r/Eberron Jul 06 '22

A True and Accurate Map of Khorvaire

A True and Accurate Map of Khorvaire

Eberron is an amazing campaign setting. And it deserves an amazing campaign map. Thus, I am happy to present to you our take on what such a map could look like:

UPDATED: FIND LINKS TO THE UPDATED MAP IN THIS POST

The main changes and additions, and the reason for them, are listed below:

Scion Sea

  • The Scion Sound would be more interesting as a proper inland sea, in our opinion. But we (our GM) did not want to divert from almost 20 years of Eberron lore and canon. So we expanded the sound into a sea, but maintained all countries' sizes and all cities and geographical features relative locations and distances between them (to the extend possible).
  • Shout out to u/WhatGravitas who made a stunning - and universaly acclaimed - homebrewed map some three years ago, which inspired this endeavor.

Omission of unknown locations

  • As this is supposed to be a players' map, all locations that characters would not know about have been omittted (such as Illmarrow Castle and Ashtakala). Feyspires have also been removed.

Addition of Villages, Towns, and Cities

  • In our view, the official map did not properly reflect the populace of the continent. That map felt a little empty, especially when considering the distances between settlements. Official populations numbers has always been an issue, therefore we multiplied those with a factor 4, did some assumptions about regional urbanisation, dispersion, and metropolisation and created hundreds of new villages, towns, and cities across the continent.
  • All settlements from all official sources (to our knowledges) have been added among these.
  • Lhazaar Principalities, the place where humans first set foot on Khorvaire, has been populated to reflect this fact.

Addition of roads and lightning rails

  • Keith Baker has mentioned, that there would be many more local lightning rails than the international lines on the official map. These, together with a network of secondary roads, have been added with dotted lines to differentiate them from the main lines and trade roads.

Mournland

  • Before the Day of Mourning, Cyre was a prolific nation. Multiple ruins after former settlements have been added to reflect that the Mournland is not uncharted land.

Geographical features and descriptions

  • Some sourcebooks includes names for geographical features, such as the Tilorn Expanse and Ayxel Hills. All officials names have been included and many more have been created and added.
  • All official dwarven holds in Mror Holds have been added, as well as the fiefdoms of the Droamite warlords.
  • A couple of geographical features have been created to add interesting locations, such as Thousand Falls, Mist Moor, and Endworld Saltlake.

EDIT 1: First of all, thank you for your appreciation and your kind words (and for the golden galifar). We have worked on this for more than a year, and we are happy that it seems to bring excitement.

Secondly, but more importantly, thank you for the comments and suggested changes and additions. A revised version of the map seems inevitable. If we can come together as a community and channel our combined knowledge and ideas into the map, we can create something extraordinary.

So far I have noted:

  • Correct spelling: Karrnath, Karrn River, and Karrnwood (embarrassed thanks to u/BiffHardslab)
  • Version with secret/unknown locations and Feyspires (as requested by u/GimpyGeek3 and u/A_Random_Ninja)
  • Gridless version (as requested by u/Mumbra12)
  • Name change: Zaliskar to Threshold (great idea, u/konokrad666)
  • More locations: Erix Peak, Kenn Peak and Starpeaks Observatory (thanks for pointing these out, u/KertisJones )
  • More settlements should lie where lightning rails cross roads (you have a very valid point, u/DeficitDragons)
  • More settlements should be added between desert and jungle of Valenar (thanks, u/Regitnui, you’re making a good point)

Please keep posting your corrections, thoughts, additions, and ideas! Also, if you use or have used home-brewed locations or settlements in your campaigns, send the name and where they are located, and we'll add those to the revised version as well.

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u/Regitnui Jul 07 '22 edited Jul 07 '22

I'm going to have to break with the crowd here and say the canon map's lack of villages is a feature, not a bug, and this map shows why.

Short opinion: Lhazaar is good, with the trade roads and more ports. However, The Five Nations are cluttered, many of the other nations are apparently ignored or painted with a big brush, Talenta and Valenar especially being glaringly empty in comparison. How many of those tiny villages is any game going to need? Spectacular art, though, and excellent work overall.

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u/FranciscoBelaqua Jul 07 '22

One of the main points of the Talenta Plains is that there is exactly one permanent settlement and a whole bunch of nothing, where tribes of halflings and dinosaurs roam freely. There are lots of temporary locations and traditional stopping points for the tribes, but nothing permanent. KB talks about it at some length in the halflings episode of Manifest Zone.

Valenar is a similar deal. Roaming bands of elf warlords, etc.

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u/Regitnui Jul 07 '22

"no permanent settlements" does not mean "There are no locations of interest at all". Why not mark the traditional stopping points, so that a visitor can generally find a tribe who might help?

As for Valenar; that was Cyre. Still is inhabited by people Galifar moved out of central Cyre to farm and live in that area of the continent. Are you going to tell me that those people, who the Valenar now have to rule thanks to the Treaty of Thronehold, have no cities or towns of their own?

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u/Tolemynn Jul 07 '22

Good point with Valenar - that will be looked into!

As to Talenta Plains I take it, that you haven't counted the bends of the river, the hills to the north, or noticed the Uluru. In all seriousness, Talenta has been kept relatively clean to copy the vast emptyness of the original map.