The Dragonmarked Houses

House Cannith, the Mark of Making, Humans
  • Creator of the warforged and the lightning rails, Cannith profited the most from the Last War. Gifted inventors, magicians, and artisans whose creations have touched all lives in Khorvaire.
  • Last War: Cannith was the arms dealer for all Five Nations. Enjoyed limitless prosperity until the Day of Mourning, where Cannith lost its leader Baron Starrin d’Cannith and its biggest enclaves. With the warforged freed and the creation of more outlawed by the Treaty of Thronehold, Cannith is working to regain its success in secret laboratories all across Khorvaire.
  • Enclaves: Cannith is a literal house divided. Officially leaderless after the Mourning, Cannith finds itself split into two branches:
    • Sharn Enclave: The power hungry Merrix d’Cannith personally oversees a highly secretive compound in Sharn, Breland.
    • Aundair Enclave: In a sprawling villa outside of Fairhaven, Jorlanna d’Cannith works to rebuild bridges burnt in the Last War.
  • Organizations:
    • Fabricators Guild: Runs shops and produce all manner of mundane equipment.
    • Tinkers Guild: Go from town to town repairing damaged items and selling magical trinkets. Many house elders force their subordinates to apprentice under the Tinkers as a character building exercise.
House Deneith, the Mark of Sentinel, Humans
  • Khorvaire’s foremost provider of bodyguards and mercenaries, officially neutral.
  • Last War: Despite being culturally Karrnathi, Deneith provided mercenaries from its Blademarks Guild to all of the Five Nations. Deneith goblin mercenaries rebelled against their Cyran employers to create Darguun.
  • Enclaves:
    • Sentinel Tower: Older than Karrnath itself, the ancient keep of Sentinel Tower is the main enclave for House Deneith and is headquarters of the Sentinel Marshals.
  • Organizations:
    • Blademarks Guild: A prestigious mercenary band known for their discipline, training, and unerring loyalty to their employers.
    • Sentinel Marshals: Law enforcers that have to right to pursue criminals and enforce laws across the borders of the Five Nations.
House Ghallanda, the Mark of Hospitality, Halflings
  • The Mark of Hospitality demands care and compassion for all, a service that was especially welcome during the Last War. (Think “Fantasy Red Cross”.) They provide succor to all, whether you’re a weary traveler, an war deserter, or a dispossessed noble.
  • Last War: Ghallanda provided food and supplies to all countries and promised to be a noncombatant. (A promise that was not always kept.)
  • Enclaves:
    • Gatherhold: A great stronghold on the eastern shore of Lake Cyre, teeming with adventurers and soldiers off to adventure in the Mournland and beyond.
    • Ghallanda Hall: Located in Sharn, a Sentinel Marshal once said it had “more fugitives, scoundrels, and mysterious strangers per square foot than anywhere else in Eberron”. House Ghallanda’s ironclad diplomatic immunity and trained soldiers ensure the ne’er do wells’ security.
  • Organizations:
    • Hostelers Guild: They run inns and taverns.
House Jorasco, the Mark of Healing, Halflings
  • Few dragonmarked houses are so simultaneously loved and loathed. Jorasco members are able to heal life-threatening wounds, assist in difficult births, and end plagues, but they do so at a price. Their mercenary approach to what some regard as indispensable acts of mercy engenders a fair amount of resentment.
  • Last War: Jorasco was flooded with lucrative contracts from each of the Five Nations. Nearly every large military operation was accompanied by field medics from Jorasco.
  • Enclaves:
    • Vedykar Enclave: Baron Ulara d’Jorasco rules from the walled Karnnathi city of Vedykar. At the center of the enclave is a lake whose waters causes almost complete amnesia, only the bather’s name, basic skills, and training remain. (A popular service after the Last War.)
  • Organizations:
    • Healers Guild: Devoted to the treatment of minor diseases and traumas, for a price.
House Kundarak, the Mark of Warding, Dwarves
  • The national bank of Khorvaire. Affluent nobles as well as the Five Nations themselves all trust in Kundarak’s vaults.
  • Last War: As years of war stretched into decades, Kundarak was happy to lend money to the cash strapped nations. Not only has Kundarak become one of the most wealthy houses, but it now has an undeniably steady source of income from its loans.
  • Organizations:
    • Banking Guild: Any customer who rents a safe-deposit vault can access that vault from any Kundarak bank.
    • Warding Guild: Best known as the licensing authority for locksmiths, but it also provides magical warding services and some security guards.
House Lyrandar, the Mark of Storm, Half-elves
  • The Mark of Storm allows Lyrandar to alter Khorvaire’s weather and, with the aid of Zilargo, operate elemental airships.
  • Last War: Many countries approach Lyrander to purchase advantageous weather for their troops. Lyrandar agreed, but only used its manipulation to improve the weather, refusing to cause a drought or bog down armies in mud or snow.
  • Enclaves:
    • Stormhome: Just off of the northern coast of Aundair, Stormhome is the hub of air traffic business and coordination.
  • Organizations:
    • Windwrights Guild: The pilots and crews of the airships. Also licenses independent galleons to conduct official Lyrandar business.
House Medani, the Mark of Detection, Half-elves
  • The smallest and youngest of the houses, yet its members are everywhere acting as sentries, researchers, advisers, inquisitives, and spy-catchers.
  • Last War: Medani caught dozens of high profile spies, though it conducted business mostly for Breland. This caused the house has come under suspicion, as all houses are required to be politically neutral.
  • Enclaves:
    • Tower of Inquisition: A blocky stone tower in Wroat, Breland. Rumors have spread of a magically defended warren of cells below the tower for the interrogation of prisoners.
  • Organizations:
    • Warning Guild: Bodyguards, inquisitives, and sentries are either members of the Warning Guild or pay dues to obtain certifications from Medani.
House Orion, the Mark of Passage, Humans
  • From trains to couriers, House Orien are the masters of the road and rails. They are practical and proud, they have kept the lines of trade flowing for nearly two thousand years. They also developed the Linked Portal ritual, though it is an unpredictable and prohibitively expensive practice.
  • Last War: It was business as usual for House Orien, save for bridges being burned and rail lines being sabotaged. With the advent of air travel, Orion has turned its attention to teleportation.
  • Enclaves:
    • Journey’s Home: While there are Orien outposts all across Khorvaire, the base of operations is located in the city of Passage in Aundair. Lightning rail coaches and conductor stones are produced here.
  • Organizations:
    • Courier Guild: Delivers small goods and the post.
    • Transportation Guild: Perhaps the largest guild in Khorvaire, the Transportation Guild is in charge of all rail traffic and caravans.
House Phiarlan, the Mark of Shadow, Elves
  • Phiarlan is the house of entertainment, the source of Khorvaire’s actors, bards, and artists. But those who can afford their services might learn of the house’s darker side as a spy network.
  • Last War: Despite attempting to service all Nations evenly, different family lines within the house developed conflicting loyalties. This resulted in the schism that created House Thuranni.
  • Enclaves:
    • The Five Demesnes:
      • Demesne of Memory is located in Fairhaven, dedicated to stories and history.
      • Demesne of Motion is in Breland’s capital of Wroat, focuses on physical arts such as dance, gymnastics, and contortion.
      • Demesne of Music is in Thrane’s capital of Flamekeep, teaches the vocal and instrumental arts.
      • Demesne of Shape is in Thaliost, Thrane. Focused on the material arts such as sculpting and painting.
      • Demesne of Shadow was originally in Metrol, the capital of Cyre. Now it’s in Sharn, teaching deception-illusion and puppetry as well as oratory and acting.
  • Organizations:
    • Entertainers and Artisans Guild: Self explanatory.
    • Serpentine Table: The agents of the Table are spies, not assassins. Every agent has a liaison that communicates with the rest of the Table, no one knows the identities of those involved.
House Sivis, the Mark of Scribing, Gnomes
  • Masters of communication, they are the mediators, translators, and vessels for long-distance communication. Have maintained a reputation for absolute neutrality and confidentiality for nearly three thousand years.
  • Last War: House Sivis prospered during the war and managed to retain its neutral reputation.
  • Enclaves:
    • The Labyrinth: The ancestral citadel of House Sivis in Korranberg, Karrnath. Known for the caverns stretching out below the enclave and under the Seawall Mountains, no doubt stuffed full of hidden records of vital communications and secret lore.
  • Organizations:
    • Notaries Guild: Fantasy lawyers!
    • Speakers Guild: Maintain the speaking stones that connect the countries as well as perform sending rituals.
House Tharashk, the Mark of Finding, Humans
  • This young and ambitious house provides bounty hunting, inquisitive, and dragonshard prospecting services. They have also made an alliance with Droaam, allowing them to broker the services of monstrous mercenaries and laborers.
  • Last War: The Last War had little impact on House Tharashk, prospecting dragonshards continued as usual.
  • Enclaves:
    • Zarash’ak: The seat of power for the house, located in the swamps of the Shadow March.
  • Organizations:
    • The Finders Guild: Oversees prospecting, as well as more esoteric services such as locating relics or criminals.
House Thuranni, the Mark of Shadow, Elves
  • Once part of House Phiarlan, the elves of Thuranni are now rivals with their kin, competing in the fields of entertainment and espionage. Having less scruples than their sister house, Thuranni is unmatched in assassinations.
  • Last War: Thuranni was a part of Phiarlan during the war, though it worked closely with the Emerald Claw.
  • Enclaves:
    • Regalport: The oldest and largest House Thuranni enclave is in the Lazaar Principalities, though Baron Elar d’Thuranni is rumored to be building new enclaves all across Khorvaire.
  • Organizations:
    • Shadow Network: Unlike Phiarlan, Thuranni combines its espionage with its artistic activities in a single guild.
House Vadalis, the Mark of Handling, Humans
  • Vadalis has a supernatural link with nature, allowing them to breed and cultivate the finest domesticated animals in Khorvaire with the art of “magebreeding”.
  • Last War: Magebred animals were in high demand in the war. Specifically, Breland used magebred bears in their special forces units, and dragonhawks were used in Aundair.
  • Enclaves:
    • Foalswood: The ancestral seat of the house and the largest of its ranches. Located in the Eldeen Reaches.
  • Organizations:
    • Handlers Guild: Oversees breeding, sale, care, and training of animals, both magebred and mundane.
    • Balinor’s Blessed: Dragonmarked hunters that specialize in the live capture of exotic animals.

The Dragonmarked Houses

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