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The King's Forest, widely considered the national park of Breland, is a favored location for noble excursions and events as well as the scenic, less-traveled route to reach the city of Sharn.[1][2]
Geography[]
The King’s Forest once covered all of Breland’s southern lands, but over time, logging and farming have caused it to shrink. Now, it stretches from the Dagger River in the west to the border with Zilargo in the east. It is a dense rainforest, rich in wildlife and natural resources, but has been diminished by logging and development. The forest's terrain is difficult to navigate, with thick trees, undergrowth, and a variety of rivers and streams, making it an ideal location for hiding both wildlife and criminal groups.[1][2]
Government[]
The King's Forest is a royal hunting preserve, once controlled by the monarchs of Galifar and now under the protection of Breland's crown. The Knight Rangers patrol the forest to prevent poaching and protect against bandits, but the Treaty of Thronehold has granted the eastern portion to Zilargo, complicating Breland’s efforts as brigands often escape into Zilargo's borders.[1] Only those invited to hunt the forest by the king are legally permitted to do so.[3]
While the Knight Rangers confront the Jungle Boys in their efforts to maintain order,[1] the Shadows of the Forest, the self-styled guardians of the forest, work to protect the forest itself in an unofficial violation of the law that affects legitimate hunters and poachers alike.[4]
History[]
King Galifar first claimed the forest as a hunting preserve, and it still serves that purpose for Breland’s royal family.[2]
The King's Forest was established as a royal preserve and has been a part of Breland’s dominion since the fall of Galifar. Despite its protected status, the forest has faced continuous threats from poachers, criminals, and territorial disputes, especially since the Treaty of Thronehold divided the forest between Breland and Zilargo.[1]
King Boranel allowed House Vadalis to take ghost tigers from the King's Forest to breed magebred versions, which were later gifted back to him. Enamored with these majestic creatures, Boranel populated his rainforests with them and declared that killing a magebred ghost tiger in the King's Forest is a crime punishable by incarceration or death.[5]
Flora & Fauna[]
The King's Forest is a vast rainforest home to a diverse range of creatures, including ghost tigers and magebred ghost tigers,[5] displacer beasts,[4] bulettes,[6] and the rare woodling jaguars.[7]
Inhabitants[]
Due to the vast size and dense cover of the King’s Forest, it serves as a refuge for criminal groups such as poachers, outlaws, and brigands. Among them, the Jungle Boys are particularly notorious, and despite the efforts of the Knight Rangers, the forest remains a hotspot for skirmishes between rival criminal factions. The Jungle Boys are strong enough to escape the Knight Rangers.[2]
The King's Hunt royal party ventures into the King's Forest to hunt game. However, it also serves as a point of tension with the Shadows of the Forest who see the hunt as an intrusion and oppose it to protect the wilderness.[4]
The Jungle Boys are a bloodthirsty band of brigands led by the half-orc outlaw Tree Viper. This group, composed of anywhere from a dozen to a hundred members, periodically raids villages and ambushes travelers.[1][2] The Jungle Boys are strong enough to escape the Knight Rangers.[2]
The Shadows of the Forest are a secretive group of druids and rangers dedicated to protecting the King's Forest in southeastern Breland, a vast rainforest threatened by logging and poaching. Operating in small, mobile bands, they control dangerous beasts, prevent intruders, and fight against logging, all while maintaining a deep connection to nature, though their methods often put them at odds with Breland's Knight Rangers. The Shadows have an affinity for displacer beasts, and are accompanied by them.[4]
From Silent Keep, spies-in-training with the Dark Lanterns of the King's Citadel are led into the adjacent part of the King's Forest, as a test to see if they are able to find their way back to the keep unaided.[8]
Appendix[]
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 150. ISBN 0-7869-3274-0.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), pp. 75–76. ISBN 0-7869-5099-4.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 126. ISBN 0-7869-5100-1.
- ↑ 4.0 4.1 4.2 4.3 Keith Baker (2005/10/17). Druids of Khorvaire, Part One. Dragonshards. Wizards of the Coast. Archived from the original on 2020/11/08. Retrieved on 2021/06/25.
- ↑ 5.0 5.1 Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 74. ISBN 0-7869-3690-8.
- ↑ Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 53. ISBN 0-7869-3690-8.
- ↑ Doug Beyer (2004-10-11). Steal This Hook!: "Scofflaw Heroics". Wizards of the Coast. Archived from the original on 2008-02-28.
- ↑ Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Five Nations. (Wizards of the Coast), p. 64. ISBN 0-7869-3690-8.