|Aliases||The Endless Night|
|3rd edition rules|
|Enhanced Magic||Negative spells|
|Impeded Magic||Positive spells|
|Coterminous||3 nights every 5 years|
|Remote||5 days every 5 years|
|Source||Eberron Campaign Setting, pg. 97|
Mabar the Endless Night is a blackened realm where the faintest spark of light is quickly devoured by the unending darkness. It is a plane suffused with negative energy and the antithesis of Irian.
Mabar is a realm where no light shines. It is a world that is home to demons and the creatures that go bump in the night.
On Eberron, one can be brought back after death as either an undead or as a deathless. Those that are undead are said to have been infused with the essence of Mabar, while deathless have been infused with the powers of Irian. There are those that worship the deathless of the Undying Court who wish to remove all undead from the world. These Deathguards will hunt down Mabar manifest zones, trying to sever their connection with the realm.
On the flip side, priests of the Blood of Vol will also seek out manifest zones of Mabar, to build shrines and allow access to more powerful spells. In addition, a sect of druids called the Nightwalkers also worship Mabar, and seek out manifest zones, especially the Gloaming.
- The most populous of the denizens of Mabar are the yugoloths, demons of evil. Other demons, such as the kastighur and the succubus, also calls Mabar their home.
- Creatures of shadow are spawned from Mabar, like barghests, nightshades, shadow mastiffs and trillochs.
- Some undead haunt Mabar, including bodaks, various nightshades, necronauts, shadows and vasuthants.
- Mabar is also home to the negative energons known as the xeg-yi.
- In the Eldeen Reaches, a section of the Towering Wood called The Gloaming is a manifest zone, resulting in disfigured trees and horrid animals.
- In the Faded Forest of Breland, a large mystical arch has been crafted. It opens a portal to Mabar every tenth night, and turns the entire area into a manifest zone to Mabar during the month of Sypheros.
- The Shanjueed Jungle on the continent of Sarlona is home to a manifest zone to Mabar.
- After the Day of Mourning, Valin Field in Cyre became a manifest zone with both Mabar and Shavarath. Those that enter leave forever tainted.
Effects on the Material PlaneEdit
The nights grow blacker and more dangerous when Mabar becomes coterminous with Eberron. Travel to Mabar becomes as easy as stepping into an area where there is no light, and inhabitants of the plane slip out from the shadows and into the world. The plane becomes coterminous on three dark nights in the dead of night on the nights of the new moon closest to the winter solstice.
When Mabar is remote, the darkness seems to sap from Eberron. These periods occur every five years on the nights of the full moon around the summer solstice.
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
- ↑ Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
- ↑ Faiths of Eberron. Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
- ↑ Monster Manual IV. (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
- ↑ Eberron Campaign Guide. James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
- ↑ Five Nations. Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
- ↑ Secrets of Sarlona. Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
- ↑ The Forge of War. James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.
|The Planes of Eberron|
| The 13 Major Planes: Daanvi · Dal Quor · Dolurrh · Fernia · Irian · Kythri · Lamannia · Mabar · Risia · Shavarath · Syrania · Thelanis · Xoriat|