Breland
41,000,000 (44% humans, 14% Gnome, 10% half-elves, 8% elves, 7% dwarves, 4% halflings, 4% Changeling, 4% goblnoids, 3% orcs, 2% other)
Government: Constitutional monarchy/ Parliamentary system
Seat of Power: Wroat
Languages: Common, Gnome, Elven, Dwarven, Halfling, Goblin, Sahuagin
Religion Breland’s citizens mainly belong to the Church of the Silver Flame or the Sovereign Host, though as a whole the nation isn’t strongly religious—the Brelish have more faith in themselves and their king than in gods who never walk the land. Nevertheless, Sharn’s eclectic cosmopolitanism extends to faiths as well; in the great metropolis can be found representatives and followers of almost every religion and faith. Some devotees simply pass through on their way to some other part of the continent. Others remain (although a lot of them still plan to leave when the opportunity presents itself) in the City of Towers and try to provide spiritual sustenance to the masses that flow through the city. A few of the more violent and dangerous cults have forged hiding places within the nation. A Blood of Vol temple has been established, quietly and in secret, somewhere deep within the towers of Sharn. A number of separate groups devoted to the Dragon Below have long held positions of power and influence within the nation, though they rarely reveal their true nature or intentions.
Breland, one of the original Five Nations founded by the human settlers of Khorvaire, mixes a proud agricultural tradition with a more urban and industrial outlook, especially in its massive cities. As with the other Five Nations, Breland’s borders have fluctuated over time. It was named for King Galifar I’s daughter, Brey, in the year 32 YK. During the reign of Galifar’s last king, Wroann ir’Wynarn governed the nation. King Jarot’s youngest daughter, Wroann was the exact opposite of her twin brother, Wrogar of Aundair. She was thin and agile, serious, and a lover of the finer things in life. She also cherished freedom above all things, and promised to make Breland a place where people would be judged by word and deed instead of social class. When Jarot died, Wroann broke with her twin regarding the line of succession. Instead of supporting Mishann of Cyre’s claim to the throne, Wroann gathered her vassals and declared her own intention to rule the kingdom. Ironically, the freedom-loving nation of Breland was one of the key instigators of the Last War, for her leader wanted to spread her ideas of liberty and increased democracy to all by force and sword. Prior to the Last War, the nation of Breland covered all the land it holds today, as well as what is now Zilargo, Droaam, and the Shadow Marches. Currently, the kingdom consists of the land between the Graywall Mountains and the Howling Peaks, reaching as far north as the Blackcaps and Lake Galifar, and as far south as the southern coast of the continent. The current ruler of Breland, King Boranel ir’Wynarn (CG male human, aristocrat 3/fighter 8), traces his lineage to Wroann. Boranel has ruled Breland since 961 YK and proudly signed the Treaty of Thronehold to help end the Last War. In his time, Boranel has led his army into battle for six major engagements with enemy forces, participated in two quests to Xen’drik, and personally fought the Droaam champion to end a particularly long and bloody period of conflict between the two nations. Today, Breland stands as one of the most powerful nations of Khorvaire. With a large population and a robust industrial center, Breland could have continued fighting the Last War for many years. Indeed, some believe it could eventually have won the war. King Boranel, however, grew tired of constant battle. He longed for the peace of a united Galifar, a peace unknown in his lifetime. When an opportunity presented itself to forge a new peace, Boranel put his enthusiasm and powerful force of presence behind the effort. He has negotiated a separate treaty with Zilargo, making the gnomish nation his staunchest ally in the postwar environment. He has a grudging respect for Kaius, King of Karrnath, but that respect is tempered by a feeling of uneasiness he gets whenever he’s in the man’s presence. As much as he loves and respects the Aundairian people, Boranel doesn’t trust the flowery words that spill from the ambitious Queen Aurala’s pretty mouth. Tension also exists between Breland and Thrane; the theocracy to the north may bend its knee to a lawful good god, but it has a reputation for aggressively spreading its beliefs by sword and spell. Breland continues to engage in skirmishes with the warbands of Droaam. The monster clans regularly test the borders and make raids into western Breland, and Breland intelligence believes that a sizable force infests the Graywall Mountains. In the south, the Brelish navy works to keep the sea lanes safe from pirates. Though the navy suspects that the pirates have ties to the Lhazaar princes, no definitive proof has been uncovered—at least not since the Thronehold Accords went into effect.
The industrial capital of Khorvaire, Breland is best known for the cosmopolitan city of Sharn, the largest settlement on the continent and one of the major ports along its southern coast. Breland is also the gateway to the mysterious continent of Xen’drik.
Life and Society Breland’s citizenry is divided almost equally between rural and urban communities. Along Breland’s northern expanse, farms and ranches stretch from the Graywall Mountains in the west to the Seawall Mountains in the east. Rich soil and moderate rainfall make the lives of the farmers relatively easy, and all but the farms nearest the Mournland have stayed prosperous through times of war and peace. The southern section of the nation, dominated by a number of tropical forests including the great King’s Forest, houses plantations and hunting reserves. Rural life resembles that in the other nations, with perhaps a bit more emphasis on personal freedom and a drive to succeed and improve one’s station in life. Much of Breland’s rural citizenry never experienced firsthand the horrors of the Last War. Only the regions to the extreme northeast and those communities closest to Droaam ever participated in actual battles, and no foreign power ever penetrated very far into the nation. Every village and town and city, however, sent soldiers to the front, and every family knows someone who never returned from the war. Memorial markers are found around every thorp and hamlet, and the great cities have extensive memorials dedicated to those who perished defending Breland from its enemies. What makes Breland different from most of the other nations is the number of urban centers that have grown up within its borders. Not only does it boast the largest metropolis in all of Khorvaire, Sharn, but even its smaller cities and towns have a cosmopolitan and worldly air to them. The Brelish attitude of acceptance and tolerance naturally attracts people of all races to its confines. Hence, the nation boasts large populations of most of the common races, as well as goblinoids, orcs, and a variety of intelligent monster races. This mix of people from different regions and of different cultures is much more dramatic in Breland’s urban centers, particularly in Sharn. Northern Breland enjoys a mild climate. Wet springs give way to warm summers that blend into mild autumns and relatively temperate winters. The temperature rarely drops below freezing, even in the dead of winter, except in the highlands around the Blackcaps. In the south, from Wroat to the Straits of Shargon, the weather ranges from hot and muggy to hot and rainy, with only occasional periods of warm and dry. The roads throughout Breland are well maintained and constantly patrolled. In addition to the House Orien trade roads, the crown maintains the original king’s roads that date back to ancient Galifar. Lightning rail lines connect Sharn and Wroat with Aundair, Thrane, and Zilargo, for those needing to travel at a faster pace. Breland has welcomed a large contingent of Cyran refugees, providing them a place to call home since the destruction of Cyre and the creation of the Mournland. The Cyrans have set up their own town of New Cyre to the southeast of Starilaskur, where they hope eventually to gather as many of the survivors of their doomed nation as possible. Other Cyran communities can be found in Wroat, Sharn, Shavalant, and Ardev. Most of the Brelish feel obliged to make a place for the refugees, but there are factions within Breland whose members recall the bitter battles the two nations engaged in over the course of the war. For these factions, the doom that Cyre experienced was just punishment for the evil it had committed during the long years of war. They have no love to show the refugees, nor pity in their hearts; just a burning hatred and a desire to drive them from the nation—or, in some cases, to finish the job that Cyre itself started and wipe them from the face of Eberron.
Adventuring in Breland Breland enjoys a safe and relatively peaceful existence. Trade roads, caravan routes, and the king’s roads crisscross the countryside, promoting travel. Ships navigate the rivers and connect the Brelish ports to ports throughout Khorvaire. An extensive system of lightning rail conductor stones connects the nation to Aundair, Thrane, and Zilargo, and from these locations to even more distant realms. Airship docks can be found in most of Breland’s major metropolitan centers, including Wroat and Sharn, so that this travel venue is also available. While the farms and cities are safe and secure, for the most part, there are places where life and limb are at risk. The environs around the Blackcaps, for instance, often attract monsters and evil bands that hide within the mountains and strike when the opportunity presents itself. Monstrous warbands can appear out of Droaam without warning—if the Last War still continues anywhere, it does so along the Droaam–Breland border. The Mournland occasionally spits some horror or another out of its dead-gray mists, and pirates regularly strike from the southern seas. Many adventurers get their start in Sharn, the City of Towers. The place is rife with danger, opportunities, and adventure potential, making it a natural magnet for those seeking to make a living by the sword, the spell, and their inherent skills. While the upper portions of the city have the same troubles plaguing them as in any other metropolis, the lower portions of the city quickly transform from crime-ridden tenements to monster-filled dungeons. For this reason, some adventurers never need leave the City of Towers to enjoy busy careers and fill their coffers. Sharn also presents a number of gateways to the rest of the world. From its ports and airship docks and lightning rail stations, all of Khorvaire and beyond can be reached. Indeed, if there’s a clear path to the mysterious continent of Xen’drik, it starts in Sharn. Breland makes use of the Galifar Code of Justice, and law enforcers can be found in every thorp, village, and city. In addition, the Citadel and traveling magistrates dispense justice as appropriate, as do the military tribunals that operate out of Breland’s mobile fortresses. In Sharn, adventurers are given some latitude as far as the law is concerned, but those who abuse the system can expect to spend time in one of the local or royal prisons. The people of Breland love liberty and freedom. They are a tolerant, accepting people, with a tendency to be friendly and helpful. They are disposed to liking those of Aundairian and Zil descent, and they feel an obligation toward the refugees of Cyre. Mostly ambivalent toward the people of Thrane, many Brelish still harbor feelings of anger and fear where the Karrns are concerned. If it comes from Droaam, the Brelish have a tendency to strike first and ask questions later. Even then, a lone monstrous humanoid can find acceptance in Sharn, as long as it doesn’t cause any trouble. Adventure Ideas —A Citadel agent, dying and beyond help, orders the adventurers to complete her mission for the king. —A Sharn constable deputizes a group of adventurers and charges them with solving the murder of a prominent citizen of the City of Towers. —While constructing a new addition to the Fourteenth Tower, workers discover an ancient series of chambers deep within the structure. Adventurers are hired to explore the chambers and report on what they find within. —A representative of Morgrave University seeks able-bodied adventurers to undertake a mission to Xen’drik. He provides a letter of reference that will get the adventurers an audience with his contact in Stormreach, a contact who can provide them with a map to a trove of ancient relics. —The prince of New Cyre puts out a call for brave adventurers willing to enter the Mournland on a mission of great importance to the Cyran exiles. Rumors coming out of the east suggest that the Cyran royal palace survived the devastation that laid waste to the nation, and the prince needs trustworthy adventurers to test the validity of the rumors. If some portion of the royal palace has survived, the prince wants the adventurers to enter the palace vaults and bring him the Cyran crown. —Pirates operating in the Hilt have been disrupting trade and travel around Sharn. The Royal Navy needs help to find the pirates and put a stop to their raids, and a call goes out for adventurers looking for a short but profitable commission. —House Vadalis wants to secure seeds from a griffon fruit, a rare tropical fruit that grows in a small grove deep in the King’s Forest. The reasons this particular quest might prove to be troublesome: the Knight Rangers won’t allow anyone without a permit to enter the forest; because of the increasing threat of the Jungle Boys, no permits are currently being assigned; the grove is protected by a mad druid; and the fruit only ripens once every decade, on the upcoming Night of Three Moons. —House Orien requires a small group of adventurers to accompany one of its couriers. The courier must pick up a package from one of the halfling crime lords operating in Sharn and deliver the package to the halfling’s agent in Galethspyre. The adventurers are needed to protect the courier and her package, since more than one of the halfling’s rivals doesn’t want it to get delivered. —A bounty hunter from House Tharashk seeks hirelings to help him locate and capture a Brelish deserter that he has tracked to Black Pit. Captain Desro, a onetime paladin who became a blackguard after leading his men into an ambush during the Battle of Corry Pass, has been on the run for four years. House Tharashk recently picked up his trail, but the agent is reluctant to take on the powerful blackguard without some help.
Major Settlements Farms, ranches, and great estates dot the Brelish countryside, covering the open land in the north and rising up alongside rivers in the south. While about half of Breland’s population lives as farmers, ranchers, and peasants devoted to the estates of the Brelish aristocracy, the other half lives and works in and around the nation’s growing centers of trade and industry—the towns and cities that have grown up in diverse parts of the domain. The nation contains two metropolises, Wroat and Sharn, as well as numerous towns, villages, and cities. Sharn is the largest city on the continent, not in physical size but in the number of people who call the City of Towers home Sharn (Metropolis, 2,000,000) There has been a major settlement on the Hilt of the Dagger River since before recorded history. The current metropolis, Sharn, has existed since the formation of the original Five Nations, about seven hundred years after humans rose to prominence on the continent. For more than two millennia, the towers of Sharn have grown, rising thousands of feet into the sky. This vertical expansion has given the metropolis its title: The City of Towers First Tower (Thorp, 640) At first glance, First Tower doesn’t appear to deserve a mention alongside such massive population centers as Sharn and Wroat. If a settlement were judged solely on the number of people it contained, then the place might not even appear on a Brelish map. As the gateway to Sharn from the northern land passages, however, First Tower earns prominence and notoriety befitting the number of travelers who regularly pass through its humble environs Wroat (Metropolis, 808,700) The second largest city in Breland, Wroat serves as the Brelish capital and a center of trade and commerce. Not as densely populated or as overwhelming as Sharn, Wroat nevertheless holds its own as one of the great cities of Khorvaire. Wroat, whose skyline stretches along both sides of the Howling River, is located at the junction where that waterway meets the Dagger River. Two large temples—one dedicated to the Sovereign Host, the other to the Silver Flame— dominate the Street of Worship. Other impressive structures include Brokenblade Castle, Parliament Hall, the Citadel, the Wroat campus of Morgrave University, and the Galifar Museum. Vathirond (Large Town, 31,000): The town of Vathirond, situated on the southern banks of the Brey River, serves as a watchpost and trading center. It sits across the border from the nation of Thrane, and near the line that once separated Breland from Cyre. If a place in Breland suffered more than its share during the Last War, Vathirond would be that place. It constantly struggled against both Thrane and Cyre at different times during the war, and even contended with river raiders from Karrnath once or twice over the century of fighting. Now the town tries to put aside its hatred for Thrane as it works to honor the Treaty of Thronehold. With one eye kept toward the north, it turns another eye to the Mournland. Nameless horrors have begun to slip into Breland from the east at an alarming rate, and Vathirond border patrols seek to either prevent this or raise an alarm when something they can’t deal with appears out of the dead-gray mist that seems to mark where Breland ends and the Mournland begins. New Cyre (Large Town, 42,000): What started as a refugee village in the wake of the destruction of Cyre has rapidly grown into a large town. While the disaster that destroyed the nation to Breland’s east wiped out much of the Cyran population, those living near the western border had enough time to cross over into the Brelish countryside ahead of the strange wall of dead-gray mist that eventually stopped just a few miles to the east of Vathirond and Kennrun. King Boranel took pity on the refugees and established the camps that evolved into a village and then a town. Argonth (Small Town, 16,000): Once, the mighty forges of Sharn churned out new and amazing weapons of war. With the help of Cannith makers and other arcane crafters, the great forges crafted various types of warforged, powerful vehicles, and the wondrous moving cities. Of these latter creations, only two remain active to the current day. The most famous of these is Argonth, the mobile fortress Important Sites Breland, one of the original Five Nations founded by the human settlers of Khorvaire, became part of Galifar’s kingdom when the legendary leader decided to create a united empire. In addition to the fabled towers of Sharn and the amazing accomplishments of Galifar and his heirs, Breland contains a number of sites that date back to the goblinoid empires of old and even beyond. A few natural wonders found within Breland’s borders are also worth mentioning The Dragon’s Crown: A ring of jutting stones rises from the earth within the heart of Breland’s farm country. The King’s Forest: A great tropical rain forest fills the southeastern portion of Breland Black Pit: A terrible crack in the earth, Black Pit seems to lead to the darkest depths of Khyber itself. Sterngate: The fortress of Sterngate protects Breland from Darguun invaders.
Exports: Weapons, armor, tools, processed ore, metalwork, manufactured goods, heavy industry Industries Breland’s agricultural output ranks it among the top crop-producing nations. It doesn’t export many of its crops; however; much of what it produces goes to feed its growing population. The northern half of the country consists of rich farmland, while the southern climate is perfect for cultivating a diverse selection of tropical crops. The rest of Khorvaire knows Breland for its manufactured goods and heavy industry. The smelts and forges of Sharn, for example, produce relatively inexpensive weapons and armor. While these aren’t as well made and ornate as those turned out by the Mror Holds or Karrnath, they work just fine and cost significantly less. Sharn also turns ore and other raw materials into processed goods; House Cannith and the shipwrights of Zilargo purchase much of Sharn’s output for use in the construction of ships and vehicles. Other industrial centers can be found in Wroat, Galethspyre, and Starilaskur. All of the dragonmarked houses maintain emporiums and outposts throughout Breland, and all of them have extensive operations in Sharn, the City of Towers. House Medani, House Phiarlan, and one branch of House Cannith all maintain headquarters in Breland; House Vadalis has an important enclave here as well.
Government and Politics King Boranel (CG male human, aristocrat 2/fighter 8) rules Breland. A direct descendant of the independent nation of Breland’s first leader, Wroann, daughter of Jarot, Boranel carries on the traditions of both Galifar and the Brelish crown. A monarchy, Breland also has a partially elected parliament that works alongside the king and the royal court to govern the country. The parliament makes the laws in Breland, the crown enforces them. The crown also conducts all business related to foreign affairs and national security, sometimes informing the parliament, more often not. The people of Breland love their king, his vassal lords respect and even revere him, and the parliament sees him as fair and just. It is said that the people of Breland will follow Boranel anywhere, and this has been demonstrated many times in the course of his thirty-seven-year reign. As Boranel gets older, concerns revolving around succession begin to manifest. One plan, mostly discussed quietly and in secret, suggests that the nation abandon the monarchy after Boranel’s death and turn over more power and authority to the parliament. Another plan hopes that one of Boranel’s children will fill the vacuum and become a leader in the same vein as his or her father. So far, none of the heirs has demonstrated more than a passing ability at ruling the nation. To further spread the tenets of democracy, Breland regularly holds town meetings throughout the realm. At these meetings, the common folk are recognized and allowed to state their opinions for the crown and parliament to hear.
Power Groups As is true of each of the other nations descended from the once-grand kingdom of Galifar, Breland enjoys good relations with all of the dragonmarked houses. Each house maintains emporiums and outposts throughout the country, and a few use Breland as the seat of their economic empire. Obviously, the crown wields much power in Breland, both as a political and a military entity. Parliament and the nobles vie for their share of political power, and more than a few hereditary and elected officials have considerable influence in the nation. King Boranel holds the various parties together by sheer force of will and integrity. What could break down in a chaotic struggle for dominance winds up working like a well-oiled machine under Boranel’s leadership. When the day comes for the aging Boranel to relinquish the crown, will someone appear who can hold Breland together? House Cannith House Medani House Phiarlan House Vadalis The Brelish Crown The Breland Parliament Nobles and Vassal Lords The King’s Citadel
Government: Constitutional monarchy/ Parliamentary system
Seat of Power: Wroat
Languages: Common, Gnome, Elven, Dwarven, Halfling, Goblin, Sahuagin
Religion Breland’s citizens mainly belong to the Church of the Silver Flame or the Sovereign Host, though as a whole the nation isn’t strongly religious—the Brelish have more faith in themselves and their king than in gods who never walk the land. Nevertheless, Sharn’s eclectic cosmopolitanism extends to faiths as well; in the great metropolis can be found representatives and followers of almost every religion and faith. Some devotees simply pass through on their way to some other part of the continent. Others remain (although a lot of them still plan to leave when the opportunity presents itself) in the City of Towers and try to provide spiritual sustenance to the masses that flow through the city. A few of the more violent and dangerous cults have forged hiding places within the nation. A Blood of Vol temple has been established, quietly and in secret, somewhere deep within the towers of Sharn. A number of separate groups devoted to the Dragon Below have long held positions of power and influence within the nation, though they rarely reveal their true nature or intentions.
Breland, one of the original Five Nations founded by the human settlers of Khorvaire, mixes a proud agricultural tradition with a more urban and industrial outlook, especially in its massive cities. As with the other Five Nations, Breland’s borders have fluctuated over time. It was named for King Galifar I’s daughter, Brey, in the year 32 YK. During the reign of Galifar’s last king, Wroann ir’Wynarn governed the nation. King Jarot’s youngest daughter, Wroann was the exact opposite of her twin brother, Wrogar of Aundair. She was thin and agile, serious, and a lover of the finer things in life. She also cherished freedom above all things, and promised to make Breland a place where people would be judged by word and deed instead of social class. When Jarot died, Wroann broke with her twin regarding the line of succession. Instead of supporting Mishann of Cyre’s claim to the throne, Wroann gathered her vassals and declared her own intention to rule the kingdom. Ironically, the freedom-loving nation of Breland was one of the key instigators of the Last War, for her leader wanted to spread her ideas of liberty and increased democracy to all by force and sword. Prior to the Last War, the nation of Breland covered all the land it holds today, as well as what is now Zilargo, Droaam, and the Shadow Marches. Currently, the kingdom consists of the land between the Graywall Mountains and the Howling Peaks, reaching as far north as the Blackcaps and Lake Galifar, and as far south as the southern coast of the continent. The current ruler of Breland, King Boranel ir’Wynarn (CG male human, aristocrat 3/fighter 8), traces his lineage to Wroann. Boranel has ruled Breland since 961 YK and proudly signed the Treaty of Thronehold to help end the Last War. In his time, Boranel has led his army into battle for six major engagements with enemy forces, participated in two quests to Xen’drik, and personally fought the Droaam champion to end a particularly long and bloody period of conflict between the two nations. Today, Breland stands as one of the most powerful nations of Khorvaire. With a large population and a robust industrial center, Breland could have continued fighting the Last War for many years. Indeed, some believe it could eventually have won the war. King Boranel, however, grew tired of constant battle. He longed for the peace of a united Galifar, a peace unknown in his lifetime. When an opportunity presented itself to forge a new peace, Boranel put his enthusiasm and powerful force of presence behind the effort. He has negotiated a separate treaty with Zilargo, making the gnomish nation his staunchest ally in the postwar environment. He has a grudging respect for Kaius, King of Karrnath, but that respect is tempered by a feeling of uneasiness he gets whenever he’s in the man’s presence. As much as he loves and respects the Aundairian people, Boranel doesn’t trust the flowery words that spill from the ambitious Queen Aurala’s pretty mouth. Tension also exists between Breland and Thrane; the theocracy to the north may bend its knee to a lawful good god, but it has a reputation for aggressively spreading its beliefs by sword and spell. Breland continues to engage in skirmishes with the warbands of Droaam. The monster clans regularly test the borders and make raids into western Breland, and Breland intelligence believes that a sizable force infests the Graywall Mountains. In the south, the Brelish navy works to keep the sea lanes safe from pirates. Though the navy suspects that the pirates have ties to the Lhazaar princes, no definitive proof has been uncovered—at least not since the Thronehold Accords went into effect.
The industrial capital of Khorvaire, Breland is best known for the cosmopolitan city of Sharn, the largest settlement on the continent and one of the major ports along its southern coast. Breland is also the gateway to the mysterious continent of Xen’drik.
Life and Society Breland’s citizenry is divided almost equally between rural and urban communities. Along Breland’s northern expanse, farms and ranches stretch from the Graywall Mountains in the west to the Seawall Mountains in the east. Rich soil and moderate rainfall make the lives of the farmers relatively easy, and all but the farms nearest the Mournland have stayed prosperous through times of war and peace. The southern section of the nation, dominated by a number of tropical forests including the great King’s Forest, houses plantations and hunting reserves. Rural life resembles that in the other nations, with perhaps a bit more emphasis on personal freedom and a drive to succeed and improve one’s station in life. Much of Breland’s rural citizenry never experienced firsthand the horrors of the Last War. Only the regions to the extreme northeast and those communities closest to Droaam ever participated in actual battles, and no foreign power ever penetrated very far into the nation. Every village and town and city, however, sent soldiers to the front, and every family knows someone who never returned from the war. Memorial markers are found around every thorp and hamlet, and the great cities have extensive memorials dedicated to those who perished defending Breland from its enemies. What makes Breland different from most of the other nations is the number of urban centers that have grown up within its borders. Not only does it boast the largest metropolis in all of Khorvaire, Sharn, but even its smaller cities and towns have a cosmopolitan and worldly air to them. The Brelish attitude of acceptance and tolerance naturally attracts people of all races to its confines. Hence, the nation boasts large populations of most of the common races, as well as goblinoids, orcs, and a variety of intelligent monster races. This mix of people from different regions and of different cultures is much more dramatic in Breland’s urban centers, particularly in Sharn. Northern Breland enjoys a mild climate. Wet springs give way to warm summers that blend into mild autumns and relatively temperate winters. The temperature rarely drops below freezing, even in the dead of winter, except in the highlands around the Blackcaps. In the south, from Wroat to the Straits of Shargon, the weather ranges from hot and muggy to hot and rainy, with only occasional periods of warm and dry. The roads throughout Breland are well maintained and constantly patrolled. In addition to the House Orien trade roads, the crown maintains the original king’s roads that date back to ancient Galifar. Lightning rail lines connect Sharn and Wroat with Aundair, Thrane, and Zilargo, for those needing to travel at a faster pace. Breland has welcomed a large contingent of Cyran refugees, providing them a place to call home since the destruction of Cyre and the creation of the Mournland. The Cyrans have set up their own town of New Cyre to the southeast of Starilaskur, where they hope eventually to gather as many of the survivors of their doomed nation as possible. Other Cyran communities can be found in Wroat, Sharn, Shavalant, and Ardev. Most of the Brelish feel obliged to make a place for the refugees, but there are factions within Breland whose members recall the bitter battles the two nations engaged in over the course of the war. For these factions, the doom that Cyre experienced was just punishment for the evil it had committed during the long years of war. They have no love to show the refugees, nor pity in their hearts; just a burning hatred and a desire to drive them from the nation—or, in some cases, to finish the job that Cyre itself started and wipe them from the face of Eberron.
Adventuring in Breland Breland enjoys a safe and relatively peaceful existence. Trade roads, caravan routes, and the king’s roads crisscross the countryside, promoting travel. Ships navigate the rivers and connect the Brelish ports to ports throughout Khorvaire. An extensive system of lightning rail conductor stones connects the nation to Aundair, Thrane, and Zilargo, and from these locations to even more distant realms. Airship docks can be found in most of Breland’s major metropolitan centers, including Wroat and Sharn, so that this travel venue is also available. While the farms and cities are safe and secure, for the most part, there are places where life and limb are at risk. The environs around the Blackcaps, for instance, often attract monsters and evil bands that hide within the mountains and strike when the opportunity presents itself. Monstrous warbands can appear out of Droaam without warning—if the Last War still continues anywhere, it does so along the Droaam–Breland border. The Mournland occasionally spits some horror or another out of its dead-gray mists, and pirates regularly strike from the southern seas. Many adventurers get their start in Sharn, the City of Towers. The place is rife with danger, opportunities, and adventure potential, making it a natural magnet for those seeking to make a living by the sword, the spell, and their inherent skills. While the upper portions of the city have the same troubles plaguing them as in any other metropolis, the lower portions of the city quickly transform from crime-ridden tenements to monster-filled dungeons. For this reason, some adventurers never need leave the City of Towers to enjoy busy careers and fill their coffers. Sharn also presents a number of gateways to the rest of the world. From its ports and airship docks and lightning rail stations, all of Khorvaire and beyond can be reached. Indeed, if there’s a clear path to the mysterious continent of Xen’drik, it starts in Sharn. Breland makes use of the Galifar Code of Justice, and law enforcers can be found in every thorp, village, and city. In addition, the Citadel and traveling magistrates dispense justice as appropriate, as do the military tribunals that operate out of Breland’s mobile fortresses. In Sharn, adventurers are given some latitude as far as the law is concerned, but those who abuse the system can expect to spend time in one of the local or royal prisons. The people of Breland love liberty and freedom. They are a tolerant, accepting people, with a tendency to be friendly and helpful. They are disposed to liking those of Aundairian and Zil descent, and they feel an obligation toward the refugees of Cyre. Mostly ambivalent toward the people of Thrane, many Brelish still harbor feelings of anger and fear where the Karrns are concerned. If it comes from Droaam, the Brelish have a tendency to strike first and ask questions later. Even then, a lone monstrous humanoid can find acceptance in Sharn, as long as it doesn’t cause any trouble. Adventure Ideas —A Citadel agent, dying and beyond help, orders the adventurers to complete her mission for the king. —A Sharn constable deputizes a group of adventurers and charges them with solving the murder of a prominent citizen of the City of Towers. —While constructing a new addition to the Fourteenth Tower, workers discover an ancient series of chambers deep within the structure. Adventurers are hired to explore the chambers and report on what they find within. —A representative of Morgrave University seeks able-bodied adventurers to undertake a mission to Xen’drik. He provides a letter of reference that will get the adventurers an audience with his contact in Stormreach, a contact who can provide them with a map to a trove of ancient relics. —The prince of New Cyre puts out a call for brave adventurers willing to enter the Mournland on a mission of great importance to the Cyran exiles. Rumors coming out of the east suggest that the Cyran royal palace survived the devastation that laid waste to the nation, and the prince needs trustworthy adventurers to test the validity of the rumors. If some portion of the royal palace has survived, the prince wants the adventurers to enter the palace vaults and bring him the Cyran crown. —Pirates operating in the Hilt have been disrupting trade and travel around Sharn. The Royal Navy needs help to find the pirates and put a stop to their raids, and a call goes out for adventurers looking for a short but profitable commission. —House Vadalis wants to secure seeds from a griffon fruit, a rare tropical fruit that grows in a small grove deep in the King’s Forest. The reasons this particular quest might prove to be troublesome: the Knight Rangers won’t allow anyone without a permit to enter the forest; because of the increasing threat of the Jungle Boys, no permits are currently being assigned; the grove is protected by a mad druid; and the fruit only ripens once every decade, on the upcoming Night of Three Moons. —House Orien requires a small group of adventurers to accompany one of its couriers. The courier must pick up a package from one of the halfling crime lords operating in Sharn and deliver the package to the halfling’s agent in Galethspyre. The adventurers are needed to protect the courier and her package, since more than one of the halfling’s rivals doesn’t want it to get delivered. —A bounty hunter from House Tharashk seeks hirelings to help him locate and capture a Brelish deserter that he has tracked to Black Pit. Captain Desro, a onetime paladin who became a blackguard after leading his men into an ambush during the Battle of Corry Pass, has been on the run for four years. House Tharashk recently picked up his trail, but the agent is reluctant to take on the powerful blackguard without some help.
Major Settlements Farms, ranches, and great estates dot the Brelish countryside, covering the open land in the north and rising up alongside rivers in the south. While about half of Breland’s population lives as farmers, ranchers, and peasants devoted to the estates of the Brelish aristocracy, the other half lives and works in and around the nation’s growing centers of trade and industry—the towns and cities that have grown up in diverse parts of the domain. The nation contains two metropolises, Wroat and Sharn, as well as numerous towns, villages, and cities. Sharn is the largest city on the continent, not in physical size but in the number of people who call the City of Towers home Sharn (Metropolis, 2,000,000) There has been a major settlement on the Hilt of the Dagger River since before recorded history. The current metropolis, Sharn, has existed since the formation of the original Five Nations, about seven hundred years after humans rose to prominence on the continent. For more than two millennia, the towers of Sharn have grown, rising thousands of feet into the sky. This vertical expansion has given the metropolis its title: The City of Towers First Tower (Thorp, 640) At first glance, First Tower doesn’t appear to deserve a mention alongside such massive population centers as Sharn and Wroat. If a settlement were judged solely on the number of people it contained, then the place might not even appear on a Brelish map. As the gateway to Sharn from the northern land passages, however, First Tower earns prominence and notoriety befitting the number of travelers who regularly pass through its humble environs Wroat (Metropolis, 808,700) The second largest city in Breland, Wroat serves as the Brelish capital and a center of trade and commerce. Not as densely populated or as overwhelming as Sharn, Wroat nevertheless holds its own as one of the great cities of Khorvaire. Wroat, whose skyline stretches along both sides of the Howling River, is located at the junction where that waterway meets the Dagger River. Two large temples—one dedicated to the Sovereign Host, the other to the Silver Flame— dominate the Street of Worship. Other impressive structures include Brokenblade Castle, Parliament Hall, the Citadel, the Wroat campus of Morgrave University, and the Galifar Museum. Vathirond (Large Town, 31,000): The town of Vathirond, situated on the southern banks of the Brey River, serves as a watchpost and trading center. It sits across the border from the nation of Thrane, and near the line that once separated Breland from Cyre. If a place in Breland suffered more than its share during the Last War, Vathirond would be that place. It constantly struggled against both Thrane and Cyre at different times during the war, and even contended with river raiders from Karrnath once or twice over the century of fighting. Now the town tries to put aside its hatred for Thrane as it works to honor the Treaty of Thronehold. With one eye kept toward the north, it turns another eye to the Mournland. Nameless horrors have begun to slip into Breland from the east at an alarming rate, and Vathirond border patrols seek to either prevent this or raise an alarm when something they can’t deal with appears out of the dead-gray mist that seems to mark where Breland ends and the Mournland begins. New Cyre (Large Town, 42,000): What started as a refugee village in the wake of the destruction of Cyre has rapidly grown into a large town. While the disaster that destroyed the nation to Breland’s east wiped out much of the Cyran population, those living near the western border had enough time to cross over into the Brelish countryside ahead of the strange wall of dead-gray mist that eventually stopped just a few miles to the east of Vathirond and Kennrun. King Boranel took pity on the refugees and established the camps that evolved into a village and then a town. Argonth (Small Town, 16,000): Once, the mighty forges of Sharn churned out new and amazing weapons of war. With the help of Cannith makers and other arcane crafters, the great forges crafted various types of warforged, powerful vehicles, and the wondrous moving cities. Of these latter creations, only two remain active to the current day. The most famous of these is Argonth, the mobile fortress Important Sites Breland, one of the original Five Nations founded by the human settlers of Khorvaire, became part of Galifar’s kingdom when the legendary leader decided to create a united empire. In addition to the fabled towers of Sharn and the amazing accomplishments of Galifar and his heirs, Breland contains a number of sites that date back to the goblinoid empires of old and even beyond. A few natural wonders found within Breland’s borders are also worth mentioning The Dragon’s Crown: A ring of jutting stones rises from the earth within the heart of Breland’s farm country. The King’s Forest: A great tropical rain forest fills the southeastern portion of Breland Black Pit: A terrible crack in the earth, Black Pit seems to lead to the darkest depths of Khyber itself. Sterngate: The fortress of Sterngate protects Breland from Darguun invaders.
Exports: Weapons, armor, tools, processed ore, metalwork, manufactured goods, heavy industry Industries Breland’s agricultural output ranks it among the top crop-producing nations. It doesn’t export many of its crops; however; much of what it produces goes to feed its growing population. The northern half of the country consists of rich farmland, while the southern climate is perfect for cultivating a diverse selection of tropical crops. The rest of Khorvaire knows Breland for its manufactured goods and heavy industry. The smelts and forges of Sharn, for example, produce relatively inexpensive weapons and armor. While these aren’t as well made and ornate as those turned out by the Mror Holds or Karrnath, they work just fine and cost significantly less. Sharn also turns ore and other raw materials into processed goods; House Cannith and the shipwrights of Zilargo purchase much of Sharn’s output for use in the construction of ships and vehicles. Other industrial centers can be found in Wroat, Galethspyre, and Starilaskur. All of the dragonmarked houses maintain emporiums and outposts throughout Breland, and all of them have extensive operations in Sharn, the City of Towers. House Medani, House Phiarlan, and one branch of House Cannith all maintain headquarters in Breland; House Vadalis has an important enclave here as well.
Government and Politics King Boranel (CG male human, aristocrat 2/fighter 8) rules Breland. A direct descendant of the independent nation of Breland’s first leader, Wroann, daughter of Jarot, Boranel carries on the traditions of both Galifar and the Brelish crown. A monarchy, Breland also has a partially elected parliament that works alongside the king and the royal court to govern the country. The parliament makes the laws in Breland, the crown enforces them. The crown also conducts all business related to foreign affairs and national security, sometimes informing the parliament, more often not. The people of Breland love their king, his vassal lords respect and even revere him, and the parliament sees him as fair and just. It is said that the people of Breland will follow Boranel anywhere, and this has been demonstrated many times in the course of his thirty-seven-year reign. As Boranel gets older, concerns revolving around succession begin to manifest. One plan, mostly discussed quietly and in secret, suggests that the nation abandon the monarchy after Boranel’s death and turn over more power and authority to the parliament. Another plan hopes that one of Boranel’s children will fill the vacuum and become a leader in the same vein as his or her father. So far, none of the heirs has demonstrated more than a passing ability at ruling the nation. To further spread the tenets of democracy, Breland regularly holds town meetings throughout the realm. At these meetings, the common folk are recognized and allowed to state their opinions for the crown and parliament to hear.
Power Groups As is true of each of the other nations descended from the once-grand kingdom of Galifar, Breland enjoys good relations with all of the dragonmarked houses. Each house maintains emporiums and outposts throughout the country, and a few use Breland as the seat of their economic empire. Obviously, the crown wields much power in Breland, both as a political and a military entity. Parliament and the nobles vie for their share of political power, and more than a few hereditary and elected officials have considerable influence in the nation. King Boranel holds the various parties together by sheer force of will and integrity. What could break down in a chaotic struggle for dominance winds up working like a well-oiled machine under Boranel’s leadership. When the day comes for the aging Boranel to relinquish the crown, will someone appear who can hold Breland together? House Cannith House Medani House Phiarlan House Vadalis The Brelish Crown The Breland Parliament Nobles and Vassal Lords The King’s Citadel
Controlled Territories

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