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Zil gnomes live within a web of intrigues. The Trust   agent, the agency recruits characters of every class
            condones their actions, as long as they break no laws   and background. Your class abilities reflect special­
            and don't threaten the state or the status quo. A gnome   ized training and granted abilities-the magical equiv­
            charlatan can connive to steal a jewel mine from an­  alent of spy gadgets!
            other gnome-as long as the charlatan accomplishes the
            deed through cunning, negotiation, or deception rather   C I T I E S   A N D   SITES
            than violence or outright theft, and as long as the mine   The gnomes of Zilargo place a high value on appear­
            stays in Zil hands. The same applies to adventurers   ances. They design beauty into their architecture,
            planning schemes in Zilargo. Violence draws attention   featuring delicate carvings, elaborate railings and bal­
            and deadly consequences from the Trust, but intrigue is   conies, and lavish gardens. Every community contains
            perfectly acceptable.                             murals and statues scattered throughout. Most fixtures
              The Trust is a network of spies and assassins. Most   and buildings are designed for those of small stature,
            agents of the Trust simply pass information through   but buildings constructed for taller folk also exist. The
            dead drops; some estimate that a third of the nation   Zil have a talent for illusion and for binding elementals,
            works for the Trust in this capacity. When the Trust   and they incorporate both of these forms of magic into
            identifies a threat, it acts preemptively. Trust agents   everyday life.
            prefer to solve a problem without violence-by sharing a
            piece of information or a whispered warning sent via a   KORRANBERG
            message spell. But the Trust won't hesitate to eliminate   Nestled against the base of the Seawall Mountains, Kor­
            a threat, whether with poison, spell, or blade. T y pically,   ranberg is the oldest city in Zilargo. Many aristocrats of
            a target never sees the agent of their demise.    other nations come to study in the famous library and
                                                              the gnome colleges of Korranberg. The ancestral cita­
            I N T E R E S TING THI N G S                      del of House Sivis is located here, as well as a host of
                     Z
            ABOUT  I L ARGO                                   temples including the Codex Vault, Khorvaire's largest
                             ----                             shrine to Aureon.
            •  Most consider the Library of Korranberg the finest
             repository of knowledge in Khorvaire.            ThURIMBAR
             The Korranber g   Chronicle is the leading source of   This port city draws musicians and artists from across
             news in Khorvaire. Gnome chroniclers travel across   Khorvaire. It addition to its legendary clubs and schools
             Khorvaire in search of stories.                  of music, Thurimbar is on the cutting edge of arcane
            •  The major cities of Zilargo maintain temples and   sound-the use of illusion magic to generate music. En­
             shrines dedicated to every religion. Most Zil explore a   tertainers flock to Thurimbar to share their music and
             few faiths before settling on one; others practice mul­  immerse themselves in its rich musical culture.
             tiple religions.
                                                              TR.OLAN PORT
            Z I L   C H ARACTERS                              With its crisscrossing canals and flooded streets, the
            As you develop a Zil character, consider the follow­  capital of Zilargo serves as the center of the gnome ship­
            ing factors:                                      building industry and a nexus for trade. Scores of ships
                                                             make port here daily. Among the many beautiful things
            Family Ties. In a nation shaped by intrigue, you need   the city is known for are its spectacular coastal thun­
             someone you can rely on. For the Zil, that's family.   derstorms. Crowds gather on balconies and verandas to
             Unless you're an orphan, discuss your family with   watch these awesome displays.
             your DM. What's their business? Who's your favorite   The Tower of the Triumvirate rises over the central
             relative? Are you currently involved in any family   portion of the city. House Kundarak, House Sivis, and
             schemes? Family members might call on you for help   House Cannith maintain outposts in the city, and the
             over the course of your adventurers, but they can also   other dragonmarked houses station agents here as well.
             be a resource for you.
            Knowledge and Power. The Zil prize knowledge above   ZOLANBERG
             all else. Sage is a suitable background for any Zil;   Hidden high in the Seawall Mountains, Zolanberg lies
             charlatan and spy are also appropriate, reflecting   at the heart of a network of jewel mines. These mines
             their love of intrigue. Classes that specialize in melee   face attacks by kobolds living in the mountains, as well
             combat are rare among the Zil. The soldiers of Zilargo   as goblin raiders from Darguun. Gnomes and dwarves
             include rogues, bards, wizards, and artificers.   inhabit the city. House Kundarak maintains a great vault
            The Trust. In creating a Zil character, consider whether   here while House Tharashk has completed construction
             you have any ties to the Trust. A vast number of   of a large hall for the Prospectors Guild.
             gnomes serve as the eyes and ears of the Trust, re­
             porting interesting information to a Trust handler.   AFTERMA H   OF  H E   LAST W A R
                                                                                 T
                                                                         T
             As an active agent, you could receive missions tied to
             your current adventures. If you and your companions   Walking the streets of Korranberg, one might never
             are fighting the Emerald Claw, you might have a sec­  know that the war occurred. Zilargo avoided most of
             ondary assignment to eliminate a specific Claw agent   the violence of the Last War, and cosmetic magic and
             or acquire a particular object from their base. While   illusions were employed to repair the few cities that
             the spy background is a logical choice for a Trust   suffered damage. Many Zil prefer to ignore the war


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