Thursday, April 9, 2015
Sunday, March 29, 2015
Dragonmarks and Houses
Dragonmarks & Houses
Magic is the lifeblood of Eberron, encircling it like the Ring of
Siberys and seeping up through the earth from the bones of Khyber.
Perhaps the clearest manifestation of this pervasive magic is the
appearance of dragonmarks among seven of Khorvaire's common races
(human, elf, dwarf, gnome, halfling, half-elf, half-orc). Dragonmarks
are elaborate skin patterns – more intricate than birthmarks and
more distinctive than any tattoo – that grant their bearers innate
spell-like abilities. There are 12 families of dragonmarks, each one
associated with a number of closely related manifestations.
The dragonmarked houses have existed for thousands of years. Each dragonmark appears among the members of one large extended
family (or, in the case of the Mark of Shadow, two elf families). By
no means does every member of a dragonmarked family possess a
dragonmark, but it is extremely rare for a person who is not a
recognized member of one of these families to develop a dragonmark.
Each house specializes in a trade or service for which its mark gives
it a competitive advantage, and it controls guilds that regulate
commerce in its area of specialization.
Saturday, March 28, 2015
Keeping Track of Time
Keeping Time
The people of Khorvaire mark the passage of time according to the
standards developed by the dragonmarked houses (partially based on
draconic measures) and sanctioned by the rulers of Galifar almost a
thousand years ago.
Days are 24 hours long, divided into day and night. Seven days make
up a week, four weeks a month, and 12 months a year. The months
correspond to the 12 moons of Eberron and share their names, and the prominent moon carries
the name of the month in which its orbit brings it closest to the
planet. The moons and months are tied to the dragonmarks by tradition
and legend. A 13th mark and moon once existed. It was a
dark mark devoted to abilities concerned with death and the undead.
Most consider the 13th mark to be nothing more than
legend, but there are those that know better.
While a particular culture may count the years dating from some
significant event in its past, the common calendar of Khorvaire is
the Galifar calendar. This reckoning of years was developed during
the reign of Galifar the Dark, 3rd ruler to sit upon the
throne of Galifar. It counts from the founding of the kingdom to the
present day. The dragonmarked houses adopted and use this calendar,
as do the governments and people of Khorvaire's nations.
Days of the Week: Sul---Mol---Zol---Wir---Zor---Far---Sar
Months of the Year:
Zarantyr Mid-winter Storm Dragonmark
Olarune Late winter Sentinel
Therendor Early spring Healing
Eyre Mid-spring Making
Dravago Late spring Handling
Nymm Early summer Hospitality
Lharvion Mid-summer Detection
Barrakas Late summer Finding
Rhaan Early autumn Scribing
Sypheros Mid-autumn Shadow
Aryth Late autumn Passage
Vult Early winter Warding
Sunday, March 22, 2015
Sharn
Sharn
(think New York City or Hong Kong)
- Population: 211,850. The largest city
in Breland and in all of Khorvaire. 33% human, 17% dwarf, 9% halfling, 9% goblinoid, 8% gnome, 7% elf, 5% half-elf, 4% shifter, 3% changeling, 2% orc & half-orc, 1% warforged, 1% kalashtar, 1% other.
- Known as The City of Towers, and by
many other names including The City of Knives, The City of Lost
Souls, The City of a Thousand Eyes, The Gateway to Xen'drik, and The
Gateway to Perdition.
- Weather: Located close to the equator, Sharn enjoys a tropical climate. Most days range from hot & humid to hot & rainy, and it is rare to have a day without a little precipitation. The Skyway and Upper-City of Sharn enjoy cool, gentle breezes that offer some relief from this muggy weather for the city's more wealthy citizens. The Middle-City and below feel the brunt of the hot, humid conditions.
- Weather: Located close to the equator, Sharn enjoys a tropical climate. Most days range from hot & humid to hot & rainy, and it is rare to have a day without a little precipitation. The Skyway and Upper-City of Sharn enjoy cool, gentle breezes that offer some relief from this muggy weather for the city's more wealthy citizens. The Middle-City and below feel the brunt of the hot, humid conditions.
There has been a major settlement on
the Hilt of the Dagger River since before recorded history. The
current metropolis, Sharn, has existed since the formation of the
original Five Nations, about 700 years after humans rose to
prominence on the continent. For more than two millennia, the towers
of Sharn have grown, rising thousands of feet into the sky. This
vertical expansion has given the metropolis its title: The City of
Towers.
A riot of architectural styles and
designs play through the city's impressive skyline. From its deepest
foundations to its highest spires, Sharn displays the history of the
continent for all to see. Heavy, oppressive goblinoid architecture
provides the base for much of the city, its stonework reaching back
to a time when humans did not exist on this continent. Atop this
ancient foundation, the periods of human civilization stack one on
top of the other as the city reaches for the clouds.
The City of Towers can be as
impressive as it can be oppressive. The same skyscrapers of stone can
make one person laugh with excitement and another weep from the size
and weight and impossible heights. Whatever emotion the city
inspires, the place remains a bustle of activity at all hours of the
day and night. With a tremendous array of cultural, culinary, and
commercial delights to sample, and its position as the gateway to
Xen'drik, Sharn attracts visitors and adventurers from around the
world. It is a hotbed of activity, known in equal measures for its
wonders, its crime rate, its amazing amount of corruption, and its
genuinely exciting atmosphere.
Sharn rises from the cliffs
overlooking the Hilt, a wide bay at the mouth of the Dagger River.
This inhospitable outcropping of rock allowed the city to grow in
only one direction – up. The ports at the base of the cliffs load
and unload cargo and passengers from seafaring vessels, raising and
lowering goods and travelers alike on massive lifts operated by ropes
and pulleys that travel through the neighborhood of Cliffside. This
working -class region is built into and upon the steep cliffs
overlooking the river and bay. At the top of the cliffs, the rock
walls seamlessly blend into the earliest stonework laid in ancient
times. Here, the city and its amazing towers really begin.
The City of Towers is rumoured to sit
atop a massive lake of molten lava. Those who work in the bowels of
the city, a subterranean region known as the Cogs, claim to feel the
heat rising off the lava streams, but few have ever gone below the
great furnaces and foundries of the Cogs to seek for the fiery lake
itself. In the Cogs, heat and magic cooperate to allow workers to
process ores and other raw materials needed to sustain Sharn's
industrial machine.
Also within the depths, ancient ruins,
labyrinthine sewers, vertical shafts, and forgotten chambers pile
level upon level, climbing higher and higher until the inhabited
regions are reached. These higher levels, made up of towers growing
like trees in a forest of stone and brick, contain most of the city's
residents and visitors. Poorer members of society live in the deeper
portions of the towers, while those above gain wealth and status the
higher up they live. The uppermost levels feature open-arched towers,
balconies, bridges, and platforms that form a strange lacework of
“solid” ground high in the air. Above it all floats the
neighborhood known as Skyway, where the most affluent citizens live
and play.
Sky coaches move slowly from tower to
tower, transporting people. Otherways to get around include walking
(almost every tower can be reached by multiple bridges that connect
the platforms and walkways at different levels), lifts that ride up &
down and side to side along magical strands of light, and magebred
animals trained to carry passengers within the city's limits.
There's a popular saying on the
elevated streets of Sharn: “If it can be bought, it can be bought
here.” Shops and trading stalls abound, usually gathered in trade
districts, open-air markets (“exchanges”), or merchant halls
(called “tower markets”, often multileveled) found within many
tower and building complexes. Some shops jut from the sides of walls
and bridges, ramshackle structures of wood hastily thrown together or
built around a crack in the stone. The tower markets present the most
elaborate market exchanges, where shops selling different wares sit
side by side and one atop the other inside the open cavity of a tower
or multistory blockhouse.Beyond these more or less legitimate
business ventures, Sharn boasts a thriving black market where
everything from exotic fruits and animals to illegal spell components
can be traded. Sharn's authorities do their best to curtail this
activity, but supply & demand make it next to impossible to
really control.
The City Watch enforces the Galifar
Code of Justice throughout Sharn, but in practice, residents are more
likely to encounter a law officer among the higher spires than in the
lower bowels of the city. Constables conduct regular patrols along
the higher bridges, platforms, and walkways, venturing lower only
when necessity or prudence warrants. Watch towers can be found in
every ward, though there really aren't enough Constables to
adequately serve & protect all of Sharn's populace.The Watch,
reluctantly, calls on agents of the King's Citadel (who maintain a
presence in the city) when it needs additional manpower.
Quick Facts
Quick Facts
- The year is 998 YK (Year of the Kingdom, named after the founding of the Kingdom of Galifar on Khorvaire, not Year of Our Lord Andrew Y.K.).
- When King Jarot died, his 5 heirs fought for the crown, dragging their Five Nations into a devastating war that lasted for 102 years.
- The Last War has just ended in Khorvaire, with the signing of the Treaty of Thronehold in 996 YK.
- This peace treaty established 12 kingdoms in place of the original Five Nations.
- Magic is pervasive throughout Khorvaire, often serving in place of technology to offer many conveniences to daily life.
- The Artificier, a new class, embodies this spin on traditional magic.
- Different houses offer various magical services including goods (House Cannith; also warfored repair), communication (House Sivis), healing (House Jorasco), hospitality (House Ghallanda), transportation including the lightning rail (House Orien) and airships (House Lyrandar) as befitting their representative Dragonmarks.
The Creation of Eberron
In the mythic past, the world was one and the progenitor wyrms, the
first and greatest of dragonkind, ruled all. The three most powerful
– Siberys, Eberron, and Khyber – discovered (or created) the
Prophecy. A world-shattering struggle ensued, splitting the world
into three parts and scattering the Prophecy across the width and
breadth of existence. In the end, Siberys became the glowing ring
that surrounds the world (ed. I imagine that this approximates
Saturn's rings), Khyber was bound in the darkest depths, and Eberron
healed the world between by becoming one with it. Siberys called
forth the next generation of dragons, Eberron created all manner of
living things, and Khyber spat out the fiends.
Some things that have happened within your lifetime (or a little before):
845 YK: King Jarot begins a public works project to connect all of central Khorvaire via lightning rail. Within 20 years, lines connect the Five Nations, Zilargo, the Mror Holds, and the Talenta Plains.
965 YK: House Cannith perfects the modern-era warforged, living constructs designed to fight the Last War.
990 YK: The first elemental airships go into service for House Lyrander.
994 YK: Cyre is destroyed; the Mournland is created.
996 YK: The Treaty of Thronehold.
Breland
Breland
Capital: Wroat
King: Boranel was crowned in 961
YK
Population: 3,700,000 (44% humans, 14%
gnomes, 10% half-elves, 8% elves, 7% dwarves, 4% halflings, 4%
changelings, 4% goblinoids, 3% orcs, 2% other)
Exports: Weapons, armour, tools,
processed ore, metalwork, manufactured goods, heavy industry
Languages: Common, gnome, Elven,
Dwarven, Halfling, Orc, Goblin, Sahuagin.
Religion: Breland's citizens
mainly belong to the Church of the Silver Flame or the Sovereign
Host, though as a wholethe nation isn't strongly religious – the
Brelish have more faith in themselves and their king than in gods who
never walk the land. Nevertheless, Sharn's eclectic cosmopolitanism
extends to faiths as well; representatives and followers of almost
every religion and faith can be found. A few of the more violent and
dangerous cults have forged hiding places within the nation. A Blood
of Vol temple has been established, quietly and in secret, somewhere
deep within the towers of Sharn. A number of separate groups devoted
to the Dragon Below have long held positions of power and influence
within the nation, though they rarely reveal their true nature or
intentions.
Adventuring in Breland: Farms,
ranches, and great estates dot the Brelish countryside, covering the
open land in the North and rising up alongside rivers in the South.
While about half of Breland's population lives as farmers, ranchers,
and peasants devoted to the estates of the Brelish aristocracy, the
other half lives and works in and around the nation's growing centers
of trade and industry – the towns and cities that have grown up in
diverse parts of the domain. The nation contains two metropolises,
Wroat and Sharn, as well as numerous towns, villages, and cities.
Breland
enjoys a safe and relatively peaceful existence. Trade roads, caravan
routes, and the king's roads crisscross the countryside, promoting
travel. Ships navigate the rivers and connect the Brelish ports to
those throughout Khorvaire. An extensive system of lightning ril
conductor stones connects the nation to Aundair, Thrane, and Zilargo,
and from these locations to more distant realms. Airship docks can be
found in most of Breland's major metropolitan centers, including
Wroat and Sharn.
While the farms and cities are safe
and secure, for the most part, there are places where life and limb
are at risk. The environs around the Blackcaps, for instance, often
attract monsters and evil bands that hide within the mountains and
strike when the opportunity presents itself. Monstrous warbands can
appear out of Droaam without warning – if the Last War still
continues anywhere, it does so along the Droaam-Breland border. The
Mournland occasionally spits some horror or another out of its
dead-grey mists, and pirates regularly strike from the Southern seas.
Many adventurers get their start in
Sharn, the City of Towers. The place is rife with danger,
opportunities, and adventure potential, making it a natural magnet
for those seeking to make a living by the sword, the spell, or their
skills. While the upper portions of the city have the same troubles
plaguing them as any major metropolis, the lower portions of the city
quickly transform from crime-ridden tenements to monster-filled
dungeons. For this reason, some adventurers never need leave the City
of Towers to enjoy busy careers and fill their coffers. Sharn also
presents a number of gateways to the rest of the world. From its
ports and airship docks and lightning rail stations, all of Khorvaire
and beyond can be reached. Indeed, if there is a clear path to the
mysterious continent of Xen'drik, it starts in Sharn.
The people of Breland love liberty and
freedom. They are a tolerant, accepting people, with a tendency to be
friendly and helpful. They are disposed to liking those of Aundarian
and Zil descent, and they feel an obligation towards the refugees of
Cyre. Mostly ambivalent toward the people of Thrane, many Brelish
still harbour feelings of anger and fear where the Karrns are
concerned. If it comes from Droaam, the Brelish have a tendency to
strike first and ask questions later. Even then, a lone, monstrous
humanoid can find acceptance in Sharn, as long as it doesn't cause
any trouble.
Monday, March 16, 2015
Map of Khorvaire
The continent of Khorvaire
Khorvaire
- Humans traveling West from Sarlona expanded into Khorvaire roughly 3,000 years ago, pressing into lands previously occupied by various goblin and monster tribes.
- They established the Kingdom of Galifar, composed of 5 nations: Aundair, Breland, Cyre, Karrnath, and Thrane.
- When King Jarot died, his 5 heirs fought for the crown, dragging their Five Nations into a devastating war that lasted for 102 years.
- The nation of Cyre was obliterated in 994 YK, to become the Mournland.
- The Last War has just ended in Khorvaire, with the signing of the Treaty of Thronehold in 996 YK.
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