Regions of Khorvaire

Countries and Regions of Khorvaire

AUNDAIR

Capital: Fairhaven
Population: 2,000,000 (51% humans, 16% half-elves, 11% elves, 11% gnomes, 5% halflings, 3% shifter, 2% changelings, 1% other)
Exports: Wine, cheese, grains, agriculture, books
Languages: Common, Draconic, Elf, Halfling

One of the Five Nations originally founded by the human settlers of Khorvaire, Aundair has a rich tradition of cities dedicated to knowledge and education while the areas outside the cities are known for agriculture. Rich farmlands, pastoral forests, and excellent vineyards abound. Though the borders have changed many times over the centuries, the nation has carried the name of Aundair since 32 YK.

BRELAND

Capital: Wroat
Population: 3,700,000 (44% humans, 14% gnomes, 10% half-elves, 8% elves, 7% dwarves, 4% halflings, 4% changelings, 4% goblinoids, 3% orcs, 2% other)
Exports: Weapons, armor, tools, processed ore, metalwork, manufactured goods, heavy industry
Languages: Common, Gnome, Elven, Dwarven, Halfling, Orc, Goblin, Sahuagin

Breland, one of the original Five Nations founded by the human settlers of Khorvaire, mixes a proud agricultural tradition with a more urban and industrial outlook , especially in its massive cities. As with the other Five Nations, Breland’s borders have fluctuated over time. It was named for King Galifar I’s daughter, Brey, in the year 32 YK.

DARGUUN

Capital: Rhukaan Draal
Population: 800,000 (39% goblins, 29% hobgoblins,
13% bugbears, 6% kobolds, 6% humans, 4% gnomes, 3% other)
Exports: Mercenary services
Languages: Goblin, Common, Draconic

In ages past, hobgoblins and other goblinoids controlled Khorvaire. Over the course of thousands of years a host of goblinoid nations rose and fell. The greatest civilization of this age, the hobgoblin Empire of Dhakaan, bred goblins and bugbears as slaves and warriors. The ancient empire has returned, in a weaker, less influential form, in the new nation of Darguun.

THE DEMON WASTES

Capital: None
Population: 600,000 (45% humans, 28% orcs, 2% halforcs, 25% demons [rakshasa, zakya, others])
Exports: None
Languages: Common, Orc, Infernal

North of the Eldeen Reaches, life gradually seeps out of the earth. Lush forests fade to a broad tableland of dried soil and cracked rock. Further north, the elevation rises into the bleak chain of mountains known as the Shadowcrags, then drops dramatically. The land beyond, a highland plateau, is broken into badlands, a network of canyons and mesas that forms a natural labyrinth leading out to a plain of blackened sand and volcanic glass. This is the Demon Wastes—the last remnants of the rakshasa civilization that ruled Khorvaire millions of years before the rise of goblinoids or humans. Amid ruins so old that they barely resemble the buildings they once were, fiendish creatures search for fresh blood while ancient forces watch from the shadows. In this realm of death and desolation, long-forgotten treasures and primeval secrets hide in the blasted wastes.

DROAAM

Capital: The Great Crag
Population: 500,000 (20% gnoll, 19% orcs, 18% goblins, 5% shifters, 38% other races, including half-orcs, harpies, hill giants, humans, medusas, minotaurs, ogres, and trolls)
Exports: Mercenary services, byeshk

A mere two decades ago, Droaam was part of Breland. But while the maps reflected this claim, few Brelish lived in the western barrens beyond the Graywall Mountains. The place has always been dangerous, a haven for monsters of all sorts, and the land was never easy to work or hunt. A few brave settlers tried to tame the land over the years, but none of them ever met with much luck. As the Last War wore on, monster warbands became more aggressive, striking at Breland either at the behest of warring nations or for their own spoils of war. In 987 YK, King Boranel of Breland evacuated the few remaining Brelish and declared that the land west of Graywall was sealed and off limits. In that same year, a trio of hags declared the sovereignty of the new nation of Droaam.

THE ELDEEN REACHES

Capital: Greenheart
Population: 500,000 (45% humans, 16% half-elves, 16% shifters, 7% gnomes, 7% halflings, 3% orcs, 3% elves, 3% other races)
Exports: Agriculture, animal husbandry

The Eldeen Reaches cover the northwestern region of Khorvaire to the Shadowcrag Mountains. The eastern Reaches feature fertile plains and rolling hills, but dense forests cover the majority of the nation. These forests house some of the most primeval trees on the continent, ancient growths that have survived the rise and fall of empires and witnessed the arrival of humans on the shores of Khorvaire. The forces of magic permeate these woods, and strange beasts and mischievous fey roam the land. Many dangers also lurk in the deep woods, and the humanoids who make their homes in these forests don’t always take kindly to visitors.

KARRNATH

Capital: Korth
Population: 2,500,000 (52% humans, 18% dwarves, 10% halflings, 8% half-elves, 8% elves, 4% other)
Exports: Ale, dairy, glass, grain, livestock, lumber, paper, textiles
Languages: Common, Dwarf, Elf, Halfling

Of the Five Nations founded by the human settlers of Khorvaire, Karrnath has the strongest military tradition. Famous as the birthplace of Galifar himself, the great king who unified the Five Nations, the nation consists of lush forests, fertile plains, and extensive waterways fl owing from snow-covered mountaintops to the sea. Once, the borders of Karrnath included most of the land east of Scions Sound, covering what is now the Mror Holds, the Talenta Plains, Q’barra, and the Lhazaar Principalities. Today, the nation stretches from Scions Sound and the Cyre River on the west to the Ironroot Mountains in the east, and from Karrn Bay in the north to the start of the Talenta Plains in the south. The nation’s name has not changed since the ancient days before the founding of the Five Nations, when Karrn the Conqueror not only established the country that still bears his name but also tried to conquer and unite all of Khorvaire under his rule. Centuries later it was another Karrn, one of King Galifar’s sons, who rededicated the nation to himself in 32 YK, the same year when the Five Nations officially adopted the names of Galifar’s five eldest children.

LHAZAAR PRINCIPALITIES

Capital: Regalport
Population: 500,000 (42% human, 16% gnome, 14% halfelf, 12% changeling, 5% dwarf, 4% elf, 4% halfling, 3% other)
Exports: Ships, mercenaries, trade goods
Languages: Common, Gnome, Dwarven, Elven, Halfling

A loose confederacy of pirate lords, sea barons, and merchant princes controls the area east of the Hoarfrost Mountains. This strip of the continent’s eastern shore, along with the chain of islands that wraps around the coast and extends north into the Bitter Sea, makes up the region known as the Lhazaar Principalities. Named for the nearmythic explorer who led the humans to Khorvaire some three thousand years ago, the Lhazaar Principalities have always been grouped together—even though the individual princes rarely see themselves as part of a greater whole.

THE MOURNLAND

Capital: None
Population: 1,000 [estimated] (98% warforged, 2% other)
Exports: None
Languages: Common

Once, Cyre shone more brightly than any of its sibling nations in the kingdom of Galifar. The Last War took a toll on the nation and its citizens, slowly toppling its many achievements as it became the battleground on which the armies of Karrnath and Thrane and Breland clashed. Finally, disaster struck. No one knows if the catastrophe was caused by a weapon from an enemy nation or a doomsday device of Cyre’s own design. The cataclysm may have been deliberate; it may have been an accident. In the end, the result was the same. Beautiful Cyre, jewel of Galifar’s vast holdings, exploded in a blast of arcane power the likes of which hadn’t been seen since the ruin of Xen’drik forty thousand years before. On the Day of Mourning in 994 YK, Cyre disappeared. Now the region that was once Cyre goes by a different, darker name. Now it is simply the Mournland.

THE MROR HOLDS

Capital: Krona Peak
Population: 700,000 (65% dwarves, 12% humans, 10% orcs, 8% gnomes, 5% other)
Exports: Banking, precious and nonprecious metals
Languages: Dwarven, Common, Gnome, Orc

For thousands of years, blood ran like water through the cracks and crevices of the Ironroot Mountains. When the barbaric dwarves weren’t killing one another, they struggled against the Jhorash’tar orcs and other vicious creatures that lurked in the depths of the great mountains. Then, in the early days of the kingdom of Galifar, the great king gave his son Karrn the lands east of Scions Sound to govern and tame. A united dwarf nation might have resisted the Galifar expansion, but the feuding clans were too weak to challenge Karrn and his forces.

Q’BARRA

Capital: Newthrone
Population: 300,000 (40% lizardfolk, 30% humans, 15% kobolds, 7% half lings, 3% dwarves, 2% half-elves, 3% other)
Exports: Eberron dragonshards
Languages: Draconic, Common, Riedran

The frontier nation of Q’barra, settled within the past seventy years and recognized by the Thronehold Accords, remains a dangerous, unstable place. Even so, more than a hundred thousand settlers call it home and fi ght to keep it, despite the troubles and dangers that surround them.

For centuries, some people put their loyalty to Galifar above their ties to any single nation. Such folk were traumatized when the Last War shattered the kingdom they loved. Among these patriots was Duke Ven ir’Kesslan of Cyre, who petitioned for and was granted rights to settle the land east of the Endworld Mountains. Here, in the jungle peninsula called Q’barra by the Lhazaar pirates who first discovered it, the Cyran noble envisioned a land where those who refused to fight their brothers and sisters and cousins could start a new kingdom based on the ideals of ancient Galifar.

THE SHADOW MARCHES

Capital: Zarash’ak (unoffi cial)
Population: 500,000 (55% orcs, 25% humans, 10% goblins, 7% half-orcs, 3% other)
Exports: Eberron dragonshards, herbs
Languages: Orc, Common, Goblin

Commonly, the region known as the Shadow Marches conjures images of a fetid backwater where illiterate humans mingle with orcs and other foul creatures, and practice strange rites by the light of the moons. These images are accurate—to a point. A desolate land of swamps and moors, the Shadow Marches have been orc territory for more than thirty thousand years. The region has suffered through a terrible war against the daelkyr that scarred the land, stranded horrible creatures in the shadows, and divided the orc tribes. The daelkyr were eventually defeated, but the schisms caused by the war remain.

THE TALENTA PLAINS

Capital: Gatherhold
Population: 400,000 (80% halfl ing, 10% human, 4% changeling, 4% dwarf, 2% other)
Exports: Crafts, exotic creatures, native art, mercenaries
Languages: Halfling, Common, Dwarven

The Talenta Plains spread out to the east from Karrnath and the Mournland, reaching for the mountains of Ironroot and Endworld. This fl at tableau of rugged grassland gives way to the punishing heat and sand of the Blade Desert before rising into the forlorn peaks and crumbling cliffsides of the Endworld Mountains. Across this vast expanse, herds of buffalo-sized dinosaurs run wild, and half lings wander in nomadic tribes. The half lings control a territory bordered by Karrnath, the Mror Holds, Q’barra, Valenar, and the Mournland. Every year, the Blade Desert seems to creep farther into the grasslands, but as long as life can be squeezed from the Plains, the Talenta halfling tribes will survive.

THRANE

Capital: Flamekeep
Population: 2,300,000 (70% human, 10% half-elf, 9% dwarf, 4% elf, 4% halfl ing, 3% other)
Exports: Fine crafts, wool, textiles, missionaries, fruit, livestock
Languages: Common, Draconic, Dwarven, Elven, Halfling

The spirit of the Silver Flame took hold of the hearts and souls of the people of Thrane seven hundred years ago, and this religious fervor remains the driving force behind the nation. Thrane was one of the original Five Nations founded by the human settlers of Khorvaire; the culture and heritage of the region goes back millennia. It was absorbed into the Kingdom of Galifar and remained a pillar of that celebrated kingdom for almost a thousand years. While the rest of the Five Nations followed the tenets of the Sovereign Host, a new religion found life in Thrane before spreading far and wide across Khorvaire. In the wake of the Last War, Thrane stands as a theocracy devoted to the Silver Flame.

VALENAR

Capital: Taer Valaestas
Population: 70,000 (43% elves, 28% humans, 15% halfelves, 5% halfl ings, 5% hobgoblins, 4% other races)
Exports: Horses, mercenary services
Languages: Elven, Common

Ten thousand years ago, the elves of Aerenal established a settlement on the southern shore of Khorvaire. Initially, the hobgoblin emperor was pleased to have a center for trade with the elves, but over the course of the next century this relationship soured and turned to war. The elves could not match the numbers of the goblinoids and were driven back to Aerenal. War between the empires continued sporadically over the next few centuries. Ultimately, both hobgoblin and elf agreed to respect the current borders—the elves would hold their island-continent, and the hobgoblins would continue to dominate the mainland.

ZILGARO

Capital: Trolanport
Population: 250,000 (60% gnomes, 16% humans, 11% dwarves, 7% kobolds, 6% other races)
Exports: Alchemical goods, education, entertainment, maps, precious stones, ships
Languages: Gnome, Common, Dwarven, Goblin

The gnomes of Khorvaire have lived in the area known as Zilargo for thousands of years. Situated between the Howling Peaks and the Seawall Mountains, the gnomes have thrived despite incursions by and conflicts with goblinoids, kobolds, and humans. They have always managed to maintain their independence, winning battles with words that they could never win with swords. After Galifar established his kingdom, he eventually set his sights on Zilargo. The gnomes met his forces in the valley north of Dragonroost and immediately surrendered. During the negotiations, the gnomes became an independent province within the kingdom. Galifar left in victory, and the gnomes secured a safe place in the new kingdom —all without spilling a drop of blood. Relying on wisdom and cunning, along with elemental-bound items and illusions, gnomes can be surprisingly dangerous opponents.

Regions of Khorvaire

When it Rains Eboy147