Eberron Rising From the Last War

(Nancy Kaufman) #1
prospectors to this young and growing nation on the
edge of civilization.


  • Certain ruins in Q'barra appear connected to the Age
    of Demons. The settlers know little of the history of
    this region, but the Poison Dusk lizardfolk have ties to
    fiendish powers.

  • House Tharashk has a strong presence in Q'barra.
    Tharashk is the primary buyer of Eberron drag­
    onshards and also runs large-scale mining opera­
    tions here.


Q'BARRAN CHARACTERS
Q'barra tempts explorers from the west with the pros­
pects of wealth and new lands to conquer-mostly hu­
mans but including members of all races found in Khor­
vaire. Settlers, dragonborn, and lizardfolk characters
who originate here should consider the following:
Settlers. Q'barra is an excellent place to explore the
traditional archetypes of the classic Western. As a
paladin, you could be a lone sheriff seeking to protect
your newly formed mining village. Your cleric could be
the town preacher. As a sorcerer or bard with a crim­
inal background, you could be a dashing wandslinger
looking for trouble and gold.
Renegades and Regrets. Q'barra promises a land of
opportunity and a place where you can leave your
past behind. Are you a deserter? Were you convicted
of a crime you didn't commit? Are you fleeing from a
broken heart? Q'barra has also drawn Cyran refugees
and newly freed warforged, both seeking a home in
the wild east.
Lizardfolk. The lizardfolk's primitive culture blends
druidic traditions with the beliefs of the Silver Flame.
You might have been sent to study the softskins-to
learn about them and potentially serve as an envoy for
your people. Alternatively, you could be following a
spiritual vision.
Dragonborn. The dragonborn live amid the remnants
of ancient glory. They have a proud martial tradition,
and a number of dragonborn venture west in search of
worthy challenges. If you follow this path, you might
have served as a mercenary in the Last War.

CITIES AND SITES
Q'barra is split into three main regions. New Galifar is
the original colony; it has a feudal structure and holds
to the laws of the Treaty of Thronehold. To the north,
Hope is a collection of small mining towns. In Hope, the
law goes only as far as the people willing to enforce it.
Beyond these human regions lie the unexplored lands of
the scales.


HAKA'TORVHAK
Explorers tell stories of a city hidden deep in the jungles
of Q'barra-a wondrous citadel of obsidian and brass.
According to these tales, the city is filled with treasure
and guarded by a dragon fused with an ancient demon.


NEWTHRONE
The capital of New Galifar and the seat of King
Sebastes, Newthrone is the largest city and port in


Q'barra. Myriad people from all over Khorvaire mingle
here in crowded streets. Soldiers pay little heed to the
rampant crime in these streets, viewing it instead as
part of life in the port city.

WYRMWATCH
A thriving prospecting town in Hope, Wyrmwatch was
established by Cyran refugees. Although far smaller
than New Cyre in Breland, its people are proud of what
they have built. The independent community is led by
Elder Nevillom, a veteran and evangelist of the Silver
Flame. Nevillom's courage and passionate sermons help
sustain the people of Wyrmwatch in difficult times.

AFTERMATH OF THE LAST WAR
The influx of Cyran refugees promises to reshape
Q'barra. Most of the settlers are peaceful people search­
ing for a homes and opportunities, but some among
them chose Q'barra over refugee camps because they
refused to accept charity from former enemies. These
"Mourners" rob and kill settlers from the nations that
fought against Cyre. Hope also has its share of brigands
and criminals, bandits who prey on House Tharashk
convoys and settlers alike.
The relationship between the settlers and the natives
is another source of tension. Although King Sebastes
forged a treaty with the Cold Sun Federation, the pros­
pectors of Hope regularly violate this treaty. The Poison
Dusk lizardfolk are hostile to both the settlers and the
Cold Sun Federation. Conflicts between settlers and
scales have escalated over the last four years, and many
fear that worse is yet to come.

SHADOW MARCHES

Capital: Zarash'ak (unofficial)
Hallmarks: Eberron dragonshards, herbs
When most people think of the Shadow Marches, they
imagine a fetid backwater where illiterate humans
mingle with ores and other foul creatures, practicing
strange rites by the light of the moons. While flawed,
this vision isn't entirely inaccurate. The Shadow
Marches are a desolate land of swamps and moors. The
homeland of the ores, the Marches were scarred in the
ancient conflict with the daelkyr. The fiends left twisted
creatures and aberrations in the swamps, and sowed
seeds of madness that linger to this day. There are in­
deed moonlit rituals in the Marches: some to honor the
daelkyr, others to maintain the wards that keep them
trapped in Khyber.
Humans came to the Marches long ago, refugees
fleeing a war in the distant land of Sarlona. Over time
the two cultures merged, forming the Marches as they
exist today.
The Marches had little contact with the Kingdom of
Galifar or the east until a few hundred years ago, when
a House Sivis expedition made two discoveries: the re­
gion contained valuable dragonshards, and a number of
clans had manifested the Dragonmark of Finding. This
led to the foundation of House Tharashk, as these clans
joined together to master the economic potential of their
mark and leverage their mineral wealth.

CHAPTER 2 I KHORVAIRE GAZETTEER
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