1. Locations

The Lhazaar Principalities

A loose confederacy of pirate lords, sea barons, and merchant princes controls the area east of the Hoarfrost Mountains. This strip of the continent’s eastern shore, along with the chain of islands that wraps around the coast and extends north into the Bitter Sea, makes up the region known as the Lhazaar Principalities. Named for the near-mythic explorer who led the humans to Khorvaire some three thousand years ago, the Lhazaar Principalities have always been grouped together—even though the individual princes rarely see themselves as part of a greater whole. (ECG)

Over two dozen princes exist in the Lhazaar Principalities. Some of the smaller islands -- such as Krag and Lastpoint -- 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. (DS part 2)

No map records the full number of settlements in the Lhazaar Principalities, and a cartographer attempting to create one would find that many of the isles’ smaller towns and villages would have disappeared before he was finished.

Each of the major islands has at least one port town, typically the seat of power for one of the sea princes. A handful of other settlements have been occupied for long enough to have passed the threshold of permanency, but the residents of those towns come and go with the tides on which they make their living. (ECG)

Wayfinder's Guide to Eberron

This loose confederacy of pirate lords, merchant princes, and sea barons holds the northeastern coastline of Khorvaire and the many islands scattered across it. While they were recognized as an allied nation under the Treaty of Thronehold, the Principalities are a loose alliance. Each island domain has its own traditions, values, and goals— and each has a long list of vendettas and feuds with other princes. Beyond this, anyone who can win the support of enough ships and people can claim a principality; if you want to establish your own tiny kingdom, this is the place to do it.

The Lhazaar are the finest sailors in Khorvaire During the Last War, they served all nations as privateers and engaged in piracy on the side. With the end of the Last War they’ve largely returned to the merchant trade, but there are still pirates on the open seas.

The Lhazaars value their independence. This is a place where anyone can rise to captain a ship or even seize a principality. Leadership is something earned, not given. High Prince Ryger ir’Wynarn of Regalport seeks to forge the Principalities into a unified force. He has the finest fleet, and it was his effort that saw the Principalities recognized at Thronehold... for which he gave himself the title of “High Prince.” But so far, the other princes have rejected his proposals for a greater union.

There are principalities devoted to the Blood of Vol and a few that favor the Sovereign Host. Beyond this, the Lhazaar show little enthusiasm for religion, though many will curse the Devourer when a storm comes.

Interesting Things

  • The Lhazaar Principalities have the largest changeling population in Khorvaire. Many of these are concentrated in the Gray Tide, a domain founded by changelings. However, changelings are found across the Principalities and the Lhazaar are generally used to them.
  • The Wind Whisperer principality includes a number of half-elves with the Mark of Storm—excoriates and foundlings with no tie to House Lyrandar. The Wind Whisperers want to obtain airships, by any means necessary.
  • Dreadhold is an infamous island prison maintained by House Kundarak. Said to be inescapable, Kundarak houses both infamous criminals and mystical threats.

Lhazaar Characters

As you develop a Lhazaar character or 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 also 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, criminal, entertainer, and folk hero are all strong backgrounds.

  • Local Customs. Each principality is unique. Each has its own martial traditions, fashions, and slang. Think about how your choices reflect your principality. Your dwarf barbarian could be one of the savage Cloudreavers. Your dashing swashbuckler rogue could be a colorful Wind Whisperer. The Bloodsail elves have a strong tradition of necromancy… an excellent match for your elf wizard. There are many principalities, and you can always work with your DM to develop one that fits your character.

  • Big Dreams. Whatever their circumstances, the people of the Principalities are always looking to the future. What is it 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.

Rising from the Last War

This loose confederacy of pirate lords, merchant princes, and sea barons holds the northeastern coastline of Khorvaire and the many mist-shrouded islands scattered across it. Recognized as a single allied nation under the Treaty of Thronehold, 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 Last War, 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 ir’Wynarn of Regalport seeks to forge the principalities into a unified force. He has the finest fleet, and his efforts ensured that the principalities gained recognition at Thronehold, 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 Blood of Vol and a few favor the Sovereign Host. Beyond these, the Lhazaar show little enthusiasm for religion, though many curse the Devourer when a storm comes.

Interesting Things About the Lhazaar Principalities

  • Rulership of the principalities is so fluid that it’s possible 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 Mark of Storm—foundlings with no tie to House Lyrandar. The Wind Whisperers want to obtain airships by any means necessary.
  • The Lhazaar Principalities have the largest changeling population in Khorvaire. Many of them congregate in the Gray Tide, a domain founded by changelings.

Lhazaar Characters

As you develop a Lhazaar character or 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.


Eberron Campaign Setting

A loose confederacy of pirate lords, sea barons, and merchant princes controls the area east of the Hoarfrost Mountains. This strip of the continent’s eastern shore, along with the chain of islands that wraps around the coast and extends north into the Bitter Sea, makes up the region known as the Lhazaar Principalities. Named for the nearmythic explorer who led the humans to Khorvaire some three thousand years ago, the Lhazaar Principalities have always been grouped together—even though the individual princes rarely see themselves as part of a greater whole.

Player's Guide to Eberron

The Lhazaar Principalities is a loose nation of sailors, merchants, privateers, and pirates. It is made up of a number of separate entities, called principalities, each of which has its own ruler, holdings, citizens, and ships. Lhazaarites make their living from the sea, serving other nations as fi shers, merchants, couriers, privateers, and mercenaries.

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History

PGtE

The Principalities have existed for centuries. They were the first lands settled by the human migrants from Sarlona, and though the famed pioneer Lhazaar led her expedition to these shores three thousand years ago, scattered groups of refugees arrived even before her, some as early as five thousand years ago. These bands were too small and weak to challenge the goblinoids for control of Khorvaire, so they remained on the islands off the continent’s northeast shore. Similarly, waves of migrants arrived after Lhazaar, adding to the population of this area. At the time of these expeditions, Sarlona was composed of a dozen distinct kingdoms, each constantly at war with the others. Some people, looking at the history and the current state of the Principalities, would argue that here, at least, little has changed.

ECG

Though typically thought of as a single sovereign nation, the Lhazaar Principalities are a loose affiliation of separate island states, each ruled by a so-called sea prince. The Principalities were once part of the kingdom of Galifar, but they broke away at the start of the Last War. Historically, the islands have been havens for pirates, privateers, and merchants of questionable morals. Although their political legitimacy was established at Thronehold, the Principalities remain a largely lawless land, and travelers in the islands must be wary.

Though the Principalities existed as a loose alliance of territories under Galifar, the Last War saw those alliances—and the princes’ allegiance to Galifar—break apart. After a period of fighting among themselves for control of the islands, the sea princes looked to turn the chaos of war into financial gain. Whether by engaging in open piracy or hiring out as privateers to the warring Five Nations, the princes established themselves as independent powers.

As the Last War drew to a close, the Principalities perceived the need for a unified front if they were to keep their hard-won freedom. By allowing the powerful Ryger ir’Wynarn to represent them as high prince, the sea princes saw the Lhazaar Principalities recognized as an independent nation at Thronehold.

In the centuries preceding the Last War, the Principalities were an autonomous region within the kingdom of Galifar. The pirates and plunderers of the islands won their limited self-rule during the long-ago Lhazaar–Galifar War, a conflict little remembered by the Five Nations but celebrated as a major victory by the folk of the isles. In the aftermath of the conflict with Galifar, the privateers of the Principalities began shifting their focus from piracy to legitimate trade and exploration. By virtue of their skill, they also began to supply a significant percentage of the ships and officers in Galifar’s navy.

The Lhazaar Principalities were the site of the first human settlements in Khorvaire, established by migrants from Sarlona. From the beginning, the isles were a wild and turbulent place, and they have maintained that quality despite long centuries of pressure from the civilized mainland.

ECS

The Principalities developed during the same period when the Five Nations were formed, more than a thousand years before the birth of Galifar. By the time King Galifar I was uniting the Five Nations, the Principalities were well established, as was their inhabitants’ well-deserved reputation as raiders and pirates. When Galifar proclaimed that his kingdom “stretched across the width and breadth of Khorvaire,” the Lhazaar princes ignored him. Their domains were far from the great cities of the Five Nations, separated by a formidable mountain range and the endless seas over which the princes ruled supreme.

By 28 YK, King Galifar had fortified his hold over the Five Nations and turned his attention to the threat from the east. The Lhazaar princes and sea barons were wreaking havoc among the coastal communities, interfering with shipping and refusing to bend to the will of the crown. Thus began the Galifar–Lhazaar War, a series of naval engagements that lasted nearly a decade. The sea barons knew the currents better and started out with better vessels, but Galifar dedicated his efforts to building a powerful navy. Aided by magic and the help of some of the dragonmarked houses, Galifar was able to garner enough victories to force the Lhazaar princes to meet to discuss terms. In the end, the Principalities became part of Galifar’s kingdom but remained autonomous, the Lhazaar princes more or less independent within their own domains yet agreeing to pay tribute to Galifar and recognize him as the legitimate ruler of the mainland kingdom.

For the next eight hundred years, the Lhazaar princes continued to live in relative harmony with the Five Nations. Lhazaar pirates slowly developed into traders and explorers, keeping their illicit activities to a minimum so as not to attract the attention of Galifar’s ever-improving navy. When the Last War broke out, the Lhazaar princes initially stayed out of the fray. As the months of conflict and unresolved issues of rulership wore on, the princes decided that their longstanding agreement was with the united Galifar, not the individual successor kingdoms. With the kingdom shattered, the princes felt no obligation to honor the ancient pact.

During the century of conflict, the Lhazaar princes one by one reverted to their ancient ways. First, the princes (and their subjects) fought against each other for dominance in the Principalities. Then they turned their sights toward more lucrative prey. Throughout the war, Lhazaar ships engaged in piracy, hired out as privateers, and began to carve out their own pieces from the corpse of the oncegreat kingdom. Under the leadership of Prince Ryger ir’Wynarn, who claims that the royal blood of Galifar flows through his veins, the Principalities settled their own differences long enough to present a united front at the peace treaty talks on Thronehold.

Now, with the Principalities recognized as a legitimate confederacy by the rest of Khorvaire, the princes have once again traded their pirate flags for the colors of merchants—at least outwardly (what may be a merchant vessel today can switch its flag and sail as a pirate or raiding vessel tomorrow). Prince Ryger is determined to unite the Principalities and create a naval force the likes of which Khorvaire has never seen before. Then, whatever happens on the mainland, the Principalities will be safe, secure, and powerful beyond imagining. Unfortunately, none of the other princes are quite ready to bend their knees to Ryger, and so his dream remains unfulfilled.

Dragonshard

The Lhazaar Principalities 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 shadow, 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 dinosaurs, 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 Greentarn, 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 range 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. Elf refugees from the Aereni civil war found solace in the icy solitude of Farlnen. Dwarves and orcs from the Ironroot Mountains migrated to the eastern shore, laying the foundations of Tantamar and Cliffscrape. And dozens of human 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 common 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 Dhakaani Empire. Lhazaar granted her best captains the rank of praelas -- a Riedran rank translated as "prince" in the Common tongue -- proclaiming herself 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 elves 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 ir'Wynarn, the lord of Greentarn. A clever diplomat and brilliant 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 Thronehold, and he hopes to one day rule as the true king of the seas.

Customs and Traditions

Source: http://archive.wizards.com/default.asp?x=dnd/ebds/20050502a

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 range of skin and hair color among the humans; 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 dwarf born in the Lhazaar Principalities may not be able to speak Elven, he may use Elven swear words or interjections in his speech. Many of the humans of the western Principalities learn Riedran, which is fundamentally the language of Old Sarlona -- though a Lhazaar accent is quite different from that of an Inspired lord. The people of Orgalos have kept Riedran as their primary language and consider Common to be the language of Galifar; over the course of the last century the princes of Orgalos have formed strong ties with the Inspired, 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 common among both men and women.

Industry

Source: ECS

The people of the Principalities are sailors and fishers, pirates and merchant marines. They are more comfortable aboard a ship than on land, and some can’t abide solid ground for more than a short visit at a time. Each sea baron and pirate lord commands a fleet of ships that serves as his or her claim to wealth and power. A piece of land, either on the mainland coast or on one of the many islands that separate the Bitter Sea from the Lhazaar Sea, accompanies each title, but without a flagship and support vessels the land has no value in their eyes.

Some sea barons work exclusively as fishers, traders, or privateers, but the vast majority fly whichever flag is most advantageous at the time—including the skull and crossed swords of piracy. Even with this reputation, many of the dragonmarked houses and other enterprises hire Lhazaar ships and crews to move cargo from one destination to another, in order to take advantage of their expert knowledge of the sea and their ready-to-sail ships.

Life and Society

Source: ECS

Life in the Principalities revolves around the sea. Even those who spend most of their time in the villages that dot the islands provide support for the vessels of the sea princes and those who sail them. Harsh winters and woefully short summers make life on the islands hard and harrowing. They also make the people tough, weathered, and as volatile as the raging seas that regularly buffet their coasts.

The Principalities consist of frontier towns and wild reaches where might makes right and the law reflects the will of the strongest sea prince in the immediate vicinity. Though the Principalities contain some of the oldest human settlements in Khorvaire, they remain places of untamed beauty and lawless excess—at least compared to the towns and cities of the Five Nations. Fierce and independent, the people of the Principalities can be as wild, beautiful, and brutal as the environment around them.

The islands are divided among the dozens of princes who rule the Principalities, and everyone who lives and works on the ships or at the docks pledges fealty to one of these princes. One prince may be a dictatorial taskmaster, another might be thoughtful and good-natured, but all have a ruthlessness that allows them to command hard men and women from the common races—as well as the stray goblinoid or monster that finds its way to the sea. To the people of the Principalities, life on the mainland is soft; the sea tests them and allows the strong and brave not only to survive, but to thrive.

Government and Politics

ECG

The laws of the Lhazaar isles vary from principality to principality, and are uniformly lax. The Principalities are a good place to disappear, since its folk ask few questions and answer even fewer.

Understanding the internal politics between the princes and their territories is important. Although movement and trade between the various principalities are unrestricted, the princes’ ongoing rivalries and feuds have a profound influence on business dealings and relationships. Say the wrong thing in the wrong harbor tavern, and you might find yourself having to swim for friendlier waters.

Beneath the sea princes, other lesser nobles claim titles such as sea baron, pirate lord, merchant king, admiral, and duke. On the isles and in the seas around them, authority depends entirely on the troops and ships at a noble’s immediate disposal. A merchant king might have no land holdings, no support from any nation, and no lineage to speak of, but if he has a fleet of warships crewed with able sailors, then he rules the seas around him—at least until a bigger, faster fleet sails over the horizon.

ECS

The rule of the princes over the Principalities goes back more than two thousand years. These are not hereditary positions as the kingships enjoyed by the royalty of the Five Nations, though some bloodlines produce more leaders than others. Instead, rulership of each principality goes to the strongest, the toughest, and the most accomplished sailor or pirate or merchant lord in the pack. Determining the next prince (a term applied to both male and female rulers in the Principalities) can sometimes be a violent, bloody affair. In general, the captain with the largest fleet, the most powerful sailing vessel, or the greatest popular support takes the banner of prince for his or her Principality, but tests of skill, of battle, or even of wits have been used to select leaders among the islands of Lhazaar.

The most often used title among the rulers of the Principalities is prince. Other rulers give themselves titles such as sea baron, pirate lord, merchant king, captain, admiral, or duke. Such titles all depend on the traditions of the particular principality and the wishes of the current ruler. While a piece of land, which usually includes a dock or seaport and a small village, accompanies each ruler’s title, the true wealth and power behind the captain’s chair remains the ruler’s flagship and the size of his or her fleet. A prince can hold acres of land, but without a powerful flagship and a fleet of support vessels to sail the sea, he or she has no real power in the Principalities.

Each principality maintains a number of lesser leadership roles that usually remain filled by the same people despite how often the prince’s crown changes hands. These administrators, navigators, shipwrights, and other positions necessary to the continued existence of the principality often attract and keep those best suited to the jobs assigned them. Occasionally a prince comes along who refuses to honor an existing rank or position and wants to place his or her own minions in power, but this is the exception and not the rule.