La Dernière Guerre
La Dernière Guerre est un conflit qui faisait rage entre l'Aundair, la Brelande, Cyre, Thrane et Karrnath. Son but était de réunir le Royaume de Galifar après le conflit de succession survenu à la mort du Roi Jarot. Le conflit a duré plus d'un siècle et s'est terminé avec la signature du Traité de Fort-du-Throne en 996 AR.
Historique
Alors que le roi Jarot de Galifar approchait de la vieillesse, les questions sur la succession de son trône se répandaient. Bien que par tradition, son enfant aîné, la Princesse Mishann de Cyre devait réclamer le trône, d'autres doutaient de sa capacité à régner. Le Prince Thalin de Thrane se considérait bien plus apte à gouverner que sa soeur. Cependant, sur son lit de mort en 894 AR, le roi donna sa bénédiction à Mishann et demanda au Prince Wrogar de l'Aundair d'honorer sa décision.
Peu de temps après les funérailles, Mishann a discuté des détails de son couronnement avec ses frères et sœurs, mais ils ont fait la sourde oreille à ses paroles. En effet, ils ont personnellement menacé d'envoyer leurs soldats à Fort-du-Trône pour empêcher le couronnement. Seul son frère Wrogar resta allié à Cyre, afin de respecter les derniers vœux de son père. Les hostilités ont commencé plus tard pendant l'année 894 AR. Plusieurs alliances se sont formées ou ont été rompues au cours de la guerre. Pratiquement aucune partie du continent n'a été épargnée.
La Traité de Fort-du-Throne a été signée en 996 AR, deux ans après la Jour du Deuil détruit Cyre. Le traité a effectivement mis un terme au conflit tout en reconnaissant en même temps douze des quinze nouvelles nations qui avaient vu le jour pendant La Dernière Guerre. Bien que les signataires respectent le traité, beaucoup estiment que la paix actuelle ne fera que céder la place à davantage de guerres. Tant qu’une nation n’aura pas vaincu les autres et revendiqué le trône de l’ancien Royaume de Galifar, beaucoup croient qu’il n’y aura jamais de paix véritable et durable.
The Traité de Fort-du-Throne was signed in 996 AR, two years after the Jour du Deuil destroyed Cyre. The treaty effectively put an end to the conflict while at the same time recognizing twelve of the fifteen new nations that had come into existence during La Dernière Guerre. Although the signatories abide by the treaty, many feel that the current peace will only give way to more warfare. Until one nation defeats the others and claims the throne of the ancient Royaume de Galifar, many believe there will never be a true and lasting peace.
La Dernière Guerre
By Keith Baker
The Royaume de Galifar ruled the continent of Khorvaire for almost 900 years. This peace was far from perfect. The western coast was a haven for all manner of beasts and monsters. Hostile Gobelins and kobolds lurked in the high mountains. Lhazaar lords sought profit on the seas. Occasionally a prince of Galifar would turn against tradition and fight the laws of succession. Such rebellions were rare, however, and the royal family always managed to put aside its differences in the face of these would-be usurpers.
That was the situation in the kingdom for 894 years.
Why, at that point, did three of Jarot's heirs turn against centuries of tradition? Perhaps it was merely a matter of time. Since the founding of the Kingdom, the Cinq Nations had grown apart, with national pride and identity growing more pronounced with each century. Maybe it was an unfortunate conflict of strong personalities. Thalin of Thrane saw a chance to spread his faith; Kaius of Karrnath believed his sister lacked the strength to hold the throne; Wroann of Brelandehad long been an agent of changel. All three may have acted on their own accord … but perhaps they were the pawns of darker forces with a vested interest in the fall of Galifar. The Rêve Obscur has always used discord as a weapon. The Seigneurs Des Cendres love chaos in all forms, and the Le Sang Divin surely saw war as a way to increase its power in Karrnath. The full truth may never be known but the results are plain to see.
The conflict lasted far longer than the lives of the rulers that began it. Over the course of 102 years, the tides of war rose and fell. Alliances formed and collapsed. Nations were torn apart by civil strife and betrayal as Valénar, Darguun, and the Confins d'Eldeen were born. Truces all were temporary, and never was there a time when all Cinq Nations were at peace; sooner or later the old conflicts would flare up again from the glowing coals of resentment. Only the utter destruction of Cyre brought all combatants to the table. In 996, Les Douzes nations of Khorvaire were recognized by the Treaty of Fort-du-trône, and La Dernière Guerre officially came to an end.
War in the World
La Dernière Guerre is a central element of the EberronCampaign Setting. The war lasted more than a century and it has been over for less than two years. Future Dragonshard articles will focus on specific aspects of the conflict: famous battles, legendary heroes, and the techniques of warfare developed in the last days of Galifar. For now, here are a few brief ideas for tying the theme of the war into your Eberron campaign.
War Torn Lands
A century of war has taken its toll on Khorvaire. Any time a party travels near the borders of nations – the old front lines – the signs of conflict should be easy to see. Burnt-out villages are choked with ashes and weeds. Shattered bridges lay in heaps. Conductor stones that were torn out of the ground prevent use of the Train Fulgurant. Magical scorch marks scar the earth. In larger communities, there may be signs of occupation or sorcerous attack. Bands of refugees seeking to rebuild their lives clog the roads or barely survive in squalid camps. Think about ways to drive this point home. Instead of a cheerful inn, the party may come upon a charred shell of a tavern, home to a ragged band of peasants who have turned to banditry to survive. Such brigands are no match for the adventurers, but is there any victory to be had from fighting them?
The largest monument to the war is the Les Terres des Lamentations, which is now one vast dungeon. Its ruins are recent rather than ancient but it is still filled with the treasures of a nation, guarded by strangel monsters and terrible magic.
Psychological Scars
The psychological effects of the war are more pervasive than the physical damage and can be felt across the continent. A general aura of pessimism grips the population. Beyond the horror of the war, the Les Terres des Lamentations casts a pall across the psyche of Khorvaire. No one knows what caused the terrible destruction or even whether it could strike again. Some Khyber cults and druid sects believe the Les Terres des Lamentations is the first sign of a coming apocalypse. This fear is coupled with suspicion and angelr. King Kaius's signature on the Treaty of Fort-du-trône means nothing to the former Karrn soldier whose family was slaughtered during a Thrane offensive. The people of Thrane hate Karrnath with a passion. Aundair has never forgiven the Confins d'Eldeen. No one trusts the Valénar. A former soldier who advertises his allegiance may receive Hostile or Unfriendly reactions in enemy nations but there may be smaller touches as well. Perhaps the innkeeper Perdu his only daughter in the battle of Keldan Ridge, and he wants the Karrnish fighter in the party to remember her name. Revenge and greed can motivate many adventures, as the party investigates the murder of a former general or searches for weapon caches hidden on the border of the Les Terres des Lamentations.
Conspiracies
The destruction of Galifar created an immense power vacuum across Khorvaire. Some seek to seize this power, while others long for a sense of security that no longer flows from the crown. As a result, the influence of cults and conspiracies has grown tremendously. Even a seemingly simple village may harbor a Culte du Dragon d'En-Dessous or a cell of la Griffe d'Émeraude, while a town may contain a half-dozen competing factions. The campaign setting book describes a number of influential organizations but these are merely the beginning. Others could form around religious beliefs, military service, or shared blood. Royal courts are full of political intrigue. These organizations are spread much wider than people expect; everyone is looking for something to hold onto, and even the smallest thorp may be home to a secret society.
Personal Experience
When creating a party, players should think about how the war affected their characters. Did they fight; if so, who for? Did they lose family and friends? Shared military experience can be a strong basis for an adventuring party, especially if the PCs fought for the nation of Cyre, which no longer exists. If you follow this path, you might consider running your first adventure as a “flashback” to the war. Playing out a particularly interesting or disturbing military mission can clearly establish the effect of the war on the world and set up allies or enemies that can appear in future adventures. This also allows PCs to enter the post-war world with a little experience under their belts.
The Mother of Invention
The Guerrier de Fer, the Aéronef, Mort-vivant troops, and the eternal wand were all developed as weapons of war, and these are only the beginning. Future articles will explore magical warfare in more detail; until then, enlarge upon your own ideas for weapons or spells that were developed for battle. What was Maison Bombardier working on in its hidden think tanks in the Les Terres des Lamentations? What terrible secrets are waiting to be discovered?
These are just a few examples of the impact of the war. As you develop adventures or character backgrounds, take a moment to think about how the war can be woven into your story!
THE LAST WAR For hundreds of years, the continent of Khorvaire was united under the kingdom of Galifar. This peace came to an end with the death of King J arot in 894 YK, just over a century ago. Conflict over the succession spiraled into outright war between the Five Nations. The Last War was a bitter struggle that forever changed the shape of Khorvaire. It was a century marked by shifting alliances, with years of stalemate interspersed with periods of intense battles. This grueling conflict left deep scars on the land and the people, but there was worse to come. On 20 Olarune 994 YK, the nation of Cyre was consumed in a magical cataclysm now known as the Mourning. The cause of the Mourning remains unknown; many fear it was caused by unbridled use of war magic. Shock and fear brought the nations to the negotiating table, and the Last War came to an end in 996 YK with the Treaty of Thronehold. Although many celebrated the end of the war, others remain unsatisfied with its outcome. No one won the war. Even though people optimistically refer to it as the Last War, most believe that it's only a matter of time until conflict begins anew. The mystery of the Mourning is the only thing holding the warmongers at bay. If someone uncovers the secret of the Mourning-if it can be proven that the Mourning can't happen again, or if its power could be harnessed as a weapon-war could erupt again. Until then, the nations remain in a cold war as each makes preparations and seeks advantages in a conflict that could lie ahead.
WELCOME TO EBERRON THE SCARS OF WAR As of 1 Zarantyr 998 YK, it's been less than four years since the Mourning and less than two years since the Last War came to an end. The Last War spanned the continent and lasted for over a century. Most people want to move on. But the scars of decades of war can't be erased so quickly. These are just a few of the ongoing effects of the Last War.
DRAGONMARKED POWER The dragonmarked houses remained neutral in the war and made considerable profit selling their services to all sides. War drives innovation; House Bombardier developed many new weapons during the war, including the warforged. House Lyrandar perfected its airships in the last decade of the conflict. Rumors persist of monsters or super soldiers developed by House Létourneau or biological weapons in the hands of House Brunet. The dragonmarked houses emerged from the war stronger than ever, with the divided nations dependent on their services. Before the Last War, united Galifar imposed many restrictions on the houses. Today, no monarch can afford to break ties with any of the dragonmarked houses. What will happen if one of the houses goes too far in its pursuit of profit?
NEW NATIONS Before the Last War, Galifar laid claim to all Khorvaire. Several new states emerged over the course of the war. In some cases, this was largely a formality; Galifar never had a strong grip on the Lhazaar Principalities or the gnome nation of Zilargo, and they held the Demon Wastes in name only. Other states were born in violence: the elves of Valenar and the goblins of Darguun seized their realms by force. But Aundair yearns to reclaim the Eldeen Reaches, Breland keeps a wary eye on the monstrous kingdom of Droaam, and many mistrust the Valenar elves. Within the Five Nations, anger remains over how the final lines were drawn; for example, Thrane retains control of the ancient Aundairian city of Thaliost, seized during the war.
PHYSICAL DAMAGE The borders between nations demonstrate the impact of generations of conflict. Forests and farmlands scorched by fire and magic are still recovering. Ruined cities have yet to be reclaimed, along with shattered villages and abandoned fortresses. These deserted sites now provide shelter for brigands or are haunted by the restless spirits of those who died in anguish. This damage reached far beyond the front lines. Magic-fueled weapons, aerial cavalry, and guerrilla forces all struck deep within enemy territory, and the cities of Khorvaire suffered. Wherever you go, you might see the scorch marks of fireballs or wreckage from siege weapons. Every nation is working to repair these wounds, but the damage could linger for generations. As you create an Eberron character, consider your roots and the impact of the war. Was your hometown destroyed in the war? Is your family thriving, or were its members scattered or slain during the conflict?
REFUGEES AND SHORTAGES Refugees live in every major city, including tens of thousands of exiles produced by Cyre's destruction. Cyrans are a people without a homeland, seeking shelter and sustenance in the lands of their former enemies. Many Cyran refugees are former soldiers who were fighting in enemy territory when the Mourning struck, or they were farmers and merchants who escaped before their nation was consumed. Former nobles now have nothing but rags, and scholars or artists live in alleyways. Citie.s and towns still suffer from shortages in the aftermath of the war. Farmlands, workers, and the resources devoted to the war were lost. Nations are recovering, and most essential services and goods are available in major cities. But there is always the possibility that something you want-a luxury item or a spell component-simply isn't available or can be acquired only through the black market.
THE LAST WAR Khorvaire is still rising from the ashes of the Last War. The consequences of a century of conflict can't be offset with a single treaty. The Last War didn't end because people resolved their differences, and it didn't end with a victor. It ended when the Mourning destroyed Cyre, because people were afraid that the war itself was the cause of that cataclysm, and that continuing the struggle could doom them all. Many are sick of the endless conflict and embrace the peace. But just as many yearn to finish what their ancestors started, and others see potential profit for themselves in war. Some leaders focus on healing the lingering wounds of the conflict, while others work to ensure that their people will have an edge when fighting begins anew. The Last War is one of the primary themes of Eberron. When developing an adventure in Khorvaire, consider how the lingering impact of the war could affect the story. Some element of the war could drive the entire adventure; the heroes could be tasked with recovering a relic lost in the war, or capturing a fugitive war criminal. But it can also be a background note that simply adds flavor to a story. If the adventure features a group of bandits, perhaps they're deserters, which can be all the more interesting if they once served in the army of the same nation as one of the player characters. This section looks at the different ways that the Last War can influence an adventure.
BITTER GRIEVANCES Alliances shifted during the war, and almost every nation has grievances with every other one. Some of these postwar feuds rage more fiercely than others. One of these sources of tension could play a role in a character's back story, the plot of an adventure, or the reactions of an NPC. Although the nations are afraid to return to all-out war, any of these feuds could escalate.
AUNDAIR AND THE ELDEEN REACHES Forty years ago, the farmers o f western Aundair joined with the druids of the Towering Woods in seceding from the kingdom and founding the Eldeen Reaches. Most Aundairians consider this an unforgivable act of treason committed at a time of national weakness. The Reachers say their actions were precipitated by the neglect and corruption of the Aundairian nobles. Now that the war is over, many Aundairians believe Queen Aurala should reclaim the Eldeen Reaches, whether through diplomacy or force.
BRELAND AND DROAAM Monstrous raiders from the western wilderness have plagued Breland for centuries. A decade ago, the Daughters of Sora Kell united the scattered warlords of the region under the flag of Droaam. Furious clashes erupted between Breland and Droaam, centering on the fortress of Orcbone .and Brelon settlers in the west. Breland led the opposition to recognizing Droaam as a nation under the Treaty of Thronehold, and some Brelon believe King Boranel should take dramatic action to end this threat.
CYRE AND THE WORLD Cyrans maintain that they alone were in the right during the Last War, which began when the other nations refused to acknowledge the Cyran queen's rightful claim to the throne of Galifar. Proud until the end, Cyre clashed with all the other nations. Now Cyre is destroyed, and Cyran refugees everywhere are dependent on the kindness of their former nemies. But many of those people believe that Cyre deserves no mercy, and that the refugees should be treated as enemy combatants rather than offered charity and compassion.
KARRNATH AND THRANE The enmity between these two nations runs far deeper and longer than what was wrought by the Last War. Thrane is the bastion of the Church of the Silver Flame, while Karrnath resorted to necromancy in the course of the war. Thranes accuse Karrns of being morally bankrupt; Karrns say that the Thranes are arrogant and naive. This long-standing rivalry led to intense conflict in the early days of the war, and it only grew worse. When Thrane became a theocracy, Karrns seized on this act as proof that the nation had abandoned the traditions of Galifar. When Karrnath integrated undead into its armies, Thrane swore it would never be at peace with those who would use such foul magic. Both nations have accepted the terms of the Treaty of Thronehold, and the Karrnathi king has forsworn the creation of new undead soldiers, but the treaty has done nothing to ease the enmity between the two.
Thaliost The ancient city of Thaliost was once part of Aundair, and it has many proud ties to the history of that nation. It was seized by Thrane during the Last War, and the Treaty of Thronehold ratified its occupation of the place. Thrane placed an Aundairian archbishop, Solgar Dariznu, in charge of the city, and it has become a haven for Aundairian followers of the Silver Flame. But many of its citizens consider themselves to be Aundairians, and many prominent citizens of Aundair are putting great pressure on Queen Aurala to retake the city. The tension has been exacerbated by Archbishop Dariznu, who has taken brutal action to suppress Aundairian opposition to Thrane's occupation of the city.
VALENAR The elves of Valenar have broken the terms of the Treaty of Thronehold on several occasions. They regularly antagonize their neighbors, raiding and provoking everyone in reach of their war bands; some independent war bands have even crossed the Talenta Plains to raid across the borders of Karrnath and Q'barra. High King Vadallia insists that these are the actions of individual soldiers, but he refuses to take action against the perpetrators. Some scholars believe Vadallia and the Valenar are trying to provoke a full-scale conflict-by the strictures of their religion they don't want to be conquerors, but they want a powerful enemy to attack their nation. If this hypothesis is true, they might continue to escalate their activity until Karrnath or another powerful nation is forced to react.
THE COLD WAR No one knows what caused the Mourning, and the fear of repeating this cataclysm-not the Treaty of Thronehold- is what keeps potential combatants at bay. No one is happy with the outcome of the war, but no one dares to continue fighting, since all believe that renewed fullscale conflict could result in utter destruction. That said, the general belief is that the mystery of the Mourning will eventually be solved. Either someone will learn how to control the power that caused the Mournland, or the precise cause will be determined and people will be able to tell if it still poses a threat. Many people truly hope that the Last War will live up to its name forever. But others prepare for more war even as they pursue peace. First and foremost, every nation wants to unravel the mystery of the Mourning; a nation that could learn how to use this power would be unstoppable. Other forces are searching for weapons or forgotten powers that could turn the tide if another war breaks out. Adventurers could find themselves racing through ruins in Xen'drik, trying to destroy a weapon of the ancient giants before the Emerald Claw can claim it for Karrnath and Lady Illmarrow. The characters can stumble into a web of intrigue without seeing the sticky strands. Perhaps a patron hires the adventurers to transport what seems to be an ordinary backpack full of goods, and they don't realize that it has a secret magical compartment until enemy spies come looking for whatever is inside it. Or a dying spy presses an amulet into the hand of one of the adventurers, saying, “The fate of Breland depends on you getting this to Boranel. Don't trust anyone!” Assuming the adventurers care about the fate of Breland, they're pressed into an urgent adventure that has implications they might not see or understand.