Where we are now — Cazhaak Draal, Droaam

Where we are now — Cazhaak Draal, Droaam

Saturday, March 27, 2010

Primer: The Nations of Eberron

Here's the first in a series of short articles detailing the world of Eberron to help players get acclimated. This one features short synopses of the different countries in Khorvaire, the main continent.

Galifar and the Last War
About a thousand years ago, the nations of Aundair, Breland, Cyre, Karrnath, and Thrane were united under one banner under the reign of King Galifar I. The kingdom of Galifar became the primary civilization on Khorvaire; in fact, the Khorvaire calendar begins at 1 YK, the year the kingdom was established. The five nation-states maintained their own identities, and each was ruled by the descendants of Galifar's five children.

However, a little more than a hundred years ago (in 894 YK), King Jarot died, and his children disagreed over who would succeed him. Disagreements turned to armed conflict, and the five nations declared war on each other. The Last War lasted for a hundred years and devastated the continent. Boundaries were drawn and re-drawn as alliances changed and armies claimed and lost territory.

The war neared its end in 994 YK on what is today known as the Day of Mourning. One day, a dead-grey mist settled over the nation of Cyre, killing all in its path. Entire armies and cities were devoured, and most strangely, the mist stopped exactly at Cyre's borders. The nation of Cyre was destroyed in a single day, and no one living knows the cause of the Mourning. Some say it was a weapon used by one of the other nations; some say it was the wrath of the gods; some say it was a demon awoken by the war. Everyone has their theories, and no one knows for certain. Cyre became the Mournland, a desolate ruin full of terrifying monsters, still cloaked by the dead-grey mist.

The nations soon signed the Treaty of Thronehold, which officially ended the war, though tensions still remain high. Many say it is only a matter of time before old rivalries explode and Khorvaire knows war once again. (While I don't expect anybody to keep track of years and dates and history, the campaign will take place in 998 YK, 4 years after the Day of Mourning and 2 years after the Last War ended.)

The Five Nations
Aundair
Known for: farming, arcane magic
Most of the country is pastoral farmland, and most of the people are simple and rustic. However, Aundair has great metropolitan centers, and it is also home to a number of wizard colleges, such as the Arcane Congress. Aundairians are fascinated by magic.

Breland
Known for: democracy, being a melting pot
Breland, a socially progressive country, is one of the most diverse countries on Khorvaire, as people of all races can be found here. It is also one of the only democracies; though they still have a king, they also have a common parliament and encourage civic participation. Breland is also home to the city of Sharn, the City of Towers, the largest city on the continent. Sharn serves as an adventuring haven because of its access to more exotic locales.

Cyre (now the Mournland)
Known for: art, invention
Cyre was known as a center of art and culture before the Day of Mourning. The land is now inhabited by strange monsters and foul undead, so many Cyrans have settled in nearby Breland. As their homeland was lost to them only four years ago, many Cyrans are bitter and struggle to survive elsewhere as they search for a way to reclaim their lost homeland.

Karrnath
Known for: military, undead
Karrnath is known as one of the primary military powers on Khorvaire. Every citizen is required to serve at least two years in the army or navy, and nearly everybody has had combat training of some kind. Life in Karrnath is disciplined and regimented. Karrnath is also known for commonly using undead as soldiers on the battlefield, and in fact they have their own necromantic recipes to keep their undead troops in line. Many Karrns don't have the same prejudices against the undead that others do; they aren't afraid of continuing to serve Karrnath after death.

Thrane
Known for: the Silver Flame
The Church of the Silver Flame has always been strong in Thrane, as their main cathedral, including the Silver Flame itself, is in the capital. During the Last War, angry after a string of defeats, the citizens overthrew the monarchy and instituted the Church as ruler. Thrane is now a theocracy, ruled by the Speaker of the Flame. Nearly everybody in Thrane worships the Silver Flame, and most of the Church's paladins are from Thrane.

Other nations
Darguun
Known for: goblin tribes
Darguun was once part of Cyre; the goblin tribes who lived there worked as mercenaries during the Last War. During the war, the goblins instigated a sudden, violent rebellion, claiming their ancestral homelands for their own. Darguun was recognized as a sovereign nation during the Treaty of Thronehold. It's considered a lawless land by many, though this is in fact not true; the goblins, hobgoblins, and bugbears do have laws and swear allegiance to the Lhesh Haruuc (their leader).

The Demon Wastes
Known for: barbarian tribes, demons
Not a "nation" in the strictest sense, the region called the Demon Wastes is unclaimed. It is a terrible badland of twisting canyons and harsh conditions, plagued by barbarian tribes. The Demon Wastes are home to many demons and fiends who roam freely and plot openly. Though the land is rich in magical resources, only the most foolish adventurers travel there. The only force for good here is the Ghaash'kala, a confederation of orcs that contain the evil forces there.

Droaam
Known for: monsters
Droaam was once part of Breland, but monstrous mercenaries — ogres, trolls, minotaurs, gnolls, and the like — took it as their own during the Last War. All the warlords swear fealty to Droaam's rulers, a trio of hags called the Daughters of Sora Kell who keep the peace. Most of the other nations are nervous about the existence of a monster nation, but don't have the strength to try to conquer it. Most people keep out of Droaam unless they don't want to be found.

The Eldeen Reaches
Known for: druids
This territory once belonged to Aundair, but when that nation pulled most of its forces away, the druids stepped in to protect the citizens. The Eldeen Reaches then seceded, a fact many Aundairians are still angry about. The nation is known as the heart of druidism on Khorvaire; nearly all druidic traditions were founded here by the greatpine treant Oalian. The Eldeen Reaches also has close ties to Thelanis, the fey realm. Most people who live here are farmers or members of druidic sects.

The Lhazaar Principalities
Known for: pirates, mariners
The Principalities are a series of island territories each ruled by a so-called sea prince. It's home to pirates, outlaws, mariners, and seagoing merchants. Laws vary dramatically, but it is a major trading center despite its violent reputation.

The Mror Holds
Known for: dwarf clans
The Mror Holds is a confederation of dwarf clans who are constantly fighting amongst each other for position and power. They were once part of Karrnath, but seceded during the Last War. It's also a rich, mountainous mining region, making the dwarves very wealthy. The dwarves also protect against aberrations that creep up from the deep realm of Khyber.

Q'Barra
Known for: New Galifar, lizardfolk, dragonborn
During the Last War, a group of human deserters settled in this humid jungle region, disgusted with the infighting between the Five Nations, and founded New Galifar, their vision of a united humanity. They quickly found the land was already inhabited by lizardfolk and dragonborn, and tensions have not cooled down between the human idealists and the lizards wanting to protect their homeland. Explorers have also found many ruins across this new frontier, some dating back thousands of years.

The Shadow Marches
Known for: dragonshards, orcs, ruins
The Shadow Marches are not a "nation" in the strictest sense because nobody wants the territory — marshland and swamps as far as the eye can see. As such, there are very few settlements here. However, it is dotted with ruins dating back to ancient history, and it is one of the major locations to find dragonshards, mystical minerals that help power magical items. Many people try to make a living here as dragonshard prospectors. The orc clans vary between cultured and civilized to true savages.

The Talenta Plains
Known for: halflings
Not all halflings come from the Talenta Plains, although a fair share of them do. A large rolling savannah and swath of grasslands, the Plains are home to nomadic tribes of halflings who live as hunter-gatherers. The Talenta halflings use dinosaurs as mounts, and while they seem primitive, the tribesmen are well aware of the outside world.

Valenar
Known for: militaristic elves
This region once belonged to Cyre. The Cyrans hired elf warclans from the nearby continent of Aerenal as mercenaries during the Last War, but the elves took the territory for their own, saying Valenar was among their ancestral lands long before Galifar was founded. The humans who lived there adapted to life under their new masters and live there still as serfs. The Valenar warclans seek to emulate their ancestors through battle and glorious deeds, and they commonly ride their magnificent warhorses across the border, seeking battle.

Zilargo
Known for: gnomes
Zilargo is a civilized land ruled by the gnomes, but don't let the peaceful demeanor fool you: Most gnomes make their living as spies and intelligence gatherers, and Zilargo employs a shadowy cabal called the Trust to ensure its citizens work for the good of the nation. Enemies soon find their secrets revealed and are never seen again. Still, Zilargo is a land of magical and alchemical innovation, and the gnomes have founded many universities and laboratories.

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