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A brief look at the nations of Khorvaire:
Aundair--Suffused with pastoral landscapes. Home to Queen Aurala the floating towers of Arcanix. Nation has a strong foundation in agriculture and arcane arts.
Breland--Both farming and industry flourish within these borders. King Boranel rules from the capital city of Wroat and the metropolis of Sharn towers upon its southern borders. In the aftermath of the last war, a large settlement of Cyran rufugees have established the town of New Cyre in Breland.
Darguun--home to mostly goblinoid races. The seat of an ancient empire and present day mercenaries. The area is rife with tumultuous activity, warring tribes often unwilling to trade with outside nations.
The Demon Wastes--Remnants of ancient civilization exist surrounded by dead lands. Fiends roam freely, and few people set foot within its borders.
Droaam--formerly part of Breland, this nation consists mostly of warring monsterous races. A trio of powerful hags seceded the land from Breland during the Last War and now manipulate factions from within.
The Eldeen Reaches--Overgrown with established and fertile forest, the natives to this region are as wild as the landscape. A good portion of fey and shifters exist in this region, and several druid sects follow their own particular agendas.
Karrnath--Steeped in staunch militarist tradition, King Kaius III rules with a firm hand. The cult of the Blood of Vol and the order of the Emerald Claw have outcroppings present. The signing of the Treaty of Thronehold took place just outside the edges of this nation.
Lhazaar Principalities--A loose confederation of merchant and pirate princes. The prison island of Dreadhold contains important officials. Treasure looms amongst uncharted islands and the waterways serve as crossing grounds for the people of Sarlona.
The Mournland--Once the land of Cyre, a country rich in artistic tradition; it now lies devastated by echoes of war. Only the mysterious magical affects that caused the death of Cyre now inhabit the land. A large band of warforged, better equipped to handle the effects of the Mournland have settle within its borders.
The Mror Holds--this mountainous region houses a majority of dwarves. Rich in mineral deposits, the clans attain great wealth and fueds run deep from a long tradition of disagreements.
Q'Barra--The land here is mostly jungles and swamps. Several lizardfolk races are native to the land, and in the disintegration of the great unified legacy of King Galifar, people holding these old beliefs have formed a civilization supporting the rise of a new Galifar.
The Shadow Marches--Orcs and humanoids live side by side within this land. Whether in small communities or barbarian tribes, visitors find there are several reasons to visit this swampy nation. Among the most prevalent is the presence of the Cult of the Dragon Below, druid Gatekeepers, and wealth of Eberron dragonshards.
The Talenta Plains-- Grasslands and desert settled by loose nomadic tribes of halfling folk. Dinosaurs are native to the region, and the halflings employ them as mounts and for other purposes.
Thrane--The church of the Silver Flame imparts influence into every aspect of Thrane's culture.
Valenar--originally part of Cyre, elven warrior mercenaries from Aerenal were acquired for the war effort and eventually declared themselves a separate nation. Their tradtion is heavily steeped in the ancestor reverence of their Xen'drik forefathers, and the Valenar elves are both feared for their martial prowess and respected for their exceptional horse husbandry.
Zilargo--A significant population of gnomes live here. They go to battle with words, weaving complex webs of political intrigue. The nation is a wealth of knowledge; the great Library of Khorranberg is hear as well as the widely read Khorranberg Chronicle newspaper.
Lands outside Khorvaire:
Aerenal--The elves of Xen'drik fled to the continental island, establishing their own civilization. The Aerenal elves are proficient in positive necromantic arts, going as far as to make themselves look more dead and preserving their wizened elders in an awakened form escaping death known as the Undying Court.
Argonnessen--Most of the dragons of Eberron inhabit this land. Although there is small island of dragon worshiping tribesman nearby, few humanoids have ever stepped foot upon the continent.
Frostfell--A land of bitter cold, snow, and ice; There are only a handful of people that have dared venture into this frigid land to encounter fiends and undead.
Khyber--the underdark of Eberron, Khyber contains Kyber dragonshards, aberrations, and countless other dangers lurking
Sarlona--these islands are home to humans , and psionically possessed human vessels called 'the inspired' . People here live a very utilitarian life, disciplined to a fault. The persecuted race of the kalashtar have taken refuge on one of the islands of Sarlona, Adar.
Xen'drik--Home to a multitude of ancient civilizations including giants, elves, drow. Mysteries abound from the fall of the Age of Giants and Siberys shards fall upon the land from the ring above Eberron.