| Capitale | le_grand_rocher |
|---|---|
| Gouvernement | Féodalisme despotique |
| Souverain | Les Filles De Sora Kell |
| Population | 500,000 |
| Gentilé | Droaamien, Droaamienne |
| Races | 20% Gnoll 19% Orc 18% Gobelin 05% Féral 38% Autres |
| Religions | Les Sombres Six, Cultes du Dragon d'En-Dessous |
| Exportation | Minerai de Byeshk, Mercenaires Monstrueux, Fragments d'Éberron |
Droaam is a nation ruled by monsters, established by the Filles De Sora Kell in 986 AR. Few of the civilized races dare to test its borders. Their connection with the rest of Khorvaire is limited to a single Maison Orléans roadway that passes through Muraille-Grise and into le_grand_rocher, and a beneficial business relationship with Maison Tharashk, who set up mercenary contracts between the inhabitants of Droaam and the outside world. Recently, the House has acquired permission to mine in Droaam, and they have begun exploitation of the nation's vast Byeshk mines and Eberron Dragonshard fields.
Droaam shares a tenuous border with Les Frontières de l'Ombre to the west and more solid natural borders in the form of the Montagnes de Byeshk to the north, the Les Murailles Grises to the east and the Mer du Tonnerre to the south. The area is inhospitable and mostly barren plains, which is part of the reason it was never formally settled. Sparse copse of trees break up the plains here and there, and as one approaches the mountains the land turns slowly more rocky. As low as Droaam is in arable land, it is high in mineral resources: rich veins of byeshk run through the northern mountains, and fields of eberron Fragments de Dragon are Commun.
The Filles De Sora Kell have begun to changel the nature of Droaam; using their wits, magic and the strength of their troll and ogre forces to forge the region into a semblance of a nation. Roads have been constructed to link the major communities, and a tenuous spirit of cooperation has taken hold between the varied monstrous inhabitants. You can find Harpies, ogres, Orcs and more wandering the same streets, going about their own business, at least in the major cities. Outside of the cities life is still largely split along racial lines. Most of Droaam is divided between warlords loyal to the sisters, and in these places the strong rule the weak. Due to the relatively low intelligence of a lot of physically imposing races, this keeps much of the nation fairly primitive. The Sorcières intervene only against major threats such as battles between monsters communities, raids on caravans, or anything else that would jeopardize their attempts to be formally recognized by the other nations, result in significant property damage or multiple deaths. Lesser crimes are mostly ignored, unless a warlord takes personal offense. A rare few, mostly the followers of the Queen of Stone, look at law with a more sophisticated view. Within their personally governed domain the Sorcières enforce stricter rules, ensuring even the weaker citizens (such as Kobolds and Gobelins) lead relatively good lives. The government is a form of despotic feudalism: the most powerful warlords give tribute to the Filles De Sora Kell and in return they rule sections of Droaam. The tribute is paid in gold, goods, soldiers or laborers.
Most warlords see that the Sorcières are shaping Droaam into a greater power than any of them could have done alone, so they begrudgingly accept their rule. The nation remains volatile however, as the Sorcières do little to stop minor feuds, assassinations and coups from taking place.
Due to Droaam's exclusion from the Traité de Fort-du-Throne few of the laws recognized in the east are recognized here. As a result, various Droaam settlements (most notably Muraille-Grise) have become havens for criminals, smugglers and fugitives from the east.
Le Droaam abrite une vaste gamme de créatures différentes. Beaucoup de ces races maintiennent des enclaves isolées : la ville Méduse de Cazhaak Draal, les Escadrilles d'Harpies des Montagnes de Byeshk, les clans dispersés des minotaures, la légendaire et mystérieuse ville changeling connue sous le nom de Perdue. Mais les ogres, orcs, trolls, géants des collines, gobelins et kobolds du Droaam n'ont jamais eu de cultures distinctes, ils ont toujours été mélangés. Bien qu'il existe des enclaves composées d'un seul type de créature, la plupart des communautés sont mixtes. Autrefois, bon nombre de ces groupes de créatures vivaient dans des communautés éphémères, dirigées par le plus puissant d'entre eux et constamment en conflit avec les forces voisines.
Lorsque les Filles De Sora Kell sont arrivées au pouvoir, elles ont utilisé la force et la persuasion pour mettre fin à cette violence. Elles ont reconnu les plus puissants seigneurs de guerre existants comme dirigeants de leurs domaines, et elles ont nommé des lieutenants onis ou autres créatures intelligentes pour gouverner les autres régions.
Au sein du Droaam, toute créature qui commande la loyauté d'une bande et qui a réussi à revendiquer et à conserver un territoire peut s'appeler un seigneur de guerre, mais seul un petit nombre de ces chefs exercent un pouvoir significatif. Quelques-uns des seigneurs de guerre et des factions les plus notables sont décrits ci-dessous.
Droaam has no national religion, and the Sorcières show no interest in enforcing one. The only constant seems to be that the monsters of Droaam universally revile the Église de la Flamme d'Argent for their crusades against the monstrous races. Individuals openly bearing a Flamme d'Argent religious icon in Droaam are certain to receive hostile reactions, and should fear for their lives.
Individual communities do have religious customs of their own, and worship of Le Narquois and L'Ombre is Communplace. Changelins tend to worship channel_divinity_the_traveler. The other members of the Sombres Six usually have some representation as well. Aside from this, there are a few Cultes du Dragon d'En-Dessous, and worship of fiends is not unCommun.
Some specific examples of worship include:
Droaam was originally part of Breland. This was a polite fiction, as it has never been settled by Humains, Elfes, Nains or other civilized folk, instead remaining a land of savage monsters. Knights often entered Droaam to make a name for themselves by slaying monsters. Few returned. Despite this, the monsters never really worried the people to the east due to their lack of organization, and so the region was largely ignored and forgotten.
During La Dernière Guerre, bands of monsters raided across the border into Brelandeseeking spoils and slaves. These attacks were opportunistic and had no long-term effects, though sometimes enemy nations riled up or hired the monstrous races to attack Brelandein a slightly more coordinated fashion. Karrnath is said to have been particularly good at this. In 987 AR Roi Boranel pulled the few remaining Brelon settlers away from beyond the Les Murailles Grises and declared the region off-limits, and that same year the Filles De Sora Kell appeared out of Nulle Part with a monstrous army to declare the formation of a new nation. Droaam was never formally recognized by the other nations, as most Khorvairians believed that the alliance of monstrous Humanoïdes would crumble to in-fighting and treachery. The Filles De Sora Kell have managed to keep the warlords united under their banner despite all odds, and whether the Fort-du-trône nations will eventually be forced to give in to their request to be formally recognized remains to be seen.
CITIES AND SITES I n the past, particular creatures dominated the commu nities of Droaam. The Escadrilles d'Harpies lived in mountain peaks, while the Méduses remained isolated in the cita del of Cazhaak Draa!. Under the rule of the Daughters of Sora Kell, the Droaamites are creating cities where all manner of creatures live and work together.
Muraille-Grise Known as the Gateway to Droaam, this city sits on the border to Breland. Though dominated by monsters and ruled by a mind flayer, Muraille-Grise is both a center for trade and a haven for deserters and fugitives. The Maisons Marquées Du Dragon maintain outposts in Muraille-Grise, and Maison Tharashk governs the Calabas, the foreign quarter inhabited by Humains and other people from elsewhere in Khorvaire.
THE Grand Rocher Built atop ancient Gobelin ruins, the Crag is the seat of the Filles De Sora Kell. Few outsiders have seen this thriving city of monsters. Of the Marqué par le Dragon houses, only Maison Tharashk has a presence in the city.
THE Domaine Empoisonné This hidden city i s ruled by families o f tiefling warlocks who wield powerful magic and craft dark wonders. If you're playing a tiefling or a warlock, you could have ties to the Domaine Empoisonné.
The Sorcières unsuccessfully petitioned to be included in the Accords de Fort-du-trone, and as a result Droaam has not been officially recognized by any nation. As far as foreign Groupes Influents go, only Maison Tharashk has any real presence within the nation. Despite this, Droaam has a lot going for it. The strength of their monstrous laborers and mercenaries draws much attention; already ogre laborers and Minotaure bodyguards are employed in relatively high numbers throughout Breland, Aundair and Zilargo. Either out of patriotism or out of fear of their Sorcière queens, this monstrous workforce is proving more reliable than local workers, never offering complaint or dissent to their clients.
Thrane has vehemently refused all access to these monsters, and from their side Droaam's inhabitants despise the adherents of the Flamme d'Argent for the judgement against them that it represents. Maison Tharashk often serves as an intermediary between Droaam and other nations, especially between Droaam and Thrane.
RISING :
Droaam is a nation of monsters ruled by the Daughters of Sora Kell. Each of these three hags is a legend in her own right, the subjects of tales used to frighten children. Eleven years ago, they seized the lands west of the Gray wall Mountains and founded the nation of Droaam. Although Brelandelaid claim to these barren lands, Galifar had never tamed this wild region. Gnolls, ores, and Gobelins Communly sought haven here, as well as ogres, trolls, harpies, minotaurs, Méduses, tieflings, changelins, lycanthropes, and other races unwelcome in civilized lands. In the past, these creatures fought one another more often than they raided Humain settlements. Under the leadership of the Filles De Sora Kell, they have new purpose. The Daughters use an army of ogres and war trolls to maintain order. To date, the other nations of Khorvaire have refused to recognize Droaam, and the region was not acknowl edged in the Treaty of Fort-du-trône. Most people believe that the monstrous nation can't last-that even the Daughters can't hold the disparate alliance together but Droaam is currently thriving and stronger than ever. Droaam works closely with Maison Tharashk, selling the services of monstrous soldiers and laborers and byeshk ore, a form of metal with magical properties. Beyond that, it's a still-expanding frontier nation. The cities of Muraille-Grise and Grand Rocher grow larger and more organized every day, and the rest of Khorvaire is uneasy with the potential power of a fully realized Droaam. The monsters that inhabit Droaam retain their racial subcultures. Most worship the Sombres Six, but other religious traditions flourish as well.
INTERESTING TH INGS ABOUT DROAAM •
Droaam uses the supernatural abilities of its citizens as tools, just as other nations of Khorvaire use magic. The Filles De Sora Kell keep their people fed with troll sausage and use Harpie's song to quell brawls. When dealing with monsters in Droaam, consider the practical applications of their abilities. When the Église de la Flamme d'Argent purged lycan thropy from the Cinq Nations, a number of lycan thropes escaped into the region that later become Droaam. La Meute Noire alliance of lycanthropes, worgs, and other supernatural predators hunts south ern Droaam.
AFTERMATH OF THE La Dernière Guerre Droaam is barely a decade old. The treaty nations refuse to acknowledge its sovereignty; according to the terms of the Treaty of Fort-du-trône, it's a rebellious territory of Breland. As a renegade nation, it is a haven for war criminals and deserters, as well as brigands and mages pursuing forbidden paths of magic. The monsters of Droaam have no particular love for these bandits and fugitives, and outlanders have to watch their step. Tensions remain high on the border with Breland, re sulting in constant skirmishes and raids. Deeper within the nation, the Filles De Sora Kell build their power. Muraille-Grise and the Grand Rocher are constantly expanding, with Gobelins and ogres laboring through the night. War lords drill their troops, forcing all manner of monsters to work together. A predatory aspect permeates life in Droaam but also a sense of excitement, the belief that the Daughters will lead Droaam to greatness. For centu ries the people of Droaam have hidden in L'Ombres; now they stand in the light, and they are proud.
DROAAM Once, Droaam was a wild frontier that marked the edge of civilized Khorvaire. Today, it is home to one of the strangest nations on the continent. In the streets of the Great Crag, ogres and minotaurs rub shoulders with gnolls and goblins. Gargoyles and wyverns circle in the sky, while harpies call work crews to the quarries with their songs. Under the rule of the enigmatic Daughters of Sora Kell, this land grows stronger with each passing year. Thanks to the guidance of the hags, the diverse inhabitants of Droaam are learning to work together and finding ways to use their supernatural gifts to help build and sustain society. A medusa might use its petrifying gaze to preserve the life of an injured ally until medical attention can be obtained. Harpies in the taverns of Droaam use their hypnotic songs to entertain rather than to harm. When you bring creatures from Droaam into the campaign, consider how different monsters can work together in unusual ways and how their special abilities could be used outside combat. Droaam offers a way to introduce monsters into any adventure, and for characters to encounter these monsters in untraditional ways. Droaam demonstrates that even monstrous creatures want the same things that members of other races do, more or less. Droaamish monsters of a civilized bent could appear anywhere in Khorvaire. House Tharashk brokers the services of Droaamish monsters across the continent. Some of these monsters can appear in traditionally aggressive roles, as mercenary soldiers, a crime lord's bodyguards, or assassins in the shadows of Sharn. But Tharashk also provides less violent services. Ogre laborers put their strength to practical use in many of the continent's cities. Gargoyle couriers are in high demand. Though monstrous workers of these sorts are still rare in many nations, their numbers are growing. Conversely, a visit to Droaam gives adventurers a chance to explore a land untethered by the laws of the treaty nations, a realm where they are the outsiders and the monsters are at home. Adventurers might have to pursue a fugitive or a war criminal into Droaam, or go there in search of unusual services or information found only in the land of monsters.
Droaam
De toutes les nouvelles nations issues de la Dernière Guerre, le Droaam est à la fois la plus jeune et la plus exotique. C'est une alliance de créatures souvent considérées comme des monstres. Non reconnu par le Traité de Fort-du-Throne, le Droaam reste une énigme.
Depuis un millénaire, les enfants des Cinq Nations connaissent le sort qui attend ceux qui sont vilains : ils seront envoyés dans les Badlands, où des ogres les utiliseront comme repose-pieds jusqu'à ce que les trolls les mangent pour dîner.
Lorsque Galifar a été établie, la province de Brelande a obtenu les droits sur toutes les terres situé au sud des Montagnes de Byeshk et à l'ouest des Montagnes de la Digue, s'étendant jusqu'aux eaux de la Mer du Tonnerre. Cette revendication audacieuse étendait considérablement le territoire détenu par la précédente nation de Wroat, mais ce n'était rien de plus qu'une revendication. Les Brelons n'avaient pas besoin des terres à l'ouest, ils n'en voulaient pas non plus. Les Badlands, le nom que les Brelons donnaient pour tout ce qui se trouve à l'ouest des Murailles Grises, étaient connus leurs marécages immondes et leurs plaines arides, une région sauvage remplie de toutes sortes de monstres mortels. Les explorateurs du territoire nouvellement acquis ont rapidement confirmé ces récits. Les plaines étaient remplies de gobelins et de gnolls affamés. Les montagnes abritaient des harpies dont les chants pouvaient conduire les imprudents dans des gouffres profonds, où les trolls dormaient sur des tas d'ossements. Pour les Brelons, les Badlands n'avaient rien qui valait la peine de se battre, et ils ont donc été laissés seuls. De temps en temps, des chevaliers en quête de gloire ou des templiers audacieux traversaient les Murailles Grises pour combattre des géants et tuer des ogres, mais la région était largement ignorée.
Au fil des siècles, les Brelons se sont lentement étendu vers l'ouest en direction des Murailles Grises. Le Château d'Arakhain est devenu une résidence royale privilégiée au VIIIe siècle, apportant une nouvelle prospérité à Ardev et Shavalant. La vague de colons de l'Ouest qui a suivi a cependant été accueillie par de féroces pillards traversant l'écart entre les montagnes des Murailles Grises et le Lac Argenté. Ces colons ensanglantés ont rapporté des histoires de minotaures beuglants, d'orcs, d'ogres et de gobelins se cachant derrière chaque ombre. Une attaque contre le Château d'Arakhain a conduit à la brève guerre de l'ouest, la puissance de Galifar repoussant les pillards à travers les Murailles Grises et anéantissant de nombreuses bandes de maraudeurs. La forteresse de Carcassorc a été établie comme la porte entre le peuple de Brelande et les monstres des Badlands, et le roi a fondé les Cavaliers de l'Ouest pour patrouiller la frontière. Ces Cavaliers ont maintenu la frontière tout au long du IXe siècle, et les colons Brelons ont même effectuer des revendications territoriales le long des Murailles Grises. Cette période a culminé avec la fondation de la ville-forteresse de Tête-de-mule dans les contreforts (maintenant connue sous le nom de Mâchoire de Pierre). Puis la dernière guerre a tout changé.
La terre connue sous le nom de Badlands est bien plus ancienne que Galifar ou Wroat. Bien que moins fertile que les champs de la Brelande ou de l'Aundair, cette région recèle de riches gisements minéraux. Certains pensent que c'était la patrie d'origine des Gobelinoïdes, une théorie soutenue par le nombre important de ruines Dhakaani le long et en dessous des chaînes de montagnes, ainsi qu'en dessous du Le Grand Rocher lui-même. Dans les montagnes des Murailles Grises, un ensemble de statues de mille pieds commémore les Six Rois qui se sont réunis pour former l'ancien empire de Dhakaan. Mais alors que cette région a pu être autrefois importante pour les dar, elle a été complètement dévastée dans leur guerre contre les daelkyrs, aggravée par le retour de forces longtemps tenues à distance par l'empire. Des gnolls vicieux affluaient vers le sud depuis la Forêt Imposante. Des orcs féroces ont émergé des marais occidentaux. Des trolls et des ogres sont descendus des montagnes. Les dar qui restaient furent infectés par les malédictions des daelkyr, et au lieu de se tenir ensemble contre les envahisseurs, ils se sont retournés les uns contre les autres. Des siècles de chaos et d'effusion de sang s'en sont suivi. Au final, tout ce qui resta de Dhakaan ne fut que des ruines, les hobgobelins et les Gobelours de la région furent éradiqués, et les gobelins étaient dispersés et divisés.
La région fut désormais dominée par l'anarchie, soit dut aux instincts naturels des habitants de la région ou à l'influence persistante des Daelkyr. Il y avait quelques bastions de civilisation - le Domaine Empoisonné, le village caché de Lost - mais les gens de ces communautés n'avaient aucun intérêt à étendre leur culture ; ils étaient soit fortifiés, soit cachés du monde extérieur, soit les deux. Dans le reste des Badlands, l'histoire a été marquée par l'ascension et la chute d'innombrables chibs puissants. Chib est un terme gobelin parfois traduit par «chef», mais il signifie littéralement «patron» ou «grande personne» - et dans les Badlands, le chib n'était souvent que la plus grande créature des environs. En règle générale, un groupe se formait autour d'un ogre, d'un ettin ou d'un troll - une créature suffisamment puissante pour affirmer sa volonté sur les gobelins, les kobolds ou des créatures inférieures de leur espèce. Mais bien que puissantes, ces créatures manquaient d'ambition ou de volonté pour construire quoi que ce soit qui puisse durer. Parfois, un chef plus intelligent - un chef de guerre minotaure, un oni charismatique - construisait une plus grande force, peut-être même établissait une dynastie qui durerait une génération ou deux avant d'être submergé par la marée implacable et brutale.
The region was dominated by anarchy from then on—some believe this merely follows the natural instincts of the region’s inhabitants, while others point to the lingering influence of the daelkyr. There were a few bastions of civilization—the Domaine Empoisonné, the hidden village of Lost—but the people of these communities had no interest in expanding their culture; they were either fortified, hidden from the outside world, or both. Across the rest of the Badlands, history was marked by the rise and fall of countless mighty chibs. Chib is a Goblin term sometimes translated as “chieftain,” but it literally means “boss” or “big person”—and in the Badlands, the chib was often just the biggest creature around. Typically a band would form around an ogre, ettin, or troll—a creature powerful enough to assert their will over goblins, kobolds, or lesser creatures of their own kind. But while powerful, these creatures lacked the ambition or drive to build anything that could last. Occasionally a more intelligent leader—a minotaur warlord, a charismatic oni—would build a greater force, perhaps even establish a dynasty that would last a generation or two before being overwhelmed by the relentless, brutal tide.
Au début de la dernière guerre, les harpies tenaient les montagnes Byeshk, où leurs vols se querellaient sans fin. Cazhaak Draal était entre les mains des méduses qui l'ont revendiquée des siècles plus tôt. Les créatures sages savaient qu'il fallait éviter les Watching Woods, qui abritent des worgs et pire encore. Dans les plaines, le chef le plus fort était le seigneur de guerre minotaure Rhesh Toraa ; autour de son donjon, d'innombrables chibs mineurs se battaient plus fréquemment qu'ils ne frappaient les colons. Les premiers jours de la Dernière Guerre conduisent à une réduction des forces à l'ouest de la Brelande ; alors que c'était une région violente et instable, il y avait peu de colons à travers le Graywall ayant besoin de protection. Tous les Westwind Riders n'étaient pas Brelon, et avec le couronnement de Wroaan, les soldats sont revenus pour servir leur pays d'origine, et Wroaan avait besoin de toutes les troupes qu'elle pouvait rassembler. Elle a réduit les Westwind Riders à une force minimale - assez pour patrouiller entre les forteresses d'Orcbone et de Stubborn, mais un peu plus.
As the Last War began, the harpies held the Byeshk Mountains, where their flights endlessly feuded. Cazhaak Draal was in the hands of the medusas that claimed it centuries earlier. Wise creatures knew to avoid the Watching Woods, home to worgs and worse. In the plains, the strongest leader was the minotaur warlord Rhesh Toraa; around her keep, countless minor chibs fought one another more frequently than they struck the settlers. The first days of the Last War led to a reduction of forces in the west of Breland; while it was a violent, unstable region, there were few settlers across the Graywall needing protection. Not all of the Westwind Riders were Brelon, and with Wroaan’s coronation, soldiers returned to serve their home nations, and Wroaan needed all the troops she could muster. She reduced the Westwind Riders to a minimal force—enough to patrol between the fortresses of Orcbone and Stubborn, but little more.
Many Aundairians had been part of the Westwind Riders, and on receiving their reports, Spy Master ir’Galanatyr saw an opportunity. The Royal Eyes of Aundair worked with Rhesh Toraa and other chibs in the Badlands, providing equipment and training to support attacks against Graywall settlers and raids across the gap. With forces tied up to the east, it was up to the commanders of Orcbone and Stubborn to protect the west. But ultimately, the provocateurs from Aundair and Karrnath found the Badlands raiders undisciplined and impossible to unify, never posing the dire threat Breland’s enemies had hoped for.
De nombreux Aundairians avaient fait partie des Westwind Riders, et après avoir reçu leurs rapports, le maître espion du Galanatyr a vu une opportunité. Les Royal Eyes of Aundair ont travaillé avec Rhesh Toraa et d'autres chibs dans les Badlands, fournissant du matériel et une formation pour soutenir les attaques contre les colons de Graywall et les raids à travers la brèche. Avec des forces attachées à l'est, il appartenait aux commandants d'Orcbone et de Stubborn de protéger l'ouest. Mais finalement, les provocateurs d'Aundair et de Karrnath ont trouvé les pillards des Badlands indisciplinés et impossibles à unifier, ne représentant jamais la terrible menace que les ennemis de Breland avaient espérée.
La ville-forteresse de Stubborn a survécu à des décennies de raids et d'escarmouches, car les chibs des Badlands n'avaient aucune patience pour les sièges et aucune arme pour briser des murs solides. De nombreuses colonies et revendications de moindre importance ont été envahies et perdues, mais Stubborn a repoussé d'innombrables attaques de gobelins et de minotaures. Cependant, il n'était absolument pas préparé à la force qui l'a frappé au cours de la dernière décennie de la guerre. Un groupe typique de pillards peut inclure un seul troll ou une poignée d'ogres, mais en 986 YK, les soldats de Stubborn se sont retrouvés face à des phalanges de trolls en armure combattant avec une compétence mortelle et des escouades d'ogres agissant avec discipline et coordination. Les défenseurs de Têtu ont sauté des murs à la poursuite des chants des harpies, et les murs ont été brisés par des pierres lancées. Les survivants ont été parqués dans les plaines pour faire face aux chefs de l'armée; c'était la première rencontre enregistrée avec les Filles de Sora Kell rassemblées, trois sorcières énigmatiques discutées en profondeur plus loin dans ce chapitre. “Dites à vos dirigeants qu'il y a un nouveau pouvoir à l'ouest”, a déclaré Sora Katra aux habitants de Stubborn. “Ce que vous avez appelé les Badlands, nous l'appelons maintenant Droaam. La terre au-delà du Graywall et au-dessous du Byeshk appartient à notre peuple. Retirez le vôtre rapidement et respectez notre réclamation; la prochaine fois, il n'y aura pas de survivants. Une fois que la nouvelle de la chute de Stubborn a atteint Orcbone, les Westwind Riders ont voyagé vers l'ouest en force. Mais Sora Katra était fidèle à sa parole; il n'y avait aucun survivant, ni aucune trace de la dernière bataille des Westward Riders. Une frappe de représailles de Droaam - seulement une fraction des forces de Stubborn - a infligé de terribles dégâts à Orcbone lui-même. Le roi Boranel déploya rapidement tous les soldats qu'il pouvait épargner sur ce nouveau front, renforçant et fortifiant Orcbone. En 987 YK, il ordonna formellement à tous les citoyens de Brelon de se retirer des terres à l'ouest de Graywall, mais il refusa de reconnaître la souveraineté des Filles, et au cours de la décennie suivante, les affrontements se poursuivirent.
The fortress-town of Stubborn survived decades of raids and skirmishes, as the chibs of the Badlands had no patience for sieges and no weapons for breaking strong walls. Many lesser settlements and claims were overrun and lost, but Stubborn repelled countless attacks by goblins and minotaurs. However, it was utterly unprepared for the force that struck it in the last decade of the war. A typical band of raiders might include a single troll or a handful of ogres, but in 986 YK, the soldiers of Stubborn found themselves facing phalanxes of armored trolls fighting with deadly skill, and squads of ogres acting with discipline and coordination. Stubborn’s defenders leapt off the walls in pursuit of harpies’ songs, and the walls were shattered by hurled stones. Survivors were herded into the plains to face the leaders of the army; this was the first recorded encounter with the assembled Daughters of Sora Kell, three enigmatic hags discussed in depth later in this chapter. “Tell your rulers there’s a new power in the west,” Sora Katra told the people of Stubborn. “What you’ve called the Badlands, we now name Droaam. The land beyond the Graywall and below the Byeshk belongs to our people. Withdraw yours quickly and respect our claim; next time, there will be no survivors.” Once news of the fall of Stubborn reached Orcbone, the Westwind Riders traveled west in full force. But Sora Katra was true to her word; there were no survivors, nor any records of the last battle of the Westward Riders. A retaliatory strike from Droaam—merely a fraction of the forces at Stubborn—inflicted terrible damage on Orcbone itself. King Boranel swiftly deployed all the soldiers he could spare to this new front, reinforcing and fortifying Orcbone. In 987 YK, he formally ordered all Brelon citizens to withdraw from the lands west of Graywall, but he refused to acknowledge the sovereignty of the Daughters, and over the next decade, clashes continued.
Building A Nation To the people to the east of the Graywall Mountains, it seemed that the Daughters of Sora Kell appeared out of nowhere—and it felt much the same to the chibs of the Badlands. But evidence suggests that it was the culmination of years, or even decades, of planning. How long did it take to train the trolls and ogres now known as Maenya’s Fist? How did the Daughters acquire the armor and weapons wielded by this force? Some say that Sora Maenya assembled her troops in a forgotten Dhakaani fortress deep below the Byeshk Mountains, and that she oversaw the forging of their weapons in this ancient foundry. Sora Maenya calls the soldiers of Maenya’s Fist her children, and some scholars believe this might be literally true; both her war trolls and skullcrusher ogres are smarter and more capable than their common cousins. But how long would such an endeavor take? Melian Mit Davandi of the Library of Korranberg has advanced the theory that demiplanes may have been involved—that Maenya’s lair in Khyber could exist outside of the normal flow of time, allowing the schemes of the Daughters to be both a recent development and the work of generations. Sora Teraza approached the Queen of Stone and the lords of the Domaine Empoisonné in 985 YK, and the Daughters brokered the services of fully half of the Znir Pact mercenaries in this time. No one knows just how long the Daughters spent in preparation—but 986 YK is when they made their presence known. Leading up to the attack on Stubborn, the Daughters spoke with—and dominated—the greatest powers of the Badlands. The chibs of the plains only understood force, and the Daughters displayed it; the scattered bands of raiders were forced to submit, and those who refused to bow to the Daughters of Sora Kell were executed in gruesome ways. In 987 YK the Daughters of Sora Kell summoned the region’s most powerful leaders to the ruins now known as the Great Crag. There, Sora Katra presented the blueprint for the new nation, appointing warlords and specifying their responsibilities and regions. Work began on the greatest cities of this new nation: Graywall, the Great Crag, and the port city of Vralkek. The old fortress of Stubborn was repurposed and renamed Stonejaw. While some of the raider bands were left to follow their old ways, many were absorbed into the new nation. Thousands of goblins and kobolds were freed from their oppressive chibs and given opportunities in the new cities. This new order was maintained by gnoll peacekeepers of the Znir Pact. When that proved insufficient—when a chib refused to release their captive subjects or defied the Daughters—Maenya’s Fist would descend to destroy them. The message was simple: Change was coming. You could find your place in Droaam, or you could choose obliteration. The Daughters’ ambitious plans were strengthened by an alliance with House Tharashk. For Tharashk, this provided access to the rich mineral resources of Droaam and the services of monstrous mercenaries, which opened an entirely new path for the house. For the Daughters, it tied them to a force with a legitimate voice and influence in the East. Tharashk agents convinced the Twelve to open up trade to Droaam—at least to the new city of Graywall. The house helped to organize laborers and build the new cities. Through Tharashk, the denizens of Droaam began to appear throughout the Five Nations, though tensions continued in the vicinity of Orcbone. Gargoyles and harpy couriers found a niche in Sharn. Ogre laborers could be found in Fairhaven and Wroat. In Sharn, the Gargoyle replaced the Bat in the Race of Eight Winds. Today, many citizens of the Five Nations are still uncomfortable around these creatures, but their presence is slowly becoming less remarkable. The Present Situation The Daughters of Sora Kell sent representatives to Thronehold for the treaty negotiations, demanding to be recognized as a sovereign nation. This petition was denied. In practice, Droaam is a nation, and most recent maps include its name and mark its territory. But legally, the land is still part of Breland. It’s debatable whether the Droaamites are legally invaders or rebels defying the Brelon crown, but either way, they aren’t considered citizens of Breland and aren’t entitled to the protections of the Code of Galifar. However, their standing outside the law makes them a haven for war criminals, dissidents, deserters, and others who can find no place in the Five Nations. Most of the leaders of the Five Nations are convinced that Droaam won’t last—that it’s unstable, that these monsters will turn on each other any day now. They might be right; the Daughters have already had to crush a number of rebellious warlords and lesser chibs. But after eleven years, Droaam is stronger than ever. Its new cities are expanding. Dragonmarked houses are exploring their opportunities in the region. One important question still remains unanswered: What do the Daughters of Sora Kell want? Will they attack Breland in force if their demands aren’t soon met? Or is there some grander scheme, tied to the prophetic visions of Sora Teraza? What Defines Droaam? While all citizens of Droaam serve the Daughters of Sora Kell, each region is independently governed by a warlord in the name of the Daughters, and beneath them, chibs rule local communities. All citizens are expected to serve their nation when called upon, and to do whatever is asked of them. In exchange for loyalty and service, they receive sustenance, shelter, and pride—driven in part by the knowledge that they are defying the arrogant nations of the east. The people of Droaam are encouraged to believe that they are part of something glorious, something that has yet to be fully formed. “Today may be difficult, and tomorrow may be harder still. But look what we’ve done in one decade, and imagine what we’ll achieve in the next!” Within Droaam, some citizens have concrete, defined jobs—miners, masons, soldiers. Others are part of a general labor pool and may change jobs daily. This is especially true in the great cities, which are constantly expanding. However, Droaam isn’t yet a highly organized bureaucracy, and it’s easy to slip through the cracks if you choose to. Within the major cities, many citizens pursue their own businesses. Those who appear to be indolent or who cause trouble are swept up by a press gang, but people displaying industry and contributing to their city are largely ignored. Ultimately, Droaam is still a frontier; the nation is only ten years old, its cities are still being built, and there’s much change yet to come. While many outsiders may think Droaam’s system sounds oppressive, most of its citizens are sincerely committed to their new nation. Their lives before the Daughters were brutal and ugly. Now they have all the grist—ground meat made of troll flesh—that they can eat, a roof and a bed in the local hall, and most of all, a sense of purpose. A goblin may spend their day in the mines, but they know they’re building a great city, not just serving the crude whims of a crass ogre chief. Additionally, many citizens are truly in awe of the Daughters of Sora Kell, a careful balance between fear and wonder—the practical fear of Sora Maenya and her Fist, and the dreams inspired by the words of Sora Katra. The people of Droaam know that the Daughters of Sora Kell are legends, that they possess untold powers, and that Sora Teraza knows what the future holds. Most truly believe that Droaam has a grand destiny, that they’ll defy the expectations of the world, and that together, they’ll build something glorious. Language Droaam has several exotic languages, from the chattering of the Znir Pact gnolls to the medusas that communicate with each other through the hissing and weaving of their snakes. However, this region was once dominated by the Empire of Dhakaan and Goblin has long been the common language of trade. Almost every Droaamite speaks, or at least understands, Goblin. When using stat blocks for a Droaamish creature, you should generally substitute Goblin in place of Giant or Orc. The ogres and trolls of Droaam have no ties to Xen’drik, where the Giant language was spoken. The Orc language was largely eliminated from common use thousands of years ago, and it’s nearly extinct in Khorvaire today, though there could be a community of Gaa’ran orcs that still speak it. Common is used as a trade language, and in modern times, many creatures speak it in addition to Goblin. Even before the arrival of the Daughters, the people of the eastern Badlands often knew a little Common from interacting with Brelon settlers and the Westwind Riders. Today, the Daughters are encouraging the spread of Common, and have even begun providing regular classes in the language in Graywall and the Great Crag, as understanding Common is useful for commerce and for creatures who could serve as Tharashk mercenaries. Ultimately, it’s up to the DM to decide if a particular creature should speak Common—and if so, just how much it speaks. It’s possible that an NPC may only know a few specific phrases in Common, or that a player character will have to make a Charisma (Performance) check to convey their meaning to a creature that understands little of the language. Literacy is common in the more civilized regions of Droaam. Medusas, tieflings, and changelins are generally literate, as is anyone who works as a merchant or envoy. But at the moment, much of the general populace is illiterate, in contrast to the Five Nations, where education has long been considered a basic right. While Droaamites speak Goblin, they aren’t dar like the Dhakaani discussed later in this chapter; they have no interest in muut or atcha, and don’t use many other words integral to Dhakaani culture. Notably, they don’t use the terms chaat’oor or gath’dar to refer to humans and their kin. Instead, they use aravaat—easterner—to refer to people of the Five Nations, and more generally, to refer to humans, halflings, dwarves, elves, and similar species. Most Droaamites don’t bother to learn the names of the different nations of Khorvaire. The West is the Shadow Marches, home to Tharashk and the former home of Sora Katra. The North is the Towering Wood, former home of Sora Maenya. Everything else is the East, and that’s all most people really care to know about it. Political Structure The nation of Droaam, which has only existed for eleven years, has a general structure established, but it’s constantly evolving. The Daughters may implement new ideas or institute new offices tomorrow, and a rebellious warlord could be crushed and replaced on a moment’s notice. As it stands, Droaam has been split into lheshat—a Goblin term meaning “domain of a warlord.” Each lheshat is governed by a warlord who answers directly to the Daughters; each is charged with maintaining a military force that can serve the Daughters. For now, each warlord has the power to rule their domain and organize their own army as they see fit. There is no standardized system for either bureaucrats or soldiers; in the former Badlands, the most powerful local official is still called the chib, though they may no longer be the largest or most physically menacing creature in the community. In the cities where multiple species live side by side, the common populace is divided between soldiers, skilled laborers, and the general labor force; these are organized by and under the direct authority of the local chib. Such cities have a grist mill (discussed later in this section) and a series of barracks, providing food and shared shelter for all workers. You won’t own property unless you have valuable skills or an impressive position, but you can find free food and shelter in any city— though as the cities are still expanding to meet capacity, in many places, that shelter is a bedroll in a tent. Katra’s vision is that all creatures of Droaam would work together, part of the greater whole. Ideally, a laborer who works hard should have no fear of abuse—foremen shouldn’t beat (or eat) their crews on a whim, an improvement over life in the Badlands. Katra wants the workers to be respected for their efforts, much as the golin’dar are treated with respect among the Kech Dhakaan. But while the Daughters promote this ideal, it doesn’t always work out in practice; there are still lheshat that treat laborers cruelly. Even where workers are treated well, it’s balanced by the understanding that anyone who challenges the Daughters or the warlord will be crushed without mercy. In any given lheshat, the warlord governs their domain and the chibs beneath them lead each community. But there are three forces that operate outside this system, working directly for the Daughters and wielding authority throughout the land: The agents of Katra’s Voice are envoys and entertainers, diplomats and mediators. Their task is to maintain morale and lines of communication, and to help resolve disputes before they get out of hand. Most of the agents of Katra’s Voice are changelins, but medusas, tieflings, and even harpies can be found in this role. Many focus on their role as entertainers, sharing stories with the common folk and painting tales of the bright future that lies ahead. Others are focused more on mediation and the administration of justice, especially if there is unrest between the chib and laborers. A few elite soldiers of Maenya’s Fist usually accompany an emissary of Katra’s Voice; if the Voice can’t soothe troubles, the Fist will end them. These armored trolls and ogres are deadly and utterly devoted to the Daughters; a single war troll can crush a band of insubordinate minotaurs. The agents of Teraza’s Eye are sages, versed in the region’s history and diverse customs. They survey ancient ruins and identify manifest zones and planar conjunctions. They often offer unsolicited advice to local warlords. Though the smallest of the three branches, some believe that those Eyes that are seen are merely the tip of the ankheg—that Teraza is served by changelins and other hidden agents who carry news of all developments back to the Daughters. These names are the titles both of the organization and its officers; an agent acting on official business simply says, “I am Teraza’s Eye, and you will tell me what transpired here.” Law and Order Droaam isn’t bound by the Code of Galifar, and there is no uniform code of justice. Justice is thus entirely in the hands of the local chib, unless Katra’s Voice overrides them. Every chib maintains their own force of guards. In a small village, this might be a handful of Gaa’aram orcs, but in a large city like Graywall, the guards are a versatile and significant force: orcs, minotaurs, and ogres with support from harpies and gargoyles. Any major community also has a garrison of Znir gnolls. These mercenaries serve as peacekeepers when needed, but they serve the Daughters directly, not the chib; in part, they are present to deter a chib from turning against the Daughters. Ultimately, Droaam is a wild frontier. For the most part, the law is simple: don’t mess with the chib or anything that belongs to the Daughters. The guards don’t care about random street brawls or bar fights. They don’t care if someone stole your purse. They aren’t interested in what laws a fugitive may have broken in some other land. However, they do care about significant damage to buildings, or about any situation that could result in the death of multiple laborers—anything that threatens the overall productivity of the community. So player characters can get away with a great deal in Droaam, as long as they are careful. The local guards won’t interfere when a Sentinel Marshal arrests a war criminal hiding out in Graywall—but they also won’t interfere when three trolls the criminal hired attack the marshal in return. First and foremost, the guards protect the town and the chib; personal rights and property mean little in Droaam for lesser citizens. If you want justice, you usually have to enact it yourself. In most communities, a chib punishes serious crimes with immediate execution. For lesser crimes, a victim is branded and either severely beaten, maimed, or given trial by combat; most large cities have an arena that serves this purpose (though people can also be gladiators by choice). Those that survive their punishment are freed. There is one recourse for those who seek justice: Katra’s Voice includes magistrates who have the power to administer justice. Magistrates travel between smaller communities, while larger ones, like Graywall, have a resident magistrate. The current fashion is that magistrates are medusas. If a magistrate believes a case has merit, she orders the chib to deal with it—but if she considers the complaint to be frivolous, she petrifies the plaintiff. As a result, very few people take the risk of seeking justice—but it’s a comfort to the laborers to know that they could. Graywall has a sizable foreign quarter, the Calabas. Xor’chylic, the illithid warlord of Graywall, has granted Kundran Torrn of House Tharashk the right to prosecute crimes committed in the Calabas; this means that in that quarter, much of the Code of Galifar holds sway. This system could be applied to other communities that have a sizable eastern population. A few basic principles to keep in mind when considering law and order in Droaam: while the local guards generally don’t interfere in casual street fights, deadly violence isn’t as common as outsiders think. There’s an unspoken rule that larger creatures have the right of way; the goblins know to vacate the path of a troll. There are, of course, exceptions; everyone clears a path for a medusa. Beyond this, most of the Droaamites living in the large cities want to be part of Katra’s plan. The troll knows that the little goblins, annoying though they might be, are supposed to be her little brothers. She’ll give a little brother a smack if he pushes her—he needs to know better—but she won’t go out of her way to kill him, and she won’t eat him. If you antagonize a troll, it may slash you with a claw; but if you immediately show contrition, the conflict ends there. Conversely, if a group of easterners start picking fights, the Droaamites feel no such obligation to these outsiders; even if the guards don’t interfere, other citizens might, and a wise human keeps a low profile in a city of monsters.
Cruel World Mercy and compassion are alien concepts in Droaam, neither expected nor offered. There’s little difference between justice and revenge, and if you want either, you’ll likely have to seize it. The world is split into predators and prey—and it’s always better to be the predator. Surviving to the end of a day is a victory, and having shelter and food should be celebrated, not taken for granted. The people of Droaam are steadfast allies to those they count as friends, and fight to protect the things they love. But they care nothing about the fate of strangers: if protecting a friend means causing suffering to a stranger, so be it. Bear this in mind when creating characters from Droaam. If you are cruel to strangers, it’s because you believe the world to be a cruel place. You may pursue noble goals and be the most reliable friend anyone could wish for, but you were born in a harsh world, and it’s the only life you’ve known. This cruel world is changing. The Daughters dangle the dream of a better world; Katra urges Droaamites to think of all of their comrades as family. Serve the Daughters and you’ll have food and shelter. But that’s all balanced by the fact that if you challenge them, they will crush you without mercy. And to most Droaamites, that’s a perfectly reasonable arrangement. The Economy Droaam has no established currency; the standard reward for daily labor is sustenance and shelter. Most Droaamites rely on barter for goods, skilled labor, or luxuries. However, most merchants in major cities accept the coins of the East, as well as two secondary “currencies.” Miners often trade using slivers, small chunks of precious metal or gemstone shards. It’s also common to barter and gamble with bounty-marked teeth. The Daughters of Sora Kell (through the chibs) offer a bounty on certain dangerous animals, paid by the tooth. A Goblin symbol identifying the animal it’s from is carved on each tooth, but most merchants won’t accept teeth unless they personally recognize the tooth—so you can’t just carve “wyvern” on wolf teeth. While the DM could treat bounty-marked teeth as another form of coinage—”the old goblin offers three displacer beast teeth, worth 10 silver”—adventurers who kill a dangerous monstrosity might wonder what the bounty is for their teeth. The DM could roll on the Individual Treasure tables in chapter 7 of the Dungeon Master’s Guide to determine the bounty offered for a creature of any CR. However, the tooth currency is based on the value the Daughters have placed on each bounty, and not every creature has a golden mouth. Some dangerous creatures might have a high value while others are worthless. The bounty is a way to encourage the elimination of threats, and if a creature doesn’t threaten the people of Droaam—or is perhaps even an ally—there won’t be a bounty on its teeth. While bartering can be more time-consuming than dealing in coins, it’s also an opportunity to introduce interesting adventure hooks. Perhaps a goblin merchant can’t make change for a platinum piece, but she offers a scrap of vellum in exchange; it looks like a piece of a map, and she says it came from below the city. Dhakaani relics, odd remnants of the daelkyr war, an object pawned by a Brelon deserter—any of these could be worth little to the one offering it, but priceless to those who receive it. Droaam’s main exports—brokered through House Tharashk—are byeshk and other ores from the mountains, Eberron shards from the plains, and the mercenary services of its people. But it’s also the source of unsavory goods that are often illegal in the Five Nations. Poison is a simple example, but there are other more exotic substances. Dragon’s blood is described in chapter 4 of Eberron: Rising from the Last War. Courage is a stimulant that grants a user advantage against saving throws to avoid being frightened; however, long-term use causes paranoia and can leave someone in a state of catatonic terror. Blood gin is a necrotic narcotic, distilled from berries from a Mabaran manifest zone that are fermented in the blood of someone who died by violence; it induces euphoria while replaying the final moments of the victim’s life, but frequent users can suffer dreadful nightmares. These are just a few examples, and Droaam is home to many unnatural goods that can’t be found anywhere else. It’s a source of organs and hides from exotic creatures, which may be critical components for creating a magic item; if you need the eyes of a luecrotta, the Graywall marketplace may be your best chance. The markets of Droaam also receive the spoils from bandits and odds and ends from deserters, war criminals, and renegades who come from the Five Nations. All in all, you never know what you might find in a goblin market! In describing goods from Droaam, consider the vast range of styles and quality that can be found throughout the region, some of which are described on the Droaamish Artisanship table. The Badlands raiders had no smiths and fought with simple weapons of wood and stone, or with equipment supplied by Aundair or Karrnath. However, the Daughters have been working to improve the situation, and gnoll and medusa artisans can be found working in many of the more diverse cities. And the Domaine Empoisonné is a mystically advanced society; while they lack the industrial capacity of House Bombardier, they’re skilled in producing magecrafted treasures beyond those of the Five Nations. Most magic items used by Droaamites come from the demesne. Droaamish Artisanship d8 Style 1 Badlands Primitive. The work of ogres and orcs, primitive and with no consistent style. Materials are stone, wood, and bone. 2 Znir Gnoll. Created by the artisans of the Znir Pact. Ugly to human eyes, but functional and very reliable. Excellent use of wood and leather; limited metalworking. 3 Cazhaak Draal. Made by skilled medusa artisans. More elegant than Znir or Badlands work, with smooth curves and engraved patterns. Reasonable metalwork, but they also work with stonewood, an exceptionally hard wood from the Stonelands. 4 Maenya’s Fist. Crafted for the elite soldiers of Sora Maenya. These include heavy armor and metal weapons. The metalwork is excellent; the style is brutalist in form, intended to intimidate. 5 Domaine Empoisonné. Magecrafted with superior arcane science. Fine metals and ceramics are common, and tools have colorful materials and enamels. Even simple items may have common magical properties. 6 Aravaat. Objects from the East—generally the Five Nations. These may be supplies given to Badlands raiders during the Last War, or brought in by traders or brigands in recent years. 7 Patchwork. Useful things scavenged and pieced together, a common practice among Droaamites—especially gnolls. A Dhakaani axe head could be on a haft of Znir design, or a suit of armor could be made from pieces of three different suits. 8 Ancient Dhakaan. Recovered from one of the Dhakaani ruins of the region. These goods are extremely ancient and may be well worn, but remain functional.
Religion Droaam is a tapestry of many cultures with diverse beliefs. The minotaurs revere a being known as the Horned Prince, but each clan has its own private name for their patron. The harpies say they sing with the Fury’s voice, but believe the Fury was Eberron’s cry of pain when she gave birth to the world. The changelins of Lost believe themselves to be the chosen people of the Traveler. The gnolls of the Znir Pact refuse to bow to any god or fiend, while the warlock lords of the Venomous Domain believe that there is no difference between gods or fiends; there are only powers that can be bound or bargained with. Despite this vast diversity, there is broad acknowledgment of the Dark Six throughout the region. While each different subculture has its own favored deities and personal twists, most people know the basic principles of the Cazhaak Creed—an interpretation of the Sovereigns and Six codified by the medusas of Cazhaak Draal. Every multicultural city in Droaam has a host of shrines and idols tied to the lesser paths, but the true temple is one of the Shadow, most likely tended by a medusa priest. The Cazhaak Creed acknowledges that the Sovereigns exist, but portrays them as tyrants who make demands of their worshipers while giving nothing. By contrast, the Dark Six support freedom and fair exchange. Under the creed, the Shadow is the patron of all those considered “monsters” by the people of the East. Aureon and the Nine hoarded their power, whereas the Shadow gave its children wondrous gifts: the medusa’s gaze, the troll’s regeneration, the ogre’s strength. As such, the Shadow is the deity most generally invoked by those seeking divine guidance or intervention. Overall, the Cazhaak Creed assigns the same values to the Dark Six as does the Pyrinean Creed of the Five Nations, but it sees these concepts as virtues. The Shadow is the Sovereign of ambition and helps you find your path to power, even if that means stepping on others on the way. The Fury is the Sovereign of instinct and if you embrace your emotions, she’ll guide you through them; she’s also the Sovereign of revenge, which is merely the other side of justice’s coin. The Mockery shows the path to victory in battle, even if that requires you to embrace treachery or fear; in Droaam, courage and honor take a back seat to victory and survival. The Devourer wields the power of the wilds; he winnows out the weak, but those who survive his tests grow strong. Priests of the Keeper perform funerary rites, which vary by species—from the medusas that petrify their infirm so they never die, to the trolls and ogres that eat their dead. The priests also act as healers, for disease and infection are tools of the Keeper, and a priest can remove them for a price. The Keeper is the Sovereign of wealth and greed, and his priests are always willing to help a petitioner propose a bargain. The Traveler is rarely worshiped directly by any but the changelins, but it is always acknowledged. All these are echoed in Droaam in many minor ways. For example, revels are ecstatic celebrations devoted to the Fury, where participants are encouraged to abandon all restraint and embrace their emotions. In battle, many Droaamites dedicate a kill to the Keeper, hoping to earn favor by adding souls to the Sovereign’s hoard; likewise, it’s customary to sacrifice part of an unexpected windfall to the Keeper so he doesn’t grow jealous. Droaamites are very indulgent of the beliefs of others, despite (or because of) the many different faiths and practices. The Znir gnolls despise demons, but don’t interfere with the practices of the minotaurs or tieflings. Harpies don’t argue with medusas over the nature of the Fury; they know the true answer, and that’s sufficient. Everybody generally honors the Shadow, even if that means different things to different people. This principle generally applies to easterners as well. Droaamites think worshiping the Sovereign Host is foolish, but aren’t upset if you invoke Aureon, and don’t care what kalashtar or elves believe. There’s one exception to the religious tolerance of Droaam—the Church of the Silver Flame. The Church considers it their mission to defend the innocent from supernatural threats, and many of the inhabitants of Droaam are considered “supernatural threats.” The Silver Flame has led many raids and quests into the Badlands, and the Dark Pack won’t soon forget the Lycanthropic Purge. Anyone who openly wears symbols of the Silver Flame receives, at best, a hostile reaction from most Droaamites, and it’s wise to never wander off alone.
Un des principaux facteurs qui a longtemps empêchés les habitants des Badlands de construire de grandes villes était l'incapacité de pouvoir nourrir une telle population. En effet, de nombreux habitants du Droaam sont carnivores, et ceux qui ne le sont pas manquait de discipline pour de l'agriculture à grande échelle. Ce simple problème de nourriture maintenait la population des Badlands sous contrôle.
Alors que les Filles De Sora Kell font respecter leur règne avec la voix de Katra et le poing de Maenya, elles achètent également la loyauté avec de la nourriture. Elles promirent que toute personne qui les servirait aurait un abri et de la nourriture, et elles ont tenu leur promesse en fournissant un approvisionnement apparemment sans fin en nourriture. L'aliment de base est une viande hachée appelée hot-troll, servie en ragoût, en tarte ou en saucisse. Le hot-troll est dur et aigre, mais il est nourrissant, et les “moulins à troll” en ont un approvisionnement apparemment infini.
Peu d'habitants du Droaam se soucient de l'origine du hot-troll, mais les visiteurs sont plus facilement dégoûté par le fait que comme sont nom le souligne, le hot-troll est de la viande de troll hachée et transformée pour la consommation. Les Filles De Sora Kell détiennent la formule secrète de la transformation de cette viande, qui n'est consommé nulle part ailleurs sur Khorvaire. En soi, la viande de troll est hautement toxique et cancérigène, mais les Filles ont mis au point un mélange magique de 11 herbes et épices à mélanger à la viande hachée pour la rendre comestible.
Chaque grande ville a un « moulin à trolls », une cafétéria publique servant du hot-troll. Ces moulins comprennent des écuries remplies de trolls; certains y sont gardés comme sentence, tandis que les autres ont été élevés pour cette fin. Leur chair est lentement coupée, laissant toujours le temps à la créature de se régénérer en toute sécurité. La douleur de ce processus reste toutefois atroce. Les visiteurs trouvant le hot-troll aigre et désagréable, la seule grâce salvatrice pour eux est que cette viande est gratuite. Alors, savourez un bol de ragoût de troll, il y en a beaucoup plus d'où il vient!
Pour ceux qui ont de l'argent ou des dents à échanger, il existe de nombreuses autres options plus appétissante. La viande est un aliment de base de la cuisine droaamienne, et la plupart l'aiment presque crue. En fait, bon nombre des géants préfèrent manger leurs repas encore vivant. Certains aliments peuvent être carrément dangereux pour les humains, par exemple, les trolls aiment mâcher des tentacules séchées de charognards rampants, qui ont un effet engourdissant dramatique sur la plupart des créatures. Certains plats sont servis avec de petit limon vivant, qui, selon les Droaamiens, facilite la digestion. Où que vous alliez, la cuisine reflète les bêtes exotiques de la région. Le Chuul cuit à la vapeur est très apprécié sur les côtes, tandis que de la bête éclipsante épicée est populaire à l'intérieur des terres.
The civilization of the Five Nations is based on the application of low-level arcane magic, which is deployed to solve the problems of society—communication, entertainment, warfare. In Droaam, however, the Daughters of Sora Kell are building a civilization based not on magic, but on monster, finding civic applications for the supernatural gifts of their diverse citizenry.
The medusa’s gaze is a terrifying weapon, but petrification can also be used to preserve the critically injured or sick until they can be properly cared for. Using gargoyles as couriers and harpies as town criers are fairly obvious applications of their natural gifts, while the creation of grist is a more exotic application of troll regeneration.
Harpy Song. The people of the East know of the harpy as a monster whose voice can lure innocents to their death. But a gifted “songbird” can produce a far wider range of effects than just the irresistible lure. The song of a talented harpy can inspire hope or despair, instill joy or bring tears to the eyes of listeners. Harpies call the start of each work shift, drawing workers to their tasks. Every grist mill has a songbird whose magical voice soothes weary workers at the end of a shift. As harpies can project with supernatural volume, songbirds also call out the hour and serve as town criers, relaying important news across a community.
Medicine. The chirugeons of Droaam employ methods that are more gruesome than those of House Brunet, but these techniques are nonetheless effective. Broodworms are a form of maggot whose secretions help to both anesthetize a patient and cleanse infected wounds; tiny gelatinous cubes are also used as an unusual anesthetic. While it’s not yet in wide use, the Daughters have been experimenting with troll’s blood, a salve with remarkable healing properties that may in fact be exactly what it proclaims to be. Droaam is a harsh land, and most of the time when people suffer the answer is “suck it up,” but the Daughters have pledged to make a better world in days to come. If they manage to perfect and mass-produce troll’s blood, it could revolutionize public health.
Brute Force. With its many ogres and giants, Droaam has raw strength in great supply. Many tasks that would require specialized equipment or beasts of burden in the Five Nations are simply performed by a large and powerful humanoid.
La population du Droaam est incroyablement diversifiée. En plus des créatures intelligentes qui font partie de cette culture, la région abrite un nombre remarquable de monstruosités et de bêtes exotiques. Cela est dû en partie à l'ancienne influence des Daelkyrs et aux expériences plus modernes de Mordain le Tisseur de Chair. Il existe également un nombre considérable de zones de manifestation et de passages vers le Khyber dans la région. Mais surtout, le Droaam a été pendant des milliers d'années une des frontières des régions centrales de Khorvaire et de leurs puissantes civilisations, qui ont travaillé activement pour éliminer les menaces dangereuses de leurs territoires. Certains monstres ont été exterminés, tandis que d'autres, comme les trolls et les manticores, ont été chassés vers le Droaam.
Bien qu'il existe des enclaves qui sont largement peuplées d'une seule espèce, telles que Cazhaak Draal et le Domaine Empoisonné, la plupart des grandes villes du Droaam sont des communautés diverses abritant toutes sortes de monstres. Il est important de reconnaître à quel point les habitants du Droaam peuvent être variés et que leurs biologie, psychologie et intelligence peut différer de manière significative. Par exemple, les ogres, trolls, géants des collines et ettins possèdent une grande puissance physique mais ne sont pas aussi intelligents que les humains, et les autres citoyens du Droaam savent comment s'exprimer pour se faire comprendre sans les contrarier.