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* OurOrcsAreDifferent: PlayedWith, in that there are two diiferent orcish cultures within the Barrens: The ''Gaa’aram'' [note]"Children of Wrath"[/note] are pretty typical brutal, nomadic raiders, but also contain a large group of Shifters, known as the ''taarka’va''[note]"wolf brothers"[/note]. There are also the ''Gaa’ran'' [note]"Children of Sacrifice"[/note] who are peaceful farmers that are largely left alone by other peoples.






The Lands of Khorvaire's Halfling, the Talenta Plains are roamed by different nomadic tribes. They temporarily united during the Last War to defend their ways of life. Recognized as a nation under the treaty of Thronehold, many halflings wish to return to their ways of life, but in the aftermath of the war, this might prove impossible. [[EverythingsBetterWithDinosaurs They also tame dinosaurs...]]

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The Lands Homeland of Khorvaire's Halfling, Halflings, the Talenta Plains are roamed by different nomadic tribes. They tribes who temporarily united during the Last War to defend their ways of life. Recognized as a nation under the treaty of Thronehold, many halflings wish to return to their ways of life, traditional ways, but in the aftermath of the war, this might prove impossible. [[EverythingsBetterWithDinosaurs They also tame dinosaurs...]]
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-->--''"What we sow in effort, we harvest in good fortune."''\\\

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-->--''"What
->''"What
we sow in effort, we harvest in good fortune."''\\\
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->''"What we sow in effort, we harvest in good fortune."''\\\

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->''"What -->--''"What we sow in effort, we harvest in good fortune."''\\\
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* LordCountry: {{Inverted}} with the modern names of the Five Nations, who were all renamed after Galifar's children who became their first gouvernours: Taliost became Aundair, Daskara became Thrane, Metrol became Cyre and Wroat became Breland [[note]]after Princess Brey[[/note]]. Karrnath was ruled by Prince Karrn and thus kept its name.
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A confederation of twelve dwarven clans located in north-eastern Khorvaire. The Mror Holds threw off their Karrnathi overlords during the war and gained independence after the treaty of Thronehold, but now face the challenge of the EldritchAbominations living in the ruins below them. It is also home to the Jhorash'tar, an orcish alliance of tribes, with many on both sides trying to mend their historical bad relationship.

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A confederation of twelve dwarven clans located in north-eastern Khorvaire. The Mror Holds threw off their Karrnathi overlords during the war and gained independence after the treaty of Thronehold, but now face the challenge of the EldritchAbominations {{Eldritch Abomination}}s living in the ruins below them. It is also home to the Jhorash'tar, an orcish alliance of tribes, with many on both sides trying to mend their historical bad relationship.
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* CityOfAdventure: Sharn could house entire campaigns, including the intro mission from ''Rising from the Last War''.

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* CityOfAdventure: Sharn could house entire campaigns, including the intro mission intro-mission from ''Rising from the Last War''.



* NinjaPirateZombieRobot: The ''Bloodsails'', a principality founded by exiled followers of the House of Vol, consists of elvish vampire-pirates.

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* NinjaPirateZombieRobot: The ''Bloodsails'', a principality founded by exiled followers of the House of Vol, consists of elvish vampire-pirates.elven undead pirates.



* EverythingsBetterWithDinosaurs: A staple of Talenta life is the domestication of the plains native dinosaurs. [[note]] Note that, due to Latin and Greek not existing in Eberron, all of them have differing names. For example, "Clawfoots" are an unspecified type of raptor.[[/note]]

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* EverythingsBetterWithDinosaurs: A staple of Talenta life is the domestication of the plains native dinosaurs. [[note]] Note that, due to Latin and Greek not existing in Eberron, all of them have [[CallARabbitASmeerp differing names.names]]. For example, "Clawfoots" are an unspecified type of raptor.[[/note]]



* HordesFromTheEast: The Tairnadal are a war-like steppe-people with a heavy focus on cavalry and archery. They also are organised into smaller war-bands and have a big focus on assymetrical warfare.

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* HordesFromTheEast: The Tairnadal are a war-like steppe-people with a heavy focus on cavalry and archery. They also are organised into smaller war-bands and have a big focus on engage in raids. Although instead of conquest, they are more into assymetrical warfare.



Eberron's south pole, it is home to escaped frost giants of Xen'drik, who plot to retake their empire, with a clan of white dragons keeping them in check. It also houses the domain of the Queen of Winter, a mysterious archfey living in a [[IcePalace glacial palace]].

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Eberron's south pole, it pole is home to escaped frost giants of Xen'drik, who plot to retake their empire, with a clan of white dragons keeping them in check. It also houses the domain of the Queen of Winter, a mysterious archfey living in a [[IcePalace glacial palace]].



Eberron's north pole, often assumed to be the dwarves' original homeland. Many also theorise of a once verdant land, buried under frost by an overlord of ice.

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Eberron's north pole, which often assumed to be the dwarves' original homeland. Many also theorise of a once verdant land, buried under frost by an overlord of ice.

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* TheAlcatraz: The prison-island of Dreahold, which is run by House Kundarak. Notable prisoners include a petrified false Speaker of the Flame and [[spoiler:[[ManInTheIronMask the ''real'' Kaius III]]]].



A confederation of twelve dwarven clans located in north-eastern Khorvaire. The Mror Holds threw off their Karrnathi overlords during the war and gained independence after the treaty of Thronehold. It is also home to the Jhorash'tar, an orcish alliance of tribes, with many on both sides trying to mend their historical bad relationship.

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A confederation of twelve dwarven clans located in north-eastern Khorvaire. The Mror Holds threw off their Karrnathi overlords during the war and gained independence after the treaty of Thronehold.Thronehold, but now face the challenge of the EldritchAbominations living in the ruins below them. It is also home to the Jhorash'tar, an orcish alliance of tribes, with many on both sides trying to mend their historical bad relationship.



* ProudMerchantRace: The dwarves overall became merchant lords after being subjugated by the Kingdom of Galifar. Especially Clan Kolkarun produced many wealthy merchants.
* ProudScholarRace: Clan Narathun has a greater focus on the pursuit of knowledge and secrets than your typical dwarves.

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* ProudMerchantRace: The dwarves overall became merchant lords after being subjugated by the Kingdom of Galifar. Especially Clan Kolkarun produced many wealthy merchants.
merchants. Many influential members of the Aurum are Kolkarun.
* ProudScholarRace: Clan Narathun has a greater focus on the pursuit of knowledge and secrets than your the typical dwarves.dwarf.



* OurDwarvesAreAllTheSame: As opposed to most [[OurElvesAreDifferent other races in Eberron]], the Mror are pretty typical dwarves: Clan-based, mountainous, love alcohol, telling stories, mining and trading, clash with orcs, etc. [[note]] Although they wear their beads a little shorter than most other dwarves...[[/note]] Eberron's twist on them is their struggle with the [[EldritchAbomination Eldritch Abominations]] of the Realm Below. In addition, the dwarven clans were further elaborated on in ''Exploring Eberron'', with each of them receiving their own hat.

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* OurDwarvesAreAllTheSame: As opposed to most [[OurElvesAreDifferent other races in Eberron]], the Mror are pretty typical dwarves: Clan-based, mountainous, love alcohol, telling stories, mining and trading, they clash with orcs, etc. [[note]] Although they wear their beads a little shorter than most other dwarves...[[/note]] Eberron's twist on them is their struggle with the [[EldritchAbomination Eldritch Abominations]] of the Realm Below. In addition, the dwarven clans were further elaborated on in ''Exploring Eberron'', with each of them receiving their own hat.



* UncertainDoom: Originally, there were 13 dwarven clans. To one of them, Clan Noldrun, contact was lost about 400 years ago, with conflicting reports on their whereabouts.

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* UncertainDoom: Originally, there were 13 dwarven clans. To one of them, Clan Noldrun, contact was lost about 400 years ago, with conflicting reports on their its whereabouts.



* TheChosenMany: The ''Spirits of the Past'', the Tairnadal religion works. Each elf is declared by a priest as being chosen by a hero of the past, and has to emulate their deeds. Multiple elves can be chosen by the same spirit, often leading to fierce rivalries.

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* TheChosenMany: The ''Spirits of the Past'', the Tairnadal religion religion, works. Each elf is declared by a priest as being chosen by a "revenant" of a hero of the past, and has to emulate their deeds. Multiple elves can be chosen by the same spirit, often leading to fierce rivalries.



* AsskickingLeadsToLeadership: The Aereni nobilty consists of different noble lines. Membership in these lines is not granted by birth, but one is adoped into such a line by virtue of merit.
* ChurchMilitant: The Areni have the Deathguard, a special group of clerics and paladins hunting Mabaran undead.



* {{Mayincatec}}: Their architecture heavily invokes mesoamerican empires.

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* {{Mayincatec}}: Their Aereni architecture heavily invokes mesoamerican empires.empires with its step-pyramids.



* SheIsTheKing: The Sibling ''Kings'' traditionally consist of a brother and sister.

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* SheIsTheKing: The Sibling ''Kings'' traditionally consist of a brother man and sister.a woman from the same noble line.

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-> '''Head of State''': Arbiter of the Iron Council, Torlan Mroranon \\\

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-> '''Head of State''': Arbiter of the Iron Council, Torlan Mroranon \\\
Mroranon

->''"Gold is the gift of the mountains, but iron comes from blood and bone. "''
-->-- Mror Proverb\\\



-> '''Head of State''': Lathon Halpum (officially)\\\

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-> '''Head of State''': Lathon Halpum (officially)\\\
(officially)
-> ''"Zombies? Minotaurs? They don’t scare me a bit. But a howling halfling warrior charging in on a clawfoot raptor? Most terrifying thing I’ve ever seen."''
-->-- Sir Danton ir'Lain, Brelish Knight\\\



-> '''Head of State''': High King Shaeras Vadallia\\\

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-> '''Head of State''': High King Shaeras Vadallia\\\
Vadallia
->''"Put up your swords and talk of peace, or hide behind your walls of stone. When the host of Valenar thunders forth, neither will save you."''
-->-- Shaeras Vadallia, High King of Valenar\\\



-> '''Head of State''': the Triumvirate\\\

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-> '''Head of State''': the Triumvirate\\\
Triumvirate
->''"Five words can defeat a thousand swords."''
-->-- Zil Proverb\\\
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* AncestorVeneration: The two elven cultures both pratice variations of this: Whereas the Tairnadal venerate the Spiritis of their ancestors and believe it their holy duty to emulate a specific ancestor, the Aereni whorship their undead ancestors and ancient heroes.


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* HordesFromTheEast: The Tairnadal are a war-like steppe-people with a heavy focus on cavalry and archery. They also are organised into smaller war-bands and have a big focus on assymetrical warfare.
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Located in the north-west of central Khorvaire, the nation of Aundair is Khorvaire's leading center of magic. Aundair lost its western parts due to an uprising during the last war. These lands are now the Eldeen Reaches. They also were forced to concede the lands around Thaliost to Thrane. Many Aundairans wish to take back what once was theirs.

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Located in the north-west of central Khorvaire, the nation of Aundair is Khorvaire's leading center of magic. Aundair lost its western parts due to an uprising during the last war. These lands are now the Eldeen Reaches. They also were It was also forced to concede cede the lands around Thaliost to Thrane. Many Aundairans wish to take back what once was theirs.
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* ItBelongsInAMuseum: Often invoked by the AdventurerArchaeologists of Morgrave University in Sharn, although the faculty's well-known ties to smugglers stain its reputation.

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* ItBelongsInAMuseum: Often invoked by the AdventurerArchaeologists {{Adventurer Archaeologist}}s of Morgrave University in Sharn, although the faculty's well-known ties to smugglers stain its reputation.
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''Campaign Settings:'' Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | '''Nations''') | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]

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''Campaign Settings:'' Characters/DarkSun | Characters/{{Dragonlance}} | Characters/{{Eberron}} ([[Characters/EberronDragonmarkedHouses Dragonmarked Houses]] | [[Characters/EberronFaiths Religions]] | '''Nations''') | Characters/ForgottenRealms ([[Characters/ForgottenRealmsGods Gods]] | [[Characters/ForgottenRealmsFactions Factions]] | ''Characters/TheLegendOfDrizzt'') | Characters/{{Greyhawk}} ([[Characters/GreyhawkDeities Deities]]) | Characters/{{Planescape}} ([[Characters/PlanescapeFactions Factions]] | [[Characters/PlanescapeRaces Races]]) | Characters/{{Ravenloft}} ([[Characters/RavenloftDarklords Darklords]] | [[Characters/RavenloftTheCarnival The Carnival]] | [[Characters/RavenloftTheKargataneOfVallaki The Kargatane of Vallaki]] | [[Characters/RavenloftTheFraternityOfShadows Fraternity of Shadows]] | [[Characters/RavenloftTheGreatFamilies Great Families of the Core]] | [[Characters/RavenloftGods Faiths]]) | Characters/{{Spelljammer}} ]] -]]]



* RobotReligion: The Mournland houses two different groups of religious warforged: The followers of the becoming god, who are in the process of building their own PhysicalGod, as well as the followers of the Lord of Blades, who is [[GodEmperor worshipped by some as a god]].

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* RobotReligion: The Mournland houses two different groups of religious warforged: The followers of the becoming god, Becoming God, who are in the process of building their own PhysicalGod, as well as the followers of the Lord of Blades, who is [[GodEmperor worshipped worshiped by some as a god]].
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* CityOfCanals: The Marches unofficial capital, Zarash'ak, the city of Stilts, is built atop a swamp.

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* CityOfCanals: The Marches Marches' unofficial capital, Zarash'ak, the city of Stilts, is built atop a swamp.



* InventedLinguisticDistinction: Some clans of the Shadow Marches speak ''Azhani'' instead of regular Goblin. A blending of Goblin, Riedran and Orc, it is treated like a special accent of Goblin in-game.

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* InventedLinguisticDistinction: Some clans of the Shadow Marches speak ''Azhani'' instead of regular Goblin. A blending of Goblin, Riedran Riedran, and Orc, it is treated like a special accent of Goblin in-game.



* FalseUtopia: Downplayed. Zilargo is fairly liberal, with democracy, free speech and scientific progress on an unparalleled level. It also is rife with GambitRoulette, nearly everybody is ManipulativeBastard and all is watched over by a nearly all-powerful SecretPolice - however, the Trust is very much TheFettered, and it has an ''extremely'' strict series of ethical guidelines. As a result, if you can tolerate the schemers, and don't cause mass damage, Zilargo is genuinely a much nicer place to live than much of Khovaire.

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* FalseUtopia: Downplayed. Zilargo is fairly liberal, with democracy, free speech speech, and scientific progress on an unparalleled level. It also is rife with GambitRoulette, nearly everybody is ManipulativeBastard and all is watched over by a nearly all-powerful SecretPolice - however, the Trust is very much TheFettered, and it has an ''extremely'' strict series of ethical guidelines. As a result, if you can tolerate the schemers, and don't cause mass damage, Zilargo is genuinely a much nicer place to live than much of Khovaire.



* OurElvesAreDifferent: PlayedWith, interestingly. The Aereni are isolationist, engage in CulturalPosturing towards Khorvaire and process bronzewood, a magical type of lumber equal in strength to steel. They also practice necromancy and worship an undead council. PlayedStraight with the Tairnadal, who are an aggressive ProudWarriorRace.

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* OurElvesAreDifferent: PlayedWith, interestingly. The Aereni are isolationist, engage in CulturalPosturing towards Khorvaire Khorvaire, and process bronzewood, a magical type of lumber equal in strength to steel. They also practice necromancy and worship an undead council. PlayedStraight with the Tairnadal, who are an aggressive ProudWarriorRace.



* AnIcePerson: Nearly everybody living in Everice: The giants use ice magic, the Queen of Winter commands soldiers of living ice and the white dragons breathe ice instead of fire.

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* AnIcePerson: Nearly everybody living in Everice: The giants use ice magic, the Queen of Winter commands soldiers of living ice ice, and the white dragons breathe ice instead of fire.



* TheRemnant: The frost giants escaped Xen'drik's fall and now hone their ice-magic, longing for revenge.

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* TheRemnant: The frost giants escaped Xen'drik's fall and now hone their ice-magic, ice magic, longing for revenge.



* PowerCrystal: Like other D&D-settings, psionics in Eberron are connected to crystals, with many Sarlonian magic items being made of crystal.

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* PowerCrystal: Like other D&D-settings, D&D settings, psionics in Eberron are connected to crystals, with many Sarlonian magic items being made of crystal.



* AllMonksKnowKungFu: Probably best suited as the place of origin for a monk-character.

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* AllMonksKnowKungFu: Probably best suited as the place of origin for a monk-character.monk character.



* PsychicPowers: Given with the kalashtar. ''Exploring Eberron'' also includes the mind-domain, a psychic themed cleric subclass basically written for their religion, the path of light.

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* PsychicPowers: Given with the kalashtar. ''Exploring Eberron'' also includes the mind-domain, Mind Domain, a psychic themed psychic-themed cleric subclass basically written for their religion, the path Path of light.Light.



* FalseUtopia: Riedra knows no hunger, no poverty and no (internal) war [[spoiler:because it is ruled by a bunch of [[EldritchAbomination Eldritch Abominations]] who control its people via [[DreamWeaver their dreams.]]]]

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* FalseUtopia: Riedra knows no hunger, no poverty poverty, and no (internal) war [[spoiler:because it is ruled by a bunch of [[EldritchAbomination Eldritch Abominations]] who control its people via [[DreamWeaver their dreams.]]]]



* FishPeople: Basically every aquatic people within the thunder sea: The Sahuagin, the Locathah, the Karakala Merfolk, and the sea elves, to a lesser extent.

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* FishPeople: Basically every aquatic people within the thunder sea: Thunder Sea: The Sahuagin, the Locathah, the Karakala Merfolk, and the sea elves, to a lesser extent.



* KrakenAndLeviathan: The cities of the Eternal Dominion are built around the ''kar'lassa'', giant dreaming sea monsters tied to the planes of existence (sans Dal Qor). The sahuagin harvest the biomatter of these creatures (which have an enormous HealingFactor) and use it to fuel their industry. The krakens live isolated within the Thunder Sea, afraid of provoking greater threats by forming alliances with one another. Five krakens once bound together and devastated the sahuagin civilization predating the Eternal Dominion.

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* KrakenAndLeviathan: The cities of the Eternal Dominion are built around the ''kar'lassa'', giant dreaming sea monsters tied to the planes of existence (sans Dal Qor).Quor). The sahuagin harvest the biomatter of these creatures (which have an enormous HealingFactor) and use it to fuel their industry. The krakens live isolated within the Thunder Sea, afraid of provoking greater threats by forming alliances with one another. Five krakens once bound together and devastated the sahuagin civilization predating the Eternal Dominion.
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Once all provinces of the great human Kingdom of Galifar, the Five Nations tore each other apart in a 100-year long conflict known as the Last War. Now, with the Kingdom of Galifar shattered, the Five Nations each try to make their ways in this new, post-war world.

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Once all provinces of the great human Kingdom of Galifar, the Five Nations tore each other apart in a 100-year long 100-year-long conflict known as the Last War. Now, with the Kingdom of Galifar shattered, the Five Nations each try to make their ways in this new, post-war world.



* TheHighQueen: Queen Aurala is beautiful, compassionate, competent and beloved. [[spoiler:She also actively seeks to [[GodSaveUsFromTheQueen start the next great war.]]]]

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* TheHighQueen: Queen Aurala is beautiful, compassionate, competent competent, and beloved. [[spoiler:She also actively seeks to [[GodSaveUsFromTheQueen start the next great war.]]]]



* ItBelongsInAMuseum: Often invoked by the AdventurerArchaeologists of Morgrave University in Sharn, although the faculty's well known ties to smugglers stain its reputation.

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* ItBelongsInAMuseum: Often invoked by the AdventurerArchaeologists of Morgrave University in Sharn, although the faculty's well known well-known ties to smugglers stain its reputation.



* TheMafia: Not exactly helping Breland's image as a WretchedHive, is has numerous crime syndicates operating within its borders, such as the halflings of the Boromar Clan, the Droaamish Daask, the dragonmarked killers of House Tarkanan and the changeling Tyrants.
* MonsterTown: {{Downplayed}}, but due to its proximity to (and former reign over) Droaam, a lot of Brelish cities have a sizable population of races which elsewhere would be considered monstrous, such as ogres, kobolds or minotaurs.

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* TheMafia: Not exactly helping Breland's image as a WretchedHive, is has numerous crime syndicates operating within its borders, such as the halflings of the Boromar Clan, the Droaamish Daask, the dragonmarked killers of House Tarkanan Tarkanan, and the changeling Tyrants.
* MonsterTown: {{Downplayed}}, but due to its proximity to (and former reign over) Droaam, a lot of Brelish cities have a sizable population of races which elsewhere would be considered monstrous, such as ogres, kobolds kobolds, or minotaurs.



* CultureChopSuey: {{Invoked}} InUniverse. When Galifar was founded, the customs of old Metrol were pushed aside and Cyre was created to combine the best of the five nations. {{Deconstructed}} as this left them a MasterOfNone during the war.

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* CultureChopSuey: {{Invoked}} InUniverse. When Galifar was founded, the customs of old Metrol were pushed aside and Cyre was created to combine the best of the five nations.Five Nations. {{Deconstructed}} as this left them a MasterOfNone during the war.



* MasterOfNone: What hampered their war-effort: The tried to have the best of everything, but their wizards were worse than Aundair's, their soldiers worse that Karrnath's and their spies worse than Breland's.

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* MasterOfNone: What hampered their war-effort: The They tried to have the best of everything, but their wizards were worse than Aundair's, their soldiers worse that Karrnath's than Karrnath's, and their spies worse than Breland's.



* FieldOfBlades: The Mournland covers some of the greatest battlefields of the last war, and its magic strangley seems to preserve their remains.
* HumongousMecha: Of the Seven remaining warforged colossi, three are spread throuhout the mournland, all damaged by the Mourning, but maybe salvageble.

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* FieldOfBlades: The Mournland covers some of the greatest battlefields of the last war, and its magic strangley strangely seems to preserve their remains.
* HumongousMecha: Of the Seven remaining warforged colossi, three are spread throuhout throughout the mournland, Mournland, all damaged by the Mourning, but maybe salvageble.salvageable.



* OminousFog: Its surrounds the Mournland. Most scholars agree that it is magical in nature, although its effects seem to vary.
* RobotReligion: The Mournland houses two different groups of religious warforged: The followers of the becoming god, who are in the process of building their own PhysicalGod, as well as the followers of the Lord of Blades, who is [[GodEmperor whorshipped by some as a god]].

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* OminousFog: Its It surrounds the Mournland. Most scholars agree that it is magical in nature, although its effects seem to vary.
* RobotReligion: The Mournland houses two different groups of religious warforged: The followers of the becoming god, who are in the process of building their own PhysicalGod, as well as the followers of the Lord of Blades, who is [[GodEmperor whorshipped worshipped by some as a god]].



* GermanicDepressives: The Karrns don't live an easy life. Between famine, still ongoing rationing, religious extremism and roaming zombies, Karrnath is hardly a happy place.

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* GermanicDepressives: The Karrns don't live an easy life. Between famine, still ongoing rationing, religious extremism extremism, and roaming zombies, Karrnath is hardly a happy place.



* AChildShallLeadThem: The formal head of state is 11-year old Keeper of the Flame Jaela Daran. Most political power, however, lies with the Council of Cardinals.

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* AChildShallLeadThem: The formal head of state is 11-year old 11-year-old Keeper of the Flame Jaela Daran. Most political power, however, lies with the Council of Cardinals.



* PhysicalReligion: The Silver Flame itself is more of a cosmic force, but it's largest manifestation is located in Thrane.

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* PhysicalReligion: The Silver Flame itself is more of a cosmic force, but it's its largest manifestation is located in Thrane.



* TheTheocracy: Thrane's current political system, although parts of the populace see the Church's role in worldly affairs very critically: Many view political power as below the Church's dignity. The "Throneholders" are a group of royalists actively pushing for the restoration of the Monarchy, a goal shared by the current blood regent, Diani ir'Wynarn. Some people on the other hand advocate a co-rule between church and crown. The theocrats' position is probably not helped by the fact that the current Keeper of the Flame is an [[AChildShallLeadThem 11-year old girl]].

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* TheTheocracy: Thrane's current political system, although parts of the populace see the Church's role in worldly affairs very critically: Many view political power as below the Church's dignity. The "Throneholders" are a group of royalists actively pushing for the restoration of the Monarchy, a goal shared by the current blood regent, Diani ir'Wynarn. Some people on the other hand advocate a co-rule between church and crown. The theocrats' position is probably not helped by the fact that the current Keeper of the Flame is an [[AChildShallLeadThem 11-year old 11-year-old girl]].



* SlaveRace: The goblinoids still practice slavery (which is outlawed in the Five Nations), enslaving non-goblins, with a possible origin for a non-gobliniod from Darguun being to have been BornIntoSlavery, although it is possible to be freed if one wins the respect of the Ghaal'dar.

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* SlaveRace: The goblinoids still practice slavery (which is outlawed in the Five Nations), enslaving non-goblins, with a possible origin for a non-gobliniod non-goblinoid from Darguun being to have been BornIntoSlavery, although it is possible to be freed if one wins the respect of the Ghaal'dar.



* ReligionOfEvil: PlayedWith. The different sub-cultures of Droaam all worship different beings, with most of them being aspects of the Dark Six (e. g. Harpies worship a more benevolent aspect of the Fury). The Minotaurs are an interesting case: They all worship the "Horned Prince", often taken to be a stand-in for the overlord Rak Tulkhesh. But different tribes worship other aspects more closer in line with other deities: The Red Hooves worships "he who walks behind" (the Mockery), the Blade Breakers venerate "One Horn" (Dol Durn) and the now destroyed tribe of the Dawn Harvest followed the "Dawn Gorer", a being encouraging honor and protecting the weak, similar to Dol Arrah. The gnolls of the Znir Pact instead reject all worship.

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* ReligionOfEvil: PlayedWith. The different sub-cultures of Droaam all worship different beings, with most of them being aspects of the Dark Six (e. g. Harpies worship a more benevolent aspect of the Fury). The Minotaurs are an interesting case: They all worship the "Horned Prince", often taken to be a stand-in for the overlord Rak Tulkhesh. But different tribes worship other aspects more closer closely in line with other deities: The Red Hooves worships worship "he who walks behind" (the Mockery), the Blade Breakers venerate "One Horn" (Dol Durn) Dorn), and the now destroyed tribe of the Dawn Harvest followed the "Dawn Gorer", a being encouraging honor and protecting the weak, similar to Dol Arrah. The gnolls of the Znir Pact instead reject all worship.



* EnchantedForest: The Towering Wood, inhabited by wild beasts and giant plants. Some humanoids (mostly shifters, humans, elves and half-elves) live there, but they need to heavily adapt to the circumstances of the Wood.

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* EnchantedForest: The Towering Wood, inhabited by wild beasts and giant plants. Some humanoids (mostly shifters, humans, elves elves, and half-elves) live there, but they need to heavily adapt to the circumstances of the Wood.



* VestigialEmpire: The dragonborn of Ka'rhashan started out as a outpost of Argonnessen, but conquered themselves a nation. In time, their actions stirred an imprisoned overlord, causing the destruction of their state.

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* VestigialEmpire: The dragonborn of Ka'rhashan started out as a an outpost of Argonnessen, but conquered themselves a nation. In time, their actions stirred an imprisoned overlord, causing the destruction of their state.
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* RobotReligion: The Mournland houses two different groups of religious warforged.

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* RobotReligion: The Mournland houses two different groups of religious warforged.
warforged: The followers of the becoming god, who are in the process of building their own PhysicalGod, as well as the followers of the Lord of Blades, who is [[GodEmperor whorshipped by some as a god]].
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* RobotReligion: The Mournland houses two different groups of religious warforged.
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* HumongousMecha: The warforged colossi, giant warmachies, are littered throuhout the mournland, als scarred of mired by the Mouring.

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* HumongousMecha: The Of the Seven remaining warforged colossi, giant warmachies, three are littered spread throuhout the mournland, als scarred of mired all damaged by the Mouring.Mourning, but maybe salvageble.

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* FantasticRacism: All over the place: Many war grudges exist between the Five Nations, many goblinoids face it in the cities and the warforged are often seen as nothing more than war machines in peacetime.

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* FantasticRacism: All over the place: Many war grudges exist between the Five Nations, many goblinoids and "monsters" face it in the cities and the warforged are often seen as nothing more than war machines in peacetime.



* HumansAreWarriors: The groundwork for the, still peacefully founded, Kingdom were centuries of human conquests with Khorvaire, especially by Galifar's ancestor, Karrn TheConqueror.

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* HumansAreWarriors: The groundwork for the, still Although it was peacefully founded, the groundwork for the Kingdom of Galifar were centuries of human conquests with in Khorvaire, especially by Galifar's Galifar Ist's ancestor, Karrn TheConqueror.



* SuccessionCrisis: Due to Galifar's shaky succession system, these were quite frequent: five Children of the sitting ruler would govern the five nations. Upon a ruler's death, the governor of Cyre would become the next King or Queen, with their children replacing the old governors. As one can imagine, this left many situations for rebellions and crisis, with the Last War simply taking this pattern to unparalleled heights.
* VestigialEmpire: The Kingdom of Galifar used to encompass basically all of Khorvaire, with the five Nations as mere provinces ruled by the current ruler's children. They now are shells of their former selves, with Cyre, the old Kingdom's heartland, having been completely destroyed, and the other four nations having all lost a substantial amount of lives and territory.

to:

* SuccessionCrisis: Due to Galifar's shaky succession system, these were quite frequent: five Children children of the sitting ruler would govern the five nations.Nations. Upon a ruler's death, the governor of Cyre would become the next King or Queen, with their children replacing the old governors. As one can imagine, this left many situations opportunities for rebellions and crisis, with the Last War simply taking this pattern to unparalleled heights.
* VestigialEmpire: The Kingdom of Galifar used to encompass basically all of Khorvaire, with the five Nations as mere provinces ruled by the current ruler's children. They now are war-torn shells of their former selves, with Cyre, the old Kingdom's heartland, having been completely destroyed, and the other four nations having all lost a substantial amount of lives and territory.


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* ItBelongsInAMuseum: Often invoked by the AdventurerArchaeologists of Morgrave University in Sharn, although the faculty's well known ties to smugglers stain its reputation.


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* CorpseLand: On some of the old battlefields lay the corpses of the soldiers, eerily absent of rot.


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* FieldOfBlades: The Mournland covers some of the greatest battlefields of the last war, and its magic strangley seems to preserve their remains.
* HumongousMecha: The warforged colossi, giant warmachies, are littered throuhout the mournland, als scarred of mired by the Mouring.
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* AnimalWrongsGroup: Some druids of the ''Ashbound''-Order view all civilization as weak and try to eradicate arcane magic.

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* AnimalWrongsGroup: Some druids of the ''Ashbound''-Order view all civilization as weak and [[AntiMagicalFaction try to eradicate arcane magic.magic]].
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* OurGnomesAreWeirder: The island/principality of Lorghalen is populated by exiles from Zilagro. They manipulate the islands native [[ElementalEmbodiment elementals]] via ''Stonesinging'', a blend of bardic and druidic magic.

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* OurGnomesAreWeirder: The island/principality of Lorghalen is populated by exiles from Zilagro. Zilargo. They manipulate the islands island's native [[ElementalEmbodiment elementals]] via ''Stonesinging'', a blend of bardic and druidic magic.



* CityOfCanals: The Marches unofficial capital, Zarash'ak, the city of Stilts, is build atop a swamp.

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* CityOfCanals: The Marches unofficial capital, Zarash'ak, the city of Stilts, is build built atop a swamp.



* InsistentTerminology: The marcher ''clans'' consist of humans, orcs and half-orcs, whereas the ''tribes'' are purely orcish. The clans are generally more open to outsiders and modernity, whereas the tribes are more isolationist and tradition-focused.

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* InsistentTerminology: The marcher ''clans'' consist of humans, orcs orcs, and half-orcs, whereas the ''tribes'' are purely orcish. The clans are generally more open to outsiders and modernity, whereas the tribes are more isolationist and tradition-focused.



* ReligionOfEvil: Many marchers belong to Cults of the Dragon Below, venerating especially the [[EldritchAbomination Daelkyr]]. For some its following traditions, for some its genuine madness.

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* ReligionOfEvil: Many marchers belong to Cults of the Dragon Below, venerating especially the [[EldritchAbomination Daelkyr]]. For some its it's following traditions, for some its it's genuine madness.



* NobleSavage: The are often portrayed like this.

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* NobleSavage: The They are often portrayed like this.



* AncientOrderOfProtectors: The Chamber, agents of the dragons operation outside of Argonnessen.

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* AncientOrderOfProtectors: The Chamber, agents of the dragons dragons' operation outside of Argonnessen.



* ThePlan: Very much the Dragons main shtick

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* ThePlan: Very much the Dragons Dragons' main shtick
shtick.



* SealedEvilInACan: Dral Khatuur, the Heart of Winter, is an Overlord embodiyng the terrors of winter, and is bound under the Frostfell. It is said to be the cause of its climate.


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* SealedEvilInACan: Dral Khatuur, the Heart of Winter, is an Overlord embodiyng embodying the terrors of winter, and is bound under the Frostfell. It is said to be the cause of its climate.




* PowerCrystal: Like other D&D-settings, pisonics in Eberron are connected to crystals, with many Sarlonian magic items being made of crystal.

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* PowerCrystal: Like other D&D-settings, pisonics psionics in Eberron are connected to crystals, with many Sarlonian magic items being made of crystal.



The Empire of Riedra has conquered all of Sarlona with the exception of Adar. Ruled by the Inspired, the human vessels of "celestial spirits", it rose among the the warring nations of Sarlona and united them all under its religion, the Path of Inspiration.

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The Empire of Riedra has conquered all of Sarlona with the exception of Adar. Ruled by the Inspired, the human vessels of "celestial spirits", it rose among the the warring nations of Sarlona and united them all under its religion, the Path of Inspiration.



* {{Oni}}: They live in the province of Borunan, led to believe that they are housing fiends they need to [[AscendedDemon redeem]] through service. The best of them join the ''Horned Guard'', an EliteArmy in service of the Inspired. According to [[WordOfGod Keith Baker]], this is actually correct, and the oni are essentially the ogre/fiend version of the human/quori. Originally the oni and the ogres were fighting a never ending war to keep the fiends of Shavarath contained in the manifest zones scattered across their nation. When the Inspired conquered them, they reformatted this legacy of service to service to the Inspired.

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* {{Oni}}: They live in the province of Borunan, led to believe that they are housing fiends they need to [[AscendedDemon redeem]] through service. The best of them join the ''Horned Guard'', an EliteArmy in service of the Inspired. According to [[WordOfGod Keith Baker]], this is actually correct, and the oni are essentially the ogre/fiend version of the human/quori. Originally the oni and the ogres were fighting a never ending never-ending war to keep the fiends of Shavarath contained in the manifest zones scattered across their nation. When the Inspired conquered them, they reformatted this legacy of service to service to the Inspired.



South of Khorvaire's Mainland, the Thunder Sea is home to a number of aquatic civilizations It's major factions are the Sahuagin of the Eternal Dominion, the Kalamer merfolk and the elven-led Valrean Protectorate.

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South of Khorvaire's Mainland, the Thunder Sea is home to a number of aquatic civilizations It's Its major factions are the Sahuagin of the Eternal Dominion, the Kalamer merfolk merfolk, and the elven-led Valrean Protectorate.



* FishPeople: Basically ever aquatic people within the thunder sea: The Sahuagin, the Locathah, the Karakala Merfolk, and the sea elves, to a lesser extend.

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* FishPeople: Basically ever every aquatic people within the thunder sea: The Sahuagin, the Locathah, the Karakala Merfolk, and the sea elves, to a lesser extend.extent.



* TheWoobie: Its hard not to feel for the locathah, who are basically sandwiched between two aggressive states that both oppress them and try to erase their culture.

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* TheWoobie: Its It's hard not to feel for the locathah, who are basically sandwiched between two aggressive states that both oppress them and try to erase their culture.



* BlackAndGreyMorality: The Eternal Dominion is an expansionist, oppressive empire. So the elves naturally built a equally oppressive buffer-state.

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* BlackAndGreyMorality: The Eternal Dominion is an expansionist, oppressive empire. So the elves naturally built a an equally oppressive buffer-state.



* ArchaeologicalArmsRace: Provides the page quote. What could happen if a single nation unlocks bigger pieces of the the giants' LostTechnology.

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* ArchaeologicalArmsRace: Provides the page quote. What could happen if a single nation unlocks bigger pieces of the the giants' LostTechnology.

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Removed: 1968

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Minimizing the navbox for ease of maintainability.


''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\

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''[[Characters/DungeonsAndDragonsClasses Character Classes by Edition]]:'' 1st to 3rd ([[Characters/DungeonsAndDragonsClassesFirstToThirdEditionCoreClasses Core]] Classes]]'' | [[Characters/DungeonsAndDragonsClassesOtherPreThirdEditionClasses Pre-3rd]] | [[Characters/DungeonsAndDragonsClassesOtherThirdEditionClasses 3rd Other]]) | 3rd & 3.5 ([[Characters/DungeonsAndDragonsClassesThirdEditionPrestigeClasses Prestige Classes]] | [[Characters/DungeonsAndDragonsClassesThreePointFiveEditionNPCClasses NPC Classes]]) | [[Characters/DungeonsAndDragonsClassesFourthEditionClasses 4th]] | [[Characters/DungeonsAndDragonsClassesFifthEditionClasses 5th]]\\
''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': General ([[Characters/DungeonsAndDragonsCreaturesA A]] Creatures]]'' | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsDragons Dragons]] | [[Characters/DungeonsAndDragonsFiends Fiends]] ([[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]]) | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsSettingSpecificCreatures Setting-Specific Creatures]]\\
''[[Characters/DungeonsAndDragonsDeities Deities]]'': Real-World Deities ([[Characters/DungeonsAndDragonsRealWorldDeitiesAtoF A to F]] Deities]]'' | [[Characters/DungeonsAndDragonsRealWorldDeitiesGtoZ G to Z ]]) | [[Characters/DungeonsAndDragonsLiteraryDeities Literary Deities]] | Non-human Pantheons ([[Characters/DungeonsAndDragonsDemihumanDeities Demihuman Deities]] | [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] | [[Characters/DungeonsAndDragonsGoblinoidDeities Goblinoid Deities]] | [[Characters/DungeonsAndDragonsScalykindDeities Scalykind Deities]] | [[Characters/DungeonsAndDragonsUnderdarkDeities Underdark Deities]]) | [[Characters/DungeonsAndDragonsElderEvils Elder Evils]]\\
''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\\

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* BreadAndCircuses: The very reason Droaam is capable of functioning is due to a clever use of [[HealingFactor troll regeneration]] to provide an endless supply of food that [[SentientEatSentient obligate cannibals]] can digest without killing anyone. See MundaneUtility.



* MundaneUtility: Just as how the rest of Eberron uses {{Magitech}}, the monstrous citizens of Droaam use their supernatural abilities for daily life. The most blatant example is [[AlienLunch grist]] - [[AllTrollsAreDifferent trolls]] who need the money, are being punished for crimes, or bred for the task have bits of their flesh nonlethally removed and allowed to [[HealingFactor regenerate]] while the flesh is processed to remove carcinogens and toxins, becoming a supply of meat that comes from a species sentient enough for [[FantasticDietRequirement forced man-eaters]] to digest. [[ItTastesLikeFeet The taste of the grist leaves something to be desired]], but Droaam isn't going to starve any time soon.



* FalseUtopia: Zilargo seems fairly liberal, with democracy, free speech and scientific progress on an unparalleled level. It also is rife with GambitRoulette, nearly everybody is ManipulativeBastard and all is watched over by a nearly all-powerful SecretPolice.

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* FalseUtopia: Downplayed. Zilargo seems is fairly liberal, with democracy, free speech and scientific progress on an unparalleled level. It also is rife with GambitRoulette, nearly everybody is ManipulativeBastard and all is watched over by a nearly all-powerful SecretPolice. SecretPolice - however, the Trust is very much TheFettered, and it has an ''extremely'' strict series of ethical guidelines. As a result, if you can tolerate the schemers, and don't cause mass damage, Zilargo is genuinely a much nicer place to live than much of Khovaire.
* HadToBeSharp: The Trust is one of the best and most efficient intelligence agencies in the continent, if not ''the'' best. This is born from an utterly mundane remit of, like most police forces, maintaining order and peace - it just happens to be they are the police force of [[CityOfSpies Zilargo]], so they had to learn to out-scheme their countrymen just to keep up.



* ThePlan: The nations favorite past-time.

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* ThePlan: The nations nation's favorite past-time.
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* SealedEvilInACan: Dral Khatuur, the Heart of Winter, an Overlord embodiyng the terrors of winter is bound under the Frostfell, saib to the cause of its climate.


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* SealedEvilInACan: Dral Khatuur, the Heart of Winter, is an Overlord embodiyng the terrors of winter winter, and is bound under the Frostfell, saib Frostfell. It is said to be the cause of its climate.

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\n* SealedEvilInACan: Dral Khatuur, the Heart of Winter, an Overlord embodiyng the terrors of winter is bound under the Frostfell, saib to the cause of its climate.

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Spelling, grammar, word choice.

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An empire of sahuagin covering large swathes of the Thunder Sea. Centering their civilations around the ''kar'lassa'', gigantic sleeping sea-creatures, they plan to conquer the entire Thunder Sea.

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An empire of sahuagin covering large swathes of the Thunder Sea. Centering their civilations civilizations around the ''kar'lassa'', gigantic sleeping sea-creatures, they plan to conquer the entire Thunder Sea.



* TykeBomb: The Eternal Dominion utilities mage-breeding like no other society in Eberron, making every Sahuagin this trope in a specific field.

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* TykeBomb: The Eternal Dominion utilities mage-breeding utilizes magebreeding like no other society in Eberron, making every Sahuagin sahuagin this trope in a specific field.



* NatureLover: The Karakal Merfolk remain neutral in the larger politics of the Thunder Sea, and most travel between the manifest zones of their home plane Lamannia, perfoming various rituals to stabilize them. ''Exploring Eberron'' calls them "nomadic gardeners".
* OurMermaidsAreDifferent: They generally look more aquatic than most merfolk, with [[AmazingTechnicolorPopulation bluish skin]] and finns instead of hair or ears. They also perform important rituals vital to keeping the manifest zones in check. Some of them undergo a ritual to grow legs, becoming playable tritons.
* SirensAreMermaids: PlayedWith in that "siren" is simply the name given to travlleing merfolk-bards.

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* NatureLover: The Karakal Merfolk remain neutral in the larger politics of the Thunder Sea, and most travel between the manifest zones of their home plane Lamannia, perfoming performing various rituals to stabilize them. ''Exploring Eberron'' calls them "nomadic gardeners".
* OurMermaidsAreDifferent: They generally look more aquatic than most merfolk, with [[AmazingTechnicolorPopulation bluish skin]] and finns fins instead of hair or ears. They also perform important rituals vital to keeping the manifest zones in check. Some of them undergo a ritual to grow legs, becoming playable tritons.
* SirensAreMermaids: PlayedWith in that "siren" is simply the name given to travlleing merfolk-bards.traveling merfolk bards.



An elven-lead buffer state between the Eternal Dominion and Aerenal lead by the Sea-Elves of the Valraea-line. Its non-elven inhabitants (mostly shuagin and locatatha) are encouraged to view elves as higher, almost semi-divine beings.

to:

An elven-lead elven-led buffer state between the Eternal Dominion and Aerenal lead by the Sea-Elves of the Valraea-line. Valraea line. Its non-elven inhabitants (mostly shuagin sahuagin and locatatha) locathah) are encouraged to view elves as higher, almost semi-divine beings.



* BlackAndGreyMorality: The Eternal Dominion is an expansionist, opressive empire. So the elves naturally built a equally opressive buffer-state.
* FantasticRacism: Elven supremacy is deeply ingrained into the Protectorate scructure, with its non-elven cultures being heavily supressed.

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* BlackAndGreyMorality: The Eternal Dominion is an expansionist, opressive oppressive empire. So the elves naturally built a equally opressive oppressive buffer-state.
* FantasticRacism: Elven supremacy is deeply ingrained into the Protectorate scructure, structure, with its non-elven cultures being heavily supressed.suppressed.



The once homeland of the Giant empire, until their elven slaves rebelled and the Quori of Dal Quor invaded. The war marked the landscape with curses and strange magic, but the true mark of Xen'drik came when the giants tried to use ancient magic to sever Dal Quor from the physical plane. To stop them, the dragons of Argonnessen brought their might to bear upon Xen'drik , warping the landscape so that even now it is impossible to traverse, as one road might lead many places. Today Xen'drik is inhabited by what few giants remain of their old glory, and the Drow, who split into three separate cultures. The only Khorvarian settlement to stand the test of time is the city of Stormreach.

to:

The once
Once the
homeland of the Giant empire, until their elven slaves rebelled and the Quori of Dal Quor invaded. The war marked the landscape with curses and strange magic, but the true mark end of Xen'drik came when the giants tried to use ancient epic magic to sever Dal Quor from the physical plane. To stop them, the dragons of Argonnessen brought their full might to bear upon Xen'drik , warping Xen'drik, destroying every civilization and cursing the landscape land itself, so that even now it is impossible to traverse, as one road might lead many places. Today Xen'drik is inhabited by what few giants remain of their old glory, and the Drow, drow, who split into three separate cultures. The only Khorvarian settlement to stand the test of time is the city of Stormreach.



* ApocalypseCult: The Sulatar-Drow believe that they are destined to cleanse the world in fire.
* ClassicalHunter: The Vulkoori-Drow who live in the jungles.
* DevolutionDevice: One of the Draconic curses is believed to have devolved the Giants from their former glory into their modern forms.

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* ApocalypseCult: The Sulatar-Drow Sulatar drow believe that they are destined to cleanse the world in fire.
* ClassicalHunter: The Vulkoori-Drow Vulkoori drow who live in the jungles.
* DevolutionDevice: One of the Draconic curses is believed to have devolved the Giants giants from their former glory into their modern forms.



* LostTechnology: The giants pushed arcane knowledge to unparalleled extend. The discovery and replication of elemental binding brought Khorvaire a huge amount of progress.

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* LostTechnology: The giants pushed arcane knowledge to unparalleled extend.heights. The discovery and replication of elemental binding brought Khorvaire a huge amount of progress.



* VestigialEmpire : Xen'drik is littered with the ruins of the giant empire. The Sulatar-Drow still live within the old cities.

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* VestigialEmpire : Xen'drik is littered with the ruins of the giant empire. The Sulatar-Drow Sulatar drow still live within the old cities.
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* InventedLinguisticDistinction: Some clans of the Shadow Marches speak Azhani, instead of regular Goblin. A blending of Goblin, Riedran and Orc, it is treated like a special accent of Goblin in-game.

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* InventedLinguisticDistinction: Some clans of the Shadow Marches speak Azhani, ''Azhani'' instead of regular Goblin. A blending of Goblin, Riedran and Orc, it is treated like a special accent of Goblin in-game.
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* InventedLinguisticDistinction: Some clans of the Shadow Marches speak Azhani, instead of regular Goblin. A blending of Goblin, Riedran and Orc, it is treated like a special accent of Goblin in-game.

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