Breland
Capital: Wroat
King: Boranel was crowned in 961
YK
Population: 3,700,000 (44% humans, 14%
gnomes, 10% half-elves, 8% elves, 7% dwarves, 4% halflings, 4%
changelings, 4% goblinoids, 3% orcs, 2% other)
Exports: Weapons, armour, tools,
processed ore, metalwork, manufactured goods, heavy industry
Languages: Common, gnome, Elven,
Dwarven, Halfling, Orc, Goblin, Sahuagin.
Religion: Breland's citizens
mainly belong to the Church of the Silver Flame or the Sovereign
Host, though as a wholethe 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; representatives and followers of almost
every religion and faith can be found. 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.
Adventuring in Breland: 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.
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
those throughout Khorvaire. An extensive system of lightning ril
conductor stones connects the nation to Aundair, Thrane, and Zilargo,
and from these locations to more distant realms. Airship docks can be
found in most of Breland's major metropolitan centers, including
Wroat and Sharn.
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-grey 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, or their
skills. While the upper portions of the city have the same troubles
plaguing them as any major 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 is a clear path to the
mysterious continent of Xen'drik, it starts in Sharn.
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 Aundarian
and Zil descent, and they feel an obligation towards the refugees of
Cyre. Mostly ambivalent toward the people of Thrane, many Brelish
still harbour 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.
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