Sarlona

Sarlona is a continent to the East of Khorvaire it is the cradle of Humain civilization as it was once the only continent featuring the presence of the Humain race. Sarlona is home to both Humains and Kalashtar4th Edition rendition of Sarlona

Geography

Sarlona lies opposite Khorvaire and north of Argonnessen. It stretches from southern tropics to northern tundras and includes a number of inland lakes that are large enough to support navies and maritime trade. It has seas on all fronts, the Mer Enragé to the West, the Mer Blanche to the North and the Mer Aride to the South-East. Sarlona is larger than Khorvaire, it's Northern apex in the Toundra de Tashana measured down to it's Southern antapex in Adar is roughly over 3300 miles.

Most forms of geography can be found in Sarlona from the Toundra de Tashana to the plains of Syrkarn to the mountains of Adar and to the desert of Riedra. The weather in Sarlona is more unpredictable and harsher than that of Khorvaire's with many storms of which most are focussed in Adar. Sarlona has frequent and unexplanable planar effects unlike any other continent in Eberron. It is frequently the host to extraplanar breaches, Zone De Manifestations and reality storms that effect the landscape and physics of the land. 

The nations of Sarlona are fractious and very different. Politics are dominated by Riedra which also takes up the bulk of the continent.

Races and Cultures

As in Khorvaire Humains are the most prominent race though, in Riedra they are ruled by a group of totalitarian dictators known as the The Inspiré and have been stripped of their culture and religion. Other Humains live throughout Sarlona in tribes or as hermits and nomads. 

The Inspiré are the lords and rulers of Riedra, the Chosen vessels of the Quorien manipulators of Dal Quor who use the nation for their own purposes.

The counterpoint to the Inspiré, the Kalashtar are voluntary vessels of Quorien who know fully what they are getting into. They are usually limited to Adar if they have not already fled to Khorvaire to escape the Inspiré.

RIOSING : SARLO NA In Sarlona, you could … • Infiltrate an empire ruled by psychic Maîtres Démoniaques. • Defend an ancient mountain monastery. • Disable a monolith used to control the dreams of a city. Tens of thousands of years ago, the vast continent of Sarlona was the cradle of Humain civilization. Three thousand years ago, the first Humain colonists left, setting in motion events shaping modern-day Khorvaire. Sarlona was once home to over a dozen distinct kingdoms, but wars devastated the continent. From this chaos, a band of saviors rose up to forge a new world. Guided by celestial spirits and endowed with vast psionic powers, these champions became known as the Inspiré. Today, the Inspiré have united the broken nations into a single realm: the Empire of Riedra. Outsiders aren't welcome in Riedra, and little is known of the nation. Merchants tell stories of massive monoliths that control the dreams of the people, and of secret police who use Psioniques to root out dissidents. A single nation stands against the might of Riedra: the mountain refuge of Adar, homeland of the kalashtar (see chapter 1). The Adarans Jack the numbers to challenge Riedra, yet they hold their fortress monasteries against endless waves of Riedran assaults. The Adarans possess remarkable psychic and martial disciplines. NOTABLE LOCATIONS Like Khorvaire, Sarlona primarily occupies t h e northern hemisphere of Eberron, and it has all the climatic and topographic variety one would expect given its immensity. A few places in Sarlona known to Khorvairians are described below. DAR JIN This port city is the only legal point of entry for foreigners who wish to enter the Empire of Riedra. All travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspiré. To enter Riedra proper, travelers must obtain a transit visa from the Iron Gate, the office of foreign relations. The office grants few such visas; visitors must make a compelling case for entry or find a secret way to evade the watchful eyes of the Iron Gate. KASSHTA KEEP All but one of the monasteries of Adar lie concealed behind a blend of psychic and arcane techniques. Kasshta Keep refuses to hide from outsiders or the Inspiré. It is the de facto capital of Adar and the abode of The Keeper of the Word, who guides the kalashtar people. High in the mountains, the monastery is reached by winches and lifts. Its inhabitants include wizards, monks, and mystics; if you want to play a monk from an exotic land, you could have learned your art in Kasshta Keep. 0HR KALUUN Riedra built its empire o n the foundation o f a dozen shattered nations. Scholars consider the loss of these nations to be a tragedy … except for Ohr Kaluun. The lords of this ancient kingdom were driven by deep paranoia and an all-consuming thirst for power. The sages of Ohr Kaluun studied the darkest paths of magic and bargained with fiends and other foul creatures. They warped their bodies through mystical rituals and pacts, creating the first changelins, skulks, and tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned region, haunted and cursed. Dark secrets and great treasures remain in the vast war Labyrinthes of Ohr Kaluun, but fiends, wards, and far deadlier threats linger in this fallen kingdom. SARLON􀁶S INFLUENCE I N KHORVAIRE I n Khorvaire, you might … • Struggle to expose the schemes of an order of psychic assassins. Steal a memory crystal from an Inspiré ambassador. Help an Adaran envoy deliver a vital message to a kalashtar elder.

Although outsiders aren't welcome in Riedra, the empire is a powerful nation and a valuable trading partner. Riedra offered assistance to multiple nations during La Dernière Guerre. Karrnath relied on Riedran aid to survive a wave of terrible famines, and Aundair also received support from Riedra. King Sebastes of Q'barra has used Riedran troops to maintain order in Nouveau-trône. Riedrans rarely appear on the streets of Khorvaire, but Inspiré ambassadors attend every court. Although the Inspiré present themselves as generous and kind, a darker force followed them across the sea. The Dreaming Dark is an enigmatic order of monks, assassins, warlocks, and mystics. Their ultimate agenda remains unknown, but they hunt the kalashtar and some believe they can control people by manipulating their dreams. While most people dismiss the Rêve Obscur as a foolish story, you might uncover the truth behind the tales. Both the Inspiré of Riedra and the kalashtar of Adar possess psychic powers, and treasures from Sarlona reflect this. A set of Sarlonan sending stones might take the form of crystals that allow telepathic communication. The rod of rulership, ring of mind shielding, ring of telekinesis, potion of mind reading, and the medallion of thoughts could represent psychic items from Sarlona. In addition to psychic treasures, Sarlona is a source of a number of exotic plants and medicines. Dreamlily (described in chapter 4) is a useful Sarlonan narcotic, but over the course of the past few decades it has become a Commun recreational drug.