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.
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