no
What Have You Lost? Did you lose wealth or sta-
tus? Did you have family or loved ones killed in the
Mourning? Did you lose something you could one day
recover from the Mournland-arcane research, an
heirloom artifact, or a precious family relic? Consider
the impact the disaster has on your background. As a
Cyran noble or soldier, your estates have been lost and
your army scattered, but you &till have the respect of
your comrades or peers.
What Do You Hold Onto? Do you have a trinket that
embodies Cyre for you? Is your wand or weapon an
heirloom of your family? As an entertainer or guild ar
tisan, do you preserve a particular Cyran tradition?
What Drives You? Are you determined to solve the mys
tery of the Mourning? Do you want to help other ref
ugees, or are you concerned only with your personal
survival? Is there something you want to recover from
the Mournland, or would you prefer to never set foot in
Cyre again? Do you hold a grudge against the nations
that fought against Cyre in the war, or are you solely
concerned with the future?
CITIES AND SITES
Cyre was devastated by the Mourning. Its ruins have
become grim reminders of the folly of war. Unknown
threats both magical and monstrous haunt the Mourn
land. For more about the Mournland as it stands now,
see chapter 4.
ESTON
Once the seat of House Cannith, this was a place of
wonders-a city where "magic comes to life." Marvels
of the city included the Clockwork Menagerie, showcas
ing the golems and homunculi made by generations of
artificers; production facilities that housed three cre
ation forges (see chapter 5), and the miraculous Steel
Gardens, an early breakthrough that paved the way for
the living warforged. If you're an artificer or have ties to
House Cannith, you might have roots in Eston.
METROL
Once the capital of Galifar, Metro! was known as the
Rising City, for many of its buildings stood atop soar
ing columns of rock that dared to scrape the heavens.
The Cathedral of the Sovereign Host was the center
for followers of that faith. The Vault served as the mint
and treasury of Galifar, containing cultural treasures
deemed too valuable to be displayed; salvagers dream
of finding this "golden palace." Floating gardens orbited
the towering Royal Vermishard. Now lost, the beauty of
Metro! lives only in Cyran memory.
SEASIDE
A coastal town in southern Cyre, Seaside was a pop
ular vacation spot even during the war. While not as
celebrated a destination as Stormhome in Aundair,
the memory of Seaside has become an iconic image of
peace and tranquility for the people of Cyre.
AFTERMATH OF THE LAST WAR
No nation won the Last War, but Cyre unquestionably
lost it. Other nations are recovering from the conflict,
CHAPTER 2 J KHORVAIRE GAZETTEER
but Cyre is gone. The lands not destroyed in the Mourn
ing were lost decades earlier to Darguun and Valenar.
Cyrans who survived the war must now carve out a new
destiny in the lands of their enemies or in foreign na
tions beyond what was once the Kingdom of Galifar.
In creating a Cyran character, first determine how you
survived the Mourning. Were you outside Cyre when it
occurred, or did you somehow escape the destruction?
Where did you take shelter? Breland has taken in refu
gees and created refugee camps. Thrane also accepted
refugees but has worked to disperse and integrate them
into the general population. Are you grateful or bitter?
Do you have family or friends in refugee camps, or are
you a lone survivor? Other Cyrans sought opportunities
on the frontiers, settling in the jungles of Q'barra or
seeking a new life in the distant land of Xen'drik.
Many Cyran survivors are soldiers, veterans stationed
on the front lines when the Mourning occurred. If mul
tiple members of your party are Cyrans, you might have
served together during the Last War. Because Cyrans
are so widely dispersed, you can encounter former com
rades or friends anywhere in Khorvaire.
Since Cyrans lost their lands, the distinctions be
tween peasant and aristocrat have become moot. Even
with a criminal background, you might have been a
viscount in Cyre; your background reflects your cur
rent standing and the resources you can call upon in
the present.
Darguun
Capital: Rhukaan Draa!
Hallmarks: Dungeons, goblinoid mercenaries, ruins
Goblins and their kin have always been part of Khor
vaire. Their ancient empire spread across the lands now
held by other nations, and goblin foundations still stand
underneath many human cities. This empire collapsed
into savagery, and when humans arrived from Sarlona,
they drove the goblins from their ancestral lands. Thus,
goblins have long been a disenfranchised people, liv-
ing in the shadows of newer nations or in wild lands
shunned by humans.
The land now called Darguun was once part of Cyre.
The hobgoblin clans known as the Ghaal'dar were based
in the Seawall Mountains, but during the war, the de
mand for mercenaries drew an ever-increasing number
of goblins out of the mountains to fight for Cyre and Bre
land. Late in the war, a brilliant hobgoblin named Lhesh
Haruuc Sharaat'kor recognized that the goblins had be
come the dominant military power in the region. Uniting
the Ghaal'dar under his banner, Haruuc seized the terri
tory he was supposed to protect. The Five Nations were
unprepared, and Breland quickly negotiated an alliance
with Haruuc to secure the border. Cyre fought the gob
lins until the Day of Mourning, but the majority of dele
gates involved in forging the Treaty of Thronehold chose
to recognize the new nation of Darguun to ensure peace.
Darguun is a young and volatile nation, ruled by Lhesh
Haruuc Sharaat'kor. Haruuc remains a brilliant strat
egist and tactician, but many wonder whether he can
maintain the web of alliances that hold the Ghaal'dar to
gether, and whether he and his people will be content to