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Mabar
Aliases The Endless Night
3rd edition rules
Alignment Unaligned
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.[1]

DescriptionEdit

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.[1]

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.[2]

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.[3]

Mabar and Mabar manifest zones are also responsible for Mabar Crystals, inky black crystals that empower darkness spells.[1]

InhabitantsEdit

Manifest ZonesEdit

Effects on the Material PlaneEdit

CoterminousEdit

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.[1]

RemoteEdit

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]

ReferencesEdit

  1. 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 CoastISBN 0-7869-3274-0.
  2. Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the CoastISBN 0-7869-3912-5.
  3. Faiths of Eberron. Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the CoastISBN 0-7869-3934-6.
  4. Monster Manual IV.  (July 2006). Wizards of the CoastISBN 0-7869-3920-6.
  5. Eberron Campaign Guide. James Wyatt and Keith Baker (2009). Wizards of the CoastISBN 0-7869-5099-4.
  6. Five Nations. Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the CoastISBN 0-7869-3690-8.
  7. Secrets of Sarlona. Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the CoastISBN 978-0-7869-4037-0.
  8. The Forge of War. James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the CoastISBN 0-7869-4153-7.
The Planes of Eberron
Daanvi · Dal Quor · Dolurrh · Fernia · Irian · Kythri · Lamannia · Mabar · Risia · Shavarath · Syrania · Thelanis · Xoriat

The Astral Plane · The Ethereal Plane · The Material Plane · The Shadow Plane

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