Wayfinder's Guide to Eberron

(Nancy Kaufman) #1

28 CHAPTER 2 | DROAAM


Droaam .....................................................................


Capital: The Great Crag
Noted for Monstrous mercenaries, byeshk

Droaam is a nation of monsters. It is ruled by
the Daughters of Sora Kell. Each of these three
hags is a legend in her own right, the subjects of
tales used to frighten children. Eleven years ago
they laid claim to the lands west of the Graywall
Mountains and founded the nation of Droaam.
While these barren lands were claimed by
Breland, Galifar had never tamed this wild
region. It had long been a haven for host of
creatures. Gnolls, orcs, and goblins are the most
common, but ogres, trolls, harpies, minotaurs,
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and many more dwell in this region. In the past
these creatures fought one another more often
than they raided human settlements. Under
the leadership of the Daughters of Sora Kell,
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Daughters use an army of ogres and war trolls
to maintain order. To date, the other nations of
Khorvaire have refused to recognize Droaam,
and it was not part of the Treaty of Thronehold.
Most people believe that it can’t last—that even
the Daughters can’t hold this disparate alliance
together—but currently it is stronger than ever.
Droaam works closely with House Tharashk,
selling the services of monstrous soldiers and
laborers and bysehk ore, a form of metal with
magical properties. Beyond that, it is a frontier
nation that is still expanding. As Droaam
isn’t bound by the Treaty of Thronehold, it’s
become a haven for war criminals and deserters,
along with other criminals and mages pursuing
forbidden paths of magic.
Many of the monsters that make up Droaam
have their own unique subcultures. Most worship
the Dark Six, but there are other religious
traditions as well.

INTERESTING THINGS ABOUT DROAAM



  • The city of Graywall lies on the border
    between Droaam and Breland. The second-
    largest city in Droaam, it is a center for
    trade, a haven for Brelish criminals, and
    a place where monsters and humans can
    meet on largely neutral ground.

  • <PM>MVWUW][,MUM[VMQ[KQ\aWN\QMÆQVO[
    on the western shore of Droaam. It is the
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    with arcane traditions developed over the
    course of thousands of years.

  • Droaam uses the supernatural abilities of
    its citizens as tools, just as the Five Nations
    use arcane magic. The Daughters of Sora
    Kell keep their people fed with troll sausage
    and use harpy’s song to quell brawls. Think
    about how a monster’s natural powers
    could be put to practical use.


DROAAMITE CHARACTERS
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and other monstrous species all have a place
in Droaam. Consider these when making a
Droaamite character.
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Droaam aren’t just humans with horns or green
skin. Think about the strengths of your people
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both physically and culturally.
Are You Proud? Many citizens of Droaam
are proud of their nation. You know that the rest
of Khorvaire considers you to be a “monster”. In
Droaam, you are going to prove to them that you
and your kind are capable of things humanity
can’t even imagine. Or you might ignore this big
picture and be driven solely by your personal
desires or the goals of your family or warlord.
Backgrounds. The creatures of Droaam are
very diverse. A Droaamite kobold might be an
urchin rogue. A minotaur could be a outlander
barbarian with little knowledge of the outside
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well versed in history and arcana.
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