Eberron - Rising from the Last War

(Jeff_L) #1
Zil gnomes live within a web of intrigues. The Trust
condones their actions, as long as they break no laws
and don't threaten the state or the status quo. A gnome
charlatan can connive to steal a jewel mine from an­
other gnome-as long as the charlatan accomplishes the
deed through cunning, negotiation, or deception rather
than violence or outright theft, and as long as the mine
stays in Zil hands. The same applies to adventurers
planning schemes in Zilargo. Violence draws attention
and deadly consequences from the Trust, but intrigue is
perfectly acceptable.
The Trust is a network of spies and assassins. Most
agents of the Trust simply pass information through
dead drops; some estimate that a third of the nation
works for the Trust in this capacity. When the Trust
identifies a threat, it acts preemptively. Trust agents
prefer to solve a problem without violence-by sharing a
piece of information or a whispered warning sent via a
message spell. But the Trust won't hesitate to eliminate
a threat, whether with poison, spell, or blade. Typically,
a target never sees the agent of their demise.

INTERESTING THINGS


ABOUT ZILARGO ----



  • Most consider the Library of Korranberg the finest
    repository of knowledge in Khorvaire.
    The Korranberg Chronicle is the leading source of
    news in Khorvaire. Gnome chroniclers travel across
    Khorvaire in search of stories.

  • The major cities of Zilargo maintain temples and
    shrines dedicated to every religion. Most Zil explore a
    few faiths before settling on one; others practice mul­
    tiple religions.


ZIL CHARACTERS


As you develop a Zil character, consider the follow­
ing factors:
Family Ties. In a nation shaped by intrigue, you need
someone you can rely on. For the Zil, that's family.
Unless you're an orphan, discuss your family with
your DM. What's their business? Who's your favorite
relative? Are you currently involved in any family
schemes? Family members might call on you for help
over the course of your adventurers, but they can also
be a resource for you.
Knowledge and Power. The Zil prize knowledge above
all else. Sage is a suitable background for any Zil;
charlatan and spy are also appropriate, reflecting
their love of intrigue. Classes that specialize in melee
combat are rare among the Zil. The soldiers of Zilargo
include rogues, bards, wizards, and artificers.
The Trust. In creating a Zil character, consider whether
you have any ties to the Trust. A vast number of
gnomes serve as the eyes and ears of the Trust, re­
porting interesting information to a Trust handler.
As an active agent, you could receive missions tied to
your current adventures. If you and your companions
are fighting the Emerald Claw, you might have a sec­
ondary assignment to eliminate a specific Claw agent
or acquire a particular object from their base. While
the spy background is a logical choice for a Trust


agent, the agency recruits characters of every class
and background. Your class abilities reflect special­
ized training and granted abilities-the magical equiv­
alent of spy gadgets!

CITIES AND SITES
The gnomes of Zilargo place a high value on appear­
ances. They design beauty into their architecture,
featuring delicate carvings, elaborate railings and bal­
conies, and lavish gardens. Every community contains
murals and statues scattered throughout. Most fixtures
and buildings are designed for those of small stature,
but buildings constructed for taller folk also exist. The
Zil have a talent for illusion and for binding elementals,
and they incorporate both of these forms of magic into
everyday life.

KORRANBERG
Nestled against the base of the Seawall Mountains, Kor­
ranberg is the oldest city in Zilargo. Many aristocrats of
other nations come to study in the famous library and
the gnome colleges of Korranberg. The ancestral cita­
del of House Sivis is located here, as well as a host of
temples including the Codex Vault, Khorvaire's largest
shrine to Aureon.

ThURIMBAR
This port city draws musicians and artists from across
Khorvaire. It addition to its legendary clubs and schools
of music, Thurimbar is on the cutting edge of arcane
sound-the use of illusion magic to generate music. En­
tertainers flock to Thurimbar to share their music and
immerse themselves in its rich musical culture.

TR.OLAN PORT
With its crisscrossing canals and flooded streets, the
capital of Zilargo serves as the center of the gnome ship­
building industry and a nexus for trade. Scores of ships
make port here daily. Among the many beautiful things
the city is known for are its spectacular coastal thun­
derstorms. Crowds gather on balconies and verandas to
watch these awesome displays.
The Tower of the Triumvirate rises over the central
portion of the city. House Kundarak, House Sivis, and
House Cannith maintain outposts in the city, and the
other dragonmarked houses station agents here as well.

ZOLANBERG
Hidden high in the Seawall Mountains, Zolanberg lies
at the heart of a network of jewel mines. These mines
face attacks by kobolds living in the mountains, as well
as goblin raiders from Darguun. Gnomes and dwarves
inhabit the city. House Kundarak maintains a great vault
here while House Tharashk has completed construction
of a large hall for the Prospectors Guild.

AFTERMATH OF THE LAST WAR
Walking the streets of Korranberg, one might never
know that the war occurred. Zilargo avoided most of
the violence of the Last War, and cosmetic magic and
illusions were employed to repair the few cities that
suffered damage. Many Zil prefer to ignore the war

CHAPTER 2 I KHORVAIRE GAZETTEER
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