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Dolurrh, also known as the Realm of the Dead, is the plane where the souls of most mortals go when they die, neither as a reward nor as a punishment, but simply a place. A place of apathy, hopelessness and eternal despair. People who visit are slowly overcome with apathy and eventually fade, turning into a shade.[1]

Traits[]

Dolurrh is a timeless place with oppressive gravity. All spells are impeded here.[1]

Visitors to the plane of Dolurrh fall increasingly under its entrapping influence. Colors become grayer and less vivid, sounds are dulled, and they experience feelings of ennui, apathy, and despair. Day by day, they lose even the desire to leave of their own free will, forget their previous lives, and eventually become shades native to Dolurrh. For visitors trapped in Dolurrh, only the most powerful of magics, such as a wish or miracle, can free them.[1]

When one dies, one's soul travels to Dolurrh. However, it is possible to use powerful resurrection magics to bring the soul back from Dolurrh to the Material Plane. In addition, it is possible to bring a soul back to the Material Plane via plane shifts or fixed portals; though doing so would subject the revivers to the risks of visiting the Realm of the Dead. It must be noted, though, that the nalfeshnees and maruts actively discourage resurrection in this manner.[1]

Though it is the realm of the dead, Dolurrh is not the home of the Keeper, the god of the dead from the Dark Six. In fact, the Keeper tries to snatch wayward souls on the way to Dolurrh. He keeps those souls as servants.[2]

Because the walls between Eberron and Dolurrh are thinner than other planes, it is possible to draw upon their energies. The dragon Arstyvrax draws upon the energies of Dolurrh to power his necromantic research,[3] while the lich queen Vol wishes to destroy these boundaries entirely, and become queen of the realm of the dead.[4]

Though most souls travel to the Realm of the Dead upon death,[1] there are some that do not. Those souls beholden to the Silver Flame will join it upon death.[5] It is said that if the dragon god Chronepsis deems a dragon worthy, he will bring the dragon to the realm of the Sovereigns instead of Dolurrh. [6] The Path of Light promises those among the Inspired an afterlife outside of Dolurrh.[7] And no one knows where the souls of the warforged go, if anywhere, since no warforged soul has been found in Dolurrh.[8]

Inhabitants[]

Notable inhabitants of Dolurrh are nalfeshnee demons, lemure devils, sorrowsworn,[1] and deathdrinkers.[9] While most inevitables call the plane of Daanvi home, the maruts call Dolurrh home.[1] Other creatures of Dolurrh include the ephemeral swarm and the plague brush.[1]

Manifest Zones[]

Effects on the Material Plane[]

Coterminous[]

When Dolurrh becomes coterminous, the boundaries between the two planes become thin. Spirits and other creatures from Dolurrh pass easily into the world of Eberron, becoming ghosts and worse. Spells designed to resurrect people become more potent, often inadvertently bringing back the wrong soul, other ghosts or shades, or even a demon inhabitant of Dolurrh. Dolurrh is coterminous once a century, for a duration of exactly one year, with periods exactly a century apart, and exactly fifty years after being remote.[1]

Remote[]

When Dolurrh is remote, resurrection spells no longer work, though spells like plane shift still allow for resurrection. Dolurrh is remote once a century, for a duration of exactly one year, with periods are exactly a century apart, and exactly fifty years about being coterminous.[1]

Wonderous Locations[]

Provided as an example of Wondrous Locations, The Chasm of Forgotten Echoes in the valley of two mountains in the Shadowcrag Mountains is home to a corrupt cavern forged by an ancient Khyber Cult utalizing dragonshards and blood to call upon the voices of spirits within Dolurrh.[4]

Appendix[]

Behind the Scenes[]

In 4th edition D&D, Dolurrh is combined with the Shadowfell. Dolurrh is sometimes known as "Dolurrh, the Shadowfell".[4]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 95. ISBN 0-7869-3274-0.
  2. Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 69–70. ISBN 0-7869-3274-0.
  3. Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, & Amber Scott (2007). Dragons of Eberron. (Wizards of the Coast), p. 77. ISBN 0-7869-4154-5.
  4. 4.0 4.1 4.2 4.3 James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 47. ISBN 0-7869-5099-4.
  5. Jennifer Clarke Wilkes, Ari Marmell, & C.A. Suleiman (2006). Faiths of Eberron. (Wizards of the Coast), pp. 57–58. ISBN 0-7869-3934-6.
  6. Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, & Amber Scott (2007). Dragons of Eberron. (Wizards of the Coast), p. 29. ISBN 0-7869-4154-5.
  7. Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 22. ISBN 978-0-7869-4037-0.
  8. Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 16. ISBN 0-7869-3658-4.
  9.  (July 2006). Monster Manual IV. (Wizards of the Coast), p. 41. ISBN 0-7869-3920-6.
  10. Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, & Amber Scott (2007). Dragons of Eberron. (Wizards of the Coast), p. 36. ISBN 0-7869-4154-5.
  11. Amber E. Scott (March 2007). “Dragonmarks: Manifestly Strange”. Dragon #353 (Paizo Publishing).
  12. 12.0 12.1 James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), p. 122. ISBN 0-7869-3912-5.

Connections[]

The Planes of Eberron
The 13 Major Planes: Daanvi · Dal Quor · Dolurrh · Fernia · Irian · Kythri · Lamannia · Mabar · Risia · Shavarath · Syrania · Thelanis · Xoriat

Fundamental Planes: Astral Plane (Siberys) · Material Plane (Eberron) · Elemental Chaos (Khyber)
Transitive Planes and Demiplanes: Ethereal Plane · Shadow Plane · Baator

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