Q'barra
The following is an excerpt from rugged pioneer and prolific playwright Martus Makfleye d'Phiarlan's three-volume opus, Onward to the Past: My Adventures in Eberron.
If you've ever found yourself wishing you could have the oppressive humidity, bloodthirsty natives, and deadly fauna of the Shadow Marches without any of the drinking or fun, then Q'barra is the place for you! Originally settled by Duke Ven ir'Kesslan of Cyre, the few Five Nation settlements that remain suffer seemingly constant attacks from tribes of lizardfolk, Valenar warbands, Lhazaar Principality raiders, and kobold marauders from the Endworld Mountains (not to mention disease-riddled swamp lands, swarms of biting insects, and the odd hungry dinosaur). The people who call Q'barra home all share three qualities: They are each as hard as a bar of byeshk, as stubborn as an angry aurochs, and as dumb as a sack of soup. That is, perhaps, a bit unkind as there are a number of Last War refugees trying rebuild their lives in cities like Newthrone and Wyrmwatch (the town-naming committees I have no sympathy for; simply inexcusable choices!). The dragonborn clans (including the Flamebrow, Sunscale, and others) typically ally with these settlements, particularly against the Poison Dusk and Cold Sun lizardfolk who seem to be hostile to everyone...including each other. Mentioning Last War refugees certainly does suck the laconic humor right out of a travelog entry, doesn't it? Remind me to never do that again. If there is a silver lining to our flirtation with grim reality, it's that the pall you feel settling over you right now is exactly the kind of emotional doldrum you'll experience on your best days in Q'barra. That's because, after about two days of uninterrupted, pants-shitting terror, your brain decides, "Why don't we just maintain a nice, foggy numbness? There, isn't that better? Now you can go back to watching that python eat that lizardman who ate your friend. And you can do it without wondering if you'll start to giggle and never be able to stop." Ah, Q'barra! I can't not recommend it strongly enough!
Geography
Lying in the eastern shadow of the Endworld Mountains and along jagged expanse of the Dragonreach, it is easy to see why Q'barra remained untouched by civilization for so long. The steamy jungles and sprawling swamplands that encompass most of the landscape are a perfect habitat for dinosaurs and other dangerous beasts (including many species of Horrid Animals). This territory is not completely inhospitable, however, as a strip of rich, fertile land lies in the southeast and many verdant pasturelands struggle free from the jungle's grip in other spots as well.
Localized Phenomena
In addition to extensive Eberron dragonshard fields, prospectors in Q'barra have discovered two variations of dragonshard that are exceptionally potent and completely unique to the region. These oddly colored shards, dubbed Dawn Shards and Dusk Shards, are highly prized and are worth roughly five times more than comparable shards on the open market. However, these shards are also seemingly very important in the cultures and rituals of various indigenous "scale" tribes. The Cold Sun Lizardfolk in particular have inflicted terrible violence on House and independent mining interests alike, although it must be admitted that the legality of any settlements or mining ventures are on muddy grounds to begin with. The people of New Galifar signed treaties with the natives for the lands they claim. No one else has bothered.
History
According to scholars, this region (and the rest of Eastern Khorvaire) was ruled by the Overlord Masvirik, the Cold Sun, during the Age of Demons (fun fact: In Eberron lore, Masvirik's sister is Tiamat!). When the couatl and dragons ended that Age and freed the enslaved scales, the couatl gave lizardfolk the gift of shared dreams (which makes them very difficult to communicate with) and, so the lizardfolk legends say, tasked them through those dreams with protecting the land thereafter. The dragons, left an army of dragonborn (who eventually formed an empire that rivaled and clashed with Dhakaan) and a lineage of black dragons to help keep the demon imprisoned. One of those black dragons, a behemoth named Rhashaak, was corrupted by Masvirik and nearly unleashed him on the world again. Although the Overlord was thwarted, the cost was truly terrible. The great dragonborn empire was no more, reduced to a few feuding clans, and Masvirik's lingering corruption can be seen to this day in the demon-worshipping Poison Dusk tribes and in many other areas, especially within the largely uncharted jungles.
Much more recently (about 90 years ago), an idealistic Duke from Cyre named Ven ir'Kesslan founded the "nation" of New Galifar in Q'barra. Although technically colonials, the Duke traded goods with the indigenous people for the land he settled and signed treaties that the people of New Galifar continue to honor. In the last several years, New Galifar has swelled with refugees and retired soldiers, but not everyone appreciates the idealism and high moral standards of the ruling ir'Kesslan family. These people tend to eventually find their ways to the lawless settlements within the area called Hope. Whether because the work dries up or because of marauding Valenar Elves and scales, most settlements in Hope are lucky to last a year.
Tourism
Eberron Next Notes: Q'barra is the region where the uglier aspects of colonialism get played out. Lizardfolk, dragonborn, kobolds, trogs, and yuan-ti are collectively called "scales" and are generally thought of as savage, backwards, and expendable. Even the more enlightened Five Nations visitors tend to not understand that the myriad scale clans and tribes each have their own cultures and goals; in fact, many don't seem to even understand that the "scales" are made up of many different races.
This is also where we get to put our greedy corporations that despoil nature and put profits over people. House Tharashk is the primary culprit, although any number of villains are just as bad. Tharashk, for example, indirectly operates a huge stripmine called The Maw, violating the spirit if not the letter of the injunction laid out in the Korth Edicts against any dragonmarked House from owning land.
Type
Wetland / Swamp
The dragonborn in Q'barra (and maybe Argonessen) have an architectural and cultural style similar to the Meso-American Inca and Mayan empires (except without all of the ritual blood sacrifice). The lizardfolk have the same aesthetic, but they are much cruder craftspeople and some of the evil tribes absolutely do the blood sacrifice rituals. There is no accent in Next canon yet.
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