Dolurrh

Endless caverns stretch throughout Dolurrh, bleak passages of gray stone. Wherever you go, shadowy figures reach toward you, imploring, but you feel only the faintest chill as their insubstantial fingers pass through you. Mist pools around your feet, and as you press forward, you realize this swirling mist is moaning. This is no natural phenomenon; these are the remnants of souls who have forgotten themselves. This is Dolurrh. It’s not the embodiment of the idea of death or dying, both of which are reflected in Mabar. Rather, Dolurrh is where mortal souls go after their bodies die, where memories fade and lives are forgotten.   Mortal spirits are drawn to Dolurrh within moments of death, and their memories begin to decay immediately. Within days, most spirits no longer have any desire to leave Dolurrh, and within weeks, most only have the faintest memories of their previous lives. The faiths of Aerenal and the Blood of Vol assert that Dolurrh is the absolute end of existence, the last echoes of a life before it’s completely gone. But when Dorius Alyre ir’Korran drew his classic planar map, he used the Octogram symbol of the Sovereign Host to represent Dolurrh, because he declared it to be the door through which all mortals must pass to join with the Sovereigns. This has come to be a common view: what appears to be memory fading is actually the soul slowly ascending to a higher form of existence, rising to a level of reality no mortal can experience. The Vassals of the Sovereign Host say the faithful finally join the Sovereigns; followers of the Silver Flame say that noble souls strengthen the Flame. What is left is only a husk—the cast-off remnants, like an abandoned snakeskin or the traces of memory that can be read using speak with dead. Thus, while Dolurrh has long been known as the Realm of the Dead, many call it the Gateway. Ultimately, this is a matter of faith—whether the other side of Dolurrh is oblivion or paradise, no one ever returns from it.   The sage Annolysse of Arcanix declared that Dolurrh must be the thirteenth plane, for it has no opposite. It doesn’t embody an idea so much as it serves a purpose—that of gathering, collecting, and (perhaps) transitioning souls. Mortal actions are judged in Daanvi; by contrast, Dolurrh doesn’t judge and it doesn’t punish. It’s simply the end of the journey—or depending how you look at it, the beginning of a new one.   All living creatures come to Dolurrh, sooner or later. Those that come here before death are almost always looking for something—a lost soul, a forgotten memory. But living or dead, any who come to Dolurrh can be trapped by its power.

Geography

Dolurrh is universally gray and gloomy. The accounts of brave explorers describe the sense of being underground, and no mortal has seen the moon or sky of Dolurrh. Unlike most planes, the layers of Dolurrh don’t embody different ideas; instead, they serve different functions in this grand machine dedicated to processing souls.

Localized Phenomena

Everything about Dolurrh is gray and gloomy. Even the brightest colors seem faded, the most joyful sounds seem dull. The heavy weight of ennui settles on travelers the moment they arrive, making even the simplest tasks feel challenging. And there’s a constant pull, tugging on memory and emotion, a desire to just sit down and let it all go.   Eternal Ennui. When a creature enters Dolurrh, it immediately gains one level of ennui. While in Dolurrh, this level of ennui can’t be removed by rest or by any other means. It’s immediately removed when the creature leaves Dolurrh. Creatures native to Dolurrh are immune to this property’s effects.   Impeded Magic. In order to cast a spell of 1st level or higher, a creature must succeed on a spellcasting ability check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.   Inevitable Entrapment. Whenever a creature finishes a short or long rest, it must make a DC 12 Wisdom saving throw. On a failed save, it gains one level of ennui. Each time it makes this saving throw, the DC increases by 1. Whenever a creature ends a 24-hour period without finishing a long rest, it must make this saving throw as if it had just finished a rest, but its roll is made with disadvantage. Creatures native to Dolurrh are immune to this property’s effects.   Timeless. Time passes at the same rate as on the Material Plane, and is consistent across its layers. Creatures can benefit from resting, suffer damage, and die. However, a creature on Dolurrh doesn’t age, and doesn’t need to eat, sleep, or drink.  

Ennui

  Ennui drains motion and memory, reflecting the soul-sapping power of Dolurrh. This special condition is measured in levels, and has the same effects and rules as exhaustion, with one exception—ennui affects all creatures that aren’t native to Dolurrh, including undead and other creatures immune to exhaustion. Ennui is separate from exhaustion, and exhaustion levels don’t stack with ennui. If a creature has both ennui and exhaustion, use whichever condition it has more levels of to determine the effects.   Undead can’t recover from ennui while in Dolurrh. Whenever a living creature with 2 or more levels of ennui finishes a long rest, if it succeeds against its saving throw against Dolurrh’s Inevitable Entrapment property by 5 or more, it reduces its ennui level by 1. When a creature leaves Dolurrh, all levels of ennui are removed.   When a creature reaches 6 levels of ennui, its will is completely broken and it can take no purposeful action; if this happens to a living creature, its physical body dies and it becomes a husk bound to Dolurrh.

Fauna & Flora

In many ways, Dolurrh is a machine. The pull that draws spirits to Dolurrh is a mechanical effect, part of the fundamental nature of souls. The denizens of Dolurrh are the cogs of that machine, here to keep the system running.  

The Quick

  The native creatures of Dolurrh are bound to the cycle of transition, and all have some role to serve in this process. All of the Quick are immune to the ennui condition.   Nalfeshnee.  Demons patrol the Catacombs of Dolurrh, dispersing melds and lemures and dealing with mortal intruders. They appear as large humanoids whose features are shrouded in gray mist, and they delight in crushing mortals and pulling the shades from their corpses, as well as consuming lemures.   Marut.  Inevitables are powerful guardians, crafted in the Crucible of Dolurrh, forged from husksteel, and tasked to preserve the cycle of life and death. Maruts are occasionally dispatched to Eberron to intervene with acts of resurrection, or when a lich or mummy is created. No one’s sure what triggers this deadly intervention—perhaps the resurrection defied the Prophecy—but Jorasco healers always cast augury before raising the dead. If the result is “woe,” they refuse the job, lest a Dolurrhi marut appear, destroying the resurrected creature, its healer, and possibly the whole healing house in the process.   Shadar-kai.  Servants of the Queen of the Dead, shades granted new life. Though their new forms appear elf-like, they might’ve been any sort of humanoid in their previous life; when they caught the Queen’s attention, she preserved their soul from entrapment. The shadar-kai serve in the Vault of Memories, and occasionally as her hands on Eberron. They might clash with necromancers (especially the agents of Lady Illmarrow), collect trinkets, or target mortals with no rhyme or reason. Many sages attempt to explain these enigmatic actions, often speculating that they’re collecting especially tragic memories for the Vault.   Other denizens of Dolurrh are unique, such as the Librarian, found in the Vault of Memories, and the Smith of Souls, who dwells in the Crucible.  

The Dead

  The spirits of those who have died are omnipresent in Dolurrh, from shades huddled in the shadows to layers of moaning mist. The Dead might be considered manifestations of Dolurrh, but the plane didn’t actually create them—all were once mortals.   Shades.  Mortals souls that are freshly arrived in Dolurrh. They maintain a portion of their memory and original appearance, though they’re insubstantial and can’t interact with material objects. Shades are susceptible to ennui, and as they gain levels, their appearance blurs and their memories slowly fade. Shades can speak, and they may cry or beg adventurers to help them; however, most are incapable of taking any actions on their own. They’re often found lost in thought, trying to remember something they’ve forgotten, or fixating on a past mistake.   Husks.  Harmless shades that have been overcome by ennui and possess only the vaguest memories of their mortal existence. Most retain a semblance of their mortal shape, but they continue to fade over decades, eventually merging with other husks to form masses of moaning mist. Having no true consciousness of their own, husks are immune to ennui’s effects. Occasionally, a group of husks cluster around a strong memory, forming an ectoplasmic mass that prowls in search of more scraps of memory, absorbing other husks. Such a creature is called a meld.   Ghosts.  Formed when a shade clings to a particular memory with such intensity that even Dolurrh can’t completely eradicate it—perhaps a terrible mistake or a bitter grudge. The rest of the spirit’s memories fade, and it becomes immune to ennui, but this ember remains, defining its existence. Ghosts are driven by a primal desire to return to Eberron, to haunt the place where they died or where their anchoring memory was forged; they might escape to the Material Plane when Dolurrh is coterminous or when a resurrection goes wrong. Ghosts that are destroyed eventually reform; they can only find peace if their unfinished business is resolved.   Other forms of undead are rarely seen in Dolurrh. The entities found in this plane are the spirits of the dead, slowly fading, transitioning—or trapped in that process. Corporeal undead such as ghouls, skeletons, and zombies have no place here, while undead that hunger to consume life belong in Mabar.  

The Lingering

  Memories of joy and happiness do no harm in Dolurrh. But memories of pain, of cruelty, of anger...these don’t fade so easily, and they can hurt others. Even if they don’t trap shades as ghosts, this psychic residue can build up in the gears of the spiritual machinery of Dolurrh. It often takes the presence of a mortal to trigger it; when this occurs, the lingering pain and hate coalesces into a solid form. The least of these are lemures, formed from hateful memories or deeds. The emotional residue of hundreds or thousands of people can form deadly sorrowsworn—the Angry, the Hungry, the Lonely, the Lost, and the Wretched. The Lingering are formed in Dolurrh and are immune to ennui, but they’re a waste product, not the plane’s desired result. As such, nalfeshnee, maruts, and other guardians destroy the Lingering whenever they are found.  

The Queen of the Dead

  The Queen of the Dead, the most powerful being in Dolurrh, dwells in the great spire that rises up above the Vault of Memories. Little is known about her motives or her origins; curiously, she focuses on the Material Plane far more than most great planar powers do. Though she existed long before the elves, the Queen appears as an elf woman, her face hidden by a cracked alabaster mask, her robes of black feathers trimmed with silver. She can pluck shades from the cycle of entrapment, and even grant them new life, creating shadar-kai by housing them in new bodies. Other souls, she saves but doesn’t restore, preserving them in the Vault of Memories. She collects secrets and memories, plucking her favorites from those gathered by the Librarian and keeping them in her personal collection. Sometimes she directly opposes mortal necromancers, especially Lady Illmarrow. At other times, she seems interested in killing specific people, perhaps so she can preserve their spirits or their memories. But such direct action is extremely rare, remarkable if it occurs more than once in a century; most of the time, she remains silent in Dolurrh, unknown and unknowable.   Rarely, the bravest (and most foolish) of adventurers venture into the Queen of the Dead’s realm, hoping to reclaim a lost spirit from Dolurrh. And rarely, they succeed, for she doesn’t care if a shade or two are stolen every century, or even every decade. However, in the Age of Giants, the Cul’sir Dominion sent an army into Dolurrh to recover the spirits of a family lost in the Quori Conflict—none of them returned. The Queen’s power cannot be contested in Dolurrh, and thieves who attracther personal attention find their shades torn from their bodies in the blink of an eye.

History

Manifest Zones

  Manifest zones tied to Dolurrh rarely possess all of the plane’s properties; travelers generally aren’t entrapped by ennui simply by passing through one. But these zones are still close to the Realm of the Dead and exceptionally haunted, though not blighted, as Mabaran zones typically are. Shadows move in disturbing ways, and travelers may hear whispers they can’t quite make out.   The restless spirits of Dolurrh yearn to return to the Material Plane, and it’s easier for them to do so in manifest zones. They might manifest as ghosts, or animate the corpses of people buried in the zone, causing them to return as revenants or zombies. In some Dolurrhi zones, raising the dead can be dangerous.   Dolurrhi zones can also have positive effects. In many zones, it’s easier to return people from the dead, halving the cost of any material components. In others, anyone can cast speak with dead as a ritual that takes an hour to perform, as long as they have a personal connection to the deceased whose corpse they’re questioning.   The most dramatic manifest zones are those that serve as gateways to enter the Catacombs of Dolurrh—and hopefully, to return. Opening such a gateway might call for a special ritual or significant sacrifice, perhaps under a particular alignment of the moon Aryth, or when Dolurrh is conterminous.  

Coterminus & Remote

  Dolurrh has a slow planar cycle. Traditionally, once a century, it becomes coterminous for a full year. Fifty years after that, it’s remote for a full year. It can also have shorter phases, tied to the movements of the moon Aryth.   While Dolurrh is coterminous, it’s easier for ghosts to slip from the Realm of the Dead into the Material Plane, especially around Dolurrhi manifest zones. Any spell or ability that raises the dead can also serve as a conduit for unwanted spirits.   While Dolurrh is remote, traditional resurrection magic, such as revivify or reincarnate, can’t pull spirits back from Dolurrh. The only way to raise the dead in these times is by traveling to Dolurrh itself and pulling the shade back to the world, as described earlier in this section. Surprisingly, ghosts are also especially common in this time—but these aren’t ghosts that return from Dolurrh. Rather, if Dolurrh is remote when someone dies in the grip of great emotion or with vital unfinished business, their spirit can more easily resist Dolurrh’s pull, remaining on the Material Plane.  

Dolurrhi Artifacts

  The most common Dolurrhi artifacts are creations of the Smith of Shadows, formed of husksteel, the fused essence of faded souls. Despite the name, husksteel can appear not only as dark metal, but also as slick black leather, dark iridescent cloth, or other substances. Such an object could be crafted from a single spirit—a dagger whose edge is forged from a single moment of pain—or from the emotional residue of multiple husks.   In creating a husksteel object, consider the memory or emotion that’s the heart of the item. For a magic item, this should reflect its purpose. A husksteel cloak of elvenkind could be formed from a secret. A husksteel variation on a dagger of venom might be formed from a moment of absolute terror; when its power is invoked, it could deal psychic damage and, on a failed Wisdom save, make the target frightened of the wielder.   Other Dolurrhi items are largely curiosities. The Dolurrhi Trinkets table provides examples.
Alternative Name(s)
The Realm of the Dead
Type
Plane of Existence

Concerning Resurrection

  Returning life to the dead isn’t a reliable service in Eberron. Many characters are capable of casting the necessary spells, from clerics to adepts of House Jorasco. But just because a spell can be cast doesn’t mean that it should be cast...or that it will work if it does.   The first and simplest limitation is time. The longer a spirit remains in Dolurrh, the more it falls under the sway of ennui. Any spell that returns life to the dead requires the spirit to want to return. Once the shade becomes a husk, it can no longer make that decision, and thus can’t be raised or reincarnated. Most religions maintain that this happens because the true soul has moved on to a higher level of existence; who wants to be pulled back from a union with the Sovereigns? So you only have about a week or two— depending on the strength of the target’s will—to pull them back. But even before that time, a spirit might choose not to return. What do they have to live for? Is it worth fighting the lulling ennui of Dolurrh?   The second limitation is risk. Even if a spell is successful, Jorasco remains rightly concerned about whether that person is supposed to come back, or if it’s their time to die—for if it’s the latter, a marut may appear to challenge any resurrection. This is extraordinarily rare, but in part, that’s because healers perform an augury ritual beforehand and refuse to raise someone if there’s a risk. Even if a marut doesn’t intervene, there’s a risk the resurrection could go poorly if Dolurrh is coterminous, perhaps calling back other spirits in addition to—or instead of—the person being brought back to life.   The final limitation is the direct intervention of a higher power. The Queen of the Dead might crystallize a shade and prevent it from being restored, or catch a spirit that’s about to be restored and set a price on its passage; a few examples are given on the Cost of a Life table. How long does the beneficiary have to settle their account? A day, a year, a lifetime? It’s also said that the Keeper can snatch souls before they even reach Dolurrh; if this myth is true, such souls can only be recovered from the Lair of the Keeper in the Demon Wastes. The Keeper itself may or may not be there, but it’s certainly the abode of a powerful dracolich!   The flip side of direct intervention is that the Queen of the Dead (or another powerful entity) might offer to return a shade to life—for a price. This is a way to bring a low-level character back to life, despite their friends being unable to afford resurrection.   If all else fails, there’s one way you can always bring someone to life: go to Dolurrh, find their shade, and drag it back out to the Material Plane. It’s simple—all you need to do is to locate a single soul in the endless Catacombs (perhaps with the help of a native guide, records in the Vault of Memories, or powerful divination magic), evade Dolurrh’s many guardians, and return to Eberron with the soul in tow. If you succeed, the victim receives a new body, just as if you’d cast true resurrection; and while Dolurrh’s defenders will try to stop you from leaving, they won’t interfere once you return to Eberron. It’s theoretically possible to restore a husk in this way as well, though the resurrected husk generally won’t regain its lost memories, even though it might learn new skills. As a result, it wouldn’t do any good to bring back the Tairnadal ancestors or Galifar I; you could bring a body back to life, but it’s not the original person in any meaningful way. This is why the Queen of the Dead (and perhaps the Keeper) preserves certain shades from decay—so that they might one day be restored, even after thousands of years.