In the midst of the Last War, an army of warrior elves seized this region from Cyre, invoking a claim to the land from long before humanity’s arrival on the continent. The elves of Valenar are utterly devoted to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic with stealth and swordplay. Cyre employed the Valenar as mercenaries and was entirely unprepared for betrayal. When Cyre was destroyed in the Mourning, no one wanted to challenge the Valenar; in the interests of peace, this elf kingdom was recognized by the Treaty of Thronehold.

The elves are already pushing the limits of the treaty. The Valenar constantly search for worthy challenges. While some venture into the Mournland or the untamed jungles of Q’barra, Valenar warbands have launched raids into Darguun and even Karrnath. While High King Shaeras Vadallia has promised to rein in his warriors, some believe that the elves will continue this provocation... that their main interest is conflict with a worthy foe, and that they want Darguun or Karrnath to declare war.

Valenar is a feudal kingdom. The elves are warrior princes, but they spend little time at rest. They operate in small units called warbands, and those that aren’t patrolling the kingdom are abroad seeking adventure. Most of the civic administration is handled by half-elves. Some of these are the children of Valenar elves, but most are immigrants who’ve come from the Five Nations in search of opportunity. Below this are the natives. Once vassals of Cyre, now they’re vassals of Valenar. Some hated the Cyrans and welcome the elves. Others despise their new leaders and are plotting against them. But life hasn’t changed much for the commoners, and most don’t actually care who wears the crown.


Interesting Things About Valenar

  • The dragonmarked House Lyrandar helped the Valenar elves build the infrastructure of their kingdom. The half-elves have no homeland, but House Lyrandar hopes to make Valenar a haven for its people.
  • The ancestors of the elves fought goblins for control of this region many thousands of years ago. Relics of that struggle are still scattered across Valenar and the Blade Desert: ruins, haunted fortresses, and battlefields that have slipped out of alignment with time.
  • Valenar warbands include druids and rangers, and druidic magic bolsters the military arsenal of the elves. Walls of thorns surround elven fortresses, and beasts fight alongside the elves. Valenar horses are known for being as fearless and stubborn as the elves who ride them.

Valenar Characters

When creating a Valenar character or NPC, consider the following:

Martial Role. Valenar was forged in war. As an elf, consider your role in a warband. Are you a simple soldier, an acolyte devoted to the elven ancestors, or a sage familiar with your Valenar history? As a half-elf, you might be an entertainer, a sailor, or a guild artisan working to support the elf army, or you might be a charlatan seeking opportunities. As a human from Valenar, you could be an urchin born in Taer Valaestas, or a folk hero fighting for the common people.

Dreams. Have you left Valenar behind, or are your aspirations tied to the new kingdom? As a half-elf with Valenar blood, do you want to be recognized as a true Valenar—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?

Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their steeds, but a wide range of Valenar beasts bond with non-elves. As a starting character, you might not have established a connection to a Valenar beast. If you return to Valenar later in your adventuring career, perhaps you will find your bondmate.

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History

Eberron Campaign Guide

The only elven nation in Khorvaire, Valenar was born in the heat of the Last War. High King Vadallia came from the elves’ home continent of Aerenal as the leader of a host of elf mercenaries. Although humans and half-elves still reside in Valenar, most of these folk are former subjects of Cyre who now give fealty to foreign rulers.

During the Last War, the leaders of Cyre bought the allegiance of the Valaes Tairn—the largest faction of the Tairnadal, the elven warclans of northern Aerenal. Establishing their war camps at the southern tip of Cyre, the elves quickly became the most devastating component of Cyre’s cavalry and commando forces.

Led by Vadallia, the elves targeted halfling war bands, hobgoblin mercenaries, and the forces of Breland and Karrnath. Though Cyre’s enemies tried to buy the elves’ services, the Valaes Tairn stayed unfailingly loyal to Cyre for over thirty years. It was thus a shock when elves turned on their Cyran paymasters and seized the lands they had defended for decades. Shaeras Vadallia proclaimed himself high king of the new nation of Valenar, using an ancient elven claim to the land to justify his actions.

Tracing their roots to the island nation of Aerenal, the Tairnadal elves of Valenar are a militaristic offshoot of the dominant Aereni culture. These warriors revere the heroes of the elves’ ancient struggle to free themselves from slavery on Xen’drik, and honor their ancestors by emulating their deeds.

Young elves sometimes leave Valenar to further their military experience abroad in Khorvaire, hiring themselves out as mercenaries or joining adventuring bands. In the aftermath of the Last War, the Valaes Tairn remains the deadliest cavalry and commando force in Khorvaire. Though their betrayal of Cyre earned the elves a measure of distrust, individual Valenar war bands are often hired by other nations for specialized assignments.

Though it has a high king, Valenar is less a nation than a league of individual warclans. As proof of their title in Valenar, the members of the Valaes Tairn speak of an ancestral connection to this land, and of an elven dominion in southern Khorvaire contemporary with the goblin Empire of Dhakaan.

More than forty of Aerenal’s warclans are repre sented in Valenar. However, most of the elf noncombatants remain on Aerenal, making Valenar more of a military staging ground than a country. Although High King Vadallia rewards bravery with title and territory, few elves take up the life of landed nobility. The pursuit of battle is the Valenar elves’ only focus, and they are happy to leave their lands in the care of the humans and half-elves who work it.

For their part, the peasants and farm folk of Valenar live their lives as they have for centuries, noting few differences between Cyran rule and the new elf regime. If anything, life under the Valaes Tairn is easier. The elves tax less harshly than Cyre once did, since the self-sufficient warclans have little need for material wealth or tribute. As such, Valenar’s nonelf population is largely left in a state of benign neglect.

Over the last few decades, House Lyrandar has formed an alliance with the elves of Valenar. Lyrandar half-elves have taken on many administrative positions within the nation, and some claim that Lyrandar is creating a half-elf homeland under Vadallia’s nose.

At the height of the Dhakaani Empire, the elves of Aerenal founded settlements on the plains north of Ravar Orioth—sites that coexisted and traded peacefully with the goblins for nearly a century. Eventually, the goblins came to distrust and fear the militaristic elves. The war between the Valaes Tairn and the Dhakaani goblins was hard-fought, with the skill of the elves offset by the numerical superiority of the goblins. In the end, a draconic attack on Aerenal itself forced the leaders of the Valaes Tairn to sue for peace and abandon their holdings in Khorvaire in order to focus their efforts on defending Aerenal.

When Vadallia led his warriors to Khorvaire to fight under the flag of Cyre, it was for the glory of war. The Tairnadal elves devoted their lives to martial training, but war games were no match for a chance to engage in true battle. War in Khorvaire promised the elves a chance to win glory in their ancestors’ names, even as entering the fight on the side of beleaguered Cyre provided a fine opportunity to hone the skirmisher tactics they had perfected over generations.

For five decades, the elves fought for Cyre and found the glory they sought. But as the struggle settled into a routine, the challenges faded. Some say the Queen of Cyre insulted Vadallia, but most believe that it was the desire for glory that drove the war leader to turn on Cyre and annex the lands he once defended. In the wake of this betrayal, the elves of Valenar sold their services to every nation, though few would employ them in large numbers. Today they continue to launch raids into neighboring nations, and it is certain that they hunger for new opportunities for glory.

Eberron Campaign Setting

Ten thousand years ago, the elves of Aerenal established a settlement on the southern shore of Khorvaire. Initially, the hobgoblin emperor was pleased to have a center for trade with the elves, but over the course of the next century this relationship soured and turned to war. The elves could not match the numbers of the goblinoids and were driven back to Aerenal. War between the empires continued sporadically over the next few centuries. Ultimately, both hobgoblin and elf agreed to respect the current borders—the elves would hold their island-continent, and the hobgoblins would continue to dominate the mainland.

Millennia passed, and the hobgoblin Empire of Dhakaan crumbled to dust. By the time of King Jarot of Galifar, the land once contested by hobgoblins and elves was part of the realm of Cyre. Much of the region was sparsely populated, with the occasional human village, migrating halfling tribe, and a handful of hobgoblin clans hiding in the shadows. When the Last War began, Cyre came under attack from all sides and quickly sought allies. While the Undying Court of Aerenal had no interest in returning to Khorvaire, the Cyrans drew the interest of the Valaes Tairn. These militant elves had long sought an opportunity to test their blades in epic battle, and they were only too willing to enter the fray.

For decades the elves fought on the side of Cyre, battling Talenta warbands, hobgoblin mercenaries, and the forces of Breland and Karrnath. They fought for the love of battle and gold, not loyalty to Cyre. Then, in 956 YK, the elves took action that surprised the Cyrans and the other Five Nations. War Leader Shaeras Vadallia proclaimed that his people had ties to the land from a time before human feet touched the soil of Khorvaire, and that his soldiers had restored those ties with spilled blood. Vadallia declared himself high king of the new nation of Valenar, and his warriors have been fortifying their position and slowly expanding their borders ever since.

The Valenar elves have no interest in peace, but they participated in the talks at Thronehold to gauge the measure of their enemies and to gain acceptance in the human courts. Today, Valenar warbands continue to clash with Karrnathi forces, and raids into the Talenta Plains and Q’barra occur on a regular basis. Now that the Last War has come to an end, it remains to be seen whether the Treaty of Thronehold can end this elven aggression.

Industry

Eberron Campaign Setting

The Valenar elves demonstrate an uncanny knack for the art of war and the breeding of horses. The bloodline of Valenar horses can be traced all the way back to the warhorses of ancient Xen’drik, and the creatures have no equal among the native horses of Khorvaire. The weaponsmiths of Valenar create masterwork bows and fine densewood weapons. Beyond this, Valenar primarily exports the service of its warriors, brokered through Unknown. Few people trust the Valenar elves or are comfortable hiring them in large numbers. Valenar elves, however, are the most talented cavalry troops in Khorvaire, and small units are often hired for specific tasks.

National Character

Dragonshard

The Valenar are a martial culture. Members of a warband are always searching for glory. To the Valenar, war is an art and a game. The heroes of Xen'drik relied on guerilla tactics in which stealth and skill were more important than raw strength. When fighting a weak foe, the Valenar may engage in straightforward battle to eliminate the enemy quickly before moving on to more challenging enemies. When dealing with a challenging opponent, however, the elves take their time, stalking, weakening the enemy, and enjoying the game. This is true on all levels, including society, which is why wars among the elves can last centuries. With their long lifespans, the elves do not see history in the same way as humans, and they rarely feel a sense of urgency.

The predatory nature of the Valenar is reflected in all aspects of life. Whether a Valenar elf is engaged in a philosophical debate, bargaining with a merchant, or searching for an ancient treasure, the elf always views the situation from the standpoint of hunter and prey.

Valenar are organized into warclans and warbands. These are military units that also incorporate strong emotional bonds. A Valenar puts his patron ancestor above all things, followed by members of his warband, and only then by members of his blood family.

Valenar typically wear loose, silk clothing and light armor decorated with elaborate engraving and embroidery. One unusual tradition is the use of red or brown patterns mimicking blood spatters or stains so that the gore of battle will blend with the elf's clothing. A common accoutrement is the zaelta -- "spirit mask." This veil is practical in the harsh environment of the Blade Desert, but it also helps the wearer submerge his identity within that of his ancestor. A Valenar warrior usually wears the sigil of his ancestor on his helmet or as a brooch; thus, those looking at the elf see his ancestor, not the mortal warrior.

Player's Guide to Eberron (A Legacy of War)

The culture of the Valaes Tairn is based around the heroes of Xen’drik— the champions who fought back against an empire of giants and freed the elves. When a child is born among the Valaes Tairn, the priests of the Valenar—the Keepers of the Past—read the signs to determine the patron ancestor that will guide him through life. It is each child’s duty to honor and emulate his patron ancestor, even as he strives to bring glory to his family. Many elves can share the same patron ancestor, leading to competition among them as each strives to be the perfect embodiment of his or her patron. Most of these patrons are mighty warriors, but a Valenar might just as easily follow the path of a weaponsmith, a siege engineer, or a war wizard. There are even elves whose patron ancestors are civil engineers or laborers, and while they are rarely the subject of song or story, they play a significant role in Valenar society.

The Valenar tradition of war is one of speed and stealth. Most Valenar soldiers are rangers—deadly stalkers who can live off the land, and who have an almost mystical connection to their remarkable horses (usually their animal companions). Some Valenar supplement these skills with levels in wizard or fighter. The Keepers of the Past can be clerics or bards, and a Valenar bard following this faith can take spirit steed as a 4th-level spell. A cleric of the Keepers of the Past can choose from the Destruction, Protection, and War domains. As a pantheon, the Spirits of the Past are neutral in alignment, and their favored weapon is the double scimitar.

While they are best known for their cavalry, the Valenar take great pride in their skill with the weapons of their people. A Valenar elf receives the Martial Weapon Proficiency feats for the shortbow (including composite shortbow), scimitar, and Valenar double scimitar. This replaces the elf weapon proficiency racial trait described in the Player’s Handbook.

Eberron Campaign Guide

The Last War is over, but the elves of Valenar show no signs of giving up the lust for battle that brought them to Khorvaire. Elf war bands routinely raid into the neighboring territories of the Talenta Plains and Q’barra, and range far enough north across the Plains to strike at Karrnath.

Valenar’s government is tightly organized around the military structure of the Valaes Tairn. The warclans account for the entire elf population of Valenar. The nonelves who make up the farming and crafting classes have little standing, but they enjoy more freedom than they did as subjects of Cyre. In recent decades an alliance with House Lyrandar has drawn many half-elves to the Valenar, and most civic administration falls to this half-elf middle class.

The elves’ disinterest in their subjects makes the borders of Valenar relatively easy to breach, provided that the intruders are willing to wear a humble disguise. A party whose members pose as common laborers can gain easy access to most parts of the country, while travelers who display a warlike demeanor can expect to be challenged on a regular basis.

Members of the Valaes Tairn dedicate their lives to valor and martial skill. They are warriors with a long and proud tradition, and they make a strong distinction between honorable combat and meaningless brawling. If a foe or a situation is deemed unworthy, a Valenar elf is more likely to walk away than to engage in a fight beneath his dignity.

The end of the Last War has seen many Valenar elves granted leave from their warclans to put their skills to use in the wider world. Such elves become mercenaries or join adventuring bands, seeking out danger by which their bravery might be tested.

Valenar is a young nation, and the elves have little interest in pursuing official relationships with Khorvaire’s other powers. Elven raids into the Talenta Plains, Q’barra, and Karrnath put Valenar on poor terms with its closest neighbors, and most dragonmarked houses have only a limited presence in Taer Valaestas. House Vadalis operatives are banned from Valenar on pain of death because of the house’s incessant efforts to obtain elven warhorses and breeding stock, and the spies of Thuranni and Phiarlan are universally shunned by the Valaes Tairn. However, the half-elves of House Lyrandar wield significant influence in the court of Vadallia, and they have been granted extensive territories within Valenar.

All Valenar elves are part of active military units, whether in service to the high king or undertaking the border skirmishes of individual warclans. Any elf not fit and willing for battle is repatriated to Aerenal. Valenar raids against neighboring territories are typically quick strikes and sorties that make the most effective use of the elves’ advanced cavalry skirmish tactics. The elves make token raids for supplies or trade goods, but their primary goal is glory in the defeat of an equal or superior foe.

Each of the forty-five warclans of the Valaes Tairn is obligated to take a turn serving High King Vadallia as part of the Host of Valenar. The host consists of twenty warclans—ten tasked with maintaining order throughout the realm, and ten engaged in military operations as directed by the crown. A warclan serves on the Host of Valenar for ten years before being released to conduct independent operations and raids, though warclans can be recalled to assist and support the Host of Valenar by the high king.

Valenar is a land built on preparations for war, and even after the peace of Thronehold, the nation of the Valaes Tairn resembles a military staging ground more than a country. Permanent elven settlements are few in number and uniformly fortified, both along Valenar’s northern borders and deep into the safer lands of the south.

The warclans of Valenar have only one goal—glory in combat. And while the Valaes Tairn’s border raids are seen as little more than posturing by disaffected troops, it has been suggested that High King Vadallia has an ulterior motive. Valenar’s raids are carried out by independent warclans, never by the Host of Valenar. However, Vadallia makes no real effort to stop the incursions, and many believe that with the Last War ended, the Valaes Tairn are attempting to goad Valenar’s neighbors (particularly Karrnath) into a full-blown military response. If war does erupt again in southern Khorvaire, the elves are well prepared for a long and glorious campaign.

Valenar in Battle

Dragonshard

The Valenar are peerless warriors. Sword for sword, they have no equals in Eberron. Their low population is the greatest factor holding them in check. This skill is represented by the use of PC classes and high character levels. Most veteran Valenar soldiers are rangers of 4th to 6th level. With this level of skill, even a band of eight to twelve elves can pose a significant threat.

Valenar soldiers prefer light armor and rely on speed and skill as opposed to pure force. The Valenar are renowned for their cavalry; most soldiers possess a deep bond with their mounts. Common feats include Combat Expertise, Dodge, Mounted Combat, and all of the feats that build on these foundations.

While they are best known for their cavalry, the Valenar take great pride in skill with the scimitar and double scimitar -- so much so that all Valenar receive their racial Weapon Proficiency bonus in scimitar rather than longsword. Foremost among their swordsmen is an order of blade specialists known as the Jaeldira, "blade dancers." These are monks who often advance using the dervish prestige class presented in The Complete Warrior. Jaeldira monks may take Double Steel Strike as their bonus feat at 2nd or 6th level, applying this feat to the double scimitar instead of the double-bladed sword.

Magic also plays an important role among the armies of the Valenar. The ancient elves took the secrets of magic from their giant masters, and many of the heroes of old were wizards. Most Valenar warbands include at least one evoker or conjurer. Valenar of other classes often take a level or two of wizard. Many Valenar rangers prefer mage armor to leather or steel, and mount is an invaluable aid to a cavalry master whose steed falls in battle (this spell is seen as calling on the spirit of a Valenar warhorse, even though the abilities of the shadowy steed are far more limited). Most Valenar wizards have birds as familiars because these creatures are so useful for scouting fields of battle.

PGtE (Revenant Blade)

Playing a Revenant Blade

You are one of the deadliest warriors of a military culture. Your blade is the focus of your life, and from the moment you could walk you were taught the arts of stealth. You are cool, wary, always watching for the next threat—in part because of your militant training, in part because you feel most truly alive in battle.

Beyond this general attitude, your personality is shaped by that of your ancestor, whom you idolize and seek to emulate in all the ways you can. Since you are a revenant blade, your ancestor must have been a master swordsman and deadly stalker. But what was he like? Was he a grim killer who rarely spoke and only smiled when hunting a foe? A tortured poet whose skill at bloodshed was matched only by his hatred of violence? A former slave, a warrior princess, a romantic explorer? Determine the nature of your ancestor, and as you rise in level consider ways you can mimic him. Dress, speech, mannerisms, hobbies—as time goes by, you slowly become your ancestor, so look for ways to represent this.

The host of the Valaes Tairn is an army, organized into warclans and warbands. The revenant order stretches across the bounds of clan and bands. Your status is indicated by the zaelshin that you wear—a special brooch that indicates the identity of your ancestor and your role as a revenant. At the moment the revenants are a loose society, always searching for glory and awaiting the word of the High King.

Combat: Your ancestors fought an empire of immeasurable power. You have inherited the skills of your patron, but also his wisdom—and the knowledge that stealth and cunning are just as important as strength and steel. Take your time in battle. Stalk your enemy and learn his weaknesses. When you strike, do so on your terms.

As a revenant blade, your greatest strength is your versatility. Ancestral guidance allows you to adapt your tactics to suit the needs of the day. This versatility helps you most if you have extensive knowledge of your foes before you enter combat. Try to evaluate your enemy and the skills of your opponent long before you ever close in combat, and adapt your strategy to exploit these strengths and weaknesses.

Advancement: All Tairnadal elves are assigned a patron ancestor at the moment of birth, and all seek to honor this ancestor. Those with the potential to become revenants feel a closer bond than most. From childhood, your patron ancestor was more than just a name in song and story. You’ve had visions of the battles that she fought, seen the lost wonders of Xen’drik and smelt the burning flesh of giants. Sometimes you have found yourself spontaneously quoting your patron, astonishing your elders by repeating ancient speeches you’ve never read before.

The Keepers of the Past watch those who show such promise. As you adventure, you grow closer to your ancestor. When the moment strikes and you are ready to touch the spirits of legend, you must make your way to one of the great fortresses of the Tairnadal—Taer Valaestas in Valenar or Taer Senadal in Aerenal. There the elder revenants guide you down the path, teaching you to submerge your thoughts in the memories of the past, and to let the spirit of your patron guide your hands.

Once you have been set upon the path, it is up to you to find your way closer to your ancestor. Consider his personality and choose your skills and feats accordingly. If he was renowned as a hunter, seek the deadliest game you can find. If he was a soldier first and foremost, find your way to the battlefield!

Resources: The revenant order provides few resources for members. You have your blade and ancestral guidance: You should be out bringing glory to your ancestor’s name, not begging for scraps! However, the orders do have a few relics of the ancestors—zaelshin tu and similar items—and if you bring honor to your ancestor and warclan or perform a great service to the Valaes Tairn, you might be given one of these items.

The greatest treasures of the revenants are the actual swords of the ancestors. These mighty artifacts were all lost in Xen’drik. Finding your patron ancestor’s double scimitar—or recovering it from looters or grave-robbers—is a worthy quest for a revenant blade.

Revenant Blades in the World

“The revenants are the treasures of our past and the shapers of the future.” —Ilaen Coeliras, Keeper of the Past

The elf heroes of Xen’drik are the stuff of legends, possibly the most deadly warriors of history. In the revenants of Valenar, these fearsome soldiers live again. It took the destruction of Xen’drik to defeat these elf heroes in the past: What impact will the revenant warriors have on this current age? Daily Life: A revenant blade is called to become a hero—to glorify her ancestors and bring honor to their names through her own deeds of bravery. Revenant blades are never sedentary. Anyone who walks the path of the revenant either fights on the front lines of battle or wanders the world seeking an opportunity to prove her worth—and her ancestor’s. Revenants lead raids out from Valenar into the Talenta Plains, Q’barra, and the Mournland, even up into Karrnath. Others make their way to Xen’drik, to fight the descendants of the ancient giants or unearth some lost ancestral artifact. Every day brings a new opportunity for glory and honor.

Notables: Taerdra Jennaris (N female elf ranger 7/revenant blade 5) is one of the most respected revenants in Valenar today. She is the chief of a large and powerful warclan that frequently raids into Q’barra at her command. Some suspect Taerdra of resistance to the rule of High King Vadallia, and this situation is expected to come to a head within the next year, when her clan is due to be called up for service to the High King.

Jumall Threnell (CG male elf ranger 5/wizard 3/revenant blade 3) leads a small band of revenants in exploring Xen’drik. Jumall is particularly well known in Stormreach, although his reputation there is mixed: All acknowledge his band’s heroic deeds, but Jumall himself has stirred up trouble with hill giants who were visiting the city peacefully or even working as part of the city watch.

Haverra Phasha (CE female elf ranger 3/fighter 5/revenant blade 3) has brought a measure of disgrace to the revenant blades’ nascent organization by making an attempt on High King Vadallia’s life. She escaped the angry High King and his bodyguards, which certainly helped her notoriety, but people seem to blame the revenant blades as a whole for the actions of this renegade. Other revenant blades have sworn to bring Haverra to justice, but she remains a fugitive, supposedly lurking inside the Mournland.

Organization: The revenant order is a evolving fraternity. The art of revenant channeling is a recent development among the elves. Some believe that this is a result of the millennia of devotion of the Tairnadal, and that the spirits are gaining strength from this reverence. Others say that it is destiny—that this is the age of the elves, and that the heroes are returning to lead the Valenar to glory.

The Keepers of the Past train new revenants and help them find the way onto the path. As part of this training, a revenant must swear an oath of loyalty to Valenar and the High King, promising to answer any call that comes from the Dark wood Crown. As such, the revenants are an elite unit waiting to be called together. As a revenant, you could receive this call at any time—a summons to return to Taer Valaestas, or a call to a distant battle.

At the moment the revenants receive their orders from the High King. But some wonder if the revenants actually represent a threat to Vadallia, particularly in light of the recent attempt on the High King’s life. As the revenants regain the memories and skills of the great heroes of the past, will they be content to follow the king? What if the ancestors have old feuds never recorded in legend—or ambitions to rule empires of their own?

NPC Reactions

The revenants channel the greatest heroes of the elves, and Valenar or Tairnadal warriors have a friendly attitude toward revenants. Typically, the other inhabitants of Khorvaire don’t have the knowledge required to recognize a revenant. The key feature that identifies a revenant is the zaelshin amulet, and humans rarely understand the meaning of the brooch. However, the Darguuls have come to despise these Valenar warriors, and goblinoids from Darguun typically have an unfriendly attitude toward revenants.

There is also the chance that a revenant will encounter an elf—revenant or not—whose patron ancestor holds a deadly grudge against the patron of the revenant. This could result in a direct challenge or a more subtle form of attack, and at the least an unfriendly reaction.

Revenant Blades in the Game

Valenar is an aggressive, expansionist nation, and Valenar warbands constantly raid neighboring regions. A revenant blade can be found as the leader of a warband, inspiring his soldiers with his bond to the past. Adventurers exploring Xen’drik might encounter a warband entirely formed of revenant blades, an elite force sent to reclaim lost relics of the elf age of glory. Of course, the Valenar still sell their services as mercenaries—the Aurum (see page 146) could hire a revenant blade to stalk a troublesome group of adventurers.

In an adventuring party, a revenant blade provides a DM with two paths to explore. The character’s ancient visions could draw the party to Xen’drik, searching for ancient relics or forgotten secrets of the elf-giant war. Alternatively, the revenant and his allies could be drawn into the evolving politics of Valenar: Perhaps the character’s ancestor wants her to lead the elves down a different path from the one High King Vadallia has chosen.

Adaptation: The revenant blade is merely one of the revenants found in Valenar. By adjusting the class prerequisites and the feats the character can mimic using ancestral guidance, this prestige class can be adapted to reflect other elf ancestors. Revenant bowmen gain access to archery feats, while revenant riders have access to mounted combat feats. Revenant scouts emphasize the stealthy surveillance of enemies and guerrilla tactics.

Encounters: When encountered with a warband, a revenant blade might confront her enemies in open battle. Given the choice, she prefers to stalk her foes, taking the time to carefully evaluate their strengths and weaknesses.

People

Crossing Valenar Expeditionary Dispatch

The people of the Five Nations know little of Unknown, and if you intend to travel to Unknown, you would do well to learn the history of this land. Human, elf, or Khoravar, the people of Valenar are proud folk, and their ways are quite different from those of the Five Nations. The differences between villages are remarkable; the khunan people of Ariolan still speak the Old Common tongue their ancestors carried from Sarlona, while Moonshadow is a new settlement founded by Unknown and populated entirely by the Khoravar.

Valenar is home to two sorts of people: the restless and the anchored. The warbands of the Valaes Tairn remain in constant motion, traveling along the Old Road and through the wilds. Even those who serve the Darkwood Crown as defenders of the kingdom rarely dine in the villages they protect, preferring to live off the land using their skills and cualra. But while you may not see elves in the villages of Valenar, you will certainly encounter a warband before you have spent a day in the realm. Expect to be stalked by the Tairnadal as you travel across the land. Some will act openly, while others will watch you from the shadows. Unless you actually seek battle with the Valaes Tairn, your wisest course of action is to ignore any provocation. Act with humility. Conceal what gifts you have, and pretend that you do not see their hidden scouts. Don't make the mistake of thinking yourself so mighty that the elves pose no threat to you; it was this pride that laid low the giants of Xen'drik. Your magic and mettle may be more than sufficient to overcome a warband in fair combat. But the Valaes Tairn love nothing more than to find a worthy foe, and many of their greatest warriors care nothing for honor in battle -- only victory. If you make yourself a prize, you will face ambushes and challenges from one end of Valenar to the other, and each victory will simply draw the attention of more talented elves and teach them your strengths and weaknesses. Show humility, pose no threat, and the Valaes Tairn will pass you by.

Where the restless elves hate to stand still, most of the other people of Valenar might as well be rooted to the earth. The humans of this land live in villages, hamlets, and thorps, and few of these people have ever traveled farther than ten leagues from the ground on which they were born. By and large, the only traditions the people of Shivairn have in common with the folk of Norinath are those forced upon them by the lords of Galifar –- including distrust and sometimes open hostility towards westerners. Those who venture off the Old Road will find a cold welcome in Valenar villages, along with few services for travelers; the humans of Valenar keep to themselves and expect the same of their neighbors.

Most of these anchored people of Valenar are humans and half-elves. Most humans can trace their roots back to the fallen nation of Khunan in Sarlona, and they are proud of their ties to the soil of the east; along the old road, Shivairn, Keth, and Norinath are largely human communities. The Khoravar are more recent arrivals, who have traveled east over the course of the last four decades. Some have founded new communities, such as Moonshadow. Others have settled in Jal Paeridor, Taer Valaestas, and Pylas Maradal, and it is these newcomers who maintain these cities. With that said, there are a few elves among the anchored population. The stories that reach the west paint the Tairnadal as warriors hungry for battle, and for the most part these tales are true. But where do the Valenar get their fine weapons and armor? Who raises their legendary horses?

Aftermath of the Last War

Rising

There’s a popular saying in Unknown: “The shadow of war hangs long over Valenar.” War defines Valenar culture. The Treaty of Thronehold recognized Valenar as a sovereign nation, but the elves are already pushing the limits of the treaty. Some venture into the Mournland or the untamed jungles of Q’barra, and Valenar warbands have launched raids into Darguun and Karrnath. High King Shaeras Vadallia has promised to rein in his warriors, but many believe that the elves will continue their provocation. Their main interest is conflict with a worthy foe—and they might want Darguun or Karrnath to declare war.

Because of this, the nation remains on a war footing. Villages find it challenging to produce the supplies required to maintain the elf army. Still, the Valenar are rarely cruel overlords. As long as a village can meet its quotas, the elves leave it alone, though villages that fall below expectations are more likely to receive assistance from druidic advisors than punishment.

Traveling Through Valenar

ECS

Valenar has a diverse environment, including forests, rolling steppes, fertile plains, and barren desert. The key to traveling through Valenar is not to appear to be a challenge to the Valaes Tairn. The nation is on a war footing, and young warriors are always looking for a chance to prove their skills. Warbands won’t challenge peaceful caravans within their borders, but well-armed soldiers or adventurers invite attack, especially if they present themselves with a bold and defi ant demeanor.

House Orien runs trade roads between Taer Valaestas, Pylas Maradal, and the two largest fortresses in the realm. House Lyrandar has been using the plains of Valenar as a testing ground for its airships, and Valenar serves as a nexus for this form of transportation.

PGtE

While much of Valenar is plains and steppes, the realm has a variety of more hostile environments. The Jungle of Scimitars holds many dangers for the unwary, and anyone who seeks to approach by land must cross the bitter sands of the Blade Desert. The elves themselves rarely trouble travelers, provided that there is no hint of horse-thievery and that the party presents no challenge to the realm. Adventurers who are antagonistic or overly fl amboyant draw the attention of elf warbands and glory-seeking warriors, but a group that conceals its weapons and keeps its eyes on the earth is left alone as an unworthy challenge.

Valenar is sparsely populated, with a handful of hamlets and villages scattered across the plains amid decrepit elf and goblin ruins. In the last forty years, the elves have refurbished a number of their ancient fortresses, which now provide sanctuary to the roving warbands. Travelers are never allowed into the heart of an elf fortress, but local crafters maintain temporary trade villages outside their walls, catering to the needs of strangers.

The Trappings of the Warrior

Player's Guide to Eberron

Tairnadal warriors typically wear loose silk clothing and light armor, and favor elaborate engraving and embroidery. They make use of red or brown patterns mimicking blood spatters or stains, so that the gore of battle blends with the elf’s clothing. Beyond this, two critical accoutrements define a Valenar warrior: the zaelta and the zaelshin.

The zaelshin (“spirit bond”) is an amulet that bears the seal of an elf’s patron ancestor. It is usually worn as a brooch but can be placed in a warrior’s helmet, at the center of the forehead. A zaelshin is usually formed from silver and inlaid with jet. A revenant’s zaelshin is formed of platinum and inlaid with precious stones that have a specific tie to the warrior’s patron ancestor; this piece of jewelry costs 150 gp.

The zaelta (“spirit mask”) is a veil that covers the lower face. While this item is useful in the harsh environment of the Blade Desert, it is intended to help the wearer submerge his identity within that of his ancestor. With the wearer’s face hidden, an observer views only the zaelshin, thus seeing the ancestor instead of the descendant.

Zaelshin Tu

Every Valenar warrior reveres his ancestors and carries a zaelshin amulet bearing the sigil of his patron ancestor with him at all times. With a zaelshin tu, you do more than that: You carry a physical relic of your patron ancestor—a tooth or sliver of bone brought from Xen’drik to Aerenal and encased in your zaelshin amulet.

Description: A zaelshin tu looks much like a mundane zaelshin. It is an amulet, formed of platinum and inlaid with precious stones that carry spiritual significance to the ancestor whose sigil is emblazoned on it. It can be worn as a brooch or attached to your helmet at the center of your forehead. No matter how you display the item, it takes up space on your body as an amulet, which means you can’t gain the benefit of any other amulet at the same time (or even another zaelshin tu, if you have more than one).

If you use the revenant blade’s ancestral guidance ability while wearing a zaelshin tu, the gemstones set in the amulet are briey with a dim light.

Nobility

Source

As far as the outside world can tell, the Host of Valenar seized the lands of eastern Cyre, drove out the Cyran nobility, and replaced them as feudal overlords. High King Vadallia granted the fiefs to his war leaders, so there is a Count of Moonshadow and a Duke of Pylas Maradal. However, this was largely a show for the rest of the world; the Valenar have never cared about holding land or titles, as the ancestors they emulate didn’t rule petty fiefdoms. The Valenar nobles are rarely found in their supposed domains, and it is Khoravar immigrants who make up the civil service and administer justice in their names.

There’s little logical basis for using the noble background for a character from Valenar. Being the Count of Moonshadow won’t get you the benefits of a Position of Privilege in the wider world. If you want to be a person of influence within the Host of Valenar, use the Soldier background; among the Tairnadal, Military Rank is more important than some noble’s title. If you want to be a former Cyran lord yearning to reclaim your lands, you could take the noble background with the Retainer feature (bearing in mind that Valenar was seized 42 years ago)… or almost any background and simply say that your family has claim to a title in Valenar, if your DM supports the idea.