
Veterans and the Postwar World
"An elderly knight is strapping on his armour one last time so he can ride into the Mournland and die on the battlefield where his companions perished and 'where I should have been.'" — from the Mournland Adventure Hooks, Eberron: Rising from the Last War
The end of the Last War did not end the war for those who fought it. The Treaty of Thronehold demobilised armies across Khorvaire almost overnight, releasing millions of professional soldiers, conscripts, officers, and support personnel into a world that had been reorganised around their absence. The borders they had fought over were redrawn. The oaths they had sworn were to crowns whose political calculations had shifted. The enemies they had been trained to kill were now, by the terms of a treaty signed without their input, official trading partners of the nation they had served.
Most received official honours of some kind. Few received anything more. The material infrastructure for supporting veterans — stable housing, meaningful employment, long-term healing, acknowledgment of what the war had done to them — was largely absent across the Five Nations. The nations that had spent a century asking for sacrifice had made few preparations for what to do with the people who survived it.
Walk through any major city in Khorvaire and the signs are visible. A disabled veteran shares war stories while begging for copper in a market square. Demonstrators in the streets protest against refugees or warforged, or urge a return to war, or draw attention to the needs of veterans. A street vendor sells curiosities — pieces of a warforged titan, shards of an airship, spent blast disk casings. A memorial has been raised to commemorate members of the community lost in the war. These are the everyday impacts of a conflict that ended on paper but never entirely stopped happening in the lives of those who fought it.
POSTED NOTICE — Temple of Boldrei, Lower Dura, Sharn: "Veterans' gathering, every Zol evening. Hot food. No questions. No judgments. No flags."
The Psychological Weight of the War
A century of warfare left psychological marks that the healing arts of Khorvaire were not designed to address. House Jorasco's healers could mend broken bones and cure disease — lesser restoration at forty gold pieces, cure wounds at twenty-five — but they had far less to offer the veteran who woke screaming from dreams she couldn't describe, or the soldier who could no longer stand in a crowded room without feeling that something was about to go wrong. The condition that trench soldiers called spell-daze — the dissociative state produced by prolonged exposure to ambient magical discharge — was not formally recognised until well into the war, and was treated as a discipline problem more often than a medical one even after it had a name.
The arcane nature of the Last War compounded this. Soldiers on every front were exposed not only to the conventional horrors of siege warfare, disease, and starvation, but to forms of harm that had no precedent in civilian life. Enchantments that rewrote memory. Illusion magic that manufactured hallucinations indistinguishable from reality. Necromantic wounds that refused to close properly, that itched or ached in ways that mundane medicine could not explain. Karrnathi soldiers who had served alongside animated undead — the Odakyr dead, with their twin-blade fighting styles that Rekkenmark never taught and their unsettling love of slaughter — carried something in their eyes that their comrades who hadn't couldn't quite name. Soldiers who had survived heavy arcane bombardment — the kind of sustained siege staff fire deployed at major engagements near the Crying Fields or along the Rekkenmark approaches — sometimes emerged with fragmented cognition, difficulty concentrating, or unpredictable episodes of confusion, especially in the presence of active spellcasting.
Across the Five Nations, veterans who returned unable to work, unable to sleep, or unable to manage the ordinary social requirements of peacetime life found themselves largely on their own. In Thrane, divine healing was preferentially directed toward the pious and the politically useful — the Church's integration of spiritual and temporal authority meant that access to its resources was never entirely separable from one's standing within the faith. In Karrnath, soldiers were expected to endure without complaint; the cultural emphasis on stoicism and martial discipline left little room for men and women who came home visibly broken by what they'd seen. In Breland, the Sovereign Host offered what comfort it could, and some temples — particularly those of Boldrei, the Sovereign of hearth and community — established informal support for former soldiers, but there was no coordinated national effort.
The gaps were filled, unevenly, by veteran networks, underground mutual aid, and the organisations — not all of them legitimate — that recognised a market in people who had nowhere else to turn.
"You can heal a wound. You can cure a disease. You can even raise the dead, if you have enough diamonds and the spirit is willing to come back. But you cannot heal a man who flinches every time he hears a sending stone activate because the last time he heard that sound it preceded a bombardment that killed everyone around him. That is not a wound. That is a memory. Memories do not respond to any known restoration magic." — Senior Jorasco healer, speaking at a Sharn medical conference, 997 YK
Lost Loyalties and Fractured Identities
For many veterans, the harder injury was not physical or psychological but political. The war had asked them to believe in something — in a nation, in a cause, in the rightness of what they were doing. The treaty, and the world it created, made that belief difficult to sustain.
Cyran veterans occupy a particular position in this landscape. Many of the soldiers who survived the Mourning were already deployed outside Cyre when it struck — fighting in enemy territory, holding a Brelish border position, stationed at a garrison in another nation's interior. They came home to find there was no home. They returned to their nation's capital to find it was a wall of grey mist. The distinctions between noble and commoner that had defined Cyran society were suddenly meaningless; a viscount who survived was no different from a farmer's son who survived — both were refugees in the land of a former enemy.
In Sharn's lower districts, Cyran veterans have organised under the banner of a group called the Mourners — a street gang that presents itself publicly as a vigilante militia protecting Cyran refugees, though observers disagree about whether the group's interests extend meaningfully beyond its own members. In Q'barra's frontier region of Hope, a different kind of Mourner has emerged: Cyran veterans who refused to accept charity from former enemies and chose Q'barra over refugee camps — and who now rob and kill settlers from the nations that fought against Cyre. The Cyran veteran experience, in other words, has produced everything from community protection to banditry, often depending on nothing more than which direction a particular soldier's anger turned when the mist took everything else away.
Karrnathi veterans carry a different burden. The use of undead soldiers was, for most Karrns, a pragmatic necessity of wartime — theologically grounded in the Blood of Vol, militarily justified by the famines and plagues that had devastated the nation's conventional forces early in the war. Then the treaty was signed. The Blood of Vol was no longer the state religion. Regent Moranna's denunciation of Lady Illmarrow in 976 YK had already begun the political distancing. The new official narrative of Karrnath as it moves into the postwar era has less room for the people who served alongside skeletons and reported, frankly, that the arrangement had been effective. Veterans who speak too openly about the realities of Karrnath's necromantic military find themselves navigating a social environment that has subtly reclassified their experience as something not quite to be discussed. The Brokenblade Brawlers — Brelish veterans in Sharn who antagonise Cyrans and former soldiers from other nations — are a reminder that Karrnathi veterans abroad face hostility from multiple directions.
Thrane veterans who served the Church's more aggressive wartime posture face analogous complications. The Pure Flame's harder doctrines — its willingness to treat military action as a form of spiritual purification — shaped the wartime culture of the Thrane military in ways that did not neatly map onto peacetime civic life. Soldiers who had been trained to see the war in explicitly theological terms, as a righteous struggle against Karrnath's necromancy and Breland's moral flexibility, returned to a nation that was technically at peace with those enemies. Young Keeper Jaela Daran inherited the problem of a militant fringe that the war produced and the peace has not resolved.
Brelish veterans contend with the political reorganisation of their own nation's war record. The Brelish Redcloak Battalion — the elite unit that operated from Daggerwatch Garrison, rivals of the King's Swords — fought engagements in Darguun that the Brelish government has since found inconvenient to discuss in detail, given that Darguun is now a recognised treaty nation. Veterans of those campaigns exist in an awkward position: officially decorated, informally discouraged from specificity about what they actually did.
GRAFFITI — found on a wall in Smoky Towers, Sharn: "I served Cyre for twelve years. Cyre served me back on the twentieth of Olarune. Where is my pension? Where is my nation? Where is the queen I swore to protect? Nowhere. Gone. Dead. And they want me to be grateful that Breland lets me sleep in their alley."
The Warforged After the War
No group navigated the postwar transition more completely unprepared than the warforged. The Treaty of Thronehold released them from indenture, granting them a legal personhood that had not previously existed — without, however, granting them land, accumulated savings, recognised ancestry, voting rights, or any social infrastructure designed to receive free warforged. They were declared people on a Tuesday and expected to find their own way forward by Wednesday.
What that looked like in practice varied enormously. House Deneith's Blademarks Guild absorbed some warforged, where their combat experience translated directly and the house's need for soldiers outweighed the social discomfort of employing constructs who now had rights. Others found work as labourers, guards, or in the dangerous and poorly compensated occupations that organic workers avoided. Some became adventurers. A notable number simply drifted — through Sharn's lower wards, through the border regions of Breland, through the fringes of Karrnath where the Ministry of the Dead's reduced operations still occasionally found use for construct labour. In Karrnath and Thrane, where warforged were pushed back into near-indentured servitude under martial law, the gap between legal recognition and social reality was sharpest — warforged in Karrnath have barely better status than skeletons raised by the Odakyr Rites.
The warforged have developed their own responses to this condition, ranging from the political to the spiritual. The Lord of Blades and his militant followers in the Mournland preach righteous grievance and prepare for war with the nations of flesh. The Godforged travel in assemblages building a body for the Becoming God, believing the warforged soul is divine. The Reforged honour the philosopher Hatchet and embrace the living aspect of their nature, filling enclaves with flowers, music, art, and the practised rituals of organic life. What these movements share is the recognition that the treaty gave warforged freedom without direction, and that the question of what that freedom means — spiritually, politically, practically — is one they are going to have to answer themselves.
(For a full treatment of warforged movements, see the Warforged article in this wiki.)
"I was built in 991 YK. I fought for three years. I was freed in 996 YK. I have been free for two years. I have been alive for seven. In that time I have been a soldier, a labourer, a guard, and a vagrant. I am told I can be anything. I have not yet determined what that means." — Unnamed warforged, Red Hammer Inn, Blackbones, Sharn
Mercenary Life and Criminal Paths
For veterans of every background, the most immediate practical question after discharge was employment. House Deneith's Blademarks Guild provided the most organised answer: a formal employment structure with training, equipment, room, and board, accessible to soldiers who could produce identification papers and pass the house's vetting process. Many veterans of the Last War, finding that their skills translated cleanly to mercenary work, made exactly this transition. Deneith's Sharn contingent alone included hundreds of former soldiers; the house's operations across Khorvaire absorbed a significant number of the continent's newly unemployed military class. The Sentinel Marshals — Deneith's elite multinational law enforcement arm, authorised to pursue criminals across all of Khorvaire — offered another path for veterans with exceptional skills and clean records.
For those who could not or would not go through House Deneith — veterans with problematic service records, those whose national affiliation made them suspect, those too psychologically damaged to pass a competency assessment, and those who simply didn't trust the house — the alternatives were less regulated. Criminal syndicates actively recruited veterans who offered combat skills, discipline, and a demonstrated capacity for operating under stress. The Boromar Clan in Sharn drew from the pool of former Brelish soldiers — and its reputation as a hometown-heroes organisation of halfling immigrants who had made good made it an easier conscience-fit for veterans than the openly violent alternatives. Daask recruited among the dispossessed of many backgrounds. House Tarkanan — the organisation that protects and trains individuals with aberrant dragonmarks, enemies of the established dragonmarked houses — offered a home for veterans whose marks or mutations made them unwelcome elsewhere. Deserter communities in remote locations like Black Pit in the Blackcap Mountains — a massive chasm over a mile across and descending beyond the limits of sight, with a village in its shadow that provides a haven for deserters and criminals — developed into semi-permanent settlements with their own black markets and informal economies.
Veterans in border regions faced particular difficulties, occupying territory where legal codes conflicted, surveillance was inconsistent, and the line between veteran and bandit was policed, if at all, by whoever happened to hold authority in a given week. Some of the most unstable zones in postwar Khorvaire are former front-line areas where demobilised soldiers simply never fully left — where the infrastructure of war persisted into peacetime without the formal structure that had organised it.
The end of the war created a Khorvaire with a great many trained, experienced, often damaged people who had been told their purpose was to fight, and who had been given no alternative purpose in its place. The institutions that emerged to capture this population — mercenary guilds, criminal organisations, ideological movements, religious communities — reflect the scale of what the nations failed to plan for.
FROM THE SHARN INQUISITIVE — Crime Report, 997 YK: "The Watch reports an increase in armed robbery in the Bazaar district, attributed to a group of former soldiers who have been operating under the name 'the Thirty-Ninth.' When questioned, a Watch sergeant confirmed that the Brelish 39th Regiment was officially disbanded after the treaty and that its members received standard discharge pay. 'Standard discharge pay,' the sergeant noted, 'does not cover rent in Lower Dura for more than three months.' The Watch has assigned additional patrols."
Memory and Meaning
What most veterans share, regardless of national background, warforged or organic, is the problem of meaning. A century of war required that the people fighting it believe their sacrifice served something. The Treaty of Thronehold, in ending the war without a victor and without resolving the questions that started it, made that belief difficult to maintain retroactively.
The nations have addressed this through their respective mythologies — the heroic narratives, the national holidays, the official accounts of what the war was for and what it achieved. Veterans who fit those narratives comfortably have a framework for their experience. Veterans who don't — who remember things that conflict with the official version, who did things that the national mythology prefers to leave unexamined, who simply cannot reconcile what they lived through with the story their country is now telling about it — find themselves holding memories that have no publicly sanctioned place.
Most carry them quietly. Some drink. Some disappear into mercenary work where the moral questions are simpler. Some find communities — veteran networks, religious movements, the small organisations that exist below the level of official notice, built by people who needed somewhere to put what they knew.
The war ended. What it left behind did not.
OVERHEARD AT THE RED BEAR TAVERN — Lower Menthis, Sharn, late evening: "You want to know what the war was about? I'll tell you what the war was about. It was about a hundred years of people being told that what they were doing mattered, and then being told to stop, and then being asked to pretend the stopping was what mattered all along. That's what it was about. The fighting was the easy part. This — " [gestures at the room, the city, the world outside] " — this is the hard part."
