What if all the world was still, silent, and peaceful? What if everything was stone, perfect, and eternal? This is the promise of the Still Lord. Stone feels no pain. Stone doesn’t fear the passage of time. Embrace Orlassk and you can be immortal and serene. With this in mind, Orlassk and its cults typically follow one of two themes. The first is the idea of flesh becoming stone, of bringing peace and silent perfection to the world. The second is that the stone is alive—that there are voices in the stone, whispering secrets and offering wonders. Cultists of Orlassk often begin as miners guided to rich veins of ore, sculptors who hear the stone telling them how to unlock beauty, or prisoners saved from solitude by the comforting voices in the rock walls. As for Orlassk itself, its motives can only be guessed at. Does it prefer breathing life into stone, as it did with the gargoyles? Does it wish to petrify all organic creatures? Or does it hold the key to a deeper mystery yet to be understood?
Quick Stone.
Orlassk’s creations straddle the line between organic and inorganic. One
example of this is quickstone, a substance that can shift between malleable
and rigid states. Treasures tied to Orlassk may use supernaturally hard
stone in place of metal, or involve mineral intelligence. Orlassk creates
Ioun Stones that sing to the characters attuned to them, and Barrier Tattoos
that give skin the strength of stone. Orlassk is also a source of Figurines
of Wondrous Power; while the figurines Orlassk creates can use the stat
blocks assigned to the traditional figurines, they are usually carved in the
shapes of creatures never seen in Eberron.
Orlassk’s Minions. Orlassk turns flesh into stone and brings stone to life. Places where its influence is strong may be infested with cockatrices or gorgons. His cults often work with gargoyles, stone or clay golems, and earth elementals—though these creatures are all created by Orlassk’s whims, and have no kinship with traditional golems or elementals. But Orlaask isn’t limited to elementals; almost any creature can be carved from stone and given life. In the last days of Dhakaan, Orlassk petrified the dar population of Cazhaak Draal and then animated them, unleashing this stone army against their kin. Legends speak of purple worms made from stone burrowing through the foundations of Dhakaani citadels. A cult of Orlassk could be led by a sphinx made of stone. All of these creatures would be represented with the Stoneborn Template provided in this chapter. As for Orlassk’s cultists, their flesh often shifts to stone, though this is usually hidden beneath their skin. Those that follow this path eventually become stoneborn, but along the way they become Stone Speakers or Stone Listeners. Others never fully transform. After a cult was exposed in Ardev and eliminated, its members were found to be purely flesh and blood—except for their brains, which had turned into marble.
Orlassk's Lair
Orlassk is bound within the Heart of Stone, a gravel desert filled with broken statues and towering, unfinished citadels and monuments. Orlassk’s face is carved into a massive mountain, and gargoyles and nameless winged creatures dwell in its eyes and mouth; Orlassk itself dwells in the heart of that mountain, carving new creations from its roots. But Khyber and Xoriat interact in strange ways. The Heart of Stone is a demiplane in Khyber, with portals touching the surface that are sealed by the magic of the Gatekeepers. But there is another passage to the Heart of Stone—a massive, stone colossus stalking through the deepest depths of Khyber. Orlassk itself cannot leave this living citadel, but its creations can crawl out of the mouth of the colossus. Should adventurers be so foolish as to face this horror in battle, it has the statistics of a Stoneborn Tarrasque. The citadel has never ascended from the depths. While nothing regarding the daelkyr is ever certain, Orlassk’s citadel is likely bound below by the same Gatekeeper seals that bind Orlassk.
Lair Actions. While within the Heart of Stone, Orlassk can take Lair Actions. On Initiative count 20 (losing Initiative ties), Orlassk can take a Lair Action to cause one of the following effects. It can’t use the same effect two rounds in a row:
- Statues within an immobile 200-foot Emanation centered on Orlassk come to life as if it had cast Animate Object. The statues remain animated for 1 minute or until destroyed. Orlassk does not need to concentrate to maintain this effect.
- The ground in a 20-foot-radius Sphere centered on a point Orlassk can see in its lair sprouts stone blades and reaching limbs. The area becomes Difficult Terrain for 1 round. When a creature moves into or within the area, it takes 7 (2d6) Piercing damage for every 5 feet it travels.
- Orlassk directs a portion of its lair to reshape into a giant stone fist to crush its enemies. Creatures in a 20-foot-radius Sphere centered on a point Orlassk can see in its lair must make a DC 22 Dexterity saving throw or take 22 (4d10) Bludgeoning damage.
Regional Effects. While passage to the Heart of Stone is blocked by the Gatekeeper seals, there are places in the world where Orlassk’s influence is strong. During the Age of Dhakaan, cultists of the Still Lord built altars of stone infused with the power of the daelkyr. These altars cannot be physically destroyed; the only way to remove an Altar of Orlassk is to find a way to sever its connection to the Still Lord by reconsecrating it to some other power. One such altar lies somewhere near Cazhaak Draal, and its influence maintains the unnatural state of the Stonelands. There is another in the Graywall Mountains near the town of Quickstone; the influence of this altar is directly at odds with the influence of the archfey King Grayfinger. Others could be hidden across Khorvaire, and it’s always possible a cult could create a new altar in an existing city. Regions containing an altar of Orlassk could have one or more of these effects.
- Some or all of the plants within the region are transformed into stone, but continue to grow; like a gargoyle, they display traits of living creatures despite being made of stone. This effect is seen around Cazhaak Draal.
- Deposits of quickstone are found in the earth. If harvested, this substance will slowly replenish over time. This effect is seen in the Graywall Mountains.
- Cockatrices emerge from Khyber and infest the area.
- Statues in the region occasionally shift position.
- Living creatures who remain in the area for an extended period of time run the risk of turning to stone. Each time they complete a Long Rest in the region, a creature must make a Constitution saving throw (DC 13). If they fail, they suffer the effects of the Slow spell until they next finish a Long Rest. If they fail this saving throw on their next Long Rest, they have the Petrified condition.
- Small stone idols can be found in the region. These are almost shapeless, but a Humanoid that interacts with one will find that it seems familiar; it reminds them of someone they love or respect. A creature that carries one of these idols for more than an hour while within the affected region must succeed on a DC 22 Wisdom saving throw or be affected by one of the Delusions of Orlassk (see the table below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
Delusions of Orlassk
If a creature goes mad in Orlassk’s lair or while it can see the daelkyr, it is afflicted with a powerful delusion. Roll on the Delusions of Orlassk table to determine the nature of this delusion, which takes the form of a character flaw that lasts until cured. C
| d6 | Flaw (lasts until cured) |
|---|---|
| 1 | "I hear wise voices in the stone" |
| 2 | "Silence and stillness is perfection" |
| 3 | "I am turning to stone beneath my skin." |
| 4 | "I must dig deeper in the earth." |
| 5 | "Statues are alive and can move if they wish to." |
| 6 | "I am a statue that was transformed into flesh." |