TEXT:  
   
  
   
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  Index  
  - 
  3: Triumvirate research Results 
  - 
  6: Security assessments & Tools 
  - 
  8 Khorvaire Specific toos & Enchantments  manufactured by The Dragonmark Houses 
  - 
  15 Minor Armor & Weapon Enchantments  
  - 
  17 Rituals, Greater Rituals, & Dragonmark Rituals 
  - 
  19 Tables: Minor Weapon Enchantments, Weapons, & Focus Items 
  - 
  20 Tables: Minor Armor Enchantments, armors, Orbs of Shielding 
  - 
  21: Tables: Adventuring Gear 
  - 
  24: Credits & Author's note. 
   
   
  
   
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  Triumvirate research results. 
  By specially enchanting a standard Lyrander controlled airship in an attempt to allow House Orien 
  heirsmembers to control the elementals powering the ship , House Cannith uncovered an interesting 
  phenomena.  All records of these projects were sealed and kept secret at the highest levels until threat 
  assessments are complete and meaningful monetization or supply line strategies can be uncovered. 
  Early research in this method was promising, but disastrous; all hands on the experimental ship Lantan 
  are presumed lost but no bodies or debris was ever found. A full analysis of the test site allowed House 
  artificers & arcanists to determine the problem was linked to interference from The Ring of Siberyis.  By 
  adding a standard House Lyrander heir to pilot the ship up to the ring while maintaining a pocket of 
  fresh & breathable air, an Orien Heir is able to activate the linked teleportation enchantments in order 
  to bring the entire ship above the surface of an entirely different world  Three such worlds have been 
  discovered at this time, each requires minor changes to the way spells are cast but researchers from the 
  Arcanix were able to quickly pin down those differences.   
   
  The first world is a blighted desert with poion waters where  all signs seem to indicate that it was 
  previously at least as advanced as the Khorvaire we are all familiar with.  A war far more damaging than 
  the Last War turned the whole place into a hellscape somehow less habitable than the demon wastes.  
  Inhabitants of vast desert lack basic metallurgy, face the problems of poisoned water in a blighted 
  desert of a world where the art of magic itself has largely been lost. It appears that the inhabitants may 
  have magebred themselves before their ultimate collapse given the prevalence of psychics.  These 
  Psychics are suspected to be at least partly why they lost knowledge of performing magic. A simple yet 
  steady supply of clean food and water can be exchanged at truly usurious rates for labor in House run 
  mines provided the mining  outpost can be kept safe.  In a partnership with Ghallanda, Deneith,  & 
  Tharashk, The Triumvirate has established a small & well-fortified  mining outpost. Yields are still low 
  but improving as the outpost is still beset by frequent assaults from raiders while trying to train 
  primitives into modern skilled miners. Education tomes are a highly prized commodity among the 
  miners & hired mercenaries sheltered in this fortress of an outpost. 
  The second world we have discovered is not actually a world but a pocket dimension with some 
  similarities to Khyber.  The world itself does not seem to have a specific name rather than a collection of 
  land masses ruled by “Dark Lords”.  These land masses range from island to continent size. Most 
  individuals seem to be little more than chattel hoping to not be devoured by the ruling vampire, were-
  forms, and other horrors.  Overthrowing or coopting the Dark Lords should be a rather trivial task, but it 
  is unclear what if any value would be found in this demiplane. Early research is slow and stymied by 
  what appear to be called “The Dark Powers”.  All indications seem to imply that these Dark powers could 
  be bound to a place like Khyber to stabilize the demiplane, but without a prophecy to guide the process 
  we are uncertain how this could be accomplished.  Extreme caution & the assumption that it might be a 
  one way trip is recommended when traveling to this demiplane until it is better understood. Sivis & 
  Cannith have already begun working under one of the Dark Lords to research possible opportunities but 
  news from the Sivis Heir has not been promising.  Review of what little historical documents kept by the 
  
   
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  Dark Lord in question seems to imply that the 
  whole demiplane may have been created by 
  the dhakaani to escape the daelkyr & that 
  there may still be a functioning gateway that 
  allows two way travel found in an as yet 
  undiscoveredset of dhakaani ruins.  These 
  records indicate that the dhakaani will exact 
  terrible vengeance upon the dark lord should 
  he invade their network of caverns & there is 
  suspicion that the Dark Powers might be an 
  anti Daeklkyr safeguard that could be 
  controlled if we find the gateway. The third 
  world so far discovered by the Triumvirate 
  calls itself Toril. To be frank, Toril is a disaster 
  somehow managing to operate without 
  anything approaching a meaningful system of 
  governance beyond very early feudalistic rule 
  that has been in place for what seems to be 
  tens of thousands of years.  The average 
  citizen of Toril would gain a dramatic 
  improvement in their quality of life if we were 
  to contact & begin trade with this world, 
  however the world has a paradoxically large 
  number of extremely powerful gangs, 
  individuals, & beings acting as glue for the 
  world. While losses may be heavy, we suspect 
  that modern warfar, reactivated creation 
  forges, siege staffs, and large scale armies of the five nations could tear down these individuals if forced 
  to.  In a practical sense however, we believe that this world could be a valuable source of knowledge & 
  research. A small contingent of Cannith, Phiarlin, & Thuranni agents have been deployed to a large trade 
  city known as Waterdeep where they pose as merchants while building alliances with powerful 
  individuals & gangs Preliminary results show that the world at large is at least several hundred years 
  behind us technologically, the standard enchantments applied to a Cannith mass produced armor or 
  weapon are considered to be what we would call second tier equipment or “Plus one” as they put it.  
  Some rare few individuals in Toril are able to produce equipment we would call third, fourth, or even 
  higher tiers equipment;  Cannith has already gained a sizable wealth of information via trade in this 
  outpost as many individuals are quick to trade advanced knowledge looted in battles for large amounts 
  of what they call “Plus one” equipment pulled straight from the rack.  Research is underway to scale up 
  some of these methods to normal volumes. Unfortunately, Large scale trade with Toril would almost 
  certainly cause a complete and total economic collapse of this world in its current state so progress has 
  been deliberately kept slow and small in size until we are certain that we would not slaughter the golden 
  goose and unify the squabbling gangs against us. 
  
   
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  Nonhuman Races 
  In Toril, nearly every one of the monstrous humanoid racesincluding drow elves are savage and 
  considered to be kill on sight by most civilized people.  House Tharashk has a number of mercenaries 
  hired to investigate these curious cultures. The apocalyptic desert world can blame its stone age state 
  for the reason why  halflings here are even more savage yet never developed weapons like the Tangat or 
  Sharrash (morgraves misc 93). The halflings of this world prey upon sentient humanoids and maintain 
  pools of blood to drink, these pools have been enchanted to keep them from evaporating. Houses 
  Jorasco & Ghallanda both recommend staying far from these savages & hoping that they die off or 
  somehow civilize.  Ultimately they may need to be exterminated 
   
  We have reached one other world 
  that appears to practically be a 
  counterfeit copy of Toril.   This 
  fourth world calls itself Greyhawk 
  & the Triumvirate has  decided to 
  limit contact until we have further 
  evidence of the relatively 
  harmless Athas & Toril as 
  Greyhawk is slightly more 
  advanced that Toril with the 
  beginnings of Governance. 
  Advanced Travel 
  Currently Zilargo is required in 
  building elemental powered craft 
  due to their monopoly on that 
  knowledge; However the Korth 
  Accords make the prospect of 
  involving one of the five nations a 
  complex matter to consider.  
  Alternative methods of bringing 
  stormships and airships incapable of world travel to the new worlds we have discovered are still being 
  investigated.  Canith has considered the possibility of towing other vessels across worlds or building a 
  super-Colossal sized worldship large enough to stow one or more of these ships in its hold. In both 
  cases, difficulties appear to be involved with  Mark of storm & Mark of passage Heirs controlling the 
  sheer number of elementals needed or managing to expand the teleport circle that far beyond the ship’s 
  hull. Further development of Worldship technology might be required in order to realize these 
  developments.  
   
  
   
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  Disguise 
  It is imperative that our world 
  ships maintain an illusion of 
  appearing to be standard 
  airships as when seen from 
  below,  the prototype designs 
  caused extreme distress nearly 
  everywhere we went due to similarities with what were called the nautiloids piloted by the daelkyr 
  creations we call mind flayers.  This is a rather distressing coincidence with disturbing implications given 
  rumors of Vadalis experiments during the Last War. 
  Locks and security 
  In all three worlds discovered, the locks and security exist in a state of abysmally primitive development. 
  Warded locks are common, force trapped dead-latches, pin tumblers, & other modern advances seem 
  unheard of. Locks are almost entirely physical in nature with few if any arcane components.  The source 
  of this anachronism seems to stem from the lack of any organized Kundarak type presence or the 
  resulting arms race between it and large scale nation state intelligence operatives.  Compared to the 
  Kundarak catalog, the most advanced locks in Toril rarely exceed what would be billed as a dc 10 or so 
  lock given the modern security professional’s toolkit.  Structures are rarely built with physical anti-
  scrying, anti-passwall & similar features.  Nearly every door with a hinge is vulnerable to a standard 
  ethral hinge pin remover & the few that are not are either lacking hinges or likely coincidence. Kundarak 
  is undecided on if it wants to sell vault design to these worlds but has allowed mid grade locks to be sold 
  to valued customers of Toril & reports indicate that no attacker has yet been able to breach the locks 
  themselves.  Token keyed wards seem oddly rare with wards keyed to specific individuals or an easily 
  scryable passphase perhaps with a gesture seeming to be the norm for ward deactivation. Kundarak has 
  built & designed secure housing networks & accompanying vaults for both our Toril and wasteland 
  outposts that are likely unbreachable by any means shy of finding the remote location in order to 
  physically force past the physical  and arcane defenses.  Losses have been limited to a mugging in 
  waterdeep and a bar fight in the desert outpost, locals have been hired to deliver goods to the public 
  facing compound in waterdeep as a solution to this mugging.   Ghallanda has strengthened the 
  emotional enchantments within the entire compound after the bar fight moved to the street. 
   
  This complete lack of modern security methods is often bolstered by highly lethal wards that would be 
  illegal in any civilized society, but again the wards are often placed in a clumsy & haphazard manner.  
  Mark of Shadow heirs have included a basic overview on an assortment of security tools used by an 
  attacker. 
   
  
   
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  (anti)magic prods 
  An arcane lock or ward has two main vulnerabilities, having the arcane web overloaded with a properly 
  placed surge to trigger a harmless activation of the ward that fails to trigger the ward’s spell or simply 
  being shut down  with an antimagic field or prod.  Tools for both methods are standard in most thieve’s 
  tool & artificer tool kits in khorvaire. The worlds we have discovered do not appear to have reached a 
  level of sophistication needed to develop such tools or wards with complexity enough for justifying such 
  tools. Truth be told, the two of them bring nearly every off world arcane ward discovered to a point of 
  uselessness with even minimal training on their use. 
  Core remover 
  These fairly common tools are included in most Khorvairan  thieve’s tool kits & a number of other tool 
  sets to give a user the ability to remove the entire unlocked core from a lock housing (door/padlock/etc) 
  so it can be serviced or replaced. Expectedly, the worlds we have discovered are lacking entirely in the 
  concept of interchangeable lock cores.  Changing the keysquite often requires changing the entire lock 
  and lock housing rather than swapping a standardized 2-3 inch wide cylinder in and out of the lock body 
  itself. 
  Under-door enchantments 
  These are fairly standard items that often consist of a glove, glasses,  and small wire or coin that you 
  feed under a door in order to activate a limited arcane eye through the glasses.  The glove is then 
  activated in order to cast mage hand on the other side of the door.  While the range on these devices is 
  usually limited to a couple feet, it is comical that such tools were never invented here despite being 
  common in thieve’s tool kits found in Khorvaire. This is yet another example of how damaging open 
  widescale contact would be with worlds such as Toril where the economy would immediately collapse 
  on top of every form of security becoming obsolete overnight. 
  Arcane Mark Detector & duplicators 
  These devices are used to detect an arcane mark at a distance of about 5 feet  and later duplicate it onto 
  another item of the user’s choosing.  In advanced security systems, it is common to have wards that are 
  keyed to small tokens (such as a pin) that has an arcane mark attached. This prevents the wards from 
  putting staff to sleep, alerting guards, or worse. We have found zero evidence that such methods even 
  exist in Toril, the pocket dimension, and the collapsed desert world is impossible to determine making 
  this yet another way these worlds failed to evolve from their frankly bizarre cultural stasis. 
  Latch Slipping tools 
  Many improperly installed door latches are vulnerable to these hook shaped tools in Khorvaire, in Toril 
  & Athas nearly every door with a simple latch or knob is likewise vulnerable.  This tool can be found in 
  Toril manufactured thieve’s tool kits as well but typically lacks the kinds of enchantments that deal with 
  latch wards. The fact that such wards rarely if ever exist is almost certainly the largest contributing 
  factor here. 
  
   
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  Etherealized hinge pin stripper 
  This is a simple two part tool that is little more than an enchanted glove and nail.  Once activated, the 
  nail becomes temporarily ethereal  allowing a specialized mage hand to simply push it through the door 
  where it returns to the normal solid form.  From there, a secondary set of enchantments t the tip of the 
  nail  trigger an effect similar to a scaled down magic stone to push the hingepin out and allow the door 
  with an overly difficult lock to simply be taken right off the hinges.  A number of simple modifications to  
  hinge can be made to defeat this sort of attack, but given the lack of tool it’s unlikely such hinges are 
  used with any regularity. 
  Minor illusion Duplicator 
  A key with no arcane components can typically be copied simply by taking an impression.  In khorvaire, 
  Minor illusion duplicators were created early in the war to store a quick impression of the area within 
  about 2.5-5 feet from the user.  Once stored, the impression can later be retrieved from the embedded 
  spellshard for a skilled actor to literally make a copy of an exposed key. Impression tools have simplified 
  this process to something that can be quickly done in a lavatory without arousing suspicion. The fact 
  that all three worlds still use outhouses & mundane unenchanted chamber pots is a frankly disgusting 
  oversight we have begun correcting at great profit.  A standard self-prestidigitating  waste pot sells for a 
  couple copper in sharn, but we have begun selling them for a bit over  50 dragons here in waterdeep for 
  a roughly thousand percent profit. Although some copy cats have been created and seem to have been 
  sold at around 35 dragons, these copycats have been prone to spectacular failures resulting in a failure 
  to understand or replicate the full web of enchantments they were copying. 
  Lift Tools 
  These have long been standard in most any Orien caravan & even some common civilian uses.  The 
  design is simply two stone or metal plates with an enchantment allowing them to be verbally pushed 
  apart with immense strength.  While these tend to only be capable of lifting something 4-6 feet & are 
  quite slow, what can lift a fully laden Orien wagon or even lightning rail cart for repairs and maintenance 
  can also be used to force a door frame apart.  As the lift tool expands the door frame at a safe distance, 
  the strike plate is eventually moved far enough away from the latch that the door can simply be pushed 
  open.  
   
  Khorvaire specific tools & Enchantments manufactured by the Dragonmark 
  Houses. 
  Let us be fair, these worlds have the ability to build structures (barely), and craft both mundane as well 
  as enchanted items at absurd costs.  This report tries to provide a stark reality of just how much of life’s 
  modern conveniences are lacking here in these worlds.  Huge blame can be placed upon the near 
  lawless state of “adventurers”(read: Unchecked bandit Gangs) regularly setting themselves up as 
  absentee dictators & inept kings after slaughtering the last local ruler.  No matter how well-meaning 
  these bandits are, such activities make anything resembling large scale capitalism possible.  Thanks to 
  
   
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  education tomes & the relative value of equipment normally sold as common off the shelf merchandise 
  with minor enchantments, the Triumvirate has been able to train, equip, and employ a small army of 
  locally sourced house Deneith mercenaries  for the purposes of expanding our business  in these lawless 
  lands. Continue reading for a partial accounting of equipment unlikely to be found outside a Triumvirate 
  operated store or sourced from one on these worlds. 
  Minor Illusion Fabricator 
  These devices consist of a small coin size enchanted object.  Once 
  activated, the object will duplicate either an impression or an 
  illusory reproduction.  While obviously not an original, the result is 
  a tangible illusory copy of the original This will not duplicate any 
  enchantments, moving parts, or anything over 1 pound.  Mark of 
  shadow heirs & others skilled with illusory spells will frequently 
  use these in a pinch to replicate a small object of momentary need 
  such as keys, an exotic tool, or just an unexpected object on need. 
  Arcane Mark Cloner 
  While quite common among lock smiths & security experts, these 
  expensive rings  have less reputable uses among clandestine 
  agents who use them to copy a target’s arcane mark ward 
  deactivation item.  The process of copying the mark requires the 
  user to remain within about 3-5 feet of their target for a period of 
  thirty seconds to get a proper scry on the arcane mark.  Once the 
  detector has stored a copy of the mark in its embedded spell 
  shard, the user can later command the device to copy the mark to 
  an object being held  by channeling a spell slot of first level or 
  higher into the ring. 
  Compass Map 
  The Compass Map is a simple spellshard embedded in an enchanted fist sized sphere powered by an 
  eberron dragonshard.  With this device, a user can project an illusory map up to a 5 foot cube in size  
  from any of the included maps in the device. The user can zoom in and out on the map, estimate current 
  location, and project the direction of a known landmark rough simple somatic gestures and verbal 
  commands. Some larger cities have extremely detailed maps included on more expensive variants, but 
  the standard versions typically only include general world maps.  The Traveler’s Curse on Xendriik, The 
  mournland’s mists, and the demon wastes are known to cause difficulties with accuracy of these 
  devices. Additional maps can be added easily enough if for some reason the map is not included on the 
  device.  House Ghallanda is known to maintain rather detailed maps of the local tourist sites & 
  interesting points around their inns & allow guests to absorb a copy for a negligible fee. 
  Maths set 
  
   
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  This Consists of an enchanted slide rule that is able to project semitangible illusory callipers, T-square, 
  compass, Self Scribing Pen, & 10 sheets of graph or plain paper suitable for scratch work.  A tiny eberron 
  shard powers the enchantments while a tiny imperfect spellshard stores anything written on the illusory 
  paper.  more expensive specialized versions have the ability to store more pages, burn the writing onto 
  physical paper, and at times include other tools. 
  Artificer’s Tools 
  Sometimes called Arcanist tools, a set of Artificer tools consist of various crystals, lenses, wires of 
  various types, herbs, alchemical components, & a number of other related tools that are useful for the 
  analysis, manipulation, & creation of arcane enchantments. 
   
  Elemental Burst Trinket 
  These come in Acid, Lightning, Thunder, Fire, Needle (Pierce), Mace (Bludgeon), & blade (slash) variants.  
  While breaking the seal, throw this trinket at a point within 20 feet using a ranged martial attack(AC10).  
  Upon impact all creature within 5 feet of the point must make a dc14 dex save(save for half) or take 3d4 
  damage of the trinket’s type. For each point below ac10 the thrower hits, the trinket lands one square 
  off in a random direction 
  Grease Trinket 
  These single use trinkets allow the user to cast the grease spell as an action, the DC is typically 12 in 
  mass produced Cannith versions, but more advanced versions are known to exist. 
  Pocket of holding 
  This functions the same as a bag of holding but gets worked into a custom made set of work or fine 
  clothes.  Finding the pocket is no more difficult than any other pocket. 
  Enchanted Bedroll (Enchanted) 
  Specially enchanted by House Ghallanda & Jorasco, an enchanted bedroll reduces exhaustion levels by 2 
  rather than 1 during a long rest. These became common & prized among soldiers during the Last War 
  thanks to their restorative effects.  
  Education Tome 
  These general education textbooks are Typically enchanted by house sivis or Vadalis to make them semi-
  telepathic in ways that allow a student to absorb the material within in half the normal time.  Something 
  simple like learning common or basic pre-puberty education might only be 5Gp or so, more advanced 
  and involved topics frequently range in the tens to hundreds of Gp if not more. These textbooks and 
  public education serve to dramatically enhance the population oh Khorvaire.  Riedra & Sarlona use 
  different methods to educate their populace.  The Triumvirate was appalled to find that many nations 
  outside Eberron have minimal or even no education system of note for the common customers. 
  
   
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  Dockworker’s Belt 
  This sturdy leather belt has a number of minor enchantments that raise the wearer’s trength by 2 up to 
  a maximum of 18 once attuned.  
  Miner’s Ring 
  These rings were created to provide miners a safe escape in the event of 
  mineshaft collapses.  Triggering the ring causes the wearer to be safely  
  teleported without mishap to a random point on the surface within one 
  mile.  The teleport has no way to account for hostile creatures that may be 
  near the point of arrival so mercenaries are frequently employed to keep 
  the area around mines free from potentially hostile wildlife that could delay 
  miners from returning to work. 
  Floating Disk Trinket & Enchanted Plows 
  These trinkets allow the user to cast the floating disk spell over a period of 
  ten minutes. The most common are single use, but more expensive versions 
  with 1/day & 10/day uses also exist.  Enchanted Cannith made plows tend to 
  have 10/day floating disk enchantments built into the plows themselves.  
  These plows allow farmers to plow nearly double what they could do with 
  an oxen drawn plow in the same period of time. 
  Work Clothes(Basic) 
  These well-made clothes are extremely durable& are mainly worn by 
  laborers with specific needs.  The clothes include a single cantrip level effect 
  such as the ability to prestidigitate them to a clean dry & pressed state , 
  several minutes of water breathing per hour, & other Similar effects. Work Clothes cannot be worn with 
  armor. 
  Work clothes (Advanced) 
  Laborers who find themselves exposed to hazardous conditions such as the heat & sparks of a smith or 
  the acids used in industries such as masonry & tanning often buy advanced work clothes that provide 
  them with resistance to a single damage type, feather fall, or similar once attuned. Work Clothes cannot 
  be worn with armor. 
  Karrnathi Winters belt 
  The wearer is protected from harsh natural elements & suffers no harm from being in a hot or cold 
  environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without 
  having to make Fortitude saves of dc14 or less) . The creature’s equipment is likewise protected.  This 
  does not affect spells like cone of cold ice storm, or ray of frost that require a save or attack roll. 
  
   
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  Silver Fire 
  Originally devised by the Church of the Silver Flame, Silver Sire is contained in a small glass vial. Silver 
  Fire functions almost identical to holy water with the exception that it can also deal fire damage if it 
  comes in contact with a creature or object not affected by radiant damage and Lycanthropes are 
  considered vulnerable to silver fire. 
  Hunter’s Screw 
  This  8 inch long metal coil is screwed into the ground where the user can safely activate the embedded 
  enchantments.  Once activated, a hunter’s screw  functions the same as a hunting trap but can be 
  purchased in variants  capable of dealing Elemental damage for hunting exotic prey. 
  Goodlight 
  People who need a light will say 
  that there is nothing good about 
  them, goodlights are made for 
  darkvision races & shed dim light 
  for 10 feet. 
  Goblin’s friend 
  While wearing this ring, 
  necklace, or similar the wearer 
  gains 15 foot darkvision but 
  suffers from sunlight sensitivity 
  once attuned. 
  Camp Stones 
  a set of enchanted stones, 
  blocks, or other material that can be activated to temporarily conjure or dismiss a plate, bowl, pot, pan, 
  cup, & utensils suitable for preparing & cooking a simple meal while camping. These were developed 
  during the last war to speed the cleanup process during troop deployments where carrying rations was 
  not suitable.  Some modern versions include a small razor suitable for shaving if you are feeling brave 
  enough to shave with a tiny force blade. 
  Arcane Mirror 
  This two part mirror consists of glasses and a pendant gained popularity during the war for its ability to 
  allow an attuned wearer to see around corners & down hallways simply by moving the pendant to a new 
  location. Originally it was devisedto aid the brave mercenaries facing unknown beasts & monstrosities 
  expected to have gaze abilities.  They have provide advantage on saves against gaze attacks when 
  looked through as a set. 
  
   
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  Glamour Ring 
  Typically a ring, Necklace,  similar that allows  the user to cast a limited version of the change 
  appearance portion of alter self as part of a 5 minute ritual.  The limitation is that it cannot make you 
  seem to be a different species.  Extremely skilled disguise artists have been known to  use these in ways 
  that convincingly mimic the appearance of other species & artificers often enjoy altering the base 
  enchantments in interesting ways to vastly enhance the built in functions. 
  Mold earth Wand 
  Mold earth wand is typically paired with a miner’s pick to give a miner the added benefit of allowing an 
  attuned user to cast the mold earth cantrip (xge162) as an action.  These are typically used to help 
  dislodge valuable ore & gems from surrounding stone without damaging them, but other trades and 
  adventurers have found a myriad of other uses since their introduction centuries ago. 
  Bandage of Recovery 
  Recovers 1 hp every other round for 2 minutes  (10 hp total). House Jorasco makes these with specially 
  echanted cloth for emergency battlefield use.  While certainly pricy, the cost of training & equipping a 
  soldier is often quite a bit more than a bandage. Only one bandage of recovery can be used as a time. 
  Glove of Storing 
  This well made glove contains an extradimensional space capable of storing one object up to 1/5 cubic 
  foot or 6 pounds (same size as a pouch.  Wearer can speak a command word to transfer an object from 
  hand to storage & vice versa. The wearer gains the third benefit of the dual wielder feat when using this 
  glove to draw the second weapon from the extradimensional space the glove contains. 
  Aundairan Quiver 
  Produces an endless supply of nonmagical arrows or bolts that each last one minute before 
  disintegrating.  Some archers consider the arrows to be inferior to their own creations, but Cannith has 
  been unable to detect any statistically significant ability to tell the difference between  normal and 
  conjured ammunition in blind tests. 
  Timestopped Rations 
  Often a Jar of  stew or similar that is  preserved with a modified preservation echantment similar to 
  spare the dying that and aminor regenerative enchantment that gets maintained by a tiny eberron 
  dragonshard.  Breaking the seal causes the shard to reheat or cool the preserved food as appropriate.  
  these higher quality rations are both tasty and functional.  Consuming one over a short rest will allow hit 
  dice to be rolled with advantage during that rest. 
   
   
  
   
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  Phase Spider Silk Rope 
  All the benefits of silk rope, plus functions as a 
  dimensional shackle to anything restrained by 
  it! House Vadalis maintains stables of specially 
  magebred phase spiders to supply Cannith with 
  the needed raw materials to manufacture this 
  expensive rope.  Many adventurers, explorers, 
  and mercenaries swear by the ability of this 
  rope to pull them out of a metaphorical fire 
  when situations arise. 
  Cleansing Stone 
  These come in personal & commercial versions.  The personal version has 200 charges and functions 
  much like a bar of soap that happens to be an enchanted 1 pound orb.  By speaking a command word, 
  the user can activate a prestidigitation effect to clean themself over the course of one minute.  The 
  commercial version is usually more decorative and around 10-20 pounds in weight but can clean one 
  creature touching it every 30 seconds. 
  Hot or cold plates 
  These look like a simple enchanted plate of stone, wood, or metal roughly 6-10 inches in diameter .  
  Once activated, they cool or heat up to 6 quarts of solid or liquid to a range between freezing & room 
  temp or between room temperaturee & boiling.  Cannith is beginning to market larger and more 
  advanced versions capable of reaching more than one temperature. 
  Fire Stone 
  A small enchanted stone, trinket, or wand capable of producing a small fire comparable to that of a 
  match or candle flame and maintaining it for up to one minute as an action. 
  Self Scribing Pen 
  These pens have been specially enchanted by House Sivis in order to store up to ten minutes of spoken 
  word into an embedded spellshard where it can later be retrieved by the reactivated pen by writing the 
  stored speech to paper.  Some more expensive custom versions are able to store longer periods of 
  speech, but typically it is far less expensive to simply buy multiple self scribing pens. 
   
   
  
   
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  Minor Armor & weapon enchantments 
  The lack of industrialized production prevents these enchantments from being viable as mundane 
  Cannith manufactured armor and weapons tend to sell for a mere one tenth that of the local Toril 
  equivalents while granting the same level of protection.  Raising the cost several times over is simply not 
  affordable to all but the most wealthy ruling bandit gangs. 
  Warded 
  Warded armor grants the user 1 point of damage reduction against all 
  physical attacks.  Applying this enchantment multiplies the base price 
  of the armor by 10. 
  Greater Warded 
  Greater Warded armor grants the damage reduction against all 
  physcal attacks based on the type of armor.  greater warded light 
  armor grants 2 points of damage reduction, greater warded medium 
  armor grants 2 points of damage reduction,  Greater warded heavy 
  armor grants 3 points of damage reduction.  Applying this 
  enchantment multiplies the base price of the armor by 20. 
  Superior Warded 
  Superior Warded armor grants the user 1 point of damage reduction 
  against all physical attacks.  In addition, any time the wearer is hit by 
  a critical hit, roll 1d10.  On a roll of 9 or 10 the attack still hits but gets 
  treated like a normal attack for damage purposes.  Applying the 
  Superior warding enchantment multiplies the base cost of the armor by 30. 
  Guarding 
  At the start of your turn, roll a d10 & gain resistance to one damage type until the start of your next 
  turn. 1: Bludgeoning, 2: Piercing, 3:Slashing, 4:Acid, 5:Cold, 6:Fire, 7:Lightning, 8:Poison 9:Thunder, 10: 
  roll 1d6 & subtract that amount from the damage.  A 10 can’t reduce the damage below 1. Applying this 
  enchantment multiplies the base price of the armor by 10. . 
  Glamoured 
  You can as a bonus action speak the Armour's command word and cause the armor to assume the 
  appearance of a normal set of clothing or some other kind of armor.  The user decides what it looks like 
  including the color, style, and accessories, but the armor retains its normal bulk and weight.  The illusion 
  lasts until you use this property again or you remove the armor. Applying this enchantment multiplies 
  the base price of the armor by 10. 
  
   
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  Water Walking 
  By thinking a command word as an action, the wearer can grant themselves the ability to stand on and 
  move across any liquid surface as if it were common ground but difficult terrain.  Applying this 
  enchantment multiplies the base price of the armor by 5. 
  Warning 
  This enchantment weaves a number of minor temporal enchantments into the armor partially linking 
  the wearer to their future self.  While wearing armor of warning, the user gains advantage on initiative 
  rolls. Applying this enchantment multiplies the base price of the armor by 10. 
  Guidance 
  Wearer is able to speak a command word as an action in order to cast the guidance cantrip on 
  themselves while wearing this armor. Applying this enchantment multiplies the base price of the armor 
  by 20. 
  Talentan 
  The wearer of this armor gets one additional rage per long rest provided they have the rage class 
  feature. Applying this enchantment multiplies the base price of the armor by 5. 
  Trollskin 
  This enchantment does not contain any troll in the armor or weaving of the enchantment itself.  The 
  wearer of this armor can spend one of their hit dice as a bonus action to heal themselves in combat.  
  Applying this enchantment multiplies the base price of the armor by 5. 
  War Shield 
  A warshield has the same stats as a regular shield, but includes powerful enchantments that grant 
  additional benefits.  Once attuned & actively using a war shield, the user gains the second and third 
  benefit of the shield Master Feat. 
  Orbs of Shielding. 
  Rather than raising AC, an orb of shielding grants 1d4 of protection against specific types of damage 
  while held and can function as a focus item.  See wayfinder’s Guide to eberron page 114 for a full list. 
  Imbued Wood 
  Both one and two handed Focus items can be made from imbued wood to gain the benefit of +1 
  damage to spells cast with a particular damage type based on the type of wood.  See wayfinder’s Guide 
  to eberron page 114 for a full list.  Curiously the planar alignment and planes themselves are different in 
  the worlds we have discovered, this appears to be entirely responsible for the differences in casting 
  spells on these worlds. Rather than developing proper two handed focus items to extend the range of a 
  
   
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  cantrip slinger, Toril seems to be focused on developing “fire arms” consisting of overly complex, 
  unreliable, loud, and dangerous to the user along with anyone nearby.  Despite all of these drawbacks, 
  fire arms offer no meaningful benefits over cantrips once you have an educated population. 
   
  Regenerating Edge 
  An edged weapon with this enchantment is considered to be magical & any critical hit made with the 
  weapon allows the wielder to roll one of the weapon's damage dice with advantage.  The die with 
  advantage can be chosen before or after the initial roll. Applying a regenerating edge enchantment 
  multiplies the base price of a weapon by 10.  
  Impacting 
  A blunt weapon with this enchantment is considered to be magical & on any critical hit made with an 
  impacting weapon, the user can attempt to disarm their target with an opposed athletics(strength) roll 
  as a bonus action. Applying an impacting enchantment multiplies the base cost of a weapon by 10. 
  Springing 
  A weapon with this enchantment is considered to be magical & on any critical hit made with a springing 
  weapon, the wielder can disengage as a bonus action.  Applying the Springing enchantment to a weapon 
  multiplies the base cost of the weapon by 10. 
  Silvered 
  Cannith agents literally found themselves laughing at how primitive and wasteful Toril smiths are when 
  applying a silver coating to a weapon.  Using modern techniques, House Cannith enables a smith to 
  perform the process for the lesser of 3x the base weapon cost or 100 Gp. 
  Aundairan 
  Arcane runes are worked through the weapon in order to make it suitable for use as an arcane focus 
  suitable for casting spells.  Wielding an Aundairan weapon meets the requirements for performing the 
  somatic components of a spell without further training enchanting a weapon into an Aundairan weapon 
  multiplies the base weapon cost by 10. 
   
   
  
   
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  Rituals, Greater Rituals, & dragonmark Rituals. 
   Dragonmark rituals are of course ritual spells that require an individual with the proper Dragonmark to 
  cast them. A greater ritual is quite loud, often includes very obvious lightshows, and takes one hour per 
  level of the spell.  It remains unclear why Greater rituals were never discovered and mind boggling why 
  so many common ritual spells in khorvaire seem to have never had their ritual version discovered in 
  these newfound worlds.  Mark of Shadow Heirs are expected to discover even more spells lacking ritual 
  versions here in Toril Continue reading for a full list.  Greater rituals can be performed by anyone 
  normally capable of casting ritual spells & can often be cast by individuals not able to cast the spell 
  normally. Continue reading for a list of spells so far determined to be ones that the discovered worlds 
  have not yet managed to ritualize. 
  Greater Rituals: Knock, Teleport, Detect evil & good, Sending, Locate Object, Magic Aura, Scrying, Find 
  the Path, Create food & water, Transport Via Plants, Hallow, Mighty Fortress, Magnificent mansion 
  Tongues.  Arcane Eye 
  Standard Rituals: Darkvision, Zone of Truth, Dispel Magic, Project image, Astral Projection,  
  Dragonmark Rituals:Teleport(Orien), Detect evil & good (Tharashk), Locate object (Tharashk), Guards & 
  wards (Kundarak), Mighty fortress (Cannith), Magnificent mansion (Ghallanda), Find Steed (Vadalis), Find 
  Greater Steed (Vadalis), Mirage Arcane (Phiarlin/Thuranni), Fabricate(Cannith), Arcane Lock (kundarak), 
  Project Image (Phirlin/Thuranni), Arcane eye (Tharashk),  
  Unconfirmed Ritual/Greater Spells unknown to these new worlds:  Most Divination Spells. 
   
   
  
   
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  Author’s note.  I have deliberately left out Sigil simply because there is not yet enough information 
  about eberron’s planes themselves & the great wheel cosmology is too polluted with concepts many  
  wholly antithetical to eberron’s baselines.  Put that together & add an author with no interest in mixing 
  the two for the reasons why.   Also yes, lamp oil is more expensive than PHB, the lamps are less 
  expensive by far.  Cannith went with the razor blade model there.  A few other items do similar styles of 
  markup. 
  Credits: Page 14 Blue silk threads is public domain photo credit 
  https://www.goodfreephotos.com/other-photos/blue-silk-threads.jpg.php  All other images believed to 
  be  © WotC & dmsguild creators content. Eberron, d&d, and likely other terms noted in this are 
  © WotC.   If you like anything I’ve created showing the technological gaps between the 
  Dragonmarked Houses & less advanced worlds, I encourage you to use them in your creations 
  @JM13136849 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. 
   
  All other original material in this work is copyright 2019 by James Malaspino and published 
  under the Community Content Agreement for Dungeon Masters Guild. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Triumvirate Report to the Twelve.pdf