Eberron Rising From the Last War

(Nancy Kaufman) #1
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 for­
gotten secrets.
Practical. Whether it's about fashion, food, or conver­
sation, 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 Sham, Breland hosts a vast
spectrum of other wonders.

ARGO NTH
The floating fortress of Breland, Argon th 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 pa­
trols 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 lim­
its 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." Sim-


ilarly, 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 strug­
gling 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 gain­
ing 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 usu­
ally 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 atmo­
sphere. 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 ap-
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