The Mournland Geographic Location in Eberron | World Anvil

The Mournland

So You Want to Enter the Mournland

Excerpted from the Korranberg Chronicle, Zolday, Dravago 4th
By: Hathius Rote   Greetings, good reader! If you are perusing this article, you are probably considering entering the Mournland in search of treasure and fame. You must already know the dangers you'll face—living spells, becoming lost in the dead-gray mist, encountering warped monsters and lingering magic effects, and running afoul of rogue warforged, to name a few—and I don't imagine that I will be able to dissuade you. Instead, take heed, for I will tell you what you need to know if you are to return from your expedition.   The most important thing that you must understand is that you will be unable to heal in the Mournland. Neither natural nor magical healing functions in that blasted place. However, the druid spell goodberry seems unaffected in the Mournland. Also, a paladin's ability to heal wounds by laying on hands is not affected. Magic that allows extradimensional travel is valuable, because you can heal (and be healed) while in that otherworldly space. If your expedition includes warforged, they should have little trouble; spells that repair constructs do function in the Mournland.   After properly outfitting yourself, the first obstacle you will encounter is the dead-gray mist that surrounds the Mournland. You might find that you become saddened and listless within the mist—do not doubt your heroism, my friend, for the mist is magical, and these feelings come from outside forces! Certain patches of the mist carry this enchantment heavily—watch out for the dark gray areas and avoid them. The mist is also disorienting. This reporter has heard many tales of expeditions that got lost in the mist and were never seen again. That's pretty much all the help I can give you for now.   Good luck, brave adventurer, and watch for my next essay: "So You Want to Enter the Demon Wastes?"
  Once considered the most beautiful of the Five Nations, Cyre was wiped off the map—destroyed by a blast of arcane power—on the Day of Mourning in 994YK. The cataclysm of unknown origin wiped out its people and ravaged the cities and countryside. Now it is a barren land haunted by the ghosts of war. No one knows what caused the great cataclysm that destroyed an entire nation, but there is no shortage of theories. Some say it was an enemy nation. Others believe it was a Cyran doomsday device detonated by accident.   No convincing evidence has been found, so speculation runs rampant. The land is now shrouded in a dead-gray mist. The arcane catastrophe produced some peculiar terrain.
Type
Wasteland
Location under

Common Mournland Rumors

  • The catastrophe created the vast glass plateau and the Glowing Chasm that lures the Mournland's beasts to its cold purple light.
  • Warped monsters wander the Mournland, deadly magical creatures created on the Day of Mourning roam the wastes.
  • Soldiers from the Last War continue a bizarre unlife. Their dead bodies don't decompose, and slain soldiers rise to fight each other in an unending battle.
  • Nature is suppressed within its borders under the gray canopy that shrouds the Mournland; neither magical nor natural healing functions, and dead bodies remain fresh and undisturbed.
  • House Cannith made an eldritch weapon and the creation went wrong causing the cataclysm, and it is now hidden in the mists.
  • Lingering magic effects strew chaos across the jagged landscape and living spells, twisted monsters, and stranger things roam its crags.
  • The people of Cyre were punished for making pacts with Demonic beings and were cleansed by arcane fire, now creatures from that world claim the Mournland.
  • All divination magic (used to read the future or the past) attempting to discover what caused the Day of Mourning has failed.
  • It is nearly impossible to survive in the Mournland. Nothing was left alive after the Day of Mourning.
  • Navigation is a challenge. Maps from before the Day of Mourning are no longer accurate.
  • The Lord of Blades gathers militant warforged in some hidden stronghold.
  • The land itself seems to distort distance and direction.
  • The destruction of Cyre opened a portal directly to Kyber itself.
  • The result of using magic in the Mournland is unpredictable.

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