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Sarlona

Regular Forum (No New Posts) Riedra
Riedra is a nation formed from the ashes of old Sarlona; the populace is peaceful, content, and secure. The Unity manages all their material needs; the Harmonious Shield keeps them safe from monsters and invaders; and the Thousand Eyes weed out dissidence. But dark forces guide Riedra; the Dreaming Dark, led by the quori of Dal Quor, the Region of Dreams, secretly rules the nation through the Inspired, humans who allow themselves to be possessed by these spirits and rule through religion and fear.
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Regular Forum (No New Posts) Adar
Adar is a nation hidden in the refuge of the mountains of Sarlona, far from the prying eyes of the Inspired. Adar resists Riedran rule due to the influence of the kalashtar, quori spirits who are bound to human hosts and rebelled against the Dreaming Dark. Adar is protected by the Shroud, a magical device that prevents teleportation and scrying, and the Storm Guardians, blue dragons who exist to prevent the rakshasa rajah bound below Adar from stirring. Adar is also protected by monks and warriors of both human and kalashtar stock, who hope to provide a refuge from Riedran depredations.
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Regular Forum (No New Posts) The Tashana Tundra
In the northern region of Sarlona, the Tashana Tundra has long been independent, home of numerous tribes and small civilizations that are none too eager to join the Inspired. The Shifter nations of the Qiku and Sartuuk migrate around the lower part of the region, while the Chuniigi roam the north. Some of the numerous other tribes include the Icebinder half-giants and the Inana maenads. The dwarves of the Dorann Holds are traditionally isolationist, while the Akiak dwarves fight aggressively against the Inspired who wiped out their society. Meanwhile, the fiend worshipping Kalaak barbarians of the Krertok Peninsula war against any and every living thing they encounter.
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Regular Forum (No New Posts) Syrkarn
Syrkarn is a free land, so long as the Inspired have no desire to rule there. It is divided into numerous tribes humans, ogres, and the mongrel spawn of both races, the eneko. Syrkarn has long been divided, but no true enmity exists between the tribes; indeed, in times of trouble they have been known to unite into a formidable force. Riedran assassins prevent any of the tribes from becoming a threat, while the yuan-ti bide their time, hoping to wipe out the humans who once turned against them.
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Khorvaire

Regular Forum (No New Posts) Aundair
Aundair is a mostly agrarian nation, but it is a proud one. Farmland covers what of the land is not forested, and the common man of Aundair is traditionally a farmer. Despite this, they are fierce defenders of their homeland. However, Aundair is most famous for its magical prowess; the college of Arcanix, for example, is the most renowned wizard's institution outside of the dragonmarked houses.
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Regular Forum (No New Posts) Breland
The nation of Breland is the most democratic of the Five Nations; the king not only allows his parliament to exist, but grants it quite a bit of authority. While the capital city is Wroat, in the center of the nation, the largest city is Sharn, the City of Towers, and it is also the largest city in Khorvaire. Breland also holds a large population Cyran refugees, as well as one of the largest populations of free warforged on Khorvaire.
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Regular Forum (No New Posts) The Mournland
What little remains of Cyre is now the Mournland, a huge wasteland of mutants, rogues, and monsters. The devastation of the Mournland has led to some very odd effects; a plateau entirely made of glass, the incredibly well preserved but abandoned capital city of Metrol, and the living spells that have become some of its most dangerous inhabitants. The Lord of Blades has claimed the Mournland for the warforged, and some believe that he is trying to forge a nation for his people; that, or wipe out all the inferior races of Khorvaire.
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Regular Forum (No New Posts) Karrnath
Karrnath is the most militant of the Five Nations; although small, it boasts the best trained army and the most aggressive mindset. Despite this, Karrnath was losing the Last War until it began to supplement its forces with the undead; now, zombies and skeletons make up a larger part of the armed forces than living troops. King Kaius III rules benevolently, and ensures that the country's largest religion, the Blood of Vol, does not stir up too much trouble.
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Regular Forum (No New Posts) Thrane
Among the Five Nations, Thrane is the only one where the monarch holds little or no power. Instead, the nation is a theocracy, ruled by the Church of the Silver Flame, and its high cleric, Jaela Daran. The city of Flamekeep houses the largest temple of the Flame in the world, where crusaders and priests alike venerate the spirit of the Flame. Tensions remain high between Thrane and Aundair, with both nations hoping to retake territory from the other.
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Regular Forum (No New Posts) Darguun
Darguun is a nation of goblins; from the lowly goblins themselves to the mighty bugbears, the nation was carved out of parts of Cyre, and is officially recognized by the Treaty of Thronehold. Ruled by the hobgoblin warlord Lhesh Haruuc, Darguun was created on the ruins of the old Dhakaani Empire, and some goblins seek a return to their dominance on the continent. Others are content with their own nation, and still others are dangerous raiders that operate in a nation where they are, for once, the majority.
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Regular Forum (No New Posts) The Demon Wastes
The Demon Wastes are a wasteland in northern Khorvaire, where most fear to walk. No one rules the land; instead, roaming barbarians of what have been dubbed the Carrion tribes come the closest to being law in this lawless land. The only other power in this region are the Lords of Dust, the powerful fiends who seek to release their buried masters from the bonds placed upon them by the dragons and couatl. Supposedly, several of these fiends are chained under the Wastes, biding their time until they are released.
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Regular Forum (No New Posts) Drooam
Drooam is a nation of monsters; orcs, giants, harpies, hags, medusa, gnolls, goblins, and anything else intelligent enough to not cause too much trouble. Ruled by the Daughters of Sora Kell, a trio of hags with their own unknown agenda, numerous other factions vie for control of the region. Drooam is not recognized by the Treaty of Thronehold, but the other people of Khorvaire stay out of the area just the same.
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Regular Forum (No New Posts) The Eldeen Reaches
The Eldeen Reaches consist of two main regions; the sunny, empty expanses of farmland, or the closed off but equally large land of the forests. Farmers and civilians inhabit much of the country, while the inhabitants of the forest range from human rangers and druids to centaur, gnolls, and even some exotic fey. The great druid Oalian, an awakened oak tree, rules the druids of the Reaches, and even the Ashbound druid sect respect and listen to it.
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Regular Forum (No New Posts) The Lhazaar Principalities
The Lhazaar Principalities are by no means a nation united; rather, they are a series of semi-united pirate and merchant princes who lay claim to the archipelago. The strongest faction among them are the Sea Dragons of Prince Ryger, the high prince who styles himself as a king and controls the city of Regalport. Prince Mika's Cloudreavers pillage and raid at their liking, and the mistress of the Blood of Vol dwells to the north, where she plots her domination - and revenge.
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Regular Forum (No New Posts) The Mror Holds
The Mror Holds is a nation forged by dwarves during the Last War from the Ironroot Mountains, long part of Karrnath. The Holds are the home of House Kundarak, the only dwarven family to hold a dragonmark, who make their homes in the Korunda Gate. The Iron Council, the heads of clans who rule the nation, meet in the city of Krona Peak, secure from most enemies. The Goradra Gap, a massive chasm in the southwestern part of the nation, goes deep into Khyber, and is avoided by those without bravery - or a death wish.
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Regular Forum (No New Posts) Q'barra
Q'barra is one of the newest nations of Khorvaire; not even historical precedent predating the kingdom of Galifar gives it the right to exist. The settlers of this harsh land are mostly human, but any race of Khorvaire can be found there, living either in the capital of Newthrone or the small region called Hope. Most settlers make their living by mining or farming. The settlers often clash with the local lizardfolk, who resent the intrusion on their traditional lands.
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Regular Forum (No New Posts) The Shadow Marches
The Shadow Marches have long been home to the orcs of Khorvaire, and they were the first druids to live on the continent. The Gatekeepers, thousands of years ago, defended the world against an invasion from Xoriat, the Realm of Madness, binding the insane creatures from that plane deep in Khyber. Later, human settlers from Galifar entered the region, and the resulting half-orc population is the largest in Eberron. The Marches are also the home of House Tharashk, the human and half-orc dragonmarked who manifest the Mark of Finding.
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Regular Forum (No New Posts) The Talenta Plains
The Talenta Plains have long been home to the halfling tribes, an uncomplicated society of tribes and clans that travel the plains herding dinosaurs. Two dragonmarked houses, House Jorasco and House Ghallanda, make their homes here, in the city of Gatherhold. A few ruins from the age of the couatl can be found, and other sights can be found as well; from dinosaur and dragon graveyards to the Wandering Inn, a traveling fair put on by House Ghallanda.
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Regular Forum (No New Posts) Valenar
Valenar is the nation of elves on mainland Khorvaire. The elves of Valenar, called the Valaes Tairn, are very different from their counterparts in Aerenal; they are incredibly warlike, and worship the spirits of their ancestors. Heroes receive the greatest worship from the elves, and bloodlines dating all the way back to the elven flight from Xen'drik are recorded. The warriors of Valenar struck without warning during the Last War, betraying Cyre and fighting anyone who came within striking distance of their horses.
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