Page 38 - Wayfinders Guide to Eberron
P. 38
ZILARGO message—that’s what they’ll do. But the Trust
won’t hesitate to eliminate a threat, whether with
poison, spell, or a blade. Typically, a target will
Capital: Korranberg
Noted for /VWUM[ ITKPMUa ML]KI\QWV never even see the agent that kills them.
elemental binding, entertainment, precious stones
INTERESTING THINGS ABOUT ZILARGO
Zilargo is the homeland of the gnomes, and • The Library of Korranberg is considered to
I\ ÅZ[\ OTIVKM Q\ IXXMIZ[ \W JM I XIZILQ[M <PM
JM \PM ÅVM[\ ZMXW[Q\WZa WN SVW_TMLOM QV ITT
streets are bright and clean. The universities and of Khorvaire.
TQJZIZQM[ IZM \PM ÅVM[\ QV 3PWZ^IQZM -^MZaWVM
• The Korranberg Chronicle is the leading
seems happy and helpful, and crime is all but
]VPMIZL WN *]\ BQT [WKQM\a Q[ ÅTTML _Q\P TIaMZ[ source of news in the Five Nations, and
gnome chroniclers travel across Khorvaire
of intrigue and blackmail that are often invisible
in search of stories.
to human eyes. And below that lies The Trust,
a ruthless secret police force that eliminates any • The major cities of Zilargo have temples
threat to society. and shrines dedicated to every religion.
Zilargo isn’t a tyranny. Each major city has a 5W[\ BQT M`XTWZM I NM_ NIQ\P[ JMNWZM [M\\TQVO
democratically elected ruling council and a seat on one; others practice multiple religions.
on the Triumvirate that governs the nation; the
Trust reports to the Triumvirate. The Zil gnomes
built this system, and they are quite happy with ZIL CHARACTERS
it. Their streets are safe, and as long as you play As you develop a Zil character, consider the
by the rules of the game, the Trust won’t target following things, along with the suggestions in the
aW] 7]\[QLMZ[ ÅVL \PQ[ KI[]IT IKKMX\IVKM WN /VWUM [MK\QWV QV KPIX\MZ
preemptive assassination to be terrifying, but the Family Ties. In a nation shaped by intrigue,
Zil actually trust the Trust. aW] PI^M \W PI^M [WUMWVM aW] KIV ZMTa WV°
Every Zil gnome is in a web of intrigues. This and for the Zil, that’s family. Unless you’re an
is condoned by the Trust, as long as no laws are orphan, discuss your family with your DM.
broken and the state itself isn’t threatened. It’s What’s their business? Who’s your favorite
ÅVM NWZ I OVWUM KPIZTI\IV \W KWVVQ^M IVW\PMZ relative? Are you currently involved in any family
gnome out of a jewel mine—as long as this is schemes? Family members may call on you for
accomplished through cunning, negotiation, or help over the course of your adventurers, but
deception rather than violence or outright theft, they can also be a resource for you.
and as long as the mine stays in Zil hands. The Knowledge and Power. The Zil prize
same applies to adventurers planning schemes knowledge above all else. Sage is a suitable
in Zilargo: violence will get one targeted by the background for any Zil; charlatan and spy are
Trust, but intrigue is perfectly acceptable. IT[W IXXZWXZQI\M ZMÆMK\QVO \PMQZ TW^M WN QV\ZQO]M
The Trust itself is a network of spies and Classes that specialize in melee combat are rare
assassins. Most agents of the Trust simply pass among the Zil. Rogues, bards, wizards, and
information through dead drops; some estimate IZ\QÅKMZ[ IZM \PM [WTLQMZ[ WN BQTIZOW
that a third of the nation works for the Trust One unusual option is to play a warlock whose
QV \PQ[ KIXIKQ\a ?PMV \PM <Z][\ QLMV\QÅM[ I pact is with the Trust itself. You receive your
threat, it acts preemptively. If a problem can be orders telepathically. Your class abilities can
solved without violence—by sharing a piece of ZMÆMK\ [XMKQITQbML \ZIQVQVO WZ OZIV\ML IJQTQ\QM[¸
information, or a whispered warning sent via the magical equivalent of super-spy gadgets!
38 +0)8<-: d B14):/7

