In June, my Patreon supporters called for an article about Sarlona. The first part dealt with the role of Riedra and how to bring it into fifth edition. To conclude, I’m delving deeper in a subject that is only touched on in Secrets of Sarlona: the history and unique elements of the eight provinces of Riedra. I am posting the full article for inner circle patrons on my Patreon, but here’s the introduction and the first two provinces: Borunan and Corvagura.
The Unity of Riedra is a single political entity. It’s one nation. But it’s made up of eight provinces, and each of these provinces were once unique nations. Those nations were shaped by environmental factors, by religions, arcane discoveries, and most of all, by planar influences. While they are now unified—and while the Inspired work to discourage any strong sense of provincial nationalism in modern Riedra—understanding these fallen nations is crucial both to understanding the landscape of Riedra, the history of the Five Nations, and the secrets or wonders that adventurers might travel to Riedra to uncover. RIEDRA may be one nation, but you’ll have very different adventures in Borunan and Ohr Kaluun.
Secrets of Sarlona implies that the old kingdoms were fairly advanced—that they had wizards, sorcerers, divine champions. If so, why did these techniques not travel to Khorvaire? And in general, why don’t the Five Nations show their Sarlonan roots more strongly? We’ve said that while most followers of the Sovereign Host in the Five Nations know that their faith is “the Pyrinean Creed,” very few actually know that this means it originated in the Sarlonan nation of Pyrine. Why have these nations been forgotten?
There’s two important factors. The first is that the Sarlonan “settlers” of Khorvaire weren’t the paragons and pride of their nations. We’ve called out that Lhazaar was a pirate, and it’s no accident that her lieutenant Malleon was known as “The Reaver.” Many of those who followed Lhazaar were outlaws, renegades, or rebels of one brand or another. Later waves of colonization were largely driven by refugees. These weren’t organized efforts to preserve the culture and achievements of the old kingdoms. Equally important is the fact that they couldn’t transport many of their greatest achievements, which is another reason why there weren’t more active programs driving colonization. Because one thing Sarlona has in greater amounts than any other continent is planar influence. Manifest zones, wild zones, reality storms, and more—Sarlona is closer to the planes than Khorvaire. This creates both threats and opportunities. Depending on their traits, manifest zones and wild zones can be extremely dangerous—but as seen in Sharn, Shae Mordai, and Dreadhold, they can also enable wonders that can’t be replicated in the mundane world. Manifest zones can be a source of unusual flora, fauna, or other resources. The drug known as absentia is created using a root that grows in certain Xoriat manifest zones, while the pomow plant—the mainstay of the Riedran diet—was developed in Lamannian zones. Beyond this, the more powerful zones leak planar energies into the surrounding region. This can be tapped to produce magical effects, and can also subtly shape the personality of mortals. Creatures that live in the vicinity of a Shavarath wild zone are more likely to be aggressive—and to have an instinctive knack for developing martial skills. So the wizards of Khunan and the sorcerers of Corvagura were channeling planar magic… and when Khunan wizards fled to what’s now Valenar, they found that their magic didn’t work there. So the reason the Five Nations don’t seem to be that much more advanced than the fallen kingdoms of Sarlona is because they had to rebuild their arcane science… in the process, creating forms of magic that are more reliable and versatile. Nonetheless, it is possible that adventurers sifting through the ruins of the old kingdoms may find rituals, relics, or spells that are a match or even superior to modern techniques… though it might take the skill of an exceptional arcanist—or a player character—to adapt these techniques to the modern style! (Side note for the Arcana-proficient: the old Sarlonan style of magic—drawing on planar energies—is referred to as “Externalist” or “wielding external forces.” The most common form of arcane science employed by the Five Nations is “Siberyan,” and manipulates energies exuded by the Ring of Siberys.)
So what follows focuses on aspects not covered in Secrets of Sarlona: the impact of the planes and interesting aspects of the old cultures. But always remember that the Inspired have worked to suppress the old traditions. In particular, the Edgewalkers are an elite order tasked to protect innocents from extraplanar threats, and one of their major duties is patrolling the borders of wild zones. Many zones do contain deadly threats; but in other cases the Inspired don’t want the locals to find ways to use the zones as their ancestors did, or to be influenced by the zone.
Note that manifest zones to all planes (save Dal Quor) can be found anywhere in Riedra. What are called out in these sections are the most common and powerful planar influences in a region, and the common wild zones. But manifest zones to Thelanis can be found in any province, for example; in the novel The Gates of Night, the protagonists travel between Xen’drik and Sarlona using manifest zones tied to Thelanis.
In Borunan, you might…
- Be drawn into the schemes of oni and ogres plotting rebellion.
- Find an ancient forge where oni crafted weapons for ogre champions.
- Be forced into an extension of Shavarath, where celestials and fiends fight an endless war.
- Use a passage from Khyber to enter Riedra.
In the days of the old kingdoms, the ogres of Borunan were peerless warriors. The champions of Borunan possessed inhuman strength, martial discipline, unshakeable courage, and weapons forged in Fernian flame. Time and again, they repelled the legions of Nulakesh and the crusaders of Khalesh, and yet Borunan never sought to conquer any of its neighbors. Some might wonder why this was. Borunan is a harsh land; did the ogres never consider claiming the more fertile fields of Nulakesh? What kept their population so low that they never needed to expand?
It’s commonly known that the people of Borunan considered their neighbors to be “unworthy foes” and the common assumption was that the ogres were cruel brutes who constantly fought one another. In fact, the ogres were waging a truly divine war—fighting alongside angels in an endless struggle against devils. The center of Borunan contains a wild zone to Shavarath where a fragment of the Eternal Battleground extends directly into the material plane, and the ancient ogres devoted their might not to conquest, but to defending this keep against the forces of tyranny.
Borunan contains multiple wild zones tied to Fernia and Shavarath, along with multiple passages into Khyber. The forerunners of the ogres emerged from a demiplane within Khyber; tectonic activity destroyed this passage, leaving them stranded in this barren region of rocky desert and hills. Of the Shavaran wild zones, only the one—known to the ogres as Gul Dol, the Gate of War—is a direct passage to the Eternal Battleground. But the ogres built their fortresses in the other Shavaran zones, and over generations the influence of Shavarath helped shape them into fierce warriors. The origin of the oni is a secret long forgotten, but one possibility is this: just like the rakshasa and the overlords, the immortals of Shavarath cannot be permanently bound. But during their service in Gul Dol, the champions of Borunan found a way to bind defeated fiends to their own bodies—sort of an involuntary version of the process that created the kalashtar, trapping a fiend within a bloodline of ogres. Thus the supernatural powers of the oni may be tied to the essence of devils bound to the bloodlines. This could be why many oni are drawn toward evil; but the oni of Borunan resisted those sinister instincts, using the power of their defeated foes to fight alongside celestials.
In addition to being fierce warriors, the oni of Borunan forged their weapons in the Cauldron, a wild zone tied to Fernia. Their weapons weren’t as well-crafted as the arms and armor of the Dhakaani, but the oni spell-smiths were able to channel the energies of Shavarath and Fernia to imbue their creations with powerful magic. While most of these weapons were destroyed long ago—not to mention being designed to be wielded by ogres and oni—legendary items or even artifacts could remain in Gul Dol, the Cauldron, or other ancient ruins.
The ogres of ancient Borunan cared nothing for the Sovereigns or the Silver Flame. They were entirely devoted to the battle for Gul Dol. The angels of the Legion of Freedom battle the devils of the Legion of Tyranny for control of this massive fortress, which is broken into multiple rings and wings. The angels believe that the balance of this war reflects the balance between tyranny and freedom across the multiverse. Of course, this is only one of countless fronts in the eternal war between these forces, but the ogres embraced this idea and believed that in fighting alongside the angels they were fighting for freedom for all people.
The Fall of Borunan. Despite the might of its champions, Borunan was easily laid low by the Dreaming Dark. The humans of the surrounding regions had long feared the ogres, and it was easy for the quori to fan these flames. Within Borunan itself, the quori sowed doubts and created feuds, shattering centuries of unity. Were the oni secretly in league with devils? Was the battle for Gul Dol a pointless sacrifice? Civil strife decimated Borunan and left it vulnerable to outside attack.
Borunan Today. In the present day, the ogres of Borunan are kept from the wild zones that served as the strongholds of their ancestors, and largely kept from any form of war; they use their strength for manual labor as opposed to battle. The oni are raised to believe in a twisted form of their actual history. Riedran oni are taught that their gifts are the result of being living prisons for fiends; it is the duty of the oni to redeem the fiend within them through their own devoted service to the Inspired. Largely, this has proven successful, and the Horned Guard—an elite corps of oni soldiers—is one of the most powerful weapons in the Riedran arsenal. However, over the course of the last two decades a group of Borunan rebels has been forming a resistance movement, the Horned Shadow, that seeks to protect the ogre-kin (ogres, oni, eneko). This is still a young movement, struggling to build power while avoiding the gaze of the Thousand Eyes. It’s up to the DM to decide if the Horned Shadow is entirely heroic—a throwback to the champions of ancient Borunan, who devoted their lives to defending freedom from tyranny—or if the oni leaders are driven by fiendish impulses and have malevolent goals.
Keep in Mind. Borunan has many passages to Khyber. These could provide ways for adventurers to cross from Khorvaire into Riedra, intentionally or by accident. This could also be a vector that could bring the minions of a daelkyr into Riedra. The Edgewalkers monitor these passages, and have sealed those that can be sealed. The public is kept away from the wild zones that hold the ancient ruins of Borunan, and believe them to be the domain of foul altavars (the Riedran term for fiends). The two most powerful zones are the Cauldron (a Fernian zone in the Broken Blade Mountains and the seat of old Borunan’s oni spell-smiths) and Gul Dol. Today, the majority of the Gate of War is in the hands of the Legion of Tyranny, but the angels still hold an isolated keep. Their forces include a number of Borunan sword wraiths—the spectral vestiges of the ogrekin champions that fought and died alongside them.
The ogres of Borunan are generally more intelligent than their cousins in Droaam, with an average Intelligence of 9. It’s likely that the ancestors of the ogres and oni of Khorvaire were transported by a planar anomaly; this might explain their reduced Intelligence and the lack of any Borunan traditions. Another possibility is that the ogres of Khorvaire are a separate branch of the species—that they came from the same demiplane but emerged in Khorvaire instead of Sarlona, and were untouched by the influence of Shavarath.
In Corvagura, you might…
- Seek to sabotage the teleportation network of Durat Tal.
- Explore a mysterious magebreeding facility in a Lamannian wild zone.
- Try to save a youth who’s manifested sorcerous powers.
- Explore the tomb of a forgotten sorcerer-king.
Corvagura is a tropical region marked by deep jungles and lush fields. It has long been the most densely populated region of Sarlona, and it was one of the most powerful and influential of the old kingdoms. Corvagura includes manifest zones and wild zones tied to Lamannia, Mabar, and Thelanis. It’s the influence of Lamannia that lends unnatural fertility to the region and its inhabitants. The influences of the other planes were made manifest in two powerful lines of sorcerers. Anyone born within the sphere of influence could potentially develop sorcerous powers; Corvagura was born when leaders rallied these sorcerers into two noble houses, and used their powers to conquer the city-states in the region.
- The House of the Sun drew its power from Thelanis. Its members had the Wild Magic origin. Their magic tended towards glamour and glory, twisting the thoughts and emotions of others or striking down foes with bolts of flame. Though biologically human, members of the House of the Sun often had fey features and could be mistaken for Khoravar. The sorcerers of the House of the Sun were taught to be proud and glorious, demanding adoration from their subjects.
- The House of the Moon drew its power from Mabar. Its members had the Shadow origin, and their magic drew on darkness and inspired fear. They never animated the dead, but they could command shadows and summon specters. The sorcerers of the House of the Moon were taught to be calm and cruel, instilling terror in any who might challenge them.
While these houses were presented as families, position was based entirely on sorcerous power. Anyone who manifested such powers would be adopted into the appropriate house, while any heir who failed to show sorcerous talent by their 18th birthday was cast out. The majority of the sorcerers of Corvagura were convinced that their powers elevated them above the common people, and were infamous for their casual cruelty and tyrannical rule. But they did protect the common people from a number of deadly threats, from the colossal beasts that emerged from Lamannian wild zones to the restless dead and capricious fey unleashed by the other wild zones.
The Fall of Corvagura. The quori attacked Corvagura on three fronts. They encouraged the cruelty and narcissism of the worst of the sorcerers, pushing their subjects past the limit of what they would endure. They created a deep, paranoid rift between the houses, leading to destructive vendettas. And they encouraged the spirit of revolution among the people—culminating in the appearance of early Inspired, commoners wielding supernatural powers capable of defeating the sorcerers.
Corvagura Today. Today Corvagura is the heart of Riedra, both in terms of population and administration. It’s home to both the capital city of Durat Tal and the primary eastern port, Dar Jin, along with a number of other important bastion cities. The influence of wild zones tied to Mabar and Thelanis are largely contained by the Edgewalkers; the Shanjueed Jungle has been called out as the largest Mabaran manifest zone in Eberron, dwarfing even the Gloaming of the Eldeen Reaches. Lamannian wild zones and manifest zones have been tapped to contribute to the agricultural programs of Riedra; this includes the creation of unusual hybrids, such as the pomow plant. As the Inspired keep people out of the wild zones and work to contain their influence, plane-touched sorcerers are rarely born in Corvagura. People know what to watch for and know that such sorcerers are vessels for Altavars, responsible for chaos and bloodshed in the days before the Unity, and sorcerers identified by the Thousand Eyes will either be killed or forced into service with the Edgewalkers. However, as with other provinces, there may well be a few who have managed to conceal their powers or who managed to flee into wild zones and survive there—rebels who could assist player characters. On the other hand, some such sorcerers have internalized the teachings that these powers are the gifts of fiends, and believe that the path to greater power lies in performing vile acts; such criminals are exceedingly dangerous. It’s worth noting that while the sorcerer-princes of ancient Corvagura were human, there’s nothing stopping a Corvaguran changeling, shifter, or member of another species from developing such powers.
Keep in Mind. Corvagura is the heart of Riedra. Dar Jin is a center for trade and diplomacy. Durat Tal is the administrative center of the Unity, and it is also the hub for the network of teleportation circles that allow the Inspired to swiftly move troops and supplies across the length of their realm. Because of this, Corvagura has the largest number of hanbalani monoliths and the greatest effort made to ensure the loyalty of its people; while there could be a few rogue sorcerers, Corvagura is a difficult place to find support for any sort of rebellion.
The manifest and wild zones tied to Mabar and Thelanis provide all sorts of potential for adventures. These zones may contain ruins associated with the Houses of the Sun and Moon, along with the forgotten treasures of the sorcerer-kings. Mabar zones may yet be haunted by the specters of ancient tyrants or by newly animated undead. The Edgewalkers are dedicated to keeping fey and undead contained, and the Thousand Eyes ensure that no one tells the stories of the fey. But this can still be another way to enter Riedra; Thelanian zones often allow passage to the Faerie Court under the right circumstances, and adventurers exploring the Twilight Demesne in Khorvaire could accidentally end up facing Edgewalkers on the edge of a forest in Corvagura.
That’s all for now! The full article—covering Dor Maleer, Khalesh, Nulakesh, Ohr Kaluun, Pyrine, and Rhiavhaar—is available to inner circle Patreon supporters. I’ve spent far more time on the last two articles than on anything I’ve ever written for the site, and it’s only the support of my patrons that makes that possible. Thanks to all of you who have shown your support!