Eberron Rising From the Last War

(Nancy Kaufman) #1

seek to make extra gold, and pirates prey on everyone.
Ports come and go, falling prey to monsters or natural
disasters. But two harbors have stood the test of time.
Dar Qat. The Inspired lords of Riedra are just as
interested in the resources of Xen'drik as the people of
Khorvaire. Dar Qat is a Riedran port, a fortress built
from glittering crysteel (grown crystal as strong as steel)
and dwarfed by a nearby monolith believed to serve as
a psychic anchor for the city. Outsiders are rarely wel­
come within the walls of Dar Qat.
Stormreach. Once a haven for pirates and smugglers,
Stormreach has become a thriving port that serves
as the passage to the Xen'drik interior. All the dragon­
marked houses have outposts in the city, and it is home
to refugees, renegades, criminals, and others who have
no place on the other continents. The city is ruled by the
council of Storm Lords, who hold absolute power. As
Stormreach is built on the foundations of an ancient gi­
ant city, ruins abound around and below the city. Some
fear that if the city continues to expand, the growth will
trigger an ancient curse. But for now, Stormreach is a
prosperous community and a gateway to adventure.


XEN'DRIK'S INFLUENCE IN


KHORVAIRE


In Khorvaire, you might ...



  • Befriend a drow making their way in the new world.

  • Stop the Emerald Claw from using a giant artifact to
    destroy a city.

  • Aid a scholar in deciphering a book of prophecy found
    in the heart of Xen'drik and brought to Stormreach.
    The tremendous diversity of the people of Xen'drik
    means that no single trait defines objects and artifacts
    from this land. The primitive drow make armor compa­
    rable to studded leather using the chitin of giant scor­
    pions. Rumors abound of more advanced drow civiliza­
    tions in the layers of Khyber that lie beneath Xen'drik.
    The elves lived and fought in Xen'drik before the exodus
    that took them to Aerenal, and elven artifacts remain
    scattered across the region. And the grandest treasures
    include the work of the giants-which can often be diffi­
    cult to use because of their size. The spell book of a giant
    wizard might hold priceless secrets, but the bulky tome
    can be quite awkward for smaller folk.


TRINKETS FROM XEN^1 DRIK


d8 Trinket
A punched ticket for a voyage from Sharn to
Storm reach
2 A scorpion's barb engraved with a single Elvish letter
3 A copper coin so big you could use it as a dinner plate
4 An image of an elf warrior engraved on a giant's tooth
5 A single page from a giant wizard's spell book, bearing
an incomplete spell
6 A scrap of parchment, part of a map ofStormreach
7 A small book titled Feersome Beests of Zendrik
8 A scrimshaw carving of a sahuagin

CHAPTER 2 I KHORVAIRE GAZETTEER


FAITHS OF

KHORVAIRE

Religion plays an important role in Eberron. The gods
don't manifest physically, but people of faith believe that
divine forces shape everyday life. Shared beliefs unite
communities and can provide hope in difficult times.
Most Khorvairians acknowledge the pantheon of
the Sovereign Host and its malign shadow, the Dark
Six. The Sovereign Host was the dominant faith of the
Kingdom of Galifar and holds sway over most of Khor­
vaire-except for Thrane, which favors the Church of the
Silver Flame. Other religions connect specific cultures
or communities; the kalashtar observe the Path of Light,
and the Undying Court guides the elves of Aerenal.
Religion is especially important for a paladin, cleric,
or druid, yet any character can have faith in a higher
power. Following a religion is a way to give your charac­
ter a deeper connection to the world and a bond to other
members of the community. The Foundation of Faith
table can provide ideas for the source of your beliefs.
Conversely, a lack of faith can also be a meaningful
part of your story. If you don't believe in any divine
power, what caused such doubt? The Rejection of Faith
table offers ideas that can help shape your story.

FOUNDATION OF FAITH
d6 Foundation
You were raised in the faith. Your religion is an import­
ant part of your family and community.
2 Someone you care about-a mentor, a friend, or a
lover-introduced you to the faith.
3 You were raised in a different religion but became
drawn to the ideals and beliefs of your current faith.
4 You never took your faith seriously. Then you made a
vow during the Last War, pledging your devotion if a
disaster was averted ... and it was.
5 You're devoted to your religion, but you've never been
formally educated in its ways. You follow your own
personal interpretation.
6 You had a transcendental experience and believe you
have a divine purpose to fulfill.

REJ ECTION OF FAITH
d6 Rejection
You believe that the magic of clerics and paladins
doesn't come from deities, but from the caster's inner
power or belief.
2 You come from an agnostic community and give little
thought to spiritual matters.
3 You were once deeply devout, but a tragedy during the
Last War caused you to question your faith.
4 A personal loss or betrayal shook your faith.
5 You were spiritually scarred by an encou nter with a
fiend or aberration.
6 You've created your own personal religion and believe
that all the established faiths are flawed.
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