This campaign will be set in Syrkarn, a region of Sarlona, beginning near the coastal town of Ardhmen on the southern edge of the region. See this 3.5 web enhancement on Ardhmen

Excerpt from the Grand History of Eberron

     Five thousand years before the arrival of the Inspired and the present age of Inspired dominance of Sarlona, the four kingdoms—Mae-Khree, Sunyagir, Khunan, Lamecha—now known collectively as Syrkarn were the jewels in the imperial crown of Old Sarlona’s Twelve Kingdoms. Today, only ancient stonework and half-forgotten legends mark the fall, passing, and rebirth of this land. Still, to those who have inherited this seemingly inhospitable kingdom, Syrkarn offers a gift denied to both the warring kingdoms of the past and the Inspired-dominated lands of the present. To its people and other Sarlonans who have come to hate and fear the domination of the Inspired, Syrkarn is a name that carries the promise of freedom.

     Syrkarn is a vast expanse of arid plains where the four kingdoms of old once stood. Its history is rich with conflict and conquest, and it is one of the few places in Sarlona where the devastating effects of the ancient Magewars can still be seen, untouched by Inspired reconstruction. A land surrounded by Riedra yet distinct from it, Syrkarn has long been left to its own devices for reasons that none but the Inspired truly understand.

     Nearly a third of Syrkarn’s population lives on the open steppes. Though most are nomadic herders or hunters, a distinct class of traders (mostly eneko) are the lifeblood of commerce across the nation. Regular trade roads carry goods, laborers, and knowledge between the larger settlements, allowing the Syrks to maintain a social infrastructure that belies the land’s isolation.

     According to the Unity of Riedra, Syrkarn is a protectorate of that empire, and ostensibly owes fealty to Riedra and the Inspired. In truth, however, the Inspired’s last act of governance in Syrkarn was to order the land emptied of its human population in the aftermath of a victorious purge of the yuan-ti more than 1200 years ago.

     The least populous (and most mysterious) residents of Syrkarn are the yuan-ti. Descended from the few of their kind who did not flee to Argonnessen when their kingdom was overthrown by the Inspired, these serpentfolk keep themselves well hidden. Even after twelve hundred years, the utter destruction of the yuan-ti at the command of the Inspired remains a potent reminder of the power the lords of Riedra can bring to bear.

     Syrkarn is an arid landscape of harsh deserts, lush grasslands, and endless steppes sloping up from the southern extent of the Sea of Rage. Its population consists of an almost equal mix of Sarlonan human clans and tribes of eneko—the mongrel ogres who trace their lineage back to the ancient kingdom—and now Riedran province—of Borunan.

     Though the ruins of great cities dot the landscape, modern-day Syrkarn is predominantly a land of hamlets, villages, and nomadic town sites. The remnants of human cities are common in the former lands of Mae Khree, Sunyagir, and Lamecha, but the plains and savannah that were once Khunan are marked exclusively by the ruins of the yuan-ti. Shulassakar and yuan-ti ruins are especially common on the Hailana Islands, said to be the site from which the yuan-ti launched their desperate voyage to Argonnessen and left their ancient homeland behind.

Character Creation guidlines

- Unlike in Khorvaire, all giantkin (including half-orcs) and all goblinoids speak Giant rather than Goblin (as the Dhakaani Empire rose up on Khorvaire and not in Sarlona).

- We will be using the inherent bonus rules from DMG 2 (page 138). The more wilderness/frontier nature of the region is not suggestive of a high concentration of magic items. Some will be available, others might be quested for. Boons will be more prominent; be they divine, legendary or grandmaster. Some ‘magic items’ will be converted into boons, typically existing items which only have properties and no powers. Rarely will one find magic items for sale

- Expertise will be granted for free at 5th level, however players are free to select the improved ‘weapon group or implement specific’ expertise feats to gain the quicker attack bonus progression and additional benefits.

- Divine Classes: The natives typically revere only Arawai and Balinor; although the ‘returning’ humans have brought worship of the other members of the Soverign Host into the region. There is also a pseudo-deity called the Spirit of Syrkarn; revered as both a goddess and a primal entity. Some believe this spirit to be Eberron herself. The Spirit of Syrkarn has the ‘good’ alignment , and her domains include Life, Sun, and Wilderness. The eneko call Arawai ‘Rowa of the Enduring Trees’ and call Balinor ‘Banor the Bowhunter’

- Languages: natives can replace Common as a free language with Riedran. ‘Bonus’ languages include Quori (usually only kalastar and Inspired) and Riedran (national language of Rierdra)

- Dragonmarks will only be allowed to their cannon races, but some similar feats, for all characters, will be made available

- Races: All the races native to Sarlona will be allowed, and most of the ‘foreign’ races as well.
– Natives include humans, dwarves, kalastar, shifters, changelings, goliath, eneko, and half-giants (see below)
     Tieflings are also natives, but have a bad reputation in Sarlona (ref. Heirs of Ohr Kaluun)
– Foreigners include eladrin, elves, half-elves, gnomes, halflings, half-orcs, warforged, and dragonborn
– Non-traditional races can be discussed
     Minotaurs can be a unique tribe of eneko descended from Oni rather than Orges (re-fluff appearance)
     Shardmind: psiforged discovered in Xen’drik and re-animated
     Wilden: refluff appearance as desired, ex: half-dryad
     Deva: could be a unique type of kalashtar or a Chosen converted to the Path of Light before becoming an Inspired

Sarlonan Humans

Male Names
     Aan, Aleel , Bhiman, Bhalaan, Dalaan, Danan, Fuulgan, Gurhaak, Gusan, Helac, Heruun, Jharee, Jukyan, Julaan, Ilaan, Heel, Khern, Kyamun, Kyaruun, Lanan, Leel, Olaan, Oleel, Rhaak, Rhuun, Sulaan, Suyamun, Taan, Tulac, Vusgaar.
Female Names
     Aali, Aag, Bhuji, Biir, Duaali, Dujiira, Dujyag, Gilaali, Jhaasha, Jhalaar, Jhazala, Khelaar, Khuliira, Lhazaar, Manaar, Miir, Quaali, Quush, Palaar, Praagya, Shiazala, Shiaali, Tyag, Tyalaar, Vyed, Vyuji.


Average Height: 6’8" – 7’2"
Average Weight: 280 – 340
Ability Scores: 2 Con, +2 Str
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Giant, choice of Common or Riedran
Skill Bonuses: Athletics +2, Endurance +2
Strong Willed: gain +1 racial bonus to your Will defense
Toxin Resilience: +2 to Fort vs attacks with poison keyword; +2 racial bonus to saves vs poison effects
Eneko Weapon Proficiency: Longbow and Shortbow
Powerful Build: Grab and Bull Rush attacks can target creatures up to two size categories larger
Powerful Grab: Improved Grab bonus feat even if you do not meet the prereqs, may Grab as an mba
Tackle (encounter racial power), Str, Con or Dex +4 vs Ref (
6 @ 11th, 8 @ 21st), Str, Con, or Dex dmg and grabbed. Effect: Secondary attacj; Str, Con or Dex +2 vs Fort(6 @ 11th, +8 @ 21st), Str, Con, or Dex dmg and knocked prone
     Special: may be used at the end of a charge

Male Eneko: Alimbida, Ametzama, Baraxil, Eusko, Iker, Kaxen, Kusko, Perutxo, Txartiko, Urtungo.
Female Eneko: Agosti, Denlilla, Eninnuta, Immasa, Iziaka, Jhaszuurra, Nahia, Ospinu, Szagani, Urumea.
Eneko Clan: Dgatumdut, Galgalmemean, Garranan, Hrursaggat, Ididignaam, Lagaskiaker, Maraandun, Numanigar, Tartarredar, Tumagin.


re-fluffed Genasi
Average Height: 7’2" – 7’8"
Average Weight: 280 – 340
Available manifestations: Firesoul, Cindersoul, Earthsoul; and the rare Voidsoul
Male Given names: Sandking, Dunewalker, Sunharrower, Drywell, Stormrider, Desertstrider, Saltwalker, Raam
Female Given Names: Oasis, Sandrose, Breath, Coldflower, Sweetwater, Raincaller, Nibenay

Shadows in Syrkarn

Tygaran Jshock Lethys Ku_Savrem JeffGroves