<aside> đź’ˇ Things that most people in the world would probably know.
</aside>
1 platinum dragon
= 10 golden galifars
= 100 silver sovereigns
= 1000 copper crowns
4 Weeks in a month.
336 Days in a year.
YK is Year of the King
Zarantyr (mid-winter)
Olarune (late winter)
Therendor (early spring)
Eyre (mid-spring)
Dravago (late spring)
Nymm (early summer)
Lharvion (mid-summer)
Barrakas (late summer)
Rhaan (early autumn)
Sypheros (mid-autumn)
Aryth (late autumn)
Vult (early winter)
Mol, Zol, Wir, Zor, Far, Sar, Sul
Common: Spoken by most. The official language of the Five Nations, and the language of international trade and diplomacy.
Draconic: Spoken by the Lizardfolk and Dragonborn of Q’barra.
Dwarvish: Spoken in the Mror Holds.
Elvish: Spoken in Valenar.
Gnomish: Spoken in Zilargo.
Goblin: Spoken in Darguun, Droaam, and the Shadow Marches.
Halfling: Spoken in the Talenta Plains.
Orcish: Spoken by Orc Tribes of the Shadow Marches.
Aundair: Fertile farmland and floating towers. A magic-focused nation.
Breland: An industrious nation with massive and diverse cities.
Darguun: A new nation of goblins and hobgoblins, along with bugbear clans.
Eldeen Reaches: Fertile farmland and the Towering Wood. Home to the druids and ties to the Fey.
Karrnath: A cold nation with a strong military culture. They turned to necromancy to bolster their armies.
Lhazaar Principalities: A smattering of islands with ruled by loosely-aligned pirate lords and merchant princes.
Mror Holds: Mines and halls deep under the Ironroot Mountains. Go too deep and you’ll find the evil Daelkyr.
Q’barra: The wild-wild-east jungle. Small mining towns in a tense relationship with the Cold Sun Federation, a nation of lizardfolk.
Talenta Plains: Ruled by roving halfling barbarian tribes that have domesticated dinosaurs.
Thrane: A theocracy ruled by the Church of the Silver Flame with beautiful fortresses and cathedrals.
Valenar: Shielded by the Blade Desert, these fertile lands are ruled by the Tairnadal warrior elves.
Zilargo: Gnomish utopia of knowledge, art, and magic. Policed by The Trust.
Droaam: A nation of monsters under the rule of the daughters of Sora Kell. A new nation growing in this barren land.
Demon Wastes: Lava, black sand, and portals to demi-planes. Home to fiends from the depths of Khyber.
The Mournland (previously Cyre): The home of several arcane workshops. Now a wasteland.
Thronehold: Once home to King Galifar, a neutral island in the Scions Sound. It remains as a neutral, yet rough haven to criminals, spies, and others.
Shadow Marches: Home to clans, tribes and cults of orcs and man. They fight to keep aberrations at bay.
A birthmark that brings magical powers and guidance to its bearer. Each mark is tied to bloodlines within specific races.
House Cannith: The Mark of Making. Builds tools, weapons, and warforged (before the treaty).
House Deneith: The Mark of the Sentinel. Brokers mercenary work and provides law-bringing Marshals.
House Ghallanda: The Mark of Hospitality and the Hosteler’s Guild. Run or license inns, food.
House Jorasco: The Mark of Healing & the Healer’s guild.
House Kundarak: The Mark of Warding. Creates locks and magical wards, and runs the largest banking system in Khorvaire.
House Lyrandar: The Mark of Storm. Magical galleons and airships.
House Medani: The Mark of Detection and the Warning Guild. Works in risk assessment and protection.
House Orien: The Mark of Passage. Manages land travel and the Courier’s Guild.
House of Phiarlan: The Mark of Shadow. Provides entertainment in the west.
House Sivis: The Mark of Scribing. Provides long-distance communication along with maps, libraries, etc.
House Tharashk: The Mark of Finding and the Finder’s Guild. Inquisitives, bounty hunters, and dragonshard prospectors.
House of Thuranni: The Mark of Shadow. Provides entertainment in the east.
House Vadalis: The Mark of Handling. Works in breeding and training of beasts.
These marks appear randomly, regardless of race and lineage. Each one is unique and can be dangerous to the individual and those around them.
The most common religion in Khorvaire. Those who follow it worship a polytheistic pantheon consisting of:
Arawai: Goddess of fertility and life. Brings good weather and bountiful harvests.
Aureon: God of knowledge and law. Believed to be the first wizard.
Balinor: God of beasts and the hunt. Patron of hunters and wild beasts alike.
Boldrei: Goddess of community and home. Encourages folk to work together for the common good.
Dol Arrah: Goddess of honour and sunlight. The patron of those who seek justice and fight for others.
Dol Dorn: God of strength at arms. The patron of the ordinary soldier.
Kol Korran: God of trade and travel. The patron of merchants.
Olladra: Goddess of good fortune. The patron of entertainers, gamblers, and risk-takers.
Onatar: God of artifice and the forge. The patron of artificers, craftsmen, and smiths.
The dark counterparts of the Sovereign Host. Not worshipped openly in most regions of Khorvaire. Their pantheon consists of:
The Devourer: God of nature’s wrath.
The Fury: Goddess of passion and revenge.
The Keeper: God of death and greed.
The Mockery: God of betrayal and bloodshed.
The Shadow: God of ambition and dark magic.
The Traveler: Deity of change and chaos.
A militant faith that is dedicated to fighting against supernatural evil.
A grim faith that believes the gods are cruel and mortals should seek divinity within themselves.