Cosmology
  1. Notes

Cosmology

Lore

All mortal are connected on a spiritual level to Eberron’s thirteen planes. This is most obvious with Dal Quor and Dolurrh. When (most) creatures sleep, their spirits are drawn to Dal Quor, where their dreams take shape. When creatures die, their souls are pulled to Dolurrh. These facts are obvious and indisputable. But many people don’t realize that just like their spirits are pulled by Dolurrh and Dal Quor, they’re similarly tied to all of the planes. A storyteller might be inspired by Thelanis without ever knowing it, while an artist’s revelation may come from Xoriat, and a soldier’s courage could flow from Shavarath. The basic energy of life itself flows into the world from Irian, while Mabar consumes both life and hope. These forces are everywhere, as much a part of the soul as gravity is part of the world.

Eberron and Its Planes

Eberron’s thirteen planes of existence enfold the Material Plane of Eberron itself. Though Eberron is part of a wider multiverse, it’s completely cut off and has its own unique cosmology. Each of these thirteen planes have qualities of both Inner and Outer Planes as defined in the Dungeon Master’s Guide, and affect the Material Plane in subtle and obvious ways. In addition to the constant influence of the planes on each creature, planes can also affect the world more directly, as seen in manifest zones and coterminous periods.

About the Planes

The most important thing to understand about the planes is that they’re ideas. Each one is a pure, iconic concept. War. Peace. Chaos. Order. They are eternal, and with few exceptions, unchanging. Eberron is the Material Plane, where these concepts come together and interact. It’s a world that feels the passage of time, where life can change and evolve. The planes of Eberron are archetypal ideas. The precise details can change, but there’s always been war in Shavarath, and always will be; that’s what Shavarath is.

Universal Properties

If adventurers visit one of the planes, they’ll find it has certain unnatural properties that can be felt consistently throughout the entire plane of existence. A plane’s universal properties can often be felt on Eberron itself; one of the most common effects of manifest zones is to extend one or more of that plane’s universal properties into the Material Plane, sometimes reliably, other times unpredictably. The section for each plane presents a list of universal effects that affect that entire plane; these generally apply to all creatures within that plane.

Time doesn’t pass at the same rate on every plane; it could move faster, slower, or even unpredictably. For spells and similar effects that target oneself or require concentration, the duration is calculated based on the flow of time the caster is currently experiencing. If a spell doesn’t require concentration and is cast on a target other than self (for example, a geas spell), its duration is based on the target’s current plane and time.

Planar Denizens

Every plane’s inhabitants are unique, but each creature can generally be classified in one of the following categories.

Manifestations. A dragon rains fire down on a platoon of soldiers in Shavarath. Cheering crowds throng the streets of the Amaranthine City of Irian. Dragon, soldiers, crowds—none of these things are truly real. When you dream that you’re taking a test at Arcanix, the sarcastic professor and mocking students aren’t fully sentient spirits; they’re manifestations of Dal Quor, created for that scene, and as soon as you wake, they’ll vanish. These creatures can appear to be sentient, and you might be able to have a conversation with soldiers in Shavarath—but they won’t have anything to say that you couldn’t imagine coming out of the mouth of an extra in a war movie. As a general rule, manifestations can’t leave the layers of the planes that they’re in, and like dreams, they usually don’t persist indefinitely; when their purpose is served, they simply evaporate until they’re needed again. Very rarely, a manifestation might develop a more independent, sentient existence—like the drifters of Dal Quor—though they’re generally still bound to their plane of origin and unable to deviate from their central purpose.

Manifestations vary by plane; in Dal Quor they’re called figments, while in Shavarath, they’re conscripts. In some planes, the manifestations are formed from the soul-stuff of mortals, while in others they’re entirely imaginary. A plane never runs out of the potential for manifestations, but these creatures typically follow the internal logic of a scene. If you fight a dragon in Shavarath, it feels just like fighting an actual dragon, and when you kill it, it seems dead and you can enjoy your victory. However, if you return a day later, there’s no sign of the corpse, and instead, there’s a new dragon in the sky.

Some planes don’t have manifestations of creatures, because the ideas they represent don’t need them. Instead, these planes generally rely on native mortals to make up the supporting cast. So while Shavarath needs a constant churn of conscripts in battle, and Dal Quor creates figments to flesh out mortal dreams, other planes—Dolurrh, Fernia, Lamannia, and Syrania—don’t create manifestations. For example, Lamannia needs mortal beasts to tell its story; birth, growth, and even death are part of its concept, and reflecting that requires a mortal population.

Immortals. Immortal beings are an integral part of their native plane, each expressing a particular aspect of its core ideas. For example, in Shavarath, devils embody the concept of war fought in pursuit of tyranny, while angels are living symbols of the endless fight for justice. The name “immortal” doesn’t mean “unkillable”—they can indeed be killed (as discussed in the “Killing Immortals” sidebar). While immortals don’t show the effects of age, some have a limited lifespan and can die a natural death as well. However, their essence is immortal and their numbers remain constant.

Most immortals don’t care about Eberron. Many consider Eberron to be an unfinished experiment, while their realm is the finished, perfected work of the Progenitors. Others simply believe in their purpose to the exclusion of all other things; to the angel of Shavarath, the eternal battle is the single most important struggle in the multiverse, and leaving their post for even an instant could give the enemy an advantage. So most immortals aren’t concerned with the fates of mortals or their civilizations; of course mortals may die, that’s their most defining feature. An angel has seen many human civilizations rise and fall—what’s one more? While there are a few exceptions—immortals who chose to dwell on Eberron, whether to prey on mortals, observe them, or assist them— immortals are generally bound to their planes, and your problems are not their problems.

Immortals don’t reproduce as mortal creatures do; if they’re killed, their spiritual essence is instead reabsorbed into the plane and eventually reassembled. For example, in Shavarath, angels and devils are constantly being killed, but they’re just as quickly being reborn to fight again. Immortals are each born as embodiments of specific ideas and don’t choose their path; they’re already mature, possessing their full abilities and knowledge, and imbued with an absolute understanding of their purpose. So while immortals possess great power, they lack the potential of mortals to grow and evolve, and find the idea of questioning their beliefs or straying from their purpose to be inconceivable.

There are exceptions to all rules, of course. The kalashtar exist because a handful of quori turned against il-Lashtavar. Likewise, radiant idols are angels of Syrania that were corrupted by their time on the Material Plane and desired mortal adoration. But these examples are vanishingly rare. Sometimes it’s because the unusual immortal is born embodying a unique perspective on the usual concept; this is essentially a mutation, as opposed to a choice. In other cases, an outside force might change or corrupt the immortal’s fundamental nature. And rarely, an immortal might have an unusual sense of identity and the ability to choose.

If an immortal changes in a way that alters its core concept, this is often accompanied by a physical transformation, such as a corrupted angel becoming a radiant idol, thus losing its ability to fly. Immortals may be able to increase their abilities by absorbing other immortals, acquiring artifacts, or through other means unique to their plane. They simply don’t grow or gain experience through time alone; after all, some of them are as old as the universe itself, and in the absence of a dramatic cause, they’re utterly unchanging.

Mortals. Mortal creatures live in the planes, but they’re much like their counterparts in Eberron. They have families and children, and can live quiet lives or be driven by grand ambitions. Unlike manifestations and immortals, mortal creatures can evolve and change their ways, and of course, they can die. In some planes, mortals are either subjugated by immortals or voluntarily serve them; in others, they pursue their own paths. In some cases—such as the merfolk of Lamannia or the eladrin of Thelanis—these creatures are natives of their home plane, were created by it, and have always been a part of it. Others—such as the frost giants of Risia— originally came from the Material Plane and simply carved out a place in their new plane. These non-native mortals may have lived in the planes for many generations, but on a fundamental level, they aren’t truly a part of it.

Planar Variation. The same type of creature can appear in different planes—demons can be found in Fernia, Dolurrh, Shavarath, and more. They might use the same statistics, but their appearance and motivations vary dramatically based on their planes, and they have no sense that being “demons” makes them all allies. The balor of Shavarath embodies the savagery of war; its wings are of steel, and blood drips from its notched sword. The balor of Fernia represents the terrifying destructive power of fire; its wings and sword are made of pure flame. With any planar creature—especially immortals—consider the idea it represents and how that can be uniquely embodied.

The Outer Darkness

Source: Player's Guide to Eberron

Some imagine that the Astral Plane is bounded in its most distant reaches by an encircling realm of utter dark, the end of all things. They call this region the Outer Darkness. Some claim that the shining realm of the Sovereign Host lies somewhere beyond this Outer Darkness, and that the Outer Darkness is the home-in-exile of the Dark Six. No mortal has ever visited this place, let alone any divine realm beyond it, so its existence is a matter of pure speculation.

Eberron and the Multiverse

It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond.

The three progenitor wyrms worked together to form Eberron and its planes as a new cosmic system in the depths of the Ethereal Plane. They recreated the elves, orcs, dragons, and other races found throughout the multiverse and placed them in their new world, but allowed them to develop beyond the reach of Gruumsh, Corellon, Lolth, and other influences for good and ill.

In your campaign, you might decide that the barrier formed by the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want to incorporate elements from other realms. Perhaps you want to use a published adventure that involves Tiamat or the forces of the Abyss meddling in the affairs of the world. In such a case, it could be that the protection offered by the Ring of Siberys has begun to fail. You might link the weakening of Siberys to the Mourning — perhaps whatever magical catastrophe caused the Mourning also disrupted the Ring of Siberys, or perhaps a disruption of the Ring of Siberys actually caused the Mourning!

If contact between Eberron and the wider multiverse is recent and limited, consider the implications for everyone involved. In the Great Wheel, Asmodeus is an ancient threat, with well-established cults, lines of tieflings, and a long history of meddling that sages might uncover in dusty old tomes hidden in remote libraries. But if Asmodeus has only just discovered Eberron and begun to influence it for the first time, there is no lore about him to be discovered on Eberron. He has no power base and needs to recruit new followers. Unusual alliances might form against him, as celestials and fiends join forces to expel this hostile outsider.

Gods, Celestials, and Fiends

The people of Eberron believe their gods are omnipresent — not bound to a single coherent form, but present in all places. If you revere the Silver Flame, its power is always with you. The Sovereign Onatar guides the hand of every smith who knows how to listen for his voice, and Dol Arrah and Dol Dorn are active on every battlefield, guiding every soldier. This outlook means that religion is driven by faith, as opposed to the concrete actions of deities. The faithful believe that their triumphs reflect the assistance of a divine influence. They don’t expect a god to physically show up and solve their problems.

Fiends and celestials certainly do have physical form, however. Fortunately for the folk of the Material Plane, these extraplanar creatures are deeply invested in their own affairs and have little interest in Eberron. Demons and angels battle one another in Shavarath, but they’ve been doing this since before humanity existed, and they dare not leave their posts to fool around elsewhere. Exceptions do exist, such as the daelkyr and the Dreaming Dark, but by and large these natives of other planes are exclusively concerned with where they live. As such, player characters are more likely to encounter celestials and fiends that are native to Eberron, spawned by Khyber or Siberys, rather than extraplanar entities.

Fiends

The mightiest of the fiends born from Khyber are creatures of immense power known as the overlords. Dozens of overlords were imprisoned by the Silver Flame at the dawn of time; two of them, Rak Tulkhesh and Sul Khatesh, are detailed in chapter 6. Another — Bel Shalor, the Shadow in the Flame — is bound within the Silver Flame itself in the great cathedral in Flamekeep in Thrane. You can adapt other evil gods or archfiends for an Eberron campaign (assuming you don’t want Eberron to be connected to the wider multiverse) by recasting them as overlords. For example, Tiamat could be an overlord embodying the pride and potential for evil within dragons, Lolth could be an overlord who preys on the elves, and Asmodeus the insidious maker of profane bargains.

Any fiend — whether devil, demon, yugoloth, or something else — could be spawned by Khyber if it suits your story. Such fiends might be bound to an overlord, or they might be independent incarnations of evil unleashed on the world. Two other races of fiends, though, play important roles in its history.

RftLW Intro

Eberron is part of the Great Wheel of the multiverse, as described in the Player’s Handbook and the Dungeon Master’s Guide. At the same time, it is fundamentally apart from the rest of the Great Wheel, sealed off from the other planes even while it’s encircled by its own wheeling cosmology. Eberron’s unique station in the multiverse is an important aspect of the world: its planes have profound and shifting influences on the Material Plane, and it is sheltered from the influences and machinations of gods and other powers elsewhere on the Great Wheel.

The planet of Eberron is the heart of its own Material Plane. It is surrounded by the Ring of Siberys. Beyond this band of dragonshards, thirteen moons orbit the world. To date, no creature from Eberron has explored the moons, and none can say whether they are lifeless rocks or thriving worlds. Some sages believe that the moons are connected to the planes, or that they might even be physical extensions of the planes, but the truth of these assertions remains unknown.

No other planets have been discovered within Eberron’s Material Plane. The underworld of Khyber, however, contains a host of demiplanes, tiny pockets of altered reality. As such, venturing beneath the surface of Eberron can lead you to a network of caverns and passages, and if you find the right passage, it can take you to fantastic and deadly places inhabited by fiends, aberrations, and other children of Khyber.

Planes of Eberron

The Material Plane is enfolded by thirteen planes of existence. Many of these have aspects of both Outer Planes and Inner Planes. All of them overlap with Eberron in some way, and they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far away — though this manner of expression is merely a metaphor for their shifting influence. When another plane’s influence on the Material Plane is especially strong, the plane is said to be coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities. Whether or not a plane is remote or coterminous at a given time depends entirely on the needs of your story.

Manifest Zones

At certain places in the Material Plane, the barriers between worlds are thin, and some characteristics of another plane can bleed through into the material world. These places are called manifest zones, and the nature of each one is strongly shaped by the plane it connects to. The city of Sharn is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a manifest zone tied to Lamannia might have wild vegetation and enhance druidic magic. A manifest zone might include a portal that allows free passage from either plane to the other. The descriptions of other planes in this section offer some other possible effects. Most manifest zones have reliable, persistent effects. Some have only weak connections to their planes, and their properties influence the world only when the plane is coterminous.

Killing Immortals

Source: Exploring Eberron

Killing an immortal being is a temporary solution. Immortals that play a particularly significant role within a plane often return with their memories and personality intact; physical destruction is no more than a short trip to the penalty box. Lesser immortals may return with the same abilities, but with a new appearance, memories, or personality. The number of immortals remains the same, but it’s a new incarnation of the idea. The only way to permanently eliminate an immortal is to somehow contain or redirect its spiritual essence; this is why the Silver Flame bound the overlords instead of destroying them.

While immortals can’t be destroyed, it’s possible that the manner of a creature’s death, or circumstances that follow, could delay the return of a particular immortal, or force it to return as a new incarnation instead of retaining its memories. The DM could choose to make these general rules for a type of creature—perhaps immortals from Shavarath return in 24 hours if they’re killed on Shavarath, but it takes 6 months for them to return if they’re killed on Eberron. Or it could be extremely specific: the devil Hashtorak returns within a day of his death, but if he’s killed with the Spear of Miron he’ll be banished for ten years.

Kar'lassa Dreams

Source: Exploring Eberron

Chapter 4 describes the kar’lassa, massive monstrosities that serve as living conduits to the planes. The kar’lassa are asleep, but they dream in planes other than Dal Quor, and mortal creatures that sleep in their vicinity are drawn into these dreams. Kar’lassa dreams exist as a unique layer within the plane, blending the plane’s core principles with the alien consciousness of the dreamer; it’s up to the DM to decide exactly how this manifests and how easy it is to reach other layers in the plane. Where the sahuagin have established a connection to a kar’lassa—as described in chapter 4—they’ve created a temple in its dreams, tended by dream priests.

What about the Sovereigns?

Source: Exploring Eberron

The Sovereigns don’t dwell in the planes, and the people of Eberron don’t expect them to. Vassals of the Sovereign Host believe that the Sovereigns are everywhere at once. Onatar isn’t working at a forge in Fernia, he’s with every smith at every forge. Many Vassals believe that when mortal souls pass through Dolurrh, they join the Sovereigns, but this is seen more as an ecstatic union rather than joining them in an existential clubhouse.

Some immortals in the planes honor the Sovereigns. A platoon of angels in Shavarath may carry the banner of Dol Arrah, while a squad of demons wear the skins of their foes and howl praise to the Mockery. The Librarian of Dolurrh may mention the time Aureon came to borrow a book—but that was almost a hundred thousand years ago. These acknowledgments don’t prove anything, other than confirming the most basic myths of the Sovereign Host: that in the first age of the world, a band of champions defeated the overlords, as discussed in chapter 1. It’s possible that they ascended and became the omnipresent entities many believe them to be, but that’s the part that even angels must take on faith.

The Astral and Ethereal Planes

Source: Exploring Eberron

The Astral and Ethereal Planes are discussed in chapter 2 of the Dungeon Master’s Guide. The githyanki’s vast ships can be found in the Astral Plane, as discussed in the section on Kythri. It’s possible that adventurers on either of these transitive planes may discover portals that lead back to the Material Plane or to twelve of Eberron’s other planes; however, Dal Quor hasn’t been accessible since the Age of Giants, and portals to this plane are impassable. The destination of Astral color pools and Ethereal curtains can be determined by their color; each portal closely resembles the appearance of the moon tied to that plane, as indicated in the Planar Destinations and Moons table. Planar Destinations and Moons

d20 Plane Associated Moon Color of Moon & Portals
1-3 Material Plane All Portals to the Material Plane are green
4 Daanvi Nymm, the Crown Yellow-gold
5 Dal Quor Crya (believed to be destroyed) Not visible in Eberron’s sky; impossibly black, portals are inaccessible
6-7 Dolurrh Aryth, the Gateway Orange-red
8 Fernia Eyre, the Anvil Silver
9 Irian Barrakas, the Lantern Bright gray
10 Kythri Zarantyr, the Storm Pearly white
11-12 Lamannia Olarune, the Sentinel Pale orange
13 Mabar Sypheros, the Shadow Smoky gray and shadowy
14 Risia Dravago, the Herder Lavender
15 Shavarath Vult, the Warder Pockmarked steel-gray
16-17 Syrania Therendor, the Healer Blue-gray
18-19 Thelanis Rhaan, the Book Pale blue
20 Xoriat Lharvion, the Eye Dull white with large black chasm crossing it