Droaam

Capital The Great Crag
Races
Gnoll 20%
Orc 19%
Goblin 18%
Shifter 5%
Other Races 38%

Droaam

Droaam is a region ruled by monsters. Few of the civilized races dare to test its borders. Their connection with the rest of Khorvaire is limited to a single House Orien roadway that passes through Graywall and into The Great Crag.

Droaam shares a tenuous border with The Shadow Marches to the west while the Byeshk Mountains keep it from expanding into the Eldeen Reaches to the north and the Graywall Mountains keep Breland safe from monstrous invasion, while the Barren Sea borders the nation to the south.

The Daughters of Sora Kell have changed the land of Droaam with will, intelligence, and a small army of ogres. The ogres have created roads that link the few major communities. The Daughters have also created racial diversity that you would not think could work in a kingdom of monsters. You can find harpies, ogres, and orcs in the same street going about their own business but you could only find these in the major cities. The rule of the land is the strong rule the weak. The Hags only care about major threats like: raids and battle between monsters communities, raids on caravans, or anything that will look bad to the other kingdoms. Lesser crimes are mostly ignored, unless you are doing something to one of the warlords or their minions. A rare few, mostly the followers of the Queen of Stone, look at law with a sophisticated view. Government is a form of despotic feudalism, the most powerful warlords give tribute to the Daughters of Sora Kell and they get to rule sections of Droaam. The tribute is paid in gold, goods, or soldiers and laborers. This works because the Daughters have an army of ogres and mass magical abilities at their beck and call.

Power groups:

  1. The Dark Pact – Rag-tag group of true lycanthropes
  2. The Daughters of Sora Kell – 3 powerful hag sisters who rule Droaam
  3. Various gnoll brotherhoods and harpy flights
  4. Mordain the Fleshweaver – independant reviled transmutation master
    For more power groups, see “House Deneith’s Affairs in Droaam” under the “Items” tab.

During the time of Galifar, current day Droaam was claimed by Breland. It was never truly settled by humans, elves, dwarves or other civilized folk, instead remaining a land of savage monsters. Knights were known to enter Droaam and make their name by slaying monsters.

During the Last War bands of monsters raided across the border into Breland seeking spoils and slaves. In 987 YK King Boranel pulled settlers away from the border and from in Droaam. That same year the Daughters of Sora Kell used their monstrous army to declare the nation of Droaam. Droaam was never recognized as a nation. Most Khorvairians believed that the alliance of monstrous humanoids would crumble to in-fighting and treachery. The Daughters of Sora Kell have managed to keep the warlords united under their banner for the last decade though.

LOCATIONS IN DROAAM

  • The Great Crag

The capitol of Droaam. This mountain-peninsula city is built going up into the mountains and covers the valley floor. It is absurdly racially diverse and surprisingly lawful for a city in Droaam. It has a massive arena where fights take place on a daily basis. The Crag also houses the The Daughters of Sora Kell.

  • Graywall

Graywall is the second largest city in Droaam, and probably the most civilized due to its location and governor. The city is a massive square with four distinct districts by size. The first is for kobolds, goblins, and other “small” monstrous humanoids. The second is for orcs, hobgoblins, some half-orcs and shifters, gnolls, and other such “medium” sized humanoids. The third is for trolls, ogres, minotaurs, and other “large” humanoids. The fourth is for some half-orcs and shifters, humans, and everything else. District four is often jokingly called the “Foreigner District.” This district also houses the mayor or governor of Graywall: the Illithid Xor’chylic. Xor’chylic upholds the black-gray-red walls of Graywall with amazing politics. He is extremely intelligent, even for a mindflayer. Xor has a gnoll honorguard and elite troll warriors that he can rally for the defense of Graywall at any time. Xor also controls the Flayer’s Guild, a sort of freakish police force mixed with his personal goons. Xor owes the Daughters his service for rescuing him from exile, which he shows by being their loyal servant. Graywall has been taken and sieged many times, but it has never been as stable and thriving as it is now.

  • Cenobian Ruins
    An awkward fort in the Graywall Mountains made by a mad ogre mage (the origin place of the Kingbreaker).
  • Stonejaw Keep
    This dismal fortress is a hub for negotiations and mercenaries. It has the largest gnoll population in all of Droaam and is frequented by House Deneith, The Daughters of Sora Kell, and The Queen of Stone, to command or buy troops for their causes. It is run by the gnoll brotherhoods of the Znir Pact. The leaders of whatever brotherhoods are there at the time make up a council and discuss matters (usually) by majority vote.
  • Znir
    The ancestral home of the gnolls. Here lies thousdands of rock pillars, pyres, statues, and tombtones, as well as a massive overgrown gold statue to the dead god of the gnolls Yeehongu. It has now become of place of ancestral worship and meeting in peace. Gnolls from all over gather here every year to pay respects to the dead, and reseal the Znir Pact.
  • Cazhaak Draal
    This place used to be an ancient goblin metropolis that had been abandoned since the daelkyr incursion. However, over the course of the last two hundred years, the medusas (lead by The Queen of Stone) renovated Cazhaak Draal, repairing the ruins and domesticating many of the dangerous creatures found in the region. For the most part the medusas were content in their tiny kingdom: Cazhaak Draal was far larger than their numbers required, and many treasures and wonders existed in the ancient city. Explorers who ventured into the “Stonelands” rarely returned, but the medusas had little interest in the outside world. This changed in 985 YK, when a mysterious visitor came to speak to the Queen of Stone: a gray-robed hag, who met the medusa’s gaze without fear. Sora Teraza spoke with the Queen from sunrise to sunset, and after the hag departed, Sheshka spent the evening in silent contemplation. The next day she told her people to prepare for great change. Over the course of the next year she brought together a corps of medusas, preparing them for service in foreign lands. When the Daughters of Sora Kell assumed power in 986 YK, representatives of Cazhaak Draal were quickly dispatched to the Great Crag. Today medusa architects direct the ongoing construction of Droaam’s capital. The deadly power of a medusa commands respect, but in a nation of ogres, minotaurs, and harpies, the keen intellect of the medusa is often more useful than its petrifying gaze. The people of Cazhaak Draal have prospered since the rise of the hags, and for the moment, the Queen of Stone is content to serve. The Daughters of Sora Kell are formidable enemies, and the Queen does not have the power to challenge them. But the medusa queen is ambitious and cunning, and she is always searching for ways to increase her influence.
  • The Stonelands and the Stone Garden
    The Stonelands are what many called (and still call) the metropolis of Cazhaak Draal before The Queen of Stone bent to the Daughters of Sora Kell. The Stone Garden refers specifically to the Queen’s courtyard: a sprawling near-endless ocean of victims of the medusas. There is not offcial count (some say the Queen knows the exact amount) but it is clearly thousands of victims in countless poses.

Droaam

Glenn's Eberron Campaign Terakhan