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.


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.


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.