Excerpts Archive | 6/19/2009
Article Header Image
Excerpts: ECG Breland & Threats to Eberron
Eberron Campaign Guide

In today’s Eberron Campaign Guide preview, we take a look at Breland as well as explore threats to Eberron -- specifically, the Lords of Dust!


The scions of Galifar I were not the first humans to claim the region now known as Breland. In ages past, humans seized cities and lands once held by goblins, and others before them. Still, none were as successful as the king driven to forge an empire out of the untamed wilderness. Seeing the region as a buffer to protect his holdings against the monstrous threats in the far west, Galifar gave these lands to his daughter Brey and named the realm Breland.

Lore of Breland


Common Knowledge: 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.

History DC 15: 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.

The parliament consists of two branches: the Nobles Chamber and the Commons Chamber. Twenty-seven nobles make up the Nobles Chamber; each holds the position for life and passes it on to his or her heir. The people elect the Commons legislators for terms of two years. Power and influence shift from one chamber to the other, depending on the charisma and stature of the chambers’ leaders. The parliament’s primary responsibility is to create laws. As a result, the people have the parliament to thank for their increased freedoms.

History DC 20: 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.

The royal family consists of King Boranel plus his six sons, five daughters, three younger brothers, and four sisters. Boranel’s family holds important positions in his court. Kor, a brother, is a royal advisor and the commander of the King’s Citadel, Breland’s elite military arm. His son Bortan holds the post of royal steward and controls the crown’s finances. Boranel’s youngest son Halix and his daughter Borina dwell in King Kaius’s court in Karrnath as part of a peace guarantee. In exchange, Kaius’s sister Haydith lives in Wroat, where she has won great favor in the Brelish court.

History DC 25: 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.

The Lords of Dust

Many cabals and conspiracies scheme in the shadows of Eberron, but one force stands above them all—the remnants of a power that ruled the world before humanity existed. Their fortresses and cities have been swept away by the passage of time, and the greatest of them have been bound in the farthest depths of Khyber. Still, some remain, and they have devoted their immortal lives to the pursuit of vengeance. The Prophecy is their battleground—nations and cults are simply pawns in this greatest of games. These villains are the Lords of Dust, the ancient demons of Eberron.

Lore of the Lords of Dust

History DC 20: The Age of Demons is the first era in Eberron’s history. Khyber spawned a host of fiends that dominated the world for hundreds of thousands of years. Eventually, the mightiest demons were bound in the depths of Khyber. Most of their fiendish followers were also bound, but some scattered to the Demon Wastes, the caverns of Khyber, and other dark places.

History DC 30: Chief among the fiends who escaped imprisonment were the rakshasas; they had close ties to Eberron and could not easily be pushed into Khyber. These and other demons drawn from Khyber serve the interests of their fearsome overlords, and are known as the Lords of Dust.

Information about a specific Lord of Dust is usually obtained through an Arcana check.

The lore of the Church of the Silver Flame also relates to the Lords of Dust, since the faith was born from a battle against one of the fiendish overlords.

Durastoran the Wyrmbreaker
Level 29 Elite Controller
Medium natural humanoid, rakshasa
XP 30,000
Initiative +21 Senses Perception +26; darkvision, truesight 10
HP 466; Bloodied 233
Regeneration 15
AC 44; Fortitude 41, Reflex 43, Will 44; see also deadly phantom
Immune disease; Resist 30 necrotic; 20/variable (3/encounter; see MM 282)
Saving Throws +2
Speed 8, teleport 6
Action Points 1
Melee Claw (standard; at-will)
+33 vs. AC; 2d6 + 7 damage, and the target is stunned until the end of Durastoran's next turn.
Ranged Deceiving Lure (standard; at-will) Charm
Ranged 10; +33 vs. Will; Durastoran slides the target 5 squares and the target makes a basic attack as a free action against a target of Durastoran's choice at the end of the move (if possible).
Ranged Frightful Phantom (standard; recharge 56) Fear
Ranged 5; +33 vs. Will; 5d10 + 7 psychic damage, Durastoran pushes the target 5 squares, and the target is stunned (save ends). Miss: Half damage, and the target is dazed (save ends).
Ranged Terrifying Visions (standard; at-will) Psychic
Ranged 20; +33 vs. Will; 4d6 + 9 psychic damage, and the target is dazed (save ends). First Failed Saving Throw: The target is stunned (save ends).
Deadly Phantom (minor; recharge 56) Illusion
Until the end of Durastoran's next turn, an enemy that attacks his AC or Reflex must make two attack rolls and use the lower result. If the attack misses, the attacker hits itself with the attack.
Deceptive Veil (minor; at-will) Illusion
Durastoran disguises himself to appear as any Medium humanoid. A successful Insight check (opposed by Durastoran's Bluff check) pierces the disguise.
Prophetic Foreknowledge (immediate interrupt, when an enemy hits Durastoran; encounter)
The triggering enemy’s successful attack against Durastoran instead fails.
Alignment Evil
Languages Common, Abyssal, Draconic, Elven, Giant
Skills Arcana +27, Bluff +28, Diplomacy +28, History +27, Insight +26, Intimidate +28, Religion +27, Stealth 26, Streetwise +28
Str 21 (+19)
Dex 25 (+21)
Wis 25 (+21)
Con 23 (+20)
Int 27 (+22)
Cha 29 (+23)

Excerpt Schedule

Monday Friday

June 15

Aundair & the World of Eberron

June 19

Breland & Threats to Eberron

June 22

Karrnath & Travel in Eberron

June 26

Mournland & Monsters of Eberron

June 29

Thrane & Dragonmarks

July 3

Xen'drik & Religion of Eberron

July 6

Droaan & Sample Encounter

July 10

Q'barra & Table of Contents

Follow Us
Find a place to get together with friends or gear up for adventure at a store near you
Please enter a city or zip code