Eberron Rising From the Last War

(Nancy Kaufman) #1

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of the templar order. Flamekeep is also home to Thal­
ingard, the ancestral palace of the rulers of Thrane and
current residence of Queen Diani ir'Wynarn.

SHADUKAR
Shadukar is a grim reminder of the cost of the war.
Once known as the J ewe! of the Sound, this coastal
city was destroyed in a bitter siege against Karrnathi
forces. The city has yet to be reclaimed, and it's said to
be haunted both by Thrane ghosts and by undead forces
left behind by the Karrns.

ThALIOST
An ancient Aundairian city seized during the Last
War, Thaliost was ceded to Thrane under the Treaty
of Thronehold. Many of its people bitterly oppose the
Thrane occupation, but it's also become a haven for
Aundairian followers of the extremist Pure Flame sect;
violence often breaks out between these two factions.

AFTERMATH OF THE LAST WAR
The war is over, but deep rifts remain between Thrane
and its neighbors. Aundairian war magic created a
blasted wasteland between the two nations. To the east,
the conflict with Karrnath left farms and cities such as
Shadukar devastated and abandoned, home only to the
lingering undead left behind after the Karrnathi retreat.
For most, these grim reminders of war strengthen
Thrane resolve. The common people are united by their
faith and sure of the righteousness of their cause. The
Silver Flame urges people to stand together in the face
of evil, and across the nation, villagers work together to
repair the damage inflicted during the war. People in
a Thrane village regularly cooperate to raise a barn or
practice archery in the fields.
The Silver Flame urges its followers to feel compas­
sion for all people, which often proves a more difficult
challenge. Thrane has never forgiven Karrnath for its
use of undead soldiers, and many Thranes are quick
to imagine all Karrns as agents of darkness. Likewise,
Thranes have bitter memories of the conflict with Aun­
dair, and Aundairian wizards or eldritch knights receive
a cold reception.
For most Thranes, the war strengthened their faith
and drew them together. However, some question the
validity of theocratic rule. Such doubt can be found
even among the most devout followers of the faith; such
people fear that the merging of temporal and spiritual
authority distracts the church from its proper mission.
If these doubts spread, a serious faction might seek
to restore Queen Diani to power.
Thaliost is another open wound. The Coun­
cil of Cardinals is determined to hold onto
this prize, but it is a bitter point of conten­
tion with Aundair and a constant source
of tension and violence. In creating a
Thrane character, consider how you
feel about Thaliost. Would you like to
see it returned to Aundair, or do you
support Thrane's rule?

CHAPTER 2 I KHORVAIRE GAZE'ITEER

THRONEHOLD

Capital: Throneport
Hallmarks: Entertainers, international intrigue, spies
After forging a united kingdom, Galifar I realized early
on that the crown could not rule from one of the existing
realms. To do so would be to put one of the Five Nations
above the others, and that would lead to breaks and frac­
tures that would eventually destroy the kingdom. Thus,
he established his seat of power on an island in Scions
Sound. There he built the great castle of Thronehold.
After Jarot's death and the rejection of the line of suc­
cession that led to the Last War, the island and castle
were largely abandoned. A special detachment of House
Deneith guards, the Throne Wardens, remained in
place to protect the castle, but all government functions
ceased with the collapse of the Kingdom of Galifar.
Throneport, a town in the shadow of the castle, be­
came a place for dissidents, criminals, spies, and merce­
naries, and the once safe port turned into a rough-and­
tumble town without allegiance to any single nation.

INTERESTING THINGS
ABOUT THRONEHOLD


  • Representatives (and spies) of the Five Nations gather
    in the town of Throneport, where it's impossible to tell
    friend from foe and alliances shift daily.

  • Although Cyre no longer has a peacekeeping force on
    the island, many Cyrans find work here as spies and
    agents for other nations.


THRONEHOLD CHARACTERS
As you develop a character or NPC from Thronehold,
consider the following:
Cold Warriors. Thronehold is a gladiatorial arena for
diplomats and spies, a dangerous playground for
bored nobles, and a haven for treacherous double
agents. Characters with the charlatan, spy, noble, or
criminal background might all test their skills here.
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