Breland

Capital: Wroat   Hallmarks: Espionage, industry, metalwork, organized crime, subterfuge   In the wake of the Last War, Breland is one of the most powerful nations in Khorvaire. Possessing a large population and abundant resources, Breland leads the continent in industry.   The Brelish are known for their pragmatism and independence. They lack the discipline of Karrns and the faith of the Thranes, but they excel at finding innovative solutions to problems. The Brelish also have a talent for intrigue and subterfuge. The King’s Dark Lanterns is one of the finest intelligence agencies in Khorvaire, rivaled only by House Phiarlan and the Trust of Zilargo. The dark side of these aptitudes is a strong streak of cynicism, which allows crime and corruption to flourish in Brelish cities and temples. The Sovereign Host is the dominant religion of Breland, but in general the Brelish aren’t as devout as citizens of other nations.   King Boranel ir’Wynarn rules Breland in conjunction with an elected parliament. Boranel is a popular leader celebrated for his exploits during the Last War, but his children have yet to prove themselves, and a growing movement advocates for abandoning royal rule when Boranel passes.  

Interesting Things About Breland

Sharn is the largest city in Khorvaire. Almost a nation in its own right, the City of Towers is a hub for commerce and intrigue. Chapter 3 provides more information on Sharn. The Boromar Clan is the oldest and most powerful criminal organization in Breland. The Boromar halfling leadership maintains ties to the Talenta Plains. Other notable criminal organizations include the monsters of Daask and House Tarkanan, an alliance of assassins and thieves with aberrant dragonmarks (see chapter 4 for more about these crime syndicates). Breland’s major cities are highly cosmopolitan. Due to its proximity to Droaam, Breland’s cities include more monsters—ogres, orcs, goblins, and even sahuagin, harpies, and gargoyles—than elsewhere in the Five Nations.

Brelish Characters

As you develop a Brelish character or NPC, consider the following qualities:   Slightly Shady. Many Brelish have a loose relationship with the law. Even if you’re a hero, you might have questionable connections or friends in low places. Backgrounds such as criminal, spy, or charlatan can reflect this tendency, regardless of your class. You could also be a folk hero who challenges the laws to protect the innocent, or an entertainer who plays in every dive in Sharn.   Innovative and Independent. Find your own path in the world; don’t simply follow established traditions. As a cleric, you might challenge your church and follow your own divine revelations. As a wizard, you could search for new techniques or attempt to unravel forgotten secrets.   Practical. Whether it’s about fashion, food, or conversation, the Brelish tend to be pragmatic. Why spend a fortune on a fancy meal when a simple one will do? You use whatever tool gets the job done, and you don’t see a need for unnecessary flair.  

Cities and Sites

Beyond the magnificence of Sharn, Breland hosts a vast spectrum of other wonders.  

Argonth

The floating fortress of Breland, Argonth is one of the marvels of the Last War. The product of House Cannith ingenuity and Brelish industrial might, Argonth is the largest engine of war ever built. This moving city is home to thousands of soldiers. Currently Argonth patrols the edge of the Mournland, but if tensions rise with Droaam or Darguun, the fortress can be deployed to reinforce a threatened border.   As a Brelish soldier or spy, you might have served aboard Argonth for a time before some incident led you to become an adventurer.  

Black Pit

A massive chasm in the Blackcap Mountains, the Black Pit is over a mile across and descends beyond the limits of sight. It’s said to be an entrance to the abyss of Khyber, and foul creatures live among the caves that honeycomb its walls. A nearby village—also called Black Pit—provides a haven for deserters and other criminals as well as a thriving black market.   If you have shady friends, you’ve likely heard of Black Pit’s reputation as a place to quietly “disappear.” Similarly, if you have ties to the King’s Dark Lanterns, you know where to find some of Breland’s worst criminals.  

New Cyre

What began as a refugee camp has evolved into a struggling town hosting thousands of Cyran refugees. Prince Oargev holds court in New Cyre, considering himself a king in exile. Though resources are scarce, New Cyre remains a symbol of hope for many refugees. It’s also a last stop for those determined to explore the Mournland.  

Sharn

The City of Towers is described in chapter 3. Law and chaos dance on a knife’s edge here, one never truly gaining advantage over the other.  

Vathirond

Throughout the Last War, this town was beset by armies from Thrane, Cyre, and Karrnath. Vathirond’s residents still hold grudges against these close foreign neighbors. However, their attention of late has been focused on the Mournland. Nameless horrors have begun to slip into Breland from the east at an alarming rate, and Brelish soldiers and adventurers stationed in Vathirond are usually the first to contend with these threats.  

Wroat

Built on both sides of the Howling River at a point where the river widens, the ancestral seat of the rulers of Breland seduces visitors with its tree-lined avenues, elegant drawbridges, cleanliness, and laid-back atmosphere. Perched on a rocky island in the middle of the river, surrounded by military docks and barracks, is Brokenblade Castle, the king’s stern fortress.   In contrast to its welcoming countenance, Wroat casts dark shadows, and much goes on quietly behind closed doors. The absence of beggars and riffraff in the streets might also raise suspicion that Wroat is putting on appearances. The King’s Dark Lanterns are ever vigilant here, and newcomers who aim to misbehave tend to disappear quickly and without so much as a whisper.     Distance allowed Breland to develop in ways that were distinctly different from the other human nations. While each of the human settlements that eventu- ally became the Five Nations took root in the rich land surrounding the Scions Sound, the ancestors of the Brelish nation felt confined along the shore of the Brey River. The original settlement, built near where Aruldusk stands today, was quickly abandoned and its people moved south, following the river until they found a site that pleased them. The original nation of Wroat grew up around what is today Vathirond.   The frontier nation didn’t stop there, however, and soon those within the settlement who wanted more open space and more freedom continued to move south and west. It was about 2,400 years ago that Breggor Firstking led most of the pre-Brelish settlers to fertile fields where the Howling and Dagger Rivers converged and established the nation of Wroat.   Meanwhile, as the humans of the Lhazaar expe- ditions landed on Khorvaire’s eastern shores and migrated inland, one of Lhazaar’s most powerful lieutenant’s struck out to map the southern shores of the new land. With four mighty warships and more than a thousand warriors, Malleon explored the coast of southern Khorvaire. Along the way, Malleon earned the name “the Reaver” as he plundered the settlements of goblins, gnomes, and lizardfolk he discovered. Then, about twenty-five years after Lhazaar first led them to this new continent, Malleon sailed into the Hilt of the Dagger River.   When Malleon first set eyes upon the ancient city on the bluff, a city that would eventually grow to become the greatest in the land, he knew that his days as an explorer and pirate had come to an end. Mal- leon and his loyal warriors conquered and enslaved the goblins and erected a fortress atop their ancient ruins. What was once Duur’shaarat and would one day be Sharn now belonged to Malleon. He named the place Shaarat. For six hundred years, Malleon, his warriors, and their descendants built Shaarat into a power- ful and wealthy city on the bluff overlooking the Hilt. By this point, Breggor Firstking had estab- lished the nation of Wroat some 500 miles north along the Dagger River. It was inevitable that the two settlements would come into conflict. Breggor wanted Shaarat for his own, but Malleon’s descen- dants refused to yield. The siege of Shaarat lasted for almost a year before Breggor ordered his wizards to destroy the place. Shaarat fell, but Breggor claimed the ruins and renamed the city Sharn. Over the next eight hundred years, the towers rose and the city grew, becoming the second jewel in the nation of Wroat’s crown. The glory of Sharn was lost during the last days of the War of the Mark, when the remnants of the aber- rant mark forces took refuge in the City of Towers. Rather than fall before the onslaught of the armies of the pure dragonmarked houses, the leaders of the aberrant mark forces destroyed themselves and their followers in a display of arcane power that left Sharn in ruins. The city remained abandoned for more than five hundred years. It was Galifar I, king of the newly united kingdom, who came to the City of Tower’s rescue. In 35 YK, Gal- ifar ordered Sharn to be rebuilt so that it could serve as the southern bastion of his kingdom. It took more than five years to make a portion of the city habitable, then another fifty years for the towers to rise over the ruins, but by 150 YK, Sharn was well on its way to becoming the largest and most powerful city not only in Breland but in the entire kingdom.   Meanwhile, the rest of the nation grew and pros- pered. It maintained ties with the other nations, and when it became part of Galifar’s united kingdom, it served as a valued and powerful realm within the some of the worst battles of the Last War. Sword Keep and Brey Crossing protect the borders with Aundair and Thrane, while Sterngate keeps an eye on the passes into Darguun. Perhaps the most active post in the current day is Kennrun, where knights and warriors must constantly deal with threats emerging from the dead-gray mist surrounding the Mournland.   Breland is a progressive nation that welcomes all who come in peace with open arms and the promise of honest wages for honest work. Its progressive nature, however, provides a home for those who wish to engage in less than honest work, especially in the larger cities. The nation works hard to maintain the Treaty of Thronehold, for King Boranel believes that peace is a better road to travel than war.   King Boranel is well and truly loved by the majority of the Brelish people. Unfortunately, Boranel’s age is beginning to show, and none of his heirs have demonstrated even a modicum of his intel- ligence and charisma. Many believe that Breland’s strength relies on Boranel’s leadership, and many of his enemies beyond the borders of the nation can’t wait for him to fall. Will the hope of many who covet the Brelish countryside come to pass? When Boranel falls, so falls Breland?  

THE PEOPLE

  The people of Breland have a strong tradition of independence and free thought. They are fiercely loyal to the kingdom and to the Brelish crown, but at the same time they don’t want the laws interfering with their daily lives. The Brelish always speak their minds, and while they treat aristocrats and officers with the respect due to rank, they still consider themselves to be the equal of any other person. While the Brelish expect their voices to be heard, they also take the time to listen to others, and they are known for their tolerance. There is also a strong strain of skeptical pragmatism in the Brelish character; the Brelish always try to find the catch in every deal, question what others take on faith, and look for a personal advantage in any situation. This attitude has its dark side, and the major cities of Breland have the highest crime rates in Khorvaire. The Brelish are proud of the size and power of their nation. Where Aundairians are often smug and slightly condescending, the Brelish tend to be brash and loud. They know their nation is the greatest power in Khorvaire. This strength gives them a bit of an overbearing presence when traveling. They often like to visit other lands and see new sights, but they carry their nationality on their sleeve (sometimes literally), and won’t hesitate to compare the accomplishments of others to things “back home.” In 986 YK, ten years before the Treaty of Throne- hold, King Boranel forced the Brelish parliament to pass the Warforged Decree. This decree recognized warforged as sentient beings and granted them the rights afforded other Brelish citizens—once the Last War was over. This edict allowed Boranel to emancipate the warforged while still guaranteeing their service for the duration of the war. It had the secondary effect of making the Brelish warforged more committed to the Brelish cause, and it attracted warforged from other nations to rally to the Brelish banner—especially warforged from the northern nations of Aundair and Thrane.  

SOCIETY TODAY

  Breland came out of the Last War in relatively good shape. Financially, the coffers are full and the nation’s industries are strong. Militarily, the Brelish forces remain alert and ready should war again break out across the land. But Boranel isn’t interested in fight- ing another war. He realizes that the nation must defend itself, and he knows that there are still hostile forces surrounding the country, but he hopes that through diplomacy and trade agreements, the remain- ing sparks of conflict can be doused. Boranel works hard to keep the lines of commu- nication open with Aundair and Karrnath, though he doesn’t completely trust the leaders of these rival kingdoms. He has a grudging respect for the power of Thrane, but he has no love for the theocracy that at times was his most powerful and deadly opponent during the Last War. Boranel continues to extend the hand of friendship to the nations formed in the wake of the Last War, but he secretly fears that the next threat to peace will come not from the original Five Nations but from one of these upstarts. Finally, the king seeks to make good on the remnants of Cyre that have swarmed into his country after the destruction of their own. When others turned them away and tried to ignore the horror that had befallen them, Boranel opened his borders and gave them a home. He prays that by doing the right thing, he won’t live to regret it.  

SCHOOLING

  Breland’s relative isolation from the horrors of the Last War allowed it to maintain the high educational standards inherited from the kingdom of Galifar. A character born and raised in Breland can choose one regional education benefit.  

Regional Education—Breland

  The Brelish are industrious folk who are a little flighty and easygoing about their faith. Any character with Breland as his or her region of origin gains a +1 bonus on Knowledge (nobility and royalty) and Profession checks, while taking a –1 penalty on Concentration and Knowledge (religion) checks.  

Regional Education— Morgrave University

  The students at Morgrave University study Xen’drik, the continent of secrets, and share the Brelish laxity in regards to religion. Of course, many consider those associated with Morgrave to be less than trustworthy. These characters start play with less money (having paid college fees) but know people who might help them move recovered relics. Any character can choose to have received an education at Morgrave University, gaining a +1 bonus on Decipher Script and Knowl- edge (geography) checks, while taking a –1 penalty on Diplomacy and Knowledge (religion) checks. Further, the character begins play with one lesser underworld contact in Sharn, and has starting gold reduced by 25 (minimum of 0).  

Regional Education—Sharn

  A youth in Sharn can’t help but spend some time climbing on the outside of one of the great towers as part of growing up, or hear about the importance of manifest zones in the city’s architecture. On the other hand such youth are likely to have only lim- ited contact with domesticated animals or even the world outside the enormous city. Any character with Breland as his region of origin may choose to have been raised in the city of Sharn, gaining a +1 bonus on Climb and Knowledge (the planes) checks, while taking a –1 penalty on Handle Animal and Knowl- edge (geography) checks.   Roleplaying a Brelish Brelish tend to be loud, boisterous, and easygoing. They enjoy more personal rights and freedoms than seen anywhere else on the continent, and they carry an attitude that suggests they know this. They tend to be confident, liberal, and tolerant of others. Nothing seems to surprise or faze the Brelish. They love to engage in debate, especially regarding poli- tics, though they enjoy conversations of all types. They have a rather special love of gossip, which is why the Sharn Inquisitive has such a strong reader- ship throughout Breland, but usually fares poorly beyond the Brelish borders, where it is seen as light and inconsequential. The people of Breland may disagree and debate the merits of their leaders among themselves in town halls and taverns, but don’t let them hear an outsider disparage their nation or their king. They take great pride in their country and its accomplishments, of its openness and tolerant views. Sure, things can be improved, but they will handle that themselves, thank you. Like the bear that serves as the symbol of their country, the Brelish can appear to be slow and sluggish one moment, but that appearance belies their power, ferocity, and ability to move quickly when the situation calls for it. Religion is all well and good, and the Brelish have their share of priests and faithful. But religion is a private matter to most Brelish, not something to be shared or, worse, pushed upon others. Though tolerant and understanding of all things different, the Brelish have a tendency to show stronger emotions regarding king and country and other tangible things. “Gods and religion are all well and good,” Beggar Dane has written, “but get back to me when you see Dol Arrah walking the streets of Sharn.”      

FIVE THINGS EVERY BRELISH KNOWS

  1. The Galifar Code of Justice. Every citizen of Breland learns at least the basics of the Code of Justice, especially as it pertains to the rights afforded individuals in any situation. This knowledge boils down to the right to defend yourself, the right to confront your accuser, and the right to open debate. Of course, the code con- tains many additional rights and laws, but these tend to be the most important for the average Brelish citizen. 2. That different is just different. Tolerant and accepting, the average Brelish believes that different isn’t better or worse, good or bad; it’s just different. Different races, different faiths, different cultures . . . the Brelish, on the whole, are the most accepting and unifying people in Khorvaire. 3. Something about the weather. Everyone in Breland has an opinion about the weather, and they love to discuss their views and share them with others. This is especially true in the southern portions of the country, where the weather seems to vary between two states—hot and wet, and hotter and wetter. 4. The virtues of democracy. Unique among the Five Nations, Breland has long been experimenting with a new form of government. While the monarchy remains in place, many other duties of government, including legislation, falls to a partially elected body—the Brelish Parliament. Thanks to town meetings where all citizens have a voice and the right to vote for the elected members of the parliament, the Brelish understand the rights, responsibilities of democracy, as well as the great gift they have to live in such a pro- gressive nation. 5. The wisdom of Beggar Dane. Out of the pages of the Sharn Inquisitive, the simple lessons for living popularized by this anonymous street bard have become ingrained in the Brelish mindset. These include: “A copper piece in the cup is a copper piece earned,” “Never borrow, never lend,” “The silent man has no one to blame but himself,” and “A magewright in the town is worth an army in the wilderness.”     The nation’s heroes stand brave and ready in battle, fighting strongly for the things they believe in. This belief doesn’t extend to issues of ultimate good or ultimate evil, but instead center on the down-to- earth matters of the rights and responsibilities of the individual. In many ways, the street sage Beggar Dane puts the ideals of the Brelish people into words: “Help those who need help,” and “Treat the beggar as you would treat the king.”  

Brelish Style

  Breland combines the rich heritage of Galifar with the new ideas of its people. As is typical of a frontier nation, much of the Brelish countryside has a rustic, quaint feel that somehow finds a place even in the larger cities. The exception, of course, is Sharn, which has a style and feel all its own.   ART   The diverse nature of Breland’s people tends to create a diverse number of artistic styles, and one can find almost anything if one looks long enough and hard enough. The Brelish spirit, however, is best demon- strated in the neo-Brelish renderings that advance the Galifaran form to a new level. Whereas traditional Gali- faran paintings use a flat, shadeless, two-dimensional rendering style, the paintings of the neo-Brelish have depth and a more true to life depiction of what the artist sees. Much of this has been influenced by the artisans of House Phiarlan, but the Brelish have taken the style and made it their own. Brelish art tends to convey a sense of freedom and energy, no matter the subject matter. Artists often create scenes taken from life, though they prefer to create portraits that place the subject within the grandeur of the Brelish countryside, as well as scenes of the fantastic wildlife that roams the land. The Brel- ish also have a fondness for battle scenes, and while many show the power of Breland on the battlefield, some show the darker, less inspiring side of war. King Boranel, in particular, used images of the dead and dying, remarkably portrayed in the work of Saranven d’Phiarlan, to help gain support for his role in the Treaty of Thronehold.  

ARCHITECTURE

  In the cities of Breland, from Starilaskur to Wroat to Sharn itself, Galifarn-style towers scrape the sky and buildings of stone connect one to another. In the countryside, however, the heart of Brelish architecture can be seen in the rustic houses and common buildings made of heavy logs and bricks. Through the use of magic, Breland raises impos- sibly tall towers above its cities, reaching heights that are rarely seen in the cities of the other nations. “For all the space they have horizontally,” Kothin of the Mror Holds once commented, “you have to wonder why the Brelish like to build vertically. It’s a mystery.” Even within many of the towers and stone buildings in the cities, the Brelish tend to use elements of their rustic heritage. Large rooms decorated with natural tree trunks and logs give the stone interiors a sense of life and warmth. In the countryside, especially in the south- ern climes, buildings are designed to keep the coolness in and the heat out, and windows are plentiful. In New Cyre, in eastern Breland, the Cyran refu- gees have begun to fashion a city that harkens back to the wonders of lost Cyre. This makes the small city very different in look and feel from similarly sized settle- ments in other parts of the country.  

CUISINE

  Brelish cooking utilizes meats, vegetables, and hearty sauces to create filling and comforting meals. North- ern Brelish cuisine tends to be simpler fare, with a sweet and savory flavor. This is the food of farmers, designed to satisfy even the most ravenous appetites before and after a day of work in the fields. Here one can find beef boranel, a favorite of the king, that fea- tures a bread and mushroom stuffing roasted inside a full side of beef. Other hearty meals from the north- ern and central regions of Breland include farmer’s stew, thrice-poached eggs and sizzling pheasant, and kettle fried spider and redeye berries. Southern Brelish cooking is more adventurous, utilizing the spices and vegetables that grow in the more tropical clime. Food with a lot of heat dominates the menu, as do meals influenced by the diverse popu- lation of Sharn and then transported into the rest of the countryside. Traditional southern Brelish cooking is spicy and flavorful, and often too hot for those used to simpler fare. Fire-wrapped golden fish, spiced pork and orange peppers, and hot-spiced chicken in panya leaves are considered high cuisine in the best inns and restaurants throughout Breland. Sharn fusion, meanwhile, is a culinary experiment in combining traditional Brelish cooking with the exotic cuisine of the diverse people that regularly pass through or settle in the City of Towers. Taking ingre- dients and cooking styles from all over Khorvaire, the master chefs of Sharn combine these exotic dishes with their native presentation to make a totally new form of cuisine. Bold and exciting, Sharn fusion isn’t for everyone. But for those willing to try something new and a little different, this exotic culinary experience is worth the effort and expense (Sharn fusion tends to cost more than a traditional Brelish meal).  

FASHION

  Brelish fashions tend to be simple and comfortable. Because of the heat, the Brelish prefer lighter fabrics an d open, airy designs in casual dress. It is quite rare for Brelish clothes to cover the shoulders, and women often wear detached sleeves to keep their shoulders bare. The Brelish hate to be confined by rules, and aside from the demands of the weather, they follow few stan- dards in dress. They do have one rule, however—cloth dyed with sayda. This rich sky-blue dye is made from shellfish found only in waters of the Dagger River near the Hilt. Sayda has become synonymous with Brelish national pride, making it more commonly known as “Brelish blue.” Natives of Breland traveling abroad make a point of always including at least a splash of Brelish blue in their clothes (unless traveling incog- nito). When the Brelish dress up, they are as likely to wear more elaborate versions of their normal garb as to adopt styles from across Khorvaire; there have even been times when hobgoblin clothing has been in vogue in cosmopolitan Sharn. Jewelry is common, even among the lower classes, with copper wire being used for many everyday adorn- ments. Anklets and particularly armbands are the most common, although any sort of jewelry can be found among the wealthy.

Plots and Factions

Postwar Breland is rife with intrigue and adventure. While Sharn seems to attract a lot of this kind of cloak- and-dagger plotting, the rest of the country sees its own share of shadowy subterfuge. Here are a few such plots and those working to make them come to pass; adventurers can get involved in any or all of these as they travel the roads of Breland.  

THE PRIME MINISTER

  Lord Ruken ir’Clarn (LE male human aristocrat 2), a member of the Breland Parliament’s prestigious Noble Legislature, has a dream. In that dream, the monarchy has faded away to be replaced by a govern- ment of the people, by the people. This new govern- ment needs direction and leadership, however, and in his dream Ruken provides all that and more as the elected Prime Minister. But dreams don’t put swords in the hands of soldiers, as Beggar Dane is fond of saying. So Ruken conspires to remove the authority of the crown after Boranel dies or abdicates the throne. Thrane, for example, has gotten along fine without a king or queen, Ruken has observed. Of course, he doesn’t want to replace the crown with a theocracy. He fears the abuses of the religious as much as the incompetence of those of noble birth. Instead, he plans to take the democratic experiment so crucial to Breland’s success to the next level. He plans to turn all power over to the parliament, eliminating the current system of shared authority in which the crown controls all executive and judicial power while the parliament administers legislative power. A central authority figure is still required; Lord Ruken plans to win the election for prime minister when this plan is fully implemented. To make his dream become reality, Lord Ruken conspires with a handful of other legislators. Those working with him include mostly nobles with heredi- tary posts in the parliament, since they have the time to bring such plans to fruition. He has two elected lawmakers in his camp, however. Shiana of Wroat, now in her third term as senior representative of the capital, and Thanoc of Zilspar, who has served as the representative of the border village for almost twelve years, both adhere to the theory that the crown must be replaced by the vote. To further his aims, Ruken has begun a series of secret meetings with Queen Aurala of Aundair. She is willing to provide funds and advice to make the dream of a monarchy-free Breland a reality, and Ruken is willing to accept her help—regardless of the Queen’s true motives in the matter. In the end, Ruken sees an ally who wants the crown of Breland to get pushed aside as soon as Boranel is finished wearing it. Getting PCs Involved: The King’s Citadel gets information that a high-ranking Aundairian offi- cial is having secret meetings with a member of the Breland Parliament. The characters are brought in (due to past services or because of their reputation) to discover whether these clandestine meetings pose a danger to crown and country. On the other hand, Lord Ruken can hire the characters to engage in work to further his own ends. The characters may never realize the full scope of Ruken’s plans for Breland, but they can perform missions for the noble that might, on the surface, appear to be in the best interests of the nation. Ruken has need of messengers, spies, and operatives for missions that range from simple deliveries to more dangerous jobs dealing with “enemies of the crown” that actually provide Ruken with status or disrupt the actions of true agents of the king.  

CYRE REBORN

  The terrible devastation that destroyed Cyre and created the Mournland left somewhere in the range of twenty thousand Cyrans without a home or a land to call their own. In the wake of the disaster, some Cyrans were away on business or for the war effort, while others were lucky enough to escape before the dead-gray mist that seemed to spread from the center of the nation grasped them in its cold embrace. Today, one of the largest concentrations of Cyran refugees can be found in eastern Breland, where, by the grace and good will of King Boranel, the town of New Cyre has been established. With a population of more than four thousand and growing, New Cyre has become a beacon for dis- placed Cyrans around the world. Oargev ir’Wynarn (NG male human aristocrat 2/bard 2), last prince of Cyre, serves as mayor of the town and king-in-exile for his people. Openly, Oargev praises the kindness of Breland and promises to be a good guest. Inwardly, three desires drive him. He wants to discover what really happened to his country. He wants to gain vengeance against those responsible. And he wants to rebuild his fallen nation, either in its original location or somewhere else if necessary. He has made an oath on the Mournland, his once-beautiful home that is now the grave of his ancestors, to make all three of these desires a reality. Lately, Prince Oargev has decided on a new course of action. He plans to rebuild his nation in eastern Breland, deciding that he will claim all the land east of Dragon’s Crown when the time is right and the major- ity of the Cyran refugees have found their way to his side. The Brelish Parliament, not sure it wants twenty thousand refugees gathered within the country’s bor- ders, has introduced legislation to limit the number of Cyrans that can settle in New Cyre. Oargev has opposed this legislation, and the decree is currently held up in debate and waiting for a vote. The king-in- exile has no intention of adhering to the decree even if it passes the vote and becomes law. “These Brelish laws are fit for the Brelish,” Oargev has told his closest aides, “but they have no authority over the sons and daughters of Cyre.” Getting PCs Involved: Oargev and his closest aides constantly seek out adventurers to engage in missions for the Cyran crown. These missions include getting word to Cyran refugees across the land that their king-in-exile awaits them in New Cyre, explor- ing the Mournland for evidence of what occurred on the Day of Mourning or who might have been responsible for the terrible destruction, and serving as diplomats charged with finding friends and allies in other nations for the New Cyran government. He knows he has few friends in Aundair and Thrane, but Oargev hopes to find help in Karrnath or one of the new nations formed in the wake of the Last War. From the other side of the situation, any number of foreign powers and organizations have an interest in gaining information on New Cyre and the plans of its leaders. Missions include espionage, intelligence gathering, and diplomatic forays into the rapidly growing community of New Cyre.   CANNITH SOUTH   With the destruction of Cyre, the leadership of House Cannith and many of its most skilled artisans disap- peared in the wink of an eye. Just as with the Cyrans, though, not all of Cannith was confined to the destroyed nation. Today, three distinct factions have arisen within the dragonmarked house: Cannith East, Cannith West, and Cannith South. The split has not yet reached the level of disagreement that broke apart House Phiarlan, and the factions do work together for the greater good of the house, but they also work against each other in subtle and often incomprehen- sible ways. Baron Merrix d’Cannith (LE male human artifi- cer 9/dragonmark heir 3) commands the vast resources of Cannith South. His influence touches all the enclaves and workshops operating throughout Breland and Zilargo, and he has recently opened the first Can- nith facilities in Darguun. In addition to overseeing the day-to-day efforts of the house and debating pro- tocol and objectives with the leaders of the other two parts of the family, Merrix engages in a number of questionable to outright illegal hobbies. The Baron of Cannith South funds numerous expeditions into the Mournland and Xen’drik, and he continues to experiment with warforged creation processes despite the orders to cease such activities that were part of the Treaty of Thronehold. His interest in Xen’drik is driven purely by a need for knowledge, for Merrix fundamentally understands that the continent of secrets is the source of both his family’s original fortunes and the elemental-binding magic of the gnomes of Zilargo. From ancient creation patterns to the secrets of the magic of the giant civilization, Merrix has a hunger for arcane knowledge from Xen’drik. This interest is not illegal, but there are many—including the Trust of Zilargo—who have no desire to see Merrix uncover some of these secrets.       the future—for the right price, of course. At the same time, many House Cannith secrets remain in the ruins of enclaves and workshops throughout what was once Cyre, and Merrix is determined that his portion of the house lay claim to these treasures. Baron Merrix has no desire to divide House Cannith, nor does he want to lead the house. He just doesn’t want anyone interfering in his own plans and experiments. These experiments include continuing his work to improve the warforged, which he carries on in secret in his hidden labs deep beneath the towers of Sharn. Getting PCs Involved: Adventurers are in high demand for jobs related to Baron Merrix and Cannith South. Indeed, adventurers could do worse than having Cannith South as a patron. In addition to partaking in expeditions to Xen’drik or the Mournland, Baron Merrix has a number of ongoing jobs related to keeping Cannith South run- ning smoothly. Deliveries must be made, resources must be secured, and contracts must be negoti- ated throughout Breland, Zilargo, and Darguun. The goblin nation in particular provides numer- ous opportunities for adventurers tied to Cannith South. To keep on the good side of the gnomes and to make sure that the agreements that are currently in place hold, Merrix has agreed to build a lightning rail connection between Sharn and Trolanport, a line of conductor stones that would follow the trade road along the southern coast. Work has begun, but adventurers are needed to keep the workers safe and to secure the construction zones until after the arcane matrix is put in place. THE SWORDS OF LIBERTY Karrnath has its Order of the Emerald Claw, Breland has the Swords of Liberty. This outlaw band of self- proclaimed freedom fighters operates in small cells throughout the country, engaging in acts of violence against the crown as well as taking on select missions beyond the Brelish borders. Membership in the Swords of Liberty is secret, and operatives wear Brelish blue hoods when meeting with other Swords. The Swords of Liberty first appeared in the ear- liest days of the Last War, but the group has become more active in the past decade or so. The tenets of the Swords of Liberty are fairly simple and straightfor- ward. During the last years of the Last War, the Swords called for the abolishment of the Brelish crown and the formation of a new democratic government. Since the signing of the Treaty of Thronehold, the group has added to its message. Now it wants to reignite the war, believing that Breland is strong enough to win out- right and spread the ideals of democracy throughout the land. This radical and violent organization doesn’t see that its methods don’t match its message. It attracts extremists and idealist alike, however, and King                                                                                                         Cannith Tower, in Sharn                                                                                                             56       Boranel has grown more and more concerned about the Swords and what they may do next. In addition to striking at targets designed to weaken the crown, the Swords also strike targets guaranteed to raise tensions between Breland and the other kingdoms. While Lord Ruken has met with the Swords of Liberty a few times over the years, he has no real alli- ance with the group. Indeed, he even sees the Swords as too violent to be of any real aid to his plans. What no one knows is that the true master behind the Swords is Bastinu, a warmongering fiend with ties to the Lords of Dust. Through deception and a call for patriotism, the fiend hopes to shatter the peace of Thronehold and once more plunge Khorvaire into all-out war. Getting PCs Involved: Agents of the crown want to stop the next Swords of Liberty plot before it gets off the ground. This could be an assassination attempt (either on a Brelish official or a visiting diplomat or head of state), a terrorist strike, or a plan to sabotage one of the crown’s industrial centers. On the other hand, the Swords of Liberty might try to recruit adventurers and use them to strike at targets outside of Breland. Bastinu particularly enjoys corrupting heroes by appealing to their sense of honor and heritage—and then tricking them into doing something totally against their nature. Foreign Relations Bartis Lonn, a wheelwright from Galethspyre, shares his thoughts about foreigners, and his opinions reflect those of Breland’s popular majority: Aundair: “Magic is all well and good, and Breland has as much arcane might as anyone, but the Aundair- ians drink up magic the way they drink their fancy wine—quickly and to excess. They fought well during the war, but we could have beaten them.” Breland:“This is the greatest country in the world. We have the greatest king, the strongest army, the larg- est cities, the most land. We’re all about freedom and hope and honor, and while we’re extremely humble, we also know that we’re the best in all the land.” Cyran Refugees: “King Boranel has extended the hand of friendship to these poor souls, so who am I to disagree with the king. Still, you have to wonder what they’re doing out there. They even named their           settlement New Cyre. Is that sad or what? And a little disturbing, if you ask me. This is Breland, after all, not Cyre reborn.” Darguun: “We’re trying to live in peace with the goblin nation, but I’d like to see some evidence that those savages are doing the same. I hear that their leader isn’t as in control of the place as he made out to be during the Treaty of Thronehold meetings.” Droaam: “Monsters of all kinds live to the west. Nation? Not likely. Savages, that’s what they are. King Boranel once met their champion in single battle. Did you know that? Beat that ogre to within an inch of its life and then let it go. His heart’s too big sometimes. Too big.” Eldeen Reaches: “We fought the Reachers more than once during the war, and both sides remember the pain and suffering those battles caused. Still, trade with the Reachers is good, and I love it when Eldeen fruits reach the market near my home.” Karrnath: “We didn’t fight the Karrns very often, but when we did we gave as good as we got. That’s a powerful and scary bunch living up there in the cold. Makes them hard and formidable. And more than a little cranky. And what’s all this talk about using undead to fight for you? Creepy. Still, I’d rather trade with them and drink with them than fight against them.” Lhazaar Principalities: “Pirates every one of them. They even tried to take Sharn by sea once. Or was that Karrnath? When a Lhazaar ship appears in the harbor, though, you hold onto your purse with one hand and your sword with the other and hope they’ve come to trade not plunder.” Zilargo: “A land of true friends to crown and country. The gnomes have done right by us over the years, and I think we’ve done right by them.”     Notable Brelish Some of the more important figures in Breland are described below. KING BORANEL IR’WYNARN Born into the aristocracy with his lineage tied to King Jarot, Boranel ir’Wynarn was groomed for leadership from birth. Perhaps the most beloved ruler Breland has ever known, Boranel has certainly         “Tower spit!” An expression of discontent or an indi- cation of nonsense, similar to “hogwash!” It refers to the spray that falls from the towers of Sharn during and immediately after it rains.       had the longest reign since the nation was founded, ruling with strength and wit for 37 years. Boranel was crowned in 961, in what seemed like Breland’s darkest days. His two elder brothers were killed in fighting on the western frontier within the space of a week, and his father, King Boranex, took his own life in grief the following month. The third son, Boranel, never expected to see the throne at all. Still a young man, he was adventuring in Sharn when the news of his father’s unexpected passing forced a swift return to Wroat. Boranel received a broad education, giving him a good basis upon which to make decisions. He learned all of the languages common to Breland, which helped him understand the diverse cultures that make up the cosmopolitan nation. The young noble also studied strategy guides and tactical journals of battles. He and his tutors fought and refought the great conflicts of the past using miniature soldiers on a tabletop field. Along with the development of his mind came the training of his body. Boranel studied with some of the finest weaponmasters on Khorvaire, including a female Valenar elf named Eliri who taught him how to ride and fight on horseback. Eliri was the first love of Boranel’s life, but he was too young for her and foolish to think he could indulge such boyish infatuations. When he reached adulthood and entered the Breland army, Boranel rose through the ranks swiftly, and solely by merit. Long before becoming Breland’s king, Boranel had been a general who was loved and respected by the entire army. He was also quite the womanizer, as adventurous in love as he was on the battlefield. In his youth, Boranel was an adventurer, getting away from concerns of war and nation to explore Xen’drik, the dungeons of Sharn, and the wilds of Droaam. This adventurous spirit served him well, but Boranel has experienced highs and lows politically and in his private life. He used his popularity after his first campaign to break with tradition and marry the lady Chaseva ir’Maasat, a minor noble from Cyre whom he meet at school before returning to Breland. Enemies thought to use this seeming betrayal against him, but the Sharn Inquisitive ran a series of articles about their early encounters at the Library of Kor- ranberg, and the entire world was charmed by a royal romance that reached across hostile borders. During a lull in the fighting, he made several expeditions to Xen’drik, taking more of a scholar’s interest in the ruins there than a treasure hunter’s zeal to loot the continent of secrets. The joy of a happy marriage and four children turned to dust when his wife was assassinated on a moonless night. The sizable bounty for the killer has still never been collected. Unlike his father, Boranel overcame his grief, though he still suspects the hags of Droaam had a part in the murder. He has never forgiven       them (or himself) for the loss of western Breland, and given proof of their involvement, he would launch into war against Droaam in an instant. With the fall of Cyre, some say that Breland could have won the Last War; certainly it had the edge in population, resources, and strategic alliances. Weary of death and destruction even before the Day of Mourning, Boranel came to desire peace more than the crown of Galifar. Still, many Brelish hold to the vision of Boranel on the unified throne; in the minds of these loyalists, Breland is Galifar, and the Treaty of Thronehold simply a polite way of letting the other nations back out of the war. Boranel rules from Brokenblade Castle in Wroat. He has outlived three wives and has eleven fiercely independent children (six sons and five daughters). He enjoys the company of Haydith, King Kaius’s younger sister, who attends the court and studies in Wroat (Boranel’s children, Halix and Borina, have, in turn, been sent to Karrnath). The two rarely discuss poli- tics, since the topic tends to dampen Boranel’s spirits. “Anything but politics!” is one of his oft-quoted (and mocked) expressions. In addition to numerous attendants, advisors, and family members, the king has two male magebred ghost tigers (see page 75 for statistics) that dog his heels, keep him company, and reflect his moods. One tiger mauled Boranel’s son Aejar after the boy jokingly poked it with a wooden sword. Although Aejar sur- vived the incident, Jorasco healing magic could not rid him of the ter- rible scars     KOR IR’WYNARN Kor ir’Wynarn, younger brother to King Boranel, serves as the king’s advisor and commander of the King’s Citadel. He cherishes his older brother and is extremely loyal to both crown and country. As commander of the Citadel, Kor is far from the best agent the group has to offer. He has learned leadership and commitment from Boranel, however, and he has developed a keen ability to administer the duties of the office. Kor splits his time between the Citadel headquar- ters and the king’s chambers in Brokenblade Castle. As commander of the Citadel, Kor directs a team of captains who each command a division of the elite agency. As the royal advisor, Kor brings important information to Boranel, listens to the king, and offers advice on matters of state. King Boranel often follows his own heart, but not without first listening to the advice of his trusted brother. It has been suggested that Kor might step in to lead the nation after Boranel’s reign ends, but the royal advisor doesn’t want the office or the respon- sibility. Besides, he is only a few years younger than Boranel—not the strong and vigorous leader the nation will need when the time comes. He is content to watch for threats to crown and country, offer opinions and intelligence as warranted, and be a friend and brother to the king.     THREE, KING’S PROTECTOR Three, a warforged paladin of Dol Arrah, has walked beside King Boranel since 976 YK and the Battle of Brey Crossing. Three wasn’t a paladin then, just a warforged fighter serving in the Brelish army. He was part of the forces com- manded by King Boranel him- self on that day, fighting to repel a Thrane offensive and retake the bridge spanning the Brey River. When Boranel was cut off from the bulk of the Brel- ish army, Three and a handful of other warforged battled to his side. Together, Boranel, Three, and the other warforged held the bridge until the rest of the Brelish troops could launch a counterstrike and drive the Thrane forces back to Nathyrr. Grateful and impressed by the warforged, partic- ularly Three, Boranel had the survivors reassigned to his personal troops. Three became a trusted compan- ion of the king, traveling with him and participating in adventures and battles alongside him. When Three asked if he could study with the paladins of Dol Arrah, King Boranel gave his blessing. Afterward, Three returned to become the King’s Protector, a duty he performs with honor and commitment because he loves the king and is pleased to call him friend.       HAYDITH IR’WYNARN Haydith ir’Wynarn, fifteen-year-old sister of King Kaius III of Karrnath, arrived in Wroat a year ago as part of an exchange program designed to solidify the peace accords ratified by the Treaty of Thronehold. In truth, she knows that she is a hostage for her brother’s hard-won peace, but she has grown to like the rustic charm of the Brelish countryside—and she has grown to love the nation’s leader, King Boranel. Haydith came to Wroat miserable and depressed. Her brother had changed almost from the moment he donned the crown of Karrnath, and then he decided to send her away from her family and friends. She started her sojourn in Wroat shy and quiet, keeping the worst of her depression to herself. But conversations with King Boranel slowly brought her out of herself and opened her up to the wonders and excitement of Wroat and the Brelish countryside. Now she has become a constant companion of the king, a regular at court functions, and a darling of the   worries that her brother’s letters are often short and to the point—the kingship has seemed to drive all the love out of him, and that worries her. On a recent visit to Sharn with King Boranel, Haydith fell in love with the City of Towers. When her “studies” in Wroat come to an end, she might want to spend some

Aftermath of the Last War

  Despite these struggles, the Brelish maintain a positive view of their future. The heart of Breland is as strong as it ever was, and the citizens believe that had the war continued, Breland would have triumphed.

Armies Of Breland

Both in numbers and in industry, Breland matches or surpasses any of the nations involved in the Last War. Still, its people are reluctant to commit themselves fully to the fight for other people’s freedoms, or for Wroann’s pretensions to the crown of Galifar. Only when foreigners seize Brelish territory, and combat cannot be avoided, do the Brelish fight with vigor. The flexible command structure of Brelish military units is a great advantage. They quickly adapt to different threats, from the massed Thrane levies, to the skilled mercenaries of Cyre, to the arcane and druidic forces of Aundair and Eldeen.  

MILITARY STRUCTURE

Breland’s military tradition is one of independence, charismatic leadership, and freestanding militias answerable to cities and provinces. It is also known for the excellence of its archery and, most important, its habit of rewarding merit in its officer corps, rather than seniority, rank, or piety. Its army is larger than any other but for Karrnath’s. It has an uneasy relationship with mercenaries, using them to reduce its own losses but never quite trusting them.  

Brelish Infantry

A Brelish infantry platoon consists of three volunteer squads or, in the last twenty years of the war, three enlisted squads. The troops are usually led by a captain, a 3rdlevel knight or fighter. A company consists of four platoons. A major, normally a 4th-level knight or fighter, commands the company. A regiment of foot or archers consists of three companies. Such regiments are led by colonels, normally a 5th-level knight or fighter. Colonels are usually mounted, though they command infantry. A legion—the largest unit that Breland typically fields—consists of two or three regiments and is commanded by a field marshal, who is usually a 7th- or 8th-level knight or fighter and an adjunct colonel, who is a 6th-level knight or fighter. A typically Brelish legion is made up of a regiment of foot, a regiment of archers, and a regiment of cavalry operating under a field marshal.   EL 5: These all-volunteer squads, consisting of citizen militia taking up arms on their own initiative, are led by a sergeant. Sergeant: human fighter 2 or knight 2. Volunteer Soldiers (9): human commoner 1.   EL 5: An all-enlisted squad features trained soldiers, usually from city backgrounds. Sergeant: human fighter 2 or ranger 2. Enlisted Soldiers (9): human warrior 1.  

Brelish Cavalry

Brelish cavalry is organized into lances, squadrons, and regiments. A captain, normally a 2nd-level knight or fighter, commands a squadron of three lances (the term for Brelish cavalry platoons). A cavalry regiment groups six squadrons and is led by a major, a 5th level knight or fighter. Beyond the regiment level, cavalry is incorporated into legions with infantry, typically with a single cavalry regiment combined with one or two regiments of foot or archers. EL 8: Cavalry lances, consisting of either a quartet of mounted corporals or a trio of heavy chargers, are commanded by a captain. Captain: human knight 2 or fighter 2. Corporals (3 or 4): human knight 1 or fighter 1. Light Warhorses (5): MM 274 or Heavy Chargers (4): MM 274.   EL 10: Cavalry squadrons, consisting of either fifteen mounted light soldiers or twelve heavy chargers, are commanded by a major. Major: human knight 4 or fighter 4. Captains (2): human knight 2 or fighter 2. Corporals (9 or 12): human knight 1 or fighter 1. Light Warhorses (15): MM 274 or Heavy Chargers (12): MM 274.  

Brelish Rangers

Brelish Rangers are specialized in reconnaissance, keeping the large Brelish legions moving in the right directions. They operate miles or even days in advance of their regular forces. The most common unit of Brelish Rangers is called a band, or sometimes a “Ranger’s dozen,” of eleven soldiers.   Band of Rangers (EL 6): Made up solely of trained warriors, a Brelish band consists of standard wildernessskilled volunteers, assisted by a sorcerer or artificer and led by a ranger capable of tracking and assessing enemies’ forces. Warden: human or shifter ranger 3. Wands (2): human sorcerer 1. Volunteers (8): human warrior 1.   Common Tactics The armies of Breland are quick and flexible, striking from ambush and quick to retreat when things turn against them. They are fierce in protecting their own territory and much more hesitant beyond the borders they know. Brelish troops operate in standard ranks and formations, but are fully capable of fighting even when their commanders are slain. Breland is particularly renowned for the skill of their archer troops (all members of such squads have the Weapon Focus feat associated with the kind of bow they use).  

ELITE UNITS

Breland’s elites include famed strike forces and dragoons. Both are described below.  

Redcloak Battalion

The Redcloak Battalion is the best of the best among Brelish elite forces. Devastatingly skilled heavy infantry supported by magic, the Redcloaks serve as an immovable rock in the front lines of several Brelish battles. The group never exceeds forty members but is fully capable of outfighting far superior numbers. More extensive information about the Redcloak Battalion can be found in Sharn: City of Towers, on page 140.   EL 14: A Redcloak strike force is the smallest operational unit of the battalion. Lieutenant Meira: female shifter warrior 8/ranger 6. Alain Lanner: male human warrior 7/fi ghter 2. Maal Jonz: male half-orc warrior 7/barbarian 2. Heeson Graccen: female elf adept 9. Pol Makker: male dwarf magewright 8/fighter 1.  

Breland Dragoons

These mounted infantry are capable of traveling faster and carrying heavier gear than regular infantry. The Breland dragoons, in their various companies and flashy uniforms, are not quite as famous as the boldest wands or cavalry units, but in many cases their toughness and mobility carried the day. Like cavalry, they are organized into lances and squadrons. Their weapons and tactics are often unorthodox.   EL 7: These elite mobile infantry lances are supported by an artificer. Captain: human knight 4. Hussar Sergeant: human knight 2. Hussar Wand: human artificer 2. Outriders (8): human fighter 1.  

THE FAMOUS OR INFAMOUS

Presented here are two heroes of Breland, their memories still bright in song and story.  

Brother Malice

N male half-elf sorcerer 3/ranger 6/arcane archer 1 A member of the Brelish Rangers, Brother Malice experienced his first brush with fame during a deep infiltration supply raid on a Cyran lightning rail station. His most famous shot was one that he later described as “spitting at the sun.” In the latter years of the war, Malice was forty-four years old and preparing to retire from active fighting to train Breland’s younger archers. On his last mission, his Ranger band was operating in the northeast against Thrane. In the distance, they spotted a large Thrane raiding force consisting of cavalry and light foot. Scouting for details about the enemy troops, they circled around and approached the Thranes from the flank. Malice’s sharp eyes picked out the leader, and he recognized Sir Jeffi n Krayci, a renowned Thrane general noted for his brilliant cavalry raiding tactics and his inspiring leadership. As the band prepared to withdraw, they were spotted, and several Thrane squads immediately wheeled and charged. The other Rangers broke for the cover of a nearby wood, but Malice stood and fired a single shot at the general, arcing it over the charging cavalry. Barely making it to the copse and escaping the Thrane search parties, Malice and two surviving Rangers later learned that General Krayci perished that day—a Brelish arrow found a gap in his neck armor and slew him instantly. To this day, Malice calls this remarkable event “just a lucky shot.” Ironically, his modesty feeds the legends of the Rangers, and he is remembered fondly as the man who robbed the Thranes of one of their most accomplished leaders.  

Urik Rowan

LN female human aristocrat 2/knight 4/magewright 2 Lady Urik Rowan was a Brelish general who lost a string of battles and still won the nation’s heart when she destroyed a horrific eldritch machine. Rowan was raised as a child of privilege, attending the small private Quinrest military academy in Sharn, and was commissioned in 966. Within six years, she rose to the command of a Brelish legion that included both mudstained veterans and a company of aristocratic dragoons born to the saddle. Still, Rowan was not liked—some considered her too aloof, others called her the bitch-general. She proved willing to destroy companies if it would win her a crucial piece of ground, and many believed she cared more for advancement than for her troops. In fact, Rowan’s journals show that she felt her failures and the troop losses keenly, but thought she had to comply with orders, no matter the cost, and maintain a bold public face. Nevertheless, her unorthodox tactics and heavy use of wands were experiments that cost the lives of hundreds of soldiers. Some have never forgiven her for those experiments, but they were clearly the foundation for her later successes. The only “victory” of her early years was at the battle of Marguul Pass, when she took command after General Minyu’s death and prevented a worse rout. Even so, her reputation and this episode did nothing to endear her to the nation. Rowan’s controversial leadership resulted in her spending much of the war stationed far from the front lines in Droaam. Thus, she was on hand when that area rose in revolt. Once again, Lady Rowan suffered a string of defeats, but given her desperate lack of troops and resources and the overwhelming power of the monsters arrayed against her, that was not surprising. She was responsible for a series of brilliant maneuvers using light infantry, Brelish Rangers, and her handpicked and self-trained company of wands. Her efforts stymied Droaamite advances that allowed hundreds of Brelish citizens to escape Droaam who would have otherwise perished. Rowan’s greatest renown stemmed from her actions at the Battle of Butterfi eld in late 987. The last remaining sizable settlement of humans in Droaam, located in the foothills west of the Greywalls, Butterfield had been serving as a gathering point for fleeing refugees. King Boranel ordered the final evacuation, and countless slow-moving citizens, most dragging their last remaining worldly possessions, clogged the pass beyond Butterfield. A powerful force of ogres and gnolls moved in for the slaughter. Panic spread when word reached the humans that six hill giants bore an eldritch machine before the Droaamite columns that turned all weapons within a one-mile radius into bane weapons against humans. Rowan used a combination of hit-and-run tactics, leveled bombards, and sharpshooting to harass the monsters, kill the giants, and destroy the eldritch machine. Though few of her troops survived the engagement, nearly all of the refugees cleared the pass and reached safety.  

POLITICS OF BRELAND

Anything but politics!
— King Boranel
In the world of Eberron®, many campaigns will spend most of their time in the nation of Breland as players adventure through Sham. Players who wish to venture outside of the city, covered in depth in Sham: City of Towers, may wonder about the governing forces of the country in which Sham resides. Covered lightly in Five Nations, the Eberron Campaign Setting and Eberron Campaign Guide, this document seeks to expand upon existing lore and provide some guidance to DMs who wish to use these politics in their games at home.

PARLIAMENT

The Brelish Parliament is divided into two chambers. The upper chamber is named the Nobles Chamber, consisting of the landed aristocracy. The lower chamber is named the Commons Chamber and consists of representatives elected from districts. The primary business of Parliament is legislation - managing the system of taxes that fund the rest of the government. Secondarily parliament performs oversight functions when they choose to intervene in how money is spent. Breland does not have the kind of modern bureacratic state that injects itself into daily life via rules and regulations, making non-tax related bills much rarer - examples include ratifying the Treaty of Thronehold and changes to the legal code around warforged rights. For any bill to pass it must attain majority consent in each chamber. DEMOGRAPHICS The Eberron canon has a complicated history with demographics, with population density and even the size of the world changing between 3rd and 4th edition. This has important ramifications for each chamber of Parliament, which should be representative of the people and regions of the country. While the ECG establishes that the Nobles Chamber only has 2 7 members, this is significantly below average for a nation of Breland's size based on real world history. As such, DMs are encouraged to adjust the size of Parliament as follows: the Nobles Chamber should have 80 to 90 members, and the Commons Chamber should number in the hundreds. NOBLES CHAMBER The Nobles Chamber consists of landed lords and ladies who represent the backbone economic power of Breland Each noble primarily derives their income from taxing natural resource extraction in their demesne - farming, mining, logging. In terms of formal land rights, all land belongs to the Crown, meaning that legally the King can grant or take away land as he pleases. Functionally, the nobles have plenty of ways of expressing their displeasure through formal and informal channels, so any monarch who goes too far may face the collective wrath of the nobility, especially in cases where the ruler is taking away land. Fortunately for player characters, the Last War opened up significant quantities of territory for the taking. Entire towns were abandoned either due to the residents dying or simply fleeing to the urban centers for a better life. Noble lines died off when eligible heirs were slain in combat. This has led to the regrowth of some of the old Brelish forests and left castles vacant. Players who serve the crown well may find themselves granted a piece of land to call their own, with all the benefits and troubles that brings. In particular, Boranel abolished proxy voting during a spat with the Nobles Chamber in 972, meaning that player characters who are interested in playing politics will be dragged into Wroat to participate.

COMMONS CHAMBER

The Commons Chamber is divided into districts, each containing 3 members. A district typically consists of a few small villages or an individual town. Members are elected en masse in 2 year terms, with the top three vote-getters in each district becoming representatives. The Speaker is chosen by majority ballot at the beginning of each term, although a new speaker can be found if a vote of no confidence successfully passes to remove the speakership. Historically, the Nobles Chamber has retained more power than the Commons Chamber, partially due to the corruptibility of the Commons Chamber. While all Brelish citizens 16 and older can vote, and many enthusiastically do, there are few mechanisms for them to understand and hold their representatives accountable. The Last War provided plenty of opportunities for journalistic growth, but editors quickly learned that readers cared less about what was true than what was sensational and easy to follow. Reformers within the journalism community have been pressuring House Sivis to create some form of accreditation, but the gnomes appear to be uninterested The primary and growing divide in Parliament today is the split between royalists and parliamentarians. While many might think it’s the upper chamber that is dominated by royalists and the lower by parliamentarians, the reverse is true. The nobles of Breland are in a better position to advance demands and secure even more political power for themselves, rather than handing it off to the King. By contrast, the Commons Chamber senses its own weakness and many hope for more time to enact anti-corruption reforms before unbalancing the trifecta of the crown and the two chambers of parliament. Another major split in Parliament is between those who do and don’t believe in Warforged rights. While the national consensus in Breland has solidly shifted towards giving Warforged rights, how far that should go remains an active point of debate. Nativists point to language referring to “native-born Brelish”, arguing that the lack of a proper birth for Warforged means they do not deserve the full range of legal rights and pivileges ordinary citizens receive. Warforged rights activists point both to the service and dedication with which Warforged fought for Breland and to the increasing quantities of evidence that Warforged have souls. Some shades of gray exist here, with some believing that warforged deserve partial rights recognition. The issue of Droaam remains a sticky subject in the Brelish parliament. While most of Parliament sees the secession of Droaam as illegitimate, what to do about it is a hard question. Militants argue that, with the war no longer requiring active engagement of Breland’s armies to the north and east, Breland should take care of the monstrous question and wipe them out. Diplomacists argue not only that it would be a foolish waste of resources, but that this misses out on a potential opportunity both economically and militarily. Many point to the success of House Tharashk’s “Dragonne’s Roar” in military engagements for the value of such a powerful ally, even if it does mean swallowing their pride. Militants turn this around as proof of the threat. The final major argument in Parliament is what to do with the Cyran refugee crisis. While parliament has worked with Boranel to manage the displacement of Brelish citizens by the War, the creation of New Cyre was a unilateral action by Boranel. Supporters point to the plight of the Cyrans and the reality that nobody else would take them up. The Opposition has many reasons, most of which aren't about a meanness or coldness towards the the Cyrans, but a principled stand against executive overreach. On an even more real basis, the land granted to New Cyre was of little value, so it’s hard to argue Boranel took much of anything away. As such, legislation involving New Cyre tends to be less about removing the Cyrans and more about asserting Parliament’s authority - much to Prince Oargev’s chagrin. Owen McCoy is the speaker of the lower chamber. Short but stout, his frizzy hair isn't as bright of a red as it used to be. A strong royalist, he is Boranel’s greatest ally in parliament and has been instrumental in passing much of Boranel’s agenda. He rallied support in parliament for both ratifying the Treaty of Thronehold and its promotion of rights for warforged However, he did break with Boranel on one major issue - the creation of New Cyre. For Owen, Breland is for the Brelish people. Warforged who fought for Breland have earned their citizenship, but the large masses of Cyran refugees did not. Unable to convince Boranel otherwise, he was at least capable of ensuring that New Cyre was founded on land absolutely nobody else wanted near the Darguun border. Lord Ruken ir’Clarn is the speaker of the upper chamber and one of the most influential democracy activists. Lord ir'Clam is a plump man with straight dark hair and fair skin, his figure showing years of privileged living. Willing to pursue any means to ensure that the parliament triumphs over the monarchy, he’s enlisted a number of sympathetic nobles to carry out his dirty work, including Hass ir’Tain of Sharn. Once he secures control over the military from Boranel he wishes to start a campaign to reclaim Droaam. For him, the Five Nations were made by humans, for humans, and the idea of giving monsters or constructs rights is an aberration. His support for the Cyran refugees is an extension of this, Ruken seeing the importance of caring for the people of Cyre even if they no longer have a home.    
THE MACE OF PARLIAMENT Mace, Legendary, Major Forged over 600 years ago, the Mace of Parliament is one of the oldest symbols of the power of parliament. Tradition holds that the speaker of the upper chamber retains possession of the Mace, carrying it to its designated space at the front of the room behind the Speaker's podium to begin each session of parliament. The Mace of Parliament is a +1 Mace with 7 charges. While holding it, you can use an action amplify your voice to five times its volume. In addition, you can use an action and expend a charge to cast Command, two charges for Zone of Truth or Hold Person, or three charges for Tongues. The save DC for spells cast from the Mace is 1 5, and the mace counts for any material components for the spell. The mace regains 1d6+1 expended charges daily at dawn. If it has no charges at the start of the day, it instead only regains a single charge.
 

THE CROWN

  Contrasting the Parliament, the Crown represents the executive authority of the state. King Boranel currently bears the crown, but his age and a lack of qualified heirs has left the future of Breland in doubt.

THE HEIRS

King Boranel is widely respected and loved in Breland Unfortunately for him, his heirs are not. None have displayed the bravery, conviction, or leadership to match Boranel, encouraging the parliamentarians that now is the time. Some might argue that this is due to Boranel’s difficulties with his marriages - after the assassination of his first wife Chaseva, Boranel became a distant father. Despite remarrying three more times, none of his wives since have held his affections the same way. The third son of King Boranex, Boranel came to the throne after a tragic month where both older brothers were slain on the battlefield and King Boranex took his own life in grief. Boranel has eight surviving members of his generation, with three younger brothers and four younger sisters. Each of these siblings holds prestigious places in his court, but his brother Kor has secured the position of Boranel’s most trusted advisor and commander of the King’s Citadel. Boranel bore four sons with his first wife, one son and four daughters with his second, and one son and one daughter with his third His oldest son, Bortan, holds the position of royal steward and has been delegated many of the financial decisions of the nation. The fourth son of Chaseva, Aejar, has grown distant since being mauled by Boranel’s pet magebred ghost tigers and losing his left arm. He lost his daughter Borann on the Day of Mourning, and her body has not yet been recovered from the Field of Ruin. His youngest two children, his son Halix and his daughter Borina, have been exchanged with Kaius Ill’s sister Haydith as part of a program to ensure the continued peace of the continent. Haydith has won over the Brelish court and parliament in Wroat with her charm and wit, frequently accompanying Boranel on his official business.

MILITARY

The Royal Army forms the majority of the Brelish military. While the majority of the rank and file have gone home to their families since the Treaty of Thronehold, the officers remain engaged and planning for the next war - whether that’s a local conflict with Droaam or a full-scale resumption of hostilities. The Royal Navy saw significantly less combat during the Last War but still retains an important purpose. While isolated from the brunt of the naval engagements in the Scion’s Sound, the southwestern coast of Breland was important to protect for trading purposes, especially with the government of Riedra. The Royal Navy is furthermore tasked with controlling the waters between Sharn and Xen’drik, as any ship that doesn’t make it back to Sham is a ship who’s goods are not being taxed by Breland and the Sharn port authorities. While the Sahuagin have signed a treaty not to attack ships passing through their territory, they're not the only threat that lurks beneath the waves. More paramilitary than military, the King’s Citadel takes direct orders from Boranel himself. Furthermore, while the King’s Swords and Wands are not covert organizations like the King’s Dark Lanterns, they still conduct missions abroad on behalf of Boranel. As such, they can make excellent allies or antagonists in any kind of adventure. Inside the borders of Breland the King’s Citadel primarily serves as law enforcemnt, handling issues that the local constabulary is unable or unwilling to.  

THE KING'S SHADOWS

The King's Shadows were introduced in Five Nations as a fifth branch of the King's Citadel, a revision of the ECS' four branches. Handling covert intelligence, their function isn't well distinguished from the King's Dark Lanterns. Keith Baker has suggested that the Shadows are instead a prominent division of the King's Dark Lanterns. Furthermore, Keith has suggested that the Shadows were responsible for the creation of House Tarkanan during the Last War. As of Rising from the Last War, the King's Citadel is back to only having 4 branches.  

SAMPLE NPCS

General Anthony ir'Clam, cousin to Lord Ruken ir'Clam, leads the first army of Breland, stationed on the Cyran front. While one of the youngest Brelish generals, his face is as war- weary as any. Promoted after his predecessor died in the Mourning, he has been charged with protecting the eastern border from Mournland horrors. Deeply troubled by the abominations that spill out of the dead-gray mists, he seeks to understand the Mourning so he can guarantee nothing like it ever happens on Khorvaire again. Admiral Jaxson Ward has been defending the shipping lanes to Sharn since his teen years, working his way up within the ranks all the way to his status as Admiral His light chocolate skin shows his years of exposure to the sun on the decks of Brelish ships. In charge of Breland's second fleet, his ships keep the route from Sham to Stormreach safe and sound He's picked up Sahuagin over the course of many negotiations with the undersea civilization and knows more about the Thunder Sea than any other air breather. A large number of ships have been lost in the Straits of Shargon over the past centuries and Admiral Ward has standing bounties on several of the most famous wrecks. Captain Ellanar leads the King's Swords. A servant of Doi Arrah, her dark skin comes from her mother who moved to Breland from Aerenal As the leader of the King's Swords, Captain Ellanar is in charge of directing and organizing public-facing missions, whether it's breaking up Daask shipments of Dragon's Blood in Sham or rooting out cult activity in rural Breland

LOCAL POLITICS

Despite its political advancements towards democracy, the nation of Breland at its core remains a feudal system. Nobles are given land grants they apportion out to peasants who work the land. Nobles set the local tax rates, based on their own needs and the demands of the central government. While law enforcement in the larger towns regularly has access to important divination magic like Zone of Truth, the spellcasting requirement can be hard to find in smaller villages. This either requires a spellcaster to come in from out of town, or for mundane investigative techniques. Local business interests are rarely regulated or controlled by the state, however this does not mean they go uncontrolled Rather, the dragonmarked houses use systems of accreditation and guild membership to control the quality and availability of goods and services. Gold Dragon Inns are a Ghallanda franchise that player characters can rely upon for safe sleeping in their travels, while blacksmiths will hang their Fabricator's Guild seal of approval from their sign. This type of accreditation creates a strong incentive for all houses to hire auditors that regularly ensure standards are maintained, for the good of the reputation of the house.

RUNNING POLITICS

As much fun as political intrigue can be in a novel or in worldbuilding, at the end of the day the reason these details matter is enriching the player experience. Politics can be used to provide color in adventure descriptions, but this doesn't require a lot of time spent on developing the politics. Where depth and consistency matters is when politics is used as the basis for an adventure or campaign.

AS AN ADVENTURE

Political adventures can be as simple as a politically motivated NPC providing a quest that advances their ends - clearing out a local goblin tribe to free up land for local farmers, as an example. Politics come into play when the PCs recognize that the goblins too have a right to the land and aren't doing anything wrong, despite the accusations of the questgiving mayor. While it is possible to do simple good versus evil stories with political adventures, like defeating the evil vizier who's corrupting the good king, most people think political adventures should involve shades of gray. Giving the actors in a political adventure well-considered motives usually creates at least some shades of gray, even if one group is the clear "good" and the other is the clear "evil". Terrorists are evil, but developing that they're not just randomly killing people but attempting to overturn the political order gives the players a chance to understand why they're doing what they do. Political stories generally fall into the broad category of adventures that are "person versus person", stories of competing interests, rather than say "person versus nature" or "person versus self". As such, the core of an adventure is deciding what the competing interest is. Two fundamental types of political conflicts are resource rights or a position of power and privilege. Resource rights cover a broad range of issues, from mining to agriculture, but all come down to who ought to profit from the usage of a resource. Alternatively, fights over positions of power and privilege cover a broad array of topics, whether it's testing the extent of power of an existing position, the ascension of someone to an existing position, or the creation of a new position with new powers. Integral to this is the distinction between authority and power - Authority is the formal ability to accomplish something, while power is the actual ability to accomplish something. The tension between authority and power is core to many political stories, as political players are either trying to expand their power beyond their authority or to reclaim the power that ought to be vested in their authority. Core to all political stories is the concept of stakeholders - who gains or loses based on the political result. The easiest stories are ones with two opposing sides to a conflict, as that allows the player characters to just pick a side. More complex political stories involve many stakeholders who may have similar but slightly different interests. Say the Children of Winter want to shut down a mine - the workers may, like the noble, want it back open, but the workers may also want to take the opportunity to negotiate for lower taxes or better working conditions. This kind of multi-faction politics can rapidly complicate what should be a simple problem, splitting up what would be a united force into factions for the player characters to unite and lead  

AS A CAMPAIGN

Political campaigns center themselves on larger conflicts, which can include fundamental conflicts over values and the broader conflicts between major political institutions. In popular media and many fantasy settings, this usually manifests in the forms of a big war for the crown or throne. However, war as a form of political conflict only makes sense if both political forces are capable of raising roughly equivalent strength armies, or at least both believe that they can raise an army of equal or greater strength than their opponent. For every other scenario, such as a scheming duke looking to overthrow a King, their political goals will have to be accomplished by other means. A coup involving a direct strike against the King also involves taking power by force, without relying on some big scenic battle. Alternatively, manipulating the procedures involving the transition of power can provide plenty of fodder. Strategic marriages, regencies, and "accidents" can all serve to direct the reigns of power to particular individuals in a monarchical system. Under more democratic institutions, parliamentary intrigue and electioneering can similarly serve as forums to contest political power. Whether it's blatant crimes (theft, murder, election-rigging) or more indirect methods of exercising power, there's plenty of plots to be hatched through the competition for power. Mystery adventures can dig up dirt on political rivals, while a politician's organized crime connections can be turned into a dungeon crawl when adventurer's bust into the Boromar Clan hideout. The primary thing to keep in mind with political campaigns is the intelligence of each of the factions. Leaders will assess and respond to changing circumstances, meaning that how player character's approach problems is very important. If the player characters always act as violent mercenaries, an ignoble baron may try to buy them off. If the party is a bunch of idealists, spreading rumors and lies may be the tactic of choice. Intelligent villains are the scariest and can maintain the challenge in the face of growing PC combat prowess.

REIGNITING THE LAST WAR

If a DM does choose to pursue the plotline of reigniting the Last War, an excellent starting question is how will the war be reignited Breland and Karrnath have both set the seeds for a possible civil war, which could lead any of their neighbors to decide to take the opportunity to invade or simply support one side of the split in hopes of forming a durable political alliance. Aundair and Breland both have reasons they may want to invade one of their neighbors that seceded (Eldeen and Droaam respectively) creating an opportunity to "defend" the invaded country by counter-invading the initiator of hostilities. Alternatively, the blame could very easily be placed upon Darguun for attacking Breland or Valenar for attacking Karrnath. For the former a new leader would probably be necessary, while the latter would only require that Kaius decides he needs his army to blow off some steam because they're getting restless waiting for the big war to start up. The next step is deciding what major secrets each country is hiding. In the various sourcebooks many adventure hooks relate to new magic items that could give a country a leg up whe the war started. These matter because it will contextualize how countries look at opportunities - if a country has successfully recovered an ancient Giant artifact capable of leveling armies, that matters. Once you know how it starts and any important secrets countries are hiding, the initial set of alliances will serve as a blueprint for the conflict. In any kind of large war with many independent parties, alliances will resolve to two or maybe three sides in total, as nations band together out of common interest. Alliances need a few elements. First, some common interest. This doesn't need to be complicated - if they share a border, that interest could be reducing the number of fronts they're fighting on. If they don't share a border, it could be mutual recognition that they can't actively fight each other and so they may as well trade with each other. A third way for basic common interest is that they each have a mutual ally with no strong reason to fight each other, thus avoiding the risk of the mutual ally picking a different side. The second major element of an alliance is trust - while plenty of historical alliances have existed without trust (famously Germany and Russia at the start of World War II) an alliance without trust is liable to quickly collapse. CONCLUSION As players reach higher and higher levels, they engage in conflicts of increasing scope and scale. Historically, D&D has offered two ways of accomplishing this - introducing the planes, or introducing politics. Without the constant meddling of gods and the reincarnation of souls in the outer planes, there's significantly fewer reasons to travel to the planes of Eberron. Introducing politics can pull your players deeper into the setting, forcing them to make larger decisions about what impact their characters will have on the world
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