Khorvaire

​Only one continent is known to us— Khorvaire. Human and elf, dwarf and gnome, we all have our homes here. According to the legends, many of these races traveled to this land— human settlers from Sarlona, dwarves from the frozen north, elves from Xen’drik by way of the isle of Aerenal. Though they were last to arrive, it was humanity that reshaped Khorvaire in its own image. Those who opposed the humans were conquered or driven from their lands. In time, one man managed to unite the budding human nations with sword and word— King Galifar I, founder of a kingdom that would last almost nine hundred years.​
  ​The main continent of Eberron, at least from the point of view of the humans and their closest kin, is Khorvaire. In ages past, the goblinoids ruled the continent. By the time the first human settlers arrived 3,000 years ago, the goblinoid nations were already in ruin. Their time had passed, and the stage was set for humans and the other newer races to carve out their own age. On Khorvaire, humans settled what became known as the Five Nations. Dragonmarks began to appear, and the dragonmarked families developed into the mercantile houses as time went on. Humans interacted with the races they encountered—trading and forming partnerships with dwarves, gnomes, and halflings, conflicting with and driving off goblinoids and other monster races. In time, humans and their allied races (including elves, who migrated from Aerenal to forge a new way of life on Khorvaire) controlled the central region of the continent. They settled large portions of what is now the Eldeen Reaches, Aundair, Breland, Thrane, Zilargo, the Mournland, Karrnath, the Talenta Plains, the Mror Holds, and the Lhazaar Principalities. Eventually, the great and wondrous kingdom of Galifar arose from the joining of the Five Nations—the original human settlements. During the reign of the Galifar kings and queens, human lands expanded, the dragonmarked houses stabilized, and wonders such as Sharn, the City of Towers, and the Korranberg Library were established. The shining kingdom was legendary, even in its own time, and for good cause. Many of the most amazing accomplishments of Khorvairian civilization came to pass during Galifar’s almost nine hundred years of existence. The mastery of magic and the arcane arts, which developed through the efforts of the Twelve, King Galifar I’s Arcane Congress, and similar enterprises that followed, led to the construction of great cities, wondrous monuments, magical conveniences, and powerful weapons of war. Massive civil works projects, bolstered by magic, paved the way for the metropolitan centers of central Khorvaire. Magic helped crops grow and herds prosper, so hunger rarely struck the inhabitants of the kingdom. In its day, Galifar stretched from the Barren Sea to the Lhazaar Sea, covering every mile of the continent. In practical terms, the crown claimed the entire continent but was only able to govern the central region with any proficiency. The farther one traveled toward the edges of the continent, the more wild, undeveloped, and uncivilized the land became. This fact was especially true in the areas that would eventually become the Shadow Marches, Droaam, Darguun, Q’barra, and Valenar. These frontier regions attracted some humans, but were more likely to be home to the monstrous races. The humans that did make the trip to these areas fell into a few categories: explorers, profiteers, missionaries, and settlers. Profit made an excellent incentive for sending people into the wilderness. There were resources to discover and gather, trade routes to open, maps to create, and money to be made. Some explorers set out for crown and glory, others just to see what was out there. More often, however, explorers were attached to profiteering projects designed to open up some part of the wilderness for use by the civilized regions. This led to the construction of trading posts and supply outposts from which additional expeditions could be launched. Trading posts developed into settlements in some locations, and there were always those who sought to find new and better lives in new lands. Settlers had hard lives, and many fell victim to monster raids and other hazards, but a few settlements survived. The human-orc communities of the Shadow Marches, for example, are in this category. Missionaries occasionally delved deep into the wilderness to bring the message of their faith to the natives. Some, such as the Sovereign Host, went to teach. Others went to destroy, as with the lycanthrope extermination launched by the Silver Flame. In 894 YK, King Jarot, the last king of Galifar, died. With his death, the kingdom of Galifar collapsed. Civil war erupted as his scions refused to uphold tradition and instead battled for the crown. This conflict, which became known as the Last War thanks to headlines plastered across many years’ worth of Korranberg Chronicles, lasted just more than a century. When it ended, the makeup of the continent was changed. Cyre, one of the original Five Nations, was reduced to a blighted, decimated region called the Mournland. The peace conference that resulted in the Thronehold Accords and ended the war created twelve distinct nations from what was once mighty Galifar. The recognized nations, who each signed the treaty and are now in place on Khorvaire, are Aundair, Breland, Darguun, the Eldeen Reaches, Karrnath, the Lhazaar Principalities, the Mror Holds, Q’barra, the Talenta Plains, Thrane, Valenar, and Zilargo. Regions formed during the war but not yet recognized as sovereign include Droaam, the Shadow Marches, the Demon Wastes, and the Mournland. Though the original Five Nations have been reduced to four, the common usage remains: “By the Five Nations” continues to be the pledge (or curse) of choice.​
  ​Life Across Khorvaire The Last War has ended, but much of the anger and pain remains. The new nations of Khorvaire, while technically at peace, continue to vie for political and economic supremacy. In the wake of war, new treaties and alliances are forming, new weapons and armies are being built, and another great war is inevitable. Still, that war is years away. In the meantime, a new age of exploration and growth creates an exciting era in which to adventure. During the Last War, not everyone saw action and not every location was a battle zone. Great portions of every nation never suffered invasion or attack. On the other hand, locations in every nation did suffer through the war, and some sites switched hands a dozen times or more as the century-long conflict unfolded. Particularly along the borders of the nations, bloodshed and violence came and went as the war progressed. The Treaty of Thronehold was signed on the 11th day of Aryth in 996 YK, thus ending the Last War. After more than a century of war, soldiers and kings alike must learn to live in a peaceful world. The long struggle and the shocking destruction of Cyre, which occurred in 994 YK, have left deep scars on the psyche of the continent. There is an undercurrent of despair and doubt, a fear that the fate of the Mournland may herald the doom of Khorvaire itself. This sense of trepidation has provoked many different reactions. Crime is on the increase in the major cities of the nations; many question moral standards, as people no longer believe in the security of their old way of life. Murder and theft are far more common than they used to be. Sinister conspiracies such as the Aurum and the Order of the Emerald Claw are using the overall sense of confusion and uncertainty to increase their own power and influence. The elves of Valenar have been ignoring the Treaty of Thronehold, and elf forces continue to clash with the Karrns, the Talenta halflings, and the Q’barrans. Rumors tell of graft and corruption even within the Church of the Silver Flame, the traditional bastion of law and order. Not everyone gives in to despair, however. Academic institutions such as the Library of Korranberg and Morgrave University have redoubled their efforts to explore the mysterious continent of Xen’drik, seeking knowledge and wonders. There are those who fight to make Khorvaire a safer place, battling in the shadows, the streets, and the courts of the land. This is a time of opportunity and adventure. The lost treasures of forgotten civilizations are only beginning to be recovered. Untold wealth and powerful artifacts can be gained—assuming one can get past the deadly guardians and cunning traps that protect them. Crime lords and corrupt priests clash in the cities. Spies, courtiers, and assassins battle with words and swords in the courts of Khorvaire. Mad wizards, ancient demons, and sinister cults pursue deadly schemes that could threaten Eberron itself. This is a time when new heroes must arise to replace those slain in the Last War, to find a way to restore light and hope to the people of Khorvaire.​
  ​Government Galifar was a feudal monarchy, as are most of the nations that formed after the Last War shattered that legendary kingdom. In addition to the rural farmers, a middle class of laborers and shop owners has developed in the larger towns and cities. The mercantile barons that control the dragonmarked houses align themselves with no nation, which allows them to operate independently and in all nations, though most can’t help but associate more strongly with one nation.​
  ​Dragonmarked Houses The thirteen dragonmarked houses constitute an aristocracy of commerce and industry across Khorvaire. The blood members of each family have wealth and social status that puts them firmly in the middle to upper classes of Khorvairian society. The house nobles and their immediate relatives share the highest status in the land, equivalent to the royal houses and the highest-ranking clergy. Scions further removed from the main bloodline share and take advantage of this status as the nobles allow, but on their own they rank in the middle class.​
  ​Rural Life Farmers dominate the countryside of most of the nations, raising crops and providing food. In some nations, farmers are serfs indentured to the lords that control their lands. In others, farmers are free workers who own or lease their land and pay taxes for protection and other services they require of the ruling class. Farmers toil through the daylight hours and rest when darkness covers the land. They live within a mile or so of a trading village, which is guarded in turn by a local lord and his keep or castle. When legal disputes arise, it is the manor lord (or his appointed officer) who settles disagreements and issues rulings. Some farmers have magic to help them with their chores. This magic might be provided by their lord or purchased from a dragonmarked house. While some farmers in every nation saw firsthand the degradations of the Last War, most have to worry more about bandits and marauding monsters than the armies of the neighboring nations. The average farmer doesn’t wander far from his or her home, but every family has a member that went off to fight the war or seek employment in a city, and everyone knows someone whose brother or sister decided to become an adventurer and leave home in search of fame or fortune.​
  ​City Life Some townsfolk and city-dwellers engage in a craft or trade of some kind, though for every professional there are three or more common laborers working in the city. Merchants and shop owners, smiths, leatherworkers, and artisans of all descriptions live and work in the cities. Many use some magic to ply their craft; magewrights cast magecraft themselves; others hire magewrights to assist them when the funds are available. People live in close proximity in the cities, shopping in the markets, working, relaxing as the opportunity presents itself. City-dwellers have a bit more access to the conveniences of magic than their rural counterparts do. The dragonmarked houses maintain pavilions and emporiums in many good-sized towns and cities, where their services can be purchased on a regular basis. Magewrights are more abundant in the towns and cities, and even the least well-to-do city has everbright lanterns to light at least the major thoroughfares and exchanges. In a city, law and order prevails or at least it tries to. A city watch patrols the streets, a local garrison protects the trade roads and caravan routes passing nearby. Courts and councilors hold sway over matters of law, deciding disputes and determining guilt or innocence through something akin to due process.​
  ​Economic Means From the rural communities that dot the countryside to the villages, towns, and cities that rise wherever need and circumstance come together, the people of Khorvaire fall into three economic categories: poor, middle class, and wealthy. There are ranges and degrees of wealth in each category. Six out of ten people in the Five Nations are common farmers, unskilled laborers, and tradesfolk who are in the poor economic class, having no more than 40 or 50 silver pieces on hand at any given time, and most having considerably less. Three out of ten people are in the middle class, including skilled laborers, prosperous traders and shop owners, skilled artisans, most nobility, low-level adventurers, and some members of the dragonmarked families who normally have a few hundred gold pieces or more on hand. One out of ten people fall into the wealthy category, those with access to a few thousand gold pieces at any given time. This class includes merchant lords, barons of commerce, the patriarchs and matriarchs of the dragonmarked families, the most popular and successful artisans, mid- to high-level adventurers, and the ruling royalty.​
  ​Education Throughout the Five Nations (or at least what’s left of them), formal schooling is considered a right and a necessary part of every child’s training. Rural manors maintain schools for the sons and daughters of the peasants and laborers. Private tutors provide an education for the children of royal and economic nobility. In towns and cities, schools cater to all who wish to attend. In no case is education mandatory; however, most people understand the advantages offered to them by the remnants of the Galifar education system. Higher education and study is available at a number of colleges and universities, as well as among the religious institutions. For those who don’t want to become scholars, apprenticeships and on-the-job training replace higher education. The exception to this system involves magewrights and wizards, who must attend one of the magical colleges for at least some of their training.​
  ​Adventurers The heroes of the world, adventurers often break most of the rules concerning life in Khorvaire—and when a rule doesn’t exist to cover what they do, they invent one. Adventurers move easily among all walks of life. They can champion the common folk, protect the middle class, or engage in missions for the wealthy. Adventurers form into groups, knowing that whatever one can do, four can do better. No single adventurer possesses all of the skills and abilities necessary to succeed; the team provides the capabilities and companionship required to get the job done. Groups come together through chance meetings, fortuitous circumstances, open calls, and guild connections. They stay together if they work well as a team and learn to trust each other. While many adventuring parties operate as freelancers who take up each quest as it comes their way, some acquire patrons who pay their expenses and provide the missions that drive them. Now, any adventuring party can hire itself out for a mission or two. A patron, however, often defines the party’s motivation and reason for sticking together. A patron can be a wealthy noble or merchant lord, an organization, or a government. Patrons command allegiance based on gold, an exchange of services, or a common goal. A dragonmarked house, a church, a university, the Brelish crown, and the Korranberg Chronicle are all examples of adventuring party patrons. Whatever the case, the common folk love to read about or hear stories and ballads concerning champions of good and agents of evil. The Korranberg Chronicle, in particular, presents stories that follow adventurers from the towers of Sharn to the mysterious jungles of Xen’drik and back again on a regular basis.​
  ​Language Due to the widespread influence of the dragonmarked houses across Khorvaire, Common developed into the language of the land. Commerce and diplomacy use Common to communicate on a level basis. It is prevalent and as universal as any language could be across the continent. Common is the primary language of the Five Nations. It is a necessary second language in the Mror Holds and Zilargo, and used extensively even in the Talenta Plains. Other prominent languages on the continent include Dwarven, Gnome, Elven, Halfling, Goblin. Scholars and arcanists also study Draconic, the ancient language of dragons and magic. In Aerenal, the Elven language dominates the land, though Common is retained for trade and diplomatic purposes. The Inspired of Sarlona speak Quori, while the lesser classes speak Riedran, which combines Old Common with a scattering of Quori words and phrases. The barbarian tribes of Seren and Argonnessen speak a mutated form of Common called Argon, while the dragons speak Draconic and have at least a passing familiarity with the languages of the lesser races.​
  ​Warforged in Khorvaire The newest race to appear on the continent is the warforged. This created race of living constructs first appeared in their current form in 965 YK. Throughout the final decades of the Last War, the living constructs became more and more associated with the ongoing conflict. Though they were originally deemed property, as time went on it became apparent that the warforged were as sentient and free-willed as any of the other prominent races of Khorvaire. In a startling move, Breland pushed for a change of legal status during the peace conferences. With the signing of the Treaty of Thronehold, the warforged were legally recognized as free and living beings. Each nation interprets this status slightly differently, but the lot of the warforged has improved since the war ended.​
  ​The Currency of Galifar: In the modern age, merchants have begun to use letters of credit to handle large transactions, drawing on the reserves of the dwarf banks of the Mror Holds. But most day to day transactions are dealt with through the use of coins made from precious metal. Once all coins were minted under the authority of the King of Galifar. With the collapse of the old kingdom, each of the Five Nations began to mint its own currency, as did the Mror bankers. However, while the designs imprinted on these coins vary based on the source, each of these forces has continued to use the same metals, weights, and denominations set forth in the days of Galifar, maintaining a simple standard for commerce across Khorvaire. ​​The crown is made from copper and traditionally depicts the crown of Galifar on one face. The crown is the lowest denomination of coin minted under the rule of Galifar. Ten crowns are worth one sovereign.​
  ​The sovereign is made from silver and bears the face of a living or recent ruler. An unskilled laborer can expect to earn a sovereign for a day’s work. Ten sovereigns are worth one golden galifar.​
  ​The galifar is made from gold. It bears the image of Galifar I, the founder of the old kingdom. Ten golden galifars are worth one platinum dragon.​
  ​The dragon is minted from platinum and bears the image of one of the dragons of legend. With a value of one hundred sovereigns, these coins are used only by the wealthiest citizens of Khorvaire, and the average peasant may never see such a coin.​
  ​There are a number of other coins in circulation, such as the double crown of Breland or the silver throne of Cyre, which has a value of five sovereigns. However, all of the major nations make use of the four basic coins described above. To summarize the values: 1000 copper crowns = 100 silver sovereigns = 10 golden galifars = 1 platinum dragon.​
  ​Galifar had five children, and he divided his kingdom into five provinces, one for each of his heirs. Each region had its own customs and strengths, and these would continue to develop over time. Aundair was renowned for wisdom, both mundane knowledge and the study of the mystical arts. The people of Karrnath were known for stoic temperaments and military skill. Breland was a center for innovation in philosophy and industry. Thrane soon became the seat of Church of the Silver Flame, and its people were devoted to this altruistic religion. Cyre was the heart of the kingdom, a center of art and culture. While there were other outposts of culture in Khorvaire— the Gnome of Zilargo, the people of the Shadow Marches, the Lhazaar Pirates— the provinces were seen as the primary repository of civilization and culture. Collectively they were referred to as the Five Nations, and this phrase became so engrained in the psyche of the kingdom that it remains in use to this day, even though Cyre is no more.​
  ​The Kingdom of Galifar worked hand in hand with the dragonmarked houses, and for centuries civilization flourished across Khorvaire— until the death of King Jarot in 894 YK. In accordance with the customs laid down by the first king, Jarot’s children had been appointed as governors of the Five Nations. As the eldest child and governor of Cyre, Lady Mishann d’Wyrnarn was the rightful heir to the throne of the Five Nations. According to the ancient laws, her brothers and sisters were to step down from their posts and install Mishann’s children as governors. It was a precarious system, and there had been upheavals before— times when a governor refused to relinquish control. But a rightful heir to the throne had never had to contend with three rebellious siblings, as Mishann did. Lord Thalin of Thrane, Lady Wroanne of Breland, and Lord Kaius of Karrnath rose together to challenge Mishann and the traditions of Galifar. When Mishann fought for her claim, the three governors broke from the old throne, declaring themselves kings and queens. The Last War had begun. The war lasted for over a century—far longer than the alliance of the three rebel rulers. Over the course of the conflict alliances shifted more often than the sands of the Blade Desert. Cultures long held in check by the power of Galifar shook off the yoke of old. Aundair was shattered by an internal rebellion. The strange creatures of Droaam rose up to declare their own nation. The goblinoids came down from the Seawall Mountains to claim the kingdom of Darguun. The elf mercenaries brought in to fight the war seized a territory of their own, creating the nation of Valenar. But even as the old kingdom crumbled, many advances were made. War encourages innovation, and across Khorvaire wizards and artificers crafted new tools of destruction. Greatest among these were the spellworkers of House Cannith, and their greatest creations were the warforged, tireless soldiers of steel and stone, born with the skill of elite soldiers and able to fight without rest or food. The first warforged soldiers were produced in 965YK, and today each of the Five Nations has its own army of armored warforged. Some question the morality of this practice, for the warforged seem to have the sentience of living creatures, and priests still debate the question of the warforged soul. But most generals see the warforged as weapons. They may be able to think and to speak, but they are tools to be used, nothing more. Today it seems that the war is finally coming to an end. At the time of this writing, ambassadors have gathered at the isle of Thronehold, and while the conflict continues on the borders, the thirst for bloodshed has surely dimmed. All it took was the destruction of Cyre, the heart of the ancient kingdom. No one knows what force was unleashed in Cyre in 994 YK, and many would say that is the primary reason the nations now discuss the terms of treaty—fear, pure and simple. Was House Cannith working on a weapon in the depths of Cyre, something that went horribly wrong? Or was the devastation the result of the aggregation of magic used in the battles—a slow building of energies that finally reached a breaking point? Is it something that can happen again, and what nation will be next? The kingdom of Galifar is no more, and even if a treaty of Thronehold brings peace, we can never recover what has been lost. The fertile realm of Cyre has been transformed into a warped wasteland, a place filled with all manner of unnatural horrors. Survivors have taken to calling this region the Mournland. Only time will tell if there is a way to reclaim this lost land—or if the destruction of Cyre is a harbinger of what lies ahead for all of Khorvaire.​
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