The Vale of the Inner Sun is loosely connected to Eberron. The passages that link it to the surface world shift on a regular basis, due to both tectonic activity and mystical forces. A rift that once led from the vale to a jungle in Aerenal now touches the King’s Forest in Breland. Another passage fluctuates between the Mror Holds and the Shadow Marches, though the exact location within these places is never the same.
Over the years, a number of groups have settled in the vale. Communities have formed around shared beliefs. Conflict has sprung up at times, but generally speaking, the people of the vale leave one another alone. Two of the largest communities are described here.
Shae Taral
This gleaming tower near the heart of the vale was founded by a deathless elf named Saerdun Taral. A brilliant wizard, Taral spent his life studying the mystical properties of Khyber, Eberron, and Siberys. As a member of the Undying Court, Saerdun became obsessed with the idea that Eberron was wounded in her battle with Khyber and is slowly dying. He drifted from the core of the court, creating his own cult of the Dragon Below from among the living members of his line and other elves drawn to his beliefs.
Saerdun is unquestionably mad, and his fellow councilors dismiss many of his most outrageous claims as exaggerations. He did, however, predict the Mourning decades before it came to pass, and he insists that the cataclysm was just the beginning of a wave of destruction. Is he correct? In his insanity, has he seen a true glimpse of the Prophecy? Taral is convinced that safety lies only in the bosom of Khyber and that transformation into an aberrant is a small price to pay for that security.
Shae Taral is formed from crystal columns that catch and refract the light of the Inner Sun. It has about a thousand inhabitants, which spend their days contemplating mysteries of the arcane and divine and singing hymns to Khyber. Strange as their ways are, the people of Shae Taral have amassed a great deal of information about the Mourning, including its effects, manifestations, and ways to potentially survive its hazards or reverse its effects on living creatures. The elves are convinced that Eberron is doomed, but perhaps a more rational sage could use their research and take it in a different direction. At the least, if a second Mourning is coming, the library of Shae Taral could reveal when and where it will occur.
The people of Shae Taral aren’t automatically hostile to outsiders, but they are suspicious; many believe that folk from the surface carry the taint of the Mourning. However, a skilled diplomat could win passage into the Citadel of the Sun and possibly even gain an audience with Taral.
The Jaggeds
In the precise center of the Vale of the Inner Sun, a ring of enormous obsidian monoliths surrounds and looms over a crimson river. These spires, curved like vast claws or teeth, are known as the Jaggeds. The mutated orcs, humans, half-orcs, and dwarves that live in the caves along the Jaggeds were born in the Mror Holds and the Shadow Marches, but few of them have any real memories of their former lives. They are locked in what they consider a sacred battle, a test put to them by Khyber to harden them for a great conflict that is yet to come. The occupants of each jagged spire fight against the others, but the battle is a carefully organized ritual; enemies that fall are spared, and some of the warriors have been fighting these daily battles for hundreds of years.
The people of the Jaggeds are ambivalent toward the elves of Shae Taral, but most will greet other strangers with homicidal fury, convinced that the intruders are the vanguard of the force they have been preparing to fight. Bands of raiders from the Jaggeds often roam the vale, looking for challenges and hunting the most dangerous beasts of the region.
Transient Villages
Shae Taral and the Jaggeds are permanent enclaves, but new communities rise as outsiders are drawn to the Inner Sun. Often these are people from the surface, cults of a few dozen members following a vision. However, other creatures feel the draw of the Inner Sun, and grimlocks, dolgrims, derro, and other denizens of the darkness often make their way into the vale. Such visitors usually don’t play well with others, and between the dangers of the region and conflict with villagers, they generally don’t last long