Over the course of Khorvaire’s history, there have always been races that the dragonmarked houses have called “monsters.” Whether it was Khorvaire’s original rulers, the goblins, the children of Khyber, including the illithids, or the hybrids of magic and nature, including the harpies, these creatures have always been second class citizens. In some places, they were even slaves and indentured servants, and in a few locales, they are hunted (notably Thrane). But these races are neither inherently evil or inferior. Their morality maybe different, and they might not be as erudite as some cultures, but the so-called monsters of Khorvaire are no less capable than the other races.

But because they weren’t respected or taken seriously, this fact never became evident to the monsters on a grand scale. Until the Last War, that is. When large amounts of the monsters were grouped together in mercenary bands, they began to realize how numerous and powerful they were. This underlying mentality bubbled until the day Lhesh Haruuc declared indpendence for Darguun. Though it mainly appealed to the goblin races, the idea of a non-human nation struck the other races as an excellent idea. They only needed leadership like the Lhesh. And in swooped the Daughters of Sora Kell. The land south of Byeshk Mountains and west of the Graywall Mountains has always been untamed, even under Brelish administration, but the Sisters saw the potential.


  • Though all of Khorvaire has a feudal feel to its government and politics, Droaam is notably less merciful. Though it is by no means a fascist state, the citizens of Droaam subscribe to a social Darwinism, allowing the strongest (in body or alliances) to survive. Petty crime is tolerated if not outright encouraged in some circumstances, and capital offenses are not taken as seriously as they are elsewhere. But it would be incorrect to assume that the Sisters reign over an anarchy. Over the last few decades, the three hags have woven a web of alliances, wealth, and manpower that keeps general order, and provides enough unity to keep invaders and usurpers at bay.
  • At the top, and always first in the mind of any schemer, are the Sisters. Teraza, Maenya, and Katya oversee all aspects of Droaam life, but with a much more subtle hand than any other ruler on the continent.
  • Below the sisters are a series of governors, nobility, and influential business owners. The governors, consisting mostly of illithids and medusas, with Xorchylic the mind flayer ruling over Graywall, govern the administrative details of the kingdom on a day-to-day basis. The nobility, like the ancient families of the gnoll and minotaur communities, carry power within their racial enclaves. The businesses that deal with the Sisters’ mined ore are not state-owned, but are closely tied to the Sisters’ wishes. Lastly, House Tharashk has made significant in-roads with the Sisters over the last few years, and the dragonmarked house hires numerous citizens for their monster brigades. Also worth mentioning are the Sisters’ envoys across the continent, including Viscount von Nessek
  • Also worth mentioning is the wizard Mordain. Though he has no direct political interaction with the nation, his power is undeniable and his influence is wide. Mordain set up his tower and domain many decades ago, before the founding of Droaam. When confronted with the power of the Sisters, Mordain reinforced the surrounding countryside and made clear that he would retain his autonomy. He and his minions still trade with the outlying countryside, and the wizard has agents in Graywall and the Great Crag. Mordain holds his research as his highest priority, so he has no time for power-grabbing, but he also has no time for distractions.


  • Droaam used to be the westernmost part of Breland, now its eastern neighbor over the Graywall Mountains. To the west are the Shadow Marches, and to the north, across the Byeshk Mountains are the Eldeen Reaches. The nation has a few ports cities on its coast of the Thunder Sea.
  • Notable Locations
    • The nation is split up into fiefdoms, domains usually under the control of a particular race or leader, all answering back to the Sisters.
    • Rhesh Turakbar, the legendary minotaur warlord, rules the southeast near the Graywall Mountains, and attempts to rebuild the great maze city of Feltarutar, a centerpiece in the lost history of his race.
    • Cazhaak Dral, City of Stone: North of the Crag, Sheska, the Queen of Stone, resides over a city of medusas and basklisks. Though elsewhere, medusas must walk in public veiled and are generally reviled, but in Cazhaak, medusas are at home.
    • Dark Pact: Sitting squarely in the middle of Droaam, the Watching Wood is home to the largest lyncathrope population in all of Khorvaire.
    • Lost: The mysterious city of Doppelgangers is considered a myth by many, but to the residents of Lost, it may be the only real place on Eberron. Doppelgangers and changelings have often felt restricted amidst the common races, and reality seeker changelings come to this city to explore their heritage and form a true community. Its location is a strict secret.
    • The southwestern foothills (formerly held by a series of ogre tribes) are ruled by the oni duke Tzaryan Rrac, who pledged his allegiance to the Sisters the earliest, making him one of their closest advisors.
    • Venomous Demesne: Lord Bal Molesh leads a significant tiefling settlement in the southwest, built from the refugees of Ohr Kaluun. It is south of the Dark Pact’s land.
    • Drooam’s only true port is Vralkek, ruled by the fire giant exile, Gorodan Ashlord.
    • Znir: Gnolls have been known a nomadic race, but with the formation of Droaam, the Znir Pact realized that they needed a base of operations. They had generally congregated in the southern plain, but as the Sisters occupied the Great Crag and Graywall came together as a trading post, the Pact saw the advantage of being closer. Znir lies at the end of the Scar River, equidistant from Droaam’s major cities.


  • 500,000 residents (thought census numbers are spotty at best)
  • 20% gnoll
  • 19% orc
  • 18% goblin
  • 5% shifter
  • 38% other