Eberron: The Survivors of Saerun Road
Khorvaire is found in Eberron’s northern hemisphere. It is bounded by the Bitter Sea to the north, the Lhazaar Sea to the east, the Barren Sea to the west and the Thunder Sea to the south.
The landscape of Khorvaire varies greatly, from wastelands and forbidding mountains in the north to deserts and jungles in the south, with everything in between.
Nations and Regions
Khorvaire is a large continent with many nations and autonomous regions. The borders of many of these areas are disputed, despite having been determined in the Treaty of Thronehold.
The Five Nations, Former Galifar
Aundair is a mostly flat country of farmlands and vineyards, with a strong culture of craftsmen, academics, and magic. Its capital is Fairhaven, and House Lyrandar and House Orien are headquartered here. It possesses the premier academy of magic in all of Khorvaire, the Floating Towers of Arcanix.
Although Aundair’s army is small compared to its neighbours, it held its own throughout the Last War through its use of spellcasters within the army to employ destructive magical weapons and spells against its enemies.
Aundair is governed by The Triumvirate, consisting of Queen Aurala, First Warlord Adal (who is the Royal Minister of Magic), and Lord Darro (leader of the Knights Arcane).
It’s fiercest enemy during the Last War was neighbouring Thrane, and relations between the two remain cold. Aundair’s national symbol is the dragonhawk, a large, majestic bird of prey that can be used as a mount.
Breland is a large and powerful country that prides itself for its free speech, diversity, and acceptance as compared to the rest of Khorvaire. Although executive and judicial powers still lie with King Boranel, an elected parliament oversees the legislative duties of the country, making Breland the most democratic of any of the Five Nations.
The capital of Breland is Wroat, and Breland is home to the largest city on Khorvaire, Sharn, known as the City of Towers for its towering buildings and cosmopolitan atmosphere.
Breland has emerged from the Last War as the most powerful country culturally and economically, while its military power rivals that of Karrnath. Although it is the most powerful of the Five Nations emerging from the Last War, it is also the most interested in maintaining peace; King Boranel orchestrated the Treaty of Thronehold, which ended the Last War.
The country produces a wide array of goods, and is especially noted for the weapons produced in the smelters and forges of Sharn. House Medani and one of the three branches of House Cannith maintain their headquarters within Sharn, while House Phiarlan operates from Wroat.
After Cyre was destroyed, the surviving Cyran refugees were accepted into the country and formed a community known as New Cyre.
As the largest and most populous nation, it is home to the largest communities of humans (44% of Breland’s populace), gnomes (14%), half-elves (10%), elves (8%) and changelings (4%).
One of the Five Nations of Khorvaire, Karrnath is a nation ruled by King Kaius III that is proud of its martial heritage and is the oldest of the Five Nations. It was founded by Karrn the Conqueror over two thousand years ago.
The nation is particularly noted for its widespread use of undead troopers during the Last War and also the ruthless dictatorship of its monarch.
Formally, Thrane is a monarchy ruled by Queen Diani ir’Wynarn, descendant of King Galifar I. In reality, however, the royal family serves only as a figurehead.
Thrane is a theocracy and the real power resides with the Church of the Silver Flame. Below the mighty Council of Cardinals, the archbishops of the Silver Flame act as governors and mayors throughout the realm.
Religious design and artwork dominate most of the architecture, giving the urban areas a unique look that doesn’t exist anywhere else in Khorvaire.
Though the Church of the Silver Flame holds power throughout the land, other religions practices such as The Soverign Host are tolerated, while worship of the Dark Six and followers of the Blood of Vol are met with suspicion and hostility.
Cyre was a strategic battleground in the Last War, and was host to some of the largest battles of that war. In the last years of the Last War, Cyre was suddenly, and inexplicably, destroyed. A not-quite-dead wasteland remains where Cyre lay, surrounded by a thick gray fog.
It appears that Mournland is literally an open grave, where the bodies of deceased soldiers refuse to decay. Tales of terrifying twisted monsters and unspeakable horrors trickle back from those who have the nerve or need to brave the mists, and neighbouring areas must often deal with the horrors and living spells which roll out of the mists to attack nearby communities.
A few survivors from Cyre have settled a village in Breland, dubbed New Cyre. The village has expanded to a population size of about 5000.
Home of nearly 69% of Khorvaire’s goblins, Darguun is perceived by civilised people as a necessary evil, for the moment at least. It has few exports, although it has a lucrative arrangement with House Deneith to supply mercenaries.
Darguun was once land owned by the nation of Cyre, and was appropriated by goblinoid mercenaries, who served during the Last War, during a mass coup that occurred around 29 years ago. The coup involved the uniting of numerous goblin bands, scattered throughout the armies of all five warring nations in a massed assault and conquest of southern Cyre.
This event was largely orchestrated by a young hobgoblin, named Haruuc, who has since named himself Lhesh Haruuc Shaarat’kor, or the High Warlord Haruuc of the Scarlet Blade. It is he to whom the Ghaal’dar tribe owe allegiance, and his rule has been marked by both cunning and tact, as he his capacity for diplomacy aided the recognition of Darguun as an individual entity at the Treaty of Thronehold (which ended the Last War 2 years ago in YK 996).
The Demon Wastes are a barren, volcanic wasteland stretching out from beyond the Shadowcrags and the Icehorn Mountains, which separate the area from the Eldeen Reaches. The plateau that stretches out from the mountains is punctuated by a series of canyons and mesas that form a natural labyrinth, in which it is said warring tribes of barbarians battle amoungst the desolation.
Previously part of Breland, Droaam stretches from the Shadow Marches in the west to Breland in the east.
It is a nation of monsters, ruled by a coven of Hags known as The Daughters of Sora Kell.
During the Last War bands of monsters raided across the border into Breland seeking spoils and slaves. In 987 YK King Boranel pulled settlers away from the border and inner Droaam, finding his armies stretched too thin to protect his beleaguered subjects.
That same year the Daughters of Sora Kell used their monstrous army to sieze control of the area and declare the founding of the nation of Droaam. Droaam has never been officially recognized as a nation by any of the five nations.
Most Khorvairians believed that the alliance of monstrous humanoids would crumble to in-fighting and treachery, but The Daughters of Sora Kell have managed to keep the warlords united under their banner for the last decade and show no signs of weakening their hold on the region.
The country was a part of Aundair before the Last War, but when troops were withdrawn out of the Eldeen Reaches to help protect the main cities of Aundair, the inhabitants of the Eldeen Reaches claimed independence.
Most of the land is taken up by forest, out of which the major druid sects operate.
House Vadalis operates from the nation.
Pirates, sea barons, merchant traders and all with a love of the ocean find their home in the Lhazaar Principalities.
With a history that is equal parts piracy and seafaring trade the Principalities have remained a separate entity from the kingdom of Galifar, even during the years they pledged allegiance to the crown.
Now, with the nation of Galifar officially shattered the Lhazaar Principalities have formed a loose confederacy of states each ruled by their own sea prince living a life where might makes right and the man with the most and biggest ships rule the sea.
This dwarven nation is an important economic power in Khorvaire.
Formerly part of Karrnath, The Holds are now under the control of a number of Dwarvern clans.
House Kundarak’s headquarters are based here, along with a number of their vaults full of fabulous wealth.
A country of colonists and idealists, Q’barra is a rainforest. The country was founded, far from everything, to maintain the ideals of King Galifar I, and consists of a few cities and small villages spread throughout the jungle.
Q’barra mines and exports Eberron Dragonshards. No House operates out of Q’barra, although House Tharashk’s Finders Guild is involved in the search for Dragonshards.
Conflicts have arisen between the lizardfolk who are native to the region and the new Human settlers.
A mass of swamplands on the west of Khorvaire, The Marches aren’t a formal nation so much as a wide expanse of territory too difficult to settle effectively.
Home to many tribes of Orcs and half-orcs, The Marches are home to both druids and bizzare aberrations.
Though sparsely populated, The Marches is host to a number of rich Dragonshard deposits, which are prospected and mined by House Tharashk, which is headquartered in Zarash’ak, “the City of Stilts”, the region’s largest city and unofficial capital.
The Talenta Plains are a vast grassland stretching from the Blade Desert to the borders of Karrnath and the Mournland.
It is the home of wandering herds of dinosaurs and tribal halflings remaining true to their ancient nomadic way of life since the days before humans walked the lands of Khorvaire.
The nation of Valenar was once part of Cyre, but during the last war elven mercenaries from Aerenal siezed control of the area, claiming an ancient right to the territory.
Since the end of the war, the elven forces residing here have been raiding neighbouring areas, leading to a tense political situation for Karrnath.
The gnomes have lived here for thousands of years, managing to keep their independence through cunning and diplomacy.
When King Galifar I built his kingdom, the gnomes surrendered to the invading forces and secured a great degree of autonomy under the rulership of Galifar.
During the last war, they sucessfully declared their independence, though maintained good relations with Breland.
Zilargo is a peacful nation of clean streets, low crime rates and possesses a polite and learned citizenry. It is home to the Great Library of Korranberg, one of Khorvaire’s most respected institutions of learning.
House Sivis is headquartered here.