05 – Daelkyr and Cults of the Dragon Below

Keith, Wayne, Kristian, and Scott discuss the Daelkyr and cults of the Dragon Below.


  • Introduction
    • Dragonmarks: The Daelkyr and their Cults
    • Comparing to Lovecraft and Far Realms
    • Xoriat
    • Random detail: mind flayers
    • Daelkyr
    • Good starting villains
    • Each daelkyr lord has unique powers
    • Cults of the Dragon Below are unique
    • Why do people join a cult of the Dragon Below?
  • For GMs
    • Incomprehensible plans as an advantage for GMs
    • Daelkyr as hackers or masterminds that tinker
    • Strange effects on PCs as story elements
    • Granting PCs abilities or powers with consequences
    • Example adventure plot
    • Gate seals in various forms for plot
    • Create new monsters
    • Cults don’t have to be evil
    • Different domains for each cult
    • Madness mechanics in 5e and other systems
    • Symbionts as treasure
    • Organic docents that attach to living beings
  • For Players
    • Presume you don’t know; give GMs breathing room
    • Think about your character’s experience
    • Be comfortable with running away
    • Take new flaws or hindrances
    • Mutation Deck for Savage Worlds
    • Develop the world around your PC; friends, family, and community

Paths of Light and Inspiration – Kristian

David Mitchell asks:

Hi guys, I was wondering about how you guys use the paths of light / inspiration. Are they philosophies or religions? Do they have priests or just monks. Could you have clerics for them. How do they differ aesthetically. Are there non quori followers and would you allow a player to play a good follower of the path of inspiration or vice versa. How and when have you guys used these as faiths?

Kristian discusses the two paths as philosophies and faiths.

04 – Religion

Keith, Kristian, and Wayne discuss religion in the world of Eberron.


  • Dragonshards – Religion in Eberron
  • Dragonmarks 4/11: Religion, Faith and Souls
  • Clergy vs. divinely empowered
  • Religion is about faith; both are subjective
  • Temples are for spiritual guidance, not healing
  • The Sovereign Host
  • The Silver Flame and other ‘forces’
  • Other faiths
  • For GMs
    • What story are you telling?
    • The role of religion in your campaign
    • Just incorporating religions culturally
    • Misusing the Silver Flame
  • For players
    • Faith as a source of divine power
    • Evidence or weakening of faith
    • Dragonmarks 6/18/16: Faith and Wisdom, Arcane and Divine
    • Divine power vs. non-divine religious characters
    • Interacting with established religions
    • Details of religions don’t have to be developed at the start
    • Roles and relationships of religious characters
    • Safely exploring religious issues
  • Easter Egg
  • Wrap up