Page 120 - Eberron -Rising from the Last War_Neat
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            L H A ZAAR  R I N C I P ALITI S                   Big Dreams. Whatever their circumstances, the people
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                                                                of the principalities always look to the future. What do
            Capital: Regalport                                  you want? To find a forgotten treasure hoard? To com­
            Hallmarks: Fish, mercenaries, merchants,            mand your own ship? To take your place as a prince?
              pirates, ships                                    Think big and chase your dreams.
            This loose confederacy of pirate lords, merchant
            princes, and sea barons holds the northeastern coast­  C I T I E S   A N D   S I T E S
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            line of Khorvaire and the many mist-shrouded islands   Among the myriad ports and pirate redoubts of the
            scattered across it. Recognized as a single allied nation   Lhazaar Principalities are ancient ruins from forgotten
            under the Treaty of Thronehold, the principalities are   civilizations that predate even the Dhakaani Empire, as
            more of  a loose alliance. Each island domain has its   well as tombs built by wealthy pirates and sea lords to
            own values, goals, and feuds with other domains.   house their treasures and earthly remains.
            The Lhazaar are the finest sailors in Khorvaire. During   Presented below are a handful of the most widely
            the Last War, they served all nations as privateers and   known-if hard to find-places in the principalities.
            engaged in piracy on the side. When the war ended, they
            returned to the merchant trade, but pirates still hunt on   D R EADHOLD
            the open seas.                                    This island prison is said to be inescapable. Maintained
              The Lhazaar value their independence. Here, anyone   by House Kundarak, Dreadhold houses a host of infa­
            can rise to captain a ship or even seize a principality.   mous criminals and political prisoners. Its vaults also
            Leadership is earned, not given. Nevertheless, High   hold some of the greatest treasures of House Kundarak.
            Prince Ryger ir'Wynarn of Regalport seeks to forge the
            principalities into a unified force. He has the finest fleet,   PORT VERGE
            and his efforts ensured that the principalities gained rec­  Port Verge is the royal port of the Direshark Princi­
            ognition at Thronehold, after which he awarded himself   pality. Prince Kolberkon yearns to expand Verge and
            the title of High Prince. So far, the other princes have   overshadow Regalport, and he is always looking for
            rejected his proposals for a stronger union.      capable adventurers and allies. The Blood of Vol has a
              Some principalities are devoted to the Blood of Vol   strong presence in Port Verge, and Kolberkon recently
            and a few favor the Sovereign Host. Beyond these, the   allowed House Lyrandar to establish an enclave there.
            Lhazaar show little enthusiasm for religion, though   But Kolberkon's thirst for glory may lead him to fool­
            many curse the Devourer when a storm comes.       ish bargains.

            I N T E R E S TING THINGS ABOUT THE               REGALPORT
                                                              The seat of the High Prince Ryger and the Seadragon
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            LHAZAAR  R I N C I P ALITI S
                                                              Principality, Regalport is the grandest city in the princi­
              Rulership of the principalities is so fluid that it's possi­  palities. The patriarch of House Thuranni resides in Re­
              ble for someone to start the day as a sailor and end it   galport, and House Ghallanda has a significant outpost
              as a prince. A campaign could easily be based around   here. The Pirate Exchange is the largest market east of
              a party of adventurers gaining a principality.   the Ironroot Mountains.
              The Wind Whisperer principality includes a number
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              of half-elves with the Mark of Storm-foundlings with   TR B AZ SINARA
              no tie to House Lyrandar. The Wind Whisperers want   It's said that the legendary pirate queen Lhazaar made
              to obtain airships by any means necessary.      her home on Trebaz Sinara, and that this island holds
            •  The Lhazaar Principalities have the largest change­  the treasures and tombs of generations of sea lords.
              ling population in Khorvaire. Many of them con­  However, the island hasn't been seen in over five hun­
             gregate in the Gray Tide, a domain founded by    dred years. Many Lhazaar sailors have devoted their
             changelings.                                     lives to finding the legendary lost isle.
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            LHAZAAR  H ARACTERS                               AFTERMA H   OF  H E   LAST W A R
            As you develop a Lhazaar character or NPC, consider   During the Last War, the Lhazaar served as privateers
            the following:                                    and pirates. Outsiders wonder if the principalities can
                                                              adapt to peace, or if their thirst for gold and adventure
            Seafarers and Swashbucklers. Most Lhazaar spend   will lead their subjects to ruin.
             more time at sea than they do on land. Sailor is an   Most of the princes are content with their domains,
             appropriate background for any Lhazaar, but you can   but ambitious rulers such as Prince Ryger of Regalport
             ask your DM if you can switch a tool proficiency for ve­  and Prince Kolberkon of Port Verge could shatter the
             hicles (water) proficiency. Lhazaar are flamboyant peo­  status quo. Kolberkon seeks to expand his personal
             ple with little concern for the law, so charlatan, enter­  power, while Ryger wants to forge a stronger unified
             tainer, and folk hero are all appropriate backgrounds.   nation. Both pursue dangerous alliances in their cam­
            Local Customs. Each principality has its own martial   paigns. In addition to agreements with the dragon­
             traditions, fashions, and slang. Think about how your   marked houses, rumors abound of bargains with drag­
             choices reflect your principality and work with your   ons, fiends, and the distant Empire of Riedra. Will the
             DM to develop one that fits your character.
                                                              dreams of these princes lead to a new war?

                                                                              C  H  APTER 2  I  KHORVAIRE  GAZETTEER
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