Cyre Organization in Eberron | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Cyre

Destroyed at the end of the Last War, Cyre now exists only in the hearts of the refugees scattered across Khorvaire. Before the war, Cyre was the seat of the kings and queens of Galifar. The wealth of the kingdom flowed through Cyre, and it was a nexus for commerce and culture. By tradition, Cyre’s Princess Mishann had the rightful claim to the throne of Galifar. Cyrans take pride that they alone were in the right in the Last War, but they unquestionably lost more to the war than any other nation. As a Cyran, you stand on the moral high ground, but that may offer little comfort.   Cyrans like to say that their culture represented the best that Galifar had to offer, which is to say a little bit of everything. Cyrans value diversity and versatility, both in talents and thought. Cyre couldn’t match Karrnath in martial discipline or Aundair in the arcane arts, but the flexibility of its forces reflected the nation’s ideals.   Although the Sovereign Host was the dominant faith of Cyre, the Silver Flame had a significant following. Many survivors question their faith in the wake of the Mourning, but some believe that their anguish at the loss of their homeland is a divine trial, prompting them to cling to their faith more than ever.   Queen Dannel ir’Wynarn was in Metrol on the Day of Mourning and is presumed dead. Her grandson, Prince Oargev ir’Wynarn, holds court in New Cyre, a massive refugee camp set up in Breland. Some refugees support Oargev and the dream of a restored Cyre, while others prefer to focus on the future instead of trying to reclaim the past. As a Cyran, you should decide whether you hold tight to your national identity, or instead consider yourself to be an expatriate without a nation.  

Interesting Things About Cyre

  • Cyre was the ancestral seat of the dragonmarked House Cannith, the house of Making. The house maintained arcane workshops across Cyre. Who knows what treasures wait in Cannith vaults for those who brave the dangers of the Mournland?
  • While not as flamboyant as Aundairians, Cyran fashions involved bright colors and glamerweave. Some Cyrans have made a point of continuing this custom. Others wear clothing cut in the Cyran style, but entirely in black; this has become known as Mourning wear.
  • Stories say communities of warforged live in the Mournland, including the insurgent called the Lord of Blades.
 

Cyran Characters

When creating a character from Cyre, consider the following questions:
  • What Have You Lost? Did you lose wealth or status? Did you have family or loved ones killed in the Mourning? Did you lose something you could one day recover from the Mournland—arcane research, an heirloom artifact, or a precious family relic? Consider the impact the disaster has on your background. As a Cyran noble or soldier, your estates have been lost and your army scattered, but you still have the respect of your comrades or peers.
  • What Do You Hold Onto? Do you have a trinket that embodies Cyre for you? Is your wand or weapon an heirloom of your family? As an entertainer or guild artisan, do you preserve a particular Cyran tradition?
  • What Drives You? Are you determined to solve the mystery of the Mourning? Do you want to help other refugees, or are you concerned only with your personal survival? Is there something you want to recover from the Mournland, or would you prefer to never set foot in Cyre again? Do you hold a grudge against the nations that fought against Cyre in the war, or are you solely concerned with the future?

Aftermath of the Last War

No nation won the Last War, but Cyre unquestionably lost it. Other nations are recovering from the conflict, but Cyre is gone. The lands not destroyed in the Mourning were lost decades earlier to Darguun and Valenar. Cyrans who survived the war must now carve out a new destiny in the lands of their enemies or in foreign nations beyond what was once the Kingdom of Galifar.   In creating a Cyran character, first determine how you survived the Mourning. Were you outside Cyre when it occurred, or did you somehow escape the destruction? Where did you take shelter? Breland has taken in refugees and created refugee camps. Thrane also accepted refugees but has worked to disperse and integrate them into the general population. Are you grateful or bitter? Do you have family or friends in refugee camps, or are you a lone survivor? Other Cyrans sought opportunities on the frontiers, settling in the jungles of Q’barra or seeking a new life in the distant land of Xen’drik.   Many Cyran survivors are soldiers, veterans stationed on the front lines when the Mourning occurred. If multiple members of your party are Cyrans, you might have served together during the Last War. Because Cyrans are so widely dispersed, you can encounter former comrades or friends anywhere in Khorvaire.   Since Cyrans lost their lands, the distinctions between peasant and aristocrat have become moot. Even with a criminal background, you might have been a viscount in Cyre; your background reflects your current standing and the resources you can call upon in the present.

Culture

What Our Dreams Imagine

Galifar Wynarn was a military genius, but it was his eldest daughter Cyre, twin to Aundair, who imagined the warring nations working together as a single family: Karrnathi might, Daskari faith, and the wisdom of Thaliost working together for the greater good. In crafting the map of the united kingdom, Galifar declared that Cyre would be the heart of the realm. His daughter would govern the province and have all that she needed to pursue her vision. The crest of Cyre is a crown and bell on a green field above a hammer and bellows—the seat of the crown, the bell that rings in change, and the tools to build the future. Cyre’s motto captures the heart of this nation and its people: “What our dreams imagine, our hands create.”   The provinces of Galifar largely retained the cultures and traditions of the nations they had once been. In many ways, their differences were reinforced and celebrated. Each nation was given one of the pillars of the united kingdom: the Arcane Congress in Aundair, the King’s Citadel in Breland, Rekkenmark Academy in Karrnath, the Grand Temple of Thrane. Cyre was the exception. Rather than building on the existing culture of Metrol, Cyre drew experts and artisans from across Galifar. Instead of being the center of any one discipline, Cyre was the nexus where all of these things came together—the best of what Galifar could be. When the Arcane Congress perfected the everbright lantern, Metrol was the first city whose streets were lit with them. Soldiers trained in Rekkenmark, but the finest warriors served in the Vermishard Guard. While Metrol was the showpiece—a city of wonders— this principle was applied across central Cyre. With education, art, even agriculture, Cyre displayed the best of what Galifar could accomplish. This continued and evolved over centuries. Karrns are tough, Thranes wise, Brelanders industrious, Aundairians clever. The people of Cyre can trace their roots to all of these nations, believing they share these strengths; and beyond that, Cyrans strive to be creative, innovative, and artistic.   Cyre’s artistic (and, some might say, whimsical) temperament was balanced and sustained by the presence of House Cannith , based in the great city of Making. Many of Cannith’s greatest forgeholds were spread across Cyre, providing a practical industrial foundation that supported the wonders of Cyre. And those wonders took many forms. Where the Arcane Congress of Aundair focused on the practical applications of magic, the Wynarn Institute of Cyre explored the artistic potential of the arcane. Metrol was a city of light and marvels. Visitors could speak to illusions of past heroes and kings or watch reenactments of historic moments. It’s said that no one ever went hungry in Metrol nor felt the bite of winter. Cyrans say that this reflects the generosity and selflessness of the Cyran spirit; critics point out that these social projects were only possible because of the taxes paid by the people of other provinces. Certainly, Cyre held the wealth of Galifar and had a standard of living higher than any other province. Was this decadence? Or was it a work in progress, a model that could have someday been applied to all nations? There’s no way to know. Cyrans mourn what was lost; the people of other nations criticize the Cyran lifestyle as parasitic. “What our dreams imagine, our hands create,” but bitter outsiders point out that while Cyran hands may have built, they used resources gathered by the hard work of others.   This bitterness was further fueled by Galifar’s traditions of succession. Following the example of Galifar I, the monarch’s children served as governors of the five provinces. The eldest governed Cyre, and on the death of the monarch, they would take up the crown and their children would take over the governing positions of each province. The prior governors would serve as regents until children were of age, and after that, as advisors. When a monarch lacked five children, the previous governors would maintain the posts. But the principle was simple: Cyre was the heart of Galifar, and all else would shift around it.  

Cyran Style

For a millennium since its founding, Cyran culture blended the traditions of other nations. However, the Last War built walls between Cyre and the other nations, and each evolved in this century of relative isolation. Cyrans know the old add-a-verse songs beloved by Aundairians, but few know the Epic of Valiant and Vigilant, a tale of martial bravery close to the heart of every modern Aundairian. Nor do they know the maxims of Beggar Dane that now serve as a cornerstone of Brelish culture.   Even so, Cyrans see their culture as being founded on the best principles of Galifar, and can still find some common ground with people of any nation. A Cyran can play Conqueror with a Karrn, sing an add-a-verse song with an Aundairian, and debate religion with a Thrane. This reflects the founding principles of Cyre—to gather the best aspects of Galifar and to build upon them. Cyrans believe there's no single perfect path; diversity is a source of strength, but there’s always room for improvement. Cyran culture is thus a strange chimera—a blend of familiar elements from across Khorvaire combined with a steady, ongoing evolution. A Cyran musician might play Karrnathi funeral dirges in the style of a Thrane devotional; it’s a puzzle where the pieces are known, but they’re constantly being arranged in new ways. Some citizens of the other nations believe this is appropriation—that the Cyrans are carrion crawlers who steal from others while arrogantly believing they can do better. But the Cyrans themselves assert that this approach is rooted in love, not arrogance, and call it the “Cyran appreciation."   In playing a Cyran, you can find familiar things anywhere you go. But what do you treasure in your memories of Cyre? Do you cling to the past, or do you embrace the Cyran principle of always striving to find a new and better way?  
Fashion
Cyran fashion blends practicality with endless diversity. Cyran clothing begins with a simple foundation—this base layer may be colorful, but it’s first and foremost practical and durable. Whether breeches, skirts, shirts, or gowns, a Cyran starts with whatever the wearer finds most comfortable. Again, this base level is well made, but it’s more functional than decorative.   After starting with simplicity, the Cyran adds flair. Cloaks and gloves are both integral parts of Cyran fashion. Gloves can be short and sturdy for work or war, or long and decorative for more formal occasions. Cloaks likewise vary between the practical and decorative: a heavy cloak for traveling, a short cape for casual socializing, and a long, light cloak with a glamerweave lining for an evening at the Grand Stage. In addition to clothing like gloves, boots, and cloaks, jewelry and other accessories are important parts of Cyran fashion. Often made from copper, leather, wood, or glass, Cyran jewelry is not a display of wealth, but rather a way to express individuality. Feathers and bells are also common accessories; there is a Cyran dance that involves belled bracelets and anklets. Finally, masks are often worn at formal or festive occasions. Cyran masks aren’t intended to conceal identity or intent; rather, they are a way of enhancing identity and expressing a mood.   Traditionally, Cyran fashion is filled with color (often accentuated with glamerweave). In the wake of the Last War, many Cyrans have adopted Mourningwear—clothing cut in the Cyran style, but entirely in black. Others celebrate their nation by preserving its styles. Because of the emphasis on durability, your Cyran character may still have the clothes they were wearing on the Day of Mourning. What was that outfit, and do you still wear it? Do you favor a mask, and if so, what is its design?  
Cuisine
Cyran cuisine reflects the Cyran principles of working with the best of all traditions while continuing to explore. In many ways, this is similar to the Sharn fusion found in the City of Towers, and a number of Cyran refugees are rising stars in Sharn’s culinary scene. Cyrans blend the thrakel spices of Thrane with traditional Karrn stews, and add the heat of southern Breland to the delicate pastries of Aundair. While many refugees cling to family recipes as a way to remember the fallen nation, others continue the tradition of Cyran appreciation—adopting new favorites from the place they’ve found shelter and looking for ways to improve them.  
Magic
Traditionally, Cyrans viewed arcane magic as an art form as well as a practical tool. This lent itself to a wider study of illusion and enchantment than found in other nations. But it’s also about the presentation of magic, regardless of its school. Whether magewright, bard, or wizard, Cyrans often put more show into the performance of magic than even the Aundairians. For a wizard who’s studied at the Wynarn Institute, somatic components are almost a dance, while verbal components have the cadence of song or poetry. This echoes the Cyran love of flowing capes and cloaks. As a Cyran spellcaster, you are truly a student of arcane arts; consider how your casting reflects this.

Territories

When most people say “Cyre,” they’re thinking of central Cyre. When they speak of Cyran refugees, they are referring to the people who fled the Mourning. But there were Cyran refugees long before the end of the war. The Tairnadal elves established the eastern kingdom of Valenar in 956 YK, while Lhesh Haruuc claimed Southern Cyre as Darguun in 969 YK. While Valenar was an unpleasant surprise, it had relatively little impact on the nation. Eastern Cyre had always been isolated, and the Khunan majority embraced elf rule; the refugees were thus a handful of nobles who were painfully out of touch with the traditions of the central kingdom. The loss of Darguun was a more significant blow; Southern Cyre was a backwater, but this was still close to home, and it resulted in a flood of refugees that the war-torn nation was ill-prepared to handle. In creating a Cyran character, consider which Cyre you’re from  

Central Cyre

If you’re from central Cyre, odds are good that you think of your home as the “true” Cyre. Before the Mourning, did you give much thought to the refugees of Valenar and Darguun? Even now, do you think of them when you think of your homeland? Are you devoted to the idea of rebuilding your nation and clinging to your memories and traditions? Or following the Cyran appreciation, are you instead looking forward and trying to find a new and better path, even if that means abandoning the dreams of Cyre?  

Outer Cyre

Galifar’s goal with Cyre was to create something new, a culture combining the best aspects of the other nations. In the newly forged Thrane, Aundair, and Breland, the people kept their old traditions, and ruling families were often incorporated into the new governing structure; similarly, Galifar preserved the customs of his homeland of Karrnath. But in the old kingdom of Metrol—which covered an area roughly the size and shape of the modern Mournland—the old systems and rulers were pushed aside to make room for Cyre’s dream. Some of the noble families of Metrol embraced this new path. Others were resettled by Galifar, granted authority over regions that had previously existed as independent frontiers.  
Southern Cyre
Southern Cyre covered what is now Darguun . Largely unsettled when Galifar was founded, it persisted as a backwater in the shadow of the kingdom. Its people ultimately prospered and took pride in their identity as Cyrans, mimicking the customs of the central kingdom. However, they had little of the wealth invested in the north or the wonders that came with it. There were ongoing clashes with goblins, a few severe, but the Ghaal’dar goblinoid clans largely remained in the mountains and dark places until the Last War.   Your people have been struggling for decades in Southern Cyre, eking out a life in camps and shelters. You were encouraged to take up military service—it was easier to send you to the front than to find a new home for you. Many of your friends and family chose to idolize Queen Dannel and central Cyre, believing that she had a vision and would rebuild Galifar, restoring an age of wonders. Did you feel that way? Were you an optimistic idealist? Or were you bitter and angry at the nation that failed to protect you? Are you loyal to Cyre, or are you solely concerned with Darguun and taking vengeance on the goblins  
Eastern Cyre
Eastern Cyre—now Valenar—was effectively a separate nation with a dramatically different culture and values. It was arguably Galifar’s greatest failing. The region had first been settled by immigrants from the Khunan region of western Sarlona. Galifar I wanted the lands of old Metrol, so he instead gave its nobles authority over Eastern Cyre, setting them as the feudal overlords of the Khunan settlers. The Blade Desert served as a physical and cultural divide, and after granting the nobles their lands, Galifar largely ignored them. The noble families thus held to the old traditions of Metrol rather than embracing the new culture of Cyre. Many were petty and proud, dissatisfied with the arrangement, and cruelly took it out on their Khunan subjects. Some wonder why it was so simple for the elves to seize control of Valenar; first and foremost, it’s because the Khunan people had no love for their Cyran rulers (generally called “thrones”), and many feel they are actually better off under the new regime.   As an Eastern Cyran, you’re tied to a noble family with roots in old Metrol, before Galifar even existed. You don’t accept any of the nonsense about Cyre being “the best of Galifar” or challenging tradition; if people had stuck to the old ways, perhaps all of this could have been avoided. Your people were devoted to the Sovereign Host and truly believed that Aureon had chosen you to rule. At the same time, your lands have been lost for over forty years, and the people of central Cyre have never avenged you or shown your family the respect you deserve. You’re not as affected by the Mourning as some, because it wasn’t your Cyre that was destroyed—now the others just get to see how you feel. While your character has noble ancestry, you’re unlikely to choose the noble background, as nobody would care about such claims. Do you despise the Valenar and hope to reclaim your long-lost homeland? Or do you want to rally Cyran survivors around the true royal bloodlines, challenging Oargev and reestablishing the long-forgotten kingdom of Metrol?

Military

Under the reign of King Jarot, Cyre continued to shine. Aspiring artists and young nobles made their way to the heart of the kingdom, while the most promising artificers settled in the city of Making. King Jarot lavished attention on Cyre—expanding the Vermishard Palace, working with House Orien to expand the lightning rail within Cyre, and spending hundreds of thousands of galifars on the Wynarn Institute of Art and the Cathedral of the Sovereign Host.   Following the death of Jarot, the kingdom of Galifar spiraled toward war. Initially, Cyran morale was high. Queen Mishann had centuries of tradition behind her. Everyone knew that Cyre had the best of everything: the finest wizards, the best soldiers, the foremost artificers. And on one level, this was true, but a single unit of exceptional soldiers means little when set against the martial cultures of Karrnath or Thrane. Cyre’s finest wizards were artists and theoretical scholars, whereas Aundair had long worked on magic as a tool of war. And the expert artificers were largely tied to House Cannith, which remained neutral in the war. If you consider the nations as characters, Thrane is a paladin, Karrnath is a fighter, Aundair is a wizard, and Breland is a rogue. In this party, Cyre is the bard—elegant, clever, and doing a little bit of everything . . . but best when working with others, not prepared to stand alone against a powerful foe.   Cyre adapted; it had to. Initially, it relied heavily on mercenaries, as it was the seat of Galifar’s treasury and had the gold to spare. But as time passed and the scope of the conflict became clear, Cyrans devoted themselves to war. Cyre lacked the martial spirit of Karrnath or Thrane, but its people were sustained by the absolute belief that they were in the right. Beyond that, in the eyes of the people, Cyre was Galifar. It embodied the ideals of the kingdom, the best of what it could be—and that was something worth fighting for. Nonetheless, the struggle dealt a tremendous blow to the Cyran psyche. For centuries, Cyrans had seen themselves as the stars of the show, beloved by all; now all hands were raised against them, and some, at least, could see their former beliefs as arrogance and narcissism. Cyre had indeed had the best of everything, but because it was freely given. Now the Arcane Congress devoted its knowledge purely to the good of Aundair, Rekkenmark trained only Karrns, and the King’s Citadel served Breland. Yes, Cyre had echoes of all these things. Its wizards were still a match for any nation other than Aundair, and the Vermishard Guard formed the core of Cyre’s new military academy. But it was clear that the Cyran dream had been sustained by many hands, and now the nation had to learn to stand on its own.

Religion

The Silver Flame had some devoted followers and temples in central Cyre, though the Sovereign Host was the dominant faith. However, religion is driven by faith and tradition, and Cyrans have always been encouraged to question and search for new paths. Outer Cyre is a different story. The nobles of Eastern Cyre were and are devout Vassals, convinced they have a divine right to leadership. The people of Southern Cyre are less arrogant, but most hold to a quiet, steadfast faith in the Sovereigns.   The war drove some Cyrans to embrace their faith more tightly, but for others it was another source of doubt. Likewise, the Mourning threw many devout Cyrans into a crisis of faith, while for others, it actually strengthened it. A devout follower of the Silver Flame doesn’t question the cause of the Mourning, they simply seek to protect the innocent from harm. Vassals of the Sovereign Host trust that there is a purpose to their suffering. Meanwhile, in the wake of the Mourning, some Cyrans have turned to the Blood of Vol or cults of the Dragon Below, cursing the gods they once worshiped or following a darker vision. There are also a number of new strains of the old faiths, Cyran twists on the Flame and the Host that seek to adapt traditions to make sense of the war and the world.   In playing a Cyran, whether a divine caster or other religious character, consider the impact the Mourning had on your faith. Are you conflicted and struggling to hold to your beliefs? Or was the Mourning a source of inspiration —you know you have a divine purpose, that your people need you? If you’re tied to an existing faith, do you follow the standard traditions or have you found an unusual path?
Type
Geopolitical, Kingdom
Capital
Predecessor Organization
Controlled Territories
Notable Members

Articles under Cyre