Page 38 - Wayfinders Guide to Eberron
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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!






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