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Entrée

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 Five Nations in industry.

The Brelish are known for their pragmatism and independence. They lack the discipline of Karrns or the faith of the Thranes, but they excel at finding new and innovative solutions to problems. The Brelish also have a talent for intrigue and subterfuge. The King’s Dark Lanterns are one of the finest intelligence agencies in Khorvaire, rivaled only by House Phiarlan and the Trust of Zilargo. The dark side of all of these things is a strong streak of cynicism, which allows crime and corruption to flourish in Brelish cities and churches. The Sovereign Host is the dominant religion of Breland, but in general the Brelish aren’t as devout as their cousins in other nations.

King Boranel ir’Wynarn of Breland rules 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 there is a growing movement that advocates 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.

Brelish usually have a personal name followed by a family-based surname.

Male: Alain, Beren, Cord, Curlot, Destir, Duran, Erix, Jovi, Kaine, Kuven, Laren, Lis, Maal, Minyu, Nelt, Norn, Oarsen, Pater, Pol, Rand, Reesir, Saal, Stend, Tars, Teesen, Uthar, Verden, Vorj, Werem, Wrogarr, Yelfis.

Female: Aanna, Alike, Beaf, Channa, Dabren, Delru, Elazti, Fromm, Gersi, Glenas, Habra, Heeson, Isti, Itlani, Joherra, Ket, Khaal, Lorsanna, Margu, Maril, Monesti, Narcy, Nebra, Penti, Riki, Soranda, Tabin, Tolri, Wroaan, Wroenna.

Surnames: Aggan, Bakker, Colworn, Devir, Ebinor, Faldren, Graccen, Helmworth, Jonz, Kemble, Lanner, Lonn, Makker, Morrus, Nelview, Perryn, Riston, Roole, Smyth, Snarik, Thorn, Toppe, Wrighten.

  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 contains 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 progressive 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.”

Five Nations

Distance allowed Breland to develop in ways that were distinctly different from the other human nations. While each of the human settlements that eventually 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 expeditions 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. Malleon 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 powerful and wealthy city on the bluff overlooking the Hilt. By this point, Breggor Firstking had established 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 descendants 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 aberrant 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, Galifar ordered Sharn to be rebuilt so that it could serve as the southern bastion of his kingdom. It took more than fi ve 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 prospered. 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 larger country. But the distances between Breland’s capital and the seats of power of the other Five Nations allowed for new ideas and attitudes to develop. No matter how prosperous and large Breland became, it was always seen as “the frontier” by the other nations. And on this frontier, new ideas such as personal freedom, inalienable rights, and individual thinking thrived.

Today, Breland stands as a benign monarchy that combines a system of heredity and nobility with an elected parliament. (The parliament existed prior to the creation of the independent kingdom of Breland, during which time it helped the governor-prince administer this portion of the realm. Wroann established it as a true legal force in 895 YK, shortly after the start of the Last War.) Of course, some feel that the monarchy should be supplanted and replaced by an elected leader, but King Boranel remains firmly in command. Still, no other nation enjoys such power, such diversity, and such freedom for the majority of its citizens. The opportunities are endless, and the wealth of ideas that fl ow from the cities to the countryside is truly amazing.

Eberron Campaign Setting

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.

Rising from the Last War

For Breland, the Last War was an ever-shifting tangle of enemies and alliances. Breland fought Aundair, Cyre, Karrnath, and Thrane at various points of the war, as well as clashing with Darguun and Droaam. These conflicts caused many Brelish to embrace a cynical view of the world, a sense that no one can be fully trusted and that people need to look out for themselves. As a Brelish character, you could have an axe to grind against any of the other nations. This is balanced against a strong belief in humanoid rights and dignity, convictions that motivated the Brelish to shelter more Cyran refugees than any other nation.

The major cities of Breland host significant populations of refugees, both Cyrans and Brelish from villages lost in the war. This has increased the overall level of poverty and desperation and contributed to an increase in crime. The southern cities—including Wroat and Sharn—suffered relatively little damage in the war, but northern Breland was hard hit. The city of Vathirond is still repairing the damage from Thrane attacks, and many northern villages are either recovering or have simply been abandoned.

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.

Eberron Campaign Guide

Breland’s position on old Galifar’s frontier led the nation to develop in distinctive ways. Rather than embracing the old governmental institutions upheld in its neighboring realms, Breland afforded its citizens greater freedoms, instilling a fierce independence and a loyalty to Breland’s regents. Taking advantage of vast resources and the freedom to become rich, Breland’s population swelled, forming sprawling cities and cultivating lands across the nation. Size is a large factor in Breland’s increasing power. Although the nation lost territory during the Last War, most Brelish folk escaped the worst fighting— the nation’s front lines stayed in the north and northeast, far from Sharn and Wroat. Breland’s infrastructure also escaped the war’s ravages, allowing it to recover more quickly than its rivals.

Breland leads the way in social and political innovation, and its people have greater rights and liberties than those of the other Five Nations. King Boranel commands the kingdom’s armies and enforces its laws, but he shares a great deal of power with a parliament elected by the citizens.

Democracy flourishes in Breland, but loyalty and love for the king keep the people from dismantling the monarchy altogether. An adventurer before his ascension, Boranel traveled twice to Xen’drik in his youth. During the Last War, the king won hearts and minds by leading sorties against enemy forces. He personally defeated an ogre chieftain while his people in the west retreated across the Graywall Mountains to escape the brimming violence of savage Droaam

Boranel is not the first ruler in Breland to have progressive ideals. The nation has always been home to those who have little use for the heavy hand of kings and queens. Wroann, the first queen of independent Breland, championed these ideas to a greater degree than ever before. Still, given her taste for fine living, ceding power to the lower classes seemed contradictory to her nature. Some historians point out that she was one of the instigators of the Last War, and opine that her need for the people’s support to wage war led to the parliament’s greatest gains in power. Regardless of Queen Wroann’s motives, the parliament supported her break from Galifar and helped raise armies to defend Brelish lands during the long years of war.

Today, Breland is a major player in the international political arena. Most other nations fear its power and tread with caution when dealing with the king and his diplomats. Courtesy has not formed strong bonds of trust, however. King Boranel remains skeptical of Karrnathi intentions. The king also distrusts Queen Aurala’s well-chosen words and sees Thrane as an unstable state on the verge of erupting into violence at any moment. Raiders from Droaam and Darguun don’t help calm matters. In response to all these factors, Breland maintains considerable armies along its borders. The one nation with which Breland is clearly at peace is Zilargo; the two have been strong allies since the start of the Last War.

Breland loves its king, and the people would follow him just about anywhere. The same, however, cannot be said of his children. Boranel’s heirs have not shown the king’s impressive leadership abilities, and many Brelish worry about what the future holds. The idealistic believe that whoever takes the throne next will grow to fill the crown’s demands, but not all are so sure. There’s even talk of dissolving the monarchy and giving full power to the parliament once Boranel dies

Five Nations

Breland weathered the storm of the Last War amazingly well. The size of the nation, the strength and determination of its people, and its abundance of resources gave it the ability to carry on when others fell back, to choose its own course and not be dependent on allies of convenience. Breland did earn friends over those years, and ties between Breland and Zilargo remain strong now that the war has ended.

The central and southern regions of the nation saw little if any direct conflict over the century of battle, but no one in Breland made it through without losing a friend or loved one to the war effort. While the farms north of Wroat and Galethspyre never suffered the indignity of invasion, it was the sons and daughters of the farmers who went off to fight for Brelish honor and glory. They fought at the borderlands, repelling invaders, and they fought across the borders, taking the battle to whatever nation was considered an enemy that season.

Today, the borderlands of Breland remain strong and on the alert, even as reconstruction takes place to repair the ravages of battle. In the west, Orcbone and Shadowlock Keep watch for any incursions from Droaam. Drum Keep, in the north, watches the Eldeen border, where so many on both sides fell in 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 intelligence 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?

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 fighting 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 remaining sparks of conflict can be doused.

Boranel works hard to keep the lines of communication 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

Eberron Campaign Setting

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.

Eberron Campaign Guide

Breland bursts at the seams with peoples of all races and cultures. Humans have always been numerous, but other races threaten to eclipse their numbers. Gnomes are drawn by new opportunity and prosperity, and half-elves forge lives far from the haunts of their ancestors. Elves, dwarves, and halflings have respectable populations. Changelings, goblins, orcs, warforged, and other peoples fill the nation’s cities.

Five Nations

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 offi cers 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 Thronehold, 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.

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 politics, 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 readership 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.”

The nation’s heroes stand brave and ready in battle, fi ghting 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-toearth 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.”

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 demonstrated in the neo-Brelish renderings that advance the Galifaran form to a new level. Whereas traditional Galifaran 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 Brelish 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.

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 impossibly 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 southern 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 refugees 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 settlements in other parts of the country.

Brelish cooking utilizes meats, vegetables, and hearty sauces to create filling and comforting meals. Northern 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 features a bread and mushroom stuffing roasted inside a full side of beef. Other hearty meals from the northern 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 population 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 ingredients 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).

Brelish fashions tend to be simple and comfortable. Because of the heat, the Brelish prefer lighter fabrics and 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 standards 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 incognito). 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 adornments. Anklets and particularly armbands are the most common, although any sort of jewelry can be found among the wealthy.

The following turns of phrase are uniquely Brelish.

“Ogre’s eyes!” An expletive, similar to “drat!”

“Dagger take you.” An expression of annoyance or anger, referring to the fast-moving currents of the Dagger River which quickly wash away whatever falls in it.

“Tower spit!” An expression of discontent or an indication of nonsense, similar to “hogwash!” It refers to the spray that falls from the towers of Sharn during and immediately after it rains.

Breland is a large nation, bounded on the west by the steep Graywall Mountains, beyond which lie Droaam’s savage lands. To the north lie Silver Lake and the Blackcaps, across which are the Eldeen Reaches and Aundair respectively. Farther east, the Brey River forms the border with Thrane, and the Howling Peaks stand between Breland and Zilargo.

Like the other members of the Five Nations, Breland lost territory during the Last War. When it became clear that King Boranel could no longer protect his western holdings from monstrous incursions, he withdrew his citizens across the Graywall Mountains. From those lost lands arose the Shadow Marches and Droaam. Although those landsrepresented significant losses of territory, few Brelish settlers lived in those lands, and ceding them cost Breland little in population or resources.

Breland did manage to retain great swaths of fertile land perfect for farming. The mountains are also rich in metals such as iron, copper, and gold—mines dot the steep slopes, burrowing deep into the earth. The country’s numerous industries process these metals into ingots or use them in the production of commodities. The countryside is rich in natural resources, giving Breland an edge over its rivals.

Breland’s northeastern borders bear the signs of war, ravaged and scarred from the fighting. At the heart of the nation, however, one finds a country bustling with industry. Narrow roads crisscross the farmland, and caravans snake down established routes to Wroat, Sharn, and other settlements. The lightning rail spans the nation, offering speedy transport to most major communities, with links to Zilargo and Thrane.

Source: Politics of Breland

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.

Industry

Of the five nations, Breland has the largest number of industrial centers. Sharn, Wroat, Galethspyre, and Starilaskur buy raw materials (wood and ore) from around the continent and sometimes beyond to process into finished materials. With the war over the forges and craftsmen have traded swords and shields for hoes and pickaxes.

While House Cannith owns some of these shops, most are simply licensed by Cannith, passing inspections to earn the gorgon's seal of quality. Furthermore almost every artisan in the city buys their looms, anvils, and other tools of production from the Fabricator's guild, broadening the house's reach. The profits from the post-war boom have helped both rebuild the House post-Mourning while funding Merrix's experiments and other speculative ventures.

Unfortunately for the laborers, the rising profits have not made their ways into the hands of the commoners. Nobles and wealthy merchants who own the means of production have grown fat on their newfound wealth, many of them happy new members of the Aurum's copper and silver conchords. Further exacerbating tensions are the warforged soldiers returning from war and more than happy to work for a fraction of the human laborers, their tireless bodies making them ideal manual laborers.

The growing resentment amongst the working class has thus far spun in two directions. One blames the warforged who directly compete for jobs, arguing that Boranel's provisioning of alleged freedom has only created a new population of constructs to displace the flesh and blood Brelanders. The other line of argument places the blame squarely at the feet of the greedy merchants and nobility who absorb the profits and enjoy the lack of governmental controls on industry. As of now these sentiments are rudderless, lacking in leaders who can unite the working people around their vision. However, a sufficiently charismatic figure could create a political movement that could transform government. Whether that leader embraces violence or not may be the key to their success.

Breland’s agricultural output ranks it among the top cropproducing 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.

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Créé par Joseph Meehan il y a 4 ans. Dernière modification par Joseph Meehan il y a 3 mois

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