taratai continued her studies of the nature of Dal Quor and the Dream of the Age, and she developed the traditions that are the core of the Path of Light—a series of practices and devotions that she believed would accelerate the turn of the age. There was only one uncertainty: What would happen when one of the kalashtar died?
Before they found the answer to this question, another mystery was revealed: that of birth. When the first kalashtar child was born, they found that the spirit that was tied to the parent now also had a bond to the child. The spirit, Harath, found that it took more of an effort to communicate with either of his hosts, but that he was nonetheless aware of the experiences of each. Over the next few centuries, the process continued.
As more and more kalashtar were born, the quori spirits were spread thinly among them, and it became almost impossible for the spirit to communicate directly with the kalashtar. The memories and basic personality were still there, however; even if they couldn’t communicate, the spirits were still alive and conscious, experiencing the world through the eyes of hundreds of descendants.
Each generation was more physically distinctive than the last, and each lived longer than the one before; it was clear that the spiritual symbiosis was having a minor physical effect as well. As they slowly adapted to better suit their spiritual companions, the kalashtar began to develop psionic abilities. The kalashtar did not have access to the full power of their ancestors, but they still had astonishing abilities. They could fly, send messages from one mind to another, transform their bodies into living weapons. It was a time of wonders.
It would not last. Three hundred years had passed in the world, but three thousand years had passed for the agents of the Dreaming Dark. They had spent millennia studying Taratai’s flight, and they had found a way to improve upon it. Traveling the fringes, they could whisper into dreaming minds, implanting ideas and suggestions into people’s heads. After a century of this manipulation, they managed to throw the nations of Sarlona into chaos. In the process, they arranged for certain people to meet, for bloodlines to be formed, and ultimately to create human hosts that the quori could possess and control—without any degree of cooperation from the subject.
Another three centuries passed, and a wave of charismatic young lords appeared among the war-torn realms of Sarlona. This new generation of rulers claimed to be divinely inspired, and they had the supernatural powers to prove it. After a few more centuries, this alliance had “restored peace” to the shattered land—failing to mention that they’d been responsible for the war, centuries ago. They established the nation of Riedra, home to hundreds of thousands of humans who were fanatically devoted to the new Inspired overlords.
The young kalashtar paid little attention to the events in Riedra, concentrating on their Path of Light—until the first army of the Inspired laid siege to Kasshta Keep. The kalashtar had been lucky to find Adar; the natural defenses of the mountainous land were almost impregnable. The Inspired had the resources of an entire continent at their disposal, however, and were growing more powerful every day.
More than a thousand years later, the stalemate still stands. The kalashtar continue their devotion to the Path of Light, but many believe that the Inspired have come up with a counter to Taratai’s plans. The Inspired have created a stagnant society in Riedra, and they are spreading their enormous monoliths across the land. Many kalashtar believe that the Inspired plan to spread these monoliths across the entire world—and that if enough of them are built, it will finally secure the safety of the Dreaming Dark.
The kalashtar don’t intend to let that happen.
And so the struggle begins anew. . . .
The Lost Souls
Many of Taratai’s followers were lost in the exodus from Dal Quor. Some were destroyed, but others were simply . . . lost. Many kalashtar psions believe that more rebel quori are still out there in the fringes of Dal Quor, trapped in the minds of bizarre and ancient creatures. Can they be freed?
Roleplaying Application: A kalashtar sage summons the party with an unusual proposition. He believes that he has located the soul of one of the rebel quori trapped in the dreams of Golorach, a silver great wyrm. The sage has prepared a potion that should send the imbibers’ spirits into Golorach’s dreams the next time they fall asleep. Will they be able to find the lost soul? And what strange dangers lie in wait in the mind of the dreaming dragon?
The Fate of Taratai
Taratai was the first and greatest of the rebel quori. She was mother of the kalashtar and the founder of the Path of Light, and her power and wisdom were legendary. But she was also the most terrible casualty in the war against the quori. In the early days of Riedra, before the kalashtar had learned to respect the power of the Inspired, the agents of the Dreaming Dark launched a concentrated attack and managed to eliminate all of Taratai’s hosts. No one knows what became of her soul—whether it was destroyed, or if it is still floating in some nether realm. But the kalashtar mourn her loss to this day.
Adventure Hook: An orphan kalashtar appears in Sharn, claiming to be the conduit for the spirit of Taratai. After a thousand years, the spirit finally managed to latch onto the newborn orphan—or so she says. Is it the truth, or some sort of scam? If it’s a trick, who’s behind it? And if it’s the truth, how can they keep the Inspired from killing her all over again?
Atavists and Avatars
One of the most significant innovations in kalashtar history is the development of the path of the atavist. Pioneered by Soserath the seer in 978 YK, this discipline allows kalashtar to strengthen their bonds to the quori spirits—and in the process, to one another. For centuries, the bonds between quori and kalashtar have been growing weaker and weaker: That decline is no more.
The atavist is only the beginning, however. Soserath believed that a master atavist would eventually be able to fully incarnate the power and memories of the quori, becoming a true avatar of the spirit. This would irrevocably alter the balance of power between the kalashtar and the Dreaming Dark, since it would effectively allow the kalashtar to create new quori—something even the Dreaming Dark cannot do. Soserath was killed, though, before he could complete his research into the ascension from atavist to avatar. The Serath kalashtar have continued to spread his teachings, and the atavist shadow watchers have begun to take the offensive against the Dreaming Dark, but Soserath’s notes on avatars have never been found.
Adventure Hook: The party stumbles onto new information about Soserath’s death and the location of his mystical workshop—but the Dreaming Dark has learned about it as well. Can the party get to the workshop before the agents of the Dark do? Even if Soserath’s work can be found, can it be deciphered?