PropertyValue
rdf:type
rdfs:label
  • Daelkyr
rdfs:comment
  • The daelkyr are a fictional race originating in the Eberron campaign setting for the Dungeons & Dragons fantasy role-playing game. Lords of the plane of Xoriat, the Realm of Madness, they are immortal and immensely powerful, and have legions of monsters created by them (like beholders, mind flayers and other kinds of aberrations) at their command. They resemble handsome humans bearing armor and weapons made from chitin and raw muscle.
  • The daelkyr are extraplanar creatures that are native to the realm of Xoriat. Daelkyr are said to look like extremely beautiful and shapely humans, but with a hint of madness in their eyes and chitinous armor covering their bodies. They are responsible for most of the aberrations in Eberron, including beholders, dolgaunts, some symbiotic creatures, and many other aberrations.
Alignment
dcterms:subject
dbkwik:annex/property/wikiPageUsesTemplate
dbkwik:eberron/property/wikiPageUsesTemplate
Homeland
Name
  • Daelkyr
Type
Caption
  • A daelkyr from the Eberron Campaign Setting
3e type
  • Outsider
3e advancement
  • By hit dice
3e size
  • Medium
3e source
  • Eberron Campaign Setting, pg. 279
Language
  • Daelkyr, every intelligent language
Aliases
  • The lords of Xoriat
wizards image URL
Source
  • Eberron Campaign Setting
abstract
  • The daelkyr are extraplanar creatures that are native to the realm of Xoriat. Daelkyr are said to look like extremely beautiful and shapely humans, but with a hint of madness in their eyes and chitinous armor covering their bodies. They are responsible for most of the aberrations in Eberron, including beholders, dolgaunts, some symbiotic creatures, and many other aberrations. The daelkyr attempted a planar invasion during the time of the Dhaakhani empire, releasing hordes of their aberrant creations into the material plane. It took an alliance between the goblinoids of the Dhaakhani empire and the orc druids of the Gatekeepers to repel the invading daelkyr, cutting off the plane of Xoriat from Eberron and sealing the remaining daelkyr and their servants within Khyber. At least six daelkyr remain on Eberron, though they have yet to make a unified attempt to free themselves from Khyber or to restore the connection between Eberron and their home plane. Immortal, the daelkyr are endlessly patient and, as the lords of the realm of madness, their goals and motivations are unfathomable.
  • The daelkyr are a fictional race originating in the Eberron campaign setting for the Dungeons & Dragons fantasy role-playing game. Lords of the plane of Xoriat, the Realm of Madness, they are immortal and immensely powerful, and have legions of monsters created by them (like beholders, mind flayers and other kinds of aberrations) at their command. They resemble handsome humans bearing armor and weapons made from chitin and raw muscle. Like the quori before them, the daelkyr tried to invade Eberron, but ultimately the Gatekeepers, a druidic sect dedicated to protecting the world from aberrations and outsiders, were able to sever the connection between Xoriat and Eberron. A few daelkyr were trapped in Khyber after the invasion was repelled, and they have been trying to get Xoriat coterminous with the material plane ever since. The daelkyr invasion was the main cause of the fall of the Dhakaan empire.
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