Eberron - Rising from the Last War

(Joyce) #1

II 2


THE GATHERING STONE
This fortress enclave of House Deneith serves as a
staging area for goblin mercenaries who wish to work
for the house. It provides a stable and secure haven for
travelers passing through the region, provided you're on
good terms with House Deneith.

GORGONHORN
This fortified village lies close to the Mournland. Once it
maintained the front line against Cyre. Now, the hobgob­
lins stationed here protect their people from the horrors
that crawl out of the warped realm. If you're a goblin
soldier, you might have served in Gorgonhorn. It's also a
base for the scavengers and salvagers who venture into
the Mournland.

LYRENTON
Once a thriving Cyran town, Lyrenton is a ruin on
the very edge of the Mournland. It's shunned by the
Ghaal'dar, who believe it to be cursed. At night, a terri­
ble wailing that echoes among the ruins can be heard
for miles across the plains.

RHUKAAN DRAAL
The largest city in Darguun serves as the seat of Lhesh
Haruuc Sharaat'kor. As the hub for trade, travel, and
diplomacy, it also a provides a haven for fugitives and
smugglers. Lhesh Haruuc dwells in a fortress known as
Khaar Mbar'ost, the Red House.

WYVERNSKULL
If you're a Ghaal'dar sailor or guild artisan, this small
city-Darguun's primary seaport-could be your home.
The goblinoids who live here are a sociable, rowdy Jot
who are also, by and large, friendly toward strangers.

AFTERMATH OF THE LAST WAR
Darguun was born in the Last War, and the scars of its
birth are still raw. Most of the Cyran population fled the
goblin uprising, and those who remained were killed
or enslaved. As a result, many burnt-out farms and
abandoned villages have stood empty for decades. The
broken paths of the lightning rail make travel into the in­
terior difficult, and only the largest cities offer the basic
services common elsewhere in the treaty nations.
Any significant settlement is likely the domain of a
single Ghaal'dar clan. While these clans give their fe alty
to Lhesh Haruuc, every clan lord holds absolute power
in their town. Some clans are friendly to outsiders and
welcome commerce. Others despise non-goblins. Lhesh
Haruuc has abolished slavery in Rhukaan Draa!, but
some of clan lords continue this practice.
Overall, Darguun is a nation that is still finding its
identity-a kingdom that seeks to be more than a seized
territory. The goblins carry the legacy of a mighty em­
pire and stand in the shadow of the nations around
them. Haruuc wants to draw out the best in his people,
to harness their strengths and achieve their potential.
The rest of Khorvaire waits to see if the Ghaal'dar have
the will to remain a nation, and if Darguun can survive
when Haruuc passes away.

CHAPTER 2 I KHORVAIRE GAZETTEER

DEMON WASTES

Capital: None
Hallmarks: Fiends, pestilence
Rivers of lava cut across plains of black sand and vol­
canic glass. The only vegetation consists of blood-red
moss and a thick layer of shimmering slime. Ajagged
rock formation might be a piece of an ancient wall, if you
stretch your imagination.
Tens of thousands of years ago, fiends ruled Khor­
vaire. The Demon Wastes held the seat of power for
some of the mightiest archfiends, home to cities of
rakshasas and demons. Most of these foul entities per­
ished or fled long ago, but a few still linger in this place
even as new ones crawl up from the depths of Khyber.
A handful of primordial ruins sustained by dark magic
dot the bleak landscape-ruins that may still be home to
fiends and their treasures.
The Stone Cage, Shadowcrags, and Icehorn Moun­
tains separate the Demon Wastes from the Eldeen
Reaches. A series of canyons known as the Labyrinth
further separate the Demon Wastes from the rest of
Khorvaire. Due to ancient warding magic, any creature
that wishes to leave must do so through the Labyrinth.
These passes are guarded by the Ghaash'kala, tribes of
ores sworn to contain the evils of the Wastes. Beyond
the Labyrinth, the mortal inhabitants of the Demon
Wastes include a brutal people known as the Carrion
Tribes. Each tribe is devoted to an archfiend, and they
engage in endless battles against the Ghaash'kala and
the other Carrion Tribes.
If you're creating a character from the Demon Wastes,
you're likely associated with either the Ghaash'kala or
one of the Carrion Tribes.

INTERESTING THINGS ABOUT THE
DEMON WASTES


  • A variety of fiends inhabit the Wastes, including devils,
    rakshasas, and demons. These creatures are spawned
    by Khyber, not the Outer Planes.
    The Demon Wastes are riddled with portals to abyssal
    demiplanes, unearthly realms populated by fiends and
    other horrors. These inner realms include vast and
    twisted forests, living oceans, realms of rusted iron,
    and stranger places.


GHAASH'KALA CHARACTERS
The Ghaash'kala are primarily ores, but their numbers
include a few half-ores and members of other races.
They devote their lives to guarding the Labyrinth and
containing the evils of the Wastes. When creating a
Ghaash'kala character, consider the following:
The Binding Flame. The Ghaash'kala worship Kalok
Shash, the "Binding Flame." Fundamentally the same
religion as the Silver Flame, Kalok Shash is a harsh
fa ith that requires all able-bodied folk to fight in the
endless war against the forces of darkness.
Sacred Champions. As a Ghaash'kala, you are a cham­
pion of the Binding Flame. A paladin sworn to the
Oath of Vengeance, a barbarian on the Path of the
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