Eberron - Rising from the Last War

(Jeff_L) #1

Extensive use of magic has repaired most of the dam­
age to the cities of Aundair, but the countryside remains
scarred by the war, especially along the border with
Thrane. The Crying Fields are a region of farmlands
permanently scarred by magic and haunted by restless
spirits. Aundairians claim their nation is stronger than
ever, but some worry about the long-term impact of the
loss of the Eldeen farmlands and the Crying Fields.
Now, Aundairians debate over differing views of their
nation's future. Some believe the first focus should be
reuniting Aundair and the Eldeen Reaches, whether
through diplomacy or force. Others consider Thaliost
to be the pressing issue. And still others support Queen
Aurala's claim to the throne of Galifar. When creating
an Aundairian, consider whether you have ties to any of
the affected regions and if this influences your opinion
of Thran es or druids.


THE KORRANBERG

CM�ONICl(


WIZARD WAR


BREWING AT


ARCANIX?


Before the war, the Arcane Congress served all Galifar.
The most promising students from across Khorvaire
came to study at Arcanix, and students from Khorvaire,
Cyre, and Aundair worked together to win honor in the
Trials of the Ninefold Path. Known to students simply
as the Nine, this contest pits students of the eight tra­
ditions against one another in a series of arcane chal­
lenges, along with a ninth bracket for those who have
yet to select a tradition. Teamwork, independence, mem­
orization, innovation-the Nine challenges competitors
on many levels, and the finest wizards of Galifar were
invariably champions of the Nine.
Thanks to the Treaty ofThronehold, students of all na­
tions once again study side by side in the towers of Arca­
nix. But no treaty or ritual can easily dispel the tensions
of a century of war. Over the last year we've reported on
a number of hate crimes in the towers fueled by national­
ist passions. Optimistic teachers hope that the Nine will
showcase the diversity that has evolved over the course
of the past century-highlighting Karrnathi advances in
necromancy and evocation, Cyran illusions, and more.
But privately, professors fear that the competitive aspect
of the Nine will inflame nationalist tension. Some even
believe that the lives of foreign students could be endan­
gered should they defeat Aundairian champions.
Only time will tell if the Nine can bring us together as
it once did, or if it will drive us further apart.


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 popu­
lation and abundant resources, Breland leads the conti­
nent in industry.
The Brelish are known for their pragmatism and in­
dependence. 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
Sham is the largest city in Khorvaire. Almost a nation
in its own right, the City of Towers is a hub for com­
merce and intrigue. Chapter 3 provides more informa­
tion on Sham.


  • 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 drag­
    on marks (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, ores, goblins, and even sa­
    huagin, 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 Sham.
Innovative and Independent. Find your own path in the
world; don't simply follow established traditions. As

CHAPTER 2 I KHORVAIRE GAZETTEER 10
7
Free download pdf