Eberron: post-war pulp adventure, magic meets industry, dragonmarked houses, and ancient mysteries.
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Adderport
Adderport was founded by Duke Ven ir'Kesslan of Cyre during the Last War as a refuge for those seeking to escape the conflict and maintain the ideals of the unified Galifar kingdom. The town has since grown into a major port city, serving as a hub for trade and the extraction of Eberron dragonshards, which has attracted various factions including House Tharashk. The city is known for its diverse population, including humans, lizardfolk, and other races, and it faces ongoing challenges from hostile lizardfolk tribes, Valenar warbands, Lhazaar raiders, and kobold marauders. Adderport is also home to a large temple of the Sovereign Host, with a significant following of the deity Boldrei, and it is a place where House Tharashk operates extensively in the dragonshard trade.
Aelyndar
Aelyndar is a hamlet located in southeastern Thrane, situated on the road between the villages of Rellekor and Valiron, and bordered by the Imistil Forest to the west and the Harrowcrowns to the east. Aelyndar is the site of "The Moon Well," an abandoned silver mine that has been sanctified as a holy shrine of the Silver Flame. This location has become a destination for Purified pilgrims seeking spiritual guidance. However, the shrine is now infested with undead, and young and brave heroes are needed to cleanse it.
Alvirad
Alvirad is a settlement located in the Eldeen Reaches situated near the northern edge of the Mosswoods and is known for its moss farms, which were used to produce exceptionally powerful explosives during the Last War. The town was once a thriving community of about 8,000 people but is now a smaller town with a population of around 3,000. During the Last War, Aundair captured the town.
Angwar Keep
Angwar Keep is a fort located in eastern Thrane, situated on the Orien trade road between Olath and Aruldusk. It overlooks the Brey River and the Mournland, and during the Last War, it was heavily attacked and suffered significant damage. Currently, the keep is being repaired, and its defenders include an elite squad of seven warforged, known as the Redeemed, who defected from Cyre's army and now serve the Church of the Silver Flame. The Karrns once besieged Angwar Keep for over a year but eventually retreated back to Korth after failing to capture it.
Arashuul
Arashuul, nestled deep within the Shadow Marches, is a sprawling, ramshackle settlement, a testament to the resilience of its inhabitants. Primarily inhabited by orcs and humans, it's a hub for those seeking refuge from the more civilized, if often oppressive, nations of Khorvaire. The town itself is a chaotic mix of mud-brick dwellings, makeshift tents, and repurposed ruins. The air hangs thick with the scent of damp earth, peat smoke, and the ever-present musk of the marshes. Trade here revolves around the harvesting of rare herbs, the hunting of monstrous beasts, and the occasional exchange of ancient artifacts unearthed from the surrounding swamps. Arashuul is a place of uneasy alliances. The local orc clans, wary of outsiders, maintain a fragile peace with the human settlers, many of whom are outcasts or refugees. Dragonmarked House Tharashk maintains a small, but influential, presence, primarily focused on prospecting for dragonshards and hiring skilled trackers.
Arcanix
Arcanix is both a farming village and an institute of arcane studies in the nation of Aundair. It is renowned for its floating towers where many of the greatest wizards of Galifar learned their craft. The Arcane Congress, which advises all nations of Khorvaire on matters related to magic, is also located at Arcanix. The village and its floating towers are a hub for various magical activities, including the sale of magical items and components. Arcanix is not exclusive to wizards; sorcerers, clerics, and artificers also have opportunities to learn and grow their magical abilities. The Arcane Congress is structured as a college mixed with a think tank that conducts magic research and development. It trains mages and works on military and other projects for Aundair. The Queen's brother, the 1st warlord of the realm, oversees the organization as a whole, but the wizards handle specific projects and the rest of the operations.
Ardev
Ardev, a small western Breland town, sits midway between Droaam and the Dagger River on the Orien trade route to Graywall. A farming and ranching hub, it utilizes Chalice Lake's water. Ardev serves as a vital rest stop for merchant caravans, Brelish military heading to the Droaam border, and a supply point for Castle Arakhain, King Boranel's estate. Consequently, King's Citadel agents are prevalent. It's also a departure point for miners seeking byeshk and minerals in the Graywalls
Areksul
Areksul is a village located in central eastern Aundair. It lies near the lightning rail line that connects Fairhaven to Thaliost, approximately 50 miles northwest of Wrogar Keep.
Arythawn Keep
Arythawn Keep is a fort located in southeastern Thrane, near the border with the Mournland. It is isolated and separated from the lightning rail line leading north to Aruldusk, the nearest major town. The Thousand Yard Stare guild, led by Channara d'Medani, is stationed at the keep to rebuild it and patrol the border with the Mournland. The keep was heavily damaged during the Last War by troops from Cyre and Breland and is still undergoing repairs. There are only 100 soldiers stationed at the fort, making its placement not considered favorable due to its isolation.
Ashblack
Ashblack is a district in Sharn, the City of Towers. It stretches out from Dura toward the center of the city and is known for its large-scale industrial operations, processing ore and other raw materials. Despite the industrial nature of the district, it offers a few points of interest for adventurers and residents alike. The name "Ashblack" evokes the industrial and smoky atmosphere of the district, with the air filled with the smell of smoke and sulphur, and walls covered in ash. The constant rumble of forges and foundries adds to the industrial ambiance, making conversation difficult.
Ashtakala
Ashtakala is described as the "capital" of the Demon Wastes, a city that serves as the home of the most powerful fiends from the Age of Demons and the meeting place for the Lords of Dust, who scheme against the rest of Eberron. The city is surrounded by a magical aura that prevents all forms of divination and is located in the center of a raging sandstorm, which serves as a defense system and channels spells to prevent divination and teleportation. Ashtakala is a city created from basalt and brass, designed with ancient architecture and cloaked in magic that transforms anyone who enters into the fashions of ages past. Ashtakala is considered one of the most dangerous places in the world. The city is also known to contain valuable artifacts and knowledge within its vaults and libraries, but removing items from the city can be perilous as they will crumble to dust if ever taken out.
Askelios
Askelios is a village in northeastern Aundair, at the western entrance to Daskara Pass. The village is known for its Lhazaaran lineage, though inbreeding and harsh winters have reduced its population. It has also faced threats from nightly goblin raids originating from the pass. The village includes ancient homes clustered around the Captain's Quarters, which serves as the chambers for the local governor and a resting place for travelers. To the west of Askelios is Aureon's Stones, a series of monoliths of unknown origin that are being studied by Dr. Juliona Walleau from the University of Wynarn located in Fairhaven.
Athandra
Athandra is a small town located in central Thrane. It lies at the intersection of three Orien trade roads, connecting it to Danthaven, Morningcrest, and Avaroth. In 998 YK, Athandra was one of the settlements evacuated due to wildfires caused by rogue fire elementals on the Fields of Arolan, as reported in the Dravago 22nd issue of the Sharn Inquisitive.
Atur
Atur is a large city in central Karrnath. The city is known for its gloomy atmosphere due to the proximity of the mountains and mists from the Karrn Falls, which shorten the amount of daylight it receives. Atur's largest claim to fame is the Crimson Monastery, which is Khorvaire's largest worship site dedicated to the Blood of Vol. The monastery is a pyramidal building made of blood-red brick and black mortar that glows faintly at twilight. The city also houses the Vaults of the Dead, a large complex of catacombs that hold Karrnath's undead legions. Additionally, Atur Academy, an arcane institute specializing in teaching necromancy, is located in the city. The Crimson Monastery continues to hold open ceremonies to mostly packed audiences of the faithful, despite the crown's official break with the Blood of Vol. Atur has a thriving nightlife with a large number of theaters, bordellos, and feast halls open all night.
Aundair
Aundair, the "civilized" nation, is known for its arcane prowess and refined culture. Once part of the united Galifar, Aundair suffered greatly during the Last War, losing significant territory. However, it retains its reputation as a center of magical research and artistic expression. The nation's landscape varies from fertile farmlands to enchanted forests, with cities like Fairhaven showcasing elegant architecture and magical wonders. The Royal Eyes of Aundair, their elite arcane corps, maintain a vigilant watch. The influence of the arcane is woven into every aspect of life, from magically enhanced agriculture to the protection of its borders. Political intrigue thrives, with the royal court and the arcane institutions constantly vying for influence. Expect to encounter scholarly wizards, cunning diplomats, and perhaps, even the fey within the enchanted woods.
Auxylgard
Auxylgard is a Thrane fort located in the Auxyl Hills in the northern part of Thrane. It is positioned at the end of an Orien trade road that connects to Daskaran to the northeast and Flamekeep to the southeast. The fort is approximately 30 miles southeast of the Silver Caves and nearly 100 miles northwest of the Face of Tira. High in the Auxyl Hills, Auxylgard stands as a relic of a bygone era, a great blocky fortress made of crumbling gray stone. Horse trails lead from Auxylgard through the surrounding countryside to Daskaran, Flamekeep, and Athandra. Soldiers on the battlements of Auxylgard can spot trouble from miles away and mobilize quickly to any of these three cities. The fortress is surrounded by scorched hills and has a strategic importance due to its location on the road to Flamekeep.
Avaroth
Avaroth is a town located in central Thrane, situated on an Orien trade road midway between Sigilstar and the small town of Athandra, and approximately 40 miles south of Kruuth Tor.
Azure Bay
Azure Bay, nestled south of Droaam, belies its tranquil name. Its waters, a shimmering cerulean, mask a treacherous domain. Jagged, submerged reefs snag unwary vessels, remnants of ancient, monstrous upheavals. The bay's shores, fringed with mangrove thickets and crumbling stone, whisper of forgotten civilizations and the monstrous denizens that claim them now. Gnoll raiders, their eyes gleaming with avarice, patrol its waters in sleek, bone-crafted skiffs, preying on merchant ships foolish enough to stray too close. Merrow tribes, their haunting songs echoing through the fog-laden mornings, lurk beneath the surface, their tridents thirsting for blood. Whispers of a colossal, scaled horror, a relic of Droaam's primal past, stirring in the bay's deepest trenches, add a chilling layer of dread. The air hangs heavy with the scent of salt and decay, a constant reminder of the bay's untamed nature, and the dangers that lurk both above and below its beautiful, deceptive surface.
Balinor's Sorrow
Balinor's Sorrow is a solitary structure in the Shadow Marches that serves as a monitor to prevent the swamp's progression past Urthhold. It is located to the south of the Shadow Marches and is associated with the deity Balinor, who is the Sovereign of Horn and Hunt and is revered by rangers, druids, and barbarians.
Baran's Keep
Baran's Keep is a ruined Brelish fortification located north of the Howling Peaks in Breland. It lies on the Orien trade road between Dragonroost in Zilargo and Wroat, the Brelish capital. It was a military installation during the Last War and is now abandoned.
Barren Keep
Barren Keep is a ruined fortification located in the southwestern tip of the Mournland, at the end of an Orien trade road. It was once heavily fortified and served as a stronghold of the Silver Flame. The Mournland itself is a desolate and eerie landscape, filled with the remnants of the Last War and the effects of the Mourning, a catastrophic event that destroyed the nation of Cyre and left the land barren and haunted.
Barren Sea
The Barren Sea, a desolate expanse separating western Khorvaire, northwestern Xen'drik, and eastern Sarlona, earns its name with chilling accuracy. A silent, almost oily stillness permeates its surface, a stark contrast to the tumultuous oceans surrounding it. No schools of fish shimmer, no playful dolphins leap; the waters offer only a vacant, unsettling calm. Whispers abound of a forgotten calamity, a magical blight that purged life from its depths. Some theorize a lingering echo of the giants' war, others a dark experiment gone awry. Yet, it was this very barrenness that allowed desperate refugees—humans, shifters, and kalashtar—to flee Sarlona, their fragile vessels slipping through the silent, watchful expanse. Merfolk avoid its shores, and even the most monstrous denizens of the deep seem to shun its lifeless embrace, leaving a haunting, empty sea.
Bastion
Bastion is a military installation located in central Karrnath, situated between Karrnwood and the Ashen Spires on the east–west Orien trade road.
Basura Swamp
Basura Swamp is situated in the Q'barra region of Khorvaire. It is known for its inhospitable nature and is home to various dangerous creatures, including dire and horrid lizards and dinosaurs. The swamp is also the site of Camp Manticore, a series of camps established by House Tharashk to study and exploit Dragonshards fields, which has a notorious reputation for the disappearance of many explorers.
Bay of Madness
Where the Crawling Swamp's miasma spills into the western sea, the Bay of Madness festers. A perpetual fog, thick with swamp rot and salt, shrouds the water. Twisted mangrove roots, half-submerged, claw at passing vessels. The air crackles with aberrant magic, remnants of Xen'drik's proximity and the swamp's strange energies. Whispers, both real and imagined, echo across the water, driving sailors to paranoia. Strange, bioluminescent creatures surface and vanish, leaving trails of phosphorescent slime. The bay is a haven for monstrous swamp denizens and the insane, drawn to its unsettling aura. Navigation is treacherous, with shifting sandbars and unseen currents, making it a graveyard for unwary ships.
Bay of Swords
The Bay of Swords, also known as Crescent Bay, is situated where the Demon Wastes, the Eldeen Reaches, the Shadow Marches, and Droaam meet. This area is home to various interesting and dangerous elements, including Blood Crescent, a small port outpost of House Tharashk, and Yrlag, a town in the Shadow Marches with potential for adventure. The region around Crescent Bay is rich with diverse and intriguing elements, such as the Greensingers, Shae Loralyndar, Fiendfell, and the Stonecage Mountains. It also features the Crawling Swamp, Cults of the Dragon Below, harpies in the Byeshk Mountains, and Suthar Draal and the Prince of Bones.
Bitter Sea
The Bitter Sea, a frigid expanse north of Khorvaire, separates the continent from the icy grasp of the Frostfell. Its waters, deceptively calm, conceal treacherous currents and drifting icebergs, hazards to even the most seasoned sailors. Two channels, the Icewhite and Icegaunt, carve paths through the frozen landscape, offering passage though fraught with peril. Despite its chilling nature, the Bitter Sea hums with maritime activity. Thrane, Aundair, Karrnath, and even the Lhazaar Principalities maintain naval presence here, their vessels navigating the frigid waters. House Lyrandar, from their base in Stormhome near Scions Sound, dominates the skies and sea, their dragonmarked ships a common sight. Though considered one of Eberron's safer oceans, the Bitter Sea is far from benign. The threat of ice, storms, and the occasional monstrous denizen of the depths ensures that even here, adventure and danger are never far below the surface.
Black Pit
A village in northern Breland in an isolated valley in the Blackcaps, named after a large black hole believed to lead to Khyber, a dangerous and depressing place.
Blackbones
This is a district in the Cogs, the lowest part of Sharn. It is known for its dangerous and criminal elements. The Red Hammer, a tavern that caters to warforged, is located here and is run by two warforged named Blue and Crucible.
Blackwater Lake
A vast, dark expanse of water shrouded in mist, Blackwater Lake is known for its murky depths that conceal monstrous aquatic creatures. The shores are lined with twisted trees and jagged rocks, creating an eerie atmosphere that deters most travelers.
Blood Crescent
Blood Crescent is a hamlet located on the southern tip of the Demon Wastes. It was founded and is inhabited entirely by House Tharashk during the latter years of the Last War, after several failed attempts. The outpost serves as a base for narstone and Khyber dragonshard mining operations in the Demon Wastes. The town has a population of 82 and has faced significant challenges, including losing three scouting expeditions and being assaulted multiple times by Carrion Tribes and monsters. House Tharashk uses Blood Crescent as a foothold in the Demon Wastes, sending parties to scout for resources and employing adventurers for protection and scouting duties. The outpost commander, a ruthless and no-nonsense Baruk (male half-orc), leads a company of elite house guards alongside scouts and laborers necessary for the mining operations.
Bloodcliff Bay
Bloodcliff Bay, a jagged maw gnawing at the Demon Wastes' edge, reeks of sulfur and decay. Crimson cliffs, stained by some ancient, unholy tide, plunge into churning, black waters. The air vibrates with the maddening whispers of trapped fiends, their cries echoing from the bay's depths. Jagged, obsidian rocks, slick with brackish foam, jut from the waves, forming treacherous shoals that have claimed countless ships. Twisted, skeletal trees, remnants of a corrupted forest, claw at the sky along the shoreline, their branches draped with rotting seaweed. The bay's waters, perpetually shadowed by a pall of noxious fumes, conceal grotesque, mutated sea creatures, warped by the Demon Wastes' corrupting influence. Bloodcliff Bay is a place of dread, a gateway to the darkest corners of Eberron, where the veil between worlds thins and the nightmares of the Abyss seep into reality.
Bluevine
Bluevine is a village located near the eastern border of Aundair. It lies on the Orien trade road between Lathleer and Ghalt.
Breland
Breland, a nation forged in the fires of the Last War, embodies resilience and innovation. King Boranel ir'Wynarn, a shrewd and beloved ruler, guides this land of sprawling cities and fertile plains. Sharn, the City of Towers, stands as a testament to Breland's ambition, a vertical metropolis where social strata intertwine amidst soaring spires. Beyond Sharn, Breland boasts a diverse landscape, from the agricultural heartland to the mysterious King's Forest. The nation embraces a pragmatic approach, welcoming diverse races and cultures. This openness, however, breeds both opportunity and intrigue, as criminal syndicates and political factions vie for power. Breland's military strength, though diminished after the war, remains formidable, and its agents are known for their cunning.
Cape Far
Cape Far is a location in the Lhazaar Principalities, a country comprising a strip of land and a collection of islands on the northeastern coast of Khorvaire. Dreadhold, a prison island, is located off the northern coast of Cape Far. Dreadhold was created on the orders of Karrn the Conqueror of Karrnath to exile overthrown rulers and out-of-favor courtiers.
Castle Arakhain
Castle Arakhain serves as a private dwelling for King Boranel ir'Wynarn and his family, located near the small town of Ardev in western Breland. The castle is used as a retreat from the royal court and receives much of its supplies from the markets of Ardev, with a good number of King's Citadel agents operating in the town to protect the royal family.
Cazhaak Draal
Cazhaak Draal is a ruined hobgoblin metropolis located in the Stonelands of Droaam. It was overrun by the daelkyr during the Daelkyr War, and all of its inhabitants were petrified, leaving behind weathered goblinoid statues throughout the city streets. The city remains remarkably well-preserved, possibly due to the magic that turned its inhabitants to stone. A group of medusas, gargoyles, and basilisks emerged from the Underdark and currently lay claim to a section of the ruins, which is now under the leadership of Sheshka, the Queen of Stone.
Cliffscape
Cliffscape is a city located in the Lhazaar Principalities. It is known for being dedicated to gambling in all its forms and is controlled by Sigor Brand, who founded the city and maintains neutrality in Lhazaar politics to ensure the continuation of his money-making operations. Several pirates use Cliffscape as their base, with at least four claiming a tavern as their headquarters. The city also serves as a neutral ground for princes to negotiate, with Sigor Brand ensuring that no one interferes with the gambling activities. The city's unique setting and focus on gambling make it a notable location for adventures and intrigue in the Lhazaar Principalities.
Cliffside Docks District
It is built into the side of cliffs along the Dagger and Hilt Rivers and is known for its businesses that cater to shipping and adventuring interests.
Clifftop Tower District
One of the upper regions of the city, where the wealthiest inhabitants live, enjoying the freshest air and least claustrophobic views. The district is divided into upper and lower levels, with the upper level forming a ring around a central dome and the lower level consisting of a courtyard and a two-level tavern. The district is accessible via the Morgrave University Air Shuttle from the upper level of the Clifftop Tower District.
Cragwar
Cragwar is a large town in northern Breland that was a highly contested area during the Last War, changing hands at least nine times between Thrane, Aundair, and Breland, though it officially belonged to Breland when the Treaty of Thronehold was signed. It is strategically important due to its proximity to rich silver and gem deposits in the eastern Blackcaps, and it is the largest source of mithril in western Khorvaire. House Kundarak and House Cannith both have a presence in Cragwar, with House Kundarak ensuring the town's operations and profitability. The town is also known for its Aurum presence, with members like Daeluse d’Kundarak and Zeed operating there.
Crescent Bay
Crescent Bay, a brackish curve where the Shadow Marches bleed into the Demon Wastes, pulses with a raw, untamed energy. Here, the reek of swamp meets the tang of the Thunder Sea, a volatile mix mirroring the region's inhabitants. Blood Crescent, a rough-hewn port of House Tharashk, juts out, its docks bustling with narstone shipments and the gruff voices of dragonmarked prospectors. Inland, Yrlag, a village clinging to the marsh's edge, whispers of ancient orcish rituals and the secrets buried beneath the mire. The bay itself, a treacherous stretch of water, reflects the shifting power dynamics of the area: the influence of Droaam's monstrous denizens, the wild magic seeping from the Eldeen Reaches, and the ever-present threat of the Demon Wastes. This is a place of hard bargains, hidden dangers, and the promise of untold riches for those brave enough to navigate its treacherous currents.
Crown Island
Crown Island is known for its inhospitable terrain and has been a site for various pirate fortresses throughout history. According to legend, Lhazaar, the founder of the Principalities, originally set her pirate throne there. The island's appearance is characterized by a wide and shallow caldera, with lava that has hardened into glistening obsidian and tide pools of vibrant colors due to volcanic compounds and over-salinity. Its name is derived from both its appearance and historical function as a fortress site. The island is also notable for its association with the Silver Flame, as some sources suggest it could be a principality dedicated to this deity.
Dagger Wood
A forest region in Breland.
Danthaven
A small town in central Thrane, situated between the Auxyl Hills and the Tamor Hills, known for its strategic location on Orien trade routes.
Darguun
Darguun, a territory carved from the former Cyran lands, is a realm of goblinoid dominance. Once fractured tribes, the goblinoids united under the charismatic hobgoblin, Haruuc, establishing a nation built on martial prowess and a warrior culture. The region is a mix of rugged terrain and repurposed Cyran fortifications. Goblinoids, including goblins, hobgoblins, and bugbears, are the primary inhabitants, with a strong emphasis on tribal loyalty and respect for strength. Darguun is known for its skilled mercenaries and its uneasy relationship with the neighboring nations. Expect encounters with warbands, tribal leaders, and potentially, remnants of Cyran resistance.
Daskaran
Daskaran is a town located in the foothills of the Starpeaks Mountains in Thrane. It was once the capital of Thrane but was severely damaged by a great fire in 696 YK, leading to most of its population fleeing to nearby Flamekeep. The town is now known for its neat cobbled streets and quiet pine forested hills. Daskaran is also historically significant due to the Sky Battle of Daskaran. This was the first aerial battle of the Last War, where 27 Sky Knights of Aundair faced off against 30 Wyvernriders of Thrane above the town.
Demon Wastes
The Demon Wastes: a blasted, lawless expanse in northern Khorvaire, a place where the veil between Eberron and the fiendish planes is thin. Here, the remnants of ancient fiendish armies and the cults that worship them hold sway. The land itself is corrupted, twisted into jagged rock formations, tainted rivers, and perpetual storms that howl with demonic whispers. Tribes of savage barbarians, mutated monstrosities, and the degenerate offspring of fiends roam the Wastes. The Carrion Tribes, the Lords of Dust, and the monstrous Daughters of Sora Kell all vie for control. The region is a haven for outlaws, cultists, and those seeking forbidden knowledge or dark power. Travel is perilous, with unpredictable magical storms, treacherous terrain, and the constant threat of demonic incursions making it a true test of survival.
Demonsong Bay
Demonsong Bay, a festering wound upon Khorvaire's edge, borders the desolate Demon Wastes. Its waters, perpetually shadowed by the tainted sky, churn with unnatural currents and the ghostly echoes of fiendish chants. Grotesque, bioluminescent sea life, mutated by the Wastes' corrupting influence, patrols the murky depths, their forms a horrifying parody of nature. Jagged, obsidian cliffs, slick with foul ichor, line the bay's perimeter, offering precarious footholds for the desperate and the damned. Whispers of lost cults and sunken temples dedicated to the Lords of Dust linger in the salt-laden breeze, promising dark bargains and the lure of forbidden power. The bay’s waters are a chaotic mix of black and sickly green, and the stench of sulfur and decay hangs heavy, making even the most seasoned sailor wary. It’s a place of constant threat, where the veil between worlds thins, and the denizens of the Demon Wastes reach out with grasping claws.
Desolate
Desolate is a cursed settlement located on the eastern edge of the Demon Wastes. It has been known by different names such as Greenholt, Newholt, and Kymar's Folly, and it has changed hands multiple times without any of the populations remaining. The settlement has been attempted by Aundair, Thrane, and House Lyrandar, but each time the population vanished overnight, leaving behind all their possessions.
Dhavin's Post
Dhavin's Post is a village in the Shadow Marches on the border with Droaam, known for being the last stop in the Shadow Marches before entering Droaam. It is a small village made up of Orcs, humans, and half-orcs, where the main occupation of its people is fishing along the banks of the Blackwater river.
Dollen on the River
Dollen on the River is a ruin located in the northern Mournland, situated on an Orien trade road just south of the Cyre River and opposite Vurgenslye in Karrnath. Before the Mourning, it was likely a significant settlement due to its strategic location for trade with other northern nations. However, after the cataclysmic event that transformed Cyre into the Mournland, Dollen on the River became a desolate ruin, much like other locations in the region.
Dragon's Crown
Dragon's Crown is a ring of ten giant monoliths of unknown origin, and very little grows around these monoliths, making the area barren. The site is the focus of many local rumors and is often associated with dark magic, as nothing grows inside the stone circle. On nights when one or more moons are full, the rocks glow with a sinister light, and odd sounds fill the air. Sometimes, animal carcasses are found inside the circle, leading some locals to believe that cultists use the place to conduct evil ceremonies dedicated to the Dragon Below.
Dragonroost
Dragonroost is a small town in northern Zilargo, serving as the first point of entry in Zilargo from Breland for merchants on the Orien trade road. It is located in a valley just north of Dragonroost, where the gnomes of Zilargo negotiated with Galifar I to join the Kingdom of Galifar as an independent province. During the Day of Mourning, many refugees from Cyre fled to Dragonroost. The town is named after the numerous "domesticated" faerie dragons that roost in the area.
Dreadhold
Dreadhold is a prison island established by Karrn the Conqueror as a place for exiling overthrown rulers and out-of-favor courtiers. Later, the early Galifar kings converted it into an almost inescapable prison for the most dangerous criminals from across the continent, including those sent there as punishment for wartime atrocities during the Last War. The island is managed by the dwarves of House Kundarak, who consider a tour of duty at Dreadhold to be equivalent to exile. The prison is designed to hold up to three hundred prisoners, with the current average being around two hundred. Dreadhold is known for its grim and functional design, with the western side of the island devoted to House Kundarak operations, including mystical workshops, living quarters for visiting nobles, and massive vaults for storing treasures. It's known for its strong security measures, such as an antimagic field to reveal the presence of invisible intruders or disrupt magical disguises.
Dreadwood Isle
Dreadwood Isle, a shadowed neighbor to Lorghalan, is a stark contrast to its vibrant, gnomish kin. Veiled in perpetual mist, its shores are guarded by gnarled, ancient trees, their branches draped in eerie, phosphorescent moss. The island pulses with a primal, untamed energy, a direct conduit to Lamannia's wild heart. Legends whisper of monstrous beasts that roam its dense, untamed interior, and of ancient rituals performed beneath the pale moonlight. Where Lorghalan celebrates wit, Dreadwood Isle embodies raw, untamed power. Its soarwood groves, twisted and gnarled, are said to hum with a strange, dark magic, coveted by secretive Zil gnomes. The island's air crackles with an unsettling stillness, a silent promise of the primordial forces lurking within. Few dare to venture into its depths, for Dreadwood Isle holds secrets best left undisturbed, a place where the veil between Eberron and Lamannia is dangerously thin.
Droaam
Droaam, a wild and untamed territory in western Khorvaire, is a land ruled by monstrous humanoids. Once a collection of scattered tribes, it's now united under the Daughters of Sora Kell, three powerful hags. Expect to encounter goblins, gnolls, ogres, and all manner of monstrous folk. The territory is a patchwork of rugged terrain, from rocky badlands to dense forests. Droaam lacks the organized infrastructure of the Five Nations, making travel perilous. Its cities, like Graywall, are rough and dominated by monstrous architecture. Adventurers should prepare for encounters with powerful warlords and ancient, untamed magic.
Drum Keep
Drum Keep is a Brelish military installation located on the western edge of the Blackcaps mountains in northern Breland, on the Orien trade road south of Xandrar. Its primary function is to guard the border with the Eldeen Reaches. Drum Keep also serves as the main garrison for Xandrar and the lands of Countess Yassiv ir'Oeskai. From this location, one can observe the ever-changing Kyrrilspire in the Blackcaps. Additionally, Drum Keep is the ancestral holding of the ir'Oeskai family.
Eldeen Bay
Eldeen Bay, a sprawling expanse where realms collide, reflects the wild heart of Eberron. Its waters, a shifting mosaic of deep blues and storm-grey hues, border Aundair's civilized shores, the untamed Eldeen Reaches, and the ominous Demon Wastes. A chilling mist often hugs the bay's surface, carrying whispers of druidic rituals and the distant howls of fiends. Currents, unpredictable and strong, weave through submerged ruins, remnants of ancient battles and forgotten settlements. Fishing vessels, bearing the marks of both Aundairian craft and Eldeen ingenuity, ply the waters, navigating the ever-present threat of monstrous sea creatures and the eerie influence of the Demon Wastes. The bay's shores are a tapestry of sandy beaches, rocky cliffs, and dense, primeval forests, each hinting at the diverse and often dangerous secrets hidden within Eldeen Bay's depths.
Eldeen Reaches
The Eldeen Reaches, a vast expanse west of the Five Nations, presents a stark contrast to the industrialized heart of Khorvaire. Here, nature reigns supreme, a wild tapestry of ancient forests, untamed plains, and mystical groves. The Reaches are home to druidic sects, werebeasts, and fey creatures, all deeply connected to the land's primal energies. Druid circles, like the Wardens of the Wood, hold significant influence, guiding the region's spiritual and ecological balance. The Reaches are not without their dangers; corrupted pockets of nature, known as the Mournland's fringe, and territorial beasts pose constant threats. The region's isolation has fostered unique traditions and a deep respect for the natural world, making it a place of both wonder and peril for adventurers.
Erlaskar
Erlaskar is a small town in the southern Eldeen Reaches, located on the northern shore of Silver Lake and on the western bank of the Silver River. House Vadalis, a dragonmarked house, has an enclave in Erlaskar, which effectively controls the town.
Eston
Eston was a small city in Cyre, located beside Lake Arul on the northwestern border, and served as the base of operations for House Cannith. It was known as the "Throne of Cannith" and was renowned as a "place of wonders," where "magic comes to life." The city was devastated during the Day of Mourning, when an unknown magical holocaust destroyed the nation of Cyre, transforming it into a part of the Mournland. Now, Eston lies within the Mournland, a desolate and dangerous region covered by a dead-gray mist, with shattered streets and collapsed buildings. The area around the ruined city is home to mutated monsters and free-floating living spells, making it a perilous place for adventurers.
Eyrie
An artificial mountain that serves as a meeting place for the Conclave of Argonnessen, built to hold over a thousand dragons and maintained by stone giants and iron golems.
Faded Forest
The Faded Forest is a sizable stretch of woodland in Breland near the village of Mistmarsh, just north of the Howling Peaks. This forest is known for its pale bark and almost black leaves, creating an eerie atmosphere. It is home to two rare trees: the dragonseye oak and the ghost oak, whose acorns are a significant source of income for the villagers of Mistmarsh. The forest is also notable for a massive arch made of bleached white wood in its center. On the tenth night of each month, this arch becomes a portal to Mabar, the Plane of Endless Night, and the entire region becomes a manifest zone throughout the month of Sypheros.
Fairhaven
Fairhaven, Aundair's capital, is a major hub and royal seat. Divided into twelve wards, it boasts a long history and strong defenses. Its thick walls, built over centuries, feature only two gates and a river dock. Despite the Last War, the city's defenses remain untested. The Dark Dagger gang, led by changeling Kreelo, controls crime, operating from a former cathedral. Religion-wise, while present, the Silver Flame's influence is muted. King Wrogar's closure of their cathedral after Thrane's takeover fostered a less favorable view, contrasting with other Khorvaire regions. Fairhaven is also home to Wynarn University. University of Wynarn: A major center of learning in Aundair. The university is a primary institute of arcane studies in the Five Nations, alongside Arcanix. It offers a well-rounded education and is particularly noted for its expeditions to Xen'drik and its academic research.
Farlnen
Farlnen, a frozen isle in the Lhazaar's north, is ruled by the enigmatic Lady Illmarrow from her fortress, Illmarrow Castle, it's the Blood of Vol's dark heart. Here, elves who fled Aerenal after House Vol's fall embrace necromancy, their society governed by the Grim, an undead council of vampires and liches. Port Cairn, the Bloodsails' city, clings to the icy coast, a haven for those who serve the Blood. The island's bleak landscape, though harsh, yields strange bounty: ebon sedge grass, darkwood, and other magically sustained flora. The icy winds whisper of Erandis Vol's power, and the island is a constant reminder of the undead power that brews in the north.
Farwatch
Farwatch, a jewel among the Lhazaar Principalities, rests as one of a cluster of islands and a slender mainland stretch on Khorvaire's northeastern edge. Its rugged shores and hidden coves speak to a rich history of seafaring prowess and a notorious past steeped in pirate lore. The salty air carries tales of daring voyages and swashbuckling adventures, painting a vivid picture of a culture deeply intertwined with the unpredictable embrace of the open sea.
Festering Holt
Festering Holt is a hamlet with a population of 200 near Ashtakala in the Demon Wastes. It serves as a way station for travelers in the middle of nowhere, located in the western shadows of the Icehorn Mountains, not far from the northern twists of the Labyrinth, and a few days south of Ashtakala. The hamlet is known for its harsh conditions and the inhabitants' tendency to take advantage of the weak and unprepared.
Fist of Onatar
The Fist of Onatar is an active volcano located at the southern end of the Ironroot Mountains within the Mror Holds. It is considered sacred by the local dwarves, who believe it is a holy place dedicated to the god Onatar. The volcano is also believed to be an area rich in magical energy and potentially home to powerful dragonshards beneath its lava. Scholars from Aundair theorize that the Fist of Onatar might be a manifest zone linked to Fernia, further adding to its mystical significance. The dwarves of the Mror Holds guard the Fist of Onatar with great zeal, protecting it from outsiders. This volcano plays a significant role in the lore and culture of the region, serving as a source of both religious devotion and economic interest due to its potential mineral wealth.
Flamekeep
Flamekeep is the largest city in Thrane and serves as its religious and political center, with a population of 150,000 people and nearly half of Thrane's 2.3 million inhabitants living in its immediate vicinity. It was built around the Silver Flame and the city grew around this holy site. The Cathedral of the Silver Flame, the highest point in the city, is located on a hill and is the spiritual heart of the Church of the Silver Flame. The city is an island in a tightly enclosed bay, connected to the mainland by three bridges. The Keeper of the Flame, Jaela Daran, rules from here, although the Council of Cardinals, led by High Cardinal Krozen, manages the country's secular affairs. Cathedral of the Silver Flame: The central religious building in Flamekeep, where the Silver Flame is housed and worshipped. Thalingard: The former royal castle of Thrane, now situated on the western foothill of the Cathedral.
Fort Bones
Fort Bones is a military installation in Karrnath that guards the border with the Talenta Plains. Established in 903 YK during the Last War, it houses the Company of the Skull. The fort is far from the heart of Karrnath and lacks a lightning rail connection, with roads to it still damaged from war. It is known for its skeletal warriors who keep watch on the ramparts. Fort Bones serves as a strategic outpost, with soldiers stationed there monitoring the Valenar and Halfling tribes.
Fort Bright
Fort Bright is a fortification located in the northeastern part of the Mournland, situated on an Orien trade road just south of the Cyre River and opposite Karrlakton. Unlike other locations in the Mournland, which are indicated as ruins, Fort Bright remains intact and is not labeled as a ruin on the maps of Khorvaire. It serves as an outpost used as a staging point for search missions and to prevent anything from wandering out of the Mournland. The fort is run by Aundair.
Fort Deepdark
Fort Deepdark is a military installation in eastern Karrnath, lying southwest of Irontown and guarding the Karrnath-Talenta border. It is under the command of Brandin ir'Dulinch. Since Sul 8th, 998 YK, there has been a land rush for the former estates of the ir'Hauptrach, ir'Jennrei, and southern ir'Orall families, which lie southwest of Fort Deepdark and Irontown, after King Kaius ir'Wynarn III opened these up for resettlement. Fort Deepdark plays a role in the ongoing cultural exchange and resettlement efforts in the region.
Fort Zombie
A military installation in Karrnath that guards the border with the Talenta Plains. It is a stop on the House Orien lightning rail line that runs through Karrnath, providing quicker access to supplies and communication with greater Karrnath compared to Fort Bones.
Frostmantle
Frostmantle is the capital of Clans Toldorath and Tordannon, a settlement located in the Mror Holds at the southern inlet of Mirror Lake. It is situated between the Ironroot Mountains and the Hoarfrost Mountains, just to the east of Goradra's Gap. Frostmantle Fire is a spiced whisky that uses iron spice, a spice similar to cinnamon, and it is associated with the Frostmantle region.
Galethspyre
Galethspyre, a key Breland port on the Dagger River, boasts bustling, Citadel-monitored docks active day and night. It's a major barge and ferry hub, with frequent trips to Wroat. Known for textiles and "Breland Blue" dye, its strong scent defines the town. Lumber from Dragonwood is milled and carved here. House Deneith maintains a large enclave for Droaam-bound caravans. House Phiarlan hosts grand festivals thrice yearly, attracting Brelish elites. The Galethspyre, a 600+ foot blue stone spire, is a landmark and possible manifest zone, believed to emanate positive divine energy, subtly enhancing the town.
Gatherhold
Gatherhold is the largest settlement in the Talenta Plains. It is built into rocky outcroppings on the eastern shore of Lake Cyre, providing a place for halfling tribes to trade, celebrate festivals, and hold tribal councils. House Ghallanda maintains the town and its headquarters, while House Orien operates a lightning rail line that passes through the town. The town's population is around 2,300, but it can swell to almost 100,000 during the annual festival.
Ghaash Dar
Ghaash Dar is a town located in the center of The Labyrinth within The Demon Wastes and serves as the primary settlement of the Vaanka clan of the Ghaash'kala orcs, who are dedicated to containing the evils of the Demon Wastes and worship Kalok Shash, the binding flame. The Ghaash'kala are split into four clans, each with its own distinct territory within the Labyrinth and each clan has two leaders: the kizshmit, who is the military leader, and the sar'malaan, who is the spiritual leader or high priest. The Vaanka clan, which inhabits the northwestern portion of the Labyrinth and protects the entrances from the rest of the Wastes, has Ghaash Dar as its main settlement.
Ghalt
Ghalt is a small town located near the lightning rail line between Marketplace and Passage but does not have a stop on the line. Ghalt's primary industry is vineyards, reflecting much of central Aundair's economy. The town is divided into three major districts: Old District, Fool’s Fair, and Riverside Field. Old District houses the oldest buildings and the seat of Mayoral power. Riverside Field was one of the furthest halfling encampment settlements in the early days of the Galifar Empire. Ghalt also has a significant population of dwarves due to the large Twilight Church of the Sovereign Host built of black granite. Ghalt hosts two legendary wine festivals each year, celebrating the unveiling of the latest vintage in the Spring and the successful harvest of a future crop in the Fall. House Ghallanda has established a small enclave in the town to accommodate the seasonal influx of visitors.
Glumtown
Glumtown, nestled deep within the Shadow Marches, is a ramshackle settlement clinging to the edge of civilization. It’s a place of perpetual dampness and gloom, where the air hangs heavy with the scent of bog and woodsmoke. The town serves as a rough trading post for the scattered tribes of the Marches and the occasional daring merchant. Mud-caked huts and rickety platforms form the core of Glumtown, populated by wary marsh dwellers, half-orcs, and those seeking to escape the scrutiny of the Five Nations. Expect crude taverns, whispered rumors, and a general air of distrust. The town's primary draw is its proximity to rare herbs and the occasional relic unearthed from the marsh's depths, but danger lurks in the shadows.
Glyphstone Keep
Glyphstone Keep is an ancient ruin located on the eastern bank of the Dagger River north of Wroat. It was once a Brelish military installation and is known for its large underground complex. The keep has been abandoned for a long time, predating the event known as The Breaking. In more recent times, it was involved in a scheme created by Samuel Goldshire, where many prisoners of war from Camp Taer Valaestas were sent there. The keep's strategic location made it useful for securing supplies from The King’s Forest and the Howling Peaks. It is also noted for its underground complex, which is rumored to extend to great depths.
Gold Mire
Gold Mire, a village located within the Shadow Marches.
Goradra Gap
A deep canyon in the western part of the Mror Holds, extending into Khyber and said to house dangerous beasts and a hidden kingdom.
Graywall
A small city in the monster nation of Droaam, built atop ancient Dhakaani ruins. It is designed by the mind flayer Xor'chylic with subliminal patterning that causes newcomers to feel dread and apprehension. Graywall is known for its unique districts, including Sar Kuraath for goblins and kobolds, the Karda for the mayor's residence and courthouse, and the Deep Doors for Dhakaani ruins. The city is a hub for trade and illicit goods, attracting adventurers and those seeking freedom from the laws of the Five Nations.
Graywall Outpost
An outpost controlled by House Deneith in the Graywall Mountains, located in a key pass near the shared border of Breland and Droaam.
Greenblade
Greenblade is a settlement located on the northern shore of Silver Lake in the Eldeen Reaches. During the Last War, Breland occupied Greenblade along with Sylbaran and Erlaskar, but after the war, these areas became part of the newly independent Eldeen Reaches. The Eldeen Reaches, governed by druidic sects, are largely self-governing and have a strong connection to nature, with communities including awakened animals and plants as members.
Greenheart
Greenheart is a small town and the capital of the Eldeen Reaches. It serves as the main base for the Wardens of the Wood druid sect and their leader, the Great Druid Oalian. The town's population is around 1,260, and it increases exponentially during conclaves or important druid ceremonies when members of all sects converge on Greenheart. Greenheart is a religious community that gives shelter and sustenance to travelers who respect the land, but it lacks a marketplace or tavern.
Greentarn
Greentarn is an island in the Lhazaar Principalities located across the Far Strait from Cape Far and mainland Khorvaire. It was one of the first places on Khorvaire to have human settlement, as it was colonized by the famous human explorer Lhazaar. Regalport, the de facto capital of the Lhazaar Principalities, is built on a protected deepwater bay on the eastern side of the island. The island is known for its rich history and strategic importance, serving as a central location for naval activities and trade.
Grellreach
Grellreach is a town known for its unique atmosphere and cultural elements. It is run by a lawful neutral (LN) Grell, a creature that the goblinoids in the area worship as a demigod.
Griffonclaw
Griffonclaw is situated near the edge of the Mournland, north of Valenar's fort, and is a minor waypoint on the lightning rail from Gatherhold to Cyre. The Mournland Express, a new addition to House Orien’s lightning rail service, stops at Griffonclaw as part of its route from Atur in Karrnath to the edge of the Mournland.
Grimstone Keep
A fort filled with gargoyles ruled by Cairngorm, an unusually intelligent and clever nabassu gargoyle.
Grimwall
Grimwall is a hidden city located on the north coast of Orgalos island in the Lhazaar Principalities. It was originally built by goblins in pre-human Khorvaire, probably during the Dhakaani Empire, and is carved entirely out of the rock in a chamber that is 300 feet high and occupies approximately one square mile. The city is currently used and occupied by the Black Fleet as their base of operations.
Grove of Guardian Trees
A mystical grove, home to giant trees and a variety of druid and shifter communities. It is a place of ancient magic and is believed to be either awakened trees or ancient growths from the time before time began.
Haka'torvhak
Haka'torvhak is an ancient ruin in central Q'barra carved into the side of a volcano. It means "throne of the holy dragons" in Draconic and was given by the lizardfolk and dragonborn of Q'barra. The site was the location of a massive battle between dragons and fiends during the Age of Demons, where the dragons bound powerful fiends beneath the city and left black dragons to guard it eternally. Haka'torvhak was once the seat of the Overlord known as the Cold Sun, whose influence still affects the creatures in Q'barra today. Currently, Haka'torvhak serves as a religious center for the lizardfolk tribes of Q'barra, though only a select few are allowed to enter to offer tribute or themselves to Rhashaak, the corrupted black dragon who now guards the ruins.
Hatheril
Hatheril is a hamlet in northern Breland, located on a major transportation crossroad linking Orien caravan trade roads and the northern lightning rail line which goes from Nowhere to Aundair. It lies on the southern edge of the Greenhaunt, near Lake Brey.
Havenglen
Havenglen is a village located in the Eldeen Reaches. It was originally settled by elves that migrated from Aerenal, fleeing the conflict between the Sibling Kings and the line of Vol.
Hoarfrost Mountains
The Hoarfrost Mountains are a mountain range in eastern Khorvaire, lying parallel to the Ironroot Mountains within the Mror Holds and dividing its eastern border from the Lhazaar Principalities. It is inhabited by the dwarves of the Mror Holds, with Clan Doldarun occupying Doldarunhold in the north, followed by Clan Soranath in Soranathhold south of them, Clan Londurak in Londurakhold in the central foothills, then Clan Toldorath in Toldorathhold, Clan Narathun in Narathunhold, and finally Clan Kundarak in Kundarakhold. Goliaths, who are mountain-dwelling nomads, sometimes interact with dwarves in the peaks of the Hoarfrost Mountains.
Ice Shear Isle
Ice Shear Isle, a frozen sentinel in the frigid north, whispers of forgotten ages. Its jagged, ice-clad peaks pierce the perpetual gloom, concealing a tragic past. Once, dwarven pioneers, fleeing the Frostfell, carved a settlement here, a beacon against the biting winds. But their dreams shattered when a demonic plague erupted. Desperate, Gatekeeper druids, guardians of Eberron, encased the entire isle in magical ice. This drastic act extinguished all life, a chilling sacrifice to halt the contagion's spread. Now, the island stands as a frozen tomb, its icy shell a monument to both dwarven ambition and druidic resolve, a silent warning against the horrors lurking in the cold, and a place where the air itself seems to hold the mournful echoes of a lost colony
Icegaunt Island
Icegaunt Island, a shard of Frostfell clinging to the edge of the Bitter Sea, bites with unrelenting cold. A frigid, wind-scoured expanse, it rises from the icy waves like a jagged tooth, mirroring its sister islands, Qorrashi and Tlalusk, children of Icewhite. Jagged peaks, perpetually shrouded in swirling snow, pierce the bleak sky, while frozen tundra stretches across its interior, a desolate domain of howling winds and biting blizzards. The island's shores, a treacherous maze of ice floes and razor-sharp cliffs, deter all but the hardiest of travelers. Here, amidst the frozen wastes, Icefolk humans, weathered and resilient, carve out a meager existence alongside pockets of Uldra and the occasional roaming Gargun. Legends whisper of ancient, frost-bound ruins hidden within the island's heart, remnants of forgotten civilizations and slumbering horrors. The island's air crackles with the raw power of the Frostfell.
Icehorn Mountains
A mountain range in Eberron that serves as a natural barrier between the Eldeen Reaches and the Demon Wastes.
Icewhite Island
Icewhite Island, a frigid sentinel between Khorvaire and the Frostfell, endures a perpetual winter. Jagged, snow-capped peaks pierce the biting winds, while icy plains stretch to the storm-wracked coasts. Here, hardy coastal communities, including resilient darfellans, cling to life amidst the frozen landscape. The island's isolation breeds a unique culture, shaped by the relentless cold and the constant struggle for survival. Three smaller, equally harsh islands – Icegaunt, Qorrashi, and Tlalusk – cluster nearby, their icy embrace mirroring the Frostfell's chill. The Wayfinder Foundation maintains a vital research station, a beacon of knowledge against the stark white, providing a hub for explorers charting the Frostfell's mysteries. Ancient ruins, rumored to hold secrets of forgotten civilizations, lie buried beneath the snow, beckoning adventurers.
Icewood
Icewood is a dense forest located in the northeastern part of Karrnath, known for its cold climate and mysterious nature. It is situated near the Icetop Mountains and is home to the Madstone, a Khyber dragonshard that has grown to the size of a large boulder and continues to call others to it, feeding on their minds and causing them to merge into a jumbled consciousness within the midnight-blue crystal. The Madstone is said to have emerged shortly after humans first settled the area, and one of the first humans to carry the Mark of Sentinel ventured into the Icewood and never returned, having been pulled into the depths of the dragonshard. Over the centuries, the Madstone has expanded, drawing in numerous victims and growing larger with each one. Icewood's cold and dangerous environment makes it a place few dare to venture into, with monsters and other foul creatures roaming its heart.
Illmarrow Castle
Illmarrow Castle, a chilling monument of bone and ice, clutches the Fingerbone Mountains of Farlnen. Home to Lady Vol, the enigmatic Lady Illmarrow, this fortress remains a closely guarded secret, known only to the Blood of Vol's elite and the Order of the Emerald Claw. Within its walls, Erandis Vol, a lich of immense power, commands legions of undead servants, hosting a court of vampires and specters. The isle itself is inhabited by the Bloodsails, exiled elven necromancers who venerate their ancestors as undead and view Lady Illmarrow as a venerated elder of the Grim, a shadow court of undead lords. Lady Illmarrow, Eberron's foremost necromancer, rarely ventures forth, preferring to manipulate events through agents, including formidable liches like Saera Lantol, as she strives to reclaim her lost Mark of Death and ascend as the Queen of the Dead.
Ironroot Mountains
The Ironroot Mountains are a stretch of mountains in eastern Khorvaire, lying parallel to the Hoarfrost Mountains and along the western border of the Mror Holds. These mountains are believed to contain some of the richest mineral deposits in Khorvaire. The dwarves of the Mror Holds trade and mine in these mountains, but their operations often face attacks from the Jhorash'tar orc clans. Krona Peak is located in the center of the Ironroot Mountains and serves as a trade hub for the Mror Holds. Goliaths live around the peaks of the Hoarfrost and Ironroot Mountains, and occasionally have relations with the local dwarves. Geriviars, a type of orc, wander in isolated valleys in the Ironroot Mountains and assault everyone they encounter.
Irontown
Irontown is a small town located in far eastern Karrnath, situated on the Orien trade road and lightning rail line between Vulyar and Krona Peak, on the shores of Lake Dark. It has a garrison that watches over the disputed border with the Mror Holds.
Jal Paeridor
Jal Paeridor is a mid-sized town located in central Valenar, a nation on the continent of Khorvaire. The town serves as a significant location for travel and trade within Valenar, often used as a stopping point for adventurers and merchants heading further south towards the Jungle of Simitars or the shores of Kraken Bay.
Ka'rhashan
Ka'rhashan is the largest dragonborn settlement in Q'barra and is considered a holy site to the Q'barran dragonborn, seen as their ancestral home. The city is located on the western coast of the Crimson River, near the entrance to the Basura Swamp. It surrounds an ancient fiendish citadel from the Age of Demons, featuring a great plaza with brass towers and buildings made from volcanic stone and glass. Every five years, the dragonborn clans of Ka'rhashan engage in a ritual battle to determine which clan will rule the city. The Flamebrow clan has been in power for nearly a century. High Elder Bhisma Na'kala Flamebrow, who lacks absolute authority, aligns with Newthrone and King Sebastes, urging the dragonborn not to attack human towns. Unlike other Q'barran dragonborn settlements, Ka'rhashan has opened its doors to outsiders, including humans, kobolds, and lizardfolk. However, non-reptilian visitors must be escorted by dragonborn at all times.
Kalazart
Kalazart is a ruined city located in the Mournland, which was once one of the great cities of Cyre. It was known for its lightning rail lines that connected it to other cities like Metrol and Vathirond. During the Last War, Kalazart was occupied by Thrane before being abandoned and eventually destroyed by the Mourning. The city is now shrouded in fog and is a site of dark and eerie landscapes, with mutated monsters and other hazards.
Karrlakton
Karrlakton is the second largest city in Karrnath and lies just north of the Mournland, separated by the Cyre River. It is an ancient city that existed before the kingdom of Galifar and is the ancestral home of House Deneith, which has maintained its main house enclave there since its foundation. Sentinel Tower, named for the mark the scions of the house bear, is both the ancestral home of House Deneith and the keep of Deneith's Sentinel Marshals. Karrlakton's economy is based around the manufacturing of arms and armaments and trade along the Cyre River. However, due to decreased shipping along the Cyre River, Karrlakton has turned more towards the manufacture of weapons and armor to survive. The city has seen a shift in its population, with some people emigrating elsewhere for better prospects, while scavengers and apocalyptic doomsayers have traveled to the city interested in the Mournland.
Karrn Bay
Karrn Bay, a frigid maw gnawing at Khorvaire’s northeast, mirrors Karrnath’s stern spirit. Icy winds whip off its grey waves, heralding sudden, brutal storms that challenge even seasoned sailors. The bay’s strategic importance is undeniable; it guards Karrnath’s vulnerable flank, a buffer against potential threats from the Thunder Sea and beyond. Its proximity to the Mournland casts a long, chilling shadow, the bay’s waters often carrying eerie mists that whisper of the dead. Karrnathi warships, grim and imposing, patrol its depths, a testament to the nation’s martial might. The bay’s shores, rugged and unforgiving, bear the marks of centuries of military fortification, reflecting Karrnath’s long, hard history. The cold and harsh environment of the bay has influenced the nation's military, fostering a hardy and resilient people.
Karrnath
Karrnath, a nation steeped in martial tradition and shadowed by the lingering effects of the Last War, presents a grim and disciplined landscape. Ruled by the stern King Kaius III, its people are known for their unwavering loyalty and formidable military prowess. The land itself is often harsh, with windswept plains and fortified cities. The nation's reliance on undead soldiers, a controversial practice born of necessity during the war, remains a defining characteristic. This, coupled with the influence of the Blood of Vol, a religion that reveres undeath, lends a chilling atmosphere to Karrnath. Expect to encounter well-organized military patrols, ancient burial sites, and the occasional unsettling encounter with the nation's undead legions. Political intrigue thrives, with factions vying for influence and whispers of secret alliances and hidden agendas.
Karrnwood
Karrnwood is a vast forest located in the northern part of Karrnath. It is known for its hearty wood and the feyspire of the Winter Citadel, a structure associated with the feywilds. The forest is often described as being covered in ice, and it is rarely visited by citizens of Karrnath due to the presence of the Taer Syraen, a significant landmark or structure within the forest.
Karthoon Tor
Karthoon Tor, a hulking ruin within the Shadow Marches, stands as a testament to the region's ancient, often unsettling past. It's a cluster of crumbling stone structures, half-sunken in the ever-present marshy mire, overgrown with strange, bioluminescent fungi and choked by thick, gnarled vines. Local tribes of the lizardfolk and orcs avoid the tor, whispering tales of restless spirits and forgotten rituals. The ruins are rumored to hold remnants of a pre-human civilization, perhaps even linked to the enigmatic Dhakaani Empire or older, more sinister powers. Strange glyphs, unlike any found elsewhere in the Marches, adorn the weathered stones, hinting at arcane knowledge and forgotten magic. Exploring Karthoon Tor presents a perilous challenge, with hidden traps, dangerous creatures drawn to the lingering magical energies, and the ever-present threat of the marsh itself.
Kashakanta
Kashakanta is a location within the Demon Wastes region. The Demon Wastes, located in the northwestern part of Khorvaire, is a forbidding realm of barren rock and arid soil, home to human, tiefling, and orc barbarian tribes who eke out a living in the shadows of demons and night hags.
Kennrun
Kennrun is a fortification in northeastern Breland on the border with Darguun, serving as a defensive position against monsters emerging from the nearby Mournland.
Keth
A large town in Valenar, located at the junction of the Redwater River in the central part of the nation.
Khorvaire
Khorvaire, a continent scarred by the century-long Last War, hosts diverse nations. Former Galifar, split after King Jarot's death, fuels current tensions. Breland, a cosmopolitan power, eyes Aundair's arcane might warily. Karrnath, disciplined and militaristic, nurses old grudges. Thrane, theocratic, holds Cyre's destruction, the Mourning, with suspicion. The Mourning itself, a magical cataclysm obliterating Cyre, ended the war, leaving a haunted wasteland. The Treaty of Thronehold established uneasy peace, but old rivalries simmer. The warforged, sentient constructs, seek their place. Darguun, goblinoid nations, vie for recognition. The Dragonmarked Houses, powerful guilds, exert economic influence, often beyond national borders. Each nation views others through the lens of war, a mix of fear, resentment, and ambition. The peace is fragile. The continent's future is uncertain, a tapestry of fractured alliances and lingering animosity, shaped by the war's enduring shadow.
Khorvaire's Vast Ocean
Khorvaire's oceans, vast and varied, cradle the continent. The vast Thunder Sea, a tempestuous expanse, roars with storms birthed by the Mournlands' echoes, its depths concealing monstrous kraken and drowned cities. The serene Bitter Sea, edged by Aerenal, whispers tales of elven lament and ancient shipwrecks, its waters deceptively calm above treacherous currents. Southward, the Howling Sea, where Xen'drik's primordial magic bleeds into the world, breeds storms of living ice and schools of colossal, bioluminescent predators. The Lhazaar Principalities scatter across the Steaming Sea, a patchwork of trading routes and pirate havens, where the air hums with the thrum of dragonmarked vessels and the scent of exotic spices. To the west, the vast, dangerous, and rather under explored, Western ocean provides further mystery, and risk. Travel the ocean is rife with perils and adventures.
Khyber's Gate
Khyber's Gate is a housing district in the Upper Cogs ward of the Cogs region in Sharn, Breland. It is primarily inhabited by goblins and monstrous immigrants from Droaam. The district lacks a central authority, with Daask being the closest thing to a governing body. Khyber's Gate is located between Ashblack and Blackbones and does not have the heavy industry found in other parts of the Cogs due to the absence of lava streams. The district is described as a city beneath the city, with homes and shops carved into the walls of the Cogs. The passages are wider and better lit compared to Ashblack, but the air is still filled with the smell of smoke and garbage.
King's Forest
The King's Forest is a vast tropical rainforest located in the southeastern portion of Breland, extending from the Dagger River in the west to the Trolan River (now part of Zilargo) in the east, and from the Howling River in the north to the continent's southern coast. It was once part of the larger Cormanthor forest but was abandoned by elves and became a hunting preserve for the Galifar king, now under the protection of Breland's crown. The forest is patrolled by Knight Rangers who watch for poachers and keep bandits and brigands in check. Since the Treaty of Thronehold, the eastern part of the forest belongs to Zilargo, and Brelish rangers rarely cross the border.
Korran's Maw
Korran's Maw is a clan mine that is said to be haunted and filled with terrible monsters. The Mror Holds are the homeland of the dwarves and are known for their rich mineral deposits, making locations like Korran's Maw significant for both their resources and the dangers they pose
Korranberg
Korranberg is located in Zilargo. It is the oldest city in Zilargo and is renowned for the Library of Korranberg, which is not just a library but also one of the best universities and a repository of extensive knowledge about the world of Eberron. The Library of Korranberg was founded approximately 3,000 years ago, during the time when dragonmarks were first manifesting, including the Mark of Scribing of House Sivis. It was established by Loremaster Dorius Alyre ir'Korran, who aimed to create a "fortress of knowledge" to unlock the mysteries of the world. Korranberg is also the home of the Korranberg Chronicle, a widely read newspaper that covers news from all over Khorvaire, including the Five Nations, Zilargo, and the Mror Holds. The Chronicle is known for its neutrality and objectivity, and it is distributed three times a week across Khorvaire and beyond.
Korth
Korth is the capital and largest city of Karrnath. Nestled between the Karrn River to the north and the Nightwood to the east, Korth has been the capital of Karrnath since before the empire of Galifar. The city is currently ruled by King Kaius III from his palace of Crownhome, though he leaves the day-to-day management of the city to his Civic Minister Hyran ir'Tennet, and the management of the city's garrison, the White Lions, to General Thaurum. Korth is divided into five wards: Highcourt, Temple, Commerce, Community, and the Low District, separated by riverside bluffs. Each ward has its own particular function, such as Highcourt Ward, where much of Karrnath's government operates, and the Commerce Ward, where much of Korth's business takes place. Notable institutions in Korth include the Tower of the Twelve and several house enclaves, including the headquarters for Cannith East. The city also has a lightning rail station and a harbor along the Karrn River.
Korunda Gate
Korunda Gate is a city and dragonmarked enclave located in the Ironroot Mountains within the Mror Holds. It serves as the seat of power for House Kundarak, a dragonmarked house, and acts as a gateway into both the Mror Holds and the ancient subterranean ruins of the dwarven empire beneath it. The city is built into a mountain pass and is characterized by tall, closely packed buildings made from cold stone, with wooden abodes in the poorer districts. House Kundarak ceased all mining operations in Korunda Gate when they received their dragonmarked status in 106 YK, transforming many of the mines into vaults. However, they reserved the rights to lease out their ancestral territories for mining, retaining a percentage of any earnings mined in those areas. Dwarves make up the majority of the population, but humans, elves, halflings, gnomes, and orcs are also frequent visitors.
Krag
Krag, a jagged scar upon the Steaming Sea, lies shadowed by Lorghalen's grandeur, yet pulses with a raw, untamed energy. Its shores, a mix of treacherous cliffs and hidden coves, cradle Port Krez, the easternmost bastion of the Lhazaar Principalities. Here, the scent of salt and rum mingles with the tang of illicit trade. Port Krez, a haven for pirates and scoundrels, flaunts its lawlessness. Every vice finds purchase, and the only code respected is the harsh decree of the sea. Shady taverns echo with tales of plunder and lost treasures, while darkened alleys conceal deals struck in whispers. Krag itself, beyond the port, is a wild expanse of dense jungle and forgotten ruins, a place where fortunes are won and lives are lost with equal abandon. The island, a dangerous and alluring jewel, lures those who dare to brave its treacherous embrace.
Kraken Bay
Kraken Bay, a treacherous inlet carved into the Thunder Sea’s tempestuous coast, is a place of shadowed depths and whispered dread. Jagged cliffs, perpetually slick with brine, loom over waters thick with swirling fog and the tang of salt and decay. Ancient shipwrecks, their timbers bleached and barnacle-encrusted, litter the seabed, silent testaments to the bay’s ravenous appetite. The air vibrates with the low, guttural moans of unseen creatures, and the surface ripples with the occasional, unsettling swell of something vast moving beneath. Local sailors, their faces etched with fear, speak of the colossal kraken that claims the bay as its domain, its tentacles reaching from the inky abyss to crush hulls and drag screaming crews to their doom. Whispers also tell of a lost dwarven citadel, sunk beneath the waves centuries ago, its treasures guarded by the bay's monstrous guardian. The bay is a place of shadows, secrets, and the ever-present threat of the deep.
Krezent
Krezent is an ancient ruin located in the Talenta Plains. It is the remains of a couatl city from ages past and is home to a tribe of benevolent yuan-ti who honor and revere the couatl and the Silver Flame.
Lake Brey
Lake Brey is situated in northern Breland. It is a strategic point due to its proximity to rivers and settlements, making it a focal point for political campaigns and conflicts. The Wynarn River, Lake Brey, and Brey River are mentioned as areas with potential issues regarding control and access, which can affect transportation and fishing rights.
Lake Cyre
The waters of Lake Cyre have been darkly tainted by the Mournland, similar to Lake Arul and neighboring rivers. Aberrant creatures such as kuo-toas and foulspawn inhabit the lake, and the halflings of Gatherhold believe that a monstrous creature commands these beings, causing strange lights to be seen beneath the western waters. Lake Cyre is also home to a submerged House Cannith workshop, which is still intact but flooded. It is rumored that one of Cyre's warforged colossi, specifically Colossus WX-73 known as "Artorok," still sits in its scaffolding there.
Lake Dark
Lake Dark is a lake in eastern Karrnath known for its pitch-black waters, located between the Icetop Mountains and the Talenta Plains. It is home to the towns of Lakeside and Irontown, and smaller farming communities surround it. The lake is also a manifest zone connected to Dolurrh, believed by many to provide a gateway to speak with the dead, and it attracts interest from necromancers due to the enhanced power of necromancy spells cast near its waters. The lake's mysterious nature has also caught the attention of the Emerald Claw, a group known for their dark and sinister activities.
Lake Galifar
Lake Galifar is bordering the nations of Breland, Aundair, and the Eldeen Reaches. It is the largest lake on the continent and acts as a natural border between these regions, playing a crucial role in the geography and politics of Khorvaire. The lake is massive, spanning approximately 430 miles east to west and 250 miles north to south, making it comparable in size to the Caspian Sea. It is fed by the Wynarn River from the north and connects to Eldeen Bay and the Bitter Sea to the north. The lake's surface is generally calm, with a depth of over a thousand feet at its center.
Lakeside
Lakeside is a small town in eastern Karrnath, situated between the Icetop Mountains and Lake Dark. The town has a garrison that watches over the disputed border with the Mror Holds. Lake Dark, known for its pitch-black waters, is a manifest zone connected to Dolurrh, attracting the attention of the Emerald Claw. Lakeside is one of the towns located on the shores of Lake Dark, alongside Irontown.
Lantern Tower
Lantern Tower, nestled deep within the treacherous Shadow Marches, is an enigmatic structure of unknown origin. Its basalt walls, slick with swamp moisture, rise unnaturally straight, defying the organic chaos of the surrounding mire. A perpetual, eerie green glow emanates from its apex, visible for miles through the thick fog and tangled vegetation. Local marsh dwellers, both human and goblinoid, whisper of the tower's strange powers. Some claim it wards off the monstrous denizens of the marsh, while others believe it draws them in, a beacon for unseen horrors. The tower's interior remains largely unexplored, rumored to hold ancient secrets and forgotten magic, guarded by traps and creatures that have adapted to its unnatural aura.
Larunor
Larunor is a village in southern Aundair, located at the southern edge of the Eldritch Groves and lying on an Orien trade road midway between Marketplace and Arcanix. The village is situated on a hill with high wooden walls built as defenses against the beasts and other evils from the nearby Eldritch Groves. Above Larunor, there is a light acting like a small sun, which was a prototype for magic intended to protect Aundair from undead incursions, especially from Karrnath. However, this magic leaves a bright light above at all hours, making sleeping difficult for those who live within the village. Despite this, the villagers decided to keep the light to deter the evils of the Eldritch Groves, which mostly come out at night.
Lastpoint
Lastpoint, a solitary isle in the tempestuous Lhazaar Sea, is the heart of the changeling-run Gray Tide Principality. East of Lorghalen and Windlost, south of Krag, it stands shrouded in the eponymous Gray Tide, a magical mist that coils across the surrounding waters, obscuring and mystifying. Prince Kel, a figure of enigmatic power, held singular sway over this isolated domain, a rarity amongst the fragmented Principalities. The island, perpetually veiled in the mist's ethereal embrace, harbors secrets whispered on shifting winds and within the ever-changing faces of its inhabitants. Its shores, battered by the Lhazaar's relentless waves, conceal hidden coves and treacherous currents, reflecting the elusive nature of its rulers and the potent magic that permeates its very air
Lathleer
Lathleer is a large town located in central eastern Aundair, on the border with Thrane.
Lhazaar Principalities
The Lhazaar Principalities, a scattered archipelago off Khorvaire's northeastern coast, are a haven for pirates, sailors, and those seeking freedom beyond the Five Nations' grasp. Comprised of numerous independent islands, each ruled by a Prince or Princess, they are a chaotic mix of cultures and agendas. These islands are renowned for their skilled shipwrights and daring sea captains. Trade, both legitimate and illicit, thrives here, with ports bustling with vessels from across Eberron. Dangers abound, from rival pirate fleets to monstrous sea creatures lurking in the depths. Expect intrigue, naval battles, and the chance to chart your own course in this wild, untamed region.
Lhazaar Sea
The Lhazaar Sea is a northern sea, located east of Khorvaire and west of Sarlona. It borders the northern portions of these two continents and is adjacent to the Sea of Rage to the south and the Dragonreach to the southwest. This sea is a significant part of the Lhazaar Principalities, an area known for its pirates, sea barons, and merchant traders, where the rule of the sea princes is based on strength and naval power. The Lhazaar Principalities and Lhazaar Sea have a rich history of piracy and seafaring trade, and they have maintained their autonomy even during their allegiance to the Kingdom of Galifar.
Liugwen
Liugwen is a thorp located on the Orien trade road in southeastern Zilargo, approximately halfway between Trolanport and Oskilor.
Longhalan
Lorghalan, a jewel of the Lhazaar Principalities, pulses with unique, gnomish charm. Its shores, echoing a tropical paradise, feature hula dancers and lei-adorned surfers, masking a deeper, ancient power. This island, resisting colonization for millennia, holds a potent connection to Lamannia, its wild magic interwoven with its very soil. Prospective Princes face trials of wit, not brute force, in a tradition deeply ingrained in their culture. Soarwood groves, prized by Zil gnomes, dot the interior, fueling workshops of intricate design and hidden binding rituals. The island, a blend of vibrant culture and raw, primal energy, stands as a testament to gnomish ingenuity and resilience amidst the tumultuous seas of the Lhazaar.
Loom Keep
A fortification in Karrnath, located just west of Karrlakton, situated along the Cyre River and on the southern border with the Mournland.
Loran Rath
A small fortification located in south-western Karrnath, standing on the Scions Sound east of Thronehold and southwest of Korth. It lacks any lightning rail or Orien trade road connections
Lost
Lost Island, a frigid sentinel north of Farlnen, bites with icy winds and a perpetual shroud of snow. Jagged, frost-rimed peaks pierce the gray sky, concealing treacherous glaciers and hidden valleys. Whispers claim ancient ruins lie buried beneath the ice, relics of a forgotten civilization swallowed by the relentless cold. Coastal cliffs, slick with frozen spray, drop into a churning sea teeming with monstrous, ice-adapted predators. The island's interior, a frozen wasteland, holds secrets of forgotten magic and the chilling presence of creatures adapted to the extreme environment. Legends speak of a lost dragonshard mine, now guarded by frost giants or worse, and frozen relics of a lost civilization.
Lurching Tower
Lurching Tower is a Brelish military installation in northeastern Breland and the gateway to a cavern, known for being a site of major battles during the Last War.
Madstone
The Madstone is a parasitic hive mind located in the Madwood, a part of the Icewood in northeastern Karrnath. It infects individuals, turning them into feral creatures known as madborn, who are linked to the hive mind and follow its directives. These madborn creatures are poor in coordination and appearance, and they seek to do only as the Madstone directs. The Madstone is believed to be a cracked Khyber dragonshard that still holds the essence of a captured fiend. The Madstone's influence can extend beyond the Madwood, posing a threat to nearby areas[6]. It is known for its telepathic attacks that can turn individuals into madborn creatures, who then become part of the hive mind[7]. The Madstone is a significant threat in northeastern Karrnath, affecting both the natural environment and the people living there.
Manta Bay
Manta Bay, a crescent of treacherous coastline south of Droaam, seethes with primal energy. Its waters, a murky green, are perpetually disturbed by the migratory patterns of colossal manta rays. The bay's shallows conceal razor-sharp coral reefs and the ruins of forgotten cyclopean structures, remnants of a pre-human civilization. Jagged cliffs, home to monstrous seabirds and territorial lizardfolk, ring the bay, their shadows stretching across the churning waves. The air hangs thick with the scent of salt, decaying seaweed, and the acrid tang of volcanic vents that bubble beneath the surface. Coastal villages, built on precarious stilts, are populated by hardy fishermen and scavengers, who live in constant fear of the bay's unpredictable moods and the monstrous creatures that lurk within its depths. The bay's reputation for sudden, violent storms and the presence of dangerous, territorial sea creatures makes it a place avoided by all but the most desperate or foolhardy sailors.
Mar'saval
Mar'saval is one of three great ruins from the Age of Demons in the jungles of Q'barra. It is sunk beneath the northern Basura Swamp and has become a holy site for many Cold Sun lizardfolk tribes, who leave tributes to their draconic gods, especially Tiamat and Masvirik, at the sunken minarets of Mar'saval. The ruins are protected by powerful enchantments that prevent water and silt from seeping into the citadel. There is one entrance to Mar'saval above water, and rumors suggest that the Fallen Bones clan has taken up residence within the ruins, although some believe they have been corrupted and devolved into feeble creatures. Additionally, there are rumors that the Fallen Bones clan has allied with troglodytes living within the ruins.
Marketplace
Marketplace is a village in southern Aundair near the border with Thrane, known for its strategic location on an Orien trade route and a lightning rail line that runs north-south through the settlement. It has a population of 148 and is one of the many villages in Aundair, a nation known for its verdant fields, vineyards, and cheese production.
Merylsward
Merylsward, in northern Eldeen Reaches, sits on Eldeen Bay's southwest shore, linked to Owl's Perch by an Orien road. House Vadalis dominates, ensuring trade and providing amenities. Built on Dhakaani ruins, it's defended against raiders. With 2,000 residents, most work for Vadalis. It features an auction house for magebred creatures and a Kol Korran temple. The town is tied to the Wardens of the Wood and Children of Winter. Daven d'Vadalis, a member of both, was once kidnapped by the Children of Winter, prompting a rescue. Nearby settlements include Svartstrand, a fishing village with black sand, and Uglaness, a community of fishermen, boat builders, and farmers.
Metrol
Metrol, once the capital of Cyre, is now a ruined city within the Mournland, a desolate region. The city lies empty and forlorn, with parts of it shattered and buildings crushed and tumbled. Other sections of the city, however, escaped with only superficial damage, aside from the absence of people and the dead-gray shroud of mist that hangs over the area. Structures believed to be more or less intact in Metrol include the royal palaces of Vemishard, the great Cathedral on the Hill devoted to the Sovereign Host, the huge lightning rail station that once served as the gateway to the west, and the wondrous Metrol Arena, where great games, performances, celebrations, and competitions once enthralled the crowds.
Mirror Lake
Mirror Lake serves as a crucial waterway for the dwarven clans, particularly for those that reside in the valleys and engage in commerce. The lake is large enough to support sailing and boating activities, which are essential for trade and transportation between the various holds and neighboring regions like the Lhazaar Principalities. Travel across Mirror Lake involves shipping and boats, with some valley clans being particularly adept at sailing and boating. However, the mountain clans are less involved with maritime activities. The lake is also a part of the broader transportation network that includes trade roads and possibly underground tunnels used by the clans for secure travel.
Mistmarsh
A hamlet in Breland with a farming community that enjoys a higher standard of living and makes annual trips into the Faded Forest for magical acorns.
Moonshadow
Moonshadow is a Khoravar village in the nation of Valenar, located on the Old Road northeast of Valenar's capital, Taer Valaestas. It is inhabited by peaceful half-elves who came from across Khorvaire in hopes of building a Khoravar homeland in Valenar. Despite its small size, many of the village residents are talented scholars or artisans.
Moonwatch
Moonwatch is a small town in western Breland, located on the banks of the Sorrihla River in the middle of the Tilorn Expanse.
Mordain's Hall
Mordain's Hall, also known as Blackroot, is a massive tower near Droaam's western border and the residence of Mordain the Fleshweaver. The tower is shaped like a malformed limb, seemingly made of black dragon flesh, and its walls bleed but heal quickly. It is protected against scrying and teleportation by Mordain. The hall is patrolled by gruesome flesh golems and malformed creatures, results of Mordain's experiments. The surrounding forest, called the Forest of Flesh by the gnolls, is filled with skinweavers and other twisted creatures.
Morningcrest
Morningcrest is a citadel in Thrane and a fortress-monastery of the Church of the Silver Flame, one of the largest in the nation. It is situated in central western Thrane on the edge of the Landrise, which forms a natural buffer between Thrane and Aundair. Morningcrest lies on an Orien trade road between Athandra and Tellyn. The citadel serves as the headquarters of the Eternal Dawn, a small order of paladins of the Silver Flame. Morningcrest is home to a small village that includes an inn, a smithy, and a mill.
Mossmantle
A rural village in the Eldeen Reaches, known for its rolling hills covered in grass and moss, located at the frontier of the Towering Woods. It is often depicted as a halfling village with most buildings underground, but it also includes human-sized houses built during or after the Last War.
Mournland
The Mournland in Eberron is the desolate remains of the nation of Cyre, destroyed in a single day known as the Day of Mourning. It is characterized by a dead-gray mist that forms a dome around the entire area, creating a barrier that only occasionally offers a glimpse of the desolation and devastation inside. The land is broken and blasted, with some places fused into jagged glass and others cracked and burned. The Mournland is unpredictable, with vile magical effects lingering and monsters mutating into foul creatures. The Mournland is home to the Lord of Blades, a warforged prophet who advocates for the supremacy of constructs over flesh and blood nations. He has a fanatical band of warforged followers at his side. Additionally, the Mournland is known for its sentient spells, unbound elementals, and other twisted creatures that have been affected by the Mourning.
Mror Holds
The Mror Holds, nestled beneath the Ironroot Mountains, are a realm of dwarven tradition and ancient industry. This territory, unlike the Five Nations, is a confederacy of clans, each fiercely independent yet bound by shared ancestry and a deep respect for the earth. Here, the air is thick with the clang of hammers and the rumble of mining carts. The dwarves are masters of stone and metal, their holds delving deep into the earth, yielding precious ores and gems. The Dragonmarked House Kundarak, with its banking and warding expertise, originated here, and their influence is deeply felt. Beyond the bustling forges and mines, the Mror Holds hold secrets of ancient dwarven kingdoms, lost to time and guarded by stubborn tradition. Players venturing here will encounter clan rivalries, delve into forgotten tombs, and perhaps even uncover the hidden truths behind the dwarves' long and storied history.
Nathyrr
Nathyrr is a village in southern Thrane, located south of Lessyk on a north–south Orien trade route, on the eastern edge of the Harrowcrowns forest. The village has faced several calamities, including a goblin attack in 465 YK and an assault by phase spiders and ettercaps in 792 YK. More recently, the village was affected by the murder of the ir'Savaci noble family heads, which was solved by the Gunn-Poudre Inquisitive Agency. The village is governed by the Theocracy of Thrane, with Father Brys ir'Savaci as the head priest.
New Cyre
New Cyre, in eastern Breland, is a symbol of hope for Cyran refugees. Located at Orien trade road junctions, near Starilaskur and between Kennrun and Sterngate, it thrives in the Seawall Mountains' shadow. Primarily a farming town, it's also a gateway to the Mournland. Prince Oargev ir'Wynarn leads as mayor, attracting dragonmarked house representatives, fostering economic growth. With a population of 4,000, New Cyre offers D&D players exploration of the Mourning's aftermath, refugee interactions, and opportunities for adventure and diplomacy.
Newthrone
Newthrone, Q'barra's capital on the Adder River, is a heavily fortified port facing lizardfolk, pirate, and elf attacks. It houses King Sebastes ir'Kesslan and his First Minister sister, Alzia, leading New Galifar. Dragonmarked House Tharashk, under Khalar Velderan, operates here. The city values history, with groups like the Finders of the Lost recovering Galifar artifacts. Riedran military support is crucial, as the Inspired see Q'barra as a Khorvaire foothold. Newthrone also seeks alliances with halfling tribes for trade and defense.
Niern
A small town in the Eldeen Reaches that serves as a meeting point for druids before they travel to Greenheart. It is home to a diverse population and has bases for House Tharashk and House Vadalis
Ninebay
Ninebay, nestled within the Lhazaar Principalities on Khorvaire's northeastern coast, is a rugged island and coastal settlement steeped in seafaring tradition. Part of a chain of islands and a slender mainland strip, Ninebay boasts a vibrant, if somewhat notorious, history of piracy and maritime exploration. Its inhabitants, hardened by the unpredictable seas and the legacy of their forebears, are known for their skilled navigation and a culture deeply intertwined with the rhythms of the ocean, making it a place where both fortune and peril await any who dare to venture its shores.
Noldrunthrone
Noldrunthrone is a ruined capital city located in the Noldrunhold territory of the Mror Holds in the Eberron campaign setting. The city was once the center of the Noldrun dwarven clan, but around 600 YK, the entire clan mysteriously vanished without explanation. Since then, Noldrunhold has been abandoned and is widely believed to be haunted, with many expeditions into the area ending in disaster.
Norinath
Norinath is a small city in the eastern desert plains of Valenar. It lies at the end of an Orien trade road and has a majority human population.
Northern Dragonreach
The Dragonreach, a treacherous strait dividing Khorvaire and Xen'drik, tests even the most seasoned sailors. Its currents, erratic and powerful, shift with the ebb and flow of ancient magic, a residue of the giants' fallen empire. Jagged, volcanic islands dot the strait, remnants of cataclysmic eruptions, their peaks shrouded in perpetual mist. Here, the air crackles with latent draconic energy, a tangible reminder of the dragons' long-lost dominion. Sea monsters, warped by Xen'drik's wild magic, lurk in the depths, their forms grotesque and their appetites insatiable. Pirates, drawn by the promise of forgotten treasures and the chaos of the currents, prey on vulnerable ships. The Dragonreach is not merely a passage; it's a gauntlet, a place where nature and magic conspire to challenge any who dare to traverse its perilous waters, a constant reminder of the ancient power that shaped Eberron.
Northern Lhazaar Sea
The Lhazaar Sea is a northern sea, located east of Khorvaire and west of Sarlona. It borders the northern portions of these two continents and is adjacent to the Sea of Rage to the south and the Dragonreach to the southwest. This sea is a significant part of the Lhazaar Principalities, an area known for its pirates, sea barons, and merchant traders, where the rule of the sea princes is based on strength and naval power. The Lhazaar Principalities and Lhazaar Sea have a rich history of piracy and seafaring trade, and they have maintained their autonomy even during their allegiance to the Kingdom of Galifar.
Olath
Olath is a small town located in eastern Thrane, a region in the Eberron campaign setting for Dungeons & Dragons. It is situated on the eastern edge of the Burnt Wood and the western coast of Scions Sound. The town lies approximately midway between the fortress of Angwar Keep and the ruins of the destroyed city of Shadukar.
Orcbone
Orcbone is a military installation, located on the western border of Breland. It has been a site of fierce fighting during the Last War and continues to face periodic raids and skirmishes. The commander of the fort is Lord Veirner ir'Tajar, but there is conflict with the captain of the Westwind Riders, Yurell ir'Iff, who disagrees with the commander's aggressive tactics towards Droaam
Orgalos
Orgalos is an island in the Lhazaar Principalities, where humans still use Riedran as their primary language. It is one of the islands in the archipelago that extends off the northeastern coast of Khorvaire, known for its rough and varied terrain, from dark and cold islands northeast of the Hoarfrost Mountains to steaming jungles in the south. The island is also home to Grimwall, a hidden city built by goblins in pre-human Khorvaire, which is now occupied by the Black Fleet.
Orthoss
Orthoss, a jewel of the Lhazaar Principalities, is a haven for Khorvaire's half-elf populace. Breezy cliffs and hidden coves mark its shores, home to the Wind Whisperers, a motley crew led by Prince Koulton Brightwind, a half-elf bearing the Mark of Storm. Their fleet, a mix of rescue vessels and raiding ships, dances on the Steaming Sea, often tangling with House Lyrandar's trade routes. Orthoss's culture is a blend of seafaring pragmatism and a casual acceptance of mortality, reflecting the island's ever-shifting winds. Life here is fluid, death is a constant companion, and the islanders embrace both with a stoic, if somewhat unsettling, ease. The island's market towns are filled with the sounds of shanties, the smell of salt, and the sight of half-elves navigating life with a unique, wind-touched grace.
Oskilor
A significant port town in central Zilargo, known for its strategic location on an Orien trade road and as a source of reports for the Sharn Inquisitive.
Otharaunt
Otharaunt is an Aundairan military installation and fortification located on the western border of the nation of Aundair. It is situated near the coast of Eldeen Bay, between Whisper Woods and the Chanthwood, over 200 miles north of Wyr. The fortification gained notoriety after the Eldeen Wolves rebels kidnapped a large group of archeologists and their workers from the University of Wynarn, issuing an ultimatum to Otharaunt Fortress to demand Aundair leave the Wynarn River Valley that marks the border with the Eldeen Reaches.
Palueur Draal
Palueur Draal is a ruined city, located in the Seawall Mountain pass between the nations of Zilargo and Darguun. This city extends far below the surface of the earth and has been inhabited by gnomes, humans, kobolds, and originally by the hobgoblins of the Dhakaan Empire. The Library of Korranberg has acquired a wealth of information about the Dhakaani Empire from Paluur Draal, and many believe there are still hidden secrets to be discovered there.
Passage
Passage is the second largest city in Aundair and rests on the shores of Lake Galifar, serving as the heart of the lightning rail system in Khorvaire. It is considered the gateway between civilization and the Eldeen Reaches. House Orien, a prominent Dragonmarked house, has a significant presence in Passage, dominating most of the city's commerce and government functions. They control the city's government through subtle and overt influence, employing over half of the city's residents and lobbying for favorable laws and regulations. Passage features a large lightning rail maintenance and repair facility and a royal major as its governor. Jalnar ir'Edar, a powerful wizard and Duke of Passage, oversees the city. The city is also home to several notable institutions, such as the Passage Institute for the Arcane Arts and Saint Ignatius the Mentor's School for Divine Service, a seminary of the Church of the Silver Flame.
Patrahk'n
Patrahk'n, nestled deep within the Shadow Marches, is a village of the Gatekeepers, a druidic sect dedicated to containing the aberrant horrors of Xoriat. The village is a cluster of mud-daubed huts and stone circles, perpetually shrouded in mist and the eerie glow of phosphorescent fungi. Its inhabitants, mostly orcs and humans, are wary and vigilant, their lives focused on maintaining ancient wards and monitoring the shifting landscape for signs of aberrant incursions. They possess a deep knowledge of the Marches' hidden paths and the strange creatures that dwell within. Visitors are met with suspicion, but those who prove their respect for the land and its guardians may find allies in the fight against the encroaching darkness.
Piritar
Piritar is a port town located on the island of Orgalos, which is part of the northeastern coastline of Khorvaire. The people of Orgalos have maintained Riedran as their primary language, considering Common to be the language of Galifar. Over the past century, the princes of Orgalos have formed strong ties with the Inspired, and much of the local Riedran trade passes through Piritar.
Pitchwall
Pitchwall is part of the nation of Hope, which is located in the southwest of Q'barra and is made up of refugees of the Last War. The settlement was significant in the discovery of dragonshards in Q'barra, as a patch of Eberron dragonshards was found while digging new wells there less than a decade ago. This discovery drew Tharashk prospectors to the area and initiated a shard rush. The shard rush has brought new forces to Q'barra, threatening the balance of power between humans and the native races of the region. Pitchwall, like other settlements in Q'barra, faces challenges from hostile lizardfolk tribes, kobold marauders, and Valenar raiders.
Port Krez
Port Krez, Krag's festering heart, pulses with lawless energy. Cloudreavers, under Prince Mika's iron fist, command this pirate haven. Vice and indulgence reign supreme, the air thick with salt, rum, and the tang of danger. No King's justice here, only the sea's brutal code. Ramshackle taverns spill onto cobbled streets, where brawls erupt and fortunes shift with every dice roll. Outsiders tread carefully; street justice is swift and merciless. Every shadow hides a cutthroat, every smile a potential betrayal. The docks teem with ships, their holds filled with plunder and whispered secrets. This is Port Krez, a place where only the strongest, or the most cunning, survive.
Port Verge
Port Verge is a small town located on the southern tip of Questor in the Lhazaar Principalities. It is governed by Prince Kolberkon and serves as the seat of the Principality of the Diresharks. Prince Kolberkon aims to develop Port Verge to surpass Regalport, the seat of the Seadragons Principality governed by Prince Rygar, in importance. Port Verge has a significant presence of the followers of the Blood of Vol. Additionally, Prince Kolberkon has negotiated a deal with House Lyrandar, allowing them to establish an enclave in exchange for funds and infrastructure support. Port Verge is one of the main places in the Lhazaar Principalities that trades with the continent of Sarlona, and it is the only place where one can obtain passage on a Lyrandar vessel to Sarlona.
Pylas Maradal
Pylas Maradal is a port city in Valenar and the second-largest city in the nation, located on the shore of Kraken Bay at the southern end of an Orien trade road from Jal Paeridor. It was previously known as Southport when the region was part of Cyre, serving as a haven for smugglers and pirates. House Lyrandar has invested in the city, building shipyards and a large house enclave, and the port sees traffic from Q'barra, Sarlona, and Aerenal.
Pylas Pyrial
Pylas Pyrial, also known as the Gate of Joy, is a feyspire that is known for its high gnomish population and is ruled by the Summer Council. It is a citadel of the Faerie Court and is a wonder from Thelanis that occasionally appears in the material plane. The spire itself looks like a tower made of alabaster and threads of gleaming gold, with a glittering crystal surrounded by a golden cage at the top. The gnomes of Pylas Pyrial are described as stepping right out of a folktale, living in a world defined by storybook logic where a good heart and noble intent will allow a hero to overcome adversity. They are known for their natural talents for illusion and wild speech, which are common among the gnomes of Pylas Pyrial. These gnomes celebrate life, embracing the brightest moments and pushing through the dark, and their joy is the defining principle of the spire.
Q'barra
Q'barra: a frontier, a wild, untamed land on Khorvaire's eastern edge. It's a land of sweltering jungles, treacherous rivers, and ancient ruins, a stark contrast to the civilized Five Nations. Settlers, refugees, and fortune-seekers flock here, drawn by rumors of riches and the promise of a fresh start. The region is fractured, with settlements clinging to survival against the dangers of the jungle. New Galifar, a loose confederation of towns, tries to bring order, but threats abound. Lizardfolk tribes, remnants of ancient empires, claim the land as their own. Monstrous creatures and remnants of the Dhakaani goblinoids lurk in the shadows. Q'barra is a place of raw potential, where the brave can carve out a fortune, or meet a swift, savage end.
Q'barran Jungle
Q'barran Jungle is a dangerous frontier region known for its rich deposits of Eberron dragonshards and exotic plants with valuable alchemical properties. The jungle is home to various hostile creatures such as lizardfolk tribes, Valenar warbands, Lhazaar raiders, and kobold marauders. Among the lizardfolk, the Cold Sun tribes and Poison Dusk tribes are particularly significant, with the Cold Sun tribes having a more complex relationship with the human settlers.
Qorrashi Island
Qorrashi Island, a desolate, frost-bitten landmass southeast of Icewhite, endures a perpetual winter. Jagged, ice-encrusted peaks claw at the sky, while winds, sharp as shards of glass, scour the frozen tundra. This island is no mere expanse of ice; it’s a portal, a thin veil between Eberron and the icy reaches of the Plane of Ice. Here, the Qorrashi, genies of elemental ice, hold sway. Their presence permeates the very air, a chilling whisper of frozen power. Crystalline ice formations, unnaturally smooth and geometrically precise, dot the landscape, hinting at their architectural influence. Whispers of ancient, ice-bound cities echo through the howling winds, remnants of a civilization adapted to the extreme cold. The island's coasts are treacherous, lined with razor-sharp ice floes and guarded by colossal, ice-carved sentinels. Deep beneath the frozen surface, in labyrinthine ice caverns, the Qorrashi delve into arcane rituals and forge weapons of pure, unyielding frost.
Quesk
A village in central Zilargo, located at the intersection of major Orien trade roads.
Questor
Questor is an island in the Lhazaar Principalities, a country comprising a strip of land and a collection of islands on the northeastern coast of Khorvaire. The island is ruled over by industrious orcs who are building a massive fleet in the Northern bay. Port Verge, a significant settlement, is located on Questor and is governed by Prince Kolberkon, the leader of the Diresharks.
Ravar Orioth (Jungle of Scimitars)
Ravar Orioth, also known as the Jungle of Scimitars, is a forest in Valenar and a manifest zone linked to the plane of Shavarath, the Battleground. This unusual manifest zone causes anyone who receives a serious injury to risk succumbing to a magical confusion and rage, with the severity of the injury correlating to the difficulty of resisting this effect. The Jungle of Scimitars is used as a testing ground for elven warriors. Additionally, it is situated in southern Valenar, covering much of the peninsula.
Redleaf
Redleaf is a village known for its association with the Redleaf Harriers, which breeds hunting beasts like hounds and raptors. It is located north of Lake Galifar, and there are discussions about the cost of shipping a live sheep from Redleaf to Fairhaven, which would likely cost around 4 gold pieces. Redleaf has also been mentioned in the context of a massacre where werewolves attacked hunters and loggers, leading to the village's destruction.
Redwatch Island
Redwatch Island is one of the most distant islands in the Lhazaar Archipelago. It has recently risen to prominence due to two main reasons: the establishment of a stable leadership and the discovery of valuable mineral resources. The island chain is known for its pirates, sea barons, and merchant traders, and it is home to a variety of cultures and traditions.
Regalport
Regalport is situated on the eastern shore of Greentarn island and serves as the seat of power for the Seadragons and the capital of High Prince Ryger ir'Wynarn's principality. It is also the largest and most prosperous town in the Principalities, often referred to as the "Jewel of the Principalities". The town is a bustling port of call for the Seadragons and their fleet of twenty vessels. High Prince Ryger, who claims a royal Galifaran bloodline, aims to unite the various principalities but is currently seen as a leader among equals. House Thuranni, a prominent house in the region, has its headquarters in Regalport, having accepted an invitation by High Prince Horget Black twenty-five years ago. Regalport is known for its uncertain and cutthroat environment, with rampant piracy and smuggling activities. The city is a hub for smuggled goods from Sarlona and Aerenal, making it a prime destination for adventurers seeking illicit items.
Rekkenmark
Rekkenmark is a large city standing on Scions Sound across from Thaliost, known for its history as a military training ground that dates back nearly 1000 years to the reign of King Galifar I's eldest son, Prince Karrn. The city is home to the Rekkenmark Academy, which has been a school for military officers across Khorvaire since the time of the Galifar Empire. This academy is renowned for producing the best samurai and nobles who go there to learn battle craft and magic, both of which are essential in the prosecution of war in Eberron. The Order of Rekkenmark, an organization of the greatest military minds of Karrnath, consists of graduates from the Rekkenmark Academy or those who have proven themselves through service to Karrnath. Members of this order are distinguished by an opal-studded signet ring and often wear a Karrnathi army dress uniform.
Rekkenwood
Rekkenwood is a forest in western Karrnath that the lightning rail passes through. However, the rail carefully avoids the heart of the forest, suggesting that something significant occurred there that influenced House Orien's decision to avoid building through the center of forests. The rail instead goes around the edges of Nightwood and Silver Wood, indicating a cautious approach to forested areas after an event in Rekkenwood.
Rellekor
Rellekor is a village in southwestern Thrane, located atop the Landrise 30 miles north of the Imistil Forest. It is named after Keeper Saren Rellek, who was a Khoravar and the longest-serving Keeper of the Flame. The village serves as a sanctuary for planetouched individuals born in Thrane who possess dangerous powers, where they are taught by priests to control their abilities and watched by templars to ensure they do not pose a threat.
Reven
Reven is a remote village in far western Zilargo, south of the westernmost of the Howling Peaks. It gained notoriety in when it and other settlements in northern Zilargo were attacked by wyverns on a nightly basis. The attacks included tearing roofs off buildings and digging into burrows to prey on the gnomes inside, causing fear among the citizens and prompting local lords to call for help from the Triumvirate.
Rheklor
Rheklor is a city located in Darguun. Rhelor is situated within the Ghaal River basin, one of the four distinct regions of Darguun, which also includes the Seawall Mountains, the Torlaac Moor, and the Khraal Jungle. The city plays a substantial role in the local politics and economy of Darguun, given its location in the northern lowlands, an area primarily controlled by the Ghaal'dar clans under the leadership of Lhesh Haruuc Shaarat'kor.
Rhukaan Draal
Rhukaan Draal is the capital city of Darguun and the seat of power for Lhesh Haruuc and his clan, the Rhukaan Taash. It is a sprawling goblinoid metropolis with mud and timber huts surrounding ancient structures of stone and brick, interspersed with canvas tents and pavilions. Most of the roads are bare earth, and few technological wonders from the Five Nations are evident there. The city's skyline is dominated by the Khaar Mbar'ost, a ten-story palace fortress commissioned from House Cannith. Rhukaan Draal is a hub of commerce and intrigue, where representatives of every Hobgoblin clan can be found along with war criminals, thieves, deserters, dragonmarked excoriates, and merchants dealing in prohibited goods. The Bloody Market, a trade district known for often violent haggling, is one of the city's notable areas. The climate of Rhukaan Draal is described as humid subtropical, with hot and humid summers and cooler, wetter winters.
Ringbriar
Ringbriar is a thorp located in western Breland, situated just south of Skyraker Forest and beside the Graymoon River. It gained attention one year due to an unusual phenomenon where all apples within a two-day travel radius of Ringbriar developed bright blue skin but tasted normal.
Riverweep
Riverweep is a farming settlement. Riverweep is also known for its connection to Countess Eudokia ir’Talyn, who is an old elf and a gifted mage with a reputation for teaching magic. She is said to have deep ties to the Riverwood and the river elves of Aundair, and her influence extends to the Khoravar community in Whiteroof Ward.
Scion's Sound
Scions Sound, a large star-shaped expanse or water in north-central Khorvaire, marks a tense boundary. Its six prongs, fed by the Aundair, Brey, Cyre, Karrn, and Thrane Rivers, define a watery border between Aundair, Thrane, and Karrnath, while its southern edge brushes the haunted Mournland. Once a vital trade route, the Sound now echoes with the ghosts of the Last War. Thaliost, a city clinging to its western shores, bears witness to this strife. The shattered White Arch Bridge, destroyed in a magical blast, birthed Archfall, a district of resilient poverty. The Sound's waters, reflecting the grey skies and the fractured nations, hide the secrets of sunken vessels and forgotten battles, a stark reminder of the war's enduring scars.
Seaside
Seaside, also known as The City of Sails, was a coastal vacation city in southern Cyre that is now a ruin in the Mournland, lying on the shore of Kraken Bay. It was considered the most beautiful of the cities in the kingdom of Beautiful Cyre, known for its good weather and sea breezes. The city featured a large port, long docks, and many open courtyards but few walls. Instead, it had vast awnings that flapped and creaked in the breeze, giving Seaside a ceaseless murmuring sound. After the Day of Mourning, Seaside became part of the Mournland, a desolate region where the land is broken and blasted, and vile magical effects linger. The city is now a ruin, but it holds significant symbolic value as a place of peace and tranquility. In the Mournland, the city is surrounded by a dead-gray mist, and it is said that those who venture into the mist are killed on the first day, but not a single body was discovered.
Seventh
Seventh, a rugged island outpost within the Lhazaar Principalities, clings to the northeastern coast of Khorvaire, a testament to the region's storied seafaring tradition. Its shores, along with a narrow strip of mainland, bear the marks of generations shaped by the capricious whims of the sea. The island's inhabitants, steeped in a culture forged from salty air and weathered sails, carry the legacy of their pirate ancestors, their lives intertwined with the ebb and flow of the tides and the thrill of the open ocean.
Shaarat Kol
Shaarat Kol is a fortress city in southeastern Droaam, located against and into the western face of the Graywall Mountains. It was once an industrial center of the Dhakaani, known for its forge adepts. The city was abandoned during the wars with the daelkyr, but much of it remained intact underground, protected by arcane locks and adamantine bars. Kethelrax the Cunning, a kobold warlord, seized the fortress and has since ruled it as a warlord of Droaam, creating a haven for goblins and kobolds.
Shadowlock Keep
Shadowlock Keep is a Brelish military installation located in western Breland near the border of Droaam, on the southern end of the Graywall Mountains. It was built to address the issue of creatures from the Plane of Shadow crossing into the Material Plane and to prevent further incursions from Droaam. The keep is situated in a manifest zone between the Material Plane and the Plane of Shadow, making the area around it prone to strange phenomena. Light sources appear dimmer, shadows are exaggerated, and those who cross over to the Plane of Shadow may have difficulty recognizing that they are not still on the Material Plane.
Shadowmount Forest
Shadowmount Forest is a large forest located in Karrnath. It is known for its dense and dark nature. The forest is rumored to have a cursed Dhakaani temple at its heart, and it is said to be a manifest zone to either Mabar or Dolurrh, releasing a thick dark fog that gave the forest its name.
Shadukar
Shadukar, once Thrane's "Jewel of the Sound," is a ruined port city. Prosperous during Galifar, it fell during the Last War. In 959 YK, Karrnath besieged it, burning it and killing thousands. They held it for two years, looting, pillaging, and raising undead. Thrane failed to retake it. In 961 YK, Karrnath withdrew, burning Shadukar and the Burnt Wood. Now, Shadukar is a cursed ruin, haunted by Thrane ghosts and Karrnathi undead, a symbol of Thrane's wartime defeats.
Shae Loralyndar
Shae Loralyndar, also known as the City of Rose and Thorn, is a prominent feyspire. It is located in the Eldeen Reaches, specifically in the Twilight Demesne, where the boundaries between Eberron and Thelanis are thin. The city is ruled by the King of Summer and the Queen of Rose and Thorn. The feyspire has become a permanent fixture in the Eldeen Reaches after materializing there following the Mourning event, which changed the nature of the connection between Eberron and Thelanis. Diplomatic relations have been established between the druids of the Eldeen Reaches and the Fey inhabitants of Shae Loralyndar. Shae Loralyndar is known for its artistic and graceful architecture, featuring peak-roofed houses surrounded by gardens and connected by slender bridges, with the towers of eladrin lords rising above
Shaelas Tiraleth
Shaelas Tiraleth is a ruined feyspire located in the southern part of the Mournland in Eberron. It was once one of the greatest eladrin cities, renowned for its wealth, beauty, and knowledge. After the Day of Mourning, it became trapped in Eberron and could no longer shift back to Thelanis. The protective magic of the feyspire shielded it from some of the Mourning's effects, but it could not last forever. The feyspire is associated with the Court of the Silver Tree and is known for its connection to the eladrin and their ruler, Grandir Shan Tiraleth. Grandir used the power of the Rod of Order to seal the eladrin in crystal and fell into a deep slumber, but his troubled mind turned the dream into a nightmare, forcing the eladrin to relive the Day of Mourning repeatedly. In the Mournland, Shaelas Tiraleth is a source of mystery and potential adventure, with some suggesting that survivors or creatures from the feyspire may still be searching the area for anything that can help them.
Sharavacion
Sharavacion is a small town in eastern Thrane, lying just north of Maliah's Bridge on the Thrane River and on an Orien trade road between Sigilstar and Traelyn.
Sharn City
Sharn, Khorvaire's largest city, in southern Breland, rises above the Dagger River. A vertical city, its towers reach unprecedented heights due to its connection to Syrania, enhancing flight magic. Formerly Ja'Shaarat (Dhakaani), then Duur'Shaarat (goblin), it became Sharn after Malleon the Reaver's discovery and Breggor Firstking's conquest. A diverse population of 212,000, mainly humans, inhabits districts like Cliffside Docks, Clifftop Towers, and the dangerous Cogs. Governed by a City Council and Lord Mayor, it enforces Brelish law and collects taxes. Nicknames like "City of Towers," "Knives," "Lost Souls," and "Thousand Eyes" reflect its grandeur and danger. As a "Gateway to Xen'drik," Sharn is a vital hub for trade, diplomacy, and intrigue, a key Breland city.
Shavalant
Shavalant is a village in northern Breland, near the southern shore of Silver Lake and north of Ranruunwood. It serves as a waypoint for ranchers of the surrounding area taking their cattle west to Orcbone or east to the Orien trade road from Xandrar. House Vadalis, a dragonmarked house, effectively governs the town, as their designated representative consistently wins the position of village spokesperson in elections. The village is known for its modest tone, with villagers dressed in garb appropriate for farmers and gatherers. Upon entering the town through the wooden fences surrounding it, one can see stables lining up on either side, housing peculiar creatures.
Sigilstar
Sigilstar, also known as the "crossroads of Thrane," is a small but significant city in the nation of Thrane. It is named after Eberron’s pole star, symbolizing how the rest of Thrane revolves around this city, much like the stars revolve around the pole star. Sigilstar is strategically located on the lightning rail line between Aruldusk and Flamekeep, and it sits on the Orien trade road, making it a crucial transfer point for cargo moving between land, water, and rail. The city is renowned for its impressive examples of Flamic architecture and is a center of arcane study in Thrane. It is also known for its tea, with several distinguished teahouses where patrons can debate politics and religion. Sigilstar is home to many wizards, sorcerers, magewrights, and alchemists, contributing to its reputation as a hub for arcane activity.
Silver Lake
Silver Lake is a freshwater lake lying on the border between the Eldeen Reaches in the north and Breland in the south. A river flows from Silver Lake to Lake Galifar by way of a river that runs near the towns of Erlaskar and Xandrar.
Silvercliff Castle
Silvercliff Castle is a remote royal estate in Thrane, located overlooking Scions Sound on the southern tip of Thaliost. It is often used by Queen Diani ir'Wynarn as a retreat or secretive meeting place. The estate is protected by warforged soldiers and animated suits of armor loyal to the royal family.
Siyar
Siyar is the southernmost village of Thrane, located south of the Harrowcrowns on the border of Breland, on the north shore of Lake Brey. It is part of the theocratic nation of Thrane, which is known for its devotion to the Church of the Silver Flame.
Skairn
Skairn is a town located in the Lhazaar Principalities. It is situated north of the Forsaken Forest and is known for its treaties with the goliaths who lived in the region before the arrival of Lhazaar and her fleet. It is a coastal town hostile towards Warforged, due to the presence of Last War veterans.
Skyraker Forest
Skyraker Forest is a body of woods located west of Galethspyre in Breland. It is known for its red cedar and southern magnolia trees and contains a single ruin in the middle, suspected to be an orcish fort from the Dhakaani Empire. Some Gatekeepers of orcish heritage still roam the forest, believing there are manifest zones from Xoriat growing there.
Slug Keep
Slug Keep, a ramshackle settlement nestled deep within the treacherous Shadow Marches, serves as a grim outpost for those daring—or desperate—enough to brave the region's dangers. It's less a fortress and more a collection of mud-daubed huts and rickety platforms built upon the skeletal remains of colossal, swamp-dwelling creatures. The keep's inhabitants, a motley mix of outcasts, adventurers, and wary Marsh natives, survive by scavenging, trapping, and trading in the region's unique resources. A perpetual dampness permeates the air, and the stench of decaying vegetation and stagnant water hangs heavy. Expect to find rough-hewn defenses, a makeshift trading post, and a perpetually smoky common area where rumors and secrets are exchanged.
Southern Barren Sea
The Barren Sea, a desolate expanse separating western Khorvaire, northwestern Xen'drik, and eastern Sarlona, earns its name with chilling accuracy. A silent, almost oily stillness permeates its surface, a stark contrast to the tumultuous oceans surrounding it. No schools of fish shimmer, no playful dolphins leap; the waters offer only a vacant, unsettling calm. Whispers abound of a forgotten calamity, a magical blight that purged life from its depths. Some theorize a lingering echo of the giants' war, others a dark experiment gone awry. Yet, it was this very barrenness that allowed desperate refugees—humans, shifters, and kalashtar—to flee Sarlona, their fragile vessels slipping through the silent, watchful expanse. Merfolk avoid its shores, and even the most monstrous denizens of the deep seem to shun its lifeless embrace, leaving a haunting, empty sea.
Speartip
Speartip, a windswept island within the Lhazaar Principalities, juts out from Khorvaire's northeastern coast like a jagged tooth. Its shores, battered by relentless waves, bear witness to a rich and often brutal seafaring legacy. Speartip, along with its neighboring isles and the slender strip of mainland it anchors, is a haven for those who embrace the open sea, from skilled navigators and daring merchants to the notorious pirates whose tales echo through its taverns. The salt-crusted air hums with the clang of shipwrights' hammers and the raucous calls of seasoned sailors, a testament to the island's enduring connection to the waves and its vibrant, if often lawless, maritime culture.
Starilaskur
Starilaskur is situated east of Lake Brey and north of the Seawall Mountains. It is a major lightning rail stop, joining the line from Zilargo, as well as being one of the final stops before Thrane and the Mournland. The city also lies at the juxtaposition of several Orien trade roads.
Starkcrag Rock
Starkcrag Rock, a jagged, windswept spire, juts from the frostbitten edge of Aundair, a lonely sentinel guarding the desolate Demon Wastes. Its isolation breeds an eerie silence, broken only by the shrieking winds that carve grotesque shapes into the rock's face. Legends whisper of ancient rituals performed atop its peak, and the chilling presence of fiendish entities that linger in its shadow. The treacherous climb and the biting cold deter all but the most desperate or foolhardy, leaving Starkcrag Rock a place of stark beauty and unsettling dread, a forgotten outpost where the civilized world fades and the horrors of the Wastes begin.
Starkwood
Starkwood is an archipelago located on the northeastern coast of Khorvaire in the Lhazaar Principalities.
Sterngate
Sterngate is a fortress in Breland, standing at the entrance to Marguul Pass and guarding the border against the goblin nation of Darguun.
Stone Cage Mountains
The Stone Cage Mountains are part of the natural barriers that separate the Demon Wastes from the Eldeen Reaches. These mountains, along with the Shadowcrags and Icehorn Mountains, form a significant geographical feature that helps contain the evil within the Demon Wastes.
Stonejaw Keep
This dismal fortress is a hub for negotiations and mercenaries. It has the largest gnoll population in all of Droaam and is frequented by House Deneith, the Daughters of Sora Kell, and the Queen of Stone, to command or buy troops for their causes. It is run by the gnoll brotherhoods of the Znir Pact.
Stonespur
Stonespur, a frigid, vital hub in the Lhazaar Principalities, anchors the archipelago's western edge. Separated from Farlnen by the treacherous Death's Finger Channel, this island teems with maritime activity. House Lyrandar's Stormhome, near Scions Sound's estuary, bustles with airship traffic. For two decades, Baron Elar d'Thuranni has fortified Stonespur, building a massive, secretive enclave. This heavily defended fortress, a Thuranni stronghold, contrasts sharply with the island’s reputation as a rough-and-tumble pirate haven. Stonespur, like the Principalities, remains fiercely independent, a testament to the region's seafaring spirit and history of piracy, resisting the influence of Galifar and fostering a unique blend of merchant trade and shadowy dealings.
Straits of Shargon
The Straits of Shargon, a treacherous ribbon of water, are a crucible of maritime peril and opportunity. Here, the Steaming Sea's currents clash with the Thunder Sea's unpredictable surges, creating a chaotic dance of whirlpools and rogue waves. The air crackles with salt and the roar of competing trade galleons, pirate skiffs, and the monstrous, bio-luminescent denizens of the deep. Jagged reefs, concealed by the churning surface, tear hulls apart, while the skies are patrolled by lightning-charged storms that materialize without warning. The Straits are a haven for smugglers and privateers, their shadowed coves and hidden inlets providing sanctuary from the watchful eyes of the Five Nations' navies. Legends whisper of ancient wrecks, laden with treasures and guarded by spectral leviathans, lying within the murky depths. The constant threat of sea monsters make passage a gamble.
Sword Keep
Sword Keep is a fortification in Breland, located on the border with Thrane. It stands on the lightning rail line that passes north from Yedan's Expanse to Thrane and Aundair.
Swoz
Swoz is a ruin located in the northern Mournland, standing on an Orien trade road just south of the Cyre River and opposite Loom Keep in Karrnath. The Mournland is the remnants of the nation of Cyre, which was destroyed in a single day known as the Day of Mourning. The borders of the Mournland are marked by a dead-gray mist that forms a dome around the entire area.
Sylbaran
Sylbaran is a small town located in the southern Eldeen Reaches, on the border with Droaam, and lies between Silver Lake and the Byeshk Mountains. It is situated in a strategic location that makes it ideal for farming but also vulnerable due to its proximity to Droaam and the harpy-infested Byeshk Mountains. During the Last War, Sylbaran was occupied by Brelish soldiers who crossed Silver Lake. The town is notable for hosting a community of the Wardens of the Wood. Druidic circles, including the Greensinger, Winter, and Warden, are active in Sylbaran, providing services and protection to the town.
Taarn Draal
Taarn Draal is an elf city located in the Shadow Marches.
Taer Lian Doresh
Taer Lian Doresh, also known as the Fortress of Fading Dreams, is a feyspire located in the Whitepine Forest in the mainland of the Lhazaar Principalities. It is a city that exists simultaneously in Eberron and Dal Quor, the Plane of Dreams, making it a unique and mysterious place. The city's architecture is majestic and curving, but its appearance changes for each visitor, adding to its enigmatic nature. Taer Lian Doresh is ruled by Shan Doresh, an eladrin lord, and is known for its sinister fey inhabitants who are wary of outsiders. The city's history is marked by conflict and exile, as it was once attacked by giants and cast into Dal Quor, only returning to Thelanis after millennia. Today, its citizens are adapting to the pirate society of the Lhazaar Principalities.
Taer Syraen
Taer Syraen, also known as the Winter Citadel, is a prominent fey citadel located in the Karrnwood of Karrnath, it is a fortress of ice from the magical realm of Thelanis, characterized by its frigid environment and icy structures. The citadel is guarded by eladrin forces, who patrol the area around the Fey spire and use magical means to control access to the citadel's interior, which includes a great hall and other chambers. The citadel is aligned with the Winter Court and is led by Brun ap Oergwyn, the Prince of Frost.
Taer Valaestas
Taer Valaestas, Valenar's capital, is known as the "City of Thorns." Located on the Redwater River, it's the seat of the Tairnadal elf army and High King Shaeras Vadallia. The city's walls, a dense weave of densewood and brambles, are over ten stories high and reinforced by a Lamannia manifest zone, fostering plant growth. Divided into mynas, Taer Valaestas is built on Kalori'Cor (Granite Hill) and Taedas'Cor (Cedar Hill), hosting elite neighborhoods. Rose Valley, between the hills, houses foreign dignitaries, including dragonmarked house representatives. The city prioritizes military mobility with wide streets and spaced buildings. The Lamannia manifest zone maintains greenery and minimizes odors. Taer Valaestas is a fortified city with fire and force-resistant structures. It features the Keepers of the Past temple and a large arena for equestrian training and displays
Talenta Plains
The Talenta Plains, a vast expanse of rolling grasslands in eastern Khorvaire, are home to the Talenta halflings. These nomadic tribes, known as the Talenta Plainsriders, have a deep connection to the dinosaurs that roam the plains, utilizing them as mounts and companions. Tribal life dominates here, with each tribe following ancient traditions and customs. The Plainsriders are skilled hunters, trackers, and warriors, and their culture revolves around the hunt and the bond with their dinosaurs. They are wary of outsiders, but those who earn their respect may find them powerful allies. The plains themselves are a dangerous place, filled with diverse dinosaur species, from swift raptors to towering sauropods. Ancient ruins dot the landscape, hinting at a forgotten past and holding secrets that could be both valuable and perilous.
Tanar Rath
Tanar Rath is a fortification in western Karrnath, located south of Rekkenmark on the Orien trade road to Korth and between it and the mouth of the Karrn River. It is also known as a small castle approximately 50 miles south of Rekkenmark. Tanar Rath is home to the Gods' Grace Academy, a seminary for priests of the Sovereign Host. The fortification is significant due to its role in the region and its current leadership. Lorelea ir'Tanar, the daughter of Count Rolund ir'Tanar, serves as the current castellan of Tanar Rath while her father is at war with Thrane.
Tantamar
Tantamar is a town located in the central mainland of the Lhazaar Principalities, situated on the coast of the Spring Harbor and north of the Whitespine Forest. House Thuranni, a prominent house in the Shadow Network, has an enclave in Tantamar, which serves as the heart of their activities in mainland Khorvaire. The town is also home to a grand theater where some of the most talented artists and actors from the Shadow Network perform.
Tarandro
Tarandro is a hamlet in eastern Zilargo, located at the junction of Orien trade roads between Zolanberg and Tariston, and another leading to Thurimbar. It is approximately 80 miles west of Zolanberg.
Tariston
A village in central Zilargo, located on the east-west Orien trade road between Quesk and Tarandro.
Tellyn
Tellyn is a village located in the Fields of Arolan in central Thrane, situated at the intersection of two Orien trade routes between Rellekor, Morningcrest, and Sigilstar, and near the fort of Arolangard. Thrane, where Tellyn is situated, is known for its theocratic government and the Church of the Silver Flame as its state religion.
Tempest Isle
Tempest Isle is an island located in the Lhazaar Principalities, known for its constant storms over the central peaks. It is associated with various mythical creatures such as storm giants, aquatic trolls, and blue dragons. The island is often considered a perilous destination due to its harsh weather conditions and the presence of dangerous inhabitants like large and brutal scrags. The island is believed to hold treasures and magical artifacts, making it a popular location for adventurers and pirates seeking wealth and power. Tempest Isle is also notable for its connection to the Sun-Kin, a tribe of shifters who claim their ancestors once lived there but fled after losing an ancestral artifact to a hobgoblin trickster. The island's central mountain is said to house a dragonshard artifact that functions similarly to a storm tower, potentially introducing a plot hook involving House Lyrandar.
Tempest Strait
The Tempest Strait is a churning gauntlet of water. Its name, a grim testament to its nature, reflects the constant, violent storms that plague its waters. Craggy, treacherous islands dot the strait, each a potential haven for pirates, monstrous sea creatures, or the scattered remnants of long-lost civilizations. The currents here are notoriously unpredictable, shifting wildly with the whims of the elemental forces that converge within. Sea monsters, drawn to the chaotic energies and abundant prey, lurk in the depths, making every voyage a gamble. The Strait is a vital, perilous trade route, yet its dangers make it a daunting obstacle for even the most seasoned sailors. Legends whisper of a hidden underwater city, swallowed by the strait's fury, its treasures guarded by vengeful spirits and kraken. The constant threat of storms and sea beasts makes it a place where only the bravest, or most desperate, dare to sail.
Teryk
Teryk is a small town in central Karrnath, located north of the Shadowmount Forest and on the Orien trade road east of Bastion. It has a population of 1780 and is mostly comprised of humans. The town is known for a tournament currently taking place and is governed by Vizegraf ir'Filipek, who styles himself as the commander of local government. Ritter Ludvik Ionescu, a member of the Order of Rekkenmark, acts as a military consultant in Teryk, helping to improve the city and assist less well-staffed farmers.
Thaliost
Thaliost is a large city in northern Thrane that was originally part of Aundair but was captured by Thrane in 926 YK during the Last War and confirmed as Thrane territory by the Treaty of Thronehold. The citizens of Thaliost still largely consider themselves Aundairian and are divided between bitterness over their political abandonment by Aundair and anger at the theocratic regime of Thrane. Riots and disturbances are not uncommon, leading Thrane to maintain a large garrison of knights in the city to keep order. The city's architecture reflects its Aundairian heritage, with skyraking towers, magically shaped stonework, and treelined boulevards. Thaliost was once connected to Rekkenmark in Karrnath via the White Arch Bridge and lightning rail, but the bridge was destroyed in a magical conflagration. Thaliost is also significant for its history of arcane orders, as it is the birthplace of the Arcane Order of Aureon, which is now the largest and most powerful circle in Aundair.
The Ashen Spires
The Ashen Spires are a mountainous region in Karrnath. These spires are tall, spire-like peaks surrounding a dormant volcano and are located in the northeastern part of Khorvaire. The highest has an elevation of 9,925 feet. The area is known for its unique geography and has been the subject of various discussions among players and dungeon masters. Additionally, the region is home to a unique material that resembles asbestos, which is harvested by Cannith East for use in non-magical armor that provides resistance to fire and acid, though it breaks after a few uses. This material is linked to a disease that affects the people who harvest it, but Cannith suppresses these concerns to maintain their dominance as the strongest house. The Ashen Spires also connect to a demiplane where the Kech Hashraac, a group of Dhakaani warriors, reside. This connection makes the region significant for both the Dhakaani and the Karrnathi people, as it offers unique warfare talents and resources.
The Bear's Wood
A forest region in Breland.
The Blackcaps
The Blackcaps, northern Breland peaks bordering Aundair and Thrane, are known for their dark, perpetually warm rock faces despite freezing highland temperatures. Erix Peak, Breland's tallest at 13,256 ft, dominates the range. Frequent torrential rains and snows melt instantly on the warm rock, leading to flash floods contained by crevasses. Strange green and red lightning is common. The eastern Blackcaps are rich in jewels, mithral, and silver, supporting numerous mining villages and the prosperous town of Cragwar, a major mithral source. The Aurum has mining interests here. A secluded valley in the eastern foothills holds the Black Pit, a deep chasm emitting toxic gases, and the nearby town of Black Pit, home to the destitute.
The Blade Desert
The Blade Desert is a large desert in southeastern Khorvaire. It borders the Talenta Plains to the north and Valenar to the south, stretching from the Mournland in the west to the northwestern slopes of the Endworld Mountains and the Ironroot Mountains in the east. The desert is primarily sandy and has been expanding northward due to changing rainfall patterns causing desertification of the Talenta Plains. The Blade Desert is known for its Dhakaani-elf ruins, where ancient battles between goblins and elves took place, leading to the loss of ancient weapons and magic in the sands. Additionally, the desert contains manifest zones, areas where the planes are directly present, which can be important for alchemy and other magical activities. The desert is also a site of conflict between the Armies of Karrnath and the Host of Valenar, making it a strategic location for military interests.
The Boneyard
The Boneyard is a valley in the Talenta Plains filled with the skeletons of dragons. It lies at the juncture of the Endworld and Ironroot Mountains and the Blade Desert. The halfling clans of the Plains consider the place to be cursed and will not willingly enter it. In recent years, dragonborn from Q'barra have begun making pilgrimages to the site.
The Burnt Wood
A forest within the Thrane region.
The Chanthwood
The Chanthwood is an ancient forest located in western Aundair, near the border of the Eldeen Reaches. It stretches along the western edge of Aundair, providing a natural boundary and habitat rich in both flora and fauna. The village of Wyr is situated on the western edge of the Chanthwood, close to the border with the Eldeen Reaches. The area is known for its dense, mystical woods and is home to the Monastery of Orla-un, where warrior monks reside.
The Cogs
Sharn's Cogs are subterranean industrial tunnels, fueled by geysers, lava, and fire elementals, blending ruins and caverns. Divided into districts like Khyber's Gate, Ashblack, and Blackbones, they house forges and foundries. Khyber's Gate, a "city beneath a city," lacks heavy industry, offering carved homes and shops. The Cogs shelter thousands, including criminals, refugees, and cults. A unique culture thrives despite the harshness. Access is limited to Lower Tavick’s Landing and Lower Dura, with deep shafts. The City Watch rarely patrols, leaving the Cogs largely lawless.
The Crawling Swamp
The Crawling Swamp, a festering wound within the Shadow Marches, is a treacherous mire of stagnant pools and choking vegetation. Perpetual fog clings to the decaying cypress and mangrove, obscuring hidden dangers. The air hangs heavy with the stench of rot and damp earth. Here, the line between land and water blurs, creating a labyrinth of treacherous footing and hidden depths. Lizardfolk tribes claim this region, their villages built on floating islands or stilted platforms, wary of outsiders. Ancient ruins, remnants of forgotten civilizations, lie half-submerged, whispering tales of long-lost rituals and forgotten gods. The swamp is also home to monstrous reptiles, venomous insects, and the unsettling, ever-present feeling of being watched.
The Crimson Water
The Crimson Water is a stagnant lake in the southeastern Mournland filled with blood-red fluid. Before the Mourning, this area was a spring that fed the Rushing River, but after the cataclysm, the spring transformed into the Crimson Water. The shores of the lake are littered with the remains of animals and travelers who have attempted to drink from it. The lake's bottom is believed to contain the ruins of Eastwood Springs, a former resort town.
The Deep Mine
The Deep Mine in Eberron is a platinum mine located in the Seawall Mountains of Eastern Zilargo. It is a collaborative effort between Clan Mroranon, House Kundarak, House Sivis, and House Tharashk, with Clan Mroranon providing the majority of the labor workforce and House Kundarak purchasing the platinum extracted from the mine. The mine is known for its intense security measures, which are in place to protect the mine from both thieves and the dangerous creatures that are sometimes disturbed during mining operations. These security measures are likely managed by House Kundarak personnel, who also ensure the safety of the miners working in the depths of the mine. The Deep Mine is notable for its depth, reaching more than a mile below the surface, and for the sophisticated mining team involved in the operation. The mine's operations have attracted various adventurers and workers seeking to prove their worth, gain favor with the Dragonmarked houses, and earn substantial coin.
The Deepwood
The Deepwood is a vast forest in the Shadow Marshes, often described as endless. It is home to many different species of plants and animals, some of which are predatory or poisonous, making it a dangerous place, especially at night.
The Dragonreach
The Dragonreach, a treacherous strait dividing Khorvaire and Xen'drik, tests even the most seasoned sailors. Its currents, erratic and powerful, shift with the ebb and flow of ancient magic, a residue of the giants' fallen empire. Jagged, volcanic islands dot the strait, remnants of cataclysmic eruptions, their peaks shrouded in perpetual mist. Here, the air crackles with latent draconic energy, a tangible reminder of the dragons' long-lost dominion. Sea monsters, warped by Xen'drik's wild magic, lurk in the depths, their forms grotesque and their appetites insatiable. Pirates, drawn by the promise of forgotten treasures and the chaos of the currents, prey on vulnerable ships. The Dragonreach is not merely a passage; it's a gauntlet, a place where nature and magic conspire to challenge any who dare to traverse its perilous waters, a constant reminder of the ancient power that shaped Eberron.
The Dragonwatch Isles
The Dragonwatch Isles are often associated with the Draleus Tairn, a group of dragon hunters, who might have set up training grounds or breeding grounds for dangerous dragontouched beasts there. The islands are speculated to be a location where dragons are watched for or where the islands serve as a training ground for dragon hunters. Not much is known about these islands.
The Dragonwood
The Dragonwood is a forest located in north-central Breland, where the Dagger River originates. This dense forest is known for its challenging terrain, filled with thick undergrowth that makes most areas impassable. At the heart of the Dragonwood stands the Eruunstone, an obelisk of pearl-gray stone without markings. A spring emerges at its base, forming the Laughing River, which feeds into two small lakes and eventually drains into a narrow gorge before leaving the forest
The Duskwing Clanhold
The Duskwing Clanhold is the southernmost dragonborn clanhold in Q'barra and is the home of the Duskwing clan. It is located deep within the Q'barran jungle and is known for its isolation. The clan is led by Elder Shedinn Tyagi Duskwing, a respected battle sorcerer and disciple of the Loredrake (Aureon). The clan faces challenges from the increasing activity of Poison Dusk, which has made it difficult to safely cross their territory. Despite these challenges, the Duskwing clan is determined to defend their clanhold and would rather fight to the last breath than abandon it.
The Duskwood
The Duskwood is a forest located in Aundair and situated on the shores of Lake Galifar and the Wynarn River in the west. It is known for its mysterious and eerie nature.
The Eldritch Grove
The Eldritch Groves are a mysterious forest located in southern Aundair, between Arcanix, Passage, Ghalt, and Vanguard Keep. These groves are known for their unpredictable nature, where time behaves strangely and magic often produces unexpected results. The forest is also characterized by its dark, twisted trees and eerie atmosphere, with legends and myths being the only tales available about it.
The Endworld Mountains
The Endworld Mountains, eastern Khorvaire, separate Q'barra. Home to orc tribes and Q'barran towns like Whitecliff, they were once a lost dwarven empire. 10,000+ years ago, a dragonborn empire annexed local lizardfolk and kobolds, expanding towards the Blade Desert. The Dhakaani Empire then drove them back into Q'barra. The Daelkyr War decimated the Dhakaani, allowing orcs to settle in the mountains. During the Last War, Cyran Duke ir'Kesslan founded New Galifar east of them, and refugees formed Hope by crossing the desert and mountains. The Temple of the Sapphire Eidolon within the range is a site for incarnum magic.
The Fallen Demesne
The ruins of an old Phiarlan tower that existed before the Mark of Shadow was established. The tower was concealed during the Dhakaani Empire's reign and served as a proxy base for the elves, who practiced shadow magic there. The Dhakaani never discovered this place, and any goblins or hobgoblins that found it were either removed or brainwashed. However, when the Daelkyr invaded, they found the tower and destroyed it with their powerful magic, twisting it with their maddening influence.
The Field of Ruins
The Field of Ruins marks the last battle fought in the Last War before the Mourning, a catastrophic event that destroyed the nation of Cyre and transformed it into the desolate Mournland. The battle took place in Cyre, southwest of what is now the Glass Plateau. The Field of Ruins is notable for the sheer number of troops whose bodies still lie there, preserved without signs of decay. These soldiers, from various nations including Thrane, Cyre, Breland, and Darguun, appear as they did the day they died, with wounds gaped wide and armor and weapons remaining untarnished. Visitors to the Field of Ruins often feel compelled to pay respects to the fallen soldiers, offering prayers to those who lie in this uncovered grave. The area is also home to living spells, which seem drawn to the region.
The Fingebone Mountains
The Fingebone Mountains, jagged and ice-clad, dominate Farlnen Island. They rise from the frozen shores, a skeletal spine against the bleak sky. Their crags, perpetually shrouded in mist, echo with the chilling winds that sweep across the Bloodsail Principality. These peaks, home to the Grim's hidden lairs, conceal darkwood groves and patches of eerie Ebon Sedge Grass, nourished by necromantic energies. Illmarrow Castle, Lady Erandis Vol's stronghold, perches precariously among the highest peaks, casting a long shadow over the land. The mountains' icy slopes and treacherous passes provide natural defenses, reinforcing the island's isolation. Within their depths, the Blood of Vol conduct their grim rituals, and the undead stalk the shadowed valleys.
The Flamebrow clan
The Flamebrow clan is the ruling clan of Ka'rhashan, the largest dragonborn settlement in Q'barra and all of Khorvaire, for almost a century. Ka'rhashan is a holy site to the Q'barran dragonborn and is seen as their ancestral home. Unlike most Q'barran dragonborn settlements, Ka'rhashan has opened its doors to outsiders, including humans, kobolds, and lizardfolk. However, non-reptilian visitors must be escorted by dragonborn at all times. The Flamebrow clan is led by High Elder Bhisma Na'kala Flamebrow, who aligns himself with Newthrone and King Sebastes and calls on the dragonborn to not attack human towns.
The Forsaken Forest
The Forsaken Forest is located in the Lhazaar Principalities, near the port of Skairn. It is an ancient and mysterious forest that plays a significant role in the region's history and lore. When Lhazaar and her fleet arrived in the area, they encountered the Goliaths who were already established in the region, particularly around Skairn and the Forsaken Forest. The Goliaths were too strong to be easily conquered, leading Lhazaar to establish treaties with them, forming what is now known as the Stoneheart Principality. The forest itself is home to various creatures and ruins, some of which are remnants of ancient battles between giants and the forces of nature. Planar scholars have noted similarities between the ruins in the Forsaken Forest and Titan’s Folly in Lamannia, another place where giants fought against natural forces.
The Glass Plateau
The Glass Plateau is a vast highland plateau composed entirely of glass. It is a desolate wasteland with sharp and jagged glass formations, and it is believed that the Mourning, an event that destroyed the kingdom of Cyre, began there.
The Gloaming
The Gloaming is a dark and corrupted part of the Towering Wood in the Eldeen Reaches. It is a manifest zone of Mabar, the Endless Night, and is known for its twisted and malformed trees, monstrous insects, and undead creatures that prey on lost travelers. The Gloaming covers an area approximately fifteen miles across, divided into three 5-mile wide rings, with the effects of the zone becoming stronger as one moves closer to the center. The region is slowly expanding over time.
The Glowing Chasm
The Glowing Chasm is a mysterious crevasse located in the northern parts of the Mournland. It is known for emitting a cold purple or violet light that seems to come from deep underground, and its source cannot be seen from the top. The light can be seen from miles away and is believed to be one of the places where the Mourning first appeared. Mutated monsters are often found near the Glowing Chasm, and it is theorized that the light might have played a role in creating them. Those monsters that spend significant time near the chasm mutate further, becoming even more twisted and misshapen. The chasm is also known as the Great Chasm, and it is believed that one of Cyre's warforged colossi lies at the bottom.
The Graywood
A forest in the Aundair region.
The Great Crag
The Great Crag, Droaam's burgeoning capital, is a testament to the might of the Daughters of Sora Kell. Hewn from the very rock of the Graywall Mountains, its architecture is rugged, practical, and imposing. This is no city of delicate spires, but a fortress-city built to withstand the harshest elements and the fiercest foes. Construction never ceases. Giants, ogres, and countless other monstrous laborers toil tirelessly, expanding the city's boundaries and strengthening its defenses. The Crag is a melting pot of Droaam's diverse denizens, a place where goblinoids, gnolls, and medusas mingle in the bustling marketplaces and shadowed alleyways. The Daughters' citadel looms over the city, a constant reminder of their absolute authority, and the raw magical power that upholds it.
The Greenhaunt
The Greenhaunt is a forest in northern Breland, known for its druids who brew goodberry wine and its Dhakaani ruins. It is a location that can be used to hint at future adventures in a D&D campaign, with opportunities for encounters involving drunken Aundairian wandslingers or the druids protecting the forest from threats like monsters and smugglers roads.
The Hall of a Thousand Mirrors
The Hall of a Thousand Mirrors is a House Jorasco enclave located in Q'barra, built upon ancient ruins that contain powerful magic capable of healing magical curses or madness. It is situated northeast of the city of Newthrone, and dragonborn, lizardfolk, and Cyran refugees reside nearby. The hall consists of a maze of mirrors that reflect the inner turmoil of those afflicted with magical curses or madness. If an individual can navigate through the maze and defeat their own reflection, their curse or madness is lifted. The enclave is run by a halfling named Lutes d’Jorasco, and while the healing services provided are standard, the hall offers unique healing through the maze of mirrors. The Jorasco halflings maintain a cautious distance from their neighbors but are not aggressive or standoffish.
The Harrowcrowns
The Harrowcrowns is a forest located in southern Thrane, north of Lake Brey. It was once part of a larger forest that stretched from the Blackcaps to Scions Sound, but much of it was cleared for farming during the time of the kingdom of Galifar, leaving the Harrowcrowns and other forests separated. The forest is known for being infested with monsters, including ettercaps, crazed dryads, gnolls, treants, and giant spiders. Goblins once raided out of the forest, leading to the discovery of Dhakaani ruins within, though the exact location of these ruins has since been lost.
The Howling Peaks
The Howling Peaks are a mountain range in northern Zilargo and southeastern Breland, forming part of the border between the two countries. They stretch from the northern edge of the King's Forest in Breland to within a hundred miles of the northernmost peaks of the Seawall Mountains, running generally from a southwesterly to a northeasterly direction and are about 350 miles in length.
The Icetop Mountains
The Icetop Mountains are a range of mountains located in northeastern Karrnath. The mountains are known for their frigid climate and are home to the Iceflow River, which flows from the mountains into the ocean. The towns of Lakeside and Winterhaven are situated on the southern and southwestern boundaries of the mountains, respectively. Winterhaven benefits from a relatively temperate climate due to the presence of volcanic springs and the shelter provided by the mountains.
The Imistil Forest
The Imistil Forest is part of the broader Harrowcrowns forest in southern Thrane, north of Lake Brey. It is known for being infested with monsters such as ettercaps, crazed dryads, gnolls, treants, giant spiders, and other foul creatures.
The Keeper's Maw
The Keeper's Maw, a frigid bay gnawing at the Demon Wastes' northern edge, reflects the grim power of its namesake. Its waters, perpetually shadowed, churn with unnatural tides, mirroring the chaotic energies seeping from Khyber's depths. Jagged, black cliffs, slick with perpetual frost, ring the bay, echoing with the mournful wails of trapped spirits carried on the wind. The air hangs heavy with the scent of decay and the faint, metallic tang of dragonshards. Whispers claim the bay's depths conceal fractured fragments of the Lair of the Keeper, spewed forth by seismic tremors from below. Twisted, kelp-choked wrecks litter the seabed, remnants of ill-fated vessels lured by false lights or dragged down by unseen horrors. The Keeper's Maw is a place of dread, where the veil between Eberron and Khyber thins, a constant reminder of death's cold embrace, and where the souls of those unfortunate enough to get lost, drift without hope.
The Khraal
The Khraal is a dense rainforest located in the eastern spur of Darguun, known for its dangerous and strange creatures. It is believed to contain extensive ruins from the time of the Dhakaani Empire, which adds to its allure and danger. The forest is so perilous that even the most powerful goblinoids avoid settling within it, fearing the unknown threats that lurk within. The Khraal Lords, a band of pirates and raiders, operate within the Khraal rainforest. They are led by a hobgoblin named Baalo One-Eye and are known for their savagery. They typically harass goblinoid communities in southern Darguun but have recently expanded their operations to include attacks on shipping in Kraken Bay.
The Labyrinth
The Labyrinth is a natural maze within the Demon Wastes, characterized by canyons and mesas that form a complex network of paths and dead ends. It is located in the center of the Demon Wastes, north of the mountain ranges that border the southern part of the wasteland. The Labyrinth is guarded by the Ghaash'kala orc clans, who are dedicated to preventing the evil within the Demon Wastes from spreading to the outside world. They consider anyone who enters the Labyrinth to be tainted and will not allow them to leave, making it a perilous journey for adventurers.
The Lair of the Keeper
The Lair of the Keeper is situated in the depths of Khyber, the underworld of Eberron, near the northeastern coast of the Demon Wastes. It is a cave filled with Khyber dragonshards that contain trapped souls. The Lair is hallowed to the Keeper, one of the Dark Six, the Sovereign Lord of Death and Decay. Mazyralyx, a runescribed dracolich dragon and the chief agent of Katashka the Gatekeeper, resides in the Lair of the Keeper. It is believed that Mazyralyx was the first dragon to become a dracolich and may have inspired some of the myths surrounding the Keeper. The Lair of the Keeper is a perilous place, known for its many dangers and the souls trapped within the Khyber dragonshards.
The Lake of Fire
The Lake of Fire is a massive volcano located in the Demon Wastes, known for its fiery appearance and the legends surrounding it. According to lore, it is the prison of a powerful fiend and a source of evocative magic for sorcerers and wizards who dare to draw on its power.
The Mosswood
A forest located in the Eldeen Reaches.
The Nightwood
The Nightwood is an expansive forest in western Karrnath that has deep connections to the plane of Mabar, leading to the appearance of hideous monsters that terrorize nearby settlements. It is an uncommon safe haven for fugitives and criminals since the fate awaiting them in the forest is worse than the government's punishment. The forest's fringes are depicted as a game preserve, but as one delves deeper, dark and terrible things make their home or roam its shadowy confines. The Nightwood is located near the city of Korth and is not a safe place, with civilian and commercial traffic preferring to go around the forest rather than through it.
The Riverwood
A forest located in the Eldeen Reaches.
The Seawall Mountains
The Seawall Mountains form the border between Zilargo and Darguun, extending approximately 600 miles from Korranberg, Zilargo in the south to Sterngate, Breland in the north. The mountains are known for their vast resources, including gem mines, and are home to various goblinoid tribes and clans. The Seawall Mountains are also notable for having an underground aqueduct built by the dwarves that starts in the mountains and flows into Breland, passing through New Cyre before ending in Starilaskur.
The Shadow Marches
The Shadow Marches, located in the southwestern corner of Khorvaire, are a vast, untamed expanse of swamps, marshes, and dense forests. This region is a stark contrast to the civilized lands to the east, a place where ancient traditions and primal magic still hold sway. The Marches are home to diverse populations, including the native orcs and humans who have long adapted to the harsh environment. They are known for their strong connection to the land and their unique druidic practices. The region is also a haven for monstrous creatures and forgotten ruins, making it a dangerous but potentially rewarding area for adventurers. The Dragonmarked House Tharashk, with their expertise in finding and exploiting natural resources, holds significant influence here. They often hire adventurers to navigate the treacherous terrain and recover valuable materials. The Shadow Marches present a wild and mysterious setting, ripe for exploration and filled with both peril and opportunity.
The Shadowcrags
The Shadowcrags are a mountain range known for being home to various creatures and sites of interest, including the Chasm of Forgotten Echoes, a corrupt cavern forged by an ancient Khyber Cult using dragonshards and blood to call upon the voices of spirits within Dolurrh. Goliaths, a race of stony-skinned humanoids, can be found in the Shadowcrags and the Icehorn Mountains on the border of the Demon Wastes and the Eldeen Reaches. The Shadowcrags are also associated with the plane of Dolurrh, the Realm of the Dead, which is sometimes referred to as "Dolurrh, the Shadowfell".
The Shimmerwood Forest
The Shimmerwood Forest is an ancient and dense forest surrounding the mountainside near Ishnal Rae, one of the few remaining Elven civilizations. The forest is known for its impassable tangles and thickets, with high branches closer to Ishnal Rae, and it is said to have changed little over time despite the rise and fall of various kingdoms around its edges.
The Silverwood
Silverwood is a forest located 50 miles north of Silvercliff Castle in Thrane. It was relatively untouched during the Last War and the Yannashur's Uprising. After the war, it was briefly inhabited by werewolves as a tactic to disrupt the silver trade, but the Thranish army later cleared the forest, primarily by scaring away the inhabitants.
The Starpeaks
The Starpeaks are a mountain range in northern Aundair. The Starpeaks Observatory, located in these mountains, was built to chart the moons and stars, aiming to provide signs and portents for the future. The Arcane Congress now uses the observatory to study celestial bodies and maintains a large, magical orrery within
The Stormhorn Clan
The Stormhorn Clan is a powerful dragonborn clan led by Mishva Garodya Stormhorn, a young and charismatic leader. Mishva seeks to renew the ancient dragonborn empire and calls for war with the humans of Q'barra. Mishva's leadership is backed by an elder blue dragon named Tarmahkan, who provides support through young dragons from his brood and two magic swords—a frost brand shortsword and a scimitar of sharpness. The Stormhorn Clanhold, the home base of the clan, is located close to the human settlements of Pitchwall and Wyrmwatch. The clan's activities and ambitions have put them at odds with the elders of the Stormhorn Clan, who have been actively dissuading Mishva from her aggressive stance. Despite this, Mishva continues to gather more power and support among the Q'barran dragonborn. The Stormhorn Clan is run with military precision, with Mishva parceling out responsibilities to capable commanders and planning to reward her trusted servants with territories of their own.
The Stormhorns
The Stormhorns are a mountain range that mark the western and northern frontier of the continent of Khorvaire. They are known for their wild and untamed peaks, which are home to a variety of creatures and hazards.
The Sunscale Clanhold
The Sunscale Clanhold is the home of the Sunscale clan of dragonborn in Q'barra. This easternmost dragonborn clanhold is hidden deep within the Q'barran jungle, and little is known about it. The Sunscale clan, along with other dragonborn clans like the Flamebrow, Stormhorn, and Duskwing clans, still thrives in Q'barra despite the destruction of their ancient empire. The Sunscale clan is led by Kava’sora Vadula Sunscale, a wise cleric and disciple of the Lightkeeper (Dol Arrah).
The Thornwood
The Thornwood is a forest located in Thrane, situated north of the city of Ankhapur and south of the Cloven Mountains. It is also separated from the lightning rail line leading north to Aruldusk by the Thornwood, which is near Arythawn Keep, a fort that is part of the border with the Mournland.
The Towering Wood
The Towering Wood is known for containing the Gloaming, a dark and dangerous region that is a manifest zone of Mabar, the Endless Night. The Gloaming is characterized by parasite-infested malformed trees, monstrous insects, and undead creatures that prey on lost travelers. The Gloaming is also a holy site for the Children of Winter druidic sect, who study the expansion of this dark area. The Ashbound druid sect often navigates the borders of the Gloaming, sometimes coming into conflict with the Children of Winter. The Gloaming is located in the southern parts of the Towering Wood in the Eldeen Reaches and is about 15 miles in diameter, separated into three rings marking the border in which the manifest zone grows stronger towards the center. The Gloaming has been slowly expanding over the past century, and it is believed to be influenced by the daelkyr, though the Children of Winter claim it is a sign of what is to come.
The Vile Marsh
The Vile Marsh is part of the Shadow Marches. It is a fetid swamp located near Blackwater Lake. The Shadow Marches are known for their orc tribes and other inhabitants, and they are not a recognized nation but an independent territory with a reputation for xenophobia. Outsiders are rarely welcomed here.
The Watching Wood
The Watching Wood, a tangled expanse between the Shadow Marches and Droaam, is a realm of perpetual twilight. Gnarled, ancient trees, draped in thick moss, obscure the sun, creating an eerie, oppressive atmosphere. The region is known for producing an unusual hardwood lumber called gloamwood.
The Whisper Woods
The Whisper Woods is a mysterious and eerie forest located in the northern reaches of Aundair. It is known for dark shapes and strange sounds, and monsters still roam this cold and forlorn forest, with few daring to venture too deeply into its ancient recesses. Deep within the Whisper Woods stands Whisper Rock, a crumbling black rock monolith that has been there since the early days of Galifar and possibly even as far back as the Dhakaani Empire. It is believed to be the source of the mysterious urmuring in the woods around it and is rumored to tell those who brave the wildlife to visit the Rock fragments of their future.
The Whitepine Forest
The Whitepine Forest is located in the mainland of the Lhazaar Principalities. It is the site of Taer Lian Doresh, also known as the Fortress of Fading Dreams.
The Wolfwood
A forest located in the Eldeen Reaches.
Thrakelorn
Thrakelorn is a village located northwest of the Great Crag. It is governed by the oni mage Drul Kantar, who rules over a population of orcs, ogres, and goblins. However, another source mentions that Thrakelorn is governed by minotaurs and is mostly populated by them, with orcs from the Shadow Marches also present.
Thrane
Thrane, a theocracy ruled by the Church of the Silver Flame, is a land of devout faith and unwavering zeal. The nation rose from the ashes of the Last War, fueled by the Silver Flame’s power, replacing the monarchy with a religious order. The Flamekeep, the capital, is a beacon of piety, dominated by the Cathedral of the Silver Flame. Thrane’s people are known for their strong moral compass and their dedication to purging evil. Paladins and clerics are common, and the nation’s military might is bolstered by the Silver Flame’s divine magic. While they are a force for good, their zealous nature can sometimes lead to intolerance and suspicion of outsiders.
Three Sisters
The Three Sisters, Sweetsister, Longsister, and Littlesister, dot the Bite, a trio of windswept isles south of White Harbor. Though nominally Lhazaar Principalities, they hold a tenuous allegiance to the Vale's Arryn. Their livelihood springs from the sea and hardy livestock: crab, fish, and rich goat cheese traded to White Harbor for essential wood, wool, and hides. Beyond trade, the Sisters hold a deeper significance, a holy site for the Silver Flame. A sliver of the sacred flame burns here, drawing pilgrims.
Thrug
Thrug, a windswept island within the Lhazaar Principalities, clings to the northeastern coast of Khorvaire, its rocky shores echoing with the clang of shipwrights' hammers and the raucous calls of seasoned sailors. A place steeped in seafaring tradition and notorious pirate lore, Thrug breeds hardy folk, their lives intertwined with the ebb and flow of the sea. Its narrow, craggy strip of land, a mere extension of the island chain, serves as a vital, if perilous, trade route, constantly patrolled by vessels both merchant and marauder, embodying the wild, untamed spirit of the Principalities.
Thunder Sea
The Thunder Sea, a tempestuous heart of Khorvaire, pulses with the raw, untamed energy of the Mournlands’ lingering echoes. Its depths, a churning abyss of dark water, conceal colossal kraken, their tentacles reaching for unwary vessels, and the ghostly ruins of drowned cities, swallowed by the sea’s wrath. Perpetual storms, born of the Mournlands’ unnatural weather patterns, lash the surface, their thunderous roars echoing across the waves, a constant reminder of the continent's scarred past. The sea's currents, unpredictable and violent, shift with the Mournlands' fluctuating magical energies, making navigation a perilous endeavor. Sailors whisper of phantom ships, their sails tattered and their crews long dead, forever trapped within the Thunder Sea's turbulent embrace. The air itself crackles with residual magic, and the sea's creatures, often warped and mutated by the Mournlands' influence, pose a constant threat to those who dare to brave its treacherous waters.
Thurimbar
Thurimbar is a large town in southeastern Zilargo, a region known for its rich musical culture. It lies on an Orien trade road between Tarandro and Korranberg. The town is a popular destination for musicians and entertainers due to its legendary clubs and schools of music.
Tlalusk Island
Tlalusk Island, a frigid jewel of the Frostfell, lies northeast of the Demon Wastes, a frozen testament to Eberron's harsh north. Named for the colossal, six-legged tlalusk mammoths that graze its sparse lichen, the island is a battleground against relentless winter. Jagged, ice-encrusted peaks pierce the perpetual twilight, offering precarious shelter to the feral gargun, kin to goliaths, who carve out a brutal existence amidst the blizzards. The island's shores, lapped by the frigid sea, are often patrolled by immense ice floes, and the threat of monstrous sea creatures is ever-present. Whispers of the Uldra, fey beings from the nearby “children” of Icewhite Island, drift on the biting winds, suggesting a hidden, magical presence. The island's frozen heart holds secrets and dangers, a testament to the unforgiving power of the Frostfell, and the endless struggle for survival.
Torch Keep
Torch Keep is a small Brelish fort near the Dagger Wood in western Breland. It serves as a lighthouse for ships navigating the Hilt. The fort is often considered an undesirable posting, with soldiers stationed there enduring long periods of boredom interspersed with occasional dangers from brigands or threats from the nearby jungle.
Torlaac Bay
Torlaac Bay serves as a gateway to Darguun for those who travel by sea, although legitimate trade is sparse and the Darguul goblinoids generally avoid sea trave. Wyvernskull, a small town and primary seaport in Darguun, is situated on the northeastern shore of Torlaac Bay, at the mouth of the Torlaac River. The Torlaac Moor, an expanse of blasted heath and stone, lies along the eastern base of the Seawall Mountains and is believed to contain ruins from the Dhakaani Empire. This region is less settled than the northern portion of Darguun and is home to few goblinoid outposts deeper in the wilderness.The bay and its surrounding areas are significant for their historical and strategic importance, as well as their role in the slave trade, which is a significant but illicit activity in Wyvernskull.
Torlaac Moor
The Torlaac Moor is an expanse of blasted heath and stone that runs along the eastern base of the Seawall Mountains. Ruins from the time of the Dhakaani Empire are believed to dot the moor, and subterranean dungeons are hidden beneath the mire. Members of the Kech Volaar clan have spent a considerable amount of time exploring the area, but the vastness of the moors keeps many secrets well hidden.
Tower Vigilant
Tower Vigilant is one of three castles maintained by Aundair on its eastern border with Thrane, located midway between Tower Valiant and Marketplace.
Traelyn
Traelyn is a small town located in eastern Thrane, situated on the western bank of the branch of Scions Sound that forms the mouth of the Thrane River. It is near the lightning rail that passes between Sigilstar and Flamekeep, although it does not have a stop on the route.
Traglorn Isle
Traglorn Isle is home to a shifter tribe known as the Sun-Kin, who claim that their people once inhabited both Traglorn Isle and Tempest Isle but were forced to flee to Traglorn after losing an ancestral artifact to a hobgoblin trickster. The Sun-Kin tribe wears wooden decorations bearing sigils similar to those painted by scrags on Tempest Isle, which suggests a connection between the two islands.
Trebaz Sinara
Trebaz Sinara is an island located in the Lhazaar Principalities. It is known for being surrounded by dangerous reefs and being home to various monsters, making it a perilous destination for adventurers. Despite these dangers, the island is also famous for being a place where pirates and legendary captains have hidden their treasures over generations. According to some stories, the legendary pirate queen Lhazaar herself founded her home on this island. The island's elusive nature is a significant part of its lore. It can be seen from a distance but disappears before one can reach the shore. It has not been seen in centuries, and there have been no successful missions to retrieve the treasure in the past 500 years. Some accounts suggest that the island might be a lost island that only appears at night somewhere it isn't supposed to be, and only then can one go ashore
Trolanport
Trolanport is the capital city of Zilargo, built next to the Trolan River. It was constructed on the ruins of a Dhakaani city abandoned after the Daelkyr War. The city features a canal system and is a center for gnomish shipbuilding, including both naval and aerial vessels. Trolanport is a significant trade hub for Khorvaire and serves as one of the major departure ports for destinations such as Xen'drik, Aerenal, and Sarlona. The markets in Trolanport are known for their diverse offerings, ranging from Sarlonan tapestries to Karrnathi blades and incense from the distant Seren Islands. The city is home to major enclaves of several dragonmarked houses, including House Kundarak, House Sivis, and House Cannith. House Cannith's operation in Trolanport is under the direction of Cannith South.
Tronish
Tronish is a ruined city located on the eastern edge of the Mournland, which was once part of the nation of Cyre. It lies south of Lake Cyre and is now dominated by aberrations such as kuo-toas and foulspawn, who make raids into the Talenta Plains. The city is blanketed by a magical silence effect, and shadows and greater shadows dwell there, feeding on the energy of the living. Before the Day of Mourning, Tronish was a major city known for its grand hotels and inns, which became places for wounded soldiers to convalesce. It was also a party city where people tried to pretend the war wasn't happening, filled with street music, good food, and theatre. After the Mourning, Tronish became a flooded ruin, with many of its buildings now submerged within the mists. The city is now a dangerous place filled with mutated monsters and magical horrors, making travel through it perilous.
Turakbar's Fist
Turakbar's Fist is a fortress located in the Droaam–Breland borderlands, belonging to the demon-worshiping minotaur warlord Rhesh Turakbar and his clan.
Tzaryan Keep
Tzaryan Keep is a fort located in the southeastern part of the Watching Woods, extending into the moors, and is under the control of the oni mage and warlord Tzaryan Rrac. His domain includes orcs, ogres, gnolls, trolls, and dark fey. Tzaryan enjoys the peace provided by the Daughters of Sora Kell's rule but is ultimately out for himself and could turn on the hags if it benefits him.
Urthhold
Urthhold is a city located in the Shadow Marches, a territory known for its orc tribes and xenophobic inhabitants. It is situated near Balinor's Sorrow, which acts as a barrier to the progression of the swamps past Urthhold. The city is part of the independent territory of the Shadow Marches, which is not a recognized nation but has established relationships with its neighbors and the outside world largely through the presence of House Tharashk. House Tharashk operates dragonshard fields and distribution centers in the region, including one between Urthhold and Dhavin's Port.
Valenar
Valenar, a land of wild beauty and fierce warriors, with a desert to the north and a lush forest to the south. Once part of Cyre, it was seized by the nomadic Tairnadal elves after the Last War. These elves, driven by ancestral spirits and a relentless pursuit of martial perfection, carved out their own kingdom. Their culture revolves around the veneration of past warrior heroes, whose spirits often inhabit their living descendants. Valenar is a land of sweeping plains, ideal for their cavalry, and dense forests hiding ancient ruins. The elves are renowned for their skilled riders and their connection to their spiritual warhorses. Be wary, for Valenar elves hold honor and battle above all else, and their loyalty lies with their ancestors and their queen.
Valiron
A village in southern Thrane on the northern shore of Lake Brey, situated on the Orien trade road between Aelyndar and Syar
Valshar'ak
Valshar'ak, nestled deep within the treacherous Shadow Marches of Khorvaire, is a settlement of the dragonborn Dhakaani clans. Unlike the more common goblinoid Dhakaani, these dragonborn maintain a guarded existence, holding tightly to ancient traditions. They are wary of outsiders, especially those from the Five Nations. The settlement itself is a blend of rough-hewn stone structures and natural caverns, reflecting the dragonborn's respect for the land. Their society is structured around clan loyalty and the veneration of their draconic ancestors. They are known for their skilled craftsmanship, particularly in the forging of obsidian weapons and tools, and their deep understanding of the marsh's secrets. Expect encounters to be tense, with diplomacy often tested before any trust is granted.
Vanguard Keep
Vanguard Keep is an Aundairan military fort located in southern Aundair, situated between the Blackcaps and the Eldritch Groves.
Varna
Varna is a small city and the largest settlement in the Eldeen Reaches. It serves as the center of operations for House Vadalis and is the primary hub of commerce and communication connecting the Eldeen Reaches to Aundair and other nations of Khorvaire. House Vadalis, known for breeding and training various creatures, has a significant presence in Varna. The city is also home to a thriving black market for goods poached from the nearby Greenheart forest.
Vathirond
Vathirond is a town serves as a watchpost and trading center on the southern banks of the Brey River, across from the nation of Thrane and near the former border between Breland and Cyre, now known as the Mournland. It has a rich history marked by conflict during the Last War, where it was frequently attacked by Thrane, Cyre, and even Karrnathi river raiders. Today, Vathirond faces new challenges, including unidentified horrors emerging from the Mournland and the ongoing struggle to maintain its population and strategic importance.
Vedykar
Vedykar is a large city in south-central Karrnath, known for its strategic location at the junction of several trade routes and its lightning rail line. It serves as the headquarters for House Jorasco, a prominent dragonmarked house that specializes in healing services. The city is also notable for hosting a festival involving the consumption of fermented fruit, which can lead to drunken revelry. Vedykar is one of the major cities in Karrnath, along with Karrlakton, Atur, and Rekkenmark. The city's architecture is practical and well-maintained, with many buildings constructed from stone. House Jorasco's complex in Vedykar includes a training hospital, a spa for convalescence, and an asylum for the mentally ill. Vedykar has a small presence of the Church of the Silver Flame, reflecting the tensions between Karrnath and Thrane. The city also has a significant population of dwarves, which could make it an ideal location for a dwarven newspaper connecting Karrnath and the Mror Holds.
Volaar Draal
Volaar Draal is a small city located in the Seawall Mountains and is known for its Dhakaani fortresses carved into the mountain roots. The city is a stronghold of the Kech Volaar clan, which is dedicated to preserving the lore of the Dhakaani Empire. Volaar Draal serves as a primary source for Dhakaani arms and armor, and its vaults contain thousands of scrolls and tomes detailing the Age of Monsters, as well as artifacts from the war against the daelkyr. The city is a grim place, filled with troops undertaking combat drills and the echoing songs of the duur'kala. Foreigners are allowed to enter Volaar Draal only when invited by a trusted member of the Kech Volaar.
Vralkek
Vralkek is a large town in Droaam, standing near the mouth of the Scar River on Manta Bay. It is Droaam's only port and the fief of the fire giant warlord Gorodan Ashlord. Gorodan allows anyone to dock at the port, provided they are willing to pay his high fees. To protect commerce, he employs a goblin and ogre militia to enforce the law, although the laws mainly serve the rich, the powerful, and those willing to line Gorodan's pockets with gold. Despite the appearance of order, Vralkek hosts its fair share of black markets and dark temples.
Vulyar
Vulyar is a large town in southern Karrnath, located near the border of the Talenta Plains. It lies on the lightning rail route between Vedykar and Irontown, and has three wards named for the gates leading out of the city: the Iron Gate, the Wood Gate, and the Sand Gate. The town is governed by noble families, and nobles in these lines bear the title "of the Wood Gate". There is a gap in the lightning rail network between Vulyar and Vedykar, which has not been connected due to various reasons such as local resistance and political conflicts.
Vurgenslye
A hamlet in southern Karrnath, south of the Nightwood, about midway between Korth and Karrlakton on the eastern shore of Scions Sound
Whisper Rock
Whisper Rock is a mysterious stone ruin located deep in the Whisper Woods of northern Aundair. This crumbling black rock monolith has stood since the early days of Galifar and is possibly as old as the Dhakaani Empire. It is believed to be the source of the mysterious murmuring in the woods around it and is rumored to be able to tell the future to lucky adventurers. Some believe Whisper Rock to be a relic from the age of demons, possibly linked to Tul Oreshka, the Truth in the Darkness. Others suggest it could be a Dhakhaani relic or even a lair for an ancient Dusk Hag, known for visions and prophecy. Some speculate that Whisper Rock might be a manifest zone to Thelanis, specifically to the realm of the Lady in Shadow. Whisper Rock is surrounded by a bleak, forlorn forest where the leaves rustle ceaselessly and the air is always 10 degrees colder than elsewhere. The forest is also home to self-appointed guardians that jealously guard the prophetic whispers for themselves.
Whitecliff
Whitecliff is a settlement located in Q'barra. It is situated in a cove along the river, backed up against high cliff walls, which was chosen as a location to make camp and protect against attacks from lizardfolk. Q'barra, founded by Duke Ven ir'Kesslan of Cyre, is a region where human settlements struggle against various threats including lizardfolk, Valenar warbands, Lhazaar raiders, and kobold marauders from the Endworld Mountains.
Whitehearth
Whitehearth is a House Cannith facility and forgehold in Cyre, located in the southwestern region of the Mournland, south of the Saerun Road near the ruins of Rose Quarry in Darguun. It was known to be operated by House Cannith, but the details of its operations were kept secret. The facility was destroyed on the Day of Mourning. Some sources suggest that there might be a second Whitehearth, a secret R&D facility whose location is lost even to Cannith.
Whitehorn Wood
A forest region in Breland.
Windlost
Windlost, a mist-shrouded isle near Lorghalan, pulses with raw elemental energy. Unlike its gnomish neighbor, Windlost is a wild domain, a nexus of Lamannian influence. Craggy peaks pierce swirling cloud banks, where air elementals dance in perpetual storms. Volcanic vents hiss, spewing steam and fire, a playground for salamanders and fire mephits. The island's shores, battered by relentless waves, teem with water elementals and kelpie. Whispers say Windlost's heart holds a hidden convergence, a place where the planes bleed together, making it a dangerous yet alluring destination. Lorghalan gnomes, though wary, sometimes venture to Windlost for rare elemental materials and the soarwood groves hidden in the island's interior, keeping the binding workshops a secret. They say the wind itself speaks on Windlost, a chorus of elemental voices.
Windshire
Windshire is a thorp located in western Aundair, near the Wynarn River and the border with the Eldeen Reaches, just north of the Duskwood forest. It is the site of Windshire Keep, the base of Count Tarnik ir'Weld. The thorp is known for its Windshire rainbow wine, a unique red wine that changes both hue and taste as it is consumed.
Wolf's Paw
Wolf's Paw is a small agricultural settlement located in the rural northeastern part of the Eldeen Reaches. It is one of the few permanent non-nomadic shifter communities in the region. The settlement's leader is a shifter named Slara, who convinced her pack to stop wandering and settle down to work the land. Spiritual leadership is provided by Lorgan, a druid with ties to the Wardens of the Wood.
Woodhelm
Woodhelm, a remote Breland village, lies in the Dragonwood forest on the Dagger River. Its primary industry is logging, shipping lumber to Galethspyre. Isolated, it's accessible only by a hidden footpath. Legend says dragons guided its founding by the Montemer and Zalian families. A century ago, Gypsies visited, followed by a blight that decimated the Zalians, leaving only one survivor. The Montemers now lead. Woodhelm is cool and foggy, unlike the rainier Blackcaps settlements.
Wroat
Wroat, Breland's capital, is a walled city straddling the Howling River before it joins the Dagger. A man-made island hosts Brokenblade Castle and the Citadel. As the political heart, it houses the royal family and parliament. King Boranel's agencies operate here, and Parliament Hall, on the south bank, is where the Breland Parliament convenes. Wroat is famed for its history, celebrations, and fair governance. While less dense than Sharn, it's a vital trade and commerce hub in Khorvaire.
Wrogar Keep
Wrogar Keep is a fortification located in Aundair, situated just south of the Aundair River on the border with Thrane.
Wyr
Wyr is a village in western Aundair, near the border of the Eldeen Reaches, located on the western edge of the Chanthwood. The warrior monks of the Monastery of Orla-un are situated on the edge of the village.
Wyrmwatch
Wyrmwatch is a small village and has been growing in the past three years of its existence. The village was founded by refugees who fled to Q'barra after the destruction of Cyre on the Day of Mourning. These refugees were more interested in taming the wilderness and making a living. They formed a number of villages and towns at the base of the Endworld Mountains and bound themselves together as the nation of Hope, with Wyrmwatch serving as its capital. The village is known for its fanatic devout followers of the Silver Flame, although the elder and cleric of Wyrmwatch, Elder Wedon Nevillom, preaches a puritanical and hostile version of the church's beliefs most clerics disagree with. Wyrmwatch also has a significant Tarkanan enclave and a Jorasco enclave, which provides unrivaled medical care but is kept under a tight leash by the village. Fort Liberty is located in Wyrmwatch, storing weapons for the village militia and containing siege staffs capable of blasting targets a mile away.
Wyvernskull
Wyvernskull is a small town or city in Darguun, serving as the primary seaport in the country. It is located in southern Darguun, at the mouth of the Torlaac River on the north-eastern shore of Torlaac Bay, near the Khraal rainforest. This town acts as a gateway for traders coming by ship, although legitimate trade is rare.
Xandrar
A small city in Breland, close to the border with the Eldeen Reaches and not far from Aundair. It is a former Thranish city that changed hands during the Last War, suggesting a significant Thranish population and culture still exists there. The city is located on the eastern bank of the Silver River where it meets Lake Galifar, and it takes its name from the ruins of an older Dhakaani city of the same name on the western riverbank.
Yarkuun Draal
Yarkuun Draal is an ancient Goblin city built into a gorge along a sea cliff, serving as a port city with buildings constructed into the natural rock walls. In the city, there is a massive stone dais at the bottom level in the center, which is the seal containing Bhodex'av'gr, a Daelkyr Lord. This dimensional seal was partially corrupted by Bhodex'av'gr after the Daelkyr War, allowing the daelkyr to influence the lands around the city. The city is described as seething with life, but it is twisted and dangerous, filled with poisonous plants and moving creatures that attack visitors. It is also believed to be cursed, making it a perilous location for adventurers.
Yrlag
A large town in the northern Shadow Marches, known for its tremors, proximity to leylines, and the presence of House Tharashk.
Zarash Bay
Zarash Bay, a murky maw south of the Shadow Marches, yawns wide, a treacherous gateway to the region’s heart. Its waters, choked with silt from the unpredictable Glum River, churn with hidden currents and the threat of sudden, devastating floods. This instability renders direct shoreline settlement impossible, forcing Zarash’ak’s construction inland, perched on raised platforms along the river’s course. The bay serves as the primary sea access, a vital artery for trade, where barges and weathered ships anchor, awaiting passage up the Glum. House Tharashk, with its iron grip on Zarash’ak, dominates this watery crossroads, controlling the flow of precious dragonshards, the region’s lifeblood. Yet, the bay's beauty masks a sinister reality. Chuul lurk in the shallows, their chitinous forms blending with the brackish depths. Mad cultists perform their dark rituals on isolated islands and beneath the waves, strange horrors stir, remnants of the daelkyr’s twisted experiments.
Zarash'ak
Zarash'ak, also known as the City of Stilts, is a small city in the Shadow Marches. It is the unofficial capital of the region and its largest settlement, managed by House Tharashk and serving as the seat of their power. The city is known for its unique architecture, built on stilts to avoid the varying water levels of the Glum River. It is a significant trade hub, particularly for Eberron dragonshards, and a place where the clans and tribes of the Shadow Marches gather for trade and religious rituals.
Zilargo
The gnomish nation of Zilargo, nestled in southeastern Khorvaire, is a land of meticulous organization and hidden depths. Known for their keen intellect and silver tongues, the gnomes of Zilargo are masters of information, trade, and subtle manipulation. Their cities, like Trolanport, are meticulously planned and impeccably maintained. The Trust of Zilargo, their ruling body, operates with an air of secrecy, their vast network of spies and informants reaching every corner of Khorvaire. The gnomes are renowned for their mining and gem-cutting skills, and their control of valuable resources adds to their influence. Be wary, adventurers, for the gnomes of Zilargo are seldom what they seem, and their intricate schemes can ensnare even the most cautious.
Zilspar
A village in the south of Breland, known for its strategic location on the Orien trade road and its proximity to the King's Forest and the Thunder Sea. It serves as a trading hub and has a notable gnomish population.
Znir
Znir is a small gnoll village in Droaam, located to the east of the Scar River and south of Great Crag.
Zolanberg
Zolanberg is a settlement located in the Seawall Mountains within Zilargo. It is known for its network of jewel mines and is inhabited primarily by gnomes and dwarves. House Kundarak maintains a great vault in the city, and House Tharashk has completed construction of a large hall for the Prospectors Guild. The city faces risks from attacks by haka'jhar kobolds and goblins from Darguun.