Eberron Rising From the Last War

(Nancy Kaufman) #1
Play It Again. If diplomats and spies have one thing in
common, it's a weakness for pleasant distractions.
When not playing their games of deceit, they seek out
the best entertainment and companionship the island
has to offer. Characters with the entertainer back­
ground can make many untrustworthy friends here.

AFTERMATH OF THE LAST WAR
By 975 YK, Throneport had grown into a small city in
which all of the nations and dragonmarked houses had
at least a small presence, turning it into a hotbed of in­
ternational intrigue. The Treaty of Thronehold further
solidified Throneport as a multinational capital under
the control of small peacekeeping forces from Aundair,
Breland, Karrnath, and Thrane, with House Deneith
Throne Wardens in place to make sure the terms of
the treaty are honored. Today, the small city is neutral
ground, but the castle and its grounds remain off limits
and under the watchful protection of the wardens.

VALEN AR

Capital: Taer Valaestas
Hallmarks: Elves, horses, mercenaries
In the midst of the Last War, an army of Tairnadal war­
rior elves from Aerenal seized this region from Cyre,
invoking a claim to the land from long before humanity's
arrival on the continent. The elves of Valenar devote
themselves to the arts of war. Their cavalry has no equal
in Khorvaire, and they combine a talent for magic with
stealth and swordplay. Cyre employed the Valenar as
mercenaries until the elves betrayed Cyre and took a
corner of the nation for themselves. These lands es­
caped the destruction visited upon the rest of Cyre. After
the Mourning, no one wanted to challenge the Valenar's
claim to the land they had taken; in the interests of
peace, the Treaty of Thronehold recognized the new elf
kingdom of Valenar.
Valenar elves spend little time at rest, operating in
small units called warbands. Those who aren't pa­
trolling the kingdom travel abroad seeking adventure.
Half-elves handle the civic administration. Some of
these are the children ofValenar elves, but most are im­
migrants who've come from elsewhere in Khorvaire in
search of opportunity. Cyran humans still occupying the
region fall below them in rank. Once citizens of Cyre,
now they're citizens of Valenar. Little has changed for
the commoners, most of whom don't care who wears
the crown.
The harsh sands of the Blade Desert cover northern
Valenar and serve as a natural barrier between this land
and the rest of Khorvaire. Beyond the desert, Valenar
transitions from rolling steppes to fertile plains. The
desert can be deadly, but the Valenar elves pose the
greatest risk for adventurers. The elves won't interfere
with peaceful caravans, but a well-armed group of trav­
elers invites challenges.


INTERES TING THINGS
ABOUT VALENAR


  • The dragonmarked House Lyrandar helped the Vale­
    nar elves build the infrastructure of their kingdom.
    The half-elves have no homeland, but House Lyrandar
    hopes to make Valenar a haven for its people.

  • The ancestors of the elves fought goblins for control
    of this region many thousands of years ago. Relics of
    that struggle are still scattered across Valenar and the
    Blade Desert: ruins, haunted fortresses, and battle­
    fields that have slipped out of alignment with time.

  • Valenar warbands include druids and rangers, and
    druidic magic bolsters the military arsenal of the
    elves. Walls of thorns surround elven fortresses, and
    beasts fight alongside the elves. Valenar horses are
    known for being as fearless and stubborn as the elves
    who ride them.


VA LENAR CHARACTERS
See chapter 1 for additional information about creating
Valenar elves. When creating a Valenar character or
NPC, consider the following:
Martial Role. Valenar was forged in war. As an elf, con­
sider your role in a warband. Are you a simple soldier,
an acolyte devoted to the elven ancestors, or a sage
familiar with your Valenar history? As a half-elf, you
might be an entertainer, a sailor, or a guild artisan
working to support the elf army, or you might be a
charlatan seeking opportunities. As a human from
Valenar, you could be an urchin born in Taer Valaes­
tas, or a folk hero fighting for the common people.
Dreams. Have you left Valenar behind, or are your as­
pirations tied to the new kingdom? As a half-elf with
Valenar blood, do you want to be recognized as a true
Valenar-granted a bond to a patron ancestor and a
chance at immortality-or are you more interested
in building a homeland for your people? As a human
whose land the elves reclaimed, do you want to work
with the elves or do you want to drive them out-and if
so, who do you want to replace them?
Animal Companions. Feytouched beasts play an
important role in Valenar society. The Valenar are
known for their steeds, but a wide range of Valenar
beasts bond with non-elves. As a starting character,
you might not have established a connection to a Vale­
nar beast. If you return to Valenar later in your adven­
turing career, perhaps you will find your bondmate.

CITIES AND SITES
Most of the communities of Valenar consist of farming
villages, with fortress towers scattered across the plains
as military outposts.

MOONSHADOW
A peaceful Khoravar village built on the Old Road,
Moonshadow is a young community, built by immigrants
who hope that Valenar can become a home for their peo­
ple. Though small, Moonshadow has drawn half-elves
from across Khorvaire, and a surprising number of
gifted scholars and artisans thrive in the village.

CHAPTER 2 I KHORVAIRE GAZETTEER
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