Sample file CREDITS

Author: Joseph Meehan Editor: Kaley Sten Layout Template: Laura Hirsbrunner Cover Illustrator: William Bradford Interior Illustrators: Seamless parchment texture by IcyCatElf, page decorator by AnnaliseArt, TOC art by Claude Lorrain, Principality Flags by Ole Arneson, “On Board Ship” by Walter Shirlaw, used with permission. Special Thanks: To Kaley for scientific expertise and the /r/ discord for ideas and discussion.

ON THE COVER

From the Met Collection: “On August 8, 1859, the whaling ship Nantucket ran aground during the night at Nashawena Island, Massachusetts, part of the Elizabeth Islands at the entrance to Vineyard Sound. The next day, Bradford left his studio in New Bedford to observe the scene in preparation for painting this large, epic depiction of the shipwreck. He had recently worked alongside Albert Van Beest, who had been trained in the tradition of Dutch marine painting, and the dramatic effect of heavy seas and tilting ship show the other artist’s influence. Bradford’s impressive knowledge of seagoing vessels, however, is seen in the careful delineation of the deck of the whaler and the small craft that surround it.”

Disclaimer: Side effects include sea shanties, shenanigans, shopping, shallow showoffs, shipwrecks, shivs, shamans, shrieks, shows, shadows, and selling seashells by the seashore. Ask a doctor to see if Eberron is right for you.

DUNGEONS & DRAGONS, D&D, , Eberron, the dragon ampersand, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This workSample contains material that is copyright Wizards of the Coast and other authors. Such material is used with permission under thefile Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Joseph Meehan and published under the Community Content Agreement for Dungeon Masters Guild.

1 Heavenly Fleet ...... 10 TABLE OF CONTENTS Prince Lorrister ...... 10 Elysium, Seventh ...... 10 Credits ...... 1 Iron Tide ...... 10 Prince Silver ...... 10 Table of Contents...... 2 The Hammer ...... 10 Introduction ...... 3 Seadragons ...... 11 Trade ...... 3 High Prince Ryger ir’Wynarn ...... 11 The Law ...... 3 Regalport, Greentarn ...... 11 Houses...... 3 Wavecrest ...... 11 House Kundarak ...... 3 Landgrave Lokas Lorghalen ...... 12 House Lyrandar ...... 4 Cornerstone, Lorghalen ...... 12 House Orien ...... 4 Wind Whisperers ...... 12 House Tharashk ...... 4 Prince Koulton Brightwind ...... 12 House Thuranni ...... 4 Blackrock, Orthoss ...... 12 Map of the Lhazaar Principalities ...... 5 The Environment ...... 13 Principalities ...... 6 Settlements ...... 13 The Mainland ...... 6 The Lhazaar Sea ...... 13 Bloodsails ...... 7 Ecology ...... 13 Prince Shaen Tasil ...... 7 Manifest Zones ...... 14 Port Cairn, Farlnen ...... 7 Ships ...... 14 Cloudreavers ...... 8 Integrating ...... 14 Prince Mika Rockface ...... 8 Mysteries ...... 15 Port Krez, Kreg ...... 8 Chaos Fleet ...... 15 Coldtide Fleet ...... 8 Captain Magwroth ...... 15 Prince Kaelisk ...... 8 Giants ...... 15 Juna, Stonespur Island ...... 8 Horget Black ...... 15 Diresharks ...... 9 Sea Monsters...... 15 Prince Kolberkon ...... 9 Taer Lian Doresh ...... 16 Port Verge, Questor ...... 9 Tempest Isle ...... 16 Gray Tide ...... 9 Traglorn Isle ...... 16 Prince Kel ...... 9 Trebaz Sinara ...... 16 Sanctuary, Lastpoint ...... 9 Undersea Civilizations ...... 16

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2 reagents to brew into potions and craft into items. The INTRODUCTION unique and diverse animals and plants of the Lhazaar Principalities have proved invaluable in these pursuits. Take what you can, give nothing back! The start of the war and the severing of Orien rail lines renewed the importance of Lhazaar’s fleets, who were able —Malleon the Reaver to enrich themselves by providing a path around the dangerous battlefields that dominated the borders of the Ancient and free, the Lhazaar Principalities were born Five Nations. Even with the resumption of widespread from a bold venture over 2000 years before the founding of piracy, Lhazaar merchants provided indispensable the Kingdom of Galifar. The pirate queen Lhazaar led logistical support to governments and private citizens. humanity over a sea that now bears her name, coming The destruction of Cyre dealt a massive blow to from the east to Khorvaire. These Sarlonan immigrants Khorvaire’s land trade, severing the final lightning rail quickly spread, conquering the continent over the lines connecting the east and west. This loss has created a following two millenia before Galifar. unique opportunity for the merchants of Lhazaar, Those who remained did so by choice – choosing the providing an alternate trade route around the eastern edge open air of the sea and a life of freedom and independence. of the continent. The Lhazaar merchants also conduct This freedom would not last forever. In less than three significant trade with Sarlona, both in legitimate trade decades after Galifar united the Five Nations, he declared through Dar Ulatesh and Dar Jin, and in smuggler’s runs to war upon the Lhazaar Principalities, an extended fight that Syrkarn and Adar. lasted another ten years. However, Galifar's success was limited - while the Lhazaar Princes would pay tribute and taxes, they retained their right to self-govern. Galifar’s THE LAW successors found it easier to tame the wild east with Law and order in the Principalities is limited by the carrots as opposed to sticks, in order to transform the capability and willingness of each individual prince to ships of Lhazaar into Galifar's navy. Cooperative princes impose control. The Seadragons and Heavenly Fleet both found themselves richly rewarded for protecting Galifar's seek to reform the wild ways of the Principalities, while trade from the region’s rebellious pirates. the Cloudreavers actively pursue a return to the chaos When the Last War split Galifar, the once united before Galifar. Principalities devolved to infighting. Princes took Out on the open ocean, where a prince’s soldiers are less advantage of the new order by selling their services as both present, flags are important public declarations of intent. merchants and privateers to the highest bidder. Alliances A typical merchant ship flies two flags – one for its home came and went, with naval battles over the Scion's Sound port, such as the flag of Breland or Aerenal, and a second and Khorvaire's southern ports taking their toll in blood for the prince the ship is conducting business with, such as and treasure. One hundred years of war burdened the the High Prince Ryger’s Seadragons. Pirates claiming the Principalities with enough grudges and rivalries to last a protection of a prince may fly that prince’s flag in addition thousand more. to the Jolly Roger, but only a few princes like Mika Despite this, High Prince Ryger accomplished what his Rockface tolerate open piracy. predecessor, High Prince Horget Black, could not – unite These flags serve two purposes – first, a declaration of the Principalities under a single banner, if even for a who will enact retribution if assaulted. Second, these flags moment. Key to Ryger's success was the relationship with determine taxes, tariffs, and quotas. On occasion a captain House Thuranni he cultivated under Horget. High Prince might hoist a “flag of convenience”, falsely declaring they Horget Black's title was at best nominal, a formality are under the protection or have paid tariffs. This practice afforded by his control of the largest and strongest fleet. is risky, as an “allied” warship may accost the ship to What Horget Black lacked was meaningful influence over check the paperwork and confirm the proper prices are the other Principalities. When Horget disappeared, Ryger being paid. took charge of the Seadragons and contacted Baron Elar d'Thuranni for aid. With the aid of the elven assassins, DRAGONMARKED HOUSES Ryger united the Principalities enough for the Treaty of Far away from the comforts of mainland Khorvaire, the Thronehold to recognize them as a signatory nation. dragonmarked houses have not made many inroads into the Lhazaar Principalities. The past century of war and TRADE piracy scared off many potential enclaves, with the houses While the reversion to piracy has attracted plenty of choosing not to invest in unproven towns. attention, the economic reality of the Lhazaar In the post-war peace and the promise of a Seadragon- Principalities is that the majority of ships which traverse enforced order, many houses are looking to expand into the isles are merchant ships. As humanity expanded greater Khorvaire. While Regalport has always had some westward into Khorvaire, it maintained relations with the house representation, they are now looking to expand into Lhazaar Principalities, primarily buying fish and salt. The Juna and Port Verge. passing of time and fading importance of the region’s resourcesSample drove some Principalities to piracy until Galifar HOUSE KUNDARAK file united the kingdom and made pacts with the princes. While House Kundarak does not have a presence in much Galifar’s unity brought an unprecedented age of magical of the Lhazaar Principalities, their most heavily fortified advancement, with wizards searching far and wide for new compound lies on the isle of Dreadhold. Nobody has ever

3 escaped from Dreadhold – even Mordain the Fleshweaver OUSE RIEN could only escape during the trip to the prison. H O While the Mark of Passage may not confer many benefits HOUSE LYRANDAR on the high seas, that has not stopped House Orien from investing in the region. As princes look to develop their The Windwrights guild of House Lyrandar is the biggest domains, the Transportation Guild’s experience with economic competitor to the Lhazaar princes. While the building roads and other infrastructure has proved house dominates the Scions Sound and the Thunder Sea, it invaluable. Furthermore, Orien couriers have earned a has trouble moving ships, crew, and cargo from one to the strange respect within the Principalities as neutral other. Passage around the Demon Wastes to the west is messengers who can safely facilitate communication dangerous, forcing travel through the Lhazaar between feuding princes. Principalities. Recently, the house has struck a special deal with High While it would be one thing to simply send ships Prince Ryger’s Seadragons to connect western and eastern through, Lyrandar’s gift for endless ambition would not Khorvaire. Much of this simply comes in the form of abide. The majority of House Lyrandar’s ships are carrying goods from a lightning rail depot in one of the chartered and licensed rather than directly captained – Scion’s Sound’s many ports to another, bypassing House attempts to poach captains have earned the house the Lyrandar’s monopoly on shipping. While they lack the enmity of the region’s princes. magical advantages of the Windwright’s Guild, House The Korth Edicts’ prohibition on creating a military has Orien hopes this alliance can keep the house afloat until restricted the house’s ability to directly defend its interests better solutions (such as a breakthrough in teleportation) from piracy. Without warships of its own, the house relies can be devised. on whoever is making a shipment to provide security, either in warships or hiring Blademarks Guild mercenaries OUSE HARASHK from House Deneith. On occasion a merchant will hire one H T of the Principalities for protection, forcing the two to put House Tharashk’s operations in Q’barra have put it into aside their differences in the pursuit of profit. frequent conflict with Lhazaar pirates. While the While the Korth Edicts prohibit a militarized navy, the Cloudreavers may lack the magical expertise to use stolen House still has an elite division dedicated to internal dragonshards, Prince Mika recognizes their value to security – the Sheltering Storm. Storm Sentries mix the others. As such, Lord Khalar Velderan d’Tharashk has wind powers of their mark with an agile fighting style. begun making overtures to other Principalities willing to protect his shipments to the rest of Khorvaire. Thus far, few princes are reluctant to send their fleets so far south. LYRANDAR STORM SENTRY The house has more directly begun to seek out Eberron Medium humanoid, neutral shard fields and Khyber shard mines throughout the isles. These fledgling operations have only just begun, and most Armor Class 15 are still being negotiated with the princes. Hit Points 120 Speed 30 ft. HOUSE THURANNI

STR DEX CON INT WIS CHA The youngest Dragonmarked House, the elves of House 13 (+1) 15 (+2) 11 (+0) 10 (+0) 13 (+1) 14 (+2) Thuranni have chosen to headquarter themselves in the Lhazaar Principalities. In 973 YK, shortly after the Shadow Schism, High Prince Horget Black invited the new house to Damage Resistances Lightning set up shop in Regalport. Then-Captain Ryger ir’Wynarn Skills Acrobatics +5 brokered the deal, establishing a rapport with Baron Elar Senses passive Perception 11 d’Thuranni that has continued to pay dividends. Languages Common, Elvish, Riedran House Thuranni is an important power broker within Challenge 5 (1,800 XP) the Principalities. The house’s public front is that of entertainers and artisans. While House Phiarlan Windwright’s Intuition. Whenever the Lyrandar Storm Sentry maintained control over the demesnes of memory, motion, makes a Dexterity (Acrobatics) check or any ability check music, and shadow, plenty of Thuranni elves were part of involving navigator’s tools, they can roll a d6 and add the those demesnes before the schism and have maintained number rolled to the ability check. their talents since. (Thuranni maintained control over the Lyrandar’s Fist (Recharge 5-6). As a bonus action, the Lyrandar demesne of Shape, which is headquarted in Atur, Karrnath). Storm Sentry blasts a creature with a targeted blast of wind. Thuranni entertainers collect intelligence from loose- The target must make a DC 13 Strength Save or be pushed 20 lipped sailors in the region’s numerous dockside taverns, feet away from the Storm Sentry and knocked prone. which in turn help the house’s perform covert operations on behalf of the wealthy and powerful. ACTIONS House Thuranni’s primary enclave for covert business arrangements is in Regalport, but the largest theater in the Multiattack. The Storm Sentry makes two rapier attacks Sampleregion lies in the mainland portfile of Tantamar. Additionally, Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. a recent high-level deal with Prince Kaelisk of the Coldtide Hit: 9 (1d8 + 4) piercing damage plus 9 (2d8) lightning damage. Fleet initiated construction of a secret fortress on Stonespur from which to perfect its shadowy arts.

4

MAP OF THE LHAZAAR PRINCIPALITIES

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5 PRINCIPALITIES THE MAINLAND While most people think of the islands off the eastern Unlike the nations of mainland Khorvaire, no High Prince shore to the the Lhazaar Principalities, the Thronehold has ever fully united the Lhazaar Principalities. While the Accords recognize the land east of the Mror Holds to be princes, like the kingdoms before and after Galifar, have part of the Lhazaar Principalities. Culturally the mainland always fought over borders, the territorial disputes of the differs substantially from the isles – many of the towns Principalities rarely spilled over to outright conquest. The and villages are older than Galifar, maintaining traditional open ocean is near impossible police, and the sheer ways of living since Lhazaar’s journey. number of smuggler’s coves means controlling the ports is Despite the intervening mountains the settlements of insignificant. Combined with the free-spirited culture that mainland Lhazaar have had substantial contact with the came with Lhazaar, the Lhazaar Principalities are defined dwarves and of the Mror Holds. This contact has by geography rather than formal governance from above. ranged everywhere from peaceful trade to violent conflict Each principality is defined by a combination of its land and every level in between. holdings, the sea around those islands, and the fleet it uses Cliffscrape is the largest of many communities on the to defend those claims. Large principalities control southern tip of the Lhazaar where and dwarf came multiple islands and claim waters far from their shores, together in peaceful harmony, tending to the farms across while small principalities sometimes struggle to even the gently rolling hills. As a small port town, Cliffscrape is defend their shallows from incursions. a reliable source of food for the more northern While each Principality has its own method of Principalities that face tumultuous growing seasons. determining leadership, they all share a core conviction The Whitepine Forest is a harsh and dense wood home that rule must be earned rather than born into. Princes are to tales of dark and cruel spirits guarding potent treasures. then free to govern as they desire, but more lawful It is also home to Taer Lian Doresh, a dark and twisted Principalities such as the Seadragons of Regalport feyspire that has become a unique crossroads for Dal Quor. maintain more consistent rules than chaotic pirates like Tantamar has made a name for itself as a place for the Cloudreavers. neutral negotiations between conflicting personalities. A Below the princes are captains, who each command their rough and tumble town, the local police work hard to own ship, like how a noble administers a territory on prevent simmering tensions from boiling over. behalf of a king. The dynamic between a prince and his Cape Far sits at the end of a lengthy peninsula. The captains varies from principality to principality and is windswept expanse is a saltwater marsh that absorbs complicated by the relatively high level of turnover storms blowing up from the south, sheltering Eel Bay. amongst princes – only politically savvy captains retain The Iceneedle Forest is home to a group of orcs with their positions when a new prince takes power. unusual religious beliefs. The Jhor’vol tribes are led by The economic relationship between a prince and their functionally immortal elders who use reincarnate to Principality involves similar dynamics to any feudal lord – refresh their bodies. These orcs have perfected a ritual, taxes are primarily collected at major points of trade, such using a small offering of blood from each member of the as a dockside market. If a prince taxes too heavily, they community, that ensures the reincarnated body is that of risk mutiny and losing business to other Principalities. If an orc, rather than another race. they tax too lightly, they are unable to keep up their social The Forsaken Forest is a haunted wood rumored to hold status and/or pay their navy well enough. all sorts of terrors. Tales of lycanthropes, ghosts, and Slavery, though rare in the Principalities, is not unheard wicked fey dominate the local mythology. of. Some savage towns and ships maintain outright caste The residents of Skairn are a tough and hardy systems enforced by a small cadre of leadership. Most multiracial coalition. Dedicated to the “old ways”, the pirate ships prefer to impress captured crew rather than group has shunned the arcane advances of Galifar in favor imprison or kill them, transforming a liability into an of raw granted by an unusual variant of the advantage. Impressed crew typically serve until they Sovereign Host. escape, although plenty of sea shanties feature bold heroes The Starkwood is a bitter arboreal forest populated by who rose from victim to captaining the very same ship. an out-of-the-way tribe of . Unlike their kin in the Talenta Plains, the halflings here live a sedentary life on the coast, using primal magic to sustain themselves in THE BEGINNING, NOT THE END the harsh environment. Unlike their Talentan kin the halflings of the Starkwood ride dire wolves across the The Principalities presented in this section are not intended to western taiga. provide a complete list, let alone limit a ’s ability The Starkwood ’s traditional whale hunts have to expand and enhance the world. The goal of this product is to come into conflict with the whaling industry of the isles. provide a starting point for adventure development. Whalers accuse the halflings of calling upon the Ocean Striders as extraplanar allies, while the halflings accuse Samplethe Whalers of disrupting the naturalfile balance of the ocean.

6 Lhazaar. Captains in times of trouble frequently consult BLOODSAILS the spirits of their ships for wisdom and guidance. PRINCE SHAEN TASIL A thin, pale (she/her), Prince Shaen Tasil is perhaps the most feared prince of the Principalities. Mysterious and reclusive, rumors have filled in where facts are unable to. Most stories involve the undead – either that the prince herself is a vampire or is controlled by a cabal of vampires. While Shaen is not a vampire, the latter is nearly true – Prince Shaen is merely the most important living elf in Farlnen, somewhat comparable to the Sibling Kings of Aerenal. The secretive Grim bear even more relative authority than the Undying Court of Aerenal. Fortunately for Prince Shaen, the Grim are significantly more fractious than the Undying Court. As she nears her fifth century her plans to join the Grim are ripening. She To the outside world, the Bloodsails are known as macabre currently does not see replacing one of the existing Grim elves with ghost-powered ships. Their rune-covered and as strictly necessary, recognizing that doing so could trip red sails are said to be drenched in the blood of their on a dangerous spiderweb of alliances. However, if the defeated enemies. The truth is the elves soak their sails in choice becomes between respecting the powers that be and their own vital essence, enriching them with ancient and achieving power for herself, Prince Shaen will always and shadowy magic. forever look out for herself first. Thousands of years ago, when the Undying Court exterminated the line of Vol, it offered an ultimatum to Vol’s allies – abandon their Mabaran necromancy, or exile. PORT CAIRN, FARLNEN A consortium of powerful , mummies, vampires, and Port Cairn lies on the southern coast of Farlnen. With a other intelligent undead named “The Grim” led the deceptively shallow harbor, few ships can safely dock to refugees north, landing on the barren isle of Farlnen. The trade even in the summer months. The elves use a variant living elves of Farlnen comprise the Bloodsail Principality, of soarwood to ensure even their largest ships float high engaging in both trade and plunder. enough to safely navigate the harbor. In the winter, Port Despite its fearsome reputation, the Bloodsail fleet is Cairn would be icelocked were it not for elven magic one of the smallest of the Principalities. The Bloodsail clearing a path for their ships out of the harbor. warships rarely venture past Orthoss. Still, almost all The population of Port Cairn is almost entirely elves, maritime traffic must travel through Bloodsail waters to with a minority population of their fey relatives the pass between the Lhazaar Sea and the Bitter Sea. Ships that Eladrin. Humans, dwarves, halflings, orcs, goblinoids, and venture too close to Farlnen risk an encounter with the all other manner of races are not welcomed to do more undead sea monsters that patrol its waters. than visit the island. Half-elves are seldom accepted, their For the majority of the Last War the Bloodsails were dramatically shorter lifespans ill-suited to the elven allied with Karrnath, picking off Aundairian, Cyran, and lifestyle. Most half-elves on Farlnen live in Port Cairn, Thranish ships. Since Kaius III took power the Bloodsails serving as a bridge to the non-elven traders that dock. The have flipped allegiance and now almost exclusively harass lack of acceptance drives many to move to Orthoss. Karrnathi ships, venturing west into the Bitter Sea. Farlnen is blanketed in Mabaran manifest zones – even The elves of the Bloodsail Principality, like the elves of the brightest summer days only offer dim light. Combined Aerenal, are obsessed with achieving life after death. with the life-leeching properties of Mabar, no plants Unlike the Undying Court, the Grim’s reliance on Mabar naturally grow on Farlnen. Grim Lord Varonaen found a for continued sustenance enforces a predatory and feudal solution, magecrafting plants that would feed on shadows relationship with their subjects. The typical Bloodsail elf rather than light. In the millennia since Varonaen has appears wildly materialistic to an outsider, but this is continued his work, growing spices and wines found because immortality must be purchased from a Grim Lord. nowhere else in Eberron. Elves well-versed in the arcane arts can attempt to achieve The Mabaran manifest zones are particularly fearsome lichdom, but most wealthy elves become vampires. in the winter months when the isle slips into perpetual Particularly fearsome captains can have their souls bound darkness. While Port Cairn only experiences this perpetual to the skeletal sea monsters that guard Farlnen. Most elves darkness during Long Shadows over the winter solstice, can only afford to become haunts, binding their soul to an the northernmost tip of the isle goes through nearly three item. Even here wealth matters, as a haunt’s ability to months without a single drop of sunlight. manifest in the world is entirely dependent on the quality The known as Lady Illmarrow is one of the more (and thus price) of the reagents used. active members of the Grim, funding and supporting the Outsiders might find the transformation into a haunt to Order of the Emerald Claw’s terrorist operations in be grisly,Sample but the elves of the Bloodsail Principality find it Karrnath. Reaching her fortress file would be a truly epic task, far preferable to the oblivion of Dolurrh. Haunts still get to as the already hostile environment is enhanced by explore the seas with their ships, and their collective powerful abjurations. power makes Bloodsail ships the most potent in all

7 CLOUDREAVERS COLDTIDE FLEET

While almost every Principality submitted to Galifaran rule The Coldtide Fleet is one of the newest in Lhazaar, the a thousand years ago, one stubbornly persisted with latest attempt by the town of Juna on Stonespur to bloodthirsty piracy – the Cloudreavers. Consisting establish autonomous control of its waters. With only a primarily of orcs and dwarves long exiled from the few ships, the Coldtide Fleet is happy to secure the fishing mainland, many of the most horrifying tales of Lhazaar immediately around Stonespur. butchery involve the Cloudreavers raiding under the cover The Principality’s strongest tradition and export is of darkness. The Cloudreavers are particularly well known whaling, which has come under threat as other fleets have for ranging across the southern coast of Khorvaire, far sent ships north to compete. While the Coldtide Fleet is by from their home port. no means ready to engage any of the better-known The Cloudreavers have a ragtag fleet of ships, each Principalities in a fight, they may soon find they do not customized to the captain’s liking. What unites the have another option. Principality is their ability to draw upon the primal power As a novel fleet, the Coldtide Principality does not have a of the ocean and the destructive wrath of the devourer – strong hierarchy. The older sailors, remembering the many Cloudreaver warriors are capable of flying into failures of past Principalities based out of Stonespur, are death-defying rages, while almost every ship has at least reluctant to defer too much to Prince Kaelisk who they see one spellcaster who can control the wind and call down as untested. The Principalities first major confrontation terrifying bolts of lightning. The hierarchy of the with an outside fleet infringing on their territory could cloudreavers is determined almost entirely by individual make or break the new prince’s reputation. combat prowess, a survival of the fittest on the open sea. PRINCE KAELISK PRINCE MIKA ROCKFACE A young, bold human (he/him), Prince Kaelisk has chosen An aggressive and boisterous dwarf (she/her), Prince Mika to model himself after High Prince Ryger by cutting deals Rockface has already earned her place in the annals of with the dragonmarked houses. House Tharashk has Lhazaar history as one of the bloodiest pirates of all time. identified possible mines on Stonespur, and Prince Kaelisk She claims to have the direct blessing of the Devourer, personally arranged for a secret House Thuranni base. gaining strength for every ship she sends to the depths as a sacrifice to her patron. JUNA, STONESPUR ISLAND Juna is a medium-sized fishing town ill-suited to PORT KREZ, KREG supporting a full fleet. The harbor lacks depth but is mostly Home port to pirates of all callings, Port Krez is a lawless sand, so Prince Kaelisk hopes he can forge an agreement town where the strong prevail. While the harbor is deep, it with one of the Dragonmarked Houses to deepen it. is also home to enough shipwrecks that knowledgeable Unfortunately, the winter blockade of ice makes work captains take extra care when coming into dock. Some of difficult and negotiations harder. these shipwrecks even still have treasure, left untouched Stonespur island features short, scrubby grasses on its by pirates who would rather not expend effort to retrieve southern peninsula and harsh, glacier-filled mountains in the gold only to meet a bloody end when they surface. its northern expanse. The southern tundra is home to While the isle of Kreg is not without natural resources, domesticated grazing animals while the northern Port Krez’s economy is primarily trade in quasi-legal at mountains have been left alone for thousands of years. The best goods. Unscrupulous merchants know that the local mythology is full of warnings about the terrible violence and piracy of Port Krez drives away honest trade, beasts that live there, although a few explorers have tried meaning that Port Krez can sometimes be the cheapest to uncover prehistoric ruins hidden in the ice. Thus far, marketSample to acquire rare magic items. expeditions have turned back orfile worse, never returned.

8 As such, most of Port Verge’s trade is in the fish trade of so DIRESHARKS many smaller and less well-positioned villages and towns. GRAY TIDE

The Diresharks have long languished in the shadow of the Seadragons. One of the many Principalities of moderate size and influence, the Diresharks have always maintained Founded three hundred years before Galifar, the Gray Tide local dominion but failed to extend their influence beyond Principality was founded by a changeling named Kel. their immediate waters. While some of this can be Seeking refuge from flaring anti-changeling resentment attributed to the windswept, frozen mountains of the isle of Questor providing fewer resources that the lush that was sweeping the nations that would become Karrnath, Cyre, and Thrane, Kel gathered changelings temperate rainforest of Greentarn, this resource from all over in exodus to the isle of Lastpoint, an isle half differential is simply insufficient to explain the historical covered by mysterious mists known as the Gray Tide. dominance of the Regalport-based Principality. Kel bravely led the refugees into the mists of the Gray With a collective chip on their shoulder, the Diresharks are prone to more bitter internal rivalries than even the Tide. The changelings were accepted rather than rejected by the mists and founded the city of Sanctuary as a lawless Cloudreavers. With the Cloudreavers, conflicts are permanent refuge from the suspicions of Khorvaire. One understood as a matter of personal expression and the unfortunate noble sent warships to put an end to the natural order of things. For the Diresharks, slights are “changeling threat”, but these ships never returned from magnified and grudges simmer, resulting in particularly the mists. To this day the superstitious and the wise steer toxic internal politics. clear of the mists, and many stories of missing ships PRINCE KOLBERKON involve them getting lost in the Gray Tide. The true scope and size of the Gray Tide’s fleet is a The Changeling leader of the Diresharks is Prince mystery. Ships rarely fly the Gray Tide’s flag openly, Kolberkon (he/him), who carries a deep grudge against preferring to disguise and even integrate themselves into High Prince Ryger ir’Wynarn for an unknown slight. The other fleets. Adventurers in any of the dockside taverns latest prince of the Diresharks, Kolberkon has held onto may hear a particularly paranoid sailor spreading rumors the title for nearly a decade through ruthless cunning. that the Gray Tide has slowly conquered the Principalities Prince Kolberkon will stop at nothing to unseat the High by replacing its key captains and crews with changelings. Prince, including cutting deals with the Order of the Other rumors say the Gray Tide sails on enormous living Emerald Claw and House Lyrandar. While Lady Illmarrow ships, mimics capable of shapeshifting to disguise is a member of the Grim, she must negotiate with other themselves as friendly ships. One tale describes a ship members of the Grim to direct the Bloodsail ships. covered in kelp that pretended to be a shipwreck before Kolberkon’s fleet provides her minions with more direct animating and attacking. access to naval power and adds to the pressure on Kaius’ navy. As for House Lyrandar, Kolberkon’s deals go beyond PRINCE KEL protecting their ships from harm and into special access to The ruler of the Gray Tide has always and will always be the resources of Questor, in exchange for agricultural help known as Prince Kel (they/them). Most assume it to be a from the Raincaller’s guild. hereditary title passed from changeling to changeling, PORT VERGE, QUESTOR although rumors abound that the original Prince Kel instead struck a pact with an otherworldly creature for Positioned close to the heart of Eel Bay, Port Verge would eternal life. appear to have premium access to the trade of the Lhazaar Principalities. Despite this, the city remains a smaller, less SANCTUARY, LASTPOINT developed version of Regalport. Its harbor isn’t as deep, The supernatural mists covering the eastern half of restrictingSample the massive ships that conduct intercontinental file Lastpoint protect the island from exploration and invasion trade with Riedra. A legacy of mismanagement has left few maritime merchants interested in stopping by to trade and by outsiders. The city of Sanctuary is unknown to the outside world, despite featuring in many old sailor’s tales. restock on supplies despite the seemingly prime location. Some describe it as an alabaster city on a hill, a shining

9 example of virtue protected from the corruption of the outside world. Others speak of an onyx city where the Dark IRON TIDE Six hold dominion. Others yet describe it as an unassuming fishing village freed from the bounds of time. Some say the city is not on Lastpoint at all, but another island to the east, hidden away in the mists. Even changelings who claim to be from the mysterious isle describe it differently, leading most to dismiss the rumors as myths.

HEAVENLY FLEET

The newest force in the Lhazaar Principalities is the Iron Tide, a group of veterans who found a new home in the southern end of the Lhazaar Principalities. The Hammer is a living island - an enormous, ornery earth elemental with a strong dislike of ships and few living resources. The warforged, not needing reliable sources of food and fresh water, explored the island and found rich deposits of minerals and ores. The Iron Tide still only commands a single combat- The Heavenly Fleet stands as an unabashed force of good ready ship, but the warforged have already earned a in the region. Its aasimar leader holds the crew to strict reputation for themselves. Shortly after forming their new moral standards. Reports on the group’s activities in the Principality, Cloudreavers attacked and stole the ship. The Korranberg Chronicle have drawn a mishmash of do- crew survived by diving into the water and sinking to the gooders looking to “civilize” the Lhazaar Principalities to bottom of the shallow sea. Prince Silver led the survivors in Prince Lorrister’s crew, including many templars of the a tireless march to follow their ship to a smuggler’s cove Silver Flame. Despite this broader appeal the fleet remains on Dreadwood Isle and orchestrated a night time attack to small, primarily targeting lone pirates rather than the reclaim their ship, leaving enough survivors to warn the systemic thievery perpetrated by the Cloudreavers. rest of the Cloudreavers – a new Principality was formed. The Heavenly Fleet is heavily militarized from the top down. Orders are to be obeyed first and questioned later. PRINCE SILVER The sailors of the Heavenly Fleet do not enjoy the bounty and riches afforded to their peers in other Principalities – Near the end of the war the Iron Tide lost Commander instead, riches acquired from pirates are returned to their Ironhorn, a veteran of almost thirty years. Silver (he/him) original owners, as best as the prince can determine. Other stepped up in his place and was in command when the Day funds are directed to further development and expansion of Mourning washed through Cyre. The members of the of the fleet’s mission. Iron Tide were amongst the survivors in Seaside, escaping on an unfortunate noble’s galleon. After seeing the PRINCE LORRISTER destruction and devastation of that fateful day, the Iron Tide declared independence and set sail, with Silver A relentless crusader, Prince Lorrister (he/him) cuts a leading his long-time comrades Brick, Claymore, Lode, striking figure. His white wings, derived from his celestial Rusty, and Slag. heritage, add an imposing breadth to his command. Finding and founding a new principality on the Hammer Relentlessly concerned with pursuing justice, his ship wasn’t easy, and many question how Silver negotiated the could arrive anywhere in the Principalities to fight off an warforged’s new home. The captain has been known to attack by pirates. disappear at length while home on the island. Prince Silver wishes to establish a new home for the ELYSIUM, SEVENTH warforged, inspired by the success of Prince Kel and the Formerly known as Vinria, Prince Lorrister renamed the Gray Tide Principality. So far that dream is a long way from town to fit his vision of a perfect community. The town is coming, but Silver has succeeded in recruiting disaffected an unusual bastion of religiosity in the otherwise faithless warforged from Khorvaire. Principalities, with a disproportionately large temple of the Host and church of the Silver Flame. Without a THE HAMMER particularly deep harbor it mostly engages in local trade, SampleWithout a proper port and subjectfile to the whims of the but the recent influx of outsiders has provided a boost. elemental, The Hammer currently does not support any form of trade. The warforged rely on walking out to their anchored ship and climbing up from the bottom.

10 the former High Prince is still out there Ryger would move SEADRAGONS Siberys and Eberron to help him. REGALPORT, GREENTARN The de facto capital of the entire Lhazaar Principalities, Regalport has long prospered with its safe, deep harbor. Prince Ryger governs well, vetting the town guards and other officials for bribery and corruption. As the most stable and well-regulated port in the region, Regalport is home to at least an outpost if not an enclave from every dragonmarked house. Regalport’s Pirate Exchange competes with Trolanport and Sharn for the title of “Most Exotic Market in Khorvaire”. In addition to local goods from the isles and the Mror Holds, the market heavily features goods from Sarlona and Seren. While the authorities here crack down on goods obtained through outright piracy, they are much The Seadragons are the best equipped and most formidable more tolerant of smuggled goods from other continents. navy in the region. Throughout the Last War the The rest of the isle of Greentarn is a surprisingly verdant Seadragons were the most successful Principality, with a forest, blessed with strong trees ideal for shipbuilding. profitable merchant fleet backed by powerful privateers. While no scholar has ever identified the exact reasons for The Seadragons claim every island in the chain from the isle’s bounty, Lyrandar meteorological assessments Orgalos down to Thrug, confidently patrolling the have ruled out a natural explanation. temperate waters from Dreadhold on the northern end to Traglorn Isle in the south. The Seadragons have cultivated a special relationship WAVECREST with House Orien, acting as a merchant fleet alternative to House Lyrandar shipping. Seadragon merchant ships frequently have Orien couriers amongst their passengers, carrying mail throughout the Principalities. Providing a basic governmental function like the mail has reinforced the Seadragon’s claims of authority. The size and success of the Seadragons has formalized their internal hierarchy. Captains usu-ally have tactical autonomy to conduct missions as they see best but defer to Ryger for strategic decisions such as the choice between anti-piracy patrols or engaging in trade. One of the Seadragon’s greatest strengths has been investments in long-range communication magic, so each captain can stay in contact with Ryger on a daily basis. This dynamism has helped the fleet balance priorities between merchant, peacekeeper, and during the war privateer. The isle of Lorghalen is a living wonderland with a deep connection to the plane of Lamannia. This pristine HIGH PRINCE RYGER IR’WYNARN wilderness resisted colonization for millenia –gnomish explorers during the age of goblins found the island but A leader amongst leaders, High Prince Ryger ir’Wynarn is a failed to establish a permanent settlement. peerless athlete, cunning tactician, and suave diplomat. Hundreds of years before Galifar, the establishment of Ryger is a sterling example of Lhazaar’s meritocratic principles, a true rags-to-riches story. While the High the Trust forced a mass emigration from Zilargo. One group of dissidents sailed east for the isle of Lorghalen. Prince claims some distant relationship to Galifar, most These gnomish colonists came equipped with the latest consider this claim to be part of his self-made mythos and greatest knowledge of elementals and successfully rather than a serious gesture towards the throne. Still, negotiated passage past the Hammer to found a new home Ryger has great ambitions for the Principalities and hopes to consolidate power peacefully, to ensure the prosperity named Cornerstone. Recognizing that the secrecy and literal backstabbing nature of the Trust was what drove of the region. His greatest foe in this regard is Mika them away, they established a culture of freedom and Rockface and the Cloudreavers, who seek to tear down the honesty – a truer form of trust. order he has so carefully crafted. The gnomes kept their families but abolished the Ryger’s ascension to High Prince, though seemingly houses, joining together under the banner of House inevitable from his combination of talents, has always bothered the Seadragon leader. Mika Rockface claims to Lorghalen. Unlike other principalities, the Prince holds Samplelittle power – the representatives file of each family rule have sunk Horget Black’s ship in a nighttime raid, but the democratically. The title can be taken by challenging the Cloudreaver leader has never produced a trophy as proof. current holder to a game of wit and skill. Ryger still feels a great debt to Horget’s mentorship, and if

11 LANDGRAVE LOKAS LORGHALEN PRINCE KOULTON BRIGHTWIND A small, olive-skinned and wizened gnome (he/him), Clever and dashing, Koulton Brightwind (he/him) might Prince Landgrave Lokas Lorghalen has maintained his not have the raw physical presence or head for strategy position through dozens of challenges over the last several like High Prince Ryger but is still one of the most potent decades. His mastery of stonesinging, the Lorghalen individuals in the Principalities. A wanted excorciate by tradition of prima magic involving elementals, has both House Lyrandarr, Prince Koulton struck a protection deal protected his title and his crew. Still, the elderly gnome is with the elves of House Thuranni. considering who to groom as a worthy successor, tipping More than anything, Prince Koulton Brightwind is the scales with training. driven by his ego. He desires to prove his former family wrong and to get back at them over whatever unknown CORNERSTONE, LORGHALEN conflict caused him to go rogue. Unlike the gnomes of Zilargo, the gnomes of Lorghalen are insular and unwelcoming. Almost every structure on the BLACKROCK, ORTHOSS island has been sized exclusively for small inhabitants, The town of Blackrock is a growing port, much to the making the humans, dwarves, and orcs of the isles deeply chagrin of the ever-envious Diresharks. The chilly isle of uncomfortable when they visit. Still, the island’s vast Orthoss offers few resources to the half-elves who have alchemical and elemental resources make it a valuable port maintained residence, but Prince Koulton’s daring raids for merchants willing to put up with the gnome’s rules and and defenses have created an opportunity for growth and tariffs. Furthermore, the gnomes are more than willing to expansion. While the town has not developed the market sell their shipbuilding expertise, augmenting any number for intercontinental trade like Regalport, its harbor is deep of features for captains with coin to spare. enough to take large ships in the warmer months. The city’s deep harbor has been enhanced and secured One of the persistent concerns of the town’s residents over the millenia of habitation. A network of cooperative are the fierce winter storms that blow through. While the shorebirds allows the gnomes to track incoming ships so marked khoravar of the Wind Whisperers can protect the the stonesingers can let the Hammer know if it should let town from mild storms, the weather wizards of House them pass. Lyrandar could easily overwhelm Blackrock’s meager defenses. As it stands, Firstborn Esravash is content to use legal and economic means to pressure Prince Koulton, but if tensions were to escalate, she may find the voices in her WIND WHISPERERS house demanding extralegal action persuasive.

Orthoss has always acted as a home for the half-elves of the Lhazaar Principalities. While the Khoravar are accepted on the mainland, the distant elves of Farlnen have left a sour taste in the mouths of most sailors in the Principalities, and the occasional romance between the two worlds leaves a child that belongs in neither. Over time these drifters and in-betweens have congregated on Orthoss, the island of misfit tots. The Wind Whisperers are a young Principality on the run from House Lyrandar. While the occasional exile from House Lyrandar has kept the blood of the Mark of Storm flowing through Orthoss, foundlings held no special position within Orthoss. That changed a decade ago when KoultonSample Brightwind stole an early airship and recruited a file crew out of Orthoss. Now a proper Principality, the Wind Whisperers are out to make a name for themselves while dealing with the fury of House Lyrandar.

12 mountains, inducing deluges that can suddenly flood THE ENVIRONMENT lowlands or impair ranged weapon attacks. As with the rest of Eberron, the tides of the Lhazaar Sea From the southern tropics of Lorghalen to the northern are dominated by the patterns of the moon Zarantyr. frozen isle of Farlnen, the Lhazaar Principalities Unlike other material planes, the relationship between the encompasses the widest variety of climates of any nation moons and the tides of Eberron is more mystical than in Khorvaire. Individual isles range from the massive physical. Lunar alignments can bring tides to new highs Questor to the minute Seventh. The sea surrounding the and lows, displacing hidden communities or revealing Principalities varies as well, from calm, shallow, warm secret passageways. waters to raging and icy depths. ECOLOGY ETTLEMENTS The Lhazaar Principalities encompass a wide variety of S biomes, from the frozen glaciers of Lost to the tropical While not every island has a major port, almost every isle rainforest of Dreadwood Isle to the depths of the Lhazaar has at least a coastal village that can engage in some form Sea. The people have adapted, and with the frequent travel of trade. The largest settlements are always found on the up and down the coast most sailors own multiple sets of water, with smaller villages on the interior of islands clothing adjusted to each climate. supporting the nearest port. One of the biggest The northern reaches provide the sharpest contrast determinants for the size of an island’s port is the nature between land and sea. The bitter cold and harsh, dry winds of its harbors. Large, wealthy ships require deep harbors leave little room for large vegetation or animals on the that allow them to safely move in and out of port, a land – instead, islands like the Three Sisters or Turnaway requirement that is in frequent tension with having a are covered in grasses and populated by small mammals sheltered harbor safe from storms. and migratory birds. The scarcity of trees has long Thousands of years of human occupation have left challenged northern shipwrights. Still, these semi-frozen abandoned towns and buried treasures yet uncovered for lands show surprising ecological diversity due to the land brave adventurers to plunder. With so much money to be bridges that connect them during the coldest winters. made on the high seas, even the most mundane of islands By contrast, the seas around these northern isles are have yet to be fully mapped. Ancient curses and magical rich in life, as the circumpolar current collects nutrients guardians have kept several other islands, such as Trebez from all the seas. Large fish and whales fill the northern Sinara, completely mysteries in the modern day. sea, feasting on the ocean’s abundance throughout the eternal daylight of the summer months. THE LHAZAAR SEA Khorvaire’s rising demand for magical resources and the opening of post-war trade has led to a substantial increase Khorvaire’s eastern expanse ends at the Lhazaar Sea. This in the size of the whaling industry. Not only do the wild and tempestuous ocean is dominated by a cold current enormous mammals provide valuable blubber and bones, that comes down from the Frostfell before turning away at their large size gives them a propensity for soaking up Reaver’s Ridge. The southern isles enjoy warm, tropical ambient magic, enhancing their alchemical utility. This currents coming up from Aerenal and the Thunder Sea. uptick of activity has forced even traditional whalers to Reaver’s Ridge is an underwater mountain range said to venture north, closer to the dangerous Frostfell. hold all sorts of treasures, from sunken ships to the ruins Farther south, the temperate region’s temperate of ancient undersea civilizations. It is said that Malleon the rainforests are filled with evergreen trees, deer, wolves, Reaver lost one of his greatest treasure hauls here before and all other manner of beasts. The marshes feature he ventured west to found Sharaat. Dives to the region magical creatures prized by wizards and artificers. The have reported abundant wild magic. abundance of trees is an invaluable resource for Lhazaar The prevailing winds of the Lhazaar Principalities blow shipwrights, who compete for access to wood infused with from east to west and from north to south. These winds are ambient magic. Despite these resources, the torrential strongest in the north, where dry winds whip around the rains inhibit agriculture and limited historic empires. Frostfell and scour the land. Some of these winds split off The seas in the temperate region are less abundant than and blow south, bringing biting winds that chill the bones the more northern waters, as fewer nutrients make it to of Lhazaar sailors. Following these winds from north to the Lhazaar Current. The shallow waters and narrow south is the Lhazaar Current, which flows along the channels on the interior of the isles especially suffer, cut easternmost edge of the isles. off from the open ocean’s riches. This does not mean Eel Winter in the northern isles like Orthoss is a true test of Bay and the Far Strait are deserts – rather, life is more wit and will. Sun only shines for a few hours a day for most dependent on nutrients coming from the land then of the winter. Blackrock and Port Cairn are both so far nutrients from the north. north they experience complete and total darkness during The southernmost tropical islands benefit from nutrient the winter solstice. Ice fills the northern seas during the rich upwelling along the continental shelf. The warm winter, locking in the ports and sending dangerous weather and abundance of rain keeps the land healthy and glaciers south. promote a large diversity of species. Without large masses SummerSample and fall bring storms crashing into the file of ice covering the ocean’s surface to form land bridges the temperate and tropical regions, dumping endless rain as flora and fauna of each of these isles has remained unique they stall out against the Hoarfrost Mountains. Storms – plants found on Lorghalen are distinct from ones on that make their way to the mainland crash against the neighboring Dreadwood isle.

13 MANIFEST ZONES SHIPS The wide range of diverse environs of the Lhazaar The primary form of transportation in the Lhazaar Principalities are home to an even more diverse set of Principalities is by ship. When humanity crossed the manifest zones. Lhazaar Sea, they relied on large sailing ships that could Unusually warm or cool seas and isles could be the work carry many people and significant cargo. While ships of of Fernia or Risia. These zones occur in the southern similar size (but dramatically improved construction tropics and frozen north, intensifying extremes, techniques) are still used to cross the Lhazaar Sea today, transforming humid climate to blazing heat and norther most of the travel in the Lhazaar Principalities is across sea spray to bitter cold. Winters where Risia draws short distances in shallow waters. coterminous are particularly brutal, freezing most of the The typical Lhazaar Galleon is long and shallow, with northern ocean and occasionally connecting the isles to ready oars and small, maneuverable sails. While each the Frostfell with land bridges, bringing ancient, unknown Principality has its own “secret sauce” of enchantments horrors south. and blessings for its ships, some features are common The isle of Dreadhold is home to a Lamannian manifest throughout. Even ships made from ordinary materials zone that reinforces the prison’s roots, prevents feature enchantments to bolster their strength, and the teleportation, and purifies supplies of poison and disease. hull is usually enchanted to ward off parasites. Beyond Other Lamannian manifest zones in the Principalities that, individual captains have unique superstitions to usually link to the Endless Ocean and are home to beasts of bring them good luck and good weather. titanic size. Even Lhazaar merchant ships are heavily armed – While the Lhazaar Principalities are home to storms of almost every Principality expects their crews to be capable all kinds, the fiercest are the chaos storms which can form of fighting in addition to their duties manning the ship. in regions close to Kythri. Fire and ice, water and lightning Armaments vary heavily by Principality, but ballistas and merge into a horrific elemental maelstrom. One crew of siege staves are common features throughout. A century of pirates now known only as the Chaos Fleet (p. 15) was war has precipitated a calamitous arms race that House transformed by such a storm into elemental monstrosities. Cannith has only played a small part in, with many of the Fishermen are always wary of angering the oceanic fey advancements instead made by independent artisans and that hail from Thelanis. Ocean Striders are one such fey, weapon smiths throughout the isles. colossal spirits capable of protecting large swathes of sea. Most rumors allege that Ocean Striders take special INTEGRATING GHOSTS OF SALTMARSH interest in protecting the whales of the region. The ship rules in Ghosts of Saltmarsh and the Dungeon While Dal Quor was cut off from the material plane by Master’s Guide provide an excellent start to assembling a the Giants aeons ago, the closest the plane has to a naval campaign, however the ships in aren’t as manifest zone lies on the mainland portion of the Lhazaar advanced as the ones in Eberron. To fix this, increase the Principalities. Taer Lian Doresh, the Fortress of Fading sail speeds on all boats when not sailing against the wind Dreams, is a Feyspire that was transformed into a critical by 30 feet. This also increases the boat’s travel pace by 3 juncture of the Dal Quor, Material Plane, and Thelanis. miles per hour. As an example, a sailing ship’s travel pace While visitors to the fortress always return to their home is increased to 8 mph, still slower than the 10 mph of a plane upon leaving, Taer Lian Doresh allows quori to Lyrandar elemental galleon but not by as much. directly interact with creatures from the material plane. To account for weapons and defense advancements, ship The most prominent manifest zones to Mabar in the weapons deal an extra die of damage (eg Eberron Baliistas Principalities lie on the isle of Farlnen, the frozen home of deal 4d10 damage instead of 3d10). Longships and sailing the Bloodsail Principality. Sailors have many tales about ships have 350 instead of 300 hp, while Warships and the power of Mabar, amongst them the story of the Ship of Galleys are increased to 600 hp from 500. These changes Bones, which slips through to the material plane to feast give a slight advantage to offensive power, but more on the living when two moons are full in the sky. importantly empower ships against marine threats. A siege staff is a rune carved log that functions similarly to a ballista. Firing a siege staff takes an action each to prepare, aim, and then fire, scorching a 30’ radius area within 300’. Each creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) damage on a failed save, or half as much on a successful one. Ghosts of Saltmarsh also presents rules for “superior ship upgrades”. These upgrades work well mechanically but, in many cases, need adaptations to Eberron’s cosmology. For example, the Ever-Full Sails instead represents the elemental ring for House Lyrandar’s elemental galleons, providing permanent propulsion Sampleregardless of wind. Frost -lockedfile hulls draw upon the power of Kythri or Risia and might be a new magical development to help brave the frozen waters of the northern Principalities in the winter.

14 MYSTERIES CAPTAIN MAGWROTH Medium elemental, chaotic evil While the mundane politics of the Lhazaar Princes are major sources of intrigue, they also exist in a fantastic Armor Class 18 world of ancient magic. Any number of external factors Hit Points 300 could tip the balance of power unexpectedly, forcing Speed 40 ft., swim 60 ft. strange alliances of necessity.

STR DEX CON INT WIS CHA CHAOS FLEET 22 (+6) 25 (+7) 18 (+4) 18 (+4) 16 (+3) 23 (+6) Attempts to usurp a Lhazaar prince frequently end poorly for the usurper. Captain Magwroth was one such usurper Saving Throws DEX +12, CHA +11 who attempted to unseat Mika Rockface. After a Skills Acrobatics +12, Arcana +9 humiliating slaughter, the captain narrowly escaped with a Damage Resistances cold, fire, lightning single ship. While looking for a port to settle in, his lonely Condition Immunities exhaustion, paralyzed, petrified ship slipped through a Kythri manifest zone into the Senses darkvision 60 ft., passive Perception 13 churning chaos. Almost thirty years later the ship returned Languages Common, Primordial to the Material Plane, its crew mutated and transformed by Challenge 16 (15,00 XP) the chaotic elements and the vessel itself enhanced by elemental magic. Faster, Ye Swabs!. When Magwroth is reduced to 200 hit points or fewer, Magwroth lets out a rallying cry and each ally within CAPTAIN MAGWROTH 30’ may use their reaction to move up to their speed. If they end The creature that inhabits the once half-elf captain’s flesh their movement adjacent to an enemy, they may make one is an elemental of chaotic destruction. Ever hungry, weapon attack. “Magwroth” has begun to carefully expand its fleet. Lone, Chaos Retort. When Magwroth is reduced to 100 hit points or vulnerable ships are targeted for capture, their crew bound fewer he unleashes a wave of elemental energy. Each other and transformed into elemental drudges. While creature within 30’ of him must make a DC 19 Dexterity saving “Magwroth’s” fleet yet remains small, its power continues throw, taking 40 (9d8) fire damage on a failed save, or half as to grow as more souls are bound to its service. much on a successful one. Legendary Resistance (2/Day). If Magwroth fails a saving throw, GIANTS he can choose to succeed instead. While the Age of Giants has long passed, the ruins of the Magic Weapons. Magwroth’s weapon attacks are magical. giant civilization remain. Storm giant seers seeking isolation sometimes found solace in the islands of the ACTIONS Lhazaar Principalities. Multiattack. Magwroth makes three attacks: one with an Despite the onslaught of time, a few storm giants still elemental claw and two with his lightning rapier. lurk within the Principalities. Almost all are refugees or exiles from Xen’drik, either crafting a new home or Elemental Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one rediscovering the ancient ruins of their people. Such ruins target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) fire could hold ancient magical secrets and items, long since damage and 10 (3d6) cold damage. thought lost. Adventurers interested in the Draconic Lightning Rapier. Melee Weapon Attack: +9 to hit, reach 10 ft., Prophecy might find a translation guide in such ruins, one target. Hit: 15 (2d8 + 6) piercing damage plus 19 (3d12) even if the original oracle has passed. lightning damage. Storm giant quintessents (Volo’s Guide to Monsters) are the immortal spirits of Storm Giants who have survived for millenia by transforming into a more elemental form. The Others say the High Prince was seeking Lhazaar’s lair effects of such quintessents are possibly the basis for Treasure on Trebaz Sinara when he disappeared. While any number of rumors about cursed isles full of ancient some simply end the story there with falling to the vicious treasure, magically beset by permanent storms. monsters or guardians, others say he succeeded in locating Lhazaar’s tomb but instead of treasure, found clues to the HORGET BLACK true location and is to this day hunting down the trail. The most superstitious residents of the Lhazaar The fate of High Prince Horget Black has already escaped Principalities say that High Prince Horget Black made a into myth and legend after 15 short years. Given its recency pact with an otherworldly entity, and his time came due. there is more reliable information available but sifting through the rumor mill to find that truth is difficult. The simplest theory is that Mika Rockface did in fact kill SEA MONSTERS the nowSample-former High Prince in a sneak attack, as she file The Lhazaar Principalities are home to all sorts of claims. What causes doubt is the lack of a trophy, and no dangerous and magical creatures that lurk in the depths. underwater expedition has ever been able to find the Lucky is the sailor that merely encounters a ravenous alleged wreck. beast, a simple contest of strength and speed. More

15 insidious are the foes that bewitch and curse, twisting the RAGLORN SLE body and mind of those they entangle in their plans. T I The sheer variety of underwater threats has created a The temperate rainforest of Traglorn Isle is inhabited by a rich tapestry of superstitions and folklore, not all of which handful of Shifter tribes. Each tribe has a mythology of the is entirely accurate. While institutions of higher learning glorious life it used to live on Tempest Isle, before some like Arcanix have sent research expeditions, the difficulties fabled force drove them north. inherent to underwater exploration have made progress slower than even the mysterious jungles of Xen’drik. TREBAZ SINARA Long ago, Trebaz Sinara was the home of the legendary TAER LIAN DORESH Lhazaar Principality, home of the original pirate queen. Hidden away in the Whitepine Forest in the southern Today, the island is filled with monsters and ancient reaches of the mainland, Taer Lian Doresh is a unique guardians that protect its historied treasures. crossover point between Dal Quor, the Material Plane, and More sea monsters patrol the waters around Trebaz Thelanis. Long ago the eladrin of Taer Lian Doresh sought Sinara than any patch of sea in the Lhazaar Principalities. vengeance for the ransacking of She Furthermore, captains hoping to plunder the isles fabled Tirias Tolai and the transfiguration of its eladrin residents riches must navigate myriad underwater hazards that into elves. The magically superior giants retaliated by could destroy a hull. banishing Taer Lian Doresh to Dal Quor, where it remained On the island, treasure seekers must survive the perils until the turning of the age, long after the Giants fell. that guard whatever riches they seek. Most venturing to Today, Taer Lian Doresh is a nexus of history and Trebaz Sinara hope to plunder Lhazaar’s Tomb, but the potential. Unusually, the Fortress exists simultaneously on isle’s history holds plenty of other lesser-known Dal Quor and the Material, allowing inhabitants of either treasures. Whatever the target, crews must survive the to directly interact. However, once someone leaves the monster-infested forests on the interior of the island fortress, they return to their home plane. before navigating the traps and eternal guardians of many The lord of the fortress, Shan Lian Doresh, is amongst of the isle’s treasures. the oldest and most powerful of the archfey. While he is Compared to Tempest Isle, Trebaz Sinara has featured not a servant of the Dreaming Dark, he is a willing ally. His significantly more successful expeditions to recover its Knights of Terror seek vengeance against the other fey minor treasures. Captains must be careful to recruit a lords he sees as having abandoned his people and a cure guide who knows a safe path through the surrounding for their tortured condition. reefs rather than a grifter telling tall tales. Still, the dangers of the isle mean most expeditions perish, adding TEMPEST ISLE to the list of potential treasures. A tropical island perpetually covered in thundering storm clouds, countless bands of brave explorers have met an UNDERSEA CIVILIZATIONS untimely end seeking fabled treasures. Unlike the imperious and demanding sahuagin of the The approach to Tempest Isle is a challenge unto itself – Thunder Sea, the merfolk of the Lhazaar Principalities are ships within a mile of shore must navigate a raging storm, withdrawn and isolationist, staying far away from the combatting both driving rain and unending lightning events of the surface world. Many sailor’s tales speak of strikes. Dangerous sea monsters have been known to lurk the unfathomable beauty of mermaids, but they differ on beneath the waves, capitalizing on distracted crew and whether the roguish sailor succeeds in seducing the vulnerable ships. mermaid or is drowned for his attempts. On occasion a While the contents of Tempest Isle are the subject of merfolk ambassador will visit one of the major ports, but myth and legend, most tales agree the shoreline is there is not a stable diplomatic relationship. populated by tribes of scrags. These aquatic trolls are said Beneath the surface, the merfolk make their homes in to be particularly intelligent, setting traps in sheltered the depths of Eel Bay and on the edge of the continental coves to prey on incoming ships. shelf north of Raider’s Ridge. The towns scattered Common to the mythology of Tempest Isle is the throughout might remind a scholar of the scattered importance of its central mountain. Many suggest the settlements in the Eldeen Reaches, coexisting with the mountain hides a storm giant vault, full of ancient environment and led by primal spellcasters. While there treasures, but differ on whether the peak is still protected might have been a merfolk empire in ages past, any by the creator’s descendants. Other myths say a mighty remnants of that are ruins in the sunken depths. wizard, or perhaps the ghost of one, maintains the storm Merfolk towns are constructed out of living seaweed, enveloping the island. Dark whispers suggest a fiendish sculpted and reinforced by magic. By remaining within the overlord with the power of storm was the actual reach of the light the Merfolk sometimes find themselves inspiration for the Devourer, and Tempest Isle serves as inconvenienced by the actions of the surface world – wise his prison. Whatever the truth, pirate captains seeking to fishermen keep their lines and nets away from these protect their illicit earnings have ventured to the isle to underwater communities. keep Sampletheir treasure safe, only to never recover the lost gold. file

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