Location

  • Citizen Refer to the people of Breland as “aravaat” or “Westerner”
  • Dragonmarked houses are moving west; House Orien (Faction) is extending the lightning rail toward Graywall. This isn’t Brelish expansion—Breland is losing influence as Droaam rises.- Historically, the Barrens were divided: medusas (Cazhaak Draal), changelings (Lost), and Tieflings (Venomous Demesne) lived in isolated city‑states, barely known in the east.
  • The Daughters of Sora Kell united these groups into Droaam. Fear of Maenya’s Fist helped keep the old chib warlords in line.
  • Eastern stereotypes of Droaam as backward goblin villages ruled by dumb ogres are propaganda; the nation is rapidly modernizing.
  • New towns are being built with ogre labour, goblin energy, and medusa engineering. Tiefling magewrights are creating arcane infrastructure that could soon rival the Five Nations.
  • Droaam is young but growing fast. Cities like Graywall and the Great Crag are becoming major powers, drawing trade and opportunity from the east.
  • This renaissance is strongest in major cities; frontier communities still show remnants of the old chib system—ogre or minotaur families ruling goblins and kobolds.
  • Under the Daughters, workers are guaranteed food, shelter, and safety. Modern chibs act as both mayor and sheriff, expected to protect rather than oppress.
  • Droaamite villages are diverse: goblins may be the majority, but you might find harpy performers, Tiefling teachers, kobold sorcerers, or a medusa chib.
  • Villages along the Border Road are new—built for strategic reasons like water, manifest zones, or Tharashk‑identified resources. These communities often feel hopeful and cooperative.
  • The exception is the region around Turakbar’s Fist, where old tyrannical chibs still rule through fear and violence.
  • Katra’s Voice: Droaam’s diplomats, storytellers, mediators, and magistrates. Usually changelings, medusas, Tiefling’s, or harpies. Magistrates often petrify frivolous complainants.
  • Maenya’s Fist: Sora Maenya’s elite military—war trolls, skullcrusher ogres, centaur cavalry, gargoyles, harpies, Dark Pack scouts, and more. They enforce the Daughters’ will when diplomacy fails.
  • Teraza’s Eye: Sages and investigators who gather information, study threats, and call in the Voice or the Fist when needed.
  • Znir Pact: Mercenary gnolls hired as peacekeepers and patrols. They maintain order without the overwhelming force of Maenya’s Fist.
  • New villages are appearing along the Border Road, Graywall is expanding, and the lightning rail is pushing west.
  • A squad of Maenya’s war trolls arriving in a frontier town is a major, terrifying event.
  • Droaam is rising—and the rest of Khorvaire is starting to notice.

Religion

Citizens of Droaam

  • Gargoyles (mostly from Grimstone)
    • Stereotyped as slow an pondering, deep thinkers.
    • Also feared as brutal killers after the destruction of Brightstone
  • Znir Gnolls (mostly from Znir)
    • Known for being Clan based Mercenaries, prominently in the hire of Sora Maenya
    • House Tharashk would very much like to further their contracts with the Znir
  • Harpies
    • Passionate artists mostly in song, but also through movement and deed
  • Medusas
    • Proud and deadly
    • priests, architects, magistrates and more
  • Tieflings of the Venomous Demesne
    • Cut off from Khorvaire until recently in a highly advance civilisation still in its magical prime
    • Culture of fear and oppression
    • The few aravaat who have met them regard them as “creepy”
  • Worgs
    • Not well known outside of the Watching Wood. Most fear them as beasts
  • Centaurs
  • Goblins and Kobolds
    • Droaam do not differentiate between these and call both “Goblins”
  • Minotaurs
  • Ogres
  • Oni
  • Orcs
  • Shifters