Eberron 3- The Lhazaar Principalities and Sharn

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    Knowing information about the last two locations is important because theyll be the starting areas forour dual campaigns.

    That doesnt mean any of these other regions dont matter! Being a little bit familiar with the othercountries of the world and who or what live in them will help you out when youre creating a backstory foryour character.

    Youll need a region of origin and you might want to include friends/family/enemies in other nations if youfeel its appropriate.

    If any of these places interest you more look them up in the Eberron Players Guide!

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    Starting Location A:

    The Lhazaar Principalities!

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    The Lhazaar Principalities were the first place settled byhumans on Khorvaire.

    The Principalities are only loosely-connected. A principality isformed when one person is able to accumulate enough of a f leet to

    seize (and hold) land from otherS

    ea Princes.S

    omeone with asmaller fleet might call themself a Sea Duke or Baron.

    About the Lhazaar

    Principalities

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    Historically, the Principalities have been a haven for pirates, privateers, and merchants ofquestionable morals.

    During the Last War, the Principalities broke away from the Five Nations. The largest city in the Lhazaar Principalities is Regalport, which is the capital of the

    Seadragon Principality. TheSeadragons are controlled by High Prince Ryger ir'Wynarn, the nominal leader of the

    Lhazaar Principalities. Its widely known that he does not have the power to contain the more bloodthirstySea

    Princes.

    More About the Lhazaar

    Principalities

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    There are numerous Principalities and most arent worth naming, but the most prominent are:

    The Seadragons, led byHigh PrinceHigh Prince Ryger ir'Wyarn. They are the largest Principality.

    The Cloudreavers, led by Prince Mika Rockface: Mika is as bloodthirsty a pirate as any in the region's history, and if she hadher way. Lhazaar would throw off its cloak of civility and return to its anarchic past.

    The Diresharks, led by Prince Kolberkon. he sees himself as next in line for the position of high prince and his group's rivalrywith the Seadragons is intense.

    The Gray Tide, led by Prince Kel, his holdings are named after the dread magical mist that lingers over the waters surroundingLastpoint Island.

    The Bloodsails, led by Prince Shaen Tasil. Shaen's realm is notable for the fact that it is populated almost exclusively by elves

    and eladrin. The Bloodsails base of operations is on the far northern island of Farlnen.

    The Wind Whisperers, led by Prince Koulton Brightwind, headquartered on Windlost lsland. Koulton is the only sea prince

    who currently has a price on his head placed there by House Lyrandar when he was exiled from theHouse.

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    Easily the most notorious place inthe Lhazaar Principalities is the

    Dwarven-run Dreadhold Prison. Itsbelieve to be inescapable and houses

    the vilest criminals in Khorvaire.

    Interesting Places

    in the Lhazaar

    Principalities

    The Pirate Exchange of Reagalport is the largestcollection of vendors east of the Mror Holds, andalso the best place outside ofSharn to find goods

    from Argonnessen and Sarlona.Port Krez (controlled by the Cloudreavers) is basically Tortuga from he Pirates of

    the Caribbean movie.

    A perpetual storm rages above Tempest Isle centered on

    its mountain peak. Rumors speak of a powerful wizard or

    outcastStorm Giants creating the perpetual torrent, but

    no one knows for sure. It has been long believed the isle

    houses fabulous riches. Its said that pirate captains for

    ages past used the many natural caves and caverns to store

    their gold. Its said one trove in particular holds more gold

    than all of the Lhazaar Princes combined. An yone who

    found it would become the true King of the Pirates. Its allhidden there, if you can find it, in One Piece!

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    More Interesting Places in theLhazaar Principalities

    The Gray Tide covers the waters aroundLastpoint with a bone-chilling gray mist.

    Ships that sail through the tide becomeconfused and disoriented. If they

    manage to sail out again, they reporthearing shrieking winds emanating fromthe canter of the mysterious fog. No onehas ever determined what is as the heart

    of the gray fog and few are braveenough to enterthe mist for an answer.

    Port Verge is the seat of power for Prince Kolberkon of

    the Direshark Principality. Its not as grand asRegalport, but Kolberkon knows he must expand if he

    wants to take theHigh Prince title from Ryger.Recently, more and more shipshave reportedly been attacked

    by a fleet of impossibly fastgalleons. No one knows thesource of these raids or eventheir purpose, but the fleet is

    fast enough to even captureElemental Galleons.

    Somewhere in the Principalities there is said to be an ancientFeyspire where it is possible to contact the Realm of Dreams and

    communicate with dreamers or monsters of the realm. Those thatdwell in the faded fortress are said to be warped and hostile.

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    The primary mode of travel in the Principalities is byboat (duh).

    However, there are many kinds of ships to be found inthe Principalities.

    Alongside the basic wind-powered ships, you can findgalleons powered by elementals

    There are also infrequent airships! Innovations from the Last War mean that new

    methods of transportation are appearing every day!

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    Starting Location B:

    Sharn- the City of Towers!

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    Sharn is the largest city in Khorvaire.

    Its located at the mouth of the DaggerRiver, where it meets TheHilt in Breland.

    There have been settlements in this exactspot since the goblin Dhakaani Empire

    and even today its possible to see theseancient buildings in the deep depths ofSharn.

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    Because of its location on a narrow cliff, the city had nowhere to expand but up. The city is mostly built on a Manifest Zone to the Syrania, the Azure Sky which

    means levitation and air magic are stronger within the citys limits. This is a largepart of the reason so much of the city manages to stay upright.

    The citys immense diversity means nearly anything can be bought or sold here.

    Sharn is often called the gateway to Xendrik because its close proximitymakes it an ideal point from which to stage an exploration of the continentdirectly south.

    Morgrave University (left) is famous for its Xendrik artifacts and often sponsorsexpeditions there.

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    The residences ofSharn are stratified by price:

    TheSkyway is built on magically-solidifiedclouds. Its the home of nobility, merchantprinces, and the highest-ranked members ofDragonmarkedHouses.

    The Upper City is where the elite who cant

    quite afford to live on the Skyway dwell. Theview isnt quite as impressive but its still airyand pleasant.

    The Middle City is where a wide range ofmiddle-class citizens live.

    The Lower City is home to the poor and lowerworking-class people.

    Between the Lower City and The Cogs is avast and intricate network of sewers andshafts and many ancient ruins, called TheDepths. Its said roving gangs of half-wildhumanoids roam here.

    The Cogs are the underground industrialareas, many of the low and middle-classpeople have forges and foundries here, but

    only the most desperate try to live in TheCogs.

    Deeper than the cogs are the lava pools fromwhich the heat of the forges and foundries isdrawn.

    Beyond the city proper is the City of the Dead,a necropolis as old as the city itself (or maybeolder) only the rich can afford to bury their

    dead here now. The rest of the city makes duewith cremations.

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    There are five major sections ofSharn:

    Central Plateau- likely the most crowded section, its upper levels are home to the seats of government and abustling finance district. The middle levels host enclaves of every DragonmarkedHouse and Foreign

    Embassies for every country or region imaginable. Its open air shops (called exchanges) and merchant halls(called tower markets) are the busiest in the city. The upper city of Central Plateau is also the primarydocking bay for Elemental Airships.

    Dura- One of the oldest sections ofSharn, it is also one of the poorest areas. Nonetheless, its still the heartof the citys port trade and possesses an impressive warehouse district.

    Cliffside- largely composed of shantytowns and caves carved into the sides of the cliff. Business in Cliffsidelargely revolves around shipping or catering to sailors, adventurers, and other transients. (IE., it has abooming red light district.) Sharns watch have a hard time keeping order in Cliffside so it tends to be the

    most crime-ridden area of the city.

    Menthis Plateau- the citys entertainment hub. Its home to Morgrave university, as well as the largestethnic quarters of the city. Its a popular tourist destination known for its wide variety of amusements. Theupper levels contain opera houses and grand theaters with many classical plays, the middle levels have smalldinner theaters and independent plays, and the lower levels have bawdy taverns and cabarets among other

    things.

    Northedge- primarily residential neighborhoods, and aside from a small marketplace in the lower levels, itseasily the quietest section ofSharn.

    Taviks Landing- the travel hub of the city and beyond. Taviks landing is the terminus stop for the LightingRail as well as its wide gateways many foot travelers use to enter and leave the city. Most of this sectioncaters to the newly arrived and refugees from the Last War. In many ways it is the most eclectic place inS

    harn since it provides markets, entertainment, and cheap housing all in one section.

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    There are numerous ways to get around the city. Bridges and tunnels connect countless towers to one another for those

    comfortable hoofing it. Traveling by sky coach is possible throughout the city if you can flag one down.

    Alternatively, there are sky coach depots in Lower Tavick's Landing, at thewaterfront in Cliffside, and at the elemental airship docks inHighest Towers inUpper Central.

    Magical lifts in many ofSharns towers can take you to their highest point rapidly. Horses can walk in much ofSharn and are often seen pulling ground coaches all

    around. Flying mounts are also welcome in Sharn, though finding stabling for them

    outside ofS

    kyway is almost impossible.

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    Sharn is a place fraught with crime,corruption, and intrigue of all stripes.

    Its the perfect jumping off point forexploration into Xendrik or even justcrawling through the ancient catacombsof the city itself.

    The city is home of many people andorganizations willing to help adventurersor quietly kill the troublesome ones.