Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| riedra [2019/12/23 16:04] – ↷ Links adapted because of a move operation 0.0.0.0 | riedra [2025/12/11 15:20] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== Riedra ====== | ||
| + | Riedrains / Riedrainnes | ||
| + | {{: | ||
| + | **{{: | ||
| + | ====== Histoire ====== | ||
| + | The land of [[Sarlona]] was once a collection of different nations like [[Khorvaire]]. The [[Quorien]] invaded the dreams of the land's leaders and pushed them to conquest or defeat as matched their plans. 1,3000 years ago most of the nations were brought under the government of [[Riedra]] which was subsequently led by the [[Inspiré]]. Today, the former nations are provinces within Riedra which are maintained by Inspiré governors and inhabited by loyal and docile citizens. While there are pockets of rebellion, and corners of Sarlona remain outside of Riedran control, most in the Land of Unity are zealous worshipers of the Inspiré who follow them without question. | ||
| + | |||
| + | ======Geography====== | ||
| + | The land of Riedra contains a huge variety of environments and features. In the south are jungles including the [[Shanjueed]] which straddles the border with [[Adar]], and other stately pine forests in the north such as the Worm Wood. Mountain rangels form the border between Riedra and the [[Toundra de Tashana]], specifically the Frostblade and Frostwall Mountains which cut through Dar Maleer. In the southwest, the Andnemun Desert marks the fluid border with [[Syrkarn]]. | ||
| + | |||
| + | The eastern shore of Riedra is made of the islands of [[Ohr Kaluun]] which enclose [[Koralandaluun Bay]]. There are also two inland seas, the [[Kelneluun]] and the much larger [[Rhialuun]], | ||
| + | |||
| + | =====Provinces===== | ||
| + | * **Borunan: | ||
| + | * **Corvagura: | ||
| + | * **Dor Maleer:** The northern province of Dor Maleer is the most independent, | ||
| + | * **Khalesh: | ||
| + | * **Nulakesh: | ||
| + | * **Ohr Kaluun:** Before Unification, | ||
| + | * **Pyrine:** Thought by many to be the source of worship of [[La Légion Souveraine]], | ||
| + | * **Rhiavhaar: | ||
| + | |||
| + | ======Government====== | ||
| + | The [[Inspiré]] are unquestionably the rulers of Riedra and they have their sights set still on the rest of [[Sarlona]] and on [[Khorvaire]] and [[Xen' | ||
| + | |||
| + | =====The Unity===== | ||
| + | The central government of Riedra is split into several important branches, each with its own purpose. | ||
| + | * The **Bountiful Horn** oversees production and distribution of food to the people of Riedra. | ||
| + | * Industry and manufacturing in Riedra is overseen by the **Industrious Forge**. | ||
| + | * The **Sturdy Wall** maintains the roadways and construction projects of Riedra, including the building of the [[Monolith Quorienen]]. | ||
| + | * Healing in Riedra is found through the **Healing Hand** which focuses the gifts of the [[Inspiré]] to repair their people. | ||
| + | * Injuries to the mind and spirit are helped through the **Sheltering Hearth** with the nebulous task of coordinating the well-being of all Riedrans. | ||
| + | * The **Guiding Path** is the priesthood of the [[Inspiré]] and assists in the education and upbringing of Riedran children so that they follow the [[Chemin de l' | ||
| + | * Foreign affairs are overseen by the **Iron Gate**, which stands by its imposing symbol as a force to keep foreigners out as opposed to negotiating admittance. | ||
| + | |||
| + | =====L' | ||
| + | Le gouvernement central de Riedra est divisé en plusieurs branches importantes, | ||
| + | * La **Corne d' | ||
| + | * L' | ||
| + | * Le **Mur solide** entretient les routes et les projets de construction de Riedra, y compris la construction du [[Monolith Quorienen]]. | ||
| + | * La guérison à Riedra s' | ||
| + | * Les blessures à l' | ||
| + | * Le **Chemin de l' | ||
| + | * Les affaires étrangères sont supervisées par la ** Porte de fer **, qui se distingue par son symbole imposant comme une force pour empêcher les étrangers d' | ||
| + | |||
| + | =====The Harmonious Shield===== | ||
| + | The armed forces of Riedra are garrisoned across the nation and are divided into a number of different organizations. | ||
| + | * **Stone Soldiers:** The shieldbearers and infantry of the Riedran armies, these warriors focus on durability and defense. | ||
| + | * **Fire Soldiers:** Fast and skilled soldiers often used for special operations against [[Adar]]. | ||
| + | * **Water Soldiers:** Stealthy scouts and reconnaissance specialists who inform the rest of the army so that it can do its best. | ||
| + | * **Bastion Guard:** The soldiers at the disposal of the Thousand Eyes, tasked with maintaining order in the cities. | ||
| + | * **Edgewalkers: | ||
| + | * **Harmonious Sail:** These naval forces patrol the shores of Riedra, including the inland seas in the west. | ||
| + | * **Horned Guard:** This elite corps of ogre mages serves as a major weapon against the enemies of [[Inspiré]]. | ||
| + | * **Savage Legion:** Though they are considered little more than animals by the Chemin de l' | ||
| + | * **Sleeping Sword:** Unknown to most Riedrans, the Sleeping Sword agents are utterly loyal and amazingly skilled. They are charged with tasks that require ruthlessness and discretion. | ||
| + | |||
| + | ====== The Thousand Eyes ====== | ||
| + | A group of [[Changelins]] and psionic spies that watches the people or Riedra for internal dissension. Few Thousand Eyes agents operate outside of [[Sarlona]] but some [[Inspiré]] recognize that traitors can be everywhere. | ||
| + | |||
| + | To a Riedran, no one in his right mind turns against the Inspiré. Those who do are clearly victims of altavar influence. Someone has to help these victims if possible, or do whatever is necessary to ensure that they do not threaten innocent souls. Those tasks fall to the Thousand Eyes. | ||
| + | |||
| + | The Thousand Eyes administers justice across Riedra and maintains the reclamation centers. Public agents of the Thousand Eyes—easily identified by their green uniforms and golden badges of office—can be found throughout any bastion, and people take comfort in knowing that these guardians are watching. Far more dangelrous, however, are the secret members of the Eyes. | ||
| + | |||
| + | Nearly anyone in Riedra could be an agent. Furthermore, | ||
| + | |||
| + | The city of [[Dul Zeer]] is the Thousand Eyes' greatest stronghold. Here, a network of remote viewing crystals allows agents to scry across the continent, and teleportation circles let them dispatch forces to any bastion or kintam. Agents in villages can be alerted through dreams. In an emergency, nomads can teleport forces to the site of a disturbance. | ||
| + | |||
| + | The high minister of the Thousand Eyes is [[Lady Sharadhuna]] (LE female kalaraq Inspiré telepath 20). | ||
| + | |||
| + | ======The Rêve Obscur====== | ||
| + | Not really a part of the government of Riedra, the [[reve_obscur]] is the organization behind all of the [[Quorien]] machinations in the [[Monde d' | ||
| + | |||
| + | Three thousand years ago there were a dozen kingdoms in Sarlona. Today there is only one: the empire of Riedra. The change began some fifteen hundred years ago, when the quori first came to Sarlona. Initially, the quori spirits could not completely dominate their hosts. Instead, they could only whisper into susceptible minds, fanning ambitions and aggravating existing feuds. Within two centuries, Sarlona had collapsed into chaos and war. By this point, the quori had full control over a handful of hosts, enabling them to produce the first of the Inspired. These psions and psychic warriors stepped into the political void, using their mental powers to systematically seize control from the weakened warlords. | ||
| + | |||
| + | They proclaimed themselves to be souls inspired by divine forces, sent to guide Sarlona to a new age ofprosperity and glory. All they required was absolute loyalty. It took another two centuries of mental manipulation, | ||
| + | |||
| + | For the past thousand years, the borders of Riedra have been closed to foreigners. Even today, the Inspired have no interest in allowing the people of other nations to spoil their terrestrial paradise. But after centuries of scheming and planning, the Inspired are finally beginning to turn their attention to Khorvaire, and Riedran ambassadors can be found in courts across the continent. | ||
| + | |||
| + | The Inspired hide their secrets well. Those who have managed to breach the borders of Riedra speak of titanic monoliths that lie within. The sages of the Twelve believe that these monoliths enhance the psionic powers of the Inspired, drawing on the mental energy of the populace in order to supply their masters with vitality. The Inspired have been studying ways to use Eberron dragonshards. No Eberron or Siberys dragonshards can be found in Sarlona, and what Khyber shards exist below the surface are hard to come by. | ||
| + | |||
| + | The people of Riedra believe that the Inspired are divine avatars, sent to guide and protect their nation. Most are willing to die for their Inspired lords. Most communities are agricultural villages, designed to be as self-sufficient as possible. Inspired overseers manage the work force. A vast fortress-metropolis at the center of each web of villages is home to the bulk of the armed forces of the region and the high-ranking Inspired nobles. | ||
| + | |||
| + | Riedra is a strictly feudal society. The humans serve the Inspired, who in turn protect and care for their loyal subjects (or so the theory goes). The Inspired, highly evolved humans with a touch of elf and fiendish blood, have been bred over the course of a thousand years to be perfect hosts for quori spirits. | ||
| + | |||
| + | The Dreaming Dark: The members of this sinister network serves as the eyes of Dal Quor, the Region of Dreams. They are spies, saboteurs, and psychic assassins. The Dreaming Dark receives its orders directly from the quori on Dal Quor and has considerable authority among the Inspired. | ||
| + | |||
| + | The Thousand Eyes: Where the Dreaming Dark works to undermine other civilizations, | ||
| + | |||
| + | The Inspired are the living deities of Riedra, and the practice of any other religion—especially the Path of Light—is punishable by death. | ||
| + | |||
| + | |||
| + | **The Reach of Riedra, Part One** \\ //By Keith Baker// | ||
| + | |||
| + | Mysteries surround the nation of Riedra. Most people of Khorvaire have heard only vague and contradictory stories of Riedra: All wizards and sorcerers are put to death. Sorcerers rule the land. Démon rule the land. Gold covers the streets and no one ever goes hungry… or the people starve in huts of mud and straw. | ||
| + | |||
| + | |||
| + | **First Contact** | ||
| + | |||
| + | | \\ **What Do You Know? | ||
| + | |||
| + | When the Inspiré rose to power in Riedra, they cut off all contact between Sarlona and Khorvaire. For a thousand years Riedra has been hidden from the outside world. To this day, most civilized regions are shielded from divination. An adventurer who researches the matter will find that a surprising number of wizards and détectives who sought to pierce the mysteries of Riedra have gone mad – typically driven to distraction by terrible nightmares. Ships that sought harbor at Riedra were turned away. Explorers who sought to pierce the veil of secrecy never returned. The Riedrans took no aggressive action, but they wanted no part of the outside world. | ||
| + | |||
| + | Centuries later, ships of Maison Lyrandar and the Galifar navy encountered Riedran vessels in the Mer du Tonnerre and the Mer Aride. The Riedrans established settlements on Xen' | ||
| + | |||
| + | It took La Dernière Guerre and the fall of Galifar to bring the Inspiré to Khorvaire. When the war had passed its first decade, delegations of Inspiré appeared in the courts of the newly independent Cinq Nations. Beautiful and charming, these stRangers offered their aid to the war-torn kingdoms. The medicines supplied (for a fair price, of course) by Riedra helped to ease the strain on Maison Brunet. The Inspiré often served as neutral mediators, impressing kings and queens with their wisdom and charisma. Foodstuffs from Riedra helped limit the impact of Karrnath' | ||
| + | |||
| + | **Riedrans in the Modern World** | ||
| + | |||
| + | Today, Inspiré ambassadors live in every metropolis and in many of the large cities of Khorvaire. Most ports have small Riedran communities. Cityfolk see Riedrans on the streets and the docks, dressed in the simple clothing of their homeland and speaking in the Riedran tongue. As a rule the Riedrans are quiet and insular, keeping to themselves and abstaining from most vices. Riedran goods are becoming more Commun on the streets. Virin is a beverage made from Sarlonan roots that eases fatigue. Brunet houses often make use of Riedran healing herbs. And on the more sordid side of things, the sale of dreamlily – an addictive narcotic originally brought over for medicinal purposes – has become a major industry in the underworld of Khorvaire. | ||
| + | |||
| + | In the upper echelons of society, the Riedrans have been gaining influence. The Inspiré have access to vast mineral and agricultural resources, along with the prosperity that comes from a thousand years of order. The Riedrans have been providing generous material aid to all of the Cinq Nations, helping repair the terrible damages of La Dernière Guerre. This also allows the rulers of the nations to maintain their pride: It's easier for Kaius to get grain from the Inspiré than to have to beg Aundair for assistance. King Sebastes of Q' | ||
| + | |||
| + | Kings and queens are not the only people who deal with the Inspiré. While the Riedran community tends to stay out of sight, Inspiré ambassadors and their staff are active in their communities; | ||
| + | |||
| + | **Next: | ||
| + | |||
| + | **Riedra and Adar** | ||
| + | |||
| + | Most citizens of Khorvaire know even less about Adar than they do about Riedra. Adar is only loosely a country, and it does not maintain embassies. Adaran communities exist in many of the major cities of Khorvaire, but the typical Brelon Communer can't tell a Riedran from an Adaran – or potentially, | ||
| + | |||
| + | This is exacerbated by the fact that the Adarans are just as insular as the people of Riedra. It may seem strangel that they aren't calling for aid against the Rêve Obscur in all the courts of the world, but they believe that the fight with Dal Quor is their personal battle; this is discussed in more detail in // | ||
| + | |||
| + | If an Inspiré ambassador is questioned about the ongoing siege of Adar, his answer is simple. The people of Adar are guerilla warriors who are fighting a war against Riedra. The Adarans have dangelrous supernatural powers and have used them against Riedrans in the past. The " | ||
| + | |||
| + | And if a kalashtar PC does breaks ranks and trumpet the existence of the Rêve Obscur to the world . . . who's going to believe him? The Riedrans are strangel, but they have never taken any sort of aggressive action against Khorvaire. On the contrary, they' | ||
| + | |||
| + | Of course, some people may be wiser than this. Initially, that's the role of the PCs – to be willing to consider the possible threat, to act where a king might not. And if a PC becomes a legendary hero, perhaps the rulers of the land will take her words more seriously. That's what adventuring is all about! | ||
| + | |||
| + | **The Rêve Obscur** | ||
| + | |||
| + | The average Riedran has never even heard of the Rêve Obscur and knows nothing of Dal Quor. Riedrans believe that their leaders are vessels for the enlightened spirits of the past – that there is a cycle of life and reincarnation, | ||
| + | |||
| + | For that matter, the Inspiré – that is to say, the leaders of Riedra and those who hold official posts, such as ambassadors – generally have no direct ties to the Rêve Obscur. Their administrative duties are enough to keep them busy and serve the interests of Dal Quor in their own way. An agent of the Rêve Obscur can demand help from an Inspiré embassy, but more likely than not will do this telepathically or in Dal Quor. So the embassy itsElfe cannot be directly linked to local Rêve Obscur activities, and the ambassador can't reveal anything if probed. | ||
| + | |||
| + | This level of subtlety does make the Rêve Obscur one of the more difficult villains to use. The Rêve Obscur use //mind seeds //and possessed Humains. Their agents may be followers of the Griffe Émeraude or the Cultes du Dragon d' | ||
| + | |||
| + | While most Riedrans know nothing of the Rêve Obscur, Riedran agents who serve the darkness do exist. Just as the Inspiré ambassadors keep their distance from the cabal, these Humain agents have no connection to the Riedran government or embassy. While these agents do not have the full powers of the Inspiré, they can serve as willing hosts for quori possession (see page 296 of the //Eberron Campaign Setting//). Seeing as how they are Humain, this power can come as a surprise to unwary adventurers! | ||
| + | |||
| + | **Riedrans in the World** | ||
| + | |||
| + | Anyone traveling through the docks of a large city could stumble across a Riedran community. Characters may end up dealing with Riedran merchants, or run afoul of a Riedran community militia seeking to defend their community from the criminals of Khorvaire. PCs may run into an Inspiré ambassador giving a speech or a mediating a dispute. And if the heroes perform a particularly impressive task, they may be invited to a gala in their honor at a Riedran embassy! | ||
| + | |||
| + | Describing all the cultural differences between the people of Khorvaire and those of Riedra is a subject for a sourcebook. But here are a few points with which you can play: | ||
| + | |||
| + | * Riedrans speak their own language and must acquire Commun as a bonus language or by spending skill points. Merchants must learn Commun to perform their work, but a Karrn who walks into a Riedran watering hole may find that no one speaks his language. | ||
| + | * Work is everything to the typical Riedran. This is both a point of personal pride and a form of religious duty. Riedrans have little time for leisure pursuits or interest in such things. What little time they take from work is typically devoted to religion: group meditation, ritual storytelling, | ||
| + | * Work is everything to the typical Riedran. This is both a point of personal pride and a form of religious duty. Riedrans have little time for leisure pursuits or interest in such things. What little time they take from work is typically devoted to religion: group meditation, ritual storytelling, | ||
| + | * Riedran priests are rarely spellcasters, | ||
| + | * Honesty and community are critical values. Riedrans will always band together to help one another, and anyone starting a brawl in a Riedran community should be prepared to take on everyone on the street. And aside from agents of the Rêve Obscur, Riedrans are scrupulously honest. | ||
| + | * An average Riedran dresses in black, white, or brown clothing. While basic designs are simple, Riedrans often use embroidery as a form of meditation, weaving complex designs along the hems of clothing. The colors blue and red are reserved for the Inspiré, and the robes of Inspiré lords are covered with Labyrintheine patterns of color. | ||
| + | * Riedran cuisine uses simple base materials, but flavor is enhanced by combinations of spices. Gluttony is frowned upon, but there is nothing wrong with enjoying good food after a long day's work. Riedrans typically drink fruit juice or hot spiced water. | ||
| + | * Finally, Riedran body language is somewhat different from that of Khorvaire. Riedrans are raised not to fidget, and they stand perfectly still when talking. It is considered a token of respect to meet the gaze of someone you are speaking to. Riedrans will never verbally interrupt a speaker, but they indicate intent with gaze – looking down if they have a comment to make, or looking to the side if they disagree with the speaker or are not interested in what he has to say. The degree of motion is as expressive as tone of voice. Thus, Riedrans often maintain an outward appearance of calm – while in fact, a sharp turn of the head can be the same as a yell. | ||
| + | |||
| + | These are just a few examples of Riedran customs, which further vary by province and individual; but hopefully, this provides you with something with which to work. | ||
| + | |||
| + | Riedrans are neither monsters nor slaves. Riedra is a foreign culture, and the mannerisms of a Riedran may seem strangel to most inhabitants of the Cinq Nations. But the Riedrans and their Inspiré lords are not feared in the Cinq Nations; if anything, they are being welcomed by a continent in need of assistance, and people find the beauty and exotic nature of the Inspiré to be intriguing. | ||
| + | |||
| + | **Playing a Riedran** | ||
| + | |||
| + | Riedra is an unusual choice for a region of origin. Most Riedrans consider their homeland to be a paradise, a peaceful realm free of crime and doubt. The people of Khorvaire are misguided and chaotic, prone to violence and undisciplined behavior. Some must come to Khorvaire to serve the needs of the Inspiré, conducting trade and doing what needs to be done, but this is a dreaded fate. So why would a Riedran join a party of barbarians and live the unpredictable life of an adventurer? Consider the following ideas. | ||
| + | |||
| + | **The Rebellious Exile.** | ||
| + | |||
| + | **The Spy. **With the permission of your Dungeon Master, you could be a sleeper agent for the Rêve Obscur. You are Humain, but you have a patron – a quori spirit who visits you in your dreams and gives you instructions. The Rêve Obscur is interested in the player characters; it has seen their potential. For now, you are simply to cement your bond with them and to build your skills. As time passes, you receive instructions – some clear, some cryptic. Perhaps you can steer your group to serve the greater goals of the Rêve Obscur. | ||
| + | |||
| + | This option should be used with great care; if you are ordered to fight your companions, you might be forced to leave the group. Discuss things with your DM and make sure that you have the same vision of your future. One possibility is that you will learn more about the Rêve Obscur as you adventure – and that you will become a rebel in time. The second possibility is that you will never be ordered to do anything that directly conflicts with the goals of the group. Depending on the plans of the DM, the Rêve Obscur could intend to wait for centuries before moving against Khorvaire: In the meantime, it has no love for the Seigneurs Des Cendres, the Order of the Griffe Émeraude, the Cultes du Dragon d' | ||
| + | |||
| + | **The Evangelist. **Riedra is helping Khorvaire recover from the war. In addition to providing material aid (for a reasonable price), they have sent a number of agents of goodwill. In contrast to many of your countrymen, you are outgoing and willing to talk to stRangers. You pity the people of Khorvaire, who lack the guidance of the Inspiré. Search for ways to help the people around you. Inspire them with your actions. Help them defeat criminals and establish order – all the while explaining how such problems would never arise in Riedra. Perhaps, with guidance and discipline, some of your companions will be reborn as Riedrans! | ||
| + | |||
| + | Whatever your path, when playing a Riedran keep the following things in mind. | ||
| + | |||
| + | * **Khorvaire Is a Land of Savages. **War. Organized crime. Fire-worshiping churches. Greedy Maisons Marquées Du Dragon, thirsty for gold. Whether you revere the Inspiré or have turned against them, you'll still consider Khorvaire to be a land of chaos and misery. | ||
| + | * **NonHumains? | ||
| + | * **Magic Is Dangelrous. **Psionic abilities come from within, channeling the power of will and imagination. But arcane and divine magic are the result of trafficking with fiends and Démon. Even if the spellcaster doesn' | ||
| + | * **The Inspiré Are the Repositories of Wisdom. **Other people know nothing about the Inspiré. Unless you're a rebel, you will not even listen to any attempt to malign your leaders. Your faith is absolute. The Inspiré are guided by the brightest souls of the past. They brought your nation out of war and revealed the path to peace. They have made your world a paradise. The people of Khorvaire traffic with fiends on a regular basis; any such claims concerning your leaders are clearly deceptions. | ||
| + | * **Follow the Path of Discipline and Virtue.** | ||
| + | Native Riedrans speak Riedran instead of Commun; however, most Riedrans who come to Khorvaire learn the Commun tongue, either as a bonus language or by spending skill points. | ||
| + | |||
| + | **So What's So Bad?** | ||
| + | |||
| + | Reading this article, you might be left with the impression that Riedra is a utopia. The people are honest, content, and hard-working. War and crime are virtually unknown. So why don't we want the Inspiré to take over Khorvaire? | ||
| + | |||
| + | The Riedrans don't believe that they are slaves or subjects of a tyranny, but that doesn' | ||
| + | |||
| + | {{tag> | ||
| + | {{tag> | ||