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prospectors to this young and growing nation on the   Q'barra. Myriad people from all over Khorvaire mingle
             edge of civilization.                           here in crowded streets. Soldiers pay little heed to the
           •  Certain ruins in Q'barra appear connected to the Age   rampant crime in these streets, viewing it instead as
             of Demons. The settlers know little of the history of   part of life in the port city.
             this region, but the Poison Dusk lizardfolk have ties to
             fiendish powers.                                WYRMWATCH
           •  House Tharashk has a strong presence in Q'barra.   A thriving prospecting town in Hope, Wyrmwatch was
             Tharashk is the primary buyer of Eberron drag­  established by Cyran refugees. Although far smaller
             onshards and also runs large-scale mining opera­  than New Cyre in Breland, its people are proud of what
             tions here.                                     they have built. The independent community is led by
                                                             Elder Nevillom, a veteran and evangelist of the Silver
           Q'BARRAN  H ARACTERS                              Flame. Nevillom's courage and passionate sermons help
                         C
                                                             sustain the people of Wyrmwatch in difficult times.
           Q'barra tempts explorers from the west with the pros­
           pects of wealth and new lands to conquer-mostly hu­  AFTERMA H   OF  H E   LAST W A R
                                                                                 T
                                                                         T
           mans but including members of all races found in Khor­
           vaire. Settlers, dragonborn, and lizardfolk characters   The influx of Cyran refugees promises to reshape
           who originate here should consider the following:   Q'barra. Most of the settlers are peaceful people search­
                                                             ing for a homes and opportunities, but some among
           Settlers. Q'barra is an excellent place to explore the   them chose Q'barra over refugee camps because they
             traditional archetypes of the classic Western. As a   refused to accept charity from former enemies. These
             paladin, you could be a lone sheriff seeking to protect   "Mourners" rob and kill settlers from the nations that
             your newly formed mining village. Your cleric could be   fought against Cyre. Hope also has its share of brigands
             the town preacher. As a sorcerer or bard with a crim­  and criminals, bandits who prey on House Tharashk
             inal background, you could be a dashing wandslinger   convoys and settlers alike.
             looking for trouble and gold.                     The relationship between the settlers and the natives
           Renegades and Regrets. Q'barra promises a land of   is another source of tension. Although King Sebastes
             opportunity and a place where you can leave your   forged a treaty with the Cold Sun Federation, the pros­
             past behind. Are you a deserter? Were you convicted   pectors of Hope regularly violate this treaty. The Poison
             of a crime you didn't commit? Are you fleeing from a   Dusk lizardfolk are hostile to both the settlers and the
             broken heart? Q'barra has also drawn Cyran refugees   Cold Sun Federation. Conflicts between settlers and
             and newly freed warforged, both seeking a home in   scales have escalated over the last four years, and many
             the wild east.                                  fear that worse is yet to come.
           Lizardfolk. The lizardfolk's primitive culture blends
             druidic traditions with the beliefs of the Silver Flame.   S H A D O W  A R C H E S
                                                                            M
             You might have been sent to study the softskins-to
             learn about them and potentially serve as an envoy for   Capital: Zarash'ak (unofficial)
             your people. Alternatively, you could be following a   Hallmarks: Eberron dragonshards, herbs
             spiritual vision.                               When most people think of the Shadow Marches, they
           Dragonborn. The dragonborn live amid the remnants   imagine a fetid backwater where illiterate humans
             of ancient glory. They have a proud martial tradition,   mingle with ores and other foul creatures, practicing
             and a number of dragonborn venture west in search of   strange rites by the light of the moons. While flawed,
             worthy challenges. If you follow this path, you might   this vision isn't entirely inaccurate. The Shadow
             have served as a mercenary in the Last War.
                                                             Marches are a desolate land of swamps and moors. The
                                                             homeland of the ores, the Marches were scarred in the
           C I T I E S   A N D   S I T E S
                                                             ancient conflict with the daelkyr. The fiends left twisted
                  i
           Q'barra  s   split into three main regions. New Galifar is   creatures and aberrations in the swamps, and sowed
           the original colony; it has a feudal structure and holds   seeds of madness that linger to this day. There are in­
           to the laws of the Treaty of Thronehold. To the north,   deed moonlit rituals in the Marches: some to honor the
           Hope is a collection of small mining towns. In Hope, the   daelkyr, others to maintain the wards that keep them
           law goes only as far as the people willing to enforce it.   trapped in Khyber.
           Beyond these human regions lie the unexplored lands of   Humans came to the Marches long ago, refugees
           the scales.                                       fleeing a war in the distant land of Sarlona. Over time
                                                             the two cultures merged, forming the Marches as they
           HAKA'TORVHAK                                      exist today.
           Explorers tell stories of a city hidden deep in the jungles   The Marches had little contact with the Kingdom of
           of Q'barra-a wondrous citadel of obsidian and brass.   Galifar or the east until a few hundred years ago, when
           According to these tales, the city is filled with treasure   a House Sivis expedition made two discoveries: the re­
           and guarded by a dragon fused with an ancient demon.   gion contained valuable dragonshards, and a number of
                                                             clans had manifested the Dragonmark of Finding. This
           NEWTHRONE                                         led to the foundation of House Tharashk, as these clans
           The capital of New Galifar and the seat of King   joined together to master the economic potential of their
           Sebastes, Newthrone is the largest city and port in
                                                             mark and leverage their mineral wealth.

                                                                              CHAPTER 2  I  KHORVAIRE GAZETTEER
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