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of the templar order. Flamekeep is also home to Thal­  THR N E HOLD
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           ingard, the ancestral palace of the rulers of Thrane and
           current residence of Queen Diani ir'Wynarn.       Capital: Throneport
                                                             Hallmarks: Entertainers, international intrigue, spies
           SHADUKAR                                          After forging a united kingdom, Galifar I realized early
           Shadukar is a grim reminder of the cost of the war.   on that the crown could not rule from one of the existing
           Once known as the J ewe! of the Sound, this coastal   realms. To do so would be to put one of the Five Nations
           city was destroyed in a bitter siege against Karrnathi   above the others, and that would lead to breaks and frac­
           forces. The city has yet to be reclaimed, and it's said to   tures that would eventually destroy the kingdom. Thus,
           be haunted both by Thrane ghosts and by undead forces   he established his seat of power on an island in Scions
           left behind by the Karrns.                        Sound. There he built the great castle of Thronehold.
                                                              After Jarot's death and the rejection of the line of suc­
           ThALIOST
           An ancient Aundairian city seized during the Last   cession that led to the Last War, the island and castle
           War, Thaliost was ceded to Thrane under the Treaty   were largely abandoned. A special detachment of House
           of Thronehold. Many of its people bitterly oppose the   Deneith guards, the Throne Wardens, remained in
           Thrane occupation, but it's also become a haven for   place to protect the castle, but all government functions
           Aundairian followers of the extremist Pure Flame sect;   ceased with the collapse of the Kingdom of Galifar.
           violence often breaks out between these two factions.   Throneport, a town in the shadow of the castle, be­
                                                             came a place for dissidents, criminals, spies, and merce­
           AFTERMATH OF THE LAST W A R                       naries, and the once safe port turned into a rough-and­
                                                             tumble town without allegiance to any single nation.
           The war is over, but deep rifts remain between Thrane
           and its neighbors. Aundairian war magic created a   INTERESTING THINGS
           blasted wasteland between the two nations. To the east,   ABOUT THRO E HOLD
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           the conflict with Karrnath left farms and cities such as
           Shadukar devastated and abandoned, home only to the   •  Representatives (and spies) of the Five Nations gather
           lingering undead left behind after the Karrnathi retreat.   in the town of Throneport, where it's impossible to tell
            For most, these grim reminders of war strengthen   friend from foe and alliances shift daily.
           Thrane resolve. The common people are united by their   •  Although Cyre no longer has a peacekeeping force on
           faith and sure of the righteousness of their cause. The   the island, many Cyrans find work here as spies and
           Silver Flame urges people to stand together in the face   agents for other nations.
           of evil, and across the nation, villagers work together to
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           repair the damage inflicted during the war. People in   THRO E HOLD  H A R ACTERS
           a Thrane village regularly cooperate to raise a barn or   As you develop a character or NPC from Thronehold,
           practice archery in the fields.                   consider the following:
            The Silver Flame urges its followers to feel compas­
           sion for all people, which often proves a more difficult   Cold Warriors. Thronehold is a gladiatorial arena for
           challenge. Thrane has never forgiven Karrnath for its   diplomats and spies, a dangerous playground for
           use of undead soldiers, and many Thranes are quick   bored nobles, and a haven for treacherous double
           to imagine all Karrns as agents of darkness. Likewise,   agents. Characters with the charlatan, spy, noble, or
           Thranes have bitter memories of the conflict with Aun­  criminal background might all test their skills here.
           dair, and Aundairian wizards or eldritch knights receive
           a cold reception.
            For most Thranes, the war strengthened their faith
           and drew them together. However, some question the
           validity of theocratic rule. Such doubt can be found
           even among the most devout followers of the faith; such
           people fear that the merging of temporal and spiritual
           authority distracts the church from its proper mission.
           If these doubts spread, a serious faction might seek
           to restore Queen Diani to power.
            Thaliost is another open wound. The Coun­
           cil of Cardinals is determined to hold onto
           this prize, but it is a bitter point of conten­
           tion with Aundair and a constant source
           of tension and violence. In creating a
           Thrane character, consider how you
           feel about Thaliost. Would you like to
           see it returned to Aundair, or do you
           support Thrane's rule?





           CHAPTER 2  I  KHORVAIRE  GAZE'ITEER
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