Libertad
Hero
Khargra (Earth, Mordenkainen’s Fiendish Folio, Volume 1): These metal-eating elementals are primarily used by dwarves of the Mror Holds, although a few found their way to Droaam. It was a common tactic in border conflicts with Breland for a summoner to conjure groups of the creatures, sending them to sabotage the defenses of armored soldiers and the functions of arcane machinery. As many monsters can fight just fine without arms and armor, the strategic deployment of khargra won Droaam several key battles.
In peace-time, khargra are used to mine for dragonshards. As they can pass through nonmagical earth and stone for a short range and are only interested in metals, they regurgitate gems and organic matter after a period of several days. The elementals are trained to venture into underground areas ordinarily hostile to living creatures and report back their findings. The only times khargra are not used is when miners have belief of a byeshk vein to be nearby. As this is the other major natural resource of Droaam and invaluable in fighting the daelkyr’s creations, Droaam doesn’t want to risk famished khargras depleting such resources.
Meazel: Not much is known about the Maezels other than the fact that they’re most common in manifest zones tied to Mabar. Coming from the Hinterlands of that dark plane, they are living creatures, bearing the ability to teleport through shadows yet cursed with weak, sickly forms. Most meazels are suspicious of outsiders, believing that agents of the Dark Powers (beings of Mabar who rule their own realms of linked layers) are active in Eberron and hunting to take them back into the darkness. Their oral history teaches that they’re descendants of wandering prophets who sought to travel the planes in order to make contact with gods who bear resemblance to the Dark Six. During their travels, they managed to find a realm bereft of life and light, leaving nothing but the peace of the void to reflect on cosmic truths. As part of this test, they were attacked by malevolent entities living within the void; the strong among them are still adrift, holding fast. The weak among them fled back to Eberron via manifest zones and must spend the rest of their lives in solitude as penance for the price of fear.
Sora Maenya learned of a group of meazels in the Watching Wood. Impressed by their powers and seeing value in them as guerilla fighters and assassins, she offered them protection from the Dark Powers in exchange for serving her as loyal soldiers. The maezels accepted, but only on the condition that she survive a dangerous game of hunter-and-hunted against their best warriors in a manifest zone. When Sora Maenya returned with the heads of all the warriors, she gained rulership over the clan and her own cadre of shadow magic-using assassins.
While the Meazel’s signature ability can only affect itself and Medium or smaller creatures, they’ve come up with some unconventional uses. A Meazel equipped with a Ring of Feather Fall can teleport themselves and a grappled target up to 500 feet in the air, dropping their victim to great injury or death.
As the shadow teleport only requires the meazel to grapple and not injure a creature (the ability doesn’t specify use of the garrote), they’ve been known to have trained animals or intelligent allies use them for long-distance travel. While the shadow teleport has to begin and end in dim light or darkness and needs time to be reused, this gives meazels a surprising amount of mobility. The downside is that the temporary curse from being teleported in such a way makes the person riding with the meazel easily detected by undead and other creatures native to Mabar. Thus, this isn’t used when on operations against Karrnathi, necromancers, the Blood of Vol, and similar groups.
However, undead working in tandem with the meazels can also become good scouts. Beyond just tracking enemies cursed by their racial teleport, meazels also use small animals such as rats and bugs in a “catch and release” way, which they then put inside a container or sent somewhere ahead of time. As the sensory range is up to 300 feet away, this is ideal for shadowing marks.
While the above tactics have been tested out in the field, the major thing holding the meazels’ effectiveness back is that their culture makes them extremely xenophobic. The ones loyal to Sora Maenya do cooperate with others at the behest of her orders, but otherwise are very unpleasant to work with. Conflicts and misunderstandings are inevitable, so Sora Maenya only deploys them in multi-species groups during times of great need.
Water Weird: The barren landscapes of Droaam means that water sources are fiercely guarded and have been the site of many wars. This has not prevented more vengeful chibs from resorting to poisoning water in order to wipe out a vilified group. While such tactics were commonplace before the Daughters of Sora Kell, they’re disastrous for long-term nation-building. The hag sisters gathered groups of spellcasters to summon and bind water weirds to strategically important wells, aquifers, lakes, and other major water sources to act as guardians of such locations. In so doing, the elementals were loyal first and foremost to the Daughters and their summoners rather than whatever chib or warlord held sway over the territory. Being of human-level intelligence, water weirds have been trained and instructed to look out for various kinds of sabotage, from common waterborne poisons to various kinds of blighting magic.
While the water weirds helped decrease incidents of sabotaging water supplies, this is still an ambitious project the Daughters have only just begun, and they prioritized major locations and population centers versus smaller villages and isolated locations. Some communities have been lax in security, trusting the Daughter’s plan fully and treat the weirds as their first and last line of defense rather than an insurance policy. Additionally, the weirds act as a tool of soft leverage in preventing local communities from rebelling against the Daughters by cutting off safe access to water. This threat is often unspoken, but has been enforced against chibs who stepped above their station. It's one thing to send your subjects to fight your battles; another for subjects to turn on you when you're blamed for their starvation.
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