"A fragment from the rites of the Cult of the Dragon Below came back to him. They are perfect in their power. They are without flaw save those flaws they choose. Their triumph is delayed but not denied—they will hold Eberron as they held Xoriat. They are the great lords of the dark and nothing is beyond their will."[1]
The daelkyr are extraplanar creatures who appear as preternaturally beautiful humanoids that are native to the realm of Xoriat. They are usually neutral evil.[2]

History Edit

The daelkyr attempted a planar invasion during the time of the Dhakaani Empire, releasing hordes of their aberrant creations into the material plane. It took an alliance between the goblinoids of the Dhakaani Empire and the Orc druids of The Gatekeepers to repel the forces of the daelkyr, cutting off the plane of Xoriat from Eberron and sealing the remaining daelkyr and their servants within Khyber.[2][3][4][5]

At least six daelkyr remain on Eberron, though they have yet to make a unified attempt to free themselves from Khyber or to restore the connection between Eberron and their home plane. Immortal, the daelkyr are endlessly patient and, as the lords of the realm of madness, their goals and motivations are unfathomable by mortals.[3][5]

Appearance & Personality Edit

Daelkyr are said to look like remarkably beautiful and shapely humans, but with a hint of madness in their eyes and chitinous armor covering their bodies that makes them unsettling.[2]

They are responsible for most of the aberrations in Eberron, including beholders, dolgaunts, some symbiotic creatures, and many other monsters.[2][3]

The daelkyr are also known by the titles of the Lords of Xoriat, the lords of madness, or the shapers of flesh. Those few daelkyr who remain in Khyber are rumored to create new terrors to this day.[4][6]

Abilities Edit

Daelkyr can assume the form of a small or medium humanoid.[7] This process may not be conscious on the part of the daelkyr, and their appearance may reflect the person viewing them interpreting their form in a sensible manner.[8][9]

Their thought processes are alien, and any creature that attempts to read their mind is temporarily driven mad as per the confusion spell.[2][3]

A daelkyr's presence in a region can change babies in the womb into daelkyr half-bloods, aberrations born to humanoid mothers with some of the madness of the daelkyr and that carry a symbiont from birth.[10][11]

Notable Personalities Edit

At least six daelkyr remain trapped in the underground realm of Khyber since the Age of Monsters. Unlike the Overlords of the Age of Demons the daelkyr are fully conscious and active, and can wander freely in this realm if they so chose. Each daelkyr has their own followers in various Cults of the Dragon Below, which may act as intermediaries for their unfathomable whims on the surface.[3][5][10]

Notes Edit

Keith Baker has suggested on his website that the daelkyr are perceived as a perfect paragon of the same race as the person viewing them (i.e., they may look human to humans, but would look like a bugbear to goblinoids). He further explains that their true form may not be interpretable by a rational mind and the humanoid form is the nearest approximation.[8]

Keith Baker further expanded on this topic on the Eberron Discord that, while the daelkyr are perceived in different ways depending on the individual viewing them, that this is distinct from shapechangers because the daelkyr do not consciously change their form.[9]

In The Grieving Tree by Don Bassingthwaite some Cults of the Dragon Below believe daelkyr appear without flaws save the ones they allow.[1]

References Edit

  1. 1.0 1.1 1.2 The Grieving Tree (The Dragon Below). Don Bassingthwaite (2006). Wizards of the CoastISBN 0-7869-3985-0.
  2. 2.0 2.1 2.2 2.3 2.4 Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the CoastISBN 0-7869-3274-0.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Eberron Campaign Guide. James Wyatt and Keith Baker (2009). Wizards of the CoastISBN 0-7869-5099-4.
  4. 4.0 4.1 4.2 Keith Baker (07/04/2005). Eberron Expanded -- Lords of Madness. Wizards of the Coast. Archived from the original on 07/14/2018. Retrieved on 02/07/2019.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the CoastISBN 0-7869-3912-5., pg. 85.
  6. Magic of Eberron. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the CoastISBN 0-7869-3696-7., 22.
  7. Eberron Campaign Setting Errata. Wizards of the Coast (02/06/2006). Archived from the original on 02/06/2019.
  8. 8.0 8.1 Keith Baker (08/21/2018). Dragonmarks: The Daelkyr and their Cults. Archived from the original on 01/24/2019.
  9. 9.0 9.1 Keith Baker (02/16/2019). Keith Baker on the Daelkyr and Shapechanging. “Keith-Baker-daelkyr-shapechanging
  10. 10.0 10.1 Magic of Eberron. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the CoastISBN 0-7869-3696-7., 21.
  11. Magic of Eberron. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the CoastISBN 0-7869-3696-7., pg. 37.
  12. Keith Baker (11/28/2005). Eberron Expanded -- Weapons of Legacy. Wizards of the Coast. Archived from the original on 11/01/2016. Retrieved on 02/07/2019.
  13. 13.0 13.1 "Touched by Madness" (June 2005) by Keith BakerDragon Magazine issue 332. 
  14. City of Stormreach. Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the CoastISBN 0-7869-4803-5.
  15. Keith Baker (09/05/2006). The Medusas of Droaam. Wizards of the Coast. Archived from the original on 10/28/2017. Retrieved on 02/18/2019.
  16. Dragonshards: Masters of Magic. Keith Baker (July 25th, 2005). Wizards of the Coast.
  17. Magic of Eberron. Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the CoastISBN 0-7869-3696-7., pg. 23-24.
  18. Lady Ruin. Tim Waggoner (2010). Wizards of the CoastISBN 0-7869-5625-9.


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