‘Here.’ I pointed to the massive rainforest that lies between Blackwood Bay and the Madwood Gulf. ‘There’s no name listed for this jungle; the cartographer must have overlooked it. What’s it called?’ Jaelon said nothing. ‘It doesn’t have a name?’ I said. ‘I told you its name,’ he replied, but when I asked again, he said nothing. I won’t relay the entire ridiculous conversation that followed, but in time, the truth emerged: the name of the jungle is a moment of silence. And that’s just the start of it. Southwest of this Silence, there’s a fertile valley with two rivers flowing into the Blackwood Bay. Do a scry-by and you’ll see farmlands and villages. There’s a huge city on the coast of the river, a place called Shae Deseir. But no one’s lived there for over two thousand years. ‘Why?’ I asked Jaelon. It seems there was a war, a bitter feud that ended with a great house eradicated and their supporters exiled. But we’re talking about a span of time over twice the length of Galifar. Wars happen, and the survivors claim the spoils. Why is this region shunned? ‘No one lives there,’ he told me. ‘But the dead remain.’
The elves that followed Aeren were a rag-tag alliance drawn from a dozen different cultures. They were escaped slaves, survivors of independent city-states that had been crushed by the giants, nomads whose warbands were scattered, primal adepts trapped in the forms of beasts, and more. All were shaken by their devastating losses, both of Aeren and those left behind on Xen’drik. Following Aeren’s death, the refugees coalesced around a handful of charismatic leaders and philosophies. The Tairnadal swore to keep the memory of their champions alive by continuing to fight, laying claim to the northern plains. Tolaen led his people to the edge of a vast rainforest, vowing to preserve the image of the fallen in living wood. The Mendyrian siblings were wizards and mystics, and they believed that they could harness the light of Irian to extend life. Vol chose the lands others shunned—a region peppered with manifest zones tied to Mabar, a place where shadows might suddenly prey upon those who cast them. Mabar was long seen as the antithesis of life. But Vol could speak to the dead, drawing on the traces of her ancestors’ spirits. She’d learned secrets from the long-dead psychopomps of Shae Tirias Tolai and the fallen necromancers of the Qabalrin. And Vol believed that she could harness the power of Mabar and use it to overcome death—to give the next Aeren eternal life, even if it meant feeding on the blood of others. This was her pledge to the elves who laid the foundations of her city: We will not live in fear of death. We will learn its secrets, learn everything there is to know about the nature of life and its loss. We will redefine what it means to live, and in so doing we will never lose those that we love again. And so Shae Deseir rose on the bank of the river of Night.
The Rise of the Undead
Humans often imagine that Aerenal has always been as it is today—that the Undying Court has always guided its people, that the Line of Vol began exactly as it ended. But Shae Deseir began as a village of a few hundred elves with just a handful of necromancers among them. It took over ten thousand years for the Mendyrian and Jhaelian to unlock the secrets of the deathless, and ten thousand more for the Undying Court to attain the power it wields today. The Line of Vol grew over that same span of time, delving ever deeper into the mysteries of Mabar and Dolurrh and unlocking the secrets of necromancy. True to their vow, the Vol didn’t have the same fear of death as the other elves—or even the modern Seekers. Speak with dead was always a core aspect of Vol society. The skulls of the dead were preserved and consulted. The Vol understood that speak with dead only spoke with the traces of memory that remained, but they held to the principle that as long as we are remembered, we remain. So the Vol were comfortable with death. However, they still wished to overcome it—to preserve their greatest people as more than just memories. So while the Mendyrian and Jhaelian experimented with the deathless, the Vol studied the ways in which the power of Mabar could animate the dead.
The first sentient undead created by the Line of Vol was a form of wight; it consumed life force directly by touch. However, the insatiable hunger of Mabar overwhelmed the mortal memories of these undead, and they quickly became ravenous monsters that had to be destroyed. Vampires mitigate this by consuming blood rather than directly absorbing life energy, but the early vampires of Vol were still highly unstable; most devolved into feral creatures like the nosferatu of Van Richten’s Guide to Ravenloft. Over time the Vol were able to restore and refine what scholars call the Qabalrin vampire—the standard vampire, complete with its limitations on running water and not entering a house unless invited. That last one may seem a little strange; why is it that vampires innately can’t enter a stranger’s home? The answer can be found by looking at the most common form of sentient undead produced by both the Line of Vol and the modern Seekers of the Divinity Within: the oathbound, which the Monster Manual refers to as mummies. The oaths are vows that are mystically imposed upon the spirit, and it is these vows that keep the essence of the mortal from being dragged to Dolurrh and consumed. The more restrictive the oaths, the simpler the ritual and the more stable the personality of the creature. Forbiddance is an oath woven into the Qabalrin strain of vampirism; it is part of what makes the line more stable than the earlier nosferatu strains. So with that in mind, the line of Vol included the following forms of undead.
- Oathbound were widespread throughout the region. They’re very stable; existence as a mummy is less of a strain on the spirit than vampirism or lichdom. The more restrictive the oaths binding the mummy, the easier it is to create and the more stable it will be. The majority of Vol oathbound were bound to specific locations, tied to a family estate or institution. Oathbound served as guardians and guides, often teaching the living. They often lacked the fire and creativity of the young, and so it was always seen as valuable to have the living and the dead work closely together.
- Vampires have far more freedom than oathbound, but the state of vampirism takes a greater toll on the personality of a creature—and, of course, a vampire has to feed to maintain its existence. As a result, vampirism was granted to exceptional individuals who intended to spend their undeath in motion. Vol vampires were often diplomats and envoys, conducting business in the cities of the other lines. Some of the greatest innovators of the line chose vampirism simply to ensure flexibility in whatever the future could hold. But vampirism was a state that had to be earned, and would-be vampires underwent tests and trials to assure the lich-lords they had the strength of will to survive.
- Vampire spawn are the first step to becoming a true vampire, as discussed in this article. So in imagining daily life in Shae Deseir, keep in mind that there were more vampire spawn than there were full vampires.
- Liches were rare. As called out in Chronicles of Eberron, a lich typically has to perform the rites of transition themselves, and it requires both an exceptional understanding of necromancy, an iron will, and an absolute conviction not to die—a conviction that must remain firm throughout the lich’s existence. There were liches among the line of Vol, and they were revered by the living—but it was a state that could only be earned, never granted. The case of Erandis Vol was a remarkable exception, tied both to the incredible skills of Minara Vol and to Erandis’s dragonmark.
Skeletal humanoid labor wasn’t as common among the Vol as it is among the Seekers of the present day, as the Vol preferred to preserve the skulls of the dead in vast bone libraries where they could be consulted, much like the spirit idols of the Undying Court. However, beasts were regularly reanimated for tireless labor. The Vol also had a great affinity for shadows, tied to the Mabaran resonance all around them. Many Vol elves could employ their own shadows as a wizard does a familiar, sending them on tasks, seeing through their senses or speaking through them. Shadow puppetry was a common form of entertainment, and an arcanist could conduct an entire company of shadows through the performance of a play or an artistic display.
Life in the Line of Vol
The Line of Vol shared many basic traditions with the other Aereni lines. There was always tension between Vol, Mendyrian, and Jhaelian; there were feuds and vendettas that stretched out over the centuries. But the Melideth and Tolaen respected the Vol, honoring the shared struggles of their ancestors and engaging in commerce and conversation. Like the other lines, the Vol honored their ancestors and followed in their footsteps. And like most Aereni, elves of Vol would typically focus on a particular craft or field and spend centuries perfecting that skill. Generally speaking, innovation was less important than tradition—mastering the way a thing had been done was more important than finding a better way to do it. Necromancy was the crucial exception to this rule, and the Vol were always exploring new variations of existing rituals and spells.
Given its reliance on necromancy—often seen as a sinister form of magic—and the prevalence of skulls and bones in its art and architecture, scholars of the Five Nations have often assumed that the Vol were a cruel or malefic culture; in this, they are usually compared to the Qabalrin or the people of Ohr Kaluun in Sarlona. But the leaders of the Line of Vol weren’t ruthless or cruel. They had no desire to conquer their neighbors, and the dead used their experience to lift up the living. In studying necromancy, their focus wasn’t developing ways to kill the living but rather on finding ways to prolong existence and to communicate with the dead. The development of deadly spells was a side effect of their research, but war magic was never the purpose of it. Overall, the Line of Vol sought to celebrate life. It’s for this reason that they didn’t flood the province with vampires. The hunger of Mabar is difficult even for a person of strong will and tends to erode empathy; most elves who sought immortality in undeath were content to live a more limited but peaceful existence as one of the oathbound.
Some might wonder how this aligns with the grim culture of the Bloodsail Principalities, which has a direct path back to it. But the circumstances of the Bloodsails are very different from that of the Line of Vol. The Vol thrived for thousands of years in an atmosphere of relative peace and prosperity. By contrast, the Bloodsails began as exiles who had seen that peaceful culture utterly eradicated by its enemies. Farlnen is a harsh land with limited resources; sacrifices have to be made to sustain the living population. And from the beginning, the Lhazaar Sea was far more dangerous than Aerenal was for the Vol. The Bloodsails had to fight to survive—to fight both their barren land and their rivals on the sea. Because of this, the Bloodsails are more aggressive and ruthless. Their ancestors saw the peaceful Line of Vol exterminated by its rivals; they won’t allow that to happen again.
Religion and Divine Magic. The Line of Vol preferred the concrete truths of arcane science to abstract ideas of distant gods. They didn’t believe in any form of the Sovereigns and Six, and they didn’t invoke the power of the Silver Flame. However, they did have two traditions of magic beyond arcane science. Vol worked closely with Mabar, and there were points in their domain where the borders to the Eternal Night were very thin. Over the generations, some Vol engaged in commerce and conversation with the Dark Powers of Mabar—notably, the Bone King and the Empress of Shadows. Most Vol arcanists recognized the malevolence of these beings and didn’t idolize them; but they were willing to work with them in exchange for knowledge and arcane power, and this produced a tradition of warlocks. Over time, the Vol also developed a path through which adepts could channel and mold the power of Mabar through sheer will and mental discipline. Practitioners of this art were known as dusk weavers. Mechanically, exceptional dusk weavers could resemble Shadow Monks, Trickery Clerics or Oathbreaker Paladins. This tradition is still practiced among the Bloodsails. While it provides a form of divine magic, it is fueled by the practitioner’s absolute faith in their own ability to shape the power of Mabar. And while technically I’m suggesting that such characters could have the abilities of clerics or paladins, the magic they can wield should always reflect the power of Mabar; even though mechanically light is a spell on the cleric spell list, it’s not a spell a dusk weaver should possess… unless they manage to flavor it in a way that fits Mabar, such as a creating a ball that draws all shadow to it and leaves light in its absence.
Architecture and Artifice. Animated skeletons are bound together by an invisible, ectoplasmic force. The bone crafters of the Line of Vol discovered ways to adapt this arcane principle, creating structures that appear to be formed from swirling shadow with bones suspended. In Mabaran manifest zones—like Shae Deseir—bone crafters could pull raw bone-stuff from the layer of the Bone King, creating pillars and walls from ivory, though this substance was never part of a living creature. This is incorporated with darkwood and often built into and around living trees in the Silence. Vol communities can feel very gothic and sinister to outsiders, but the Vol don’t see anything malevolent in the use of bone; instead, it reminds them of their ancestors, and to enjoy life while it lasts.
Vol communities often contain the following structures.
- Bone Libraries are ossuaries holding the skulls of deceased elves. People come to the library to consult the skulls using speak with dead, but there are also services that commemorate ancestors either en masse or highlighting the deeds of an individual or group.
- Shadow Sanctums are where dusk weavers learn and practice their arts. They are somber and monastic in tone, typically filled with adepts engaged in meditation and pools of shadow drawn from Mabar. Dusk weavers are also often trained as healers, and the sanctums double as healing houses.
- The Hall of Life is the center of the community, where people gather to support one another and to resolve civic issues; it also serves as a school for the young.
- The Arcanum is the center of necromantic research and development. This is where undead are created, where shadows are bound, other important magical work is done.
Beyond this, a Vol community will have buildings common to any town—taverns and inns, a theatre, artisans, and homes.
General Demeanor. The leaders of the line of Vol had no interest in imposing their will through force. Throughout much of their history, the Vol were a prosperous culture with more space and resources than their relatively small population required. As such, their focus was on enjoying life—the dead teaching the living and helping them find a satisfying road to walk through life. The Vol liches were the most powerful members of the culture, but they didn’t band together as the Undying Court; a Vol lich typically used its power and knowledge to help its local community. Much as the Sibling Kings of Aerenal stand distinct from the Undying Court, the civic leaders of the Line of Vol were living people who worked to make sure every village had what was needed, to resolve disputes, and to engage in diplomacy with the other lines. But largely the role of leadership was to guide and assist, while always pursuing greater knowledge. Of course, it was this pursuit of knowledge that ultimately doomed them, when they sought to unlock the full potential of the Mark of Death.
The Silence. Shae Deseir is located in a verdant valley along the Night River, so named because a curious effect of the Mabaran manifest zone causes the reflection in the water to always show the sky above as if at night. There were a few villages spread out along the banks of the river. But the majority of the Line of Vol dwelt not in the valley—which, among other things, has issues with hostile shadows—but in the vast forest to the east of it. In the past it was known as Antalyn Orioth, the “Jungle of Peace”… though the term has connotations of “final peace” or “peace of the grave.” Since the eradication of the line of Vol, this name has been stricken from all maps and the Aereni do not use it. Instead, they refer to the jungle by casting their eyes down and remaining silent for a long moment.
The Silence contains a number of Mabaran manifest zones of varying size and intensity. Some of these are deadly to mortal life; these produce moss, fungi, and crystals that are useful components for necromantic magic. Others were once home to Vol villages. There are also two wild zones in the Silence. The Gray is tied to Dolurrh, and under the proper circumstances it can serve as a gateway to the Realm of the Dead. The Bones are tied to Mabar, and trees of bone rise from black soil; here the Bone King of Mabar watches the world. Aside from its planar influences, the Silence contains massive groves of darkwood; before they were destroyed, the Vol worked with Tolaen to harvest this resource.
Defenses and Damage. The Line of Vol wasn’t a warlike culture… until the end. Their civilization was wiped out in a brutal, decisive conflict against dragons and the Undying Court. It was a swift conflict fought by beings wielding immense power, and as a result many of the typical tools of war were irrelevant; there was no wall that would protect a village from a flight of dragons. Traveling through the Silence, adventurers can find vast clearings still scorched by dragonfire, with scattered shards of building bone or vague outlines of foundations. While active defenses are rare, undead are common in the region, and this is why the Aereni shun it to this day. Due to the presence of the manifest zones, all of the factors that contribute to haunts and restless dead are intensely magnified. There are a handful of haunts where shades of villagers relive their last hours, often entirely peacefully. But there’s also countless undead spawned by the intense trauma of the final days of Vol. There are angry ghosts and banshees that still retain some semblance of their former lives, but there are also more raw manifestations of pain and of Mabar’s hunger—swarms of shadows, angry specters, and at the extreme, powerful sorrowsworn born of anguish and pain. Within the Bones, a former Mendyrian commander remains as a death knight. Laen Mendyrian is tormented by the massacres he set in motion during the conflict, and now lingers as a vassal of the Bone King; he is accompanied by the Silver Wind, a silver dragon slain by the Emerald Claw who lingers as a ghost dragon.
Shae Deseir
Shae Deseir was the first and greatest city of the Line of Vol. Built from darkwood and shadow, it was a gothic metropolis. This is where the Vol made their last stand, focusing the might of their liches and the Emerald Claw. So great was their power that they were able to shield the city from aerial and arcane assault, which meant that dragons and elves stormed it directly. Because of this, the city has been devastated. There is a massive crater where the First Arcanum once stood, soil seared by a blend of flame, acid, and raw radiant power. The Hall of Life is cut in half, and the bones of defenders remain fused with the stone.
In assaulting Shae Desier, the forces of Argonnessen and Aerenal ensured that all living denizens of the city died, and that the phylacteries of the liches were destroyed. As soon as this mission was complete, they retreated, and the city has been left untouched ever since. Because of this, there are treasures hidden in the wreckage. The Great Bone Library is still intact, with thousands of skulls waiting to speak. But Shae Deseir is intensely haunted. The region was always known for its hostile shadows; rituals performed by the Vol kept the influence of Mabar in check. Now it is a place of bitter sorrow. The spirits that remain in Shae Deseir cannot leave this cursed city, but they will make any living creature that comes to it suffer.
What sort of treasures could you find in Shae Deseir? The First Arcanum was the site of some of the most remarkable necromantic work ever carried out. Any sort of magic item related to death and the dead could be found in the haunted city, along with scrolls of necromantic spells, such as horrid wilting and true resurrection. But the research could be even more valuable. How exactly did Minara Vol turn Erandis into a lich? How did they produce a half-dragon bearing an apex dragonmark, and what was the ultimate goal? These secrets are surely hidden in the ruins. Beyond that, scattered across the city are the remains of the warriors who fought that final bitter battle; there may be legendary arms and armor once wielded by champions of the Undying Court still lying on the battlefield. Another idea to consider: I’ve said before that the Eye and Hand of Vecna could be associated with Lhazaar in Eberron. However, if you wanted to remain closer to the original idea—to keep them as remnants of an ancient archlich—then they could be the Eye and Hand of Vol, the last pieces of the first and greatest lich produced by the line. Perhaps they went toe to toe with the Ascendant Councilors of the Undying Court and were torn apart. Now only a few pieces remain… but they want a vengeance greater and more terrible than anything Lady Illmarrow could devise.
What sort of monsters could you find there? Shadows roam freely in the region around Shae Deseir, and they can be found in many sizes and shapes. There are shadows cast by dragons long ago that are still crawling across the soil, and swarms of shadows that could be drawn by light or warmth. Beyond this, there are pockets of haunting scattered across the city, bitter moments captured in eternity. On the outskirts you might fight sword wraiths facing a banshee, an echo of Cairdal commandos fighting a Vol arcanist. Deeper in you could find dullahans fighting death dragons. Near the heart there are nightwalkers formed from the sheer rage of the fallen elves. And in the Bone Library or the First Arcanum there may well be a lingering demilich, nearly mindless after the loss of its phylactery, but somehow still sustained by its grief.
Why does this matter? Any campaign involving Lady Illmarrow could involve a trip to Shae Deseir. Illmarrow might need resources that can only be found in the Mabaran groves of the Silence. She could need research from the First Arcanum, or an artifact lost on the battlefield. Alternately, adventurers seeking to destroy Illmarrow could seek to find the details of her creation to learn how she can be permanently destroyed. Illmarrow aside, an Aereni adventurer could seek to enter Shae Deseir to recover a sacred artifact lost by an ancestor—or a necromancer of any culture could yearn to claim the secrets of the Vol arcanists.
What About The Mark of Death?
The alliance between the Undying Court and Argonnessen slew every living creature that carried the Mark of Death, and almost every elf tied to the Vol bloodlines. Erandis Vol still carries the mark, but it has been inactive since her death. There has been no confirmed manifestation of the mark since that time. The nature of the Mark of Death—how it could reappear and what powers it might possess—is a mystery we have always chosen to leave unanswered in canon sources. However, the things I write aren’t canon. I’ve created a version of the Mark of Death as bonus content for my Patreon supporters; you can find that here.
That’s all for now. If you’re going to PAX Unplugged, you can find me at the Twogether Studios booth. I hope to see you there!
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