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Orkschamane:
Geschichte der Welt

Zeitalter der Drachen:
Zu beginn gab es die drei Schöpferdrachen Siberys, Eberron und Kyber, die Ersten und Mächtigsten aller Drachen.
Diese erschufen oder fanden die 'Drachenprophezeihung, wie es aber so ist mit Prophezeihungen so gerieten insbesondere Siberys und Khyber über ihre Auslegung in Streit.
Dieser Streit brachte die Welt nahe an ihre Zerstörung, bis Eberron eingriff.
Er trennte die Streitenden und verbannte Khyber in die Tiefen der Welt und Siberys in den Himmel. Er selbst verband sich mit der Welt und heilte sie so.
Alle drei Drachen erschufen nun Wesen die auf der Welt leben sollten. Siberys erschuf die Drachen Eberron die Tiere und Humanoiden und Khyber die Scheusale und Dämonen.

Zeitalter der Dämonen:
Khyber's Heerschaaren waren die ersten und überlegensten in der Welt und so herrschten zunächst die Rakshasas und die Vetteln über alle anderen Wesen. Erst nachdem die Drachen die Drachenprophezeihung wieder entdeckten fanden sie den Mut und das Selbstvertrauen sich gegen die Dämonen zu erheben.
Nach einem ewig langen Kampf konnten die Drachen mit Hilfe der Couatl (große geflügelte Schlangen) die Dämonen besiegen. Die Couatl opferten sich dabei um mit ihrer Lebensenergie die mächtigsten der Dämonen in der Tiefe Khybers zu binden.

Zeitalter die Riesen:
Nach dem Sieg der Drachen zog sich die geschwächte Drachenpopulation auf den Kontinent Argonessen zurück. Auf dem Kontinent Xen'drik füllten das entstandene Machtvakuum bald die nun von der Unterdrückung durch die Dämonen befreiten Riesen aus.
Die Drachen brachten den Riesen die Grundlagen der Magie bei und mit der Zeit brachte sie diese zu einer ungeheuren Blüte. Diese Blütezeit endete mit einer Invasion von Traumwesen von der Ebene Dal Quor, die Ebene der Träume, die versuchten vor dem bevorstehenden Zusammenbruch und Neuordnung ihrer Ebene zu fliehen.
Letztlich konnten sie die Invasion durch den massiven Einsatz von Magie zurückschlagen.
Dabei wurde ihr Kontinent allerdings so arg in Mitleidenschaft gezogen das sich die Riesenreiche nicht mehr erholten. Diese Schwäche der Riesen nutzten nun die Elfen aus, die bisher ein Sklavenvolk der Riesen waren.
Als die Riesen diesen Aufstand der Elfen mit der gleichen Magie bekämpfen wollten, mit der sie die Quori zurückschlugen griffen die Drachen ein, um einen irreperabelen Schaden an der Welt Eberron zu verhindern und flogen in Schwärmen über Xen'drik und bombten die Riesen zurück in die Steinzeit.
Die Elfen entkamen diesem Armageddon nach Aerenal.

Zeitalter der Monster:
Während Xen'drik nun also in Trümmern lag, die Drachen wieder auf Argonessen waren und die Elfen sich auf Aerenal verschanzten errichteten auf Khorvaire die goblinoiden Rassen ein Reich das zu einer weiteren Hochzivilisation heranwuchs. Im Westen von Khorvaire entsteht unter den Orks die Druidentradition der Siegelbewahrer. Auch dieses Reich endet mit einer Invasion von einer anderen Ebene. Die Daelkyr von Xoriat der Ebene des Wahnsinns greifen auf Khorvaire an und bringen Gedankenschinder, Betrachter und alle möglichen anderen Aberrationen mit sich. Auch sie können zurückgetrieben und nach Khyber verbannt werden hauptsächlich durch das Eingreifen der siegelbewahrer, die bis heute die Tore zu den Gefängnissen der Daelkyr bewachen. Das Reich der Goblinoider zerbrach allerdings und ging in Streitigkeiten der einzelnen Stämme unter.

Das aktuelle Zeitalter:
Vom Kontinent Sarlona, die Geburtsstätte der Menschen kamen ebene jene rüber nach Khorvaire wo sie das zerbrochene Goblinoidenreich vorfanden. Die immer noch in Bürgerkrieg vertieften Goblinoide konnten einer Besidelung der menschen nichts entgegensetzen und so errichteten die Menschen schnell einige Reiche, aus denen die 5 Kernreiche: Aundair, Breland, Karrnath, Thrane und Cyre.
Diese wurden dann von König Galifar I von Karrnath zum Königreich Galifar geeint. Dieses Königreich führte zu einer weiter Blüte der Magie, Kunst und hastenichgesehen. Zerbrochen ist es diesmal nicht durch eine Invasion, sondern durch einen Streit der Erbfolge, der den sogenannten letzten Krieg auslöste, der hundert Jahre wütete.
In den letzten Jahren des Krieges gab es in Cyre eine magische Katastrophe unbekannten Ursprungs die alles Leben dort auslöschte und Cyre in das öde Klageland verwandelte.
Vor zwei Jahren wurde mit dem Packt der Thronfeste ein Waffenstillstand geschlossen, in dem die Grenzen der verbliebenen vier Nationen sowie etlicher durch die Schwächen der Nationen hervorgegangener Nationen festschrieb.

Drachenmale

Die Drachenmale sind Symbole auf der Haut des Trägers, die diesen mit magischen Fähigkeiten ausstatten.
Sie entwickeln sich irgendwann zwischen der Geburt und dem erwachsenwerden des Trägers.
Bestimmte Drachenmale treten nur bei bestimmten Rassen in einigen Blutlinien auf.
Diese Blutlinien haben sich zu den Drachenmalhäusern zusammengeschlossen und bilden heute die wirtschaftliche Grundlage Khorvairs.
In den Drachenmalhäusern arbeiten lange nicht mehr nur Mitglieder der Blutlinien, sondern der Name der Häuser wird mit Gebühr auch von anderen Unternehmungen gleicher Art getragen.
Dies sichert dem Kunden Qualität zu und festigt das Monopol der Häuser. Ebenso arbeiten in den Häusern auch Nichtfamilienmitglieder um den hohen Arbeiterbedarf der Häuser zu stillen. Hohe Positionen werden allerdings nur von Familienangehörigen bekleidet.

Die Menschen und Halborks vom Haus Tharrashk gebieten über das Mal des Aufspürens und setzen es zum Entdecken seltener Erze und Drachensplittern ein und haben damit ein Rohstoffmonopol. In einem zweiten Zweig setzen sie ihr Mal zum Aufspüren Vermisster und Flüchtiger ein.

Die Menschen von Haus Deneith gebieten über das Mal der Behütung und setzen es als Leibwächter und als Söldner ein. Haus Deneith ist das einzige Haus mit einem großen stehendem Heer das jedem der einzelnen Reiche Konkurrenz bieten könnte.

Die Halbelfen vom Haus Medani haben das Mal der Erkenntnis und haben mit diesem die möglichkeit begrenzte Informationen über die Zukunft zu erlangen. Sie nutzen dies als Berater und Beschützer.

Die Menschen von Haus Cannith haben das Mal der Erschaffung und nutzen um die größten Wunder zu erschaffen die es aktuell so gibt. Sie sind nicht nur für die Erschaffung der Kriegsgeschmiedeten verantwortlich sondern auch für die Blitzbahn und einige fliegende Städte. Neue magische Gegenstände kommen mit einiger sicherheit von Haus Cannith.

Die Halblinge von Haus Ghallanda gebieten über das Mal der Gastfreundschaft und haben mit dessen Hilfe eine Kontinentweite Gasthauskette errichtet.

Die Halblinge vom Haus Jorasco haben das Mal der Heilung und betreiben Krankenhäuser Apotheken und 'Ärztezentren'.

Die Gnome von Haus Sivis haben das mal der Kommunikation und haben damit eine Art Telefonnetz auf magischem Weg errichtet. In den Stationen vom Haus können Nachrichten je nach angelegtem Geld bis zu einer Geschwindigkeit von sofort zum empfänger geschickt werden. außerdem stellen die Gnome fälschungssichere Dokumente her.

Die Menschen von Haus Vadalis haben das Mal der Pflege und nutzen es zur Zucht und Domestizierung von allen möglichen und unmöglichen Viechern. Wer mal bock hat auf einem Greifen zu reiten oder einen Pegasus zu fliegen ist hier genau richtig .

Haus Orien hat das Mal der Reisen und sie sind Menschen. Sie betreiben das Netzwerk der Blitzbahnen, Postverkehr und das Transportwesen an Land. Wer eine dicke Tasche hat kann sich von ihnen sogar an seinen Urlaubsort teleportieren lassen.

Das Mal der Schatten von den Elfen hat sich nach einem Streit zweigespalten. Haus Phiarlan und Haus Thuranni nutzen es beide zur Spionage. Haus Thuranni auch für Auftragsmorde. Haus Phiarlan operiert unter dem Deckmantel der Schaustellergilde und haben damit gleichzeitig ein Monopol auf das Entertainment.

Die Zwerge von Haus Kunderak gebieten über das Mal des Schutzes und haben irgendwann spitzgekriegt das sie nicht nur ihren eigenen Kram schützen können sondern auch den von anderen und haben damit das Bankenwesen erfunden.

Und letztlich haben die Halbelfen von Haus Lyrandar das Mal des Sturms und regeln damit das Transportwesen über das Wasser und neuerdings mit den Luftschiffen auch eben in der Luft.

Die Völker

Die Menschen von Khorvaire
Die in Eberron spielbaren Menschen sind die vom Hauptkontinent Khorvaire.
Dieser ist nach dem 'letzten Krieg' in viele unterschiedliche Nationen zerfallen, von denen jede eine etwas andere Grundstimmung hat. Daher möchte ich sie knapp auflisten:

Menschen von Aundair und den Eldeenreichen: Die beiden Nationen sind Nachbarn und die Eldeenreiche gehörten einst zu Aundair, daher sind die Typen recht ähnlich. In beiden Ländern ist die Landwirtschaft stark und der großteil der Bevölkerung führt ein einfaches ländliches Leben. In den Eldeenreichen gibt es eine vielzahl von Druidischen Traditionen und eine davon, die Waldhüter haben sich zu den Beschützern der Eldeenreiche erklärt und stellen damit auch quasi die Regierung. In Aundair gibt es zusätzlich noch eine starke und tief verwurzelte magische Tradition. die fliegenden Türme von Arkanix haben einen steten Ausstoß an erstklassigen Magiern.

Breland: Breland ist in vielerlei Hinsicht das fortschrittlichste Land. Nicht nur das es eine konstitutionelle Monarchie hat im umbruch zur Demokratie, es hat auch noch eine beeindruckende wirtschaftliche Kraft insbesondere bezogen auf die Schwerindustrie. Sharn ist die größte Metropole des Kontinents.
Wroat jedoch die Hauptstadt von Breland.

Die Fürstentümer von Lhazaar: Dies ist eine schwer erreichbare Inselgruppe. Fast jede Insel hat ihren eigenen 'Fürst', der seine Position entweder durch Geld oder durch Schlagkraft erreichte. Meistens beides. Die Fürsten sind Händler und/oder Piraten und einzig die Größe ihrer Flotte bestimmt ihren Einfluss auf die anderen Fürsten.

Karrnath: Die Menschen von Karrnath sind wie das Klima in dem sie leben: rau und kühl. Karrnath hat eine tief verwurzelte militärische Tradition. Obwohl offiziell verboten hat die Religion des blutes der Vol hier einen festen Stand, da die Bevölkerung weniger berührungsängste mit Untoten hat. Im verlauf des 'letzten Krieges' wurde Karrnath von Seuchen heimgesucht. Diese Schwächung der Heimatfront wäre beinahe Karrnaths untergang gewesen, hätten die Heerführer Karrnaths nicht einen Packt mit dem Blut der Vol geschlossen um ihre Streitkräfte mit den belebten Körpern ihrer Gefallenen wieder aufzufüllen. Dafür begegnet man dem durschnittskarrnather im Ausland generell auch mit Ablehnung wenn nicht gar offener Feindschaft.

Cyre: Gibt es nicht mehr! Wo einst Cyre war ist jetzt das Klageland.
Dennoch gibt es noch Menschen von Cyre. Jene die grad im Ausland waren (kämpfend oder nicht) und jene die nahe der Grenze lebten und fliehen konnten. Cyre war ein Land das Kunst und Kultur über alles andere schätzte. Es gab eine starke Magische Tradition. Jetzt kommt zu diesen Einflüssen natürlich die Trauer und die namenlose Wut aufgrund der zerstörung ihrer Heimat. Wie ich finde eine sehr interessanter Hintergrund für einen Spielercharakter.

Thrane: Im Verlauf des 'letzten Krieges' ist Thrane zu einer Theokratie geworden. Die Königin hat nun nur noch representative Funktionen. Die Macht liegt nun bei der Kirche der Silbernen Flamme. Der durchschnittliche Thraner ist recht gläubig. Im Ausland kommt das Absetzen der Monarchie nicht gut an und Thranern begegnet man allgemein mit Vorsicht.

Darüber hinaus gibt es noch Menschen auf dem Kontinent Sarlona, der Wiege der Menschen. Diese werden nun beherrscht von den Erleuchteten. die Erleuchteten sind Menschen die von einem Quorigeist (Quori sind Wesen aus der Traumebene Dal Quor siehe später Ebenen der Existenz) beherrscht werden. Sarlona ist komplett von Rest der Welt abgeriegelt.

Elfen: Im Wesentlichen gibt es 3 Arten von Elfen: Städtischer Elf, Elf von Aerenal und Valenarelfen.
Städtischer Elf: Diese Elfen sind irgendwann eventuell vor Generationen nach Khorvaire gekommen. sie gliedern sich in die Menschliche Kultur ein und in ihrem Wesen sind kaum unterschiede zu den Menschen die sie umgeben festzustellen.
Die Elfen der elfischen Drachenmalhäuser gehören zu dieser Kategorie.
Elf von Aerenal: Die Elfen vom Inselkontinent Aerenal leben zurückgezogen und abgesehen von ihrem Handelshafen haben nichtelfen keinen Zutritt auf Aerenal. Die Aerenalelfen verehren ihre Vorfahren und jene, die im Leben großes geleistet haben werden als Todlose für die nachwelt erhalten. Todlose sind Untote die im Gegensatz zu Vampiren etc. durch positive Energie belebt werden.
Diese Todlosen bilden einen Rat, der als der Todlose Hofstaat bezeichnet wird und zusammen mit den Geschwisterkönigen die geschicke Aerenals leiten. Es gibt zu dieser Ahnenverehrung auch eine Religion.
Diese heisst ebenfalls 'der todlose Hofstaat'
Die Valenarelfen verehren ebenfalls ihre Ahnen, jedoch etwas anders.
Genau wie die geehrten Ahnen die sich von den Riesen befreit haben trachten sie nach Glorie auf dem Schlachtfeld. Wärend des 'letzten Krieges' kamen sie nach Khorvaire als Söldner. Im laufe der Geschicke des Krieges eroberten sie das Land Valenar. Valenar ist das einzige Land das den Pakt der Thronfeste nicht unterzeichnet hat und sich offiziell noch mit allen im Krieg befindet. Die Reiterhorden der Valenarelfen werden von ihren Nachbarn gefürchtet.

Halblinge: Die Halblinge lassen sich in zwei Gruppen teilen: Der städtische Halbling und der wilde Talentahalbling.
Für den normalen Halbling gilt im Wesentlichen das gleiche wie für den städtischen Elfen. Diese Halblinge sind so ziemlich die Standardschurkenhalblinge wie man sie kennt.
Die Talentahalblinge leben in Stämmen und Familiengemeinschaften ein nomadisches Leben in den Talentaebenen (einer Steppen und Wüstenlandschaft auf Khorvaire)
Sie domestizieren Dinosaurier als Reit- und Nutztiere.

Zwerge: Das Reich der Zwerge sind die Mror Festungen, eine Gebirgskette im nordosten Khorvaires.
Sie sind in Klanstrukturen organisiert.
Unter den Klans gibt es uralte Streitigkeiten, die aber nach der etablierung von Haus Khundarak unterdrückt wurden um die Zwerge zu einen. Auch wenn das Haus offiziell keine politische Macht ausüben darf, hat es in den Festen doch die Hosen an.
Die Zwerge sind auf Eberron im wesentlichen wie in jeder anderen Spielwelt.

Kriegsgeschmiedete:
Geschaffen von Haus Cannith als Waffe für den 'letzten Krieg' sind die Kriegsgeschmiedeten Waffen mit einem Bewusstsein.
Bis zum Pakt der Thronfeste waren die Kriegsgeschmiedete Besitz ihrer jeweiligen Käufer.
Der Pakt der Thronfeste sicherte ihnen jedoch Bürgerrechte zu und verbot aber gleichzeitig die weitere Erschaffung von Kriegsgeschmiedeten.
Dies alles bringt die meisten Kriegsgeschmiedeten in eine schlechte Situation: Geschaffen für den Krieg ist auch alles was sie je gelernt haben für den Krieg.
Durch den Frieden sind sie nun arbeitslos und durch ihre Freiheit ohne Rückhalt.
Ihr Vorteil dabei ist das sie nicht auf Arbeit angewiesen sind, da sie kaum Bedürfnisse haben.
Jedoch wollen auch sie Beschäftigung.
Aufgrund ihrer Befähigungen wählen viele den Weg des Söldners, Wachpersonal oder eben Abenteurer.

Drow:
Die Drow wurden von den Riesen noch wärend des aufstandes ihrer Elfischen Geschwister erschaffen, um gegen die Elfen zu kämpfen und ihren Platz als sklaven einzunehmen. Allerdings revoltierten sie auch in Massen. Im gegensatz zu den Elfen flohen sie nicht von Xen'drik als die Drachen kamen, sondern verbargen sich in der Erde. Sie leben bis heute auf Xen'drik.
 Sie haben ihre eigene Religion: Vulkoor der Skorpiongott der Jagd, und Kultur.
Die meisten Dunkelelfen sehen sich als Erben der Riesen und als rechtmässige Besitzer von Xen'drik.

Orkschamane:




Spoiler (Anzeigen)
The people of the Five Nations know little of Valenar, and if you intend to travel to Taer Valaestas, you would do well to learn the history of this land. Human, elf, or Khoravar, the people of Valenar are proud folk, and their ways are quite different from those of the Five Nations. The differences between villages are remarkable; the khunan people of Ariolan still speak the Old Common tongue their ancestors carried from Sarlona, while Moonshadow is a new settlement founded by House Lyrandar and populated entirely by the Khoravar.
Valenar is home to two sorts of people: the restless and the anchored. The warbands of the Valaes Tairn remain in constant motion, traveling along the Old Road and through the wilds. Even those who serve the Darkwood Crown as defenders of the kingdom rarely dine in the villages they protect, preferring to live off the land using their skills and cualra. But while you may not see elves in the villages of Valenar, you will certainly encounter a warband before you have spent a day in the realm. Expect to be stalked by the Tairnadal as you travel across the land. Some will act openly, while others will watch you from the shadows. Unless you actually seek battle with the Valaes Tairn, your wisest course of action is to ignore any provocation. Act with humility. Conceal what gifts you have, and pretend that you do not see their hidden scouts. Don't make the mistake of thinking yourself so mighty that the elves pose no threat to you; it was this pride that laid low the giants of Xen'drik. Your magic and mettle may be more than sufficient to overcome a warband in fair combat. But the Valaes Tairn love nothing more than to find a worthy foe, and many of their greatest warriors care nothing for honor in battle -- only victory. If you make yourself a prize, you will face ambushes and challenges from one end of Valenar to the other, and each victory will simply draw the attention of more talented elves and teach them your strengths and weaknesses. Show humility, pose no threat, and the Valaes Tairn will pass you by.
Where the restless elves hate to stand still, most of the other people of Valenar might as well be rooted to the earth. The humans of this land live in villages, hamlets, and thorps, and few of these people have ever traveled farther than ten leagues from the ground on which they were born. By and large, the only traditions the people of Shivairn have in common with the folk of Norinath are those forced upon them by the lords of Galifar –- including distrust and sometimes open hostility towards westerners. Those who venture off the Old Road will find a cold welcome in Valenar villages, along with few services for travelers; the humans of Valenar keep to themselves and expect the same of their neighbors.
Most of these anchored people of Valenar are humans and half-elves. Most humans can trace their roots back to the fallen nation of Khunan in Sarlona, and they are proud of their ties to the soil of the east; along the old road, Shivairn, Keth, and Norinath are largely human communities. The Khoravar are more recent arrivals, who have traveled east over the course of the last four decades. Some have founded new communities, such as Moonshadow. Others have settled in Jal Paeridor, Taer Valaestas, and Pylas Maradal, and it is these newcomers who maintain these cities. With that said, there are a few elves among the anchored population. The stories that reach the west paint the Tairnadal as warriors hungry for battle, and for the most part these tales are true. But where do the Valenar get their fine weapons and armor? Who raises their legendary horses?
On Aerenal, much of the mundane work is done by elves who have yet to earn blade or steed. But there are master craftsmen among the elves of Valenar, those who dedicate their lives to the work of supporting the soldiers. This is not a choice; it is religious duty. When a child comes of age among the Tairnadal, the Keepers of the Past perform divinations to see which of the ancient heroes has chosen the initiate. Honorable warrior, stormcalling druid, merciless hunter, master smith –- these are just a few of the archetypes found among the ancient Tairnadal, and it is up to the young elf to follow whatever path is laid before him. Most of the Valaes Tairn are deadly warriors, but some are destined to support their kindred as smiths, engineers, or other vital tasks. These elves are known as the zaelantar, "peaceful spirits." They are viewed with a mixture of respect and pity by their warlike brethren; the work they do is vital, and yet they are denied the chance to ride into battle or stalk prey.
Some young elves seek to escape this fate, but there is no denying the spirits in Tairnadal society; as a result, those encountered in Valenar are usually serene about their roles, striving to match the skills of their legendary predecessors. For the zaelantar smith, the forge is a battlefield and each blade a struggle; he too seeks to match the legendary deeds of his ancestors. Only a few of the zaelantar have come to Valenar, and they are largely found in Taer Valaestas and the fortresses.
Now you know something of the people of the land, let us consider the road to Taer Valaestas.

New Item: Cualra Flask
The Tairnadal nomads are experts at living off of the land. Even in Valenar, most elves prefer to rely on their Survival skills than to dine in inns. A common myth holds that the Valenar elves are capable of eating dirt and sand, and the cualra flask holds the truth behind this legend. Aerenal is known for its powerful Irian manifest zones and its strange lumber. The cualra flask is carved from wood treated to harness the latent energies of Irian; this power charges the substances within the flask with positive energy, transforming a little water and a few roots into a life-sustaining meal.

To use a cualra flask, a character must know what substances react with it and where these can be found. This requires a minimum of 4 ranks of Survival and training from someone familiar with cualra. Once these conditions are met, the flask grants its bearer a +3 circumstance bonus on Survival checks made to find food and water. Cualra can even be used to sustain a horse in regions where there is no grazing; this uses as much food as it would take to sustain three humans.

A cualra flask weighs one pound and costs 60 gp.
The Border Keeps and the Blade Desert

House Lyrandar has a strong alliance with the Darkwood Crown, and if Taer Valaestas is your destination you should consider traveling by airship or elemental galleon. If this is not an option –- if you must travel south from the Talenta Planes –- you will find it a hard road.

The first you will see of Valenar is a pillar of stone rising up from the barren flatlands, a spire that seems unnatural in its height and perfection. It should seem unnatural; it is a taer, one of the fortresses of the Valenar. Stories say that these monoliths were raised from the earth during the Age of Monsters, shaped by the hands of the legendary druid Maezan Shal, also known as the Thunderhand. Six of these stone keeps ring the Blade Desert -- Stonefeather Spire, Taer Valior, Griffonclaw, Zephyr Keep, Taer Shantara, and the Aerie -– along with the broken spires of Taer Zanathar and Taer Elladorn.

Depending on the day that you arrive, you may find a Lyrandar airship docked at the fortress, or you may see a patrol of the Kel Gryfaen, the griffon riders of Valenar. The Valenar are best known for their wondrous horses, but they are warriors through and through, and they know the value of commanding the air. The Kel Gryfaen were born in the struggle between the Valaes Tairn and the hobgoblins of the Dhakaani empire; today a single warclan has reclaimed that heritage, bonding with the wild griffons to claim the air over the desert. Each taer is also the home base of a full warclan of ground troops. Only a small complement of soldiers walk the walls of the keep; the elves prefer to remain in motion, and most of the warbands are in the field, patrolling the lands around their fortress. However, animal messengers and other tools are used to signal the soldiers in the field, and the danger posed by the elves is always greater than it appears.

The only people who can find shelter at a Valenar fortress are the Tairnadal themselves and their Lyrandar allies. If you travel with a Lyrandar heir or a Valenar warrior, you might be allowed to rest and refresh yourself, but don't plan on staying long.

Beyond the line of taers lies the Blade Desert, sharp and deadly as its namesake. In addition to the natural dangers of any desert, strips of the Blade Desert are touched by the planes. Manifest zones bound to Fernia are filled with unearthly heat and furnace winds. Fearsome flaywinds tear across areas bound to Shavarath, and it's said that the ghosts of fallen warriors -- Dhaakani hobgoblins and other soldiers who have died in the desert -- haunt these regions. A good guide can avoid these treacherous areas, and possibly even find a Lamannian oasis within the burning sands. But traveling blind is a deadly business; a few tales even speak of unlucky wanderers who entered the desert only to end up on Shavarath itself.
Keth and the Old Road

While there are Khunan villages and hamlets scattered across Valenar, there is only one major highway in the territory. This is the Old Road, which runs from Pylas Maradal on the southern coast to Norinath in the northeast. Tairnadal warbands patrol the Old Road, ensuring that it is safe for their Lyrandar allies and those khunans who wish to travel. However, while you may not have to worry about bandits or other predators, you will find no inns or other amenities along the Old Road. If you seek supplies or comfort after crossing the desert, you will want to stop in the town of Keth, the third largest community in Valenar. While the khunan inhabitants might shun your company, under the guidance of House Lyrandar, Keth has brought in representatives from many of the dragonmarked houses. In addition to the Gold Dragon Inn of House Ghallanda, you will find Malar d'Jorasco's house of healing, the Cannith-licensed Sand & Steel smithy, and an outpost of House Lyrandar. Barges run south along the river every day, while airships pass through Keth twice weekly; if your trek through the desert was harder than you anticipated, you can certainly ride the rest of the way to Taer Valaestas.

As long as you avoid provoking the Valaes Tairn themselves you will find few risks on the Old Road. Whether you travel by land, sea, or air, you will soon come to Taer Valaestas, the heart of Valenar and the seat of the Darkwood Crown. And it is there that your adventure truly begins.
Adventure Hooks

    * House Vadalis believes that the Kel Gryfaen are using druidic magic to breed a superior form of griffon, and they hope that this secret will be easier to crack than the mystery of the Valenar horses. Can you penetrate Griffonclaw fortress, charm a group of griffons, and reach safe haven before the riders find you? Are the griffons of the Valenar mundane creatures, or do they have some magic uncommon among their kind?
    * One night, when the party is camped alongside the Old Road, the sentry spots stealthy figures at the edge of sight. Most likely, these are Valenar hunters testing the PCs to see if they pose a worthy challenge. Of course, it's possible that they are bandits … or something worse.
    * While crossing the Blade Desert, the adventurers find the corpse of a hobgoblin warrior, including a beautiful greatsword, with enough magical power to appeal to the party. This might be just as it seems -- a fortunate find. Or it could be a weapon of legacy with a fearsome history and a grim destiny. Forged to battle the Valaes Tairn by the ancient swordsmiths of Dhakaan, it will drive its user to battle the Valenar. It will also bring trouble from Darguun, as hobgoblin and bugbear heroes seek to reclaim the blade of their ancestors. While it holds great power, is it worth the danger?
    * In 994 YK, thousands of Cyrans were killed as they sought to flee the mists of the Mourning. Some were killed by the Valenar guardians of Griffonclaw and the western fortresses. Others were slain by humans –- the khunan people who live in hamlets close to the taers, who sought pointless vengeance for the indignities suffered by their ancestors. It was a time of panic and madness, and an incident that left deep scars on those Cyrans who survived it. Now an elite unit of Cyran avengers (Five Nations page 86) is preparing to take revenge, slaughtering as many khunans as they can before they are forced into conflict with the Valenar. None of them expects to survive this campaign -– but they hope to massacre multiple hamlets before they are brought down. What do the PCs do when they encounter these psychotic soldiers? If any of the PCs fought for Cyre, they might have served alongside one of the avengers during the war; the PC might have lost loved ones of his own at khunan hands. Will the PCs help the avengers carry out their vendetta? Will they work with the Valenar to defend the villagers? Or will they try to turn the Cyrans away from this suicidal quest?

The elves of the Valaes Tairn first set foot on the soil of Khorvaire thousands of years ago. They sought adventure and glory, and they hoped to find challenges worthy of the heroes of Xen'drik. There were no giants on the southwestern shore, but they found goblins aplenty. The Tairnadal welcomed war with the Empire of Dhakaan, and for decades hobgoblin and bugbear matched wits and steel with the warrior elves. It took the call of a greater conflict to draw the Valaes Tairn back to Aerenal -- the clash of elf and dragon. When the forces of Argonnessen attacked Aerenal, the Tairnadal abandoned their holdings in Khorvaire and returned to their island home.

Many who deal with the elves of Valenar know this story, since it forms the foundation of High King Shaeras Vadallia's claim to the land. Vadallia asserts that his ancestors held their current territory before humans ever laid eyes on Khorvaire, and he is prepared to defend this claim with sword and spell. Politicians can debate the rights of the Valenar, but the presence of the Valaes Tairn in distant times has never been in question. The elves may have abandoned the land, but they left their taers behind. Now those fortresses have been restored, and Taer Valaestas is the heart of Vadallia's kingdom.

Most travelers are surprised by their first glimpse of Taer Valaestas. In Khorvaire the Valenar are known primarily as fierce cavalry troops. People think of them as soldiers -- people who deal in steel and war. So imagine that you are standing on a hill, looking down across a long, flat plain. Any shrub that could provide cover has been stripped away, but the ground isn't completely bare. You occasionally spot a bit of tough root protruding from the dirt . . . a hint at a web of vegetation that lies just below the surface. Then you see the city. Slender spires of carved densewood are surrounded by domes built by Aereni architects and the rougher baked clay homes of the humans. At this distance, you might not even notice the wall. But look again. Six stocky stone towers are spread around the city, and a thick wall runs between them. You might think that the wall would be the same stone as the towers, but you would be mistaken. As you draw closer, you start to see the rough edges and irregular surface of the fortifications. And then it becomes clear. The walls of Taer Valaestas weren't built . . . they were grown. The six keeps of the city are bound together by a vast ring of thorns. The largest vines are thicker than an ogre's torso. But these are only the core strands, and they are surrounded by vines of many different shapes and colors. It may seem like an odd choice for such warlike people; aside from the risk posed by fire, the many strands of the wall seem to invite would-be climbers. But appearances can be deceiving. The major vines are wood, indeed . . . bronzewood, resistant to fire and with the strength of steel. The thorns spread across the walls might just as well be razors, ready to dig into the flesh of anyone who tries to enter by stealth. And the stories say that there are deadlier briars hidden along the outer walls -- poisoned thorns that can steal the strength or life of anyone who seeks to climb the walls.

Where did this city of thorns come from? How is it that the Valenar are protected by bronzewood walls instead of stone and mortar? Many have heard the tales of the druids of the Eldeen Reaches, but few realize that a similar tradition thrives among the Tairnadal elves. When the ancient elves challenged the giants of Xen'drik, they were slaves fighting some of the most advanced civilizations the world has ever seen. One to one, the elves couldn't match the arcane magic or sheer military might of the giants. Instead they drew on stealth, mobility, and the land itself. Their heroes included mighty sword-wielders and gifted sorcerers, but some also listened to wind and water. The latter people turned the jungle vines and beasts of the wild against their foes. The typical Valenar soldier may rely on his scimitar or bow to overcome most challenges, but he has a bond to his steed that goes beyond simple training . . . and he can imbue himself with the speed of a wild animal, or call on the vines in the earth to entangle his foe. The Tairnadal may lack the devotion displayed by the Wardens of the Wood, but they share many of the same powers; for the Valenar, nature is a weapon.

Most Tairnadal rangers only have a few tricks at their disposal, but a few among the host have a greater bond to nature. Known as the Siyal Marrain, this is the order that first bound the Tairnadal to their wondrous steeds. The Siyal druids of the modern day continue to care for the herds in Aerenal, but there have always been those who have ridden with the warbands, bringing lightning and thorn to bear on their foes.

While most of the revered ancestors of the Tairnadal are heroes of Xen'drik, the goal of every Tairnadal elf is to match the deeds of the ancestors and to join their ranks as an equal. Only a few of the Valaes Tairn are thought to have achieved this exalted status. One of these is Maezan Shal, the Thunderhand, believe by many to be even mightier than the Siyal Marrain of Xen'drik. Maezan accompanied the host of the Valaes Tairn when they first came to Khorvaire, and his magic raised the stone towers of the taers from the earth. It's said that he planted the seeds of the bronzewood thorns, laying the foundations of the walls of Taer Valaestas. Following the departure of the Tairnadal, the Dhakaani broke the walls of Taer Valaestas. But at the coronation of Shaeras Vadallia, the Siyal druids called on the spirit of Maezan Shal . . . and the bronzewood vines burst up from the soil, knitting together to form the wall anew. The city of thorns was reborn.

The Walls of Taer Valaestas
While similarities exist between the thorns of Taer Valaestas and a wall of thorns, the barrier is exceptionally dense and the vines unnaturally solid; one simply cannot squeeze through the wall. The bronzewood vines that form the bulk of the wall have a hardness value of 10 and 25 hit points per inch of thickness; in most places the walls are 10 feet thick, requiring 3,000 points of damage to break through. The gates of the city are also made from bronzewood and have a hardness value of 10 and 300 hit points.

The walls of Taer Valaestas are 40 feet in height. Due to the handholds, it's a base DC 10 Climb check to scale the wall. Anyone forced into the wall or attempting to climb it takes damage equal to 30 minus their Armor Class value for every turn they remain in contact with the wall; ignore Dexterity and dodge bonuses for purposes of this calculation. Furthermore, there's a 25% chance that the victim will be injured by a poisonous thorn. This inflicts 1d4/1d4 points of damage to either Strength or Constitution (determine randomly); a DC 25 Fortitude saving throw negates this effect. If the climbing character chooses to increase the base Climb DC to 30, she can avoid any damage from the thorns while climbing.

The bronzewood vines do not burn, but fire-based attacks can damage them. Warp wood or similar effects inflict 40 points of damage per caster level; however, the walls are considered to have spell resistance of 25 due to the lingering influence of Maezan Shal.

In addition to the wall itself, the roots in the land around Taer Valaestas are ideal for entangle, briar web, or similar effects.
Entering the City

When a Tairnadal elf draws his veil across his lower face, he has indicated that he is ready for battle. Every Valenar warrior wears a brooch called the zaelshin, which bears the emblem of his sanctified ancestor. By covering his face, the elf ensures that the glory of the victory will pass to his patron champion.

As you approach Taer Valaestas overland, you are sure to encounter a warband of soldiers with their faces hidden. These sentinels always demand to know your business in the seat of the Darkwood Crown, as well as the details of your journey across their land.

If you are proud, you can answer this challenge with steel. Be warned; the guardians of the High King are chosen from the finest warbands of the host. Taken overall, the Valenar are the deadliest soldiers in Khorvaire, and these are champions among their own kind. At least one wizard stands among them, ready to counter any spell you bring to bear; they likely already have long-term defensive spells in place. None catch them by surprise; at best, they are unprepared for the tactics you have chosen. Should you defeat the guardians without killing any of them (or their mounts), you have earned your passage into the city . . . though this draws the attention of the crown, and you can be certain that watchers observe you during your stay. And should you slip up and kill one of the servants of the king within sight of his walls, you have spat upon the crown. The watchers on the walls don't immediately interfere with these battles -- but if either elf or horse is killed, the Valenar spare no effort to see you slain. Think carefully before you take this path.

Alternatively, you can try to win the respect of the warriors with words instead of swords. Tairnadal culture holds heroes in high regard. If you can spin compelling tales of your own great deeds, you may earn respect without the risk of bloodshed; some of the sentinels may even choose to serve as guides in order to hear more of your adventures or to see your plans come to fruition. Of course, if you have lied about the nature of your business in the city, this could prove more of a handicap than an aid.

The simplest approach is honesty and humility. Your group may stand out from a typical band of merchants, and the elves surely employ barbed speech and probing questions with you. If you harbor any hostility, they try to bring it to the surface outside the city walls, and at least one among them is an expert at reading emotions and motives. However, the warriors of the Tairnadal are only interested in battles that can bring glory to the memories of their ancestors. If you don't present a challenge, they may let you be and hope for a more interesting target.

Once you have dealt with the guards, you can pass beneath the vast bronzewood gates. The city of thorns lies before you. You have done well to make it this far. But many dangers hide in the city of thorns, as you may soon learn.
Adventure Hooks

    * When the PCs explain their business to the sentinel warband, one of the rangers is inspired by the tale. She asks if she can accompany the party in the city, serving as guide and fighting at their side if need be. This could be just as it seems, in which case she could be a valuable ally who can defuse conflicts with other locals. But she could have a hidden agenda. Is she a dragon of the Chamber, hoping to observe the party to see if they are the ones spoken of in the Prophecy? A Lord of Dust laying the groundwork for a distant scheme? Or a niece of the High King himself -- a woman with noble intent, but one whose friendship could prove both valuable and extremely dangerous?
    * If the PCs defeat a group of sentinels in fair battle, they are watched during their time in the city but are left in peace. However, some of the "heroic" ancestors of the Valenar were truly evil soldiers -- as bad as any modern worshiper of the Mockery. A Valenar bound to such an ancestor may feel obligated to take vengeance against the PC who bested him, and he stoops to any form of treachery to make the adventurer suffer. Note that he may wish to cause the PC pain, not simply kill him; this could involve discrediting the PC, killing a beloved NPC, stealing a prized possession, or otherwise causing suffering sufficient to redeem his wounded honor.

The streets of Taer Valaestas are wide, and the buildings within the walls are spaced far apart. If you are used to the urban chaos of Sharn, you may find the open space disturbing; the space within the walls could easily support ten times its current population if it was fully built out. But the Tairnadal prize mobility. The streets are wide enough for warbands to move freely, and the narrowest alley is still broad enough to allow the comfortable passage of a horse and rider. After the space, you'll likely be struck by the greenery. Taer Valaestas was founded by a druid, who set his city at the heart of a manifest zone to Lamannia; it is this magic that sustains the great wall of thorns. It also encourages the growth of other plants, and the streets of Taer Valaestas are lined with grasses and wildflowers. These add color to the city and serve as provender for the Valenar horses -- the magic of the manifest zone restores them at a remarkable rate. Many of the buildings within the city have rooftop gardens; despite the relatively small space, the energies of Lamannia allow these urban farmers to produce a surprising yield over the course of a year. The scent of the flowers helps conceal the smell of horse manure, but this remains a constant threat for pedestrians; if you are wearing footwear of any quality, you would be wise to watch your step.
The Elves

One of the first things you see is the relatively small number of elves on the streets of the city. The Tairnadal are nomads and warriors, with no love for sedate urban life. Valenar warriors found on the streets are typically on active police duty or else have come in pursuit of a specific goal: acquiring a new weapon, seeking aid for a sick horse, searching for religious guidance, or something similar. But a few elves are settled within the city -- those who support the soldiers instead of fighting on the front lines. These are primarily divided into three groups. The Keepers of the Past perform religious duties and tend to the spiritual needs of the people. While most Tairnadal children are raised on Aerenal, the Keepers also tend to the education of the young. The Siyal Marrain are elf druids; while some assist with the defense of the city, their primary duty is to care for the horses raised and quartered in this place, and to help match horse to rider. Finally, the most numerous of the settled elves are the zaelantar, Tairnadal artisans whose honored ancestors were crafters as opposed to soldiers. These elves work with teams of humans and Khoravar, producing weapons, armor, and other goods for the Host of Valenar. While some of the zaelantar are fledgling artisans who hope to prove their skills in the new land, others are among the finest smiths and laborers of the Valaes Tairn. The best of them are rarely interested in selling their services to outsiders . . . however, someone who earns the respect or favor of a Valenar smith could gain access to goods or services of far greater quality than the size of the city would suggest.

Elves of other cultures live and work in Taer Valaestas. Phiarlan entertainers, Aereni sailors, and traders from the Five Nations all work or wander in the marketplace. Such elves are generally treated with more respect than members of other races, but any Valenar soldier can still call them to account for themselves.

Whether priest, druid, artisan, or soldier, the Tairnadal lead ascetic, martial lives. As such, few of the Valenar maintain private residences. Soldiers are billeted in one of the garrisons spread around the city, but usually only return to eat, meditate, or spar. Keepers of the Past live in the temple known as the Cenotaph, which stands next to the Darkwood Palace. The Siyal Marrain camp among their herds in the Green Quarter, while the zaelantar live in the buildings where they do their work.
The Khoravar

While half-elves have been in the region since the destruction of the line of Vol, most of the Khoravar of Taer Valaestas have migrated to the region since the Valenar claim. The storm sentries wouldn't allow me to enter the vast Lyrandar enclave, but from what I could pick up in conversation, I gather that the house has transferred much of the administration of the Windwright's Guild to Taer Valaestas, along with the top arcane researchers of Lyran's Gift. In addition, they have established a shipyard just outside the river. While I have often been accused of undue suspicion, it seems to me that this enclave is fully capable of serving as the headquarters of the house should the matriarch decide to abandon Stormhome. And I can't help but wonder if Lyran's Gift is working on cracking the secrets of elemental binding -- if they are relying on the Valenar to protect them as they seek to end their dependency on Zilargo.

While many of the Khoravar in the city work for the house, not all are associated with traditional house businesses. The Valenar have little interest in urban administration, and over the course of the last four decades House Lyrandar has assumed control over the municipal tasks of most major cities. Agents of Lyrandar oversee taxation and assistance, monitor matters of agriculture, and administer justice to the lower echelons. Viceroy Shyrrala d'Lyrandar was in attendance when I dined at the Darkwood Palace, seated alongside the High King himself; I know some Khoravar hope that Shyralla might one day sit on a throne. But while we've seen the ruler of Karrnath wed to an Aereni elf, I cannot believe that a Tairnadal king would so break with the traditions of his ancestors. Still, Shyralla is a capable administrator; she has done well for her people and maintained the trust of the Valenar.

House Lyrandar is a powerful force, and most Khoravar I spoke to have great respect for Shyralla and her sister Esravash. But not all of the half-elves work for the House of Storms. House Medani has increased its presence in recent years, and from what I hear Viceroy Jolan has become fast friends with the high king; my personal suspicion is that the viceroy wants to ensure that the Khoravar of Valenar don't end up being tools of Lyrandar ambition. Other half-elves have no ties to either of the houses, and they have simply traveled across Khorvaire to be part of the Khoravar community. Some seek to emulate the Valenar, while others see this as an opportunity for a true homeland for their people. Most are artisans working under zaelantar artisans, while a few have become farmers. What struck me during my time here was the strong sense of camaraderie between them. These people may have come from Thrane, Breland, Karrnath -- nations that might still just as well be at war. But most have left those prejudices behind, choosing to stand together. I saw a half-elf who had just arrived in the city receive invitations to three unity dinners within his first hour. The land may be ruled by the Valenar . . . but it does seem to be a home for their children.

Khoravar can be found throughout the city, but most live in or around the Lyrandar enclave in the eastern quarter. Their homes are typically a mix of densewood buildings in the Aereni style and the baked clay structures of the khunan humans. I saw a range of religious beliefs among them, including followers of the Blood of Vol, the traditional Sovereign Host, the Firstborn faith of House Lyrandar, and even those who sought to emulate Tairnadal ancestors, but much like my cousins in Trolanport, they seem to be willing to accept the divergent beliefs of their kin in the name of peace. As a Khoravar in the city of thorns, you will likely receive a warm welcome from others of your race; however, you may see some resentment in the eyes of the humans.
The Humans

If a human of the Five Nations sought to trace his ancestors back to the Sarlona, he'd likely find a trail leading to the ancient kingdom of Rhiavhaar or Nulakhesh. The rituals performed in Sharn's Pavilion of the Sovereign Host were born in the Sarlonan nation of Pyrine. The humans of Valenar -- the people of Taer Valaestas -- come from different stock. Their ancestors came from Khunan in the southwest of Sarlona, fleeing fierce magewars and the coming of the Inspired. Where the people of Galifar have let go of their Sarlonan past, the khunan folk of Valenar hold fast to the traditions of their ancestors. The Cyrans forced the Common tongue upon them, but you can still hear Old Common spoken in the taverns of Taer Valaestas, and find makeshift shrines to unfamiliar deities scattered about. They are not as unified in their ways as the people of Aundair or Thrane; in wider Valenar, every village has its own unique traditions, and those who have come to Taer Valaestas have brought all of these customs together. But every khunan takes pride in the past of her family.

Khunans live in the farming communities that ring Taer Valaestas, and they labor in the orchards and rooftop gardens within the city walls. Most of the menial work in the city is performed by khunan laborers; someone has to clean the manure. While you might expect this to breed bitterness and resentment, many of the khunan people I spoke to seemed more optimistic than angry; what anger is there is usually directed at the people or the west, or more locally, the Khoravar immigrants who are sometimes seen as stealing opportunities that would otherwise fall into human hands.

Honestly, I was surprised by the overall acceptance of elven rule. The common sentiment was that taxes were no worse than they'd been in the past -- and that the elves generally left the khunans alone, allowing them to pursue their old customs. More than that, I saw a combination of pride and deep-rooted resentment of the "thrones" -- a term drawn from "Throneholder," applying to the people of the Five Nations. Despite being farmers and laborers, many of the khunans I spoke to seemed to feel that they had some stake in Valenar -- and that they were partially responsible for "defeating" the thrones. A few among these compare their own time under Cyran rule to the slavery suffered by the ancestors of the Tairnadal. Personally, I see the work of gifted Tairnadal bards and clever Lyrandar agents in this. Propaganda is another sort of warfare, and the Tairnadal had decades to sow dissent. Whatever the truth, this kingdom survives because the khunan peasants accept elf rule. So in that, maybe they did play a role in defeating their enemies.

While the khunan people form the bulk of the human population and the labor force, there are also humans from other lands, including merchants and ambassadors. While there is little need for Deneith mercenaries in Taer Valaestas, the house does a considerable amount of business with Vadallia, and it has a small but luxurious enclave. House Cannith has established an outpost, undoubtedly offering weapons of war to the king and seeking to draw on the skills of his zaelantar. House Vadalis is notable in its absence, and would-be horse thieves are publicly executed in gruesome displays. And while the other Thronehold nations haven't been allowed to build individual consulates, each maintains offices and quarters in the Distant Palace, a large building in the western quarter of the city.

The khunans have largely held to their traditional architecture, which uses bricks of baked clay. While the Khoravar have brought the traditional faiths of the Five Nations to Valenar, the khunan people have their own religions, including a form of ancestor worship not unlike that of the Tairnadal, though tied to human spirits and more peaceful in nature. No love is lost between the khunans and the people of the Five Nations; Cyrans in particular would be wise to keep their homeland to themselves.
Other Races

Most of the other races found in Taer Valaestas are drawn by business. Dwarves maintain the Kundarak vault, and Mror lords negotiate the prices of ore and jewels. A Sivis message tower carries messages on the wind. Most numerous are the halflings, since the population includes employees of Jorasco and Ghallanda along with native halflings who migrated south from the Talenta Plains long before the elves arrived. But the foreign population is relatively small. While Taer Valaestas serves a center for trade and diplomacy, it is also a fortress, and High King Vadallia has no desire to allow a fifth column to grow within the walls of his city. This has also resulted in a hostile attitude toward changelings, due to their natural talent for espionage; changelings passing through Taer Valaestas would do well to be wary.

Taer Valaestas: Demographics and Gold
Taer Valaestas (Large City): Conventional (Monarchy); Nonstandard (House Lyrandar); AL N; 40,000 gp limit; Assets 320,000,000 gp; Population 19,060; Integrated (48% humans, 38% half-elf, 10% elf, 2% halfling, 2% other races).

Taer Valaestas isn't a typical large city. It is the seat of the Valenar king, and home to the largest Lyrandar enclave outside of Stormhome. The purchase limit reflects goods that can be obtained through the marketplace, though the selection should be limited; while Cannith and the other dragonmarked houses have a presence in the city, this is no match for what you could find in Passage or Wroat. With that said, the best of the zaelantar are among the finest smiths and armorers in Khorvaire, though they of course specialize in the light armor and weapons commonly used by the Valenar. Someone who earns the friendship of a master zaelantar swordsmith could potentially commission a weapon with a value greater than 40,000 gp; but he would have to find that smith, gain his confidence, and wait until there is time in the smith's busy schedule.

In addition to the tricks of the market, the demographics of Taer Valaestas are also unusual in terms of level. The Valenar are few in number but they possess remarkable skill, and the city of thorns is home to some of their best. In general, level demographics should conform to what would be expected of a large city. However, the typical Valenar possesses four levels in a player character class (or five levels of commoner, expert, or magewright for a zaelantar) . . . and exceptional Valenar are limited solely by the needs of the story. Due to its interests in the region, House Lyrandar may have deployed some of its top operatives in the city, which could include anything from experts and dragonmarked heirs to swashbucklers with levels in the storm sentry prestige class.
Adventure Hooks

    * Any half-elf who comes to Taer Valaestas receives a warm welcome from other Khoravar, including invitations to meals with neighborhood communities. This is a way for the half-elf to learn about current events and possible adventures. If the half-elf has relatives in the city -- a strong possibility considering the growth of Khoravar immigration -- her kin may ask her for help with family troubles.
    * Lyrandar heirs are being murdered on the streets of Taer Valaestas. Viceroy Shyralla believes House Medani is trying to break her growing influence in the city, and she intends to take vengeance against Jolan d'Medani. The PCs' role depends on the house to which they have ties. If they are Medani, they must expose the true culprit before the war cripples both houses. If they are Lyrandar, they may be employed in strikes against Medani. And if they have no connection to either house, they may simply be caught in the middle of the deadly Khoravar feud.
    * Jhaer Varedi is the finest swordsmith in Taer Valaestas, a living legend among the Valaes Tairn. He has come to Khorvaire to fulfill a vision, which he believes has been handed down from his patron ancestor -- the creation of a weapon that will change the course of history, a blade for a great champion. To identify the one worthy to bear the blade, he has set up a series of tests . . . and he has chosen to let both Khoravar and khunan compete alongside Valenar warriors. If an elf PC wins the challenges, he gains great recognition among the host. If a human or half-elf wins, she has the opportunity to raise the status of her people in the eyes of the Tairnadal. But any victor could make many enemies in the process. And what is the destiny of the blade itself? Is Jhaer's prophecy true -- or is a dragon, rakshasa, or quori behind his visions?

The Law of the Land
In Taer Valaestas, and indeed in all of Valenar, you have two forces of law: the Tairnadal military and the civilian justiciars. Mounted soldiers patrol the major roads, and stealthy rangers hide in the shadows, hoping to find challenging prey. However, needless cruelty and unnecessary violence are frowned upon. The taer is a military fortress, and the soldiers of the Valaes Tairn are expected to maintain order. As long as you don't start any trouble, you are likely left alone.

The soldiers do an excellent job of bringing a swift and decisive end to any violence or obvious crime. However, they have little interest in hearing civilian disputes. The justiciars handle these matters. While the justiciars are technically civil servants, the fact of the matter is that House Lyrandar appoints them, and that the inquisitive arm of the department includes many heirs of House Medani; with the exception of a few zaelantar diplomats and mediators, all of the justiciars are half-elves. The justiciars hear pleas and conduct investigations. In purely civil cases, the justiciars are authorized to set punishments and dispense justice. If the matter involves members of the Valenar host, a zaelantar mediator discusses the matter with the officers of the warclan in question.

All Valenar stand above civilian law and are governed by military hierarchy; a thaliaen is expected to maintain order among his troops, and a thaliaen can be disciplined only by an officer of raethalast or higher rank. There is no assurance of justice in a case involving a Valenar soldier, but if an officer feels that the soldier was at fault (most likely because he dishonored his ancestor) or that the incident has a chance of causing considerable unrest, he may punish the soldier or order reparations to maintain goodwill. However, Valenar does not operate under the Code of Galifar; the soldiers have even more freedom than those who enforce the Code of Kaius in Karrnath. There is no presumption of innocence and no trial by jury. If a Tairnadal soldier has the blessing of his commanders, he may act as he deems necessary with no fear of the consequences.

Violent crime is met with violence. Otherwise, a lucky foreigner may be fined and exiled from the land via the first ship leaving for the west. Criminals who draw less sympathy from the justiciars may be scarred, maimed, or executed in a colorful manner, depending on the severity of the crime. Incarceration is rarely used as a form of punishment, but you could be assigned a stay in the arena, in which case you are forced to fight other criminals or thrill-seeking Valenar; if you can survive your sentence, your crime is forgiven.

I advise you to do what you can to avoid contact with the law of Valenar. This is not a place to start a fight. If you must challenge the rule of the High King, just remember that you aren't in Breland any more. It may not be as dangerous as Zilargo, but the city of thorns is a bad place to be a criminal.

This may seem obvious to you. Taer Valaestas is not only a city, it is an armed camp; naturally the law is enforced, and severely. So let us turn to subtler dangers. I cannot promise these tales are true; given the harsh guardians of the law, if these threats were easily uncovered, they would have already been eliminated. These forces may hide in the city of thorns; you will have to find the truth of these stories yourself.



Spectral Knives
The wars between the Valaes Tairn and the Empire of Dhakaan were long and bitter. One to one, the elves were superior warriors with arcane magic on their side. But the Dhakaani forces possessed discipline and courage, and far outnumbered their elf foes . . . and while the typical Tairnadal ranger had more experience than his short-lived Dhakaani counterpart, champions among the goblinoids could match any elf. These included the goblin assassins known as the shaarat'khesh, the "silent knives" of Dhakaan.

Though Taer Valaestas was placed under siege multiple times, its walls broke only after the Valaes Tairn returned to Aerenal. The greatest Dhakaani victory at Taer Valaestas was one of stealth, not open warfare. A little over a century after the first conflict between elf and goblin, a band of skilled shaarat'khesh assassins succeeded in penetrating the walls of Taer Valaestas. These goblins had one goal, and they achieved it: the murder of Maezan Shal, the mighty druid who had crafted Taer Valaestas itself. It was a terrible blow to the Tairnadal host, and to this day none of the Siyal Marrain have ever matched Maezan's skill. But the bards say that Maezan had his revenge on his killers -- that he cursed them so that their souls would be bound to defend the fortress.

The Dhakaani themselves chose not to hold Taer Valaestas after the elves abandoned it. And in the thousands of years that followed, the khunans and others who inhabited the region always kept their distance from the fallen fortress . . . despite the fertile soil, blessed as it is by the energies of Lamannia. I've spoken to khunan storytellers, and their old tales claim that the city is haunted, and that anyone unfortunate enough to encounter one of these "hungry children" will die. There's no way to know, but I think these "children" are in fact goblin ghosts -- the ghosts of Maezan's assassins. The druid may have ordered them to defend the fortress, driving the Dhakaani from the region, but they would have no reason to see humans or Khoravar in any more favorable light. Perhaps the passage of ten thousand years has finally laid these spirits to rest. But ghosts may wander in the night -- the spirits of the deadliest assassins known to the Empire of Dhakaan.

Serpents in the Shadows
Many interesting chapters are buried in the history of Sarlona. These include the magewars that destroyed the southwestern nations, including the kingdom of Khunan. Lhazaar and her followers came from the northwestern nation of Rhiavhaar, but the native humans of Valenar largely trace their ancestry to the refugees of Khunan. Study the tales of Khunan, and you may uncover a more disturbing fact. This land was said to be the birthplace of the race of corrupt serpentfolk known as the yuan-ti. According to legend, the Inspired hunted these creatures to extinction. But dig deep enough and you can find stories of yuan-ti survivors in Xen'drik. These creatures were said to be cunning deceivers, possessing both mental and arcane power. Is it so hard to believe that a few could have slipped across the Sea of Rage with the other refugees? And if so, what powers have they amassed in the intervening centuries?

According to the tales, these yuan-ti are creatures of true darkness -- just as their cousins, the feathered humanoids known as the shulassakar, are touched by pure light. If yuan-ti are in Valenar, they are surely scheming and working to gain greater power and influence. A yuan-ti cabal has many ways to sink its fangs into Taer Valaestas. The city is far from the seat of the Twelve or the Five Nations, and it would be easier for a yuan-ti to take the place of a diplomat or dragonmarked heir in this distant land. While it's bad enough to imagine a serpent in such a position of power, worse yet would be if the serpentfolk seized control of the Lyrandar enclave. Viceroy Shyralla is quickly becoming one of the most influential Khoravar on Khorvaire; what would a yuan-ti do if she became de facto ruler of a half-elf nation? And possibly the greatest risk of all: Could a yuan-ti replace High King Vadallia himself? Could this have happened already . . . in which case the seemingly provocative behavior of Valenar troops may be the opening gambit of a far more sinister game?

The Blood of the East
As I've said before, propaganda is a form of warfare . . . and the Valenar have specialists in all manner of conflict. Valenar bards helped rally the khunan people to the elf banners when they first seized control of the territories; these wordsmiths fanned the hatred the people felt for the "thrones" into a raging flame. This anger served the Valenar well, but it's not so easy to extinguish such a blaze. Today, many among the khunans still bear bitter resentment against the thrones, and Cyrans in particular. I've heard tell of a group that takes this hatred even further, seeking payment in blood for the crimes they believe we have done to their ancestors. This movement is called the Blood of the East, and if you are from Cyre, you may be their next target. If you believe that khunan peasants can't possibly pose a threat to an adventurer of your skills, I advise you to think again. Not all of the khunans are farmers or laborers. As I said in my previous missive, every khunan family has its traditions -- secrets carefully held since their ancestors crossed the Sea of Rage. Some may know secrets of magic lost in the magewars. Others could have powers of the mind -- psychic abilities rivaling those of any kalashtar. And ancient tales of Sarlonan warriors say they can work magic with a sword and thereby perform feats of arms no simple soldier could replicate.

I can't prove that any of this is true. The name is out there on the wind; surely some call themselves the Blood of the East. You will only discover the extent of their powers if you cross their path. But if you hear of Cyran murders, or if tensions grow between the khunans and the Khoravar immigrants who have prospered so in this new land . . . watch for the Blood of the East, and be wary of their ancient ways.

House Tarkanan
According to the tales, Halas Tarkanan could shake the earth with a wave of his hand, and the Dreambreaker could shift reality with his thoughts. It has long seemed that the power of the aberrant dragonmarks was broken in the War of the Mark. Despite the fear and superstition, for centuries the most powerful aberrant mark that has been seen has been the ability to float instead of fall, or produce a tiny spurt of flame -- nothing like the firestorms attributed to Darya Blaze. But I have traveled the world, and I have seen many things. Aberrant births are on the rise -- random and unpredictable, often concealed or even extinguished by fearful parents, but increasing with each generation. And the powers are growing. I've seen a man who could kill with a touch, and a woman driven mad by the voices she could hear. I don't know if I'll see the next War of the Mark in my lifetime, but I know some already prepare for it. House Tarkanan is gathering aberrants, protecting them and teaching them to use their abilities. The random nature of the aberrant mark means that the heirs of Tarkanan can come from many backgrounds. They can be beggars or priests, farmers or nobles. They can even be Valenar warriors hidden in Taer Valaestas itself.

None can predict when a dragonmark -- aberrant or otherwise -- will manifest. A Valenar soldier could have served in the Last War for three decades before her mark appeared. As disturbing as this is for a human, it is far worse for the Valenar. The religion of the Tairnadal is based around serving as an anchor and vessel for the spirit of a heroic ancestor . . . but none of the champions of Xen'drik carried such marks. In the eyes of her fellows, an aberrant Valenar is a broken vessel, doomed never to know true kinship with the heroes of the past. And yet she is still one of the deadliest soldiers on Khorvaire, all the more dangerous because of the touch of Khyber.

In the Five Nations, members of House Tarkanan often establish themselves as thieves or assassins. In Valenar, you may find something quite different. The rumors I've heard speak of entire warbands of aberrant Valenar. Some yearn for vengeance against a society in which they can no longer take part. Others have brought their love of warfare to bear against the dragonmarked houses. And some are simply driven by the madness and pain that lingers around those who are marked by Khyber. Perhaps it's just another myth, like the tales of aberrants being branded by demons at birth. But whenever I see a Valenar warrior with her veil drawn up across her face, I can't help but wonder what that mask might conceal.

Adventure Hooks
A warband of aberrant Valenar believes that they can develop bonds to the champions of the War of the Mark, becoming vessels for the spirits of Halas Tarkanan, the Lady of the Plague, and other aberrant lords. They are searching for relics of the fallen aberrants in order to fashion zaelshin tus (Player's Guide to Eberron 145) -- amulets that provide the spiritual link. Such an amulet might greatly increase the power of a character with an aberrant dragonmark . . . but there is the risk that it could truly allow the champion to live again, assuming full control of the wearer's body. Adventurers could clash with these corrupted Valenar anywhere that might have held some significance during the War of the Mark. And should a Valenar become an avatar of one of the aberrant champions, it could spell trouble for the Twelve.
A small sect of the Blood of the East holds an ancient secret: the skills of the swordsage. For generations, those few who could master this art have served as secret champions of the khunan people. These warriors could prove to be deadly foes to Cyran PCs or others deemed to be enemies of the land. Alternatively, this is a possible background for a PC who wishes to follow the path of the swordsage -- a khunan who takes her skills across the Blade Desert in pursuit of a higher calling.

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