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2''[[Characters/DungeonsAndDragonsClasses Character Classes]]'' | ''[[Characters/DungeonsAndDragonsCreatures Creatures]]'' | ''[[Characters/DungeonsAndDragonsDeities Deities]]'' | ''[[Characters/DungeonsAndDragonsRaces Playable Races]]''\
3''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}} ]] -]]]
4
5[[foldercontrol]]
6
7!Nations of Khorvaire
8->'''Native Races:''' Gnomes, Goblinoids, Half-Elves, Orcs, Warforged
9!!The Five Nations
10Once 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.
11
12[[folder:The Five Nations as a whole]]
13
14* {{Egopolis}}: Besides the Kingdom of Galifar itself, the existing states that became the Five Nations were all renamed after the children of Galifar who became their first governors: 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.
15* FantasticRacism: All over the place: Many war grudges exist between the Five Nations, many goblinoids and "monsters" face it in the cities and many view the warforged as nothing more than mindless warmachines, now useless in a time of peace.
16* FantasyCharacterClasses: ''Exploring Eberron'' chooses to explain the mentalities and characteristics of the pre-War nations as this. Aundair is a wizard (intellectual but extravagant), Breland a rogue (smart but shady), Cyre a [[TheBard Bard]] (versatile and artistic but whimsical), Karrnath a fighter (martial and tough, but also spartan and harsh) and Thrane a [[ThePaladin Paladin]] (devoted and steadfast, but zealous).
17* FantasyConflictCounterpart : The Last War is reminiscent of UsefulNotes/WorldWarI, with its rather whimsical cause and unprecedented bloodshed caused by industrialized ([[{{Magitech}} or rather magicalized]]) warfare.
18* FantasyCounterpartCulture: The Five Nations as a whole vaguely resembles post-UsefulNotes/WorldWarI Europe, with the individual nations bearing traits of some specific countries.
19* FounderOfTheKingdom: Galifar I., "the Unifier", who united the Five Nations through the means of diplomacy.
20* GreatOffscreenWar: The standard start of an Eberron campaign is two years after the Last War's end.
21* HumansAreDiplomats: Galifar I, "the Unifier", founded his kingdom by means of diplomacy, not military conquest.
22* HumansAreWarriors: Although it was peacefully founded, the groundwork for the Kingdom of Galifar were centuries of human conquests in Khorvaire, especially by Galifar Ist's ancestor, Karrn TheConqueror.
23* RoyallyScrewedUp: The Five Nations are all ruled by the same dynasty, the Wynarns. They now rule entirely different countries, pursue largely incompatible goals, and mostly do not get along at all. Even worse when The Last War was started by ''siblings''.
24* 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 opportunities for rebellions and crisis, with the Last War simply taking this pattern to unparalleled heights.
25* 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.
26[[/folder]]
27
28
29[[folder:Aundair]]
30!Aundair
31[[quoteright:400:https://static.tvtropes.org/pmwiki/pub/images/aundair_coat_of_arms.png]]
32 [[caption-width-right:400:Crest of Aundair]]
33-> '''Capital''': Fairhaven
34-> '''Head of State''': Queen Aurala ir'Wynarn\
35
36->''"What we sow in effort, we harvest in good fortune."''\
37
38Located 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. It was also forced to cede its former capitol of Thaliost and its surrounding lands to Thrane. Many Aundairans wish to take back what once was theirs.
39----
40* FantasticRacism: Aundair's western parts struggled heavily with lycanthropy, leading to the Silver Crusade and a lot of resentment against [[OurWerebeastsAreDifferent Shifters]]. Besides their bestial looks, a lot of the original lycanthropes fought during the crusade actually were Shifters. This strain of lycanthropy first appeared in the Towering Wood, which is mostly inhabited by Shifters.
41* FantasyCounterpartCulture: {{Downplayed}}, but Aundair's flair for the extravagant, revanchist sentiments of the populace, the problems with religious zealotry, and Fairhaven's nickname, "The City of Lights," are all reminiscent of France. On the other hand, its relationship/conflict with the Eldeen Reaches is more reminiscent of Britain's relationship with Ireland.
42* TheFundamentalist: The sizable minority of followers of the Silver Flame in Aundair is dominated by the so-called "Pure Flame", a militant sect that arose in the aftermath of the Silver Crusade against lycanthropes.
43* {{Foil}}: Towards Karrnath. Aundair has a strong magical tradition, as opposed to Karrnath's [[ProudWarriorRace martial]] one. Aundairans favor finesse and splendor, whereas Karrns favor strength and a more spartan lifestyle. Aundair lost its western territories (forming the Eldeen Reaches) and Karrnath its eastern vassals (the Dwarves of the Mror Holds). And, lastly, [[spoiler: Aundair is ruled by an (officially) good-aligned Queen seeking to [[WellIntentionedExtremist reignite last war]], whereas Karnnath is ruled by an (officially) evil-aligned King who seeks to [[PragmaticVillany preserve the peace]].]]
44* TheHighQueen: Queen Aurala is beautiful, compassionate, competent, and beloved. [[spoiler:She also actively seeks to [[GodSaveUsFromTheQueen start the next great war.]]]]
45* ImpoverishedPatrician: Many western nobles of Aundair lost their lands when the Eldeen Reaches seceded. These families are now known as the "Lost Lords".
46* MagicKnight: Various types of those are common among Aundair's military.
47* {{Magitech}}: Magic/Magical devices is generally widespread in all of Eberron, but especially so in Aundair.
48* ManOfWealthAndTaste: Aundairan culture and society encourage style and aesthetic over pragmatic/spartan approaches.
49* MilitaryMage: While all five nations utilized magic in warfare, Aundair, as the nation of magic, did so to a larger extent, allowing them to hold their own against the others. Parts of the population even feel like they could win another war.
50* RoyalRapier: Favored among Aundairian fighters.
51* ShiningCity: Fairhaven, Aundair's capital, is known for its stunning display of magical lights. It is also [[https://static.wikia.nocookie.net/eberron/images/d/dd/Fairhaven.jpg/revision/latest?cb=20070721170458 built in a strangely orderly manner]], leading many to theorize that it was constructed within a manifest zone of Daanvi, the plane of order.
52* SecretPolice: The "Royal Eyes", a group of Wizards utilizing magic for the purposes of espionage.
53* WizardingSchool: Aundair houses the floating towers of Arcanix, Khorvaire's leading academy of magic.
54[[/folder]]
55
56[[folder:Breland]]
57!Breland
58[[quoteright:400:https://static.tvtropes.org/pmwiki/pub/images/84557.jpg]]
59 [[caption-width-right:400:Crest of Breland]]
60-> '''Capital''': Wroat
61-> '''Head of State''': King Boranel ir'Wynarn\
62
63->''"We gain what we give."''\
64
65Located in the south-west of Khorvaire, Breland has emerged as the most industrious nation in post-war Khorvaire. It also contains the biggest city of Khorvaire, Sharn. Ruled by the [[TheGoodKing immensely popular]] but [[CoolOldGuy old]] King Boranel alongside an elected parliament, it has lately seen a growing republican movement.
66----
67* CityOfAdventure: Sharn could house entire campaigns, including the intro-mission from ''Rising from the Last War''.
68* CorruptChurch: The Brelish branch of the Church of the Silver Flame, headed by Archierophant Ythana Morr, is often accused of operating in such a way. ''Exploring Eberron'' even suggests taking the criminal background as a Brelish cleric to better reflect these... ''local connections.''
69* FantasyCounterpartCulture:
70** Similar to Britain, it is a parliamentary monarchy with a huge industrial power. Its tensions between parliament and the crown bring to mind the lead up to the UsefulNotes/EnglishCivilWar. And, lastly, the Brelish army is even called the "Red''cloaks''".
71** It also has elements of the [[{{Eagleland}} United States]], with King Boranel being an {{Expy}} of UsefulNotes/TheodoreRoosevelt, Sharn being more akin to New York City than to London [[note]]although London's counterpart would be Wroat[[/note]] and the Brelish being very enthusiastic about "spreading democracy" during the Last War.
72* HubCity: Sharn is strongly predisposed to be one.
73* ItBelongsInAMuseum: Often invoked by the {{Adventurer Archaeologist}}s of Morgrave University in Sharn, although the faculty's well-known ties to smugglers stain its reputation.
74* LayeredMetropolis: Sharn, the aptly named "City of Towers".
75* KnightInSourArmor: How the Brelish mentality is described. The shifting alliances of the Last War made them highly cynical and pragmatic people, yet they still believe in humanoid rights and dignity, having taken in a large number of Cyran refugees.
76* 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.
77* 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.
78* StateSec: Alongside its army, the Redcloacks, King Boranel has his own security force, the ''King's Citadel'', which dates back to pre-war Galifar. It is made up of four branches: The ''King's Swords'', an EliteArmy, the ''King's Shields'', who [[PraetorianGuard guard the royal family and other high-ranking officials]], The ''King's Wand'', and [[MilitaryMage elite magical force]], and the ''King's Dark Lanterns'', Breland's SecretPolice.
79* SuccessionCrisis: Breland is up for one, should King Boranel die. The King himself is [[TheGoodKing adored by the public]], but a growing number of people are advocating for turning Breland into a republic upon his death. The worst-case scenario could be a CivilWar.
80* WretchedHive: {{Downplayed}}, but the Brelish have a reputation for being slightly shady.
81* YouSayTomato: The Brelish themselves actually pronounce it as "Bre''y''land".
82
83[[/folder]]
84
85[[folder:Cyre/The Mournland]]
86[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/metrol_and_colossus.png]]
87 [[caption-width-right:1000:Ruins of Metrol]]
88-> '''Capital''': Metrol (formerly), New Cyre (Unofficial)
89-> '''Head of State''': Prince Oargev ir'Wynarn (self-proclaimed)\
90
91->''"What our dreams imagine, our hands create."''\
92
93Formerly the heart of the Kingdom of Galifar, Cyre was mysteriously destroyed by an event called the "Mourning". Now surrounded by magical fog it is known as the Mournland, a nearly inaccessible wasteland filled with magical apparitions and isolationist warforged. The remaining Cyrans are left to struggle in the post-war world without their home. Many of them live in the Brelish town New Cyre, headed by Oargev ir'Wynarn, the last prince of Cyre.
94!!!Cyre and New Cyre
95* BadassCape: Various capes and cloaks are staples of Cyran fashion.
96* BodyguardBetrayal: During the war, Cyre had large swathes of its territory stolen by mercenaries it had hired itself. ''Twice.''
97* 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.
98* EthnicityMonarch: Oargev ir'Wynarn is de jure only the mayor of New Cyre, yet as the last Prince of Cyre, many Cyrans still look to him for leadership.
99* FantasticRacism: Cyrans often face discrimination due to old war grudges.
100* FightingForAHomeland: Prince Oargev does so non-violently with his immense political skills, but some Cyran patriots may take this even further.
101* HumansAreDiplomats: Many surviving Cyran aristocrats make their living as diplomats in Thronehold. And some of them even work as a DiplomaticCoverSpy.
102* MasterOfNone: What hampered their war-effort: They tried to have the best of everything, but their wizards were worse than Aundair's, their soldiers worse than Karrnath's, and their spies worse than Breland's.
103* ParentalFavoritism: Cyre was traditionally the region governed by the heir apparent to the Throne of Galifar. This, in a strange mix with the kingdom's internal politics, lead to the crown favoring Cyre over the other nations. This was especially bad under Galifar's last king, Jarot.
104* QuirkyBard: Pre-War Cyre had a larger focus on culture and art, giving many this as an image of the average Cyran
105* ShiningCity: Pre-Mourning Metrol is said to have rivaled even Fairhaven.
106* WarRefugees: Basically all of Cyre, from its last prince down to even the poorest survivors.
107* WidowsWeeds: Some Cyrans have taken to wearing "Mourning wear", Cyran cut clothing all dyed black, to signify their grief.
108* YouCantGoHomeAgain: The Mournland is now shrouded in magical mist and very dangerous to traverse.
109
110!!!The Mournland
111* CorpseLand: On some of the old battlefields lay the corpses of the soldiers, eerily absent of rot.
112* DoomedHometown: More like doomed '''homeland'''.
113* FantasticFallout: The Mournland is a vast swathe of land that was destroyed in a FantasticNuke, the origins of which is unknown, that has left it filled with unnatural mutations and events.
114* FieldOfBlades: The Mournland covers some of the greatest battlefields of the last war, and its magic strangely seems to preserve their remains.
115* HumongousMecha: Of the Seven remaining warforged colossi, three are spread throughout the Mournland, all damaged by the Mourning, but maybe salvageable.
116* {{Mordor}}: Nothing can live in the Mournland, except for creatures caught in the Mourning that have been hideously mutated. No plants grow, and the bodies of the dead lie on the ground without rotting.
117* OminousFog: It surrounds the Mournland. Most scholars agree that it is magical in nature, although its effects seem to vary.
118* 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 worshiped by some as a god]].
119
120[[/folder]]
121
122[[folder:Karrnath]]
123!Karrnath
124[[quoteright:242:https://static.tvtropes.org/pmwiki/pub/images/karrnathcrest.jpg]]
125 [[caption-width-right:242:Crest of Karrnath]]
126-> '''Capital''': Korth
127-> '''Head of State''': King Kaius ir'Wynarn III\
128
129->''"Death holds no terror."''\
130
131Located in the North-East of central Khorvaire, Karrnath suffered heavily during the last war. Having turned to the Blood of Vol in desperation, it disavowed the faith near the end of the war. This, in combination with King Kaius III's pro-peace policies in the face of Karrnath's [[ProudWarriorRace proud martial tradition]] has left its internal affairs unstable.
132----
133* TwentyFourHourArmor: Reflecting its martial nature, Karrnathi fashion includes various armored parts, with many wearing full armor off the battlefield as well.
134* DarkIsNotEvil: Karrnath is a grim nation of gloomy warriors with harsh conditions and a strong influence of necromancers. Still, Karrns are overall not eviler than people from other nations.
135* {{Foil}}: Towards Aundair: Aundair has a strong magical tradition, as opposed to Karrnath's [[ProudWarriorRace martial]] one. Aundairans favor finesse and splendor, whereas Karrns favor strength and a more spartan lifestyle. Aundair lost its western territories (forming the Eldeen Reaches) and Karrnath its eastern vassals (the Dwarves of the Mror Holds). And, lastly, [[spoiler: Aundair is ruled by an (officially) good-aligned Queen seeking to [[WellIntentionedExtremist reignite last war]], whereas Karnnath is ruled by an (officially) evil-aligned King who seeks to [[PragmaticVillany preserve the peace]].]]
136* FounderOfTheKingdom: Karrnath was founded when Galifar I's ancestor, Karrn TheConqueror, conquered the city-state of Korth and the dwarves of the Mror Holds, albeit his other campaigns fell short of unifying the Five Nations.
137* 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.
138* HiddenBackupPrince: How Kaius III claimed the throne of Karrnath.
139* {{Kaiserreich}}: {{Downplayed}}, but Karrnath's status as a militaristic state suffering famines during the war, a class of militaristic nobles feeling betrayed by a government making peace and its struggles with extremism is reminiscent of UsefulNotes/ImperialGermany and its successor, the UsefulNotes/WeimarRepublic.
140* MagicallyIneptFighter: Karrnath's lack of magical support prevented it from just overrunning its enemies during the early stages of the Last War, leading to their turn towards the Blood of Vol's {{Necromancer}}s. After their disavowal of the faith, Karrnath's traditional military has rapidly moved to include more conventional {{Military Mage}}s.
141* MightyGlacier: Karrnathi fighters favor this fighting style, with a preference for heavy weapons and armor.
142* MyCountryRightOrWrong: Between the two political blocks of "The Blood of Vol did nothing wrong!" and "The King is a coward for making peace and also he might be a vampire!", King Kaius III still can lean on a third block of loyal Karrns who choose their King over tradition or religion.
143* TheOrder: Although knight-orders are present in all nations, Karrnath's Bone-Knight-Orders were the most well-known. The Order of the Emerald Claw is now a RenegadeSplinterFaction, but others followed the order by King Kaius to disband, like the Order of the Onyx Skull.
144* ProudWarriorRace: {{Deconstructed}}. Karrnath has a very strong martial tradition going back to Korth's days as a city-state. This pride drove them into the Last War and all resulting hardships. Even now it greatly hampers Kaius III's pro-peace policies, fostering opposition among Karrnath's more traditionally minded warlords.
145* RedAndBlackAndEvilAllOver: Karrnath is not really [[GreyAndGrayMorality evil]], but these are its national colours.
146* ReligionOfEvil: {{Downplayed}}. The Blood of Vol still has a large following in Karrnath, but it is neither the national religion (anymore), nor is it an evil religion [[DarkIsNotEvil per se]]. Still, some suspect that the faith's higher-ups had a hand in causing the famines Karrnath suffered during the war.
147* RenegadeSplinterFaction: Ranging from the Order of the Emerald Claw seeking to "reclaim Karrnath's glory" (read: [[spoiler:empower Lady Illmarrow]]), to Drago Thul and his allies in Stormreach trying to proof that King Kaius is a VampireMonarch, Karrnath has one for everybody
148* {{Uberwald}}: Many Vampires and other Undead are found within the Blood of Vol, giving Karrnath this feeling in combination with its Germanic elements. [[spoiler: There is also the matter that it might be ruled by a VampireMonarch.]]
149* VampireMonarch: InvokedTrope. It is a common conspiracy theory among some people that King Kaius III is actually his [[MyGrandsonMyself own Grandfather]], Kaius I, who got turned into a vampire after embracing the Blood of Vol. The popularity of this conspiracy has led King Kaius to do numerous things to disprove it, such as publicly cutting his hand, greeting nobles in the open sun, etc. Still, some nobles, led by a warlord named Drago Thul, actually fled to Stormreach and vowed to depose the "Vampire King". [[spoiler: The thing is that they are '''right'''. The real Kaius III is [[ManInTheIronMask locked up in Dreadhold.]] Although in 5e the situation is left more ambiguous]]
150
151[[/folder]]
152
153[[folder:Thrane]]
154!Thrane
155-> '''Capital''': Flamekeep
156-> '''Head of State''': Keeper of the Flame Jaela Daran\
157
158->''"Glory to the Silver Flame."''\
159
160Located between Breland and Aundair, Thrane is the cradle of the Church of the Silver Flame. During the Last War, the church took over the actual ruling of the Country, reducing the Monarch of Thrane to a mere "Blood Regent". The real power now lies with the Keeper of the Flame and the council of Cardinals.
161----
162
163* 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.
164* ChurchMilitant: Its elite forces are made up of numerous clerics and paladins of the Silver Flame, but even its regular army is called the "Templars".
165* CorruptChurch: Given that in Thrane the Church of the Silver Flame ''is'' the state, Thrane as a whole is plagued by the same problems as the overall church, maybe even worse.
166* EvilChancellor: How many people have come to view High-Cardinal Kozen, the council's {and thus, Tharne's} de-facto leader.
167* FantasyCounterpartCulture: {{Downplayed}}, but the Church's parallels to the Catholic church invoke the Italian papal states as Thrane's counterpart.
168* HolyCity: Its capital, Flamekeep, is this to the Church of the Silver Flame as a whole. It houses both a manifestation of the Silver Flame, as well as the biggest Cathedral of the Church (built around this manifestation).
169* IllegalReligion: {{Downplayed}} with the Sovereign Host. While vassals of the Sovereign Host are free to practice their Religion in Thrane, they still face discrimination. PlayedStraight with the Blood of Vol and the Cults of the Dragon Below.
170* MasterArcher: Archery is considered a devotional practice by the Church, and so many Templars favor the bow.
171* PhysicalReligion: The Silver Flame itself is more of a cosmic force, but its largest manifestation is located in Thrane.
172* SinisterMinister: Given the amount of corruption the Church is struggling with, this is somewhat given.
173* 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]].
174
175[[/folder]]
176
177!!Other/Non-Human Nations & Regions of Khorvaire
178[[folder:Darguun]]
179!Darguun
180-> '''Capital''': Rhukaan Draal
181-> '''Head of State''': ''Lhesh'' ("High Warlord") Haruuc Sharaat'kor\
182
183A nation of Goblinoids controlling what used to be southern Cyre. During the last War, Cyre and Breland hired increasing numbers of the Ghaal'dar-Goblinoids as mercenaries. Recognizing Ghaal'dar dominance over the region, the hobgoblin-warlord Haruuc Sharaat'kor broke it off from Cyre and formed the Goblinoid state of Darguun. They were recognized as a nation under the Treaty of Thronehold, but many wonder if Darguun's complex web of alliances and treaties will survive its aging ruler.
184----
185* BodyguardBetrayal: Emulating Valenar's founding, this is how Lesh Haruuc established Darguun.
186* ProudWarriorRace: Common with the Goblinoids. This actually hampers Haruuc's ambition, as a group of Bugbear-dominated tribes called the Marguul still resist him.
187* ReligionOfEvil: The Ghaal'dar traditionally worship the Dark Six, although ample contacts with House Deneith saw the introduction of the Sovereign Host in Darguun, with Lesh Haruuc promoting its worship.
188* ResurgentEmpire: {{Invoked}}. Many people view Darguun as a springboard for reestablishing the Goblinoid Empire of Dhakaan.
189* SlaveRace: The goblinoids still practice slavery (which is outlawed in the Five Nations), enslaving non-goblins, with a possible origin for a 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.
190* VestigialEmpire: Not only for the kingdom of Galifar, but also the old Goblinoid Empire of Dhakaan. Many groups within Darguun believe that their former glory can be [[ResurgentEmpire reforged]].
191
192[[/folder]]
193
194[[folder:Demon Wastes]]
195!The Demon Wastes
196-> '''Capital:''' None, Ashtakala (unofficial)
197-> '''Head of State:''' None\
198
199A region in the far north-west of Khorvaire, on the outskirts both geographically and socially. It is a realm of dust and ash, barren except for the last remnants of the ancient Rakshasa civilization that still make their home here. Even at the height of Galifar's power, there were no attempts at bringing the Demon Wastes into the fold in any tangible way. Even now, the nations of Khorvaire are content to pretend it never exists.
200----
201* AncientOrderOfProtectors: The Ghaash'kala, a group of mainly orcish tribes who worship their own version of the Silver Flame -''Kalok Shash'', "the Binding Flame"- and try to keep the Demons and Carrion tribes within the wastes.
202* BarbarianTribe: The two major non-demonic inhabitants are the orcish Ghaash'kala, who guard the borders against the demons, and their EvilCounterpart, the mainly human Carrion Tribes. The latter are sometimes lead by tieflings.
203* GeniusLoci: According to WordOfGod, the city of Ashtakala is ''itself'' an Overlord.
204* GrimUpNorth: Played with in that Khorvaire is not a northern continent, so even though the Demon Wastes are on the far north of the continent, it isn't particularly cold except for the very northern edge. It is still a northern region inhabited by savage demon worshipers, though.
205* {{Mordor}}: A barren volcanic wasteland that is inhabited by demons, about as straight as an example can get.
206* OurOrcsAreDifferent: The Ghaash'kala are tribes of holy warriors dutifully guarding the canyons leading to the rest of Khorvaire.
207* TheRemnant: The Demon Wastes contain the last vestige of the Age of Demons, still clinging to existence and planning to reconquer the world.
208[[/folder]]
209
210[[folder:Droaam]]
211!Droaam
212-> '''Capital''': The Great Crag
213-> '''Head of State''': the daughters of Sora Kell\
214
215A nation of Monsters, Droaam broke off territories under (at least nominally) Brelish control and created a state basically out of nowhere. Ruled by the Daughters of Sora Kell, the three legendary hags Sora Katra, Sora Maenya and Sora Teraza, Droaam is not recognized under the Treaty of Thronehold. It still is a fully functioning state in all but name.
216----
217* BlindSeer: Sora Teraza, with some speculating that she is such a powerful diviner ''because'' she is blind. In Eberron, the [[TheFairFolk fey]] represent stories, meaning that this aspect of her could essentially be an InUniverse representation of this very trope.
218* 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.
219* CripplingOverspecialization: The nation is very new, and entirely reliant on the Daughters to hold it together. Sora Maenya is the most replaceable; Sora Kell has many daughters, and they could find another who is both strong and clever. If they lost Sora Katra, though, the nation might collapse immediately. And if they lost Sora Teraza, the nation would collapse ''inevitably''; there is simply no one who can replace her sight.
220* TheFace: Sora Katra, and her followers, ''Katra's Voice'', serve as diplomats and envoys of Droaam.
221* AFormYouAreComfortableWith: Sora Katra typically takes the form of a beautiful human woman, rarely showing her true hag form.
222* GeniusBruiser: Sora Maenya may seem like a perpetual hungry brute, but she is actually a cunning strategist befitting her role as head of Droaam's armed forces.
223* HiddenAgendaVillain: No one knows why the Daughters created Droaam. It could be that it's exactly as they claim, that they wish to give "monsters" a place to call their own. Or it could be something more sinister, or entirely esoteric. Sora Teraza's prophecies mean the entire nation could be nothing but a stepping stone for something that happens in a thousand years. This makes them good for MysteriousBacker plots.
224* HiddenElfVillage: The Venomous Demesne, inhabited by the human and tiefling descendants of the Sarlonian kingdom of Ohr Kaluun. Its tiefling lords hide it via magic.
225* TheMafia: The Daask, operating outside of Droaam. It is left open, as to what degree the daughters hold sway over them.
226* MonsterMash: Its population is made up of different kinds of monsters, such as goblins and kobolds, gnolls, minotaurs, medusas, or harpies. Different kinds of monsters still dominate regions of Droaam, but its bigger cities are fairly cosmopolitan.
227* MonsterTown: A full-blown ''Monster State'', although it also includes "non-monstrous" races such as Sarlonian humans, shifters, tieflings, and changelings.
228* 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 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.
229* MysteriousPast: Sora Katra and Sora Maenya are legendary figures who were largely thought of as myths. Sora Teraza, on the other hand, was basically unheard of until she showed up with her sisters. There are a number of possible explanations for this, from the basic "she tends to keep to herself" to "she's secretly Sora Kell herself in disguise."
230* MysteriousStranger: Sora Maenya likes to pretend to be a stranger, a beggar or a widow, and ask people for help. Then she kills them, typically leaving at least one survivor to spread the tale.
231* {{Naytheist}}: The gnolls of the Znir pact reject all forms of worship, ranging from the only possibly real gods to the very real Overlords. They were enslaved by the Overlords for countless eons, and they refuse to go back to that.
232* OurGoblinsAreDifferent: An InUniverse example: the Goblins of the Barrens are culturally distinct from the ones among Darguun's Ghaal'dar, instead forming a culture with another small, downtrodden people: the [[OurKoboldsAreDifferent kobolds]].
233* OurOrcsAreDifferent: PlayedWith, in that there are two different 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.
234* 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 closely in line with other deities: The Red Hooves worship "he who walks behind" (the Mockery), the Blade Breakers venerate "One Horn" (Dol 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.
235* SecretPolice: Teraza's Eye, an organization directly serving Sora Teraza, is made up of numerous agents and spies, often changelings or tieflings.
236
237[[/folder]]
238
239[[folder:Eldeen Reaches]]
240!Eldeen Reaches
241-> '''Capital''': Greenheart
242-> '''Head of State''': Oalian\
243
244Formerly part of Aundair, the Eldeen Reaches declared independence during the Last War after the lords of Aundair failed to protect them against banditry. The Eldeen Reaches also encompasses the Towering Woods and its druidic faiths. Different druidic orders have a large influence in the Reaches, with the archdruid Oalian being considered its spiritual leader.
245----
246* AnimalWrongsGroup: Some druids of the ''Ashbound''-Order view all civilization as weak and [[AntiMagicalFaction try to eradicate arcane magic]].
247* {{Druid}}: The class most commonly associated with the Reaches, with different orders playing roles of various importance. In the reaches, druidic magic is as widely applied as arcane magic in other nations.
248* 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.
249* TheFairFolk: The fey have a strong presence in the Towering Wood. Their main seat, the Twilight Demesne, is located within, alongside numerous manifest zones of [[LandofFaerie Thelanis]]. Their druidic servants, the Greensingers, have a sizable following among the Reachers.
250* FantasyCounterpartCulture: The heavy influence of druidic elements and the Reacher's desire for independence are reminiscent of Ireland, with Aundair playing the part of Great Britain.
251* InHarmonyWithNature: The mantra of the biggest druidic order, the ''Wardens of the Wood''. Some settlements influenced by their teachings are trying to build an eco-friendly industry.
252* NatureHero: Probably the place of origin best suited for this type of character.
253* WiseTree: Archdruid Oalian, the country's spiritual leader, is an awakened greatpine.
254[[/folder]]
255
256[[folder:Lhazaar Principalities]]
257!Lhazaar Principalities
258-> '''Capital''': Regalport
259-> '''Head of State''': High Prince Ryger ir'Wynarn\
260
261A confederation of merchants, pirate lords, and sea barons, the Lhazaar Principalities are home to the finest sailors of Khorvaire. Fiercely independent, the other princes reject High Prince Ryger ir'Wynarn's calls for greater unity.
262----
263
264* 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]]]].
265* GeniusLoci: The ''Hammer'', an "island" located between the Dreadwood Isle and the gnomish principality of Lorghalen, is actually a giant [[ElementalEmbodiment earth elemental]].
266* KingOfThieves: High Prince Ryger ir'Wynarn is more like a first among equals among the princes. He is also probably not a Wynarn...
267* NinjaPirateZombieRobot: The ''Bloodsails'', a principality founded by exiled followers of the House of Vol, consists of elven undead pirates.
268* {{Privateer}}: The princes' main role during the war, serving all sides.
269* RebelliousPrincess: GenderFlipped. The ''Wind Whisperers'', a principality including many half-elves bearing the Mark of Storm, are led by a runaway heir of House Lyrandar.
270* SkyPirate: {{Invoked}}. The ''Wind Whisperers'' try their best to get their hands on a House Lyrandar airship, although they haven't been successful yet.
271* OurGnomesAreWeirder: The island/principality of Lorghalen is populated by exiles from Zilargo. They manipulate the island's native [[ElementalEmbodiment elementals]] via ''Stonesinging'', a blend of bardic and druidic magic.
272
273[[/folder]]
274
275[[folder:Mror Holds]]
276!Mror Holds
277-> '''Capital''': Krona Peak
278-> '''Head of State''': Arbiter of the Iron Council, Torlan Mroranon
279
280->''"Gold is the gift of the mountains, but iron comes from blood and bone. "''
281-->-- Mror Proverb\
282
283A 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 {{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.
284----
285* DugTooDeep: Whilst unearthing the ruins of the Realm Below, they came upon the creations of an ancient EldritchAbomination.
286* FeudingFamilies: Pretty much every clan has one or two rivals within the holds, with the Clans Mroranon and Soldorak being the driving factions. It is especially bad, however, with the [[SiblingRivalry brother-clans]] of Lanarak and Londurak.
287* TheFace: Clan Kolkarun has produced many skilled negotiators. Their diplomacy even persuaded Karrnath to accept Mror independence.
288* FounderOfTheKingdom: The origin story for the Mror Holds depicts the ancestors of each ruling clan as a band of heroes exiled from the Realm Below [[note]] with Clan Kundarak's ancestor serving as their warden [[/note]], with each hero's role mapping onto their Clan's unique traits (e.g. Mroranon was TheLeader, Soldorak a CommanderContrarian, Narathun being a wizard, etc.}.
289* TheMissingFaction: Originally, there were 13 dwarven clans. To one of them, Clan Noldrun, contact was lost about 400 years ago, with conflicting reports on its whereabouts.
290* ProudMerchantRace: The dwarves overall became merchant lords after being subjugated by the Kingdom of Galifar. Especially Clan Kolkarun produced many wealthy merchants. Many influential members of the Aurum are Kolkarun.
291* ProudScholarRace: Clan Narathun has a greater focus on the pursuit of knowledge and secrets than the typical dwarf.
292* ProudWarriorRace: Clan Doldarun and Clan Droranath have a more martial focus than the other clans, with the Doldarun being more of ThePaladin and the Droranath being more of TheBerserker.
293* 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.
294* OurOrcsAreDifferent: Atypically for the setting, this is {{Averted}} with the Jhorash'tar, who fit more neatly into typical orcish tropes (tribal culture, ProudWarriorRace, shamanism, etc.), although they are more [[NobleSavage "revisionist"]] VideoGame/{{Warcraft}}-style orcs than [[AlwaysChaoticEvil "traditional"]] [[Creator/JRRTolkien tolkienesque]] orcs.
295* SiblingTeam: As opposed to clans Lanarak and Londurak SiblingRivalry, the Brother-Clans Toldorath and Tordannon are harmonious almost to a fault.
296* UltimateBlacksmith: The smiths of Clan Soranath are legendary, unmatched among even dwarves.
297* VestigialEmpire: The Mror Holds are built atop the ruins of the Realm Below, an old and vast dwarven empire, that is said to have exiled the founders of the ruling clans. The dwarves started to explore it, only to find [[DugTooDeep out first-hand what lead to its demise...]]
298* WeAREStrugglingTogether : Internal division kept the Dwarves from effectively resisting the armies of Karrn TheConqueror, resulting in their conquest.
299
300[[/folder]]
301
302[[folder:Q'Barra]]
303!Q'Barra
304
305-> '''Capital''': Newthrone
306-> '''Head of State''': King Sebastes ir'Kesslan\
307
308A frontier nation in Khorvaire's south-east, it became a home to many refugees and deserters during the war. This stream of new settlers only grew stronger when prospectors discovered massive deposits of dragonshards. King Sebastes tries to maintain peace with the "scales", local confederations of Lizardfolk and Dragonborn, but this peace is often tested by greedy [[{{prospector}} prospectors]].
309----
310* AncientOrderOfProtectors: The black dragons, the dragonborn they brought with them, and the lizardfolk were all originally intended to guard the seals in the region. Unfortunately, the last black dragon has been corrupted into the Voice of Masvirik, and the dragonborn have forgotten their duties. The Cold Sun Federation of lizardfolk still holds to their task, but some of them are corrupted, and even the ones still doing their jobs are causing problems by being utterly incapable of interacting with outsiders.
311* CultureClash: The Cold Sun Federation are all bound to a single SharedDream that teaches them everything they need to know. They are therefore absolutely terrible about recognizing that outsiders might ''not know'' those things. One possibility for the reason between the rise in hostilities is that settlers have been unknowingly interfering with the seals in the region, and the lizardfolk immediately kill them without warning because they can't conceive of doing something like that on ''accident''.
312* FantasticRacism: The natives consist of the Cold Sun Federation lizardfolk (white-scaled lizard people), the Poison Dusk lizardfolk (green-scaled corrupted lizard people with black-scaled champions), kobolds (small brown dragon people), troglodytes (squat, smelly dragon people), and Trothlorsvek dragonborn (dragon people of many different colors). The settlers typically lump all of them into "scales," and utterly fail to tell the difference between them. This is one of the many reasons conflict is brewing; if the settlers can't tell the difference between the rogue dragonborn clan that has been raiding them and the Cold Sun outpost that is guarding a shrine, there are going to be ''problems''.
313* FantasyCounterpartCulture: Q'Barra is basically a fantasy version of TheWildWest in a more jungle-like region, with Dragonshards replacing gold, and the "scales'" role being reminiscent of Native American confederations. ''Rising from the Last War'' suggests it even as a western-like setting with WesternCharacters, such as a [[TheSheriff Sheriff]]-[[ThePaladin Paladin]] or a PreacherMan-cleric.
314* GoldRush: Well, dragonshard rush, but the rest is basically the same.
315* SealedEvilInACan: Q'Barra is the site of the seal on Masvirik, the Cold Sun, an Overlord with power over all things reptilian.
316* VestigialEmpire: The dragonborn of Ka'rhashan started out as an outpost of Argonnessen, but conquered themselves a nation. In time, their actions stirred an imprisoned overlord, causing the destruction of their state.
317
318[[/folder]]
319
320[[folder:Shadow Marches]]
321!Shadow Marches
322-> '''Capital''': Zarash'ak (unofficial)
323-> '''Head of State:''' None\
324
325Less of a nation and more of a region, the Shadow Marches are a backwater populated by human-orcish clans and purely orcish tribes. Only the recent discovery of Dragonshards has led to a growing interest in the region.
326----
327* CityOfCanals: The Marches' unofficial capital, Zarash'ak, the city of Stilts, is built atop a swamp.
328* {{Druid}}: The druidic sect of the Gatekeepers, which once sealed away the [[EldritchAbomination Daelkyr]], originated in the Shadow Marches and still has a following there.
329* GoldRush: {{Downplayed}}, as most of the mining of Dragonshards is handled by the native House Tharashk.
330* 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.
331* 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.
332* OurOrcsAreDifferent: While some of them are still somewhat tribal and isolationist, the orcs of the Marches are overall more peaceful and spiritual than most of their counterparts.
333* ReligionOfEvil: Many marchers belong to Cults of the Dragon Below, venerating especially the [[EldritchAbomination Daelkyr]]. For some it's following traditions, for some it's genuine madness.
334[[/folder]]
335
336[[folder:Talenta Plains]]
337!Talenta Plains
338-> '''Capital''': Gatherhold
339-> '''Head of State''': Lathon Halpum (officially)
340
341-> ''"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."''
342-->-- Sir Danton ir'Lain, Brelish Knight\
343
344The Homeland of Khorvaire's Halflings, the Talenta Plains are roamed by different nomadic 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 traditional ways, but in the aftermath of the war, this might prove impossible. They also tame dinosaurs...
345----
346* BarbarianHero: A halfling warrior from a Talenta tribe is very suited for this type of character.
347* CallARabbitASmeerp: Due to Latin and Greek not existing in Eberron, all of the Plains' dinosaurs have different names. For example, "Clawfoots" are an unspecified type of raptor.
348* DomesticatedDinosaurs: A staple of Talenta life is the domestication of the plains native dinosaurs.
349* ElephantGraveyard: This one is for dragons.
350* FantasyCounterpartCulture: The halflings of Talenta are inspired by the native American nations of the Great Plains region.
351* {{Hobbits}}: The Plains are the ancestral homelands of Eberron's halflings, although most of them are very different from other settings' halflings.
352* HorseOfADifferentColor: They ride on tamed dinosaurs.
353* LilliputianWarriors: Relatively big for this trope, but they overall fit the bill.
354* NinjaPirateZombieRobot: Barbarian {{Hobbits}} riding on dinosaurs.
355* NobleSavage: They are often portrayed like this.
356
357[[/folder]]
358
359[[folder:Thronehold]]
360!Thronehold
361-> '''Capital''': None (city-state)
362-> '''Head of State''': None (truce zone)\
363
364Galifar I. built his capital on an island between the five nations, in order to avoid favoritism. After the Last War, it became an independent TruceZone. Housing spies and diplomats as well as common thieves and thugs, Thronehold has become a treacherous place to navigate.
365----
366* CityOfSpies: A side-effect of being Khorvaire's main hub for [[DiplomaticCoverSpy diplomacy]].
367* HubCity: {{Invoked}} with its location and independent status before the war.
368* TheNeutralZone: Thronehold is kept neutral and free from the overruling authority of any other nation. It is also ''flush'' with spies.
369* PraetorianGuard: The Throne Wardens, a special detachment of House Deneith guards, still stand watch over the old castle.
370* WretchedHive: The town of Throneport, located in the Castle's shadow, houses many criminals.
371
372[[/folder]]
373
374[[folder:Valenar]]
375!Valenar
376-> '''Capital''': Taer Valaestas
377-> '''Head of State''': High King Shaeras Vadallia
378->''"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."''
379-->-- Shaeras Vadallia, High King of Valenar\
380
381Serving as a template for Darguun's founding, Elvish mercenaries from Aerenal seized eastern Cyre and thus founded the kingdom of Valenar, giving the Tairnadal Elves a permanent foothold in Khorvaire. Due to no one contesting their claim (based on an ancient war with the Dhakaan empire), they were recognized under the Treaty of Thronehold. Besides the Tairnadal, many Khoravar (half-elves), headed by House Lyrandar, seek to make Valenar a home for their people.
382----
383* ArabianNightsDays: Due to a large part of their country being covered by the Blade-Desert, a lot of Valenar warriors wear armor and wield weapons fitting this aesthetic.
384* BodyguardBetrayal: How Valenar was founded. Years later, it served as a template for the founding of Darguun.
385* TheChosenMany: How the ''Spirits of the Past'', the Tairnadal's religion, works: Each elf is declared by a priest as being 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.
386* FantasticRaceWeaponAffinity: Overlapping with NationalWeapon. Tairnadal elves are infamous for their use of the [[DoubleWeapon double-bladed scimitar]], which they themselves consider to be only their weapon. Any non-Tairnadal carring one will be assumed to have stolen it.
387* ForeignRulingClass: For the human population of Valenar, both pre- and post-war. Its human population is mostly made up of Sarlonians from the Khunan region. During the founding of the Kingdom, Galifar I gave eastern Cyre (now Valenar) to the old nobles of Metrol, Cyre's predecessor state. Already alienated from their ruling class, the people of Valenar didn't fight when the Tairnadal took over. In their eyes, a class of foreign rulers was simply replaced by another.
388* ProudWarriorRace: In a major example of OurElvesAreDifferent, war is a core part of the Tairnadal/Valenar identity. With many of them being chosen by the spirits of war heroes, they constantly raid their neighboring territories, hoping to provoke an invasion. [[note]] As [[WordOfGod explained by Keith Baker]] in [[https://keith-baker.com/sidebar-elves-of-eberron/ this blog post]], Valenar military doctrine is more suited towards asymmetrical warfare, which is why they try to provoke an invasion rather than undertake one themselves. [[/note]]
389
390[[/folder]]
391
392[[folder:Zilargo]]
393!Zilargo
394-> '''Capital''': Trolanport
395-> '''Head of State''': the Triumvirate
396->''"Five words can defeat a thousand swords."''
397-->-- Zil Proverb\
398
399A nation of gnomes in southern Khorvaire, Zilargo, like many others, gained its independence under the Treaty of Thronehold. Its orderly appearance belies its darker aspects.
400----
401* CityOfSpies: Zilargo is an entire '''nation''' of spies.
402* ChronicBackstabbingDisorder: Scheming is many a Zil's favorite pastime, and each and every family is caught up in numerous feuds. "Your mother is a gnome!" is a dwarvish insult meaning OpportunisticBastard.
403* 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.
404* 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.
405* KnowWhenToFoldEm: [[WordOfGod According to Keith Baker]], the Trust ''can'' dispose of even high-level adventurers. But that's expensive, and players are rarely happy with having [[TotalPartyKill their entire party]] dumped into a [[NoSavingThrow sphere of annihilation]]. Another possibility is for the party to simply wake up in the morning with whatever they were looking for sitting on their dresser with an attached note saying "Here's what you wanted. [[GetOut You can leave now.]]"
406* ManipulativeBastard: Nearly everyone to some degree.
407* ThePlan: The nation's favorite past-time.
408* ProudScholarRace: Other than its feuds, Zilargo is a haven for science in Khorvaire, with the Zil gnomes being the first to replicate the ancient technique of elemental binding, thus enabling much of the setting's {{Magitech}}.
409* SecretPolice: The "Trust" reports directly to the Triumvirate and is supposedly the best secret police in all of Khorvaire. Troublemakers in Zilargo have a habit of quietly disappearing...
410
411[[/folder]]
412
413! Other Nations/Regions of Eberron
414[[folder:Aerenal]]
415!Aerenal
416-> '''Capital''': Shae Cairdal
417-> '''Head of State''': Balaereth and Tezaera, the Sibling Kings\
418-> '''Native Races:''' None known
419
420An Island nation located to the south of Khorvaire, Aerenal is the homeland of most elves in Eberron. It is inhabited by two distinct Elven cultures: The isolationist Aereni and the war-like Tairnadal, who recently established the nation of Valenar on Khorvaire.
421----
422* 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 worship their undead ancestors and ancient heroes.
423* 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.
424* ChurchMilitant: The Areni have the Deathguard, a special group of clerics and paladins hunting Mabaran undead.
425* FriendlyZombie: The Undying Court is made up of the elves' greatest heroes turned into undead. They are also worshiped and sustain themselves on a mix of worship and energy from the plane of hope and light.
426* HiddenElfVillage: While Aerenal isn't hidden, it is still strictly isolationist, with most outsiders only having access to the port city of Pylas Talaear.
427* 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 engage in raids. Although, instead of conquest, they are more into assymetrical warfare.
428* ImmortalRuler: The Undying Court, depending on how strong its influence on the Sibling Kings really is.
429* {{Mayincatec}}: Aereni architecture heavily invokes mesoamerican empires with its step-pyramids.
430* TheNecrocracy: PlayedWith. The Undying Court only advises the (living) Sibling Kings, who take care of the day-to-day ruling of the nation. The Court still is tremendously influential.
431* 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.
432* SecretPolice: The ''Cairdal Blades'' are a military and espionage organisation in direct service to the Sibling Kings. Areni foundlings who manifest the Mark of Shadow are quickly inducted into its ranks.
433* SheIsTheKing: The Sibling ''Kings'' traditionally consist of a man and a woman from the same noble line.
434* SonsOfSlaves: The elves of Eberron started out as [[EnslavedElves slaves]] to an empire of giants in Xen'drik, but after a rebellion they fled to Aerenal and soon formed their distinct cultures.
435
436[[/folder]]
437
438[[folder:Argonnessen]]
439!Argonnessen
440->'''Native Races:''' Dragons, Dragonborn
441
442A continent to the south-west, Argonnessen is ruled by dragons, with other races populating its fringes. Not much is known of Argonnessen, because it is inaccessible both in person and via magic.
443----
444* AllPowerfulBystander: {{Justified}} like with the Camber, as too much open draconic activity strengthens [[spoiler:the Daughter of Khyber, the draconic Overlord bound within the Pit of five Sorrows.]]
445* AncientOrderOfProtectors: The Chamber, agents of the dragons' operation outside of Argonnessen.
446* BarbarianTribe: The Seren Islands off Argonnessen's north-western coast are populated by tribes of various dragon-worshiping humanoids, theorized by some to have been collected by the dragons.
447* BenevolentConspiracy: Their goal to keep the Overlords bound is massively benevolent. Their means of achieving this can... [[GoodIsNotSoft ''vary''.]]
448* EitherOrProphecy: The Dragons as a whole follow the Draconic prophecy, albeit many pursue different goals. The prophecy itself only lays out certain chains of events, yet never specifies if they will come to pass.
449* HereThereBeDragons: It is the main seat of Dragons in Eberron.
450* HiddenElfVillage: Even more so than Aerenal, Argonnessen can't even be observed magically.
451* ThePlan: Very much the Dragons' main shtick.
452
453[[/folder]]
454
455[[folder:Everice]]
456!Everice
457->'''Native Species:''' None known
458
459Eberron's south 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]].
460----
461* 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.
462* MysteriousAntarctica: Both poles aren't really explored, although no one who set foot in Everice ever returned.
463* TheRemnant: The frost giants escaped Xen'drik's fall and now hone their ice magic, longing for revenge.
464* WinterRoyalLady: The Queen of Winter, who lives in an IcePalace and is said to bestow boons on those who manage to reach her.
465
466[[/folder]]
467
468[[folder:Frostfell]]
469!Frostfell
470->'''Native Races:''' Dwarves
471
472Eberron'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.
473----
474* HiddenElfVillage: Some people believe there still is a dwarven nation buried under the ice.
475* MysteriousAntarctica: Both poles aren't really explored, although people at least returned from expeditions to Frostfell.
476* SealedEvilInACan: Dral Khatuur, the Heart of Winter, is an Overlord embodying the terrors of winter, and is bound under the Frostfell. It is said to be the cause of its climate.
477
478
479[[/folder]]
480
481[[folder:Sarlona]]
482!Sarlona
483->'''Native Races:''' Humans, Kalashtar, Inspired
484
485The continent of Sarlona lies to the west of Khorvaire. It is the cradle of humanity in Eberron, with the first humans in Khorvaire having been Sarlonian explorers. Originally comprised of numerous kingdoms, many of them have coalesced into the isolationist Unity of Riedra. The other Sarlonan Countries include Adar, the homeland of the Kalashtar, the rugged frontier of Syrkarn and the frozen Tashana Tundra.
486----
487!!! Sarlona as a whole
488----
489* BackgroundMagicField: Sarlona is much closer to the planes of existence, with their permanent influence marking so-called ''wild zones''. They had a profound influence on the mentality of the old nations of Sarlona. For example, Nulakesh was influenced by the planes of war and order, leading to an [[TheEmpire oppressive militaristic regime]].
490* ExtradimensionalPowerSource: Sarlonian magic draws on the energy of the other planes, who have a significantly stronger influence in Sarlona. The first Khorvarian wizards had to essentially reverse-engineer much of their magic with a different power source, finding one in the [[BackgroundMagicField Ring of Syberis]].
491* FantasyCounterpartCulture: It is very vaguely reminiscent of Asia, with Riedra being a more totalitarian imperial China and Adar being a stand-in for Tibet. However, the former Sarlonian Kingdoms (now Riedran provinces) all had different counterparts, with, for example, Kalesh being a [[UsefulNotes/TheCrusades Crusader-State]] and TheEmpire of Nulakesh having been a darker version of UsefulNotes/TheRomanEmpire.
492* GreatOffscreenWar: Sarlona was home to over a dozen kingdoms but the Sundering, 200 years of upheaval and wars, allowed the Inspired to take control.
493* ImmuneToFate: [[spoiler:Due to an artifact protecting Adar,]] all of Sarlona is ''not even once'' mentioned in the Draconic Prophecy, scaring the Dragons of Argonnessen to no end. As a result, they kind of pretend it doesn't exist...
494* PowerCrystal: Like other D&D settings, psionics in Eberron are connected to crystals, with many Sarlonian magic items being made of crystal.
495* PsychicPowers: In Sarlona, both Riedra and Adar, psionics is similarly ingrained into society as arcane magic in Khorvaire.
496
497!!!Adar
498-> '''Capital''': Kasshta Keep (unofficial)
499-> '''Head of State''': Speaker of the Light Chanaakar\
500
501A mountainous region in Sarlona's south, Adar is the last hold-out against Riedran conquest. It is comprised of a chain of hidden mountain-monasteries, with only the de-facto capital, Kasshtar Keep, proudly showing itself to the world. It also is the homeland of the kalashtar.
502----
503* AllMonksKnowKungFu: Probably best suited as the place of origin for a monk character. Even large parts of the laity know a few martial arts routines.
504* FantasyCounterpartCulture: It is heavily inspired by Tibet, in both culture and geopolitics.
505* HiddenElfVillage: Except Kasshta Keep itself, Adar's monasteries are magically and psychically obscured.
506* 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.
507* UnSorcerer: {{Downplayed}} in that Adar is roughly made up equally of Kalashtar and normal humans [[note]]45% kalashtar, 51% humans and 4% other[[/note]]. Curiously however, the current Speaker of the Light is a human.
508
509!!! The Unity of Riedra
510-> '''Capital''': Durat Tal
511-> '''Head of State''': The Inspired Lords of the Unity\
512
513The 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 warring nations of Sarlona and united them all under its religion, the Path of Inspiration.
514----
515%%* TheBeautifulElite: The Inspired, who are literally bred to be this way.
516* BlackAndGreyMorality: No state of Khorvaire is ''really'' evil (not even Droaam), but Riedra is the most unambiguously evil nation of Eberron.
517* EmpireWithADarkSecret: [[spoiler:The Inspired are humans possessed by the Quori. Riedra is the Dreaming Dark's way of influencing the Material plane.]]
518%%* TheEmpire: And the only intact one at this.
519* 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.]]]]
520* FantasyCounterpartCulture: It is reminiscent of Imperial China as regionally expansive, but globally isolationist. Its totalitarianism may be inspired by modern Dictatorships like North Korea.
521* MegaCity: All of Sarlona's cities seem to be ''huge''. The port city of Dar Jin is described as "larger than any city in Khorvaire". Note that this includes ''Sharn''!
522* NeverLearnedToRead: Most Riedrans are illiterate, because they've never needed to read--writing is largely replaced with minor psionic devices that provide information telepathically. This is, of course, yet another way to control citizens, as it renders the commoners largely helpless outside of Riedra (not to mention the propaganda embedded into the telepathy).
523* {{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.
524* PortalNetwork: The main cities and fortresses of Riedra are linked by a series of teleportation cycles. Unlike the spell however, each portal can only be linked to one other, leading to less flexibility.
525* SecretPolice: Everyday order among the citizens is upheld by the ''Thousand Eyes''. The Riedran military, the ''Harmonious Shield'' also includes the ''Sleeping Sword'', a special force unknown to most Riedrans. For foreigners, there is also the ''Iron Gate'', Riedra's BorderPatrol.
526* SharedDream: [[spoiler:The inspired control the people of Riedra by manipulating their dreams through monoliths.]]
527
528[[/folder]]
529
530[[folder: The Thunder Sea]]
531!The Thunder Sea
532->'''Natice Races:''' Sahuagin, Merfolk, Locatah
533
534South of Khorvaire's Mainland, the Thunder Sea is home to a number of aquatic civilizations Its major factions are the Sahuagin of the Eternal Dominion, the Kalamer merfolk, and the elven-led Valrean Protectorate.
535----
536
537!!!The Thunder Sea as a whole
538* AwesomeUnderwaterWorld: The Thunder Sea is home to ancient, still existing civilizations, even predating the Giants.
539* FishPeople: Basically every aquatic people within the Thunder Sea: The Sahuagin, the Locathah, the Karakala Merfolk, and the Sea Elves, to a lesser extent.
540* ProudWarriorRace: The Sahuagin of the Eternal Dominion view life as only conflict. The Valraean Protectorate is similarly martial in nature, having been created as a buffer to the Sahuagin.
541* SpaceColdWar: Between the Sahuagin of the Eternal Dominion and the sea-elves of the Valrean Protectorate.
542* TheWoobie: 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.
543
544!!! The Eternal Dominion
545
546An empire of Sahuagin covering large swathes of the Thunder Sea. Centering their civilizations around the ''kar'lassa'', gigantic sleeping sea-creatures, they plan to conquer the entire Thunder Sea.
547----
548* CannibalismSuperpower: They venerate the Devourer as Sha'argon, a GodEating sahuagin. Based on this, many of them dream of devouring the gods or the Overlords. The Malenti are specially transformed Shauagin who turn into humanoids [[YouAreWhoYouEat they eat]].
549* TheEmpire: An underwater, militaristic and expansionist state.
550* FantasticRacism: They view surface-dwellers ([[FantasticSlurs "dryskins"]]) as nothing more than pathetic barbarians.
551* 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 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.
552* ProudWarriorRace: They view life only as a conflict.
553* SharedDream: The ''kar'lassa'' pull all sleeping people around them into a dream on the plane they are connected to. Given that most Shahuagin of the Dominion live in cities built around the ''kar'lassa'', this happens to most of them.
554* TykeBomb: The Eternal Dominion utilizes magebreeding like no other society in Eberron, making every sahuagin this trope in a specific field.
555
556!!! Karakala
557
558A culture of nomadic merfolk calling themselves the Kalamer. Hailing from the waters of the plane of nature, Lamannia, they travel the Thunder Sea to contain the manifest zones of Lamannia, which would otherwise have devastating effects.
559----
560* 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, performing various rituals to stabilize them. ''Exploring Eberron'' calls them "nomadic gardeners".
561* OurMermaidsAreDifferent: They generally look more aquatic than most merfolk, with [[AmazingTechnicolorPopulation bluish skin]] and 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.
562* SirensAreMermaids: PlayedWith in that "siren" is simply the name given to traveling merfolk bards.
563
564!!!The Valrean Protectorate
565
566A buffer-state between the Eternal Dominion and Aerenal lead by the Sea Elves of line Valraea . Its non-Elven inhabitants (mostly Sahuagin and Locathah) are encouraged to view Elves as higher, almost semi-divine beings while having their own cultures supressed.
567----
568* BlackAndGreyMorality: The Eternal Dominion is an expansionist, oppressive empire. So the elves naturally built an equally oppressive buffer-state.
569* FantasticRacism: Elven supremacy is deeply ingrained into the Protectorate structure, with its non-elven cultures being heavily suppressed.
570* WhiteMansBurden: How many Sea Elves rationalize their oppressive treatment of the Protectorate's non-elven population.
571
572[[/folder]]
573
574[[folder:Xen'drik]]
575!Xen'drik
576->'''Native Races:''' Giants, Elves
577
578Once 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 end of Xen'drik came when the giants tried to use 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, destroying every civilization and cursing the 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, who split into three separate cultures. The only Khorvarian settlement to stand the test of time is the city of Stormreach.
579----
580* AdvancedAncientAcropolis: The lands of Xen'drik are littered with the ruins of numerous ancient, magically advanced giant civilasations. The techniques of elemental binding was originally practied extensively, and Zil explorers recovered it from ancient giant ruins and texts.
581* ArchaeologicalArmsRace: Provides the page quote. What could happen if a single nation unlocks bigger pieces of the giants' LostTechnology.
582* ApocalypseCult: The Sulatar drow believe that they are destined to cleanse the world in fire.
583* ClassicalHunter: The Vulkoori drow who live in the jungles.
584* DevolutionDevice: One of the Draconic curses is believed to have devolved the giants from their former glory into their modern forms.
585* EnslavedElves: The elves, theorised by some to be the descendants of a Feyspire's conquered Eladrin, are first recorded as slaves to the giants.
586* HubCity: Stormreach may serve as this for campaigns in Xen'drik.
587* LostTechnology: The giants pushed arcane knowledge to unparalleled heights. The discovery and replication of elemental binding brought Khorvaire a huge amount of progress.
588* TykeBomb: The first drow were mage-bred elves intended as SuperSoldiers.
589* VestigialEmpire : Xen'drik is littered with the ruins of the giant empire. The Sulatar drow still live within the old cities.
590
591[[/folder]]

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