Heroes with no Homeland
Droaam is a land of monsters, creatures that—to the outside eye-make even the goblin tribes of Darguun look civilized. The mountain passes of Droaam teem with giants and gargoyles, and the forests are thick with trolls and orcs more savage than the fiercest tribes of the Eldeen Reaches.
Yet the region contains more than random horrors. Ruled by the mysterious Daughters of Sora Kell,
Droaam grows ever more disciplined, ever more structured-and the people of Khorvaire grow ever
The Treaty of Thronehold does not recognize Droaam as a nation. But its rulers, the Daughters of Sora Kell—a covey of hags—govern it as one. A decade ago, Droaam was a region in anarchy, its monstrous tribes and people warring against one another. Today, a number of regional warlords, including the medusa Sheshka (the Queen of Stone) and the oni mage Drul Kantar, rule regions of Droaam, and all swear fealty to the Daughters. The nation functions, roughly but effectively, as a cohesive whole despite the violence, chaos, and bloodshed that is still the norm within individual territories.
For years, Breland claimed the region now called Droaam, but few humans ever attempted to establish colonies there; it is the abode of monsters. Droaamish mercenaries were effective during the Last War, and fear of their strength—and the hope that the Droaamites might prove valuable allies should war come again—has prevented the Five Nations from moving against them. This has not calmed public nervousness at having monsters on Breland’s borders, or halted those monsters’ occasional raids into civilized lands.
The Daughters of Sora Kell organized the construction of the major Droaamish fortresses and cities over the past ten years; many of these communities are built on the ruins of ancient Dhakaani goblin enclaves. Most Droaamites dwell in tiny villages, without even formal roads to provide connections between towns.
Cazhaak Draal: The seat of Sheshka’s power, the Stonelands is a rocky region surrounding an ancient hobgoblin ruin. A great evil in eons past petrified all life in the region, leaving statues of hobgoblins, other goblins, humanoid slaves, and even plants. Today, the city is occupied primarily by medusas and their basilisk hounds.
Graywall: The gateway between Droaam and Breland, Graywall has a quarter devoted to humans
and other nonmonstrous humanoids from beyond the mountains. Legitimate merchants, mercenary
employers, and criminals from all over Khorvaire can be found here amid the native goblins, orcs, and gnolls.
The Great Crag: The capital of Droaam is a winding city of new construction, old goblin ruins,
and warrens running through the mountain at the nation’s center. The Daughters of Sora Kell rule a population of harpies, gargoyles, and other monstrous humanoids. House Tharashk maintains an enclave here, from which it negotiates mercenary contracts with the Droaamites.
Lost: The legendary city of the doppelgangers, Lost is said to be able to change the shape of its buildings and even its roads as easily as its inhabitants change theirs. Only the city’s inhabitants and the Daughters of Sora Kell know its location.
The Venomous Demesne: This region is a tiefling fiefdom, ruled by Lord Bal Molesh. Recently
discovered by the Daughters of Sora Kell, these tieflings are slowly integrating into the feudal structure of Droaam, adding their eldritch might to the physical strength of the other natives.
Znir: The Droaamish gnoll tribes meet in Znir—one of the primary gnoll communities in Droaam—once a year to honor their ancestors and renew their pact to avoid the demonic influences that
rule the gnolls of other lands.
People of Droaam
The inhabitants of Droaam are mostly monsters: Gnolls, orcs, and goblins make up the greater portion of the population. Shifters and doppelgangers are not uncommon, and trolls, ogres, primitive giants, harpies, gargoyles, minotaurs, and even more exotic beasts—as well as small populations of humans and tieflings—are found in reasonable numbers as well. A populace this diverse has no single, defining style; the citizens of Droaam dress in whatever finery and carry whatever goods they can afford and are strong enough to keep.
Much of Droaam’s population rejects gods entirely. Others worship the Dark Six or, more rarely, form cults of Khyber. The worship of the Dark Six in Droaam is different from elsewhere, focusing on both the positive and the negative aspects of those deities. (For instance, the Shadow is viewed as the giver of monstrous powers such as the songs of harpies and the petrifying gaze of medusas.) Droaamites have little to do with the Sovereign Host, and they distrust and despise the Silver Flame.