Principautés de Lhazaar
| Capitale | Port Royal |
|---|---|
| Government | Confédération de Principautés |
| Souverain | Plusieurs Princes |
| Population | 500,000 |
| Races | 42% Humains 16% Gnomes 14% Demi-Elfes 12% Changelins 05% Elfes 05% Nains 04% Hobbits 03% Autre |
| Religions | Le Sang Divin |
| Exportation | Navires, mercenaires, marchandises commerciales |
The Principautés de Lhazaar is a country comprising a strip of land and a collection of islands on the northeastern coast of Khorvaire. Pirates, sea barons, merchant traders and all with a love of the water find their home there. With a history that is equal part piracy and seafaring trade the Principalities have remained a separate entity from the kingdom of Galifar even during the years they pledged allegiance to the crown. Now, with the nation of Galifar officially shattered the Principautés de Lhazaar have formed a loose confederacy of states each ruled by their own sea prince living a life where might makes right and the person with the most and biggest ships rules the sea.
Location
A narrow strip of land to the east of the Hoarfrost Mountains is the principalities' only connection to mainland Khorvaire. A band of more than two dozen islands lies scattered off the coast of this narrow band of landscape and extends further north than any point on Khorvaire's shores piercing into the Mer Amère and extends south to islands off the coast of Q'Barra.
Society
Lhazaar society exists more on the open sea than on any land establishment. Those that call the few land establishments home exist to service the sea industries and every major settlement exists on the coastline while much of the interior of the islands remain unexplored and uninhabited. Although the oldest settlements of Khorvaire exist in the Principalities they retain their feeling of frontier towns embraced by the beautiful and brutal environment around them. The sea princes over their own islands and every inhabitant pledges fealty to these sea princes. The princes themselves are as varied as the many rulers of the other nations of Khorvaire. Whereas one may be a tyrannical despot another might be a kind hearted ambassador of goodwill.
Lhazaar was the first one that set up Society in the Principautés de Lhazaar. She gave Le Capitaines in her fleet the title Prince and created the few laws that are held thoughtout the land. The law that she is best known for is that the title Prince is not hereditary. Lhazaar nobles hold their title through the power of their armies. Should a Prince's army be defeated, the winner may lay claim that that Prince's title and land. While Lhazaar's laws are universal, the variety of people and cultures in the Principalties means that each ruler has their own peculiar code of laws and traditions. The gnomes of Lorghalen challenge any would-be Prince to tests of wits. The Elfes of Farlnen want a show of Arcane skill from their ruler in addition to naval power. The Sea Princes are very independent and feud among each other. None of the islands have ever been united under a Prince, but there has always been one prince that claims the title of High Prince. Such a claim must be backed by the fact that the Prince has a strong fleet and the respect of the other princes.
There are a few laws that the people of the Principautés de Lhazaar follow throughout. Foremost among them is that the princes have the right to administer justice in their own land and may appoint officers as they see fit. The Princes squabble amongst each other but will band together against an outside enemy. Like their princes, the people of the Principautés de Lhazaar will set aside their differences if attacked by outsiders.
Customs
The Lhazaar people love the sea. They live around the sea because they feel trapped when they are inland. They eat seafood and drink alcoholic beverages made from different sea plants. Because the Principautés de Lhazaar have so many people from different areas and races, they are comfortable with all races. Mixed languages have also become prevalent, as different races mix their languages with others, much like Creole. Clothing is different from one island to another, but it tends to be tough and functional. Lhazaar residents also have a lot of pride in their hair.
Groupes Influents
Histoire
Pre-Galifar
The Principautés de Lhazaar take their name from the explorer Lhazaar, the woman responsible for first bringing Humain settlers from the nation of Rhiavaar in Sarlona to the shores of Khorvaire 3,000 years ago. It is theorized that these “settlers” were actually societal undesirables escaping jail and persecution. The Principalities continued to grow as Humains spread across the landscape of Khorvaire. By the time galifar_i came to power the Principautés de Lhazaar had already been well established for over a thousand years and the people had earned a reputation as raiders and pirates. The strip of land went largely unnoticed under Galifar until 28 AR when Galifar brought his own navy against the Lhazaar Princes who had been wreaking havoc on the coastal communities both in the north and the east of Khorvaire. Over the next decade the Galifar-LhazaarWar resounded on the open seas around the principalities. After ten years and thousands in gold had been expended by both sides Galifar had finally secured enough victories against the sea princes that they entreated for negotiations. In the end they became officially part of the nation of Galifar, though they remained autonomous.
Under Galifar
Now officially a part of the Royaume de Galifar, the Lhazaar Princes could no longer rely on piracy on the open waters, so they turned their efforts to trade and exploration, leading some of the most daring expeditions to date. For 800 years, the Lhazaarians bid their time, awaiting the spark of changel. That spark would come in the throes of La Dernière Guerre.
La Dernière Guerre
When the Dernière Guerre erupted in Galifar the sea princes remained decidedly neutral continuing as they had for many centuries to trade and explore the known world. As the war raged on for decades however the sea princes began to find the same argument that the Nains of the Bastions de la Nation had. Their agreement of fealty had been to Galifar and the Kingdom and with the kingdom now in ruin they saw their agreement as officially dissolved. Now free to revert to their ancient ways of piracy it didn't take long for the sea princes one by one to return to their old ways. At first the various princes warred amongst themselves for supreme sovereignty over the principalities until they realized that the whole of Khorvaire was their oyster and they were holding all the knives. Piracy once again plagued the coastal towns across Khorvaire while other sea princes hired out their flotillas as privateers. As La Dernière Guerre subsided the Principautés de Lhazaar were able to hold themselves together under prince_rygar_ir_wynarn long enough to attend the forming of the Traité de Fort-du-Throne granting them all of the rights of the other nations.
However, now with the confederacy of independent states now officially recognized by the other sovereign nations of Khorvaire the sea princes had to lower their flags of piracy and return to the life of trade and exploration. Some renegade princes still plague the open waters, but the rest of the princes seem to be biding their time for another spark, content to wait it out like a bad storm.
Islands, Cities and Settlements
For convenience, here's the Temps de voyages for a standard sailing ship again (a partir de Port Royal):
| Destination | Par Bateau | Voilier Lhazaarien | Galleon Élémentaire |
|---|---|---|---|
| Piritar | 1 jour, 19 heures | 1 jour, 13.5 heures | 1 jour, 6 heures |
| Fort-Terreur | 2 jours, 8 heures | 2 jours, 1 heure | 1 jour, 15 heures |
| Port de la Verge | 3 jours, 18 heures | 3 jours, 7 heures | 2 jours, 15 heures |
| Tantamar | 5 jours, 23 heures | 5 jours, 5 heures | 4 jours, 4 heures |
| Skairn | 6 jours, 6 heures | 5 jours, 11.25 heures | 4 jours, 9 heures |
| Port Krez | 8 jours, 8 heures | 7 jours, 7 heures | 5 jours, 20 heures |
| Falaise-Éraflée | 9 jours, 12 heures | 8 jours, 15.5 heures | 6 jours, 22 heures |
| Château Illmarrow | 11 jours, 18 heures (to nearest shore) | 10 jours, 6.25 heures | 8 jours, 5 heures |
| Le Refuge | 20 jours, 10 heures | 17 jours, 21 heures | 14 jours, 7 heures |
Autres Sites Notables
Notes
The Principautés de Lhazaar seem to take their inspiration from the Caribbean and to a lesser extent the nations along the eastern coast of Asia.
The Principautés de Lhazaar, Part One
By Keith Baker
The Principautés de Lhazaar stretch across the eastern coast of Khorvaire. The islands northeast of the Hoarfrost Mountains are dark and cold, while the winters are long and the sun a rare visitor. These isles are the source of many sinister tales; living in the long Ombre, one can easily imagine ghost ships prowling the waters and lich-lords hiding in the mountains. To the south, steaming jungles cover the Lhazaar islands; the land is home to deadly Dinosaurees, and colossal sea serpents are said to lurk beneath the waves. From the frigid north to the southern tropics, these are hard lands that produce hard people.
The Lhazaar region draws its name from the Sarlonan explorer and pirate who colonized Lac Vertn, Orgalos, and Cape Far. Despite her fame, Lhazaar was neither the first nor last pioneer to settler along the eastern coast of Khorvaire. Over two dozen large islands are in the Principalities, and a remarkable rangel of people have found their way to the eastern shore. Gnome explorers from Zilargo claimed the isle of Lorghalen long before Lhazaar made her crossing. Elfee refugees from the Aereni civil war found solace in the icy solitude of Farlnen. Nains and orcs from the Monts Ferreux migrated to the eastern shore, laying the foundations of Tantamar and Falaise-Éraflée. And dozens of Humain expeditions followed in the wake of Lhazaar, with most being Sarlonan explorers and fugitives from nations since destroyed by the Riedran Empire. The islanders have come together over the centuries, forming cosmopolitan communities and Commun traditions.
Despite the blend of races and cultures that have come together to form the Principalities, Lhazaar's influence can still be felt. It was Lhazaar who organized the first raider fleets, leading expeditions against Zil merchants and the ships of the dying Empire Dhakaani. Lhazaar granted her best captains the rank of praelas – a Riedran rank translated as “prince” in the Commun tongue – proclaiming hersElfee to be the prince among princes. She established the few laws that are universal throughout the realm, notably the fact that the title of prince is not hereditary. By the edicts, a Lhazaar noble holds his post through the power of his fleet and ability to command. Should he slip on either count, a more capable leader can lay claim to his title and his lands. Over the centuries, a number of principalities have adapted this custom to their own traditions; the gnomes of Lorghalen allow would-be princes to challenge a ruler to games of wit and tests of strategy, while the Farlnen Elfes expect a prince to possess arcane skill in addition to naval power.
The Lhazaar princes have always been willful and independent, and the history of the region is filled with feuds between princes. Powerful alliances have risen and fallen, but the islands have never been fully united under one prince. There has always been at least one lord who has claimed the title of high prince. This claim usually reflects the power of the lord's fleet, and as a result the high prince usually has the respect of the other princes – but this doesn't make his word law. He can make requests of the other princes, but unless he intends to use force, he cannot make demands.
In the present day, the high prince is Rygar du Wynarn, the lord of Lac Vertn. A clever diplomat and brillant captain, Rygar has earned the loyalty of a host of warriors and the respect of most of the princes; those who oppose him do so quietly. Rygar called together the delegation that represented the Principalities in the Treaty of Fort-du-trône, and he hopes to one day rule as the true king of the seas.
The Law of the Isles
Few laws bind all citizens of the Principalities. Despite the long history of the isles, the Principautés de Lhazaar have never subscribed to a comprehensive system of laws on par with the Code of Galifar. According to Lhazaar's edicts, temporal power rests in the hands of the prince: Each lord has the right to administer justice in his domain, appointing officers as he sees fit. As a result, customs vary significantly from principality to principality. Grand Prince Rygar goes to great pains to maintain order in Port Royal, creating a safe environment for foreign emissaries and traders. But Port Krez in Krag is a wild and dangelrous place for outsiders, where street justice is the Commun answer to social transgressions.
The Lhazaarites are an independent folk: They serve the prince at sea, but they don't want to be ordered about on land. Most Lhazaarites have little interest in the laws of other nations. A Lhazaar proverb states “no man owns the sea,” and it's this indifference that fuels the tradition of piracy; a Lhazaar captain believes that he deserves whatever he can take, and whether he acts under the legitimacy of a letter of marque is a matter of convenience. The growing naval power of Galifar forced the Lhazaarites to limit their larcenous actions, but this was a matter of pragmatism as opposed to principle: With the Cinq Nations weakened by war, many Lhazaar captains have returned to the ways of their forefathers. This attitude often causes trouble for Lhazaarites traveling in other lands, since few feel bound by the laws of foreign kings. Despite these chaotic tendencies, most Lhazaarites are fiercely loyal to family, friends, and other members of their own principality. If one sailor kills another in a brawl, the matter might be completely ignored. But if a foreigner kills a Lhazaarite, the entire community may rise up in outrage. Ties between the Principalities are tenuous, with alliances and feuds changing with the winds. But the princes still unite to defend a prince against an outsider. It is this loyalty that serves as a shield for raiders like Prince Mika's Ravageurs des Nuages; if one of the Cinq Nations actually sent a fleet into the Principalities, they would soon face an alliance of princes.
While the reins of power can shift as swiftly as the tides, much of the social hierarchy of Lhazaar society operates independently of the prince. While the prince has the power to appoint or dismiss ministers and sheriffs, it is rare for a prince to clear house in this manner; these landbound officials are in many ways a separate class, and this continuity is what allows life to continue smoothly through the frequent transitions.
Customs of the Principautés de Lhazaar
The water is a way of life for the people of the Principalities. Lhazaar children learn to fish and harvest the bounty of the sea as soon as they are old enough to handle a net, and most are equally at home on the deck of a ship or swimming through the waves. Most Lhazaarites prefer to stay close to the water: the ocean is freedom, and a Lhazaarite deep inland feels isolated and trapped. Lhazaarites prefer fish and salty foods to red meat, and Lhazaar captains traditionally drink salasta, a strong, clear alcoholic beverage made using salas seaweed.
The ancestors of the Lhazaarites came from many different races and nations. There is a wide rangel of skin and hair color among the Humains; the original settlers came from across Sarlona, from desert, jungle, and plains. As a result, Lhazaarites tend to be comfortable with all races, and their culture and language incorporates traces of many others; while a Nain born in the Principautés de Lhazaar may not be able to speak Elfique, he may use Elfique swear words or interjections in his speech. Many of the Humains of tge western Principalities learn Riedran, which is fundamentally the language of Old Sarlona – though a Lhazaar accent is quite different from that of an Inspiré lord. The people of Orgalos have kept Riedran as their primary language and consider Commun to be the language of Galifar; over the course of the last century the princes of Orgalos have formed strong ties with the Inspiré, and much of the local Riedran trade passes through Piritar.
Lhazaar dress varies from principality to principality, but it often shows traces of the polyglot heritage of the region. Clothing tends to be tough and functional since it's made to resist the rough weather of the seas and the bitter cold of the northern winter. Lhazaarites take great pride in their hair, and complex braids and decorative accessories are Commun among both men and women.
Over two dozen princes exist in the Principautés de Lhazaar. Some of the smaller islands – such as Krag and Dernier-Cap – are under the dominion of a single prince. The coastline and the larger islands are home to multiple princes, each claiming a port stronghold and the surrounding hamlets and thorps.
This article examines a few of the more powerful or unusual principalities. The Knowledge listing provides the skill check required for a player character to know of the principality. It is important to understand that leadership among the principalities is not based simply on level: While a player character could potentially rise to the rank of prince, she would need to win the support of the people of the principality and build a fleet of her own, not simply defeat the current prince in battle. There is more to leadership than level!
RISING : Capital: Port Royal Hallmarks: Fish, mercenaries, merchants, pirates, ships This loose confederacy of pirate lords, merchant princes, and sea barons holds the northeastern coast line of Khorvaire and the many mist-shrouded islands scattered across it. Recognized as a single allied nation under the Treaty of Fort-du-trône, the principalities are more of a loose alliance. Each island domain has its own values, goals, and feuds with other domains. The Lhazaar are the finest sailors in Khorvaire. During the La Dernière Guerre, they served all nations as privateers and engaged in piracy on the side. When the war ended, they returned to the merchant trade, but pirates still hunt on the open seas. The Lhazaar value their independence. Here, anyone can rise to captain a ship or even seize a principality. Leadership is earned, not given. Nevertheless, High Prince Ryger du Wynarn of Port Royal seeks to forge the principalities into a unified force. He has the finest fleet, and his efforts ensured that the principalities gained rec ognition at Fort-du-trône, after which he awarded himself the title of High Prince. So far, the other princes have rejected his proposals for a stronger union. Some principalities are devoted to the Le Sang Divin and a few favor the Légion Souveraine. Beyond these, the Lhazaar show little enthusiasm for religion, though many curse the Dévoreur when a storm comes.
I NTERESTING THINGS ABOUT THE LHAZAAR PRINCIPALITIE S
Rulership of the principalities is so fluid that it's possi ble for someone to start the day as a sailor and end it as a prince. A campaign could easily be based around a party of adventurers gaining a principality. The Wind Whisperer principality includes a number of half-elves with the Marque des Tempêtes-foundlings with no tie to Maison Lyrandar. Le Souffle Chuchoteur want to obtain Aéronefs by any means necessary. The Principautés de Lhazaar have the largest change ling population in Khorvaire. Many of them con gregate in the Marée Grise, a domain founded by changelins.
LHAZAAR C HARACTERS A s you develop a Lhazaar character o r NPC, consider the following: Seafarers and Swashbucklers. Most Lhazaar spend more time at sea than they do on land. Sailor is an appropriate background for any Lhazaar, but you can ask your DM if you can switch a tool proficiency for vehicles (water) proficiency. Lhazaar are flamboyant people with little concern for the law, so charlatan, entertainer, and folk hero are all appropriate backgrounds. Local Customs. Each principality has its own martial traditions, fashions, and slang. Think about how your choices reflect your principality and work with your DM to develop one that fits your character. Big Dreams. Whatever their circumstances, the people of the principalities always look to the future. What do you want? To find a forgotten treasure hoard? To command your own ship? To take your place as a prince? Think big and chase your dreams. CITIES AND SITES - - ———– Among the myriad ports and pirate redoubts of the Principautés de Lhazaar are ancient ruins from forgotten civilizations that predate even the Empire Dhakaani, as well as tombs built by wealthy pirates and sea lords to house their treasures and earthly remains. Presented below are a handful of the most widely known-if hard to find-places in the principalities. D READHOLD This island prison is said to be inescapable. Maintained by Maison Kundarak, Fort-Terreur houses a host of infamous criminals and political prisoners. Its vaults also hold some of the greatest treasures of Maison Kundarak. Port de la Verge Port de la Verge is the royal port of the Direshark Principality. Prince Kolberkon yearns to expand Verge and overOmbre Port Royal, and he is always looking for capable adventurers and allies. The Le Sang Divin has a strong presence in Port de la Verge, and Kolberkon recently allowed Maison Lyrandar to establish an enclave there. But Kolberkon's thirst for glory may lead him to foolish bargains. Port Royal The seat of the High Prince Ryger and the Seadragon Principality, Port Royal is the grandest city in the principalities. The patriarch of Maison Thuranni resides in Port Royal, and Maison Normandin has a significant outpost here. The La Bourse des Pirates is the largest market east of the Monts Ferreux. TRE BAZ SI NARA It's said that the legendary pirate queen Lhazaar made her home on Trebaz Sinara, and that this island holds the treasures and tombs of generations of sea lords. However, the island hasn't been seen in over five hundred years. Many Lhazaar sailors have devoted their lives to finding the legendary Perdu isle. AFTERMATH OF La Dernière Guerre During La Dernière Guerre, the Lhazaar served as privateers and pirates. Outsiders wonder if the principalities can adapt to peace, or if their thirst for gold and adventure will lead their subjects to ruin. Most of the princes are content with their domains, but ambitious rulers such as Prince Ryger of Port Royal and Prince Kolberkon of Port de la Verge could shatter the status quo. Kolberkon seeks to expand his personal power, while Ryger wants to forge a stronger unified nation. Both pursue dangelrous alliances in their campaigns. In addition to agreements with the Marqué par le Dragon houses, rumors abound of bargains with dragons, fiends, and the distant Empire of Riedra. Will the dreams of these princes lead to a new war?
Lhazaar Large Town — Population: 6,300
Falaise-Éraflée is a town on the southern tip of the continenal Lhazaar Principalities. It is the home port of the Cliffsnake Principality. The Sea Prince of the Cliffsnake Principality is typically a powerful merchant, and as a result Falaise-Éraflée is a popular destination for commerce, especially for those who do not wish to deal with the more dangerous ports. House Lyrandar has an enclave here.
