Zilargo

​Trolanport ​
  ​The Triumvirate rules Zilargo. This council, composed of a representative from each of the major cities of Korranberg, Trolanport, and Zalanberg, was founded as an oversight committee to monitor the behavior of students and patrons of the Library of Korranberg. The powers and duties of the Triumvirate slowly expanded to cover the entire nation. Each of the three cities has its own Council of Nine, gnomes drawn from wealthy families who manage local civic concerns. In theory, the city’s representative to the Triumvirate is democratically selected from its council. In practice, the process is anything but democratic, as secret wars of words and blackmail determine power within each council. The Trust, the secret order that protects Zil society, reports directly to the Triumvirate. It has a coordinator in each city who works with the local council. Few realize that the Triumvirate possesses an impressive vault of information concerning political, military, and economic activities that rivals that of the Library, thanks to the work of the Trust. ​
  ​The people of Zilargo are extremely broad-minded when it comes to religion. Most gnomes try a few religions before settling on a single patron deity. Some never make a final choice; there are gnomes who attend and even perform services for both the Sovereign Host and the Silver Flame. Temples to virtually all religions can be found in the major cities of Zilargo. Korranberg even contains a temple dedicated to the Dragon Below, although the adherents are more philosophical and less disturbing than the fanatics of the Shadow Marches. Despite this seemingly cavalier attitude, most gnomes take religion very seriously; they simply don’t see a conflict in following more than one god. ​
  ​The gnomes of Khorvaire have lived in the area known as Zilargo for thousands of years. Situated between the Howling Peaks and the Seawall Mountains, the gnomes have thrived despite incursions by and conflicts with goblinoids, kobolds, and humans. They have always managed to maintain their independence, winning battles with words that they could never win with swords. After Galifar established his kingdom, he eventually set his sights on Zilargo. The gnomes met his forces in the valley north of Dragonroost and immediately surrendered. During the negotiations, the gnomes became an independent province within the kingdom. Galifar left in victory, and the gnomes secured a safe place in the new kingdom —all without spilling a drop of blood. Relying on wisdom and cunning, along with elemental-bound items and illusions, gnomes can be surprisingly dangerous opponents. During the Last War, Zilargo spent part of the confl ict as a neutral observer before aligning with Breland in 962 YK. From that point on, the gnomes provided intelligence and elemental-bound weapons to Breland while avoiding most combat. As a result, Zilargo emerged from the Last War stronger than ever, and Breland owes the gnomes a debt for the services they rendered.​
  ​Zilargo is the native land of the gnomes of Khorvaire. Known for its libraries and universities, Zilargo is a storehouse of legend and lore. The Zilargo gnomes are recognized as great shipwrights, and their secret process for harnessing the power of elementals is the envy of the rest of Khorvaire.​
  ​Life and Society Zilargo’s beautiful architecture fills the towns and cities of the gnome nation, and the streets vibrate with bright colors, song, and good cheer. Friendly, helpful inhabitants seem genuinely interested in talking with strangers, and theft and violent crimes rarely occur. In truth, while the average gnome always makes time to listen to a stranger, this behavior has more to do with the gnomes’ thirst for knowledge than with sympathy for outsiders. Gnomes believe that every piece of information, no matter how trivial, may someday have value. Zilargo society is bound together by a complex web of favors, secrets, and debts. For more than eight centuries, an invisible order of spies and assassins has been watching from the shadows, gathering information on all internal activities and using this knowledge to eliminate threats to society. Every citizen of Zilargo knows that anyone could be an agent of this secret order. Most gnomes actually are good-natured and cheerful, but there’s always the chance that a friendly face masks more clandestine activities. ​
  ​Adventuring in Zilargo Zilargo is a peaceful region, best suited to urban adventure. A few buried ruins from the Age of Monsters are still waiting to be discovered, but the climate is pleasant, the wildlife mild, and few bandits or other major threats endanger travelers. House Orien maintains trade roads between the three major cities and the closest cities in Breland, and since this nation is the cradle of House Sivis, communication services are readily available. Adventures in the cities of Zilargo can be disconcerting to those accustomed to thinking with their swords. The Trust takes steps to deal with anything that is perceived as a threat to the community; a warrior who throws his weight around may be threatened, blackmailed, drugged and thrown out of town, or worse. Even if they avoid the Trust, adventurers can easily be caught up in the subtle net of debts and secrets that tie the gnomes together. Adventure Ideas —The Kech Volaar (see page 154) hold the key to a network of catacombs beneath Paluur Draal and have sent soldiers to scour the labyrinth for relics of the lost empire. —The haka’ jhar kobolds seize control of a gnome operated jewel mine, taking a dozen miners hostage.​
  ​Major Settlements The gnomes of Zilargo place a high value on appearances. Gnome architecture, designed for beauty, features delicate carvings, elaborate railings and balconies, and lavish gardens. Murals and statues are scattered throughout every community. Most fixtures and buildings are designed for those of small stature, but buildings constructed for the tall folk also exist. Korranberg and Trolanport have undergone alteration over the centuries to accommodate travelers of other races. Korranberg (Large City, 17,230): Nestled against the base of the Seawall Mountains, Korranberg is the oldest city in Zilargo. Trolanport (Metropolis, 275,000): The coastal capital of Zilargo, with its crisscrossing canals and flooded streets, serves as the center of the gnome shipbuilding industry and a nexus for trade of all sorts. Zalanberg (Small City, 61,700): Hidden high in the Seawall Mountains, Zalanberg lies at the heart of a network of jewel mines. Important Sites All kinds of goblinoid ruins can be found throughout the nation. Paluur Draal: This ruined city, which extends below the surface of the earth, has belonged to gnomes, humans, kobolds, and originally hobgoblins. ​
  ​Exports: Alchemical goods, education, entertainment, maps, precious stones, ships Industries For a small nation, Zilargo exports a large array of goods and services. The gnomes are known for diplomatic expertise, and the demand for gnomish translators, advocates, and mediators is high. House Sivis regulates these services, as well as maintaining a lock on communications in central Khorvaire. The gnomes’ talent for words extends beyond mediation and scribing. Gnome poets and orators are celebrated across Khorvaire, while Zil bards weave words and magic together to produce dazzling shows of illusion and song. In addition, the Korranberg Chronicle, full of news and stories, reaches common folk throughout the Five Nations. The Library of Korranberg and its associated colleges don’t quite measure up to the magical research and artificing techniques going on in Aundair, but it might possess the greatest source of general knowledge on the continent. The gnomes of Trolanport are among the greatest shipwrights and cartographers of Khorvaire, and even Lhazaar princes travel there to commission gnome-made vessels. Tremendous wealth pours from the jewel mines of Zalanberg, and the gnomes have discovered a method for binding elementals into vehicles, armor, and weapons. ​
  ​Power Groups The following groups have power in Zilargo. House Kundarak: House Kundarak has a strong presence in Zilargo, with large outposts in all the major cities. House Sivis: The House of Scribing was born in Zilargo, and Korranberg is still the seat of its power. Aurum: A number of members of the three Councils of Nine are secretly members of the Aurum. Library of Korranberg: Like the dragonmarked houses, the Library of Korranberg is almost an independent power in its own right. Korranberg Chronicle: The Korranberg Chronicle originated in Zilargo and spread throughout the Five Nations during the Last War. The Trust: This secret organization maintains order within Zilargo. Despite its sinister overtones, it generally acts in the best interests of its citizens. Sharn The Zilargo embassy was built long before the Last War, to facilitate trade between Zilargo and Galifar. Zilargo remained one of Breland’s closest allies throughout the Last War, and that alliance is still strong today. Zil artificers and engineers produce many of their wares in the great factories of Breland, and the Brelish refineries sell much of their ore to Zilargo. Most of the time, the gnomes pay for these services with gold, jewels, or ships. But the gnomes are also masters of intrigue, and throughout the war the intelligence gathered by Zil spies was invaluable to the Brelish war effort. Today, Khorvaire is at peace. But the Trust intends to be prepared for the next war long before it occurs. The embassy of Zilargo is a labyrinth of intrigue; almost everyone who works in the embassy has a secret secondary role, from the ambassador to the lowliest servant. A few of the more notable members of the embassy staff are described below, but it is always possible that there are other gnomes who are equally skilled—or even more skilled—hidden among the embassy staff. With the gnomes of Zilargo, nothing can truly be trusted. The embassy staff includes the following remarkable individuals: Tasho Mol Doras (N male gnome bard 4/expert 4), the ambassador of Zilargo, is a brilliant diplomat and ruthless negotiator. He is always looking for a way to get an edge over his political and mercantile opponents, and quickly seizes upon any sign weakness and exploits it. He is a skilled actor and can feign a wide range of emotions, but when the interests of his nation or family are at stake, he acts without mercy. Doran Del Doras (N male bard 6/master inquisitive 4) is the true power in the embassy of Zilargo. Tasho is the ambassador, but Doran is the master of spies, and even Tasho follows his orders. Aside from the embassy staff—many of whom have 2 to 3 rogue, bard, or expert levels—Doran has contacts spread throughout Sharn and across Breland itself. He has permanent Rary’s telepathic bonds that allow him to communicate with Madra Sil Sarin and his superior in the Trust in Korranberg. Madra Sil Sarin (LE female gnome rogue 7/ assassin 5) is the deadliest assassin in the service of the Trust. She is a disturbing enigma even to the other gnomes; she answers only to the Trust, and she has killed quite a few gnomes to preserve the secrets of the embassy. Doran can use his telepathic bond to request her services, but only the Trust can approve an assassination. It is important to remember this: while she is one of the most dangerous women in Khorvaire, she only acts if she has direct orders from Zilargo. She does not use her skills lightly or squander them on personal vendettas. Madra spends most of her time under cover of invisibility, silently watching the city and waiting for instructions. With her ring of sustenance and telepathic bonds, she rarely needs to verbally or physically interact with people (she uses prestidigitation to keep her clothing clean). She is often called out of Sharn to serve the Trust in other parts of Khorvaire—but it’s usually impossible to tell. And, of course, there may be any number of additional Zil assassins hidden in the embassy waiting to be activated—though it is unlikely that any possess the skills or equipment to match Madra. Cassia Lyrriman Dal (LN female gnome cleric 7) is a priestess of Aureon. Like Holas, she is a supernatural spy, using augury, divination, speak with dead and other spells to help Doran gather information and formulate plans. She is fascinated by all religions, and whenever she encounters another adept or priest she tries to start a discussion about her own theories about the nature of the gods and the foundation of divine magic. Doran Del Doras is always expanding his network of informants and spies, and any character— gnome or not—could be drawn into his web.​
  Dragonshards The Gnomes of Zilargo, Part 1 By Keith Baker Dorilan Del Caroldan sipped his tal and studied the map on the table. "The first temple to the Mockery -- just imagine what secrets it must hold! But this is one ruin you'll never raid, Solas." The half-orc roared with laughter. "I'm sure it will be dangerous, Dorilan, but we've faced far worse. I've spent more time in Xen'drik than I have in the Marches. Don't worry, my little friend -- we'll keep you safe on the journey." "It's not my safety that worries me, or the dangers of Xen'drik. Bursting into the Preceptor's estate, spilling blood in the light of day, beating that merchant for information -- that's not how things are done here." Solas smiled and took a deep draught of his koreshk ale. Gnomes and their sense of propriety. The funny little man wouldn't last a day in Sharn. "Why not? I haven't seen a guardsman since I arrived. I've never seen a softer city." He looked at the door. "What's keeping Kyrna and Jaral? It's been nearly an hour." "They're both dead," Dorilan said. But he wasn't Dorilan any more. Solas' hand flew to the hilt of his sword, but his muscles turned to ice before he could draw. He strained with all his might, but he could not move. The gnome smiled, revealing the ivory wand she'd kept hidden beneath the table. She was younger than Dorilan, and dressed in darkweave and leather. "We believe the best guards are those that remain unseen." Silvered steel glittered as a dagger appeared in her hand. In a world where halflings ride dinosaurs and elf raiders seek glory in battle, few people see the gnomes as a threat. The little people are scholars and shipwrights, bards and bookbinders. Zilargo is filled with color and cheer, and the common image of the Zil gnome is that of a jolly craftsman always ready to lend a hand or an ear to those in need. But those who actually spend time among the gnomes know better. Zilargo is far deeper and darker than it appears, and the cheerful demeanor of the gnome is a carefully cultivated mask. A gnome may be no match for a half-orc barbarian in a fair fight -- but the gnomes of Zilargo seldom fight fair. Jungle Rats The first mention of the gnomes can be found in the records of the Empire of Dhakaan. The Ghuurash Codex provides details about the first Dhakaani campaign against the "jungle rats" that infested the coast between the Howling Peaks and the Seawall Mountains. The gnomes of ten thousand years ago were feral and primitive -- a far cry from the civilization seen today. The hobgoblin sages believed that the gnomes were rodents that had been twisted by a conduit to Thelanis, or stunted, thin-blooded wererats that had lost the ability to shift forms. Proponents of this theory cited the small size of the gnomes, the strong instinctive bond within a family, the gnomish preference for burrows, and the racial ability to communicate with burrowing mammals. The savage gnomes were no match for the disciplined armies of Dhakaan, and the empire spread across the region. The gnomes were enslaved or forced deeper into the wilds. But conquest was far easier than occupation. While primitive, the gnomes were masters of their environment and had a particular gift with poisons; they could not fight Dhakaani armies, but they could poison wells and ambush supply trains. While they never presented a true threat to the empire, the gnomes remained a thorn in the side of the goblin invaders for many hundreds of years. The stalemate may have continued to this day, but destiny came in the form of the daelkyr. The extraplanar incursion crippled the empire, and the gnomes pounced on the weakened foe. In addition to physical sabotage and assassination, the gnomes began to employ the psychological techniques that would come to define their future nation. While the gnomes had yet to master the arts of wizardry, magic has always run through the blood of the gnomes. While many gnomes could summon a voice from the shadows, a few became full-fledged sorcerers, specializing in illusion. Combining magic with mundane arts of disguise and forgery, the gnomes took advantage of the shattered lines of communication in the empire to sow dissent among the commanders in the region, turning goblin against goblin and helping to ignite the civil wars that tore Dhakaan asunder. The City-States Emerge As the goblins pulled back, the gnomes seized cities depopulated by the daelkyr, voraciously devouring the knowledge left behind and building new civilizations in the ruins of what had come before. Slowly families joined together to form the city-states of Trolanport, Korranberg, and Zolanberg. They fought goblins in the lowlands and kobolds in the mountains, and at times they fought each other; but the gnomes always preferred to fight with guile and deception, winning conflicts with wits instead of steel. The gnomes always numbered few and felt no need to conquer the land -- they contentedly held off enemies and maintained the territory they had claimed. But while the gnomes had no interest in expansion and colonization, they were always driven by a thirst for knowledge. At its deepest level, this is a survival instinct: The gnome knows that information is a weapon. The more he knows about an enemy, the more power he has -- and everyone is a potential enemy. Gnomes began to explore the continent, trade with the emerging cultures of Khorvaire, and learn all there was to know about land and water. The Birth of Zilargo The most critical moment in the history of the nation was the foundation of the Library of Korranberg. As the dragonmarks began to appear in Khorvaire, the loremaster Dorius Alyre Korran swore that he would build a fortress of knowledge -- an institute that would unlock every mystery of Eberron. This idea fired the imagination of gnomes across the region, and slowly this project became a national obsession. All three city-states donated resources to the Library, and soon the vaults began to fill with Dhakaani scrolls and the records of the first gnomes, which were carved on sticks of wood. The Library became a point of gnomish pride, and representatives of all of the city-states sat on the council of doyens. Then came the first great wars of the Current Age. Malleon the Reaver swept the southern coast, and Karrn the Conqueror began the work that Galifar would eventually complete. The gnomes found themselves faced with twin dilemmas. Could any of the city-states stand alone against humanity? And could they trust the other city-states not to betray them? Ultimately, the leaders found one answer to both problems: Expand the alliance they'd created with the council of doyens, and formally bind the three cities as one. After a few social experiments, the city councilors settled on the Triumvirate, and the unified nation was born. The gnomes called the new realm Zilargo, "The Home of the Wise." Working as one, the Zil gnomes held their own against human and goblin alike. The gnomes were equally adept at working with wood and words, and they had uncovered deep deposits of gems in the Seawall Mountains. The people of Trolanport and Korranberg gained fame as sailors and shipwrights, and gnome merchants, mediators, translators, and scribes spread across the Five Nations. The Trust The Zil alliance did not erase the feuds of the past. The Triumvirate could not eradicate the competitive nature of the gnomes -- and in truth, the cutthroat cunning of the gnomes was a point of national pride. But since these feuds began to threaten the interests of the new nation, it became clear that something had to be done. Once more the nation looked to the Library for inspiration, drawing on the example of the syndicate established to enforce honesty among students. Each Triumvir was authorized to select agents from her own city to create a corps of secret police -- an elite force who could be relied upon to place the interests of the nation above all else. Over time, all matters of law enforcement and national security were placed in the hands of the Trust. In many nations, gnomes serve as barristers and advocates, but in Zilargo there is no court of law: the Trust punishes the guilty, and its justice is swift and merciless. It is invisible and omniscient, staffed with spies, diviners, and assassins. Any Zil citizen could be an agent of the Trust. This calling comes above friendship and family. Even when you are alone, you might be watched by an invisible spy or scrying eyes. The Zil gnomes see this as a virtue; while they have little privacy, they also have the lowest crime rate of any nation in Khorvaire. The Trust is there when it is needed and invisible when it is not; even the members of the organization know only a handful of other members. In the eyes of the typical gnome, a loss of privacy is a small price to pay for security. The Trust acts only if something threatens society. The Zil gnomes constantly engage in blackmail and intrigue. This is a way of life in Zilargo, and the Trust acts only if the intrigues threaten the security of the nation or cause laws to be broken. For example, if a blackmailer forces jis victim to give him a lucrative shipping contract, no harm is done; the wealth still remains in the nation. On the other hand, if the blackmailer forces his victim to commit a murder, steal a rare book from the Library, or give secrets of elemental binding to House Cannith, the Trust intervenes quickly. This raises the following issue: If the Trust is so powerful, how can adventurers get away with anything in Zilargo? First, the Trust does not interfere unless Zil citizens are threatened. If a party of adventurers is chasing a Brelish fugitive -- well, provided that the adventurers don't disrupt the lives of Zil citizens in their hunt, they are free to do as they will. Of course, if the fugitive finds refuge in the home of a doyen, the adventurers need to find a way to extract the target without harming the household. Second, as noted earlier, intrigue isn't necessarily a crime. And most importantly, the Trust is not as omniscient as it wants people to believe. Anyone could be an agent of the Trust -- but not everyone is. Careless criminals and adventurers who think that they are above the law may be cut down to size by the Trust. But if the party acts carefully and cautiously by planning out its steps and taking advantage of disguise and abjuration magic, they can escape even the eyes of the Trust. Adventurers still can accomplish their goals in Zilargo -- they just need to use their brains instead of relying on sword and fireball to solve all their problems. Galifar to the Present Day The Zil gnomes have never sought to build empires; instead, they have always insinuated themselves into the nations of others. In the Mror Holds, the gnomes do much of the actual work of the banking industry. Gnome merchants and sailors have a strong foothold in the Lhazaar Principalities, and they live and work in coastal communities across Khorvaire. In Breland, gnome crafters and engineers labor closely with the centers of industry. In Aundair, Zil sages hold key posts in the Arcane Congress and the University of Wynarn. The message stations of House Sivis are the key to international communication, and the Korranberg Chronicle is the most trusted source of news on the continent. Gnomes are everywhere, and they are almost always overlooked. But few realize the tight bonds of family -- and this is what gives the gnomes their power. Next Week: Playing a Zil gnome! About the Author Keith Baker has been an avid fan of Dungeons & Dragons since grade school. His life took a dramatic turn in 2002 when he submitted the world of Eberron to the Wizards of the Coast Fantasy Setting Search. In addition to developing the Eberron Campaign Setting and Shadows of the Last War, he has worked for Atlas Games, Goodman Games, and Green Ronin. ©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Dragonshards The Gnomes of Zilargo, Part 2 By Keith Baker "Five words can defeat a thousand swords."
  • Zil proverb
  • National Character Some have compared the Zil gnomes to social rodents. The gnomes are happiest in groups. They are energetic and highly industrious, and they prefer to avoid conflict with larger creatures. But like rats, gnomes are survivors. Stealth, deception, and pure tenacity are the tools of the gnome -- and when cornered, a gnome can be a surprisingly dangerous foe. The streets of Zilargo are bright and cheerful. The gnomes are helpful, attentive, and usually willing to lend an ear to the troubles of a traveler and a hand to those in need. Sometimes this is just what it seems. But the Zil gnomes are schooled in deception from childhood, and, all too often, their good cheer and friendly demeanor is an illusion. The Zil character has a paranoid streak, and the helpful nature of the Zil gnomes is rarely altruistic. While the gnomes are curious by nature, that curiosity is often fueled by the desire to gain leverage over every possible enemy. If you tell a gnome your problems, he may or may not help you. If he does, you owe him a favor. If he doesn't, he has learned about your weaknesses -- and in the eyes of the Zil, all information has value. It would be an exaggeration to say that every Zil gnome is a ruthless schemer. While cunning and cautious, the Zil are people like any other. While some are cold-blooded opportunists, others do enjoy helping others. But even a goodhearted gnome may rely on manipulation and deception to accomplish his goals. While energetic and cheerful, the gnomes are not childish or foolish. They are masterful merchants and negotiators, and they are adept at setting others at ease and weaving words into a pleasing tapestry. The people of Zilargo see language as an art, so Zil gnomes are typically well-spoken and sophisticated. Even a gnome farmer or miner has training in conversation and debate. The typical gnome is not a clown or a source of comic relief -- unless it suits her purposes to have others see her that way. Games of Wit and Wisdom The Zil gnomes love games of strategy, but their favorite pastime is intrigue. The seemingly dull farmer could be involved in a dozen plots. Often these plots are tied to a local community: feuds to shift the balance of power between families, attempts to influence local romances, or economic schemes. Two gnomes may engage in a shadow war to acquire a certain rare book, not because either truly cares about the book, but as a game -- a test of cunning and wit. But beyond these innocent pastimes, the waiter at the bar could be working for the Trust, the Aurum, the Korranberg Chronicle, or any number of other cabals with international goals. Beyond his personal schemes, every Zil gnome has a bond to his family and his clan, and each has its own economic and political goals. Business contracts, mining rights, government positions, influence within a trade guild -- in Zilargo, all of these things are determined by cunning and manipulation. As noted in Part One, the Trust intervenes only if the security of the land is threatened or if actual laws are broken. If the Lorridans and the Lyrrimans are feuding to see who will get the rights to Blackhowl Mine, the Trust doesn't care -- as long as no one is killed and the resources of the mine ultimately benefit gnomes. If the Lorridans started murdering the Lyrrimans, or the Lyrrimans made arrangements to sell the mine to House Cannith . . . that's when the Trust may get involved. Family loyalty is immensely important in Zilargo. In a society that thrives on deception, the gnomes find it extremely important to have someone they can trust without reservation, and for the Zil this is the bond of blood. While families may fight one another for position within a clan, betrayal of a direct family member is almost unheard of and would call for bitter and vicious vengeance. Likewise, favors and debts are a serious matter in the Land of the Wise. A web of secrets, favors, and debts binds this nation together, and a gnome may be called on at any time to repay a personal favor or a debt owed by her family. Failure to comply with a reasonable request threatens the entire system and can have grave consequences. Of course, this is a two-way street; a gnome PC is expected to repay her debts, but she can also call in favors from the people she helps during her adventures. The Role of the Bard The Zil use the standard gnome statistics presented in the Player's Handbook. Their unusual culture is reflected by the fact that many gnomes who would be commoners in other nations instead possess a single level of expert, with training in Sense Motive, Bluff, Diplomacy, and a number of languages in addition to the Craft or Profession skills they use to earn a living. A surprising number of gnomes rise above the level of expert to become bards. While gnomish entertainers are celebrated across Khorvaire, not all bards are entertainers, and many Zil bards do not have any ranks of Perform. But even without the powers of bardic music, the class reflects many things common to Zil culture. The skill selection is highly appropriate for the Zil, who focus on social, knowledge, and language skills. Bardic knowledge represents the gnomish fascination with knowledge in all forms. And the magic of the bard is an extension of the innate racial gifts of the gnome -- magic that lies latent in the blood of the race. Thus Zil chroniclers, politicians, mediators, and barristers are just as likely to have bard levels as actual entertainers. When it comes to entertainment, the Zil gnomes love story and song above mere music, and skilled performers illustrate their tales with phantasmal forces. Musically, small hand drums and woodwinds are the most common instruments. But the trademark of the Zil master musician is the Thurimbar rod -- a wondrous item that enhances a gnome's innate talent for ghost sound, allowing him to produce any sound he can imagine. Due to the high price of the Thurimbar rod (2,800 gp), these instruments are usually seen only in the hands of the finest bards or as treasured heirlooms. Zil Style and Customs Zil spellweavers bind illusion into cloth, and the finest glamerweave comes from this land. Some tailors specialize in hypnotic abstract patterns while others weave clear images into their outfits: an evening gown might hold a breathtaking rendition of a sunset over the Seawall Mountains. Magical or no, most Zil gnomes prefer bright colors and loose, flowing designs. Hats are also popular, and a typical Zil street has gnomes wearing a plethora of different styles of headgear. Jewelry bearing both precious and semiprecious stones accentuates clothing; a gnome who cannot afford gold and gemstones sees no shame in wearing finely crafted ornaments of copper and glass. Zil architecture is as beautiful as the clothing of the gnomes. Multiple types of wood and stone blend together to form pleasing patterns. Even the smallest communities are lit with continual flame, and, in large cities and metropolises, bound elementals provide heat, light, and other amenities. The gnomes go to great lengths to make their homes accessible to foreigners; in cities and towns every building have doors and furniture sized for Medium creatures as well as Small ones, and even in the villages at least one building is designed to accommodate Medium visitors. Zil houses are often filled with trappings from foreign lands -- Aereni woodwork, Sarlonan tapestries, and exotic plants from Xen'drik or Q'barra. Traditionally a guest brings a small gift to repay a host for his hospitality, and this often becomes a form of competition. A wealthy gnome might send a party of adventurers to Xen'drik to recover a piece of art from the Age of Giants, purely because she wants to present it at a party. Gnomes use prestidigitation to maintain their personal appearance and to keep property clean; as a result, the streets are unnaturally bright, colors remain remarkably vivid, and the gnomes themselves have impeccable hygiene. Even in filthy foreign cities, a gnome takes pains to maintain her appearance, and a dirty gnome probably isn't from Zilargo. Likewise, ragged adventurers may be barred from certain Zil establishments and events unless they are properly groomed and attired. Gnomes also have a keen sense of smell, and scent plays a significant role in Zil fashion; men and women alike make use of perfumes and oils, many so subtle that humans can't even smell them. A social "language of scent" allows a gnome to indicate her current status -- seeking companionship, conversation, solitude, help, and so on. A gnome can recognize the intent of a scent by making a DC 10 Wisdom check and a DC 15 Knowledge (local) check. Other creatures with enhanced senses -- such as a shifter with the Wildhunt ability -- can identify these scents, but unless raised among gnomes they cannot deduce the social meaning of the smell. The gnomish sense of smell and talent for prestidigitation are also reflected in Zil cuisine. The Zil gnomes make use of a wide variety of subtle spices, including certain flavors that can be produced only through prestidigitation. One of the most common beverages in the land is maleko, which is chilled water infused with faint traces of flavor; visitors are often baffled by the gnome who passes up a tankard of ale to savor a glass of water. Artifice, Alchemy, and the Arcane Magic runs through the blood of the gnomes -- a faint gift of illusion that some attribute to the distant touch of Thelanis. Many gnomes develop this talent without formal training. Levels of bard or sorcerer reflect this, and the gnomes typically focus their studying on enchantment, illusion, and conjuration spells. The insatiable curiosity of the gnomes has led to the pursuit of artifice and arcane magic. Zil artificers are justly famed, but House Cannith possesses the most gifted artificers in Khorvaire, and Arcanix is still the greatest seat of wizardry. But Zil gnomes are unsurpassed in two fields: alchemy and elemental binding. Some say that the Zil wrested the secrets of elemental binding from the ruins of Xen'drik, and they jealously guard this secret. No rule in the Eberron Campaign Setting book stops a PC of any race from taking the Bind Elemental feat. However, a DM may require a PC to acquire this feat in Zilargo or Xen'drik. In addition, the Zil gnomes consider this knowledge to be a national resource. An adventurer producing an occasional suit of elemental-bound armor is left alone, but if a PC starts producing airships and thus threatening the Zil monopoly on the art, he may be targeted by agents of the Trust. Questions to Ask When you play a Zil gnome PC or NPC, consider the following: What is your relationship with your family? Are you involved in any long-term intrigues? Who are your enemies and rivals? What form does your curiosity take? Are you trying to gain influence? Arcane knowledge? Or do you simply want to visit new lands and meet interesting people? Conceal your feelings from all but your closest friends. Feign whatever emotions suit the needs of the moment -- but only your most trusted allies should ever see your true face. A Zil gnome almost always seeks to avoid direct physical combat. Is there a way to resolve a conflict without resorting to violence? If not, how can you maximize your advantages against the enemy? To the Zilfolk, a fair fight is a fool's game. Language is an art. Never use one word when you could use two, provided those two are clever and witty. About the Author Keith Baker has been an avid fan of Dungeons & Dragons since grade school. His life took a dramatic turn in 2002 when he submitted the world of Eberron to the Wizards of the Coast Fantasy Setting Search. In addition to developing the Eberron Campaign Setting and Shadows of the Last War, he has worked for Atlas Games, Goodman Games, and Green Ronin.
     
     

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