Dragonshards: The Lhazaar Principalities, Part Two

Author: Miguel Enrico Gonzales / Labels: , ,


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.
This article examines a few of the more powerful or unusual principalities. The Knowledge listing provides the skill check required for a player character to know of the principality. It is important to understand that leadership among the principalities is not based simply on level: While a player character could potentially rise to the rank of prince, she would need to win the support of the people of the principality and build a fleet of her own, not simply defeat the current prince in battle. There is more to leadership than level!

The Seadragons
Leader: High Prince Rygar ir'Wynarn (LN male human ranger 9)
Seat: Regalport, Greentarn
Knowledge: Geography (DC 20); local (DC 10); nobility and royalty (DC 15)
With a fleet of twenty ships and a host of loyal warriors, the Seadragons are the strongest force in the Lhazaar Principalities. Under the leadership of High Prince Rygar, they have been a stabilizing force in the region. While Rygar has sailed as both privateer and pirate, in recent years he has made the city of Regalport a center for trade in the eastern sea. The high prince fought for recognition at Thronehold, and the Seadragons have been staunch allies of Q'barra -- helping this fledging nation while gaining access to Q'barran dragonshards.
Rygar is remarkably clever and charismatic, with skills in diplomacy as well as the blade. He has earned a reputation as a man of his word, though he will not give his word carelessly. However, he is a Lhazaarite, and he respects the traditions of his people -- including piracy. Merchants who sail the Bitter Sea can pay for the protection of the Seadragons, and Rygar will strike at any ship that dares to raid near Regalport. But he feels no obligation to hunt down Lhazaarites who engage in piracy.
One of Rygar's earliest acts as prince was to grant House Thuranni land on Greentarn. This alliance between House Thuranni and the Seadragons is one more weapon in the high prince's arsenal. Some say that Rygar wanted to bring House Thuranni to the Principalities to guard against of the Gray Tide principality; if anyone can counter changeling schemes, it's the house of shadow.
Characters of all races and classes can be found among the Seadragons, making this a good background choice for PCs from the Lhazaar Principalities. Seadragons lean toward lawful or neutral alignments.

The Cloudreavers
Leader: Prince Mika Rockface (CE female dwarf barbarian 6)
Seat: Port Krez, Krag
Knowledge: Geography (DC 25); local (DC 10)
The Cloudreaver principality is based on the island of Krag. It is a blend of dwarves, orcs, and half-orcs -- traditionally enemies in the Mror Holds, these races have found common cause on the seas. The Cloudreavers have always been wild and unpredictable, prone to violent feuds and acts of savagery. They never gave up the practice of piracy, even during the height of Galifar's power; this has cost them dearly over the generations, and their power has waxed and waned with the luck of the sea. Currently the Cloudreavers have a fleet of six vessels, but these ships are remarkably swift; the Cloudreavers possess a number of windsails, which are magic items imbued with a permanent wind's favor. These treasures allow the Cloudreavers to range far from their homeland and to match the speed of elemental galleons. Typically, the Cloudreavers prey on the southeastern shores of Galifar, striking at Q'barran, Aereni, Darguun, and Zil vessels and villages; occasionally Cloudreaver captains even head into Brelish shipping lanes, attacking ships en route to Stormreach or Trolanport. The Cloudreavers prefer to strike at night, taking full advantage of the darkvision possessed by most of their sailors.
Prince Mika Rockface is an aggressive and boisterous woman with remarkable strength and an uncanny ability to inspire terror in her enemies. She believes that she has been blessed by the Devourer and that she gains strength for every vessel she sends to the bottom of the ocean. Whether this is true or simply a delusion remains to be seen!
The Cloudreavers are mostly chaotic dwarves, orcs, and half-orcs, with a few humans. Most Cloudreavers are warriors or barbarians, with a few fighters and rangers. Many Cloudreavers worship the Devourer, and some develop druidic abilities as a result of this devotion. The principality takes its name from this practice; tales speak of Cloudreaver pirates calling lightning from the sky to shatter enemy sails and ships.

The Gray Tide
Leader: Prince Kel (Unknown)
Seat: Lastpoint
Knowledge: Geography (DC 25); local (DC 15)
Changelings have always been viewed with suspicion by most of the people of Khorvaire -- and occasionally that fear has boiled over into something worse. Thirteen hundred years ago, the lords of the nations now known as Karrnath, Cyre, and Thrane began a campaign of extermination against the changeling race. Many changelings fled to Breland or Aundair, hiding among humanity. But one among them was not satisfied with survival. This changeling was named Kel, and he had a vision of a changeling homeland: a realm on the edge of the world, where changelings could live away from the fearful scrutiny of humanity. He traveled the land, speaking to family after family, and slowly an exodus began -- a journey that ended on the island of Lastpoint. There, staring into the disturbing wall of the Gray Tide, Kel declared that they had found their home.
No outsider knows the full size of the Gray Tide principality. Some estimates say that there are over fifty thousand changelings in the Lhazaar Principalities, though it is impossible to know for certain. Changelings have spread out across the islands, and many of the brothels and theaters in the Principalities are run by changelings. Lastpoint changelings also serve as guides, interpreters, and mediators, serving as hirelings on ships of other princes. Some Lhazaarites fear that the changelings have spread far deeper into Lhazaar society than anyone knows. But most are willing to see the changelings as brothers on the sea, and they are more accepted in this region than anywhere else in Khorvaire.
The Gray Tide principality is ruled by Prince Kel, and it has been since its founding. Most outsiders believe that this is the work of one or more changelings -- a lineage that preserves Kel's image. Some say that Last Point is the seat of the secret society known as the Cabinet of Faces; if so, this is one more secret hidden on this island.
The Gray Tide principality is thought to have four ships, and common belief holds that it does participate in piracy. However, a host of rumors has circulated about the principality. Some say that the changelings can enter the Gray Tide without danger, and that they have a fleet hidden within it. Other tales claim that the changelings have developed ships that can shift appearance, so that their acts of piracy are blamed on others. The truth of these tales is in the hands of the DM.
This principality is inhabited almost entirely by changelings, most of whom are chaotic or neutral. Characters of any class can be found on Gray Tide ships, though experts, rogues, and bards are most common.


The Bloodsails
Leader: Prince Shaen Tasil (LE female elf cleric 7 [Blood of Vol])
Seat: Port Cairn, Farlnen
Knowledge: Geography (DC 25); local (DC 15); religion (DC 30)
When the Undying Court sought to destroy the Mark of Death, all elves carrying the blood of the line were slain. But the Line of Vol had many allies beyond its blood relatives. The Undying Court allowed these elves to surrender, but there was no place for them on Aerenal, and they left to find a new home on Khorvaire. Many of these refugees found their way to the island of Farlnen, making a new home in the long shadow of the Fingerbone Mountains. Today, many elves choose to remain in isolated communities deep in the Fingerbones, but others have embraced Lhazaar culture and the life of the sea. The largest of these is the Bloodsail principality, centered in Port Cairn (a town on the central southern coast of Farlnen).
The elves brought extensive knowledge of magic, archery, and woodworking to the Principalities; Bloodsail ships are some of the finest in the Lhazaar fleets. While the elves are interested in all fields of arcane knowledge, necromancy is especially important to them; every Bloodsail captain has at least one level in wizard (necromancer) or cleric (Blood of Vol). Farlnen is a center for the worship of the Blood of Vol, and almost all of the Bloodsails follow this faith. During the war, the Bloodsails served as privateers for Karrnath. This changed when King Kaius III denounced the Order of the Emerald Claw, and today the Bloodsails often raid Karrnathi ships and villages. Recently, the Bloodsails have formed an alliance with the Diresharks of Point Verge.
The Bloodsails are one of the most stable principalities, and Prince Shaen Tasil has ruled for over a century. Shaen is cool and calculating; she has no interest in holding the position of high prince, but she keeps a close eye on political struggles and has often served as a mediator. The previous leader was Prince Moren; according to legend, Moren was cursed for his dark practices and now sails the Bitter Sea in a ship of bones.
The Bloodsails currently possess seven ships. Tales say that they dye their dark sails with the blood of their victims -- but this could be a story spread to inspire terror.
The Bloodsails are largely lawful or evil elves, with a few humans, half-elves, and changelings spread throughout the populace. While most Bloodsail sailors are warriors, rogues, or swashbucklers, a significant number of clerics and wizards live in the principality.

The Wind Whisperers
Leader: Prince Koulton Brightwind (CN male half-elf ranger 4/dragonmarked heir 4)
Seat: Blackrock, Orthoss
Knowledge: Geography (DC 30); local (DC 20), nobility and royalty (DC 30)
Not all of the Aereni refugees sought shelter in the shadow of the Fingerbones. Some fully embraced Lhazaar culture, mingling with humans and creating a significant population of half-elves. The island of Orthoss is a haven for the Khoravar, and half-elves from across Khorvaire have found their way to the town of Blackrock. Notably, the Lhazaar lifestyle has attracted a number of members of House Medani and House Lyrandar over the centuries -- young rebels seeking an escape from the smothering traditions of their houses. Their blood has been spread across the island, and it has been spread quite thin -- but occasionally a child of Orthoss develops a dragonmark.
Those who develop the Mark of Storm generally find their way to the Wind Whisperers. Members of this small principality are as wild and unpredictable as the wind itself. They often help travelers in distress, but are known for raiding or otherwise interfering with Lyrandar vessels.
The current prince of the Wind Whisperers is Koulton Brightwind. Born Koulton d'Lyrandar, this gifted heir earned his place with the whisperers by stealing an airship and bringing it to Orthoss. House Lyrandar has put a price on his head, but Prince Brightwind has made arrangements with House Thuranni, and so far his head remains attached to his shoulders.
The Wind Whisperers have seven ships, including one airship and two elemental galleons. The remaining four ships are small and fast, and not as powerful as Bloodsail or Seadragon warships.
The Wind Whisperers are primarily chaotic or neutral half-elves, but members of any race or class live in this principality.

Dragonshards: The Lhazaar Principalities, Part One

Author: Miguel Enrico Gonzales / Labels: , ,

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.

The Law of the Isles
Few laws bind all citizens of the Principalities. Despite the long history of the isles, the Lhazaar Principalities have never subscribed to a comprehensive system of laws on par with the Code of Galifar. According to Lhazaar's edicts, temporal power rests in the hands of the prince: Each lord has the right to administer justice in his domain, appointing officers as he sees fit. As a result, customs vary significantly from principality to principality. High Prince Rygar goes to great pains to maintain order in Regalport, creating a safe environment for foreign emissaries and traders. But Port Krez in Krag is a wild and dangerous place for outsiders, where street justice is the common answer to social transgressions.
The Lhazaarites are an independent folk: They serve the prince at sea, but they don't want to be ordered about on land. Most Lhazaarites have little interest in the laws of other nations. A Lhazaar proverb states "no man owns the sea," and it's this indifference that fuels the tradition of piracy; a Lhazaar captain believes that he deserves whatever he can take, and whether he acts under the legitimacy of a letter of marque is a matter of convenience. The growing naval power of Galifar forced the Lhazaarites to limit their larcenous actions, but this was a matter of pragmatism as opposed to principle: With the Five Nations weakened by war, many Lhazaar captains have returned to the ways of their forefathers. This attitude often causes trouble for Lhazaarites traveling in other lands, since few feel bound by the laws of foreign kings. Despite these chaotic tendencies, most Lhazaarites are fiercely loyal to family, friends, and other members of their own principality. If one sailor kills another in a brawl, the matter might be completely ignored. But if a foreigner kills a Lhazaarite, the entire community may rise up in outrage. Ties between the Principalities are tenuous, with alliances and feuds changing with the winds. But the princes still unite to defend a prince against an outsider. It is this loyalty that serves as a shield for raiders like Prince Mika's Cloudreavers; if one of the Five Nations actually sent a fleet into the Principalities, they would soon face an alliance of princes.
While the reins of power can shift as swiftly as the tides, much of the social hierarchy of Lhazaar society operates independently of the prince. While the prince has the power to appoint or dismiss ministers and sheriffs, it is rare for a prince to clear house in this manner; these landbound officials are in many ways a separate class, and this continuity is what allows life to continue smoothly through the frequent transitions.

Customs of the Lhazaar Principalities
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 tge 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.
Feats
You can include the following feats in your game; a player should work with her DM to ensure that these feats are appropriate for the DM's personal campaign.
Expert Swimmer
You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.
Prerequisite: Swim 4 ranks, Endurance.
Benefit: You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action).
Your natural swim speed is increased by 10 feet, if you have a swim speed.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution before you are at risk of drowning. On a successful Swim check, you swim half your land speed as a full-round action, or one-quarter your land speed as a move action.
Old Salt
You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather.
Prerequisites: Profession (sailor) 5 ranks.
Benefit: You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks.
Additionally, you may use a Profession (sailor) check to predict the weather (as described under the Survival skill on page 83 in the Player's Handbook).
Normal: Survival is normally used to predict the weather.
Ship's Mage
You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Spellcasters who possess this feat are greatly favored as ship crew.
Prerequisites: Profession (sailor) 2 ranks, Spellcraft 4 ranks.
Benefit: Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship.
It takes one week of living and working aboard a ship to become familiar with it. You may be familiar with only one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship.
Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.