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PYLAS MARADAL
                                                            The second largest city in Valenar, Pylas Maradal is
                                                            a port on the southern coast. House Lyrandar has in­
                                                            vested in the city and built shipyards and a large house
                                                            enclave. The port sees traffic from Q'barra, Sarlona, and
                                                            Aerenal. When the region was part of Cyre, this city was
                                                            known as Southport, a haven for smugglers and pirates.

                                                                  V
                                                            TAER  A LAESTAS
                                                            High King Shaeras Vadallia maintains his seat in Taer
                                                            Valaestas. Located in the center of the kingdom, the
                                                            city is built for war and surrounded by a living wall of
                                                            bronzewood thorns. In addition to the royal palace,
                                                            outposts of most dragonmarked houses, and a market
                                                            where foreigners sell their wares, Taer Valaestas hosts
                                                            the primary temple of the Keepers of the Past and a vast
                                                            arena used for horse training, races, and other displays
                                                            of equestrian skill.
                                                                                            W
                                                                               T
                                                            AFTE M A T H   OF  H E   LAST  A R
                                                                  R
                                                            There's a popular saying in Taer Valaestas: "The
                                                            shadow of war hangs long over Valenar." War defines
                                                            Valenar culture. The Treaty of Thronehold recognized
                                                            Valenar as a sovereign nation, but the elves are already
                                                            pushing the limits of the treaty. Some venture into the
                                                            Mournland or the untamed jungles of Q'barra, and Vale­
                                                            nar warbands have launched raids into Darguun and
                                                            Karrnath. High King Shaeras Vadallia has promised to
                                                            rein in his warriors, but many believe that the elves will
                                                            continue their provocation. Their main interest is con­
                                                            flict with a worthy foe-and they might want Darguun or
                                                            Karrnath to declare war.
                                                             Because of this, the  nation remains on a war footing.
                                                            Villages find it challenging to produce the supplies re­
                                                            quired to maintain the elf army. Still, the Valenar are
                                                            rarely cruel overlords. As long as a village can meet its
                                                            quotas, the elves leave it alone, though villages that fall
                                                            below expectations are more likely to receive assistance
                                                            from druidic advisors than punishment.

                                                            Z I L ARGO
                                                            Capital: Trolanport
                                                            Hallmarks: Alchemy, education, elemental binding,
                                                             entertainment, gnomes, precious stones
                                                            At first glance, the homeland of the gnomes appears
                                                            to be a paradise. City streets are bright and clean, the
                                                            universities and libraries are the finest in Khorvaire,
                                                            everyone seems happy and helpful, and crime is all but
                                                            unheard of. But Zil society teems with layers of intrigue
                                                            and blackmail invisible to human eyes. The Trust,
                                                            a ruthless secret police force, eliminates any threat
                                                            to society.
                                                             Zilargo isn't a tyranny. Each major city has a demo­
                                                            cratically elected ruling council and a seat on the Tri­
                                                            umvirate that governs the nation; the Trust reports to
                                                            the Triumvirate. The Zil gnomes built this system, and
                                                            they are quite happy with it. Their streets are safe, and
                                                            as long as you play by the rules of the game, the Trust
                                                            ignores you. Outsiders find this casual acceptance of
                                                            preemptive assassination to be terrifying, but the Zil
                                                            genuinely trust the Trust.
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