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.