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Greater Khorvaire

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Darguun

History - During the Last War, House Deneith began to recruit vast numbers of goblins from the southwestern borderlands of Cyre. Three decades ago, those mercenaries turned on their masters and seized their homelands from Cyre, claiming them as the nation of Darguun. Those Cyrans not driven north were enslaved or killed. In 996 YK, the nation was formally recognized under the Treaty of Thronehold.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Fri Dec 11, 2009 10:39 pm. »
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The Demon Wastes

Nature - The Demon Wastes consist of the broken and shattered lands north and west of the Shadowcrags and the Icehorn Mountains. A vast swath of badlands, ravines, and treacherous plains stretches from the mountains to the shores of the Barren Sea - a toxic landscape that is anathema to life.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Droaam

History - The land beyond the Byeshk and Graywall Mountains has always been a realm of mystery and menace. Though claimed by Breland in the time of Galifar, it was never truly settled by humans. Western Breland instead remained a land of deadly monsters - a place where questing knights could seek their fortunes battling savage beasts.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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The Eldeen Reaches

History - Near the midpoint of the Last War, Aundair was forced to pull its defenses from the Eldeen Reaches' rich farmland and verdant forests to protect its cities. In doing so, Aundair effectively left the folk of the west to defend themselves against the forces of Breland and the bandit armies funded by Karrnath and the Lhazaar Principalities.

Faced with bloodshed and the threat of annexation, the Wardens of the Wood raised an army of druids, rangers, and fey from the Towering Wood. With each victory, the Wardens rallied the Reachers, who quickly declared their independence. The Thronehold Accords recognized the Reaches as a nation, ensuring its independence and its place in the new balance of power.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Lhazaar Principalities

History - Though typically thought of as a single sovereign nation, the Lhazaar Principalities are a loose affiliation of separate island states, each ruled by a so-called sea prince. The Principalities were once part of the kingdom of Galifar, but they broke away at the start of the Last War. Historically, the islands have been havens for pirates, privateers, and merchants of questionable morals. Although their political legitimacy was established at Thronehold, the Principalities remain a largely lawless land, and travelers in the islands must be wary.

High Prince Ryger ir'Wynarn is lord of the Seadragon Principality and nominally the leader of all the Lhazaar Principalities. However, Ryger and his allies (and enemies) know that he could be overthrown by one of the region's other princes at any time. The most powerful of the other Principalities include:

The Cloudreavers, 1ed by Prince Mika Rockface. Mika is as bloodthirsty a pirate as any in the region's history, and if she had her way, Lhazaar would throw off its cloak of civility and return to its anarchic past.

The Diresharks, led by Prince Kolberkon. He sees himself as next in line for the position of high prince, and his group's rivalry with the Seadragons is intense.

The Gray Tide, led by Prince Kel. His holdings are named after the dread magical mist that lingers over the waters surrounding Lastpoint Island.

The Bloodsails, led by Prince Shaen Tasil. Shaen's realm is notable for the fact that it is populated almost exclusively by elves and eladrin. The Bloodsails' base of operations is on the far northern island of Farlnen.

The Wind Whisperers, led by Prince Koulton Brightwind, headquartered on Windlost lsland. Koulton is the only sea prince who currently has a price on his head, placed there by House Lyrandar when he became an excoriate a decade ago.

Streetwise - The laws of the Lhazaar isles vary from principality to principality. and are uniformly lax. The Principalities are a good place to disappear, since its folk ask few questions and answer even fewer.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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The Mror Holds

History - The Mror Holds are a loose confederation of dozens of dwarven clans. Though they paid fealty to Karrnath for much of the history of Galifar, the dwarves abruptly declared their independence during the Last War and have maintained it ever since.

Khorvaire's finest iron ore comes from mines in the Holds, the best of which is shipped to Breland and the shops of the continent's greatest blacksmiths, weaponsmiths, and armorers. The Mror Holds are also home to House Kundarak, and a significant portion of the commerce of Khorvaire is controlled from these remote mountains.

The dwarven clans' long subservience to Karrnath was largely a product of their history of feuds and infighting. For thousands of years, the dwaves skirmished with each other and with the Jhorash'tar orcs of the mountains, so that in the earliest days of the kingdom of Galifar, they were unable to stand against the forces of Galifar's son Karrn. The Holds became a protectorate of Karrnath, its people made subjects of Galifar. However, the enforced peace that human rule brought to the mountains allowed the dwarves to build a cohesive civilization for the first time.

Another benefit of the Karrnathi occupation was the discovery of the Mark of Warding, which had gone unrecognized for centuries among the members of Clan Kundarak. Even as the Mror Holds became the cornerstone of Karrnath's economy, Kundarak was acceptcd into the ranks of the dragonmarked houses, creating a greater acceptance of dwarves across the Five Nations.

Nature - The Ironroot Mountains have some of the richest mineral deposits in Khorvaire, and the dwarves of the Holds are the masters of that wealth. The mountains are also home to tribes of Jhorash'tar orcs, with which the dwarves have battled for centuries. The aggressiveness of the orcs extends to any civilized hurnanoids journeying within the Holds. All such travelers are presumed to be allies of the dwarves - and typically given no chance to prove otherwise.

Religion - Worship of the Sovereign Host is prevalent within the Holds. Onatar, Dol Dorn, and Kol Korran are the patrons of most Mror dwarves.

Streetwise - The Mror Holds are run by the Iron Council, which includes representatives from every clan except Kundarak. As a dragonmarked house, Clan Kundarak is obliged to remain neutral in the politics of all nations, including its homeland.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Q'barra

History - Khorvairian settlers have roughly divided Q'barra into two territories - New Galifar and Hope. New Galifar is older, founded around Adder Bay and the Adder River by patriots fleeing the Last War in 928 YK, and features larger and better-defended settlements. Hope consists of newer and rougher towns at the feet of the Endworld Mountains, built by exiles who came to Q'barra in the waning years of the Last War.

In its seven decades as a colonial realm, Q'barra has become a haven for the idealistic, the disenfranchised. and the desperate. Refugees and weary soldiers from every corner of war-torn Khorvaire have made their way here, even as the criminal fringes of society have taken advantage of the promise of this new land.

Whether they are the descendants of Galifar exiles or have found reasons to flee central Khorvaire in more recent years, few in Q'barra have any love for the Five Nations.

Nature - The jungles, swamps, highlands, and plains of Q'barra are rife with threats. Settlers and explorers must deal with hostile lizardfolk, troglodyte, kobold, and dragonborn tribes. Valenar raiders test their spirit and their steel across the Q'barran border, and Lhazaar pirates make raids along the coast. Moreover, the ancient ruins that cover this land conceal unknown dangers.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Posts: 4627
The Shadow Marches

History - The Shadow Marches are not a recognized nation. Rather, the Marches are an independent territory whose established relationships with its neighbors and the outside world comes largely from the presence of House Tharashk. The folk of the Shadow Marches have a reputation for xenophobia, and outsiders are rarely welcomed here.

Orcs make up more than half the population of the Marches. Humans, half-orcs, and members of other races aIso dwell here. The Shadow Marches feature two distinct cultures - the orc tribes that settled these lands, and the clans formed by later human migrants.

The orc tribes are an insular society, but humans and halfˇorcs are sometimes accepted into an orc tribe if they can prove themselves. The tribes are territorial, and typically attack trespassers on sight.

Closer to the outer edges of the Marches, mixed clans of humans and half-orcs are more accepting of the outside world, mostly through their association with House Tharashk. The clans have more in common with the folk of "civilized" Khorvaire than do their kin in the orc tribes, and they demonstrate a greater level of trust toward outsiders.

Nature - The Shadow Marches are a vast swampland teeming with insects, reptiles, and vermin. The territory contains little dry land and no trade routes. Settlements in the Marches are typically constructed on stilts and pilings to keep them above the shifting water levels of the swamp.

Streetwise - The Shadow Marches are the wildest corner of Khorvaire, and laws are an unknown concept here. Zarash 'ak is the only exception, largely as the result of House Tharashk needing its business to run in a smooth and orderly fashion.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Registered: Oct 2008
Posts: 4627
The Talenta Plains

History - The Talenta Plains is a nation unlike any other in Khorvaire, with no central government and nothing in the way of real cities or towns. The halfings of the Talenta Plains are known as shrewd negotiators and capable tacticians. They live in nomadic tribes, traversing the territory on their dinosaur mounts.

Though the halflings live at a distance from the events of greater Khorvaire, they are fully cognizant of thosc events, and of the world beyond their pastoral homeland. They live in tribes of up to several dozen extended families. However, significant numbers of halflings have chosen to leave the Plains for lives elsewhere in Khorvaire, demonstrating their ability to not only survive but to thrive in modern society.

Nature - The Talenta Plains include not only broad grasslands but also a large portion of the Blade Desert, which has been expanding. Rainfall patterns in the Talenta lowlands have changed in recent years, and each new spring sees another mile of prairie turned to sand.

The halflings of the Plains keep and tend numerous herd animals and herbivorous dinosaurs. They also train deadly clawfoot dinosaurs for use as mounts.

Religion - The Talenta halflings combine a worship of ancestral and animal spirits with reverence for Balinor, god of beasts and the hunt.

Streetwise - Halflings outside the Talenta Plains are descendants of wanderers who left their homeland, or characters who split their time between civilization and the Plains. Those traveling halflings serve as intermediaries for their folk in both worlds, carrying news of greater Khorvaire to the tribes and keeping tribal culture and values alive in the cities and towns.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Valenar

History - The only elven nation in Khorvaire, Valenar was born in the heat of the Last War. High King Vadaliia came from the elves' home continent of Aerenal as the leader of a host of elf mercenaries. Although humans and half-elves still reside in Valenar, most of these folk are former subjects of Cyre who now give fealty to foreign rulers. During the Last War, the leaders of Cyre bought the allegiance of the Valaes Tairn - the largest faction of the Tairnadal, the elven warclans of northern Aerenal. Establishing their war camps at the southern tip of Cyre, The elves quickly became the most devastating component of Cyre's cavalry and commando forces.

Led by Vadallia, the elves targeted halfling war bands, hobgoblin mercenaries, and the forces of Breland and Karrnath. Though Cyre's enemies tried to buy the elves' services, the Valaes Tairn stayed unfailingly loyal to Cyre for over thirty years. It was thus a shock when elves turned on their Cyran paymasters and seized the lands they had defended for decades. Shaeras Vadallia proclaimed himself high king of the new nation of Valenar, using an ancient elven claim to the land to justify his actions.

Nature - The warhorses of the elves of Valenar are the finest mounts in Khorvaire. These animals are kept and carefully bred by the elves, with bloodlines that can be traced back for millennia. The valenar elves are highly protective of their horses and consider them kindred spirits. The riders of the Valaes Tairn value their horses and their patron ancestors above all else.

Religion - The Va lenar elves follow the same faith as their kin in Aerenal, revering their ancestors and following the guidance of clerics of the Undying Court.

Streetwise - The Last War is over, but the elves of Valenar show no signs of giving up the lust for battle that brought them to Khorvaire. Elf war bands routinely raid into the neighboring territories of the Talenta Plains and Q'barra, and range far enough north across the Plains to strike at Karrnath.

Valenar's government is tightly organized around the military structure of the Valaes Tairn. The war clans account for the entire elf population of Valenar. The nonelves who make up the farming and crafting classes have little standing, but they enjoy more freedom than they did as subjects of Cyre. In recent decades an alliance with House Lyrandar has drawn manv half-elves to the Valenar, and most civic administration falls to this half-elf middle class.

The elves' disinterest in their subjects makes the borders of Valenar relatively easy to breach, provided that the intruders are willing to wear a humble disguise. A party whose members pose as common laborers can gain easy access to most parts of the country, while travelers who display a warlike demeanor can expect to be challenged on a regular basis.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 4627
Zilargo

History - Zilargo is a peaceful land whose people have always sought to avoid conflict, and a knack for diplomacy has helped the gnomes prosper throughout the ages. The Zil place great importance on hospitality, and they welcome strangers into their settlements and homes with open arms.

An independent province within the kingdom of Galifar, Zilargo remained neutral during much of the Last War before aligning with Breland in 962 YK. Though the gnomes committed few troops to the war effort, their alchemical and elemental weapons were devastatingly effective, and Zil spies were said to provide substantial intelligence to Breland.

The gnomes consider information to be a priceless treasure. The Library of Korranberg is the greatest repository of general knowledge in Khorvaire, and the doyens of the library regularly fund scholarly expeditions that take explorers across Eberron. The Korranberg Chronicle is the most reliable source of daily news in Khorvaire, and the gnome House Sivis controls the message stones that make international communication possible.

Streetwise - The gnomes of Zilargo abhor public violence, but they have no aversion to blackmail, bribery, and other sorts of unethical schemes. Such intrigues are seen as a form of entertainment and mental exercise, and every Zil - from the Korranberg librarian to the dowdy innkeeper - is likely engaged in a hale-dozen plots at any given time.

More serious machinations linger beneath the surface of Zil society, affecting the balance of power between families and even which families will sit on the Triumvirate. Travelers who don't watch their step can find themselves caught up in the web of intrigue that underlies Zilargo - sometimes with unpleasant results.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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