POLITICAL AND GEOLOGICAL REGIONS ON EBERRON
Khorvaire: This is the name of the
continent that all of the common races live on. It is broken up into 16 areas
that are detailed below.
Landscape: Farmers dominate the
countryside of most nations, raising crops and providing food. The land is
criss-crossed with the ’Lightning Rail’, a magical conveyance that get you from
A to B quickly. Scattered about are the Messenger towers that relay information
quickly across the continent.
Economics: Six out of every ten people
are common laborers, trademen or farmers that fall in the lower class, never
having more than 40-50 silverpieces at one time, most often much less. Three
out of ten people are the middle class; skilled laborers, artisans, lower
Dragonmarked, low level adventurers, shop owners and most nobility. They
generally have a few hundred gps around at any time. The remainder of the
people are the rich, master artisans, leaders of Dragonmarked houses, barons of
commerce and mid to high level adventurers. They commonly have a few thousand
gps at any given time.
Education: Formal schooling is
considered a right and a necessary part of every child’s training. Public and
private institutions exist for all to attend. Education is not mandatory, but
few do not take advantage of it.
Aundair: One of the Five Nations
originally founded by the human settlers of Khorvaire. Aundair has a rich
tradition dedicated to knowledge and education, while the areas outside the
cities are known for agriculture. During the Last War, the Eldeen reaches
declared independence from Aundair, taking with it the western two thirds of
the land. The current ruler is Queen Aurala ir’Wynan, she has married into the
House Vadalis.
Capital: Fairhaven
Population: 2,000,000: 51% human, 16%
half-elf, 11% elves, 11% gnomes, 5% halfling, 3% shifter, 2% Changeling, 1%
other.
Exports: Wine, cheese, grains,
agriculture, books.
Politics: Monarchy headed by Queen
Aurala.
Power
Groups:
All
of the Dragonmarked houses maintain emporiums and outpost throughout Aundair.
House
Lyrandar:
The family seat of power is located off the northern coast.
House
Orien: The
family patriarch maintain a plush enclave in the city of Passage.
House
Cannith: One
of the ‘leaders’ of house Cannith resides in the city of Fairhaven.
The
Arcane College:
The last vestiges of the great magical study project undertaken by King Galifar
I. The Arcane College consists of Wizards and Sorcerers that continue to
explore the limits of the arcane arts. The current minister of magic is
distrusted due to his fascination for warfare and weapons of arcane
destruction.
Major
Settlements:
Fairhaven: The capital, population:
92,500, is a large city with the normal mix of inhabitants
Stormhome: Population: 14,280, this was
once a bleak and storm battered island, then the Mark of Weather moved in and
changed all of that,now the weather is always perfect. A permanent base of
Aundair soldiers is located here and the place has become something of a
vacation spot.
Passage: Population: 16,300, sitting
on the shores of lake Galifar, Passage serves as a crossroads of commerce for
western Aundair.
Arcanix: Population 800, this is the
small village that is surrounded by the floating towers of wizardry of the
Arcane Congress.
Breland: One of the original Five
nations founded by the human settlers of Khovaire, it mixes a proud
agricultural tradtion with a more urban and industrial outlook, especially in
its massive cities. Breland stands out as one of the most powerful nations of
Khorvaire. With its large population and robust industrial centers, Breland
could have continued fighting the Last War for a long time, and some believe it
could have eventually won, but the king, Boranel ir’Wynarn grew tired of
warfare and gladly signed the treaty to end the war. He has made great friends
with the nation of Zilargo, and they are his staunchest allies. There are still
skirmishes on the Droaam border with monsterous warbands, and Boranel does not
trust the Theocracy in Thrane not to try expanding its borders into Breland.
Capital: Wroat
Population: 3,700,000: 44% human, 14%
gnome, 10% half-elf, 8% elf, 7% dwarf, 4% halfling, 4% changeling, 4%
goblinoid, 3% orc, 2% others
Exports: Weapons, armor, tools,
processed ore, metalwork, manufactured goods, heavy industry.
Politics: King Boranel is loved and
revered by all of his subjects, he is just and fair. He allows an elected
parliament to work alongside him for the betterment of the nation. He and the
parliament travel the country and have town meetings where commoners are given
a voice and problems are resolved.
Power
Groups:
House
Cannith:
Baron Merrix d’Cannnith is another of the three disputing leaders of house
Cannith, he resides in Sharn and oversees the operations for the southern
branch of the family.
House
Medani: The
patriarch of the family lives in an enclave in Wroat
House
Phiarlan:
The matriarch of the family maintains her enclave in Sharn.
House
Vadalis:
While not its main enclave, one of the patriarchs son runs an important base in
the village of Shavalant that raises magebred creatures of all kinds.
The
Breland Parliament: Every two years there is a vote to decide the representatives of
parliament. There is one representative from each village, 2 from each city and
three from Wroat and Sharn, along with a representative from each of the
twenety-seven noble families in Breland. All move to Wroat for their term and
work with the king in all matters.
The
King’s Citadel:
The elite agents of the Citadel work in the interests and on behalf of the
crown of Breland. They are the ultimate agent for dispensing the kings justice.
Part,spy, part inquisitive, part warrior the agents serve the crown and country
with heart and soul. There are four branches in the citadel: The King’s Swords,
The King’s Shields, the King’s Wands and the King’s Dark Lanterns.
Major
Settlements:
Sharn: Population 200,000, there
has been a settlement on this site since before recorded history. It is also
called the City of Towers due to the fact that the city has continued to grow
vertically for over 2000 years, it now has towers thousands of feet tall. It is
not the capital but it is the largest city in Breland. There is enough going on
in this portion of the world to keep an adventurer busy for the rest of his
life.
First
Tower: A
small village that guards the only route to Sharn from the north.
Wroat: Population: 80,870: The
Capital: The king, Boranel, resides here, and this city is also a center for
trade and commerce.
Vathirond: Bordertown that sits watch
on the borders of Thrane and Cyre
New
Cyre: Once a
refugee camp, Boranel has graciously allowed the survivors of Cyre to live here
and thrive. The last remaining prince of the royal family wants to rebuild
Cyre, either in a reclaimed Mournlad or somewhere else entirely. He has been
known to fund expeditions into the Mournland.
Argonth
(The Mobile Fortress): A gigantic, floating, fortress city, it was once used during the Last
War but now simply patrols the borders of Breland.
Important
Sites:
The
Dragon’s Crown:
A strange ring of gigantic monoliths that stands in the heart of Breland’s farm
country. No one knows what it is for, but nothing grows in the ring and during
nights when more than one moon is full, the stones glow and singing can be
heard.
The
King’s Forest:
It lies to the north and east of Sharn, unless invited you cannot hunt there.
Black
Pit:: A
terrible crack in the earth that spews forth toxic vapors and frightening
sounds. Some believe the pit leads to the darkest reaches of Khyber, but no one
has made it past the myriad of creatures that honeycomb the sheer walls deep
within the earth. A small dreary village has been established near the pit, it
is a hiseout for thieves, smugglers and murders.
Sterngate: This fortress guards the
Marguul pass, and protects Breland from invasion from Darguun.
Darguun: The newest incarnation of
the goblinoid empire, this small nation south of the Mournland provides
mercenaries for House Deneith.
Capital: Rhukaan Draal
Population: 800,000: 39% Goblin, 29%
Hobgoblin, 13% Bugbear, 6% Kobold, 6% Human, 4% Gnome, 3% Others
Exports: Mercenary Services
Politics: The Ghaal’dar tribe makes up
most of the population and they follow the orders of Lhesh Haruuc the Hobgoblin
chieftain. He and his tribe keep the peace through violence and threats. If he
should ever fall, the entire area would erupt in chaos until another strong
leader arose.
Power
Groups:
House
Deneith: The
house was terribly embarrassed when their mercenaries rebelled and took over
this portion of the world, however it is too late to do anything now. They have
forged a strong bond with Haruuc and have a small enclave just outside of the
capital.
House
Tharashk:
The prospectors of House Tharashk could not come to an agreement with the
gnomes of Zilargo to gain access to the Seawall mountains, so now they deal
with the goblinoids. However, their orc heritage puts them at a disadvantage,
as many goblinoids detest orcs.
Goblinoids: Each of the three goblinoid
tribes are multiracial and consist of Hobgoblins, Goblins and Bugbears as well
as a smattering of other lesser races.
Major
Settlements:
Rhukaan
Draal:
Capital Population: 82,460: Once a small Cyran town, it has grown into a
sprawling Goblinoid Metropolis. The majority of the buildings are built in the
rough blocky architectural style of the goblins, but the palace was built by
House Cannith. The goblinoids are not known for their skill in crafts, so most
trade goods are imported.
Volaar
Draal: This
is an ancient stronhold built during the height of the Goblinoid Empire. It’s
stonework rivals that of the warves. There are vast underground catacombs that
house everything a community needs to survive. Non goblinoids have never been
allowed to enter this area.
Wyvernskull: This riverside town is at
the mouth of the Torlaac river just before the Khraal rainforest begins. Any
people using the river to get to Rhukaan Draal, must pass by this town.
Gorgonhorn: This is the last habitable
area before the border of the Mournland. Warriors patrol the borders to keep
out incursions from the mutated and twisted creatures that occasionally cross
over.
Important
Sites:
Lyrenton: This was once a Cyre village
until the great mourning occurred. This is rumored to be a cursed location. Any
visitors seem to catch a wasting disease, to top it off, the location seems to
be a magnet for the twisted creatures that populate the Mournland.
Warden
Keep: over
2000 Cyran troops dies here from starvation and disease, trapped within the walls by the beseiging
goblinoid army. The goblins shun this place, fearing it is haunted by the dead.
The
Torlaac Moor:
This expanse of blasted heath and stone runs along the eastern base of the
Seawall mountains. Ruins from the time of the Dhakaani Empire are believed to
dot the lanscape and subterrainnean dungeons hide beneath the mire.
The
Khraal Rain Forest: Within the dense deoths of the rainforest, all manner of viscious and
fell beasts roam. There are also ruins dating back to the Dhakaani Empire deep
within the forest but not even the most stouthearted goblinoid ventures very
deep into the forest.
The
Seven Caves:
One of the highest peaks on the northern Seawall mountains, Pargon’s Peak,
Contains a remarkable series of caves said to contain part of the Draconic
Prophesy. The first cave is high on the mountaintop and it connects to the
other six in line, the seventh being deep within the bowels of the earth.
Inside each chamber, amazing Dragonmarks glow and swirl across the walls floors
and ceilings. Each cave, in theory, reveals a different series of omens and
portents, but few among the goblinoids have the courage to brave these caverns
to study the marks. Any that do attempt must deal with the wyvern colonies that
regularly use them as dens and nests.
The
Demon Wastes:
This is the desolated region where the last vestiges of the Raksasha
civilization lies. Ruins so old they no longer resemble the buildings they used
to be dot the landscape, while fiendish creatures search for fresh blood, and
ancient evils watch from the shadows. Along the borders barbarian tribes of
orcs and humans try to eke out a living, they try to avoid the raksasha cities
for fear of their inhabitants.
Capital: None
Population: 600,000: 45% Human, 28% Orc,
2% Half-orc, 25% Demon
Exports: None
Politics: The Carrion Tribes revere
the Dark Spirits of the wastes. Half-fiends, whose ancestors mingled their
blood with the raksashas rule these tribes, while a handful of priests and
warriors possessed by evil spirits rule the rest. The tribes constantly feud
with each other and violence is a way of life.
Power
Groups:
The
Maruk Ghaash’kala: This tribe of sacredly bonded orcs are oath sworn to guard the
Labyrinth, an area of ravines and crevasses that lead to Khyber, and stop any
and all creatures from entering or leaving.
The
Moon Reavers:
This tribe reveres the night hags, they hunt tributes at night using guerilla
tactics and drawing the maximum amount of fear from the hunted to please their
masters.
Night
Hags: There
are only nine hags in the Demon Wastes but that is more than enough. Some of
them can be approached and dealt with fairly as long as the seeker has
something they want and they mind their manners.
The
Plaguebearers:
This tribe reveres an imprisoned force of filth and pestilence. Its member seek
to turn the power of their lord against their enemies.
Major
Cities:
Ashtakala: Rumors persist of a
fantastic fiendish metropolis in the middle of the wastes, protected by
constant sandstorms, volcanic glass and magical wards.
Festering
Holt: The
nearest humanoid habitation to Ashtakala, it is a grim, diseased and evil place
populated by the dregs of society and worse. It serves as a kind of waypoint in
the middle of nowhere.
Rotting
Blade: This
small village of kobolds, humans and orcs live for one purpose: to serve the
night hag, Vraria. All of these creatures are held by magic and new blood is
brought in as the residents are ‘used up’.
Blood
Crescent:
House tharashk has an outpost here to find deposits of Narstone and Pits of
Khyber dragonshards.
Important
Sites:
The
Labyrinth: A
massive scar on an otherwise flat plain, like wounds gouged out of the earth by
a gigantic claw, the twists and ravines expose the one area where the dragon
below meets the dragon above.
The
Lair of the Keeper: At the northern edge of the demon wastes is a great chasm that leads
down to the depths of Khyber. It is an unholy place, tied to legends talking of
‘the River of Blood and Bone’, the Chamber of Secret Thoughts’, the Legion of
the Forgotten Dead, but mostly the lair of the Keeper. This region is a
powerful manifest zone tied to Dolurrh.
Lake
of Fire:
Volcanoes and fire pits dot the landscape of the demon wastes. Legend states
that each one is above the spot where a powerful fiend is trapped beneath the
earth. The most impressive is the Lake of Fire, a vast volcano with a crater
almost a mile across. Evil creatures and beasts of flame are said to reside in
this area.
Desolate: This is a village that has
been settled three times and vacated three times, each time the resisdence
disappeared without a trace overnight.
Droaam: A mere 20 years ago this
region was officially part of Breland, though not many people lived there due
to the constant monstrous incursions. One day three hags showed up and declared
themselves sovreigns of the area, unable to fight this additional force, King
Boranel evacuated all of the Brelanders and declared this area sealed and off
limits.
Capital: The Great Crag
Population: 500,000: 20% Gnoll, 19% Orc,
18% Goblin, 5% Shifter, 38% Other races including: Half-orcs, Harpies, Hill
Giants, Humans, Medusa, Minotaur, Ogres, and Trolls
Exports: Mercenary Services, Byeshk
Politics: Drooam follows a form of
depotic feudalism, all of the mighty chieftains pay homage to the hags. As long
as the tribes actions don’t interfere with the hags plans of stablizing and
eventually expanding the area, the hags let them be.
Power
Groups:
The
Daughters of Sora Kell: The three hags that appeared from nowhere to take control, they are a
Green Hag, an Annis and a dusk Hag. They keep a large group of controlled ogres
and trolls on hand at all times.
House
Deneith: The
house wishes to deal with the hags and become the main supplier of monstrous
mercenaries and servants on Khorvaire, they don’t have as easy a time as the
half orcs of house Tharashk and have butted heads a few times.
House
Tharashk:
They have been working together with the three sisters to spread Drooam
mercenaries across the face of Khorvaire.
The
Dark Pack:
This is a pack of werewolves and worgs, they are the descendants of the
survivors of the Lycanthrope Inquisition. They serve the hags without question.
Gorodan
Ashlord: An
exiled Fire Giant, he has established a fiefdom of ogres and goblin slaves. He
accepts the hags rulership but is melancholy about his exile. He knows immense
amounts of information about Xen’drik, particularly the fire giant region and
may be persuaded to share this information for a cost.
The
Harpy Flights:
The Byeshk mountains have been the home to several harpy flights since the fall
of the goblinoid empire. Four of the flights serve the Daughters of Sora Kell,
but six remain untied. The strongest flight has no respect for the hags and
seeks to disturb any plans they become aware of.
The
Gnoll Brotherhood: Drooam has the largest Gnoll population in all of Khorvaire, but they
do not form a tribe, rather, they hire out themselves to all of the other power
groups in the region.
Mordain
the Fleshweaver: The wizard Mordain was banished from the twelve 2 centuries ago
because of his unorthodox and disturbing experiments. He seeks to perfect the
magic of the Daelkyr.
The
Queen of Stone:
The medusa Sheshka leads the community of medusa in the ancient goblin city of
Cazhaak Draal. She has war trained basilisks and cockatrices as well as medusa
and gnolls at her beck and call. She has an alliance with the sisters.
Tzaryan
Rrac: A
viscious and cunning ogre mage, he was one of the first warlords to embrace the
rule of the three sisters. He now controls a large region in southwestern
Drooam at the hags bequest.
Xor’chylic: A venerable mind flayer, he
was imprisoned by his own kind and freed by the three sisters. He seeks
vengeange on Khyber, and helps the hags in turn for their aid when he is ready
to act.
Major
Cities:
The
Great Crag:
Population: 32,230: Legends speak of this great mountain peak springing up from
the plains during the daelkyr war. The ruined and shattered goblinoid cities in
the area reflect this truth. The Sisters of Sora Kell have built a great city
at the base of this mountain. It is a misture of different architectural styles
and continues to expand daily.
Graywall: This city guards the
entrance to Drooam proper. It is the only place that visitors really ever go.
Xor’chylic is the governor and the sister have granted house Tharashk the right
to administer justice within the semiautonomous human quarter. The Dragonmarked
houses of Sivis, Orien and Deneith all have outposts here.
Important
Sites:
Cazhaak
Draal: this
ancient goblin city was invaded by the medusa from a cavern below the city
proper. Since then the medusa have ruled the area and work with the three
sisters.
The
Eldeen Reaches:
The Reaches cover the northwestern region of Khorvaire, ranging from deep
forests to rolling plains. This is the wild area that houses the many druidic
sects along with the Great Druid.
Capital: Greenheart
Population: 500,000: 45% Human, 16% Half
Elf, 16% Shifter, 7% Gnome, 7% Halfling, 3% Orc, 3% Elf, 3% Other races.
Exports: Agriculture, Animal
Husbandry
Politics: For the last 40 years the
Reaches have been under the protection of Oalian the Great Druid, he is an
awakened Great Pine, the various cults all revere to some extent.
Power
Groups:
House
Vadalis:
They have three enclaves in this region and raise their magebred creatures
here. They get along with all but the Ashbound druid cults.
The
Gatekeepers:
The oldest druidic tradition in all of Khorvaire, the Gatekeepers hold true to
their charge of vigilance against the horrors of the dragon below. Today there
are less than 100 Gatekeepers, they maintain scattered wards around the region
that hold the Daelkyr and other ancient powers in check.
The
Wardens of the Wood: The largest and most influential druidic sect, the Wardens can be
found across the nation, guarding both plain and forest. Their numbers have
swelled in the last generation as many farmers sons and daughters have pledged
their life to this cause.
The
Cults of the Dragon Below: The legacy of the Daelkyr can be found throughout the woods.
Aberrations and other horrors still lurk in the shadows, cultists from the
Shadow Marches invade from time to time and shifter clans and eastern villagers
have sometimes been corrupted by the seductive madness of the dragon below.
These cultists generally do battle with the Gatekeepers, trying to undo the
wards guarded by the druids.
The
Lesser Sects:
There are dozens of smaller sects throughout the Woods, they are all different
in their ideals and practices, they include: the Ashbound, the Children of
Winter and the Greensingers, just to name a few.
Major
Cities:
Greenheart: Located in the center og the
Towering Wood, this village is the capital and home of the great druid. It is
also a manifest zone tied to the plane Lammania. It is a highly religious
village and all druid and ranger spells cast within Oalian’s grove are
extended.
Varna: The largest city in the
Eldeen Reaches and the center of trade and contact to the outer world. The
greatest stronghold of house Vadalis is here.
Cree: A small city on the banks of
lake Galifar. There are boats for hire here as well as a busy trading post.
Wolf’s
Paw: one of
the few permanent shifter communities in Khorvaire.
Important
Sites:
The
Gloaming: A
region in the woods that are sickened and twisted. A home to poisonous plants,
intelligent swarms and horrible creatures. It is a manifest zone tied to Mabar
and it expands every year. Currently it is about 15 miles across. Any creatures
that enter the region suffer from illness and impeded positive magic.
The
Guardian Trees:
These are gargantuan trees ununknown origin, they extend for 30 miles in all
directions from Greenheart and they shelter all manner of woodland and druidic
creatures. Some claim that the trees are awakened, others claim that they are
the great druids from the age of monsters, and others yet claim they are simply
trees from the beginning of time that still live. No one knows for sure.
The
Twilight Demesne: Located in the western side of the Great woods, it is the home of a
Fey court. The entire area is a manifest zone tied to the plane Thelanis.
Karrnath:Of the Five Nations founded
by humans, Karrnath has the strongest military history. Famous as the
birthplace of Galifar, the landscape covers every extreme except for a desert.
The current King Kaius III looks remarkably identical to his grandfather Kaius
I. Having no children yet, he stuggles to keep the current peace from failing.
Capital: Korth
Population: 2,500,000: 52% Human, 18%
Dwarf, 10% Halfling, 8% Half Elf, 8% Elf, 4% Other
Exports: Ale, Dairy, Glass, Grain,
Livestock, Lumber, Paper, Textiles
Politics: King Kaius III rules and
while most people don’t love him, he is universally feared and respected. He
appears to be completely driven to restore his nation to it’s pre-war glory.
Power
Groups:
The
Royal Family:
King Kaius III and his wife rule the country with his aunt always at their
side. His younger brother has been sent to Thrane and his younger sister has
been sent to the Breland as part of a royal exchange program.
House
Deneith: The
main enclave of the house is in Karrlakton.
House
Jorasco: the
house maintains a large healing enclave within the city of Vedykar.
The
Twelve: An
arcane institution founded and funded by the dragonmarked houses.
The
Blood of Vol:
A cult dedicated to the undead has had a foothold in Karrnath since the reign
of Kaius I. The cult has a huge temple in the city of Adar.
The
Order of the Emerald Claw: Once this knightly order served the king faithfully, now it has been
outlawed and the government has denounced its actions. Still the order
continues to operate.
Major
Settlements:
Korth: Capital, Population: 85,500:
Parts of this city date back to the first settlement in the area. The city is
laid out in a grid radiating from a central hub. The city is divided into five
‘wards’, each one focuses on a different part of city life. They are:
Highcourt; Government buildings, the Royal family and affluent nobles. Temple;
All religions are represented here, no matter how obscure. Commerce; Businesses
of all types are located here. Community; Housing for the middle class. Low; A
dangerous maze of narrow streets, where the poor and destitute eke out a
living.
Karrlakton: Population: 60,000: A
stronghold of industry and trading until recently. This city sits on the banks
of the Cyre river, overlooking the Mournland. It is a depressing place now,
existing so close to the terrible scar that was Cyre.
Rekkenmark: Home of the greatest
military academies on Khorvaire.
Atur: Also called the City of
Night, it sits in the shadows of the Ashen Spires near the base of Karrn falls,
as such it has very few hours of direct daylight and long nights. It os at
night that the city ‘comes alive’, the blood of Vol has a huge temple here and
the armies of the undead that help Karrnath in the war are housed here as well.
Important
Sites:
The
Nightwood: A
dense and ancient forest, that is rumored to contain fell beasts and horrible
aberrations as well as an entrance to Khyber in the heart of the forest.
Fort
Bones: An
outpost that guards the border with the Talenta Plains, it is run by a small
group of humanoids and bolstered by a force of 100 skeltal warriors.
Lake
Dark: A body
of pitch black, mist covered water with a bad reputation. It is a manifest zone
tied to Dolurrh, and spells related to necromancy have greater power when cast
near the lake.
Madstone: In the heart of the Icewood
Forest there is rumor of a large pulsing crystal sticking up out of the ground,
that seems to call to creatures that come near it. Those that answer the call
are never seen again.
Lhazaar
Principalities:
The Principalities formed around the same time as the Five Nations, however,
they built their nation on piracy and raiding.
Capital: Regalport
Population: 500,000: 42% Human, 16%
Gnome, 14% Half Elf, 12% Changeling, 5% Dwarf, 4% Elf, 4% Halfling, 3% Others
Exports: Ships, Mercenaries, Trade
Goods
Politics: A loose confederacy of
pirate lords, sea barons, and merchant princes control the area. One prince is
attempting to unite the principalities and create a naval force the world has
never seen.
Power
Groups:
Prince
Ryger’s Seadragons: The prince runs 20 ships and is the uniting force behind the scenes.
Prince
Mika’s Cloudreavers: A rebel band of marauders, they attack any ships that they come
across.
House
Thuranni:
The split half of the Mark of Shadow has set up its main headquarters in
Regalport.
The
Blood of Vol:
There is a well guarded temple on the northern island of Farlnen, outside
visitors to this place rarely return home.
Major
Settlements:
Regalport: The largest town in the
pricipalities, it is the home of Prince Ryger as the largest trade market east
of the Mror holds. Several Dragonmarked houses have outposts here.
Port
Verge: A
rival to Regalport and home of Prince Kolberkon. He wishes to create a larger
and more fabulous city than Regalport and has open deals with the Order of the
Emerald Claw as well as House Lyrandar.
Important
Sites:
Dreadhold: An isolated prison off the
coast, it is run by House Kundarak and it holds the most dangerous criminals,
including those guilty of war atrocities.
Gray
Tide: A
region of grey swirling mists that seem to have a disorienting effect on anyone
that enters them.
Ship
of Bones:
Rumors persist of a cursed captain sailing on a warship manned by skeletal
pirates
Trebaz
Sinara: This
uninhabited island supposedly holds the loot of 2000 years worth of pirate
raids an tombs even older than that. Legend claims it was the hiding place of
the original Lhazaar pirates. The island is surrounded by an unpassable reef
and is populated by all manner of terrible beasts and monsters.
The
Mournland:
Once Cyre shone more brightly than any of its sibling nations, the Last War
took its toll on the nation and its citizens, slowly toppling its many
achievements as it became a battleground. Finally disaster struck, no-one knows
if the catastrophe was the result of an enemy or a doomsday device of Cyre’s
making. It may have been an accident or deliberate, either way, the results are
the same: Cyre the jewel of Galifar, exploded in a blast of arcane power, the
likes of which hadn’t been seen sine the ruin of Xen’drik. A dead grey mist
hugs the borders of the Mournland, only occasionally giving a glance of the
terrible devastation within.
Capital: None
Population: 1000: (Estimated) 98%
Warforged, 2% Other
Exports: None
Politics: The rules are fairly simple;
anyone that enters the Mournland will probably die.
Power
Groups:
Ikar’s
Salvage: A
group of ex bandits that have taken advantage of the power vacuum, they
routinely enter the Mournland to ‘salvage’ anything of value.
The
Khraal Lords:
Aviscious band of pirates that hide within the jungle of Khraal and terrorize
the scatterd goblinoid communities of Darguun
The
Lord of Blades:
A warforged visionary is attempting to form a warforged nation within the
Mournland. No one know where he came from or where his hidden city lies. It is
rumored that he was a leader of the cyran warforged armies, others claim he is
the last ‘new’ warforged to emerge from the Cannith creation forge before it
was dismantled. Either way, his claims that ‘We were made to rule Eberron’
frighten even the most experienced warrior. No one knows how many warforged
have joined him.
Major
Cities:
Metrol: Once the capital of Cyre, it
now waits abandoned for people to return to it. Parts of it were destroyed and
scavengers have reported greyskinned ghostlike creatures haunting the area.
Eston: This was once the main base
of operations for house Cannith, when the disaster struck, the leaders of the
family were killed. Since then there has been a power struggle between tree of
the elder family members.
Important
Sites:
The
Dead Grey Mist:
The mist folows the borders of Cyre exactly and do not dissipate for anything
but the strongest wind, and then only for a second. It covers the land and
muffles all sound, disorienting most that enter it.
The
Glass Plateau:
One of the results of the cataclysm was a huge area of rough glass that covers
a highland plain. Strange flashing lights can be seen in the center of the
plain. Few creatures dwell here, but many living spells seem to reside here.
The
Field of Ruins:
The last battle of the war was fought here, and the forces on the field all
died during the Mourning. The bodies still lie on the ground, and although they
have been exposed to the elements for more than 2 years, none of them are
rotting and weapons and armor remain untarnished. Rumor persist that some of
the bodies get up and fight from time to time but there is no real evidence of
this.
The
Glowing Chasm:
North of the Glass Plateau, a great crack in the groud gives forth a cold deep
purple light. This supernatural glow emanates from deep within the chasm, so
far down that it’s source cannot be seen. The mutated monsters that roam the
Mournland seem drawn to this place.
The
Mror Holds:
For thousands of years, blood ran like water through the cracks and crevasses
of the Ironroot mountains. When the barbaric dwarves weren’t killing each
other, the struggled against the Jhorash’tar orcs and other viscious creatures
that lurked in the depths of the great mountain. Then in the early days of the
kingdom of Galifar, the great king gave his son Karrn, the lands east of the
Scions Sound to govern and tame. A united dwarf nation might have resisted the
Galifar expansion but the feuding clans didn’t stand a chance. The dwarves
became subjects of Karrnath, the quit warring and slowly began to build a
civilization. Ith the greats stores of precious metal beneath the mountains
they soon became an economic force. House Kundarak emerged as the only Dwarven
dragonmarked family and soon controlled the banking and financial concerns
across the continent. Near the beginning of the Last War, the dwarves declared their
independence from Galifar, no one had the time to try and stop them.
Capital: Krona Peak
Population: 700,000: 65% Dwarf, 12%
Human, 10% Orc, 8% Gnome, 5% Other
Exports: Banking, Precious and non
precious metals
Politics: The Holds consist of a loose
federation of clans lead by the Iron Council.
Power
Groups:
House
Kundarak:
Their main headquartes in in Kundarak Hold, there are rumor that the leader of
the house was behind the revolution and still leads from the shadows, although
they have no official voice in the council
House
Orien: They
maintain the trade roads here between the different clans, it takes a great
diplomat to do this smoothly.
House
Sivis: The
house has strong ties to the banking industry, providing documentation of many
of the transactions.
Clan
Mroranon:
The mines of Mroranon produce the finest grade iron in Khorvaire and the clan
has used this fact to establish a strong political tie with Breland.
Clan
Soldarak:
Another wealthy clan, they have been envious of the Kundaraks for generations
and try to discredit them at all times
The
Aurum: many
of the founders of the Aurum were wealthy dwarves, the organization still has
strong ties with the Mror Holds.
Jhorash’tar: With the rise of the dwarven
nation these orcs have dropped back into the deepest pits and caverns of the
mountain range, but they still raid occasionally.
Major
Settlements:
Krona
Peak:
Population: 24,230: This is the seat of the Iron Council and a major trade
center ads well as the capital.
Korunda
Gate: The
greatest seat of power for house Kundarak.
Important
Sites:
The
Fist of Onatar:
This active volcano rumbles with magic power, the dwarves guard the place
fiercely, believing it to be a sacred place tied to Onatar. Other believe there
are powerful dragonshards beneath the lava.
The
Goradra Gap:
The largest and deepest canyon in Khorvaire, it extends into the depths of
Khyber itself.
Noldrunhold: Clan Noldrun disappeared and
left only ruins behind. No one knows what happened but anyone that tries to
settle the land meet with disaster and death.
Q’Barra: the frontier nation of
Q’barra, settled within the last 70 years and recognized by the Thronehold
accords, remains a dangerous and unstable place. Even so, more than 100,000
settlers call it home and struggle to keep it so. When the Last War broke out,
some people depaired at the breaking of the Galifar kigdom and swore to make a
new nation based on the ideals of galifar. They sailed until they found a
heavily forested, unihabited peninsula, or so they thought. The area is the home
of many lizardfolk tribes, kobolds, dinosaurs, giant reptiles and giant,
venomous vermin.
Capital: Newthrone
Population: 300,000: 40% Lizardfolf, 30%
Human, 15% Kobold, 7% Halfling, 3% Dwarf, 2% Half Elf, 3% Other
Exports: Eberron Dragonshards
Politics: Q’barra is a feudal nation
based on the ideals of the old Galifar nation. Truces have been struck between
the reptilian denizens and the colonists but trouble still occurs, not to
mention raids from Valenar still occur aslo.
Power
Groups:
New
Galifar: Descendants
of the original settlers, these people struggle to build a great nation.
House
Tharashk:
Interested in exploring the region and setting up trade routes, the House has
been thwarted at every turn by a disinterested public.
Blackscale
Lizardfolk: The
biggest and strongest of their kind, they bully all of the lesser races and are
hostile to all of the common races.
The
Inspired: Looking
to gain a foothold on the peninsula, the Inspired Lords have offered cheap
mercenary warriors to this beleagered nation.
Poison
Dusk Lizardfolk: Pygmy lizardfolk that pose a great threat to the people of Q’barra,
they live in small clanss scattered all over the region. They use poison
weapons and respect the wishes of the Blackscales.
The
Cold Sun Tribes: A federation of common lizardfolk, their attitudes toward the common
races races vary from hatred to fear to timid truce. One tribe, the Twilight
Walkers, are willing to work with the humans and serve as ambassadors for the
lizardfolk nation.
Major
Settlements:
Newthrone: Capital, Population: 23.260:
The largest city in Q’barra, and the seat of government, it is heavily
fortified and has held off attacks from both the lizardfolk and the Lhazaar
Principalities. While outposts exist for all of the Dragonmarked houses, most
of the visitors and traders to the city hail from Riedra or Lhazaar.
Wyrmwatch: One of the largest permanent
villages, it continues to grow daily as it attracts more settlers. It is run by
a veteran of the war and silver flame evangelist. He preaches many of the old
puritanical tenets that the current church has abandoned.
Ka’rhashan: The largest lizardfolk
community in Q’barra, it is a central meeting place for the Cold Sun Tribes.
The lizardfolk found and renovated an ancient ruin from the age of Demons, and
use it as a meeting arena. There may be great treasure and items of power
locked away in sealed vaults.
Important
Sites:
Haka’torvhak: This city was built in the
age of Demons and was the site of a great battle between the Demons and
Dragons, and many mighty demons were sealed beneath the earth here. A clan of Black dragons was given the task
of watching over this site and ensuring the seals were never tampered with.
Over the years, the evils in the ground corrupted the dragon clan and although
they still fulfill their purpose as guardians, the current leader hopes to
attain godhood and join the Dark Six. The area is considered a holy place by
allof the reptilian tribes in Q’barra and they all worship the black dragons.
The
Shadow Marches:
This is a region of undeveloped backwater, populated by monsters and evil
creatures as well as illiterate humans and orcs. The Daelkyr war permanently
scarred the region and its effects last even today. The only saving grace is
the large deposits of Eberron dragonshards and the House Tharashk.
Capital: Zarash’ak (Unofficial)
Population: 500,000: 55% Orc, 25% Human,
10% Goblin, 7% Half Orc, 3% Other
Exports: Eberron Dragonshards, Herbs
Politics: The Shadow Regions are a
geological region, not a nation. It is comprised of more than 2 dozen tribes
but most are related through blood, and blood ties are very strong in the
Shadow Marches.
Power
Groups:
House
Tharashk:
The largest unified force in the Marches, they have four strongholds and four
villages scattered across the region.
The
Gatekeepers:
A number of orc tribes uphold the ancient traditions of the Gatekeepers. While
the tribes themselves have no formal connection, they still band together to
fight the aberrations and horrors that rise up from Khyber.
Major
Settlements:
Zarash’ak: Traveling through theeldeen
Reaches or Droaam is quite hazardous, therefore anyone needing to do business
in the Marches usually travel by ship to this port city. Due to the active
flooding that occurs constantly, the city is built on stilts. House Tharashk
oversees the city, but clans and tribes come here to sell goods and celebrate
religious observations.
Important
Sites:
Vvaraak’s
Cave:
Vvaraak was the dragon that taught the orcs the traditions of the Gatekeepers.
Vvaraak died long ago but her lair reportedly contains many mystical secrets
pertaining to the Draconic Prophesy. The location was lost during the war of
the Daelkyr and has remained hidden ever since. Should it be found, the
Gatekeepers would be most upset at any that despoiled its riches.
Pond
of Shadows:
There is a dark mist shrouded pond in the swamp north of the Glum River. It is
said that omens and protents relating to Eberron the dragon between can be seen
by staring into its depths. Such knowledge comes at a cost. Each time the pond
is used the viewer loses one wisdom point permanently, not even a wish can
restore it.
Eberron
Dragonshard Fields: The Shadow Marches are blessed with the largest deposit of Eberron
dragonshards known to exist. These fields lie in shallow ponds, the stone
shells of the shards hide beneath tepid, scum filled water. Aside from local
tribesmen being upset at the trespassing, the local flora and fauna can be
quite deadly.
The
Talenta Plains:
This flat tableau of rugged grassland gives way to the punishing heat of the
Blade Desert before rising into the forlorn peaks and crumbling cliffsides of
the Endworld Mountains. It is the home of the Halfling clans and many herd
animals including dinosaurs.
Capital: Gatherhold
Population: 400,000: 80% Halfling, 10%
Human, 4% Changeling, 4% Dwarf, 2% Other
Exports: Crafts, Exotic Creatures,
Native Art, Mercenaries
Politics: Each halfling tribe follows
a tradition that all tribal members are equals. Even so, each tribe selects a
leader based on merit and ability.
Power
Groups:
Lathon
Halpum:
Leader of one of the largest nomadic tribes, he was chosen above all others to
represent all tribes at the Thronehold peace talks. Returning successful from
the talks he returned to his tribe and continues to lead it. However,
continuous skirmishes with the Valenar may cause him to bring all of the tribes
together as a united halfling nation.
Holy
Uldra: She
leads a small clan of 80 members. She believes she was chosen by the god of
beasts and the hunt, to lead her people back into the traditions of the past.
She is quite charismatic and has swayed many halflings to back her if not
completely jon her forces.
House
Ghallanda:
They run gatherhold and keep the fires burning, food cooking and doors open for
any that seek their hospitality.
House
Jorasco:
They maintain a strong presence even though they no longer have their main
enclave here. They have been at odds with Holy Uldra for some time because of
this.
Major
Settlements:
Gatherhold: This is the largest town in
the Talenta Plains, it is a shared community and all halflings can use it for
meetings, trade or celebration.
Important
Sites:
Krezent: This ancient ruin is all
that remains of an ancient couatl city. The halflings avoid it since it is the
home of a tribe of benevolent Yuan-ti that honor and revere the couatl and the
Silver Flame.
The
Boneyard:
This is a hidden dragon graveyard, the halflings believe the area to be cursed.
Legends claim that to disturb the dead is to invoke the wrath of the living,
and no-one wants the attention of a living dragon.
The
Wandering Inn:
This is a traveling fair that moves around the plains, run by House Ghallanda.
It provides a place of rest and trade for the clans that wander far from
Gatherhold.
Thrane: Thrane was one of the
original Five Nations but the religious fervor of the Church of the Silver
Flame replaced the government 84 years ago, when the ruling king died. The
nation is now a Theocracy and the entire population are fervent believers in
the silver Flame.
Capital: Flamekeep
Population: 2,300,000: 70% Human, 10%
Half Elf, 9% Dwarf, 4% Elf, 4% Halfling, 3% Other
Exports: Fine Crafts, Wool, Textiles,
Missionaries, Fruit, Livestock
Politics: The old royal family are
merely figureheads now, the church runs everything. Due to religious strictures
placed on the Dragonmarked houses, none of them have an enclave there but all
have a small presence.
Power
Groups:
Council
of Cardinals:
A group of powerful church cardinals that orchestrate the day to day actions of
the nation and its people, they are only answerable to the Keeper of the Flame.
Knights
of Thrane:
Once the elite forces that guarded the royal family and honor of the kingdom,
they now serve the cardinals and the royal family equally.
Major
Settlements:
Flamekeep: Capital, Population:
150,000: Built on the site of the incarnation of the Silver Flame, this is a
place of power and influence.
Important
Sites:
The
Chamber of the Flame: Located deep within the Cathedral of the Silver Flame, this is the
place where the holy light of the Silver Flame burns and the Keeper of the
Flame communes with the Voice of the Flame.
Valenar: 10,000 years ago the elves
of Aerenal established a settlement on the southern shore of Khorvaire.
Initially the hobgoblin emperor was pleased to have a center for trade with
thelves, but soon relations soured and turned to war. Unable to face the united
might of the goblinoid empire, the elves were driven back to Aerenal. Sporadic
warfare continued for the next few centuries, ultimately both sides decided to respect
the current borders. After the fall of the goblinoid empire and the foundation
of the Five Nations, this region became part of Cyre. When the Last War began,
the Cyran king hired Valaes Tairn as mercenaries to help his cause. The elves
fought alongside the Cyrans for decades, then 32 years ago, the elves declared
that they had an ancient tie to this land and it had been renewed with their
blood. The leader Vadallia declared himself high king of the new nation of
Valenar and his warriors have been fortifying their position and slowly
expanding their borders ever since. The elves have no interest in peace, but
they participated in the peace talks at Thronehold to measure up their
potential enemies. They continue to skirmish with Karrnath, Q’barra and the
Talenta Plains.
Capital: Taer Valestas
Population: 70,000: 43% Elf, 28% Human,
15% Half Elf, 5% Halfling, 5% Hobgoblin, 4% Other
Exports: Horses, Mercenary Services
Politics: The high king controls 20
warbands, the other25 warbands are free to conduct military operations and
raids as they see fit, but if the high king calls them they answer immediately.
The houses of Thuranni and Phiarlan are not welcome or trusted in Valenar.
House Vadalis has been banned for attempted horse stealing. Other houses do have
a light presence.
Power
Groups:
House
Lyrandar:
They have been given large parcels of land in exchange for raincalling services
and agricultural assistance. While the house maintains a neutral position, they
have definitely garnered influence with the Valenar.
The
Keepers of the Past: The priesthood of the Valenar, maintain the memories of the great elf
heroes of Xen’drik. They travel with the warbands to ensure the warriors bring
honor to their ancestors. The Keepers hold tremendous power, if they turned
against the high king, many elves would take their side.
Major
Settlements:
Taer
Valaestas:
Capital, Population: 19,060: Located in the center of the kingdom, it is a city
built for war.
Important
Sites:
Taer
Sadaen: This
fortress, built during the age of monsters, was the site of a terrible final
battle between the elves and hobgoblins. The ruins have never been found. A
powerful elven curse pulled the fortress out of time, and when the stars and
the rings of Siberys align, Taer Sadaen reappears for a night, the battle still
raging.
Zilargo: The gnomes of Eberron have
lived in this region for thousands of years, always maintaining their
independence with words rather than swords. When Galifar set his sites on
Zilargo, the gnomes met his forces in the valley north of Dragonroot and
immediately surrendered. During the negotiations, the gnomes became and
independent province within the kingdom.
Capital: Trolanport
Population: 250,000: 60% Gnome, 16%
Human, 11% Dwarf, 7% Kobold, 6% Other
Exports: Alchemical Goods, Education,
Entertainment, Mpas, Precious Stones, Ships
Politics: The Triumvirate rules
Zilargo. This council, composed of a representative from each of the major
cities of Korranberg, Trolanport and Zalanberg. Each city has its own council
of nine that oversees the day to day business.
Power
Groups:
House
Kundarak:
They have large outposts in all of the major cities.
House
Sivis:
Korranberg is its seat of power and main headquarters.
The
Library of Korranberg: Like the Dragonmarked Houses, the library is almost an independent
power of its own.
The
Korranberg Chronicle: The best source for factual and unbiased news in all of Khorvaire.
Major
Settlements:
Korranberg: Ancestral seat of house
Sivis as well as the location of the Library of Korranberg. This city is a huge
center for learning.
Trolanport: Capital, Popultation:
27,500: The capital is a center for gnomish ship building and a nexus for
trading of all sorts. All of the Dragonmarked houses are represented here.
Zalanberg: This small city lies in the
center of a network of jewel mines, it is populated mostly by gnomes and
dwarves. House Tharashk has a major outpost here.
Important
Sites:
Paluur
Draal: This
ruined city, which extends below the surface of the earth, has belonged to
gnomes, humans, kobolds and originally hobgoblins. The Library of Korranberg
has aquired a wealth of information about the Empire of Dhakaan from this site.
Many believe it still holds a wealth of hidden secrets.
Beyond
Khorvaire:
As if there wasn’t enough on Khorvaire itself, there are many places to explore
around the globe.
Aerenal: The island-continent kingdom
of the elves radiates with magic. Its forests are filled with magic heavy
plants and their mages and priests have perfected their arts. The elves revere
their ancestors and have found a way to preserve their knowledge for all time;
the Priests of Transition discovered how to bring the deceased back in the form
of the undying. The undying are creatures no longer living but filled with
positive energy rather than negative. The Undying Court consists of these
beings and their collective wisdom has seen Aerenal through the most difficult
of times. The Aereni elves are a strange lot, they believe in racial and
genetic purity, so much so that incest is common, however they appear to have
few if any negative genetic markers. Aereni attitude towards death is of course
different than the norm, it is not something to fear but rather embraced and
almost anticipated with excitement. Aereni elves also have a vast superiority
complex over all other races, they are not blatantly arrogant but possess an
unshakable faith in themselves and their race.
Capital: Shae Cairdal
Population: 2,650,000 (77% elf, 19%
Undying, 3% Half-elf, 1% other)
Exports: Crafts, bronzewood,
densewood, livewood
Politics: Two forces rule, the Sibling
Kings and the Undying Court. The nation must be ruled by a bonded brother and
sister, that make the day to day rulings for the nation. The Undying Court
plans for the destiny of the nation.
Power
Groups:
The
Cairdal Blades:
A group of warrior, rogues and mages that have been hand picked and specially
trained to become an elite fighting force. They serve both the Sibling Kings
and the Undying Court without question. Any elves with the Mark of Shadow are
always inducted and trained as rogues.
The
Deathguard:
An elite order of Knights and Priests, they are dedicated to the complete
eradication of the undead and the necromancers that create them. Recognizable
by the skull tattoos that cover their entire faces and their artificially
decayed skin, their biggest target is the Blood of Vol cult.
The
Tairnadel:
this is a group of warriors that dwell in the northern steppes of Aerenal and
guard the warhorses that their ancestor brought back from Xen’drik. They are
much more warlike and aggressive that their forest dwelling relatives and have
a different outlook on revering their ancestors. They feel that the best way to
honor the ancestors is to emulate their great deeds from the past. There are
three groups among the Tairnadel:
The
Valaes Tairn: The largest group, they believe that glory in battle is the
highest goal, regardless of the nature of the foe. Most of these elves left
Aerenal during the Last War and now control the nation of Valenar.
The
Silaes Tairn: They are determined to return to Xen’drik and reclaim the ancient
realm of the elves.
The
Draleus Tairn: They desire nothing but the complete destruction of the dragons
of Argonnessen.
The
Stillborn:
Long ago, the line of Jhaelian began the practice of physically altering its
living members to resemble the undead. In recent centuries, this practice has
spread to a handful of disaffected youths in other families. In Aerenal undeath
must be earned. The younger elves are arrogant and impatient; they believe
their souls are being unfairly trapped in mortal flesh. Calling themselves the
Stillborn, these rebellious youths have long demanded the right to be reborn.
The elders have ignored the Stillborn, holding to the traditions of Aerenal.
But the sect may be more dangerous than the elders believe. The Blood of Vol is
determined to seize the island of Aerenal and recently the cult has formed an
alliance with the Stillborn. Many of the elves are willing to accept vampirism
or lichdom in lieu of becoming deathless.
Major
Cities:
The
City of the Dead: This is where most of the Deathless reside and is the spiritual heart
of the nation. The region is located on a manifest zone tied to Irian, hence,
spells that use positive energy are maximized while spells that use negative
energy are impeded.
Shae
Cairdal: The
largest city in Aerenal and the capital, it is the home of the sibling Kings as
well as being a center for commerce and diplomacy between the elven families.
Pylas
Talaear:
This is the main port city and the main point of contact between Aerenal and
the rest of Eberron. It includes outpost for all of the Dragonmarked houses
except House Orien. The main purpose of this city is commerce. The governor of
the city is somewhat more accepting of outsiders that normal Aereni elves but
she will allow no disorder whatsoever within the confines of her city.
Argonnessen: The land of the dragons, it
remains a mystery to most of the rest of Eberron. Few have dared explore the
huge continent, and those that have set out to see the great cities of the
dragons have never returned. Traders and explorers can sail the seas of the
Dragonreach toward Seren Island, if they have the will to face the barbarian
hordes that make the place their home. Using longboats, the Seren barbarians
patrol the Dragonreach and sail to the long stretch of beach on Argonnessens
north shore, called Totem Beach, to pay homage to the Dragons they revere. The
dragons know the Seren worship them and they play on the barbarians fear and
reverence to use them as a buffer zone. Great monolith rise over the north
beach, each a giant dragon head carved from an unknown stone. The Serens live
by hunting, fishing, raiding and pillaging. They often come into conflict with
the Lhazaar Principalities but a few Dragonmarked houses have traded with them.
A few institutes of higher learning have attempted to deal with the Seren to
launch an expidition onto the continent, all but one never returned from the
meeting.
Frostfell: North of Khorvaire, beyond
the icy coldness of the Bitter Sea, the barren Frostfell covers the top of the
world. This land is locked in perpetual winter and is covered always in ice and
snow.The dwarves believe they originated in this frozen waste and tales of
strange monsters, unrestrained demons and hordes of undead are featured in the
tales of the Frostfell.
Khyber: The underdark of Eberron,
Khyber stretches below the surface to depths that few can imagine. Known as the
Dragon Below in some myths and revered by vile cultists across Khorvaire,
Khyber remains a dangerous, forbidding underworld that only grudgingly gives up
its secrets. While Khyber exists beneath every continent, few paths lead
directly to its sinister depths. Across Khorvaire, the most well known passages
can be found in the demon Wastes, Droaam and Q’barra. Khyber drangonshards,
with their property of binding can only be harvested in the deep underdark. In
addition to their uses for arcane technology, they also bind the ancient demons
that once ruled the surface. Many surface dwellers take great interest in
Khyber, whether to attain wealth or dragonshards or the release of trapped
lords and abominations, creatures from the surface are constantly looking for a
way into its depths, no matter how dangerous it may be. From time, to time,
Daelkyr and other abominations find their way to the surface, either by chance
or with outside help. When they do, they wreak havoc on the surface until they
can be destroyed or driven back below.
Sarlona: Tens of thousands of years
ago, the continent of Sarlona was the cradle of human civilization. Three
thousand years ago the first human colonists set forth from Sarlona, setting
forth the events that would shape modern day Khorvaire. Over the past fifteen
hundred years, Sarlona has become an insular land of mystery. This change is
due to the influence of the Inspired, a powerful dynasty of psychic overlords
who serve as vessels for Quori from Dal Quor. The continent is devoid of either
Siberys or Eberron dragonshards. The continent wwas once home to dozens of
kingdoms, now only two remain; Adar and Riedra.
Adar: Adar, a Riedran word that
translates to refuge, hides deep in the southeast portion of the continent.
Long before the Inspired ever appeared in Sarlona, Adar was a place where the
innocent could flee from persecution – provided they could survive the perilous
climb to reach the fertile valleys hidden within. Ancient legend speaks of a
clan of blue dragons that dwells within the clouds clinging to the highest
peaks. These dragons are said to be the protectors of innocence and will attack
any that would abuse this sacred sanctuary, by hurling bolts of lightning at
them. If they do exist, they keep their distance from the inhabitants. When the
Kalashtar appeared in Sarlona, with the Inspired close on their heels, they
fled to Khorvaire and this mountainous refuge. The Inspired have been attacking
the area ever since, but with its natural protection, deadly storms and the
psionic abilities of the Kalashtar, the Inspired have been completely
unsuccessful. Adar has no contact with the outside world, but the inhabitants
are self sufficient and experts at psionic and monastic pursuits.
Organizations:
The
Kalashtar: Adar is the stronghold for the Kalashtar and the Path of Light, but
the Kalashtar are trapped in their sanctuary. They despise the Inspired but do
not have the powerbase to counter their enemies. They are excellent instrutors
in the way of psionics.
The
Keepers of the Word: When the Inspired purged all magic from Sarlona, many
wizards and sorcerers fled to Adar. Here they keep all of the arcane schools
and traditions alive, and continue to research and develop new spells.
Korrandar:
This is the massive mountain that rises into the clouds in the center of Adar.
It is said to be the home of the Storm Guardians, the blue dragon clan that
protects the mountains from those that would abuse its sanctuary. At the peak
of Korrandar is said to be an active volcano; some say that a powerful raksasha
rajah is imprisoned within the mountain and the blue dragons were set there to
guard against the escape of this fiend.
Riedra: Three thousand years ago
there were a dozen kingdoms in Sarlona, today there is only one: the Empire of
Riedra. The change began some 1500 years ago, when the Quori first came to
Sarlona. Initially, the Quori spirits could not completely dominate their
hosts. Instead, they could only whisper into susceptible minds,
fanningambitions and aggravating existing feuds. Within two centuries, Sarlona
had had collapsed into chaos and war. The Quori were in complete control of a
handful of host by then, enabling them to produce the first Inspired. These
psions and pschic warriors stepped into the political void, using their mental
powers to systematically seize control from the weakened warlords.They claimed
to be souls inspired by divine forces, sent to guide Sarlona to a new age of
prosperity and glory. All they required was absolute loyalty. It took another
two centuries of mental manipulation, military conflict and pure guile, but
when the battles finally ended, the Inspired held sway over all of lowland
Sarlona. They named this empire Riedra. For the next 1000 years the Inspired
consolidated their power, strengthening their hold on the people of Riedra.
They purged all magic from the region and hunted down Kalashtar (who had
unwittingly shown the Quori the way to Eberron). Those that didn’t bow down to
the Inspired, were either killed or they fled to Adar or Khorvaire. The borders
of Riedra are closed to all outsiders, but those that have managed to sneak
across the borders and return tell tales of strange giant monoliths that cover
the entire landscape. The people of Riedra believe the Inspired to be divine
avatars, sent guide and protect their nation. Most are willing to die for their
Inspired lords. The Inspired are highly evolved humans with a touch of elvish
and fiendish blood, and are perfect hosts for the Quori.
Organizations:
The
Dreaming Dark: Spies, saboteurs, and assassins that form a network across the
globe. The Dreaming Dark receives its orders directly from Dal Quor.
The
Thousand Eyes: Constantly vigilant against outside infiltration or internal
dissention, this organization strike fast and hard against any perceived threat
against Riedra.
Xen’drik: It rises out of the mist to
the south of Khorvaire, beyond Shargon’s Teeth and the Thunder Sea. Today
Xen’drik is a continent of secrets and mystery, a wild place full of promise
and danger. In the distant past, Xen’drik was the home of the great Giant
kingdom and its ruins still hide in the dense jungles that cover
everything. Giants of all kinds still
roam the continent but they are primitive and disorganized. The elves of
Aerenal trace their history back to these shores and the drow still haunt the
ruins of their former masters, the Giants. Sahuagin guard the coastal regions
of Xen’drik making the trip to the mysterious continent quite hazardous. Some
tribes of Sahuagin attack vessels on sight, but others make a living performing
as guides and leading ships through hard to navigate waterways. Only a very
small portion of Xen’drik has been explored, thousands of square miles lie
untouched, hiding ruins, dungeons, tombs and treasure vaults. There are many
clans of monsters that have moved into the ruins of Xen’drik and there is no
telling what may be found as the untouched jungles are explored. The Ring of
Siberys circles the world high above Xen’drik, and when dragonshards fall to
the earth, they land on Xen’drik (some may land in Argonnessen, but the dragons
won’t allow anyone onto their land). A trade city has been set up on the tip of
Xen’drik’s northern peninsula called Stormreach. It serves as the first stop
for adventuring parties before they enter the wilds. All of the Dragonmarked
houses have representatives there and many have outposts and emporiums as well.
Some of the local giants trade with Stormreach, but the farther one travels
into the interior, the more inhospitable the denizens become. There is an
island north of Stormreach, that until recently, had never been explored. Any
creature setting foot onto the forested island, disappeared without a trace.
Recently there has been the appearance of two new races: The Dromites and the
Thri-Kreen, both are insectoid in nature and both hail from this island that
they call Tchk’ta. They have not ventured far into Khorvaire as of yet. Breland
is aware of them and has an official treaty with the leaders of these two
races.