The Unity of Riedra is a vast empire, encompassing much of the continent of Sarlona. It is ruled by the Inspired, mortal vessels for the sinister quori. The only opposition to Riedra's supremacy over Sarlona is the small mountain enclave of Adar, a stronghold of the kalashtar.[4][5]
History[]
The land of Sarlona was once a collection of different nations like Khorvaire, but the quori invaded the dreams of the land's leaders and pushed them to conquest or defeat as suited their plans. Some 1,300 years ago, most of the nations were brought under the government of Riedra, which was subsequently led by the Inspired. Today, the former nations are provinces within Riedra, maintained by Inspired governors and inhabited by loyal and docile citizens. While there are pockets of rebellion, and corners of Sarlona remain outside of Riedran control, most in the Land of Unity are zealous worshipers of the Inspired and follow them without question.[5][6]
Geography[]

A map of Riedra.
The land of Riedra contains a huge variety of environments and features. In the south are jungles including the Shanjueed, which straddles the border with Adar, and other stately pine forests in the north such as the Worm Wood. Mountain ranges form the border between Riedra and the Tashana Tundra, specifically the Frostblade and Frostwall Mountains, which cut through Dor Maleer. In the southwest, the Andnemun Desert marks the fluid border with Syrkarn.[7]
The eastern shore of Riedra is made of the islands of Ohr Kaluun, which enclose Koralandaluun Bay. There are also two inland seas, the Kelneluun and the much larger Rhialuun, which break up the drier lands to the west.[7]
Provinces[]
Riedra is divided into 8 provinces, each of which was once its own nation.[8] These provinces are further divided into administrative regions known as spheres, each centered on a major city and administrated by an Inspired ruler known as an Eidolon.[9]
- Borunan
- The nation of Borunan was once a strong nation of ogres, but now that powerful race and the ogre mage lords that ruled them are tools of the Inspired.[8]
- Corvagura
- The most populous of Riedra's provinces, Corvagura also has the largest number of hanbalani altas (ovoid monoliths). The cities of Corvagura, nestled among the wet southern jungles, have some of the most loyal citizens.[10]
- Dor Maleer
- The northern province of Dor Maleer is the most independent, inhabited by woodsmen and hardy folk who have only a tentative connection to the Inspired rulers of the nation.[10]
- Khalesh
- The ancient nation of Khalesh was a theocracy devoted to the couatls. Today, the people know only that the land was once ruled by demons and their ruins still dot the landscape.[10]
- Nulakesh
- Nulakesh was once a large empire in central Sarlona dominated by human overlords, and that legacy has led to one of the most intolerant provinces in the nation.[2]
- Ohr Kaluun
The ruined war mazes and fortresses of Ohr Kaluun in Riedra.
- Pyrine
- Thought by many to be the source of worship of the Sovereign Host, this province has now turned wholeheartedly to worship of the Inspired.[2]
- Rhiavhaar
- This coastal nation is the homeland of Lhazaar and includes important Riedran ports like Dar Ulatesh, the major western port with voyages to Khorvaire.[11]
Society[]
Riedran society operates in a racial hierarchy with the Inspired rulers are at the top, enforced by the Path of Inspiration, Riedra's state religion. The Path of Inspiration teaches that work is a manner of devotion and through spending your life in hard work and service you may ascend higher up the hierarchy in the next life.[5] Humans are seen as being in the middle of the hierarchy, while Changelings are a step above humans, with their changeable form seen as an expression of their spiritual nature. Above the changelings are the Chosen, who are just one step below the Inspired.[12] Shifters and ogres are thought of as lesser beings just above animals in the hierarchy of the Path of Inspiration, but they too can ascend in their next life through labor or death in battle.[13]
The Path of Inspiration is the only faith permitted in Riedra, and practice of other faiths is a criminal offense.[14]
Laws[]
Riedra's legal system reflects its hierarchical structure and the absolute authority of the Inspired, which prioritizes control, obedience, and the preservation of harmony under the Path of Inspiration. This rigid legal system ensures order and conformity within Riedran society, reinforcing the dominance of the Inspired and discouraging any form of dissent or disruption.[15]
Key aspects include:[15]
- Supremacy of the Inspired: The Inspired stand above all laws, embodying ultimate authority and enforcing compliance as they see fit. Their decisions are unquestionable and serve as the foundation of Riedran governance.[15]
- Possession of Unauthorized Goods: Riedrans are forbidden to possess anything acquired outside official channels, regardless of the method (e.g., theft or black-market dealings). Contraband is confiscated immediately. While this rule does not apply to foreigners, Riedrans cannot accept goods from strangers under any circumstances.[15]
- Violence and Authority: Violence against Riedran citizens is strictly prohibited, except by agents of the Thousand Eyes or the Harmonious Shield acting in their official capacities. Disobeying or challenging a superior is a crime unless the challenge reveals corruption, which is then rewarded.[15]
- Regulation of Magic and Psionics: Aside from the Chosen and the Inspired, only authorized individuals may study or use magic or psionics, and solely for the service of the nation. Foreigners with supernatural abilities are tolerated but face severe penalties if these powers are used against Riedrans.[15]
- Corruption and Subversion: Any action that threatens the Path of Inspiration, such as challenging the Inspired, introducing disruptive ideas, or teaching unauthorized skills, is deemed corrupt. Open practice of foreign religions is forbidden, though foreigners may practice privately without involving Riedrans.[15]
- Punishments:
- Minor Crimes: Offenders face solitary confinement and counseling, which Riedrans, given their communal nature, find deeply unsettling. The associated shame further discourages deviance.[15]
- Serious Crimes: Perpetrators often vanish, either subjected to intense psychological conditioning at reclamation centers or executed without public spectacle. Those who return from reclamation are reassigned to new communities.[15]
- Foreigners: Ignorant minor offenses might result in warnings. Violent crimes or magical offenses lead to confiscation of goods, deportation, or execution. The Inspired may detain foreigners temporarily to extract valuable information.[15]
Government[]

An Inspired leans over a globe of the Prime Material Plane of Eberron.
The Unity, the central government of Riedra, is split into several important branches, each with its own purpose.[4]
- The Bountiful Horn oversees production and distribution of food to the people of Riedra.[4]
- Industry and manufacturing in Riedra is overseen by the Industrious Forge.[4]
- The Sturdy Wall maintains the roadways and construction projects of Riedra, including the building of the hanbalani altas.[4]
- Healing in Riedra is found through the Healing Hand, which focuses the gifts of the Inspired to repair their people.[4]
- Injuries to the mind and spirit are helped through the Sheltering Hearth with the nebulous task of coordinating the well-being of all Riedrans.[4]
- The Guiding Path is the priesthood of the Inspired and assists in the education and upbringing of Riedran children so that they follow the Path of Inspiration.[4]
- Foreign affairs are overseen by the Iron Gate, which stands by its imposing symbol as a force to keep foreigners out as opposed to negotiating admittance.[4]
Not really a part of the government of Riedra, the Dreaming Dark is the organization behind all of the quori machinations on Eberron. The agents of this organization operate across all continents and are some of the most daunting operatives of the Inspired.[4][5]
Defenses[]
The Harmonious Shield, the armed forces of Riedra, are garrisoned across the nation and are divided into a number of different organizations.[4]
- Stone Soldiers: The shieldbearers and infantry of the Riedran armies, these warriors focus on durability and defense.[4]
- Fire Soldiers: Fast and skilled soldiers often used for special operations against Adar.[4]
- Water Soldiers: Stealthy scouts and reconnaissance specialists who inform the rest of the army so that it can do its best.[4]
- Bastion Guard: The soldiers at the disposal of the Thousand Eyes, tasked with maintaining order in the cities.[4]
- Edgewalkers: The wilds of Riedra are marked with planar vortices that these independent operatives maintain on behalf of the Inspired.[4]
- Harmonious Sail: These naval forces patrol the shores of Riedra, including the inland seas in the west.[4]
- Horned Guard: This elite corps of ogre mages serves as a major weapon against the enemies of Inspired.[4]
- Savage Legion: Though they are considered little more than animals by the Path of Inspiration, shifters are useful warriors for the Inspired to send against their enemies.[4]
- Sleeping Sword: Unknown to most Riedrans, the Sleeping Sword agents are utterly loyal and amazingly skilled. They are charged with tasks that require ruthlessness and discretion.[4]
Appendix[]
References[]
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 72. ISBN 978-0-7869-4037-0.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 43. ISBN 978-0-7869-4037-0.
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 46. ISBN 978-0-7869-4037-0.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), pp. 53–59. ISBN 978-0-7869-4037-0.
- ↑ 5.0 5.1 5.2 5.3 James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), pp. 184–186. ISBN 0-7869-5099-4.
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), pp. 14–16. ISBN 978-0-7869-4037-0.
- ↑ 7.0 7.1 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), pp. 41–45. ISBN 978-0-7869-4037-0.
- ↑ 8.0 8.1 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 41. ISBN 978-0-7869-4037-0.
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 53. ISBN 978-0-7869-4037-0.
- ↑ 10.0 10.1 10.2 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 42. ISBN 978-0-7869-4037-0.
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 44. ISBN 978-0-7869-4037-0.
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 50. ISBN 978-0-7869-4037-0.
- ↑ Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), pp. 52–53. ISBN 978-0-7869-4037-0.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 152. ISBN 0-7869-5100-1.
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 54. ISBN 978-0-7869-4037-0.
Connections[]
Regions & Nations of Sarlona |
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Adar | Riedra | Syrkarn | Tashana Tundra |