Setting - drothgery's Victorian Eberron game


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drothgery

First Post
Races

humans - the overwhelming majority of the population of Khorvaire, and therefore of Eberron, is human; nonhumans (other than half-elves) were hit harder by the cataclysm, and largely did not share in the improvements in agriculture, medicine, and industry that allowed the human population to explode in the last few centuries

changelings - the Cataclysm and the centuries immediately afterward were not kind to changelings; not because the great evils sought them out, but because their ancestry made them safe targets for men and Khorvar who could not face the great evils. In the major nations of eastern and central Khorvaire, changelings are extremely rare, and even their closest friends often don't know the true nature of changeling until his or her death makes it obvious.

dwarves - the dwarves of the Mror holds and other mountain hideaways had the disadvantage of being right in the path of the forces that bubbled up from Khyber along with, or ahead of, the still greater evils that were released in the cataclysm. Dwarves still survive today in small numbers, but no dwarvish communities larger than small villages do. Outside of the regions where most of the surviving dwarves live, few have seen or heard of them, and have no strong opinions aobut them.

elves - outside of Aerenal, a handful of people of mostly-elven lineage remain (enough that as far as their natural abilities are concerned, they are true elves, though some Aerenal might argue the point), but, although they are respeceted, they are very rare. Most humans see elves as being an ancient, magical, and fading people.

gnomes - while the gnomes of Eberron tried to remain unobtrusive, none of the great evils failed to notice who was the source of the elemental-powered machinery of the nations of Khorvaire, and the artificers of Zilargo were sought out by them. Though small in numbers, the gnomes of modern Khorvaire have turned to alchemy and technology as their new passions. House Sivis' crowning achievement is the telegraph line from Flamekeep to Sharn, only a few decades old.

half-elves - the half-elven Khorvar largely live within human society, and are the only non-humans to exist in great numbers in present-day Eberron; they are found in all nations. Most humans see little difference between Khorvar and humans. House Lyrander has remained a force in shipping, and its steamships are the fastest means of crossing the rivers and oceans of Eberron.

half-orcs - most humans don't really believe half-orcs exist anymore, and outside of a few bands in western Khorvaire, they're correct.

halflings - the halflings of the Talenta Plains were poorly positioned to defend themselves, and as such were hurt badly by the great evils and their servants; the halflings that survive today are decendants of their urbanized cousins, except for a handful of tribes on the Alindan plains.

Kalashtar - the Kalashtar are gone, but revered for their sacrifice in dying to the last in the battles against the Quori. The bond between Dul Quor and Eberron has been severed (and with it the source of psionic power in Eberron).

shifters - even more than changelings, shifters were the victim of (mostly) unjustified prejudice during the cataclysm and in the centuries immediately afterward. The small number of surviving shifters live in western Khorvaire, and try to avoid the humans of the great nations.

warforged - Although there are rumors than some warforged survived the cataclysm, it has never been proven; if they have, they have hidden themselves very well.
 
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drothgery

First Post
Nations

Major powers of modern Khorviare

The Kingdom of Thrane

(covers what was Thrane and what was Aundair)

Government: Constitutional Monarchy, though the monarch has little power
Head of State: Queen (currently Nyllestra ir'Wynarn)
Head of Government: Prime Minister (currently Andri Varikah)
Population: 28 million (75% human, 22% half-elf, 3% other)
Capital: Flamekeep
Religion: Orthodox Church of the Silver Flame 70% (established church), Reformed Church of the Silver Flame 10%, Gabrielite 5% (an ascetic sect of the Church of the Silver Flame), other Flamic sects 5%, Sovreign Host 5%, other/aetheist 5%

Thrane is the oldest nation in modern Eberron save for the Elven enclave of Arenal. Though for a century and a half Thrane lived only as the center of the Empire of the Flame, it has existed since the fall of the empire of Galifar, though in the last years of the cataclysm and the first years after the Sacrifice, it claimed little more than Flamekeep and the surrounding farms.

For the first few centuries of its existance, power shifted back and forth between the ir'Wynarn dynasty and direct rule by the Church of the Silver Flame. The fall of the Empire of the Flame firmly cemented temporal power in the hands of the ir'Wynarns and the nobles, with the Keeper of the Flame issuing an edict barring further direct intervention in the affairs of civilized nations. This does not mean they lacked political power, however; either the Keeper of the Flame or the High Cardinal of Thrane or both have always been important advisors to Thrane's government. Over the centuries, the Assembley of Lords, and then the Assembley of Commons have come to dominate government -- the throne still has power if it chooses to exercise it, but nothing like the old monarchies.

It would be easy for an uneducated observer to mistake the roles of the current Queen, Prime Minister, and Keeper of the Flame. Queen Nyllestra is only eighteen years old, and has held the throne for two years since her father's death; she was his only child, born of his second marriage. She is content to leave government to the Assembley, is best known for her piety and works of charity on the Church's behalf, and only affects the ceremonial dress of a ruler when occasions of state demand it. Taris ir'Corrus, currently Keeper of the Flame, is a middle-aged, nobleborn woman with a calm, business like demeanor and a quick mind -- hardly what one would expect of the visionary who is the Flame's mortal representative. And Prime Minister Andri Varikah, scion of one of the most powerful merchant houses in Thrane, is known to spend a great deal of time fussing over his appearance and favors extravagent manners of dress.

It is less well known that despite her youth, the Queen speaks four languages and well understands the role a monarch plays in today's Thrane, that the Keeper's gift of prophecy had manifested in her youth and was as active today as it had been on her ninth birthday, and that the Prime Minister is one of the most astute traders of votes that the Assembley had ever seen.

The Republic of South Khorvaire

(covers what was Breland, Zilargo, and Darguun)

Government: Republic
Head of State/Government: President (currently Alain Bakker)
Population: 35 million (80% human, 15% half-elf, 2% gnome, 3% other)
Capital: Sharn
Religion: Orthodox Church of the Silver Flame 35%, Reformed Church of the Silver Flame 30%, Sovreign Host 15%, other Flamic sects 10%, other/aetheist 5%

Since the end of War of the Galifar Secession*, there have been many who thought the age of Kings was due to end, and most of them have made their homes in what was once Breland, and then a great many city-states, and then a handful of nations before the Republic was established. Sharn was and is the center of South Khorvaire; the city quickly regained the position among Khorvaire's cities that it holds today -- second only Flamekeep in population, and as a center of trade, culture and learning.

The Republic is the newest of the great powers of Khorvaire, though like the Maradal Principalities, it grew as an amalgration of the city-states that were left when the Empire of the Flame fell. It was not until King Boranel V of Wroat agreed to bring his nation into the Republic -- and then won election as president three times -- that South Khorvaire became capable of challenging Thrane.

* Immediately after the end of the War of the Galifar Secession, it was awarded the name of the 'Last War', and that name persisted even past major wars involving all the nations of Khorvaire. It was only after the Cataclysm that the name dropped out of use in favor of a clearly more accurate title.

Maradal Principalities

(covers what was Valenar, some parts of the Talenta plains, and some parts of Q'Barra; also claims the sparsely-populated region that was once the Mournland*)

Government: Aristocracy
Head of State/Government: First of the Council of Lords (currently Lady Cinella ir'Pylan)
Population: 18 million (60% human, 35% half-elf, 1% elf, 4% other)
Capital: Maradal (near where Pylas Maradal was)
Religion: Sovreign Host 35%, Undying Court 15%, Reformed Church of the Silver Flame 20%, Orthodox Church of the Silver Flame 15%, other Flamic sects 5%, other/aetheist 10%

* The mist over the Mournland had noticeably began to fade in 1117 YK, and had completely dissipated by the time of the cataclysm. The cause of the Day of the Mourning was never discovered. Scattered independent settlers live in the region, but residual fear keeps all but the most hardy out.

Minor Powers

Icewood Provinces
(cover what was northern Karrnath)
Government: Monarchy
Head of State/Government: King (Berend ir'Argland, or Berend VI)
Population: 3 million (80% human, 10% half-elf, 3% dwarf, 2% halfling, 5% other)
Capital: Berend (located where the Iceflow River flows into Karrn Bay)

Alindan Plains
(cover what was southern Karrnath and most of the Talenta Plains)
Government: Tribal
Head of State/Government: High Chief; currently Vorik Dorn
Population: 1 million (90% human, 5% halfling, 5% other)
Capital: Alinda (on the site of Vulyar, in Karrnath)

Skairn Confederacy
(cover what was the Mror Holds and the Lhazar Prinicipalities)
Government: Aristocracy
Head of State/Government: Speaker of the Council (currently Alita ir'Tarin)
Population: 5 million (80% human, 10% half-elf, 5% dwarf, 1% gnome, 4% other)
Capital: Skairn

Other Areas

Western Khorvaire - The lands that were once the Demon Wastes, Eldeen Reaches, Shadow Marches, and Droam are generally populated only by widely scattered tribesmen (usually human, but occasionally shifter or half-orc and very rarely orc or hobgoblin). No organized nations exist in these regions, though a handful of coastal city-states do.

Aerenal - The elven island nation was badly wounded by the cataclysm, and has been far slower to recover than the human lands to the north. Modern Aerenal is even more isolated from the world than it was at the end of the Last War; there is some, regular trade, but the volume is very low. Archivists often come to Aerenal seeking knowledge of ancient magic, but few return with what they sought.

Argonnessen - The ramshackle villages of Aronnessen are not populated by decendants of the Seren barbarians; they are small communities from Khorviare (and often pirate havens). The dragons that remain encourage the pirate villages for much the same reason they encouraged their barbarian predecessors; they keep others away from their land.

Sarlona - Sarlona was nearly empty by the conclusion of the Cataclysm, and stayed that way for most of the intervening centuries. Three hundred years ago,
House Lyrander sponsored an expedition to see what had become of the continent. Finding no people but small, scattered barbarian tribes of humans and (rarely) Empty Vessels, the nations of Khorvaire began establishing colonies, which have grown over the centuries.
 
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drothgery

First Post
Religions

The Church of the Silver Flame

Largely because Flamekeep was the only major city that survived the cataclysm with minimal damage, because it was the sacrifice of the Keeper of the Flame that finally ended the time of Great Evils roaming free on Eberron, and because the initial expansion of civilized humanity out from Thrane was under the aegis of the short-lived Empire of the Flame, the Church of the Silver Flame is the dominant faith in Khorvaire. Not surprisngly, the faith has splintered over the centuries.

Orthodox Church of the Silver Flame

Easily the largest sect within the Church of the Silver Flame, the Orthodox faith is pretty much the faith as described in standard Eberron materials. The major changes have been the loss of temporal authority in Thrane (though the church still has great influence there), and some success by the Holy Office of the Inquisition in removing evil priests from positions of authority. The Keeper of the Flame is nominally of the Orthodox sect, and the Council of Cardinals are the church authorities.

Reformed Church of the Silver Flame

The major doctrinal difference between the Reformed Church and the Orthodox church is that they reject the authority of the Council of Cardinals, and emphasize personal faith more than collective action. The Reformed Church was established when the King of Wroat had a major dispute with the Orthodox Church regarding a corrupt local cardinal (the Kingdom of Wroat has long since been subsumed into the Republic of South Khorvaire). The Reformed Church is Chaotic Good.

Other Flamic Sects

There are scores of other breakaway sects from the mainline Church. Almost all reject the authority of the Council of Cardinals, but recognize the Keeper as the mortal representative of the Flame. The largest of them is the Gabrielite* ascetics, who actually predate the cataclysm; they tend to eschew material possesions, and, unlike the mainline church, do not object to resurrection magic. Flamic sects exists of every Good and Neutral (with respect to Good and Evil) alignment.

The Host of the Faithful

Followers of the Sovreign Host were once a majority in Khorvaire, and are still a significant minority. The faith is substantially less organized than the Orthodox -- or even Reformed -- Church of the Flame, which hurts its influence even in nations where its followers are a plurality.

The Undying Court

Many of the Undying were slain when the great evils released in the cataclysm turned their attention to Arenal, but they -- and the elves -- were ancient and powerful, and many elven heroes returned to Arenal to defend them. Some of the Court did survive, and the elves of Arenal, and many of the elves and half-elves of the Maradal Prinicipalities still follow the Court.

* And were sort-of established by a PC in my tabletop game.
 

drothgery

First Post
Timeline

1000YK Followers of Gabriel Daran establish an ascetic sect within the Church of the Silver Flame
1117YK ir'Indari archivists definitively show the mist covering the Mournland is dissipating
1295YK Lord of the Blades destroyed by adventurers
1317YK First of the Quori manifests in Riedra, beginning of the Cataclysm
1342YK Rogue elements of the Arcane Congress free several Daelkyr and Rakasha Rajas in hopes that they will figh the Quori
1342YK - 1471YK Quori, Daelkyr, and Rakasha Rajas, and scattered forces of mortals battle all across Eberron, though the heaviest fighting is in Sarlona and Khorvaire. Only two outposts of civilization stand -- Flamekeep and the home of the Undying Court in Arenal -- and both are heavily battered.
Year of the Sacrifice -- Keeper of the Flame sacrifices himself to defeat the last of the Great Evils that were walking Eberron.
57 AS - Armies of Thrane march from Flamekeep to destroy the lesser evils still terrorizing much of the world; Empire of the Flame proclaimed over eastern and central Khorvaire.
228 AS - Empire of the Flame breaks down into smaller, independent entities (mostly city-states outside of what was Old Thrane)
228 - 615 AS - The city-states left behind in the wake of the fall of the Empire of the Flame grow into nations. Alchemical and metal-forging techniques unknown to old Khorvaire are developed. Cannon displace catapults and other seige engines; early personal firearms become available. (roughly analogous to the medieval/early Rennesaince period on earth)
312 AS - Earliest confirmed use of gunpowder weapons in battle
367 AS - King of Thrane calls the first Assembley of Lords
412 AS - King Boranel III of Wroat formally breaks with the Orthodox Church of the Silver Flame after a disagreement with the Cardinals; Reformed Church of the Silver Flame established in Wroat.
489 AS - Queen of Thrane calls the first Assembley of the Commons
615 - 770 AS The rising tide of technology becomes more noticeable in central Khorvaire, as the modern nations of Thrane, the Republic of South Khorvaire, and the Maradal Principalities emerge. Sailing ships map nearly all of Eberron. Sarlona is colonized. Matchlock firearms yield to wheellocks and then to flintlocks (roughly equivalent to the late Renessaince period)
616 AS - King Boranel V of Wroat abdicates his throne to seek the presidency of the Republic of South Khorvaire; servers three terms as President.
621 AS - Marcel d'Lyrander and his crew circumnavigate Eberron.
678 AS - Republic of South Khorvaire establishes its first colony in Sarlona. Other nations follow.
710 - 733 AS - Twenty Years War fought between the Republic and the Maradal Principalities, to little effect.
788 AS - Eileen d'Orien demonstrates a steam locomotive
801 AS - Yalena d'Sivis demonstrates a telegraph
830 AS - Present day
 
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drothgery

First Post
Dragonmarked Houses

Despite the indisputable fact that no true or aberrant marks have manifested since the early years of the Cataclysm, most of the Dragonmarked houses managed to preserve themselves -- or at least rebuild themselves -- and are still great commercial entities in the present day.

Cannith

While house Cannith's artificers and magewrights are no more, the tools and texts of their trades perishing with the cataclysm, its alchemists and craftsmen have survived, and even flourished in the new, technological age. House Cannith is perhaps best known for their gunsmiths; almost all of the advancements in firearms since the fall of the Empire of the Falme should be properly creditied to Cannith.

House Cannith maintains its headquarters on the island of Thronehold.

Deneith

House Deneith flourished in the centuries immediately after the Cataclysm, but with the rise of large, professional national armies in the last two centuries, the House has fallen on hard times. The mercenary armies it can sell are sufficient to the problems of the small nations of eastern Khorvaire, but those the great powers can field leave Deneith hopelessly outclassed. Its personal protection services are still valued in Thrane, the Republic, and the Maradal Provinces, but the Defenders Guild makes its headquarters in Skairn.

Ghallanda

House Ghallanda is no more, except perhaps as the only Halfling tribe among the barbarians of the Alindan Plains. It was the remnants of the House that preserved in that much from what the Rajahs and Daelkyr and Quori did to the Talenta Plains, and to halflings that had nowhere to run.

Jorasco

Ulara, near the northern border of the Maradal Prinicipalities, is the headquarters of the Healer's Guild that was once House Jorasco. Though decendants of the dragonmarked halfling healers are not uncommon among its members, and, especially, its leaders, the Healer's Guild today welcomes those of any race who hear the healer's call.

Kundarak

House Kundarak took two great -- nearly mortal -- wounds in the cataclysm, in the swath of destruction the Great Evils cut through the Mror holds, and in the failure of its once secure magical vaults. Rebuilding a great banking House was a difficult process, and the dwarves were slow to accept that they had little choice but to allow humans and Khorvar in senior positions if they wished to continue. They have accepted it now, though, and operate out of Sharn.

Recent centuries have been kind to Kundarak, as expanding trade and improving communications have allowed the Banker's Guild to be a true multi-national power again.

Lyrander

House Lyrander is by far the largest and most powerful sea shipping conglomerate. Even without the Mark of the Storm, their knowledge and willingness to innovate in shipbuilding led to the first ships capable of sailing around the globe, then the clippers that can sail to Sarlona in half the time previous ships could, and now the steamships that are beginning to fill the rivers and oceans of Eberron.

stonegod said:
BTW: Where is Lyandar's powerbase? Still on that island that used to be in Aundair?
Yes, though the weather isn't as good there anymore (the spells that maintained the excellent weather before failed; lesser magics maintain the climate now -- it's nice enough, but no longer a vacation spot). The Kingdom of Thrane claims Stormhome, and has a bit more authority over the island than Aundair used to, but it's still very independent.

There's a recent movement in the house to move the home base to a port city on the mainland, because no one's figured out how to run a telegraph line underwater yet.

Medani

Without the Mark of Detection, there was perhaps nothing unique about the Warning Guild's scouts and inquisitives. That hardly stopped them from being relentlessly good at their jobs, and fiercely independent. Today, House Medani works out of Wroat, as it did for most of its past.

Orien

What Lyrander is to sea transport, Orien is to land transport. Aranging caravans and running courier services -- even an express post between the capitals of the great nations -- provided no small measure of wealth. But a little over forty years ago Eileen d'Orien demonstrated Orien's first steam locomotive, and today railroad lines are spreading across Khorvaire.

House Orien's enclave is still in Passage, though the city now falls under Thrane's juristiction.

Phiarlan and Thuranni

House Phiarlan and the elven Enternainers and Artisans guild have long since passed. With only a handful of elves outside of Aerenal in modern times, they would have had great difficulty serving as spies in Khorvaire. Still, the last Dragonmarked mortals alive were elves of the House, born just before the Cataclysm. Thuranni's knives in the shadows surprised many when they turned their arts on those who chose to serve the Great Evils unleashed by the Cataclysm, but it gained them little.

Sivis

Unlike many of the non-human Houses, the gnomes of the Speakers and Notaries guild adapted quickly to the new realties of the world without their Marks and where humans and Khorvar vastly outnumbered the other races of Khorvaire. The House had already established a new headquarters in Flamekeep before the dawn of the Emprie of the Flame, and sold its services at the center of the rising new civilization. Still, most would claim the greatest achievement of the House was reached only thirty years ago, when Yalena d'Sivis demonstrated her telegraph.

Tharashk

While the half-orcs of Khorvaire have largely died out, the humans of the House have continued on as prospectors, inquisitives, and bounty hunters. They make their home enclave in Arthuun (now a major city), in lands that were once in Darguun and now in the eastern edge of the Republic.

Vadalis

Some believe Vadalis is in the early stages of a slow decline, as mechanized transport begins to replace animals. But though they cannot shape animals magically as they did once, they still are the premier breeders of all manner of creatures, and still profit handsomely from that.
 
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drothgery

First Post
Dramatis Personae

People of note...

Father Mikel ir'Indari Knight Commander of the Inquisition, and your employer. A tall man, whose hair is beginning to go gray. Has a reputation as a competent and fair-minded man -- and was an excellent swordsman in his youth.

Cardinal Avaliah Sarhain The youngest member of the Council of Cardinals, though not the most recent appointment. A Khorvar from Storm's Landing (the rapidly growing town on the mainland across from Stormhome), her family has ties to House Lyrander.

[sblock=statblock]
LN Half-elf female Archivist 5
HP 13/19
[/sblock]

Aerdene d'Lyrander A scion of House Lyrander who is fascinated by flight. He is a brilliant engineer -- if not quite as good as he thinks -- and focused on replicated the airships of old with mechanical devices rather than reviving the magic.

[sblock=statblock]
CG Half-elf male Expert 7
[/sblock]

Grovok of the Vol A necromancer from the city-state of Newthorne, his band of mercenaries has worked for unsavory characters all across Eastern Khorvaire. It is well known that he values ancient artifacts of dark magic more than gold.

[sblock=statblock]
LE Human Dread Necromancer 6

LE Medium humanoid (human)
Init +1; Senses low-light vision; Notice +0
Languages Common, Infernal
-----------------------------------------------------------------
AC 17, touch 15, flat-footed 15; +2 Dex, +5 Class
hp 50 (6 HD)
Fort +4, Ref +4, Will +5
+ 2 vs sleep, stunning, paralysis, poison, or disease
-----------------------------------------------------------------
Spd 30 ft.
Ranged revolver +5 (2d6) or
Melee charnel touch +3 (1d8+1)
Base Atk +3; Grp +3
Special Attacks 1/day Negative Energy Burst 5' radius (centered on self), 7d4 dmg, Will save DC 17 for 1/2, heals undead
Combat Possessions
-----------------------------------------------------------------
Abilities Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Feats Spell Focus (necromancy), Greater Spell Focus (necromancy), Spell Focus (conjuration), Augment Summoning
Skills
Bluff +14, Concentration +12, Decipher Script +11, K(Arcana) +11, Initmidate +14, Spellcraft +11
Possessions
-----------------------------------------------------------------
SQ Fear Aura DC 17 Will or become shaken
Spells
1st - 7/2nd - 6/3rd - 4

Advanced Learning: n/a

Appearance and Personality
Govok is a tall, solidly built human with the rough-hewn look all too common in those from the 'free' city of Newthorne. He's rather more pale than you'd expect for one of that sort.

Background
[/sblock]
 
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