1. Organizations

Government of Adar

Government

Adar is a nation concerned with survival. At one time, Adarans could get along without working together, but that all changed when the Inspired began their siege. The sacrifice of Taratai threw the invading forces back and left the Shroud that protects Adar to this day. Still, Adarans know that internal strife is the surest means to their destruction.

Adar's high passes (and the hidden fortresses guarding them) shelter it from direct assault. Water, a border with Syrkarn, and the largest concentration of defenders in Adar all help to protect Kasshta Keep. The Riedran war machine has yet to find a way to alter the frequent storms that howl out of the mountains. Similar storms occur daily over the waters around Adar, and mighty beasts prowl the seas, as if nature conspires to keep Adar secure. The quori who inhabit the Inspired actually fear the spirit-binding magic employed by Adar's Keepers of the Word. Immortality is no defense against such sorcery.

These truths said, if the Inspired acquired enough intelligence to locate the fortresses in Adar and a way to breach the Shroud, they could strike quickly and take out Adar's major defenses. As it stands, Riedran patrols and feints on the borders cause many Adaran deaths and many more Riedran casualties. Adarans, especially those living on the borders, are accustomed to loss.

Who Rules Adar

No one authority rules Adar. Excluding elders among the mountainfolk, the major points of power in the land are the eight monastery fortresses that guard passes and weak points in Adar's redoubtable terrain. Each of these citadels is a center of power for a specific set of monks and kalashtar. Two factors do keep Adar unified, however. First is the kalashtar; second is the threat of the Inspired.

The aforementioned rule by elders is prevalent in Adaran society. The wisest and eldest lead. Wisdom supersedes age, so many "elders" are not old at all, but often the wisest folk are the oldest. Each elder represents a section of a settlement's population, and that group trusts the elder to look out for them. These elders make decisions for a settlement as a group. The most respected elder, a male or female who has the confidence of all local elders, heads a local council. Such a person is a leader among equals, not a chieftain. Little dishonesty occurs in this system—those who are incompetent or corrupt are quickly replaced. For the most part, merit determines power in Adar.

Among Adarans, the Speaker of the Word in Kasshta Keep is a respected figure. The Speaker position has existed far longer than the kalashtar have been in Adar—even they revere the wisdom of the Speaker of the Word. Although the Speaker holds no actual authority, words from this person can move the citizens of Adar to action and sway the minds of masters in other monasteries. Throughout the ages, Speakers have been reputed to be dispassionate and invariably long-sighted. Speakers often suggest their successors, but the Keepers' Council of the Wise makes the final choice. Adarans often speak of former Speakers as if they were highly regarded ancestors. 

Speaker Details Date YK Date AT
Chanaakar human male 959 1761
Geetru human female (Geet's daughter) 856 1658
Geet humane male 777 1579
Noovakhad kalashtar male 563 1365
Biiptanu human female 499 1301

Foreign Relations

Adarans are insular to the point of xenophobia, and not without reason. Of other lands Adarans know little, and they're not inclined to trust.

Riedra

Dogs led by wolves—that's how Adarans define Riedrans. Riedra is the kennel. To an Adaran, a typical Riedran is like an unswervingly loyal hound, good for working but too quick to trust the master. Most Adarans, especially those who follow the Path of Light, view common Riedrans with pity. Can the hound help that the master is wicked? Does the master's corruption make the hound evil? It is with sorrow at times that the defenders of Adar strike down Riedran soldiers, but Adar's warriors can't afford mercy. All Adarans pray for the undoing of the Inspired, no matter what that means for the common folk of Riedra.

Syrkarn

Adarans spend little thought on their neighbors to the east. The ogres, yuan-ti, and other creatures of Syrkarn rarely attempt to venture into Adar, and those that manage to breach Adar's borders rarely last long. If it weren't for the Riedran fortresses on the Syrk coast near Kasshta Keep, Adarans might forget about Syrkarn altogether.

Tashana Tundra

Many Adarans don't know the tundra exists. Those who do pay it little mind; it's far away and mostly empty. Unfortunately for these Adarans, they're wrong. Potential allies live in the tundra in the form of the Akiak dwarves.

Other Nations

Adar's chief export to Khorvaire is the kalashtar. Over recent centuries, humans from Adar have also made their way to Khorvaire. Monks of Tashalatora have set up schools as far away as Breland, and many in the Five Nations fail to understand that the martial arts of the Tashalatora are actually foreign. Adar has no embassy in any nation, however. Further, Adarans who immigrated to Khorvaire long ago are largely integrated into their respective nations. Those who arrived in Khorvaire as recently as three centuries ago, however, still have their own communities within larger settlements such as Sharn. Most such communities include a large number of kalashtar. Since Adarans are quiet, clean, and industrious, most citizens of foreign nations barely notice them.

All characters that are members of this organization.