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The Shadow Marches aren't a nation. No one voice   hunter-gatherers, they don't work metals; they make
           speaks for the clans and tribes, and most of the tribes   their tools from stone, hide, wood, and bone. If your
           have no interest in dealing with outsiders. House Tha­  character is from one of the Marcher tribes, you might
           rashk is the largest faction in the region, and their city of   be the first of your people to leave the swamps. Why
           Zarash'ak is the center for commerce.              have you left your people, and how are you adapting to
            House Tharashk is the main point of contact between   this new world?
           the Shadow Marches and the outside world. Tharashk
           aside, the region remains a collection of tribes and cult­  C I T I E S   A N D   SITES
           ists following their ancient traditions in the shadows of   The clans of the Shadow Marches primarily live in small
           the swamps.                                      towns and villages, their huts raised above the swamps
                                                             on stilts. The Shadow Marches contain many manifest
           I N TERESTING THI N G S   ABOUT  H E
                                               T
                                                             zones tied to Xoriat and Kythri (see chapter 4 for de­
           S H A D O W MAR H E S                             scriptions of both), the planes of madness and chaos.
                            C
                                                            Time moves strangely in places in the deep swamps,
           •  The untamed Shadow Marches are filled with mys­
            teries. Relics of the daelkyr rest undisturbed in the   which twists mundane beasts and plants into strange
            depths of the swamps, along with foul monsters and   shapes. Daelkyr ruins linger in these areas, remnants of
            druidic shrines.                                the ancient war against the goblins and ores that once
            The Marches are the birthplace of the druidic tradi­  dominated Khorvaire.
            tion of the Gatekeepers. Long ago, this sect defeated   DRAGONSHARD FIELDS
            the vile daelkyr; today, its last champions continue to   The Shadow Marches hold deposits of Eberron dragon­
            protect Eberron from aberrations and other extrapla­  shards, the source of House Tharashk's wealth. These
            nar threats.                                    fields aren't as rich as those in Q'barra, but there's gold
           •  Even in defeat, the daelkyr sowed seeds of madness in   to be made by those willing to hunt for shards in the
            the Marches. Followers of the Cults of the Dragon Be­  dangerous swamps.
            low remain scattered across the region. Some of these
            cults work with mind flayers and other aberrations.   VVARAAK'S CAVE
            Others have no evil intent but are driven by dangerous   The green dragon Vvaraak is said to have taught the
            delusions.                                      secrets of druidic magic to the first Gatekeepers thou­
                                                            sands of years ago. Though Vvaraak is long dead, ru­
           MAR H E R   C H ARACTERS                         mors say that her hidden lair holds secrets tied to the
                C
          As you develop a Marcher character or NPC, consider   Draconic Prophecy and the mysteries of druidic magic.
          the following:
                                                            ZARASH'AK
          The Mark of Finding. An alliance of Marcher clans   Because overland travel through Droaam or the Eldeen
            formed House Tharashk, but not all those who car­  Reaches can be extremely dangerous, most people who
            ried the mark chose to join this house. As a half-ore   need to do business in the Marches travel by ship to the
            with the Mark of Finding, you could be a child of the   port city of Zarash'ak. Built on stilts and known for its
            Marches with a strong tie to the house, or you could   cuisine and music, Zarash'ak offers the rare exports of
            be a scion of a small tribe of hunters, proud of your in­  the land without the difficulty of navigating the swamps.
            dependence and suspicious of the houses. Your ties to   House Tharashk oversees the City of Stilts, but Marcher
            the Marches might be distant because you were born   clans and tribes come here to sell crafts and other goods
            to a family that left years ago. Do you want to redis­  or to celebrate religious rituals.
            cover your ancestral roots?
          Madness and Mysticism. Most Marchers have a mysti­  AFTERMA H   OF  H E   LAST W A R
                                                                        T
                                                                                T
            cal view of the world, beliefs shaped by the traditions
            of the Gatekeepers and the madness of the daelkyr.   The Shadow Marches aren't a nation, and the region
            Marchers typically feel that the people of the treaty   wasn't recognized by the Treaty of Thronehold. Most
            nations are blinded by their civilized ways. You have   Marchers have little interest in the outside world.
            heard the truth in the voices of croaking frogs and   Marcher tribes don't know the names or number of the
            seen it in the shadows shifting on the water. Whether   nations beyond the swamps, let alone that they were
            you're loyal to the Gatekeepers, the Sovereign Host, or   at war. However, as House Tharashk gains power and
            the Dragon Below, superstitions inform your path.   influence in the world beyond the swamps, it has in­
          Clan or Tribe? The people of the Shadow Marches are   creased its presence in its homeland. The house has
            split into two distinct cultures. The clans blend the tra­  expanded Zarash'ak dramatically over the last decade
            ditions of human and ore, building towns and working   and is working on transforming other towns into cities.
            with steel. If you were raised in one of the clans, the   This has caused tension with a number of tribes. And
            ways of civilization aren't that strange to you; you've   House Tharashk's mining operations and its urban
            seen the city of Zarash'ak and worked with House   expansion always run the risk of disrupting Gatekeeper
            Tharashk. By contrast, the Marcher tribes main-  seals and unleashing ancient evils bound beneath
            tain traditions that predate humanity. As nomadic   the Marches.




          C  H  APTER 2  I  KHORVAIRE  GAZETTEER
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