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| #1the_fireballed_mageJun 06, 2005 12:37:15 | From what I've read some seem to be having questions about how to run Dragonmark Houses, I’m going to try and do write ups on a few of them. I try to not conflict with any written information, but nothing here is to be considered canon. Only my ideas and to help DMs and players alike interact with these institutions. I’m starting off with some of the less talked about Houses. House Vadalis Overview: Growing up in the Eldeen Reaches, the human families bearing of the Mark of Handling found their powers to be of use against the wild creatures that roamed the untamed emerald sea of trees that grew to the west. The constant need for strong animal labour allowed the House to develop into a subtle but ubiquitous power that exists across the length and breadth of the continent. While all Dragonmark Houses are a mix between family and business, Vadalis is the House that most closely slides towards the former. Despite its vital economic role in life on Khorvaire, there is an almost rustic charm and directness that permeates the House and its business practices. However they do take slights personally, and if you insult one, the whole family is probably going to hear about it. Although they are closely linked, House Vadalis and the Handlers Guild are separate entities. The only way into House Vadalis is by birth, marriage, or developing the Mark of Handling; the Guild will hire anyone willing and able to do the work. The Handlers Guild is the actual business, but many positions of influence within are held by Vadalis heirs (not just the dragonmarked individuals). The head of the House controls the business, in fact as well as in name. While Vadalis is a family before a business, they still can play hardball with their members. Tick off the family too much and you might be assigned to the Shadow Marches to head up the family’s still unsuccessful attempts to breed magebred horrid dire crocodiles. That project always seems to be short staff members. ;) Business Operations: At its most basic, the House runs breeding centres for animals. Enclaves are more likely to be found outside urban centres, where the open spaces allow for ranches to contain fantastical beasts and places for them to range. Cities are likely to have distribution centres and stables, but very little actual business is done at these sites. As a House that deals with living things, the heirs prefer to meet a buyer before a sale so as to get to know their customer. Well aware that livestock does not live forever, the heirs of House Vadalis are interested in getting to know their clients as they expect them to be repeat customers. While the House has a general chaotic bent to it, personal honour and strength of character is valued. A person’s word is considered his or her bond. Out of all the Dragonmarked Houses, House Vadalis is the most likely to have its members spread throughout many of the small hamlets and thorps across Khorvaire. As farming is still the occupation of the majority, there is always a need for strong work animals and the people who tend to them. A number of these members work with the local population as veterinarians, and not just on magebred animals. This has affectionately earned many of the House’s members the term, “Horse Healer.” Because of their dispersal throughout the local populations, House Vadalis is seen almost as ‘one of the people’. This is one of the few Houses that can make the transition between noble and commoner without much fuss. As a member of a Dragonmarked House, you’re an elite, and as a member of House Vadalis, you understand the needs of the working world. It’s a unique position that straddles both worlds. Many nobles do have a patronizing attitude towards the House, considering a House Vadalis heir a, ‘country gentleman’ at best, but the power of the House demands their respect. The secret of Vadalis’ success and monopoly lies both in their breeding of selected animals as well as the ability to bring hidden potential to the fore. A magebred animal is the result of centuries of selective breeding to highlight certain desirable traits, as well as a regulated diet of certain mystic herbs that coaxes these traits to their full expression as the animal grows to maturity. Without this magical feed, an animal won’t reach the potential offered by the magebred template. Once achieved, regular feed will not remove the template, making magebred animals no more expensive to care for. The House maintains its edge over other breeders by controlling the secrets of their feed as well as spaying or neutering animals before they are sold outside the family. When you purchase from Vadalis, you are buying the beast, not the bloodline. Why would someone buy animals for work when House Cannith can craft an elemental wagon and have the gnomes of Zilargo implant an elemental in it? The horse needs upkeep and will eventually die. Why not spend much up front and save in the long run? Many nobles simply do not have the funds needed to purchase something so esoteric as an elemental powered combine. As well, an elemental cart built for tilling the land is good for that, but limited it what else it can accomplish. A magebred horse can till the land, uproot trees, serve as a mount; anything a regular horse can accomplish. A magebred animal also needs a human hand to help guide it. This keeps the workers on the lord’s lands busy. Elemental powered combines would leave many unemployed, and no noble likes the thought of having a large number of unemployed citizens on their land, annoyed at being put out of work. There are also psychological issues. While adventurers are well known for embracing weird concepts, most people are far more comfortable with the notion of magically powerful animals than some soulless machine. And there is something about a majestic griffon standing at attention behind a lady as she holds court or a team of magnificent oxen steadily working away that can not be matched by an animated contraption. Along with work animals, Vadalis also specializes in rearing beasts for guard duty or other roles. The Thranish air cavalry infamous for its wyverns gets these creatures from House Vadalis, as do other nations their griffons, hippogriffs, and other specialized beasts. It is an expensive, specialized market, but it has been a growth field for the Handlers Guild. Smaller areas of work the Guild operates in include: caravan and coach drivers, regular animal trainers, and animal messenger services for out of the way locations. These less critical services keep the House interacting with the common folk on a local level. With their continued work on improving the feed for magebred animals, Vadalis also holds a remarkable trove of herb-lore. There are even rumours that some heirs are beginning to adapt their skills to monstrous plants. Even more unsavoury rumours suggest some misanthropic members of the House are attempting to use Dragonshard items to develop ways of Handling humanoids. Personality: The individual members of the House are rurally orientated, and have a casual attitude towards things like deadlines and timetables. Nature turns and returns according to its own schedule, so man-made concerns like “have it done by the end of the month!” don’t really mean much. (This attitude infuriates House Orien to no end.) The House is strongly chaotic, with whom you know in the House being important to any relationship. Just because you work well with a Vadalis heir in Breland means nothing to the members in Thrane. Get to know the names of any Vadalis handler you interact with, because unless you can drop some names, you’re nothing more than an out of town stranger trying to cut a deal. Allies: House Orien: The House of Passage has used magebred mounts for centuries, forging a close alliance between these two giants; personality conflicts notwithstanding. Nearly all couriers inside a major city and caravans will use Vadalis transportation to ensure the cargo arrives as quickly as possible. The use of the lightning rail by Orien is mocked within House Vadalis. As the rail is expensive and only travels between major cities, Vadalis hasn’t seen it impacting too much on their business with Orien over the years. Caravans are still needed to travel from these cities to other locations keeping a steady business for the House of Handling. Still, the House generally frowns on the rail as a new-fangled gadget and will generally avoid it if possible. Their reluctance to use the lightning rail is summed up by the phrase, “If we can’t breed it, we don’t ride it.” The close relationship between these Houses has lead to a few troubles over the long years. It is rumoured that a significant portion of the humans with aberrant Dragonmarks can trace their history to members of these two houses that developed a ‘close working relationship.’ Commoners: Many people from bonds with the animals they work with, and as such hold those who provide the beasts or understand them in high esteem. The House is also seen (rightly or wrongly) as being made up of working stiffs you can relate to. Nobles: Less likely to support Vadalis on an everyday basis, many nobles can still fondly recall a treasured magebred dog or cat as a pet from their youth. While they might make fun of a particular heir behind his or her back, they do respect the power the House can bring to bear. House Ghallanda: Young handlers often are assigned work in the stables of Ghallanda inns, taking care of guest’s mounts and increasing the reputation of a stay at a House of Hospitality inn. The abuse outsiders often unknowingly inflict on their poor working mounts annoy many Handling Guild members, so these are not plumb assignments. Rivals: The Ashbound: This druidic sect hates Vadalis’ practice of mixing arcane magic with natural creatures, considering the whole House corrupt, sick and inhumane. Small in numbers but still dangerous, the Ashbound represent the greatest physical danger to the House. House Jorasco: Many House Vadalis members spread throughout the lands possess information on basic medicine and knowledge of how to deal with injury in order to be veterinarians. As well, the need to develop formulas for the feed to produce magebred animals has resulted in a large amount of herb-lore existing within the House. Because of this, many commoners see the ‘Horse Healer’ as more pleasant and friendlier than the business of healing House Jorasco runs. A Vadalis enclave is likely to have quite a bit of medical knowledge, and have a few healing potions for sale to members of the local community; adventurers passing through are probably out of luck. As this really isn’t a focus of the House, just a by-product of their ways, the House of Healing maintains cordial but cool relations with Vadalis. The Valenar: As the Guild that deals with living things, Vadalis boasts a sizable number of elves amongst its members. These are not blood heirs to the house, but trusted employees of the Handlers Guild. Thus, the House thought it had a good grasp of elven psyche. They believed they would have no trouble negotiating with the Valenar to get some of their excellent horses. What trouble could there be? More than expected it turns out. Since the Valenar can trace their mounts’ bloodlines back 40,000 years to those ridden by the heroes of Xen’drik, they see their mounts as companions in their ride for glory. It is a matter of honour. They would not sell. Unable to understand this different kind of elf –as the old joke goes, “Sure we like horses… just not in the same way those elves do!” :D -- Vadalis attempted to do some horse rustling about twenty years ago. The Valenar were outraged, but their honour also hindered their response: killing an animal breeder does not bring glory to your ancestor. In a huff, the elves banned Vadalis from their lands and to this day, the two groups do not get along. In an odd case of good luck within bad, this ‘standing up’ to the militaristic elves increased House Vadalis’ reputation among the war weary civilians of Khorvaire. House Deneith: While the House of Sentinel controls the private army market in Khorvaire, Vadalis does sell a low but steady number of guardian beasts to certain clients, cutting down on the need for mercenaries. The fact these beasts roam around Vadalis enclaves while there are being trained also means the enclaves do not require Deneith security. |
| #2isran_imradorJun 06, 2005 16:43:37 | Great write up! waiting for your Lyrandar "shard" ;) Isran |
| #3taskiJun 06, 2005 22:38:11 | I can actually see Deneith being a customer of Vadalis. Sentinel Marshals have to ride something when fugatives flee into the boondocks. Also, a member of the Defenders Guild is that much more menacing while atop a Vadalis griffon -- just the thing for a powerful noble when he wants to flaunt his wealth. As for less expensive guarding, I think Vadalis would fill the niche of continuously guarding property (guard dogs and so on), while Deneith is better at guarding people. |
| #4the_fireballed_mageJun 07, 2005 12:21:56 | Great write up! Thanks! It was fun to write, although it did take longer than I thought it would. If feedback suggests there's enough interest to continue these, I'm going to be trying out the smaller/less-PC-interactive Houses first, to cut my teeth on them as it were. I'll hit the big PC-interacting ones: Lyrandar, Cannaith, Deneith, etc, near the end when I've got more experience writing about them. I can actually see Deneith being a customer of Vadalis. Sentinel Marshals have to ride something when fugatives flee into the boondocks. Also, a member of the Defenders Guild is that much more menacing while atop a Vadalis griffon -- just the thing for a powerful noble when he wants to flaunt his wealth. As for less expensive guarding, I think Vadalis would fill the niche of continuously guarding property (guard dogs and so on), while Deneith is better at guarding people. When I say Rivals, it covers anything from the Ashbound: who will try and kill a Vadalis heir in a very messy way if they can get away with it, to House Jorasco: who simply are minorly perturbed at the fact Vadalis sells a few healing potions. With Deneith, of course Deneith buys from Vadalis. If you want the best mounts you buy from the best breeders. But the fact is in some cases Vadalis' guardian beasts are taking business from the House of Sentinel. Deneith doesn't like losing business like that, but it doesn't mean they're about to wage economic warfare on the Handlers Guild. It just means a Vadalis heir can't expect a Deneith heir to cut them any slack. Again, this is all my vision and nothing is canon, but I see Deneith as offering both personal protection (bodyguards) and location protection (well trained security guards). Vadalis is taking away some of this business (although not as much as House Tharaskh is now). A Vadalis dire wolf is an effective security guard (and in some ways more effective). And for a noble's personal protection, consider how loyal griffons are in D&D fluff. A noble who has a griffon imprinted on them gains a very loyal guard. Of course there is a trade off. A griffon can't go everywhere a Deneith guard can, but a griffon gives a sense of majesty that even a platoon of Deneith's finest can't. |
| #5zombiegleemaxJun 07, 2005 15:59:37 | Great stuff! I'd love to see more. Its strange how some of the houses fell by the wayside. I even forgot a few of them existed. Its natural I guess. You have to concentrate on something. And your fleshing out of these "lesser known" houses is really inspiring. |
| #6zombiegleemaxJun 08, 2005 11:22:08 | Excellent, great work. With the Deneith providing security, I really see house Medani being the high priced rent-a-cops of the world, if you have an important location you want kept safe, get some half elves, if theres people involved get Deneith. I just noticed that there are 3 houses overtly about saftey of some sort,Deneith, Medani, Kundarak and Vadalis is to a lesser extent as you point out. Dragonmarks, The Prophecy, saftey, hmm, mabye a connection, or is my mind running on a few hours of sleep making wild conjectures? |
| #7SarlaxJun 08, 2005 15:03:28 | This is excellent Fireballed Mage. It reads like a dragonshard. Not only is it very well-written, you captured what House Vadalis ought to be. This is exactly the way I'd conceived the House. I especially liked the way you explored their relations with other powers. |
| #8solariousJun 08, 2005 16:56:56 | You had better write more, lest I get off my lazy but and finally invent that device to stab people over the internet. Because this is pretty good stuff, and we all want more. And if it doesn't come... well, let's see how creative I can get. ;) :P |
| #9the_fireballed_mageJun 10, 2005 11:57:33 | In order to avoid the threat of stabby death over the internet, I present to you the next House I've done. These will probably work out to about one a week. I am getting pretty busy right now, and I also want to stay a few Houses ahead of what I'm posting. Anyway... House Medani “Exactly why am I paying you again? I’ve never seen you do a thing.” “Good. If you ever see me working, it means your life is in real danger.” Overview: The War of the Mark was a vicious affair as Dragonmark fought Dragonmark. Anyone bearing a mark but not in a recognized House was thought dangerous and hunted. In return the aberrants fought back with mace and magic, but also by attempting to create legitimacy through breeding their marks true. But an aberrant mark does not breed true, and these attempts failed. However, despite all the horror of those turbulent times a new House did form. The powers of the Mark of Detection gave its members the ability to sniff out trouble before it found them. This capability allowed the half-elves with the mark to survive and band together for protection. They earned their entry into the Dragonmarked Houses by using their abilities to uncover many of the more dangerous mixed marks that were in hiding. Numerous aberrants who know the history of their marks hold Medani in contempt as traitors and sell-outs to this day. Still considered a young, upstart House among the Dragonmarked, Medani does its best to toil away quietly, drawing as little attention to itself as possible. Their job is to see, not be seen. The House is relatively small, with fewer members and limited resources compared to a giant like House Cannith. It makes up by promoting a strong, almost driven work ethic; very few in Medani are slackers. The House of Detection and the Warning Guild it controls are primarily urban creatures. Most of the Guild’s customers are nobles or other persons of wealth and influence. The specialized services the House offers are simply not needed by the majority of the population. The Warning Guild also makes use of a large number of changelings. While they cannot become heirs to Medani, many changelings find the Guild’s watchful nature to be intriguing and a good fit with their natural curiosity. A spy must know about the people she’s infiltrating; but a counter-spy gets to learn about the people she’s protecting and the people who are trying to sneak in. Medani likes this arrangement as well; who better to help prepare against deception and trickery than changelings? Business Operations: The Warning Guild offers personal security for a world filled with unseen dangers. A person of wealth is less likely to know personal violence on a routine basis; such things are the dangers of lower class living. But the noble must worry about poison in the food, an assassin who infiltrates the cleaning staff, or money from a rival that is used to conjure and send forth a deadly spectre. Eberron is a world of terrible wonders and fantastic dangers; someone has to know how to watch out for such things. The House of Detection generally acts in a proactive manner, seeking out dangers that could harm their clients and eliminating them with the least amount of fuss. Ideally a client shouldn’t ever realize they were in danger, the agent taking care of the problem before it is made apparent. It does make it hard for the Warning Guild to advertise its successes, but it is well known that those who hire Medani agents are more likely to die of old age than those who do not. You’re not going to find a Medani heir standing guard in the corridor outside the lord’s bedchamber; any thug with a sword can do that. Instead the Warning agent will: • Be out drinking in a local pub, getting to know the local criminal elements. Using the natural abilities of half-elves (+2 to diplomacy and gather information checks), they will befriend those most likely to know if something is going down. • Hire adventurers to acquire information on potential dangers that may threaten her client. This gives the agent’s employer ‘plausible deniability’ if the party messes up. • Attempt to sneak into their own employer’s compound, discovering its weaknesses. A racial +1 to listen, search and spot checks (and an additional +2 to spot for those with the Mark of Detection itself), gives the members of House Medani a good grasp of holes that exist in the security of their client. A hole known is a weakness that can be plugged before someone less savoury uses it. • Know the grapevine that exists in the client’s social circle. Information is power and power attracts attention. Knowing who dislikes the man you’re supposed to protect tells you where to focus your attention. • Defend their employer from unseen threats. The detect magic, detect scrying and detect invisibility powers of their Mark allows Medani to intercept a threat before it moves in to strike. • Keep an eye on the staff. Poison is the favoured seasoning of the nobility, so knowing the lives of those who run the household is critical to keeping the lady of the manor alive. Detect poison is one of the services most requested from Medani. • Perform escort duty. That gorgeous half-elven blond hanging off Duke Such-and-such’s arm is not his new mistress, but instead a trained Medani agent. She may look like a ditz with that vacant smile, but that’s because she’s listening, not talking. She hears what people are saying, and what remains unsaid. If she senses a threat she can subtly remove her charge from danger without anyone being the wiser. Along with such actions, House Medani also offers protection of a more cerebral nature. Public relations, diplomacy, protecting political and social reputations are all things the Warning Guild does as well. The natural camaraderie that half-elves extrude permit them to smooth over difficulties, and their ability to gather information allows them to be aware of such problems before things become public. Someone wishing to improve their standing at court should probably have an agent coach them on ways to make a good impression and faux pas to avoid. Because elvish blood and the gift of magic run through their veins, there are a fair number of mages in House Medani. The Warning Guild has many members with a few levels of wizard or sorcerer, and the lack of a half-elf favoured class restriction means this is not a deterrent to further advancement. The House uses these specialists to augment their regular protection services. Abjuration, illusion, and divination are the schools of focus in Medani; generalists are much rarer, while evokers and warmages are almost unseen. Experts make up most of the House Medani work force. They take skills such as diplomacy, sense motive, gather information, listen, search, spot, knowledge (nobility and royalty) and similar choices. Rouge, bard, scout, specialist wizard and master inquisitive are all common classes for advanced Medani members. Personality: Because of their focus on dealing with unseen and sudden threats, many members of the House have difficulty relaxing in the presence of others. While as friendly and open as any other half-elf, ‘tightly wound’ is a phrase often applied to members of the Warning Guild. ‘Paranoid’ is another. As a Guild, Medani embraces a lawful view as they must offer consistent, reliable and meticulous services. However, the nature of unseen, unexpected threats often requires individual Medani agents to ‘think outside the box’ and play hunches, a chaotic trait. Collectively, the House is neutral, leaning towards lawful. Friends: Nobles: Having a long working relationship with many noble houses gives Medani the ears of a number of powerful people. Many know they would be dead but for the hard work of their Medani employee. House Deneith: These two Houses have a professional/competitive relationship. While on the surface it would seem as if they are in competition with each other over how to guard a target, the fact is that their different areas of expertise means they often have to work together. Medani agents often point out targets for Deneith people to deal with. While they work together, there is respectful antagonism. Medani often refer to Deneith mercenaries as, “my loud and crude friends,” while Deneith call Medani agents, “that sneaky, paranoid wuss.” The kingdom of Breland: The current head of Medani is an old friend of King Boranel. This gives the House a large amount of leeway in their operations in the kingdom. The Church of the Silver Flame: As the goal of the Church is to protect the world and those in it, a House that can sniff out unseen dangers is seen as a natural ally. The assistance Medani provided in unveiling hidden lycanthropes during the final stages of the Purge is seen as proof that the House and Church are working towards similar goals. The Silver Flame is a popular choice for religious minded half-elves in the House, with protection and exorcism being the domains of choice. Medani is careful to retain a respectful working relationship with the clergy, but not get too close. Their job is to protect their clients, and some fear that a crusading zeal for purity may one day demand secrets the House is sworn to protect. Rivals: Ex-Medani agents: The pressure of constantly watching for invisible enemies is hard on the psyche. Many elder Medani members suffer from some level of paranoia. While it is part of their job to be paranoid, in a few cases all that stress causes them to crack. With the amount of inside knowledge these agents possess, what form their insanity takes can lead to serious problems. Nobles: Medani works closely to protect the secrets of the rich and powerful. This gives agents access to a remarkable amount of blackmail material, if they so choose. You have to walk a fine line with such knowledge, and in some cases, one side or the other misjudges their relationship. And there is always the danger that junior doesn’t want to wait for his inheritance. Accidents are easier to arrange if the specialist is somehow ‘indisposed.’ Amongst Medani agents, you often are as busy looking for danger within the walls as from without. The Dreaming Dark: An insidious force, the Dreaming Dark is slowly working its way into the lives of the rich and powerful. House Medani has uncovered and stopped many Dreaming Dark agents, but remains unaware of the true nature of the nightmare they are struggling against. If the agents of Dal Quor can infiltrate the House of Detection, their job of quietly turning people to their way of thinking will become much easier. The Lords of Dust: Loving to sow havoc and misery, the Lords of Dust enjoy infiltration and manipulation, sometimes just for the fun of it. Medani agents are often on the frontline in this eternal battle. Houses Phiarlan and Thuranni: The Houses of Shadow are about acquiring information and (occasionally) assassination. These objectives put them in direct conflict with Medani’s goal of protection. The Houses do not get along, with the elven Houses almost fondly patronizing towards their half-human cousins, and Medani doggedly working to keep the secrets of their clients safe. The Chamber: The dragons find it an infuriating paradox that an element of the Prophecy gives this lesser race a way to discover several of the dragons’ own methods of spying. Some dragons see it as proof that the progenitors have a twisted sense of humour. |
| #10SarlaxJun 10, 2005 17:08:07 | Another good article. I'd suggest that you say not only that Medani employs changelings but that there are actually many changelings in the family. Over the centuries, those close working relationships will often developed into romances and marriages. |
| #11ieattrollsforbreakfastJun 10, 2005 18:35:08 | Bravo Fireball Mage! Both articles were a joy to read, they gave a real insight into the dragonmarked houses. I am currently playing an heir of Vadalis, so the ideas you have provided will be very valuable in indeed! You have done a great job with Medani, you have really helped me to define what it means to be an heir of Medani, and provided several great ideas for plot hooks and NPCs along the way! Once more, excellent job :D |
| #12GurvJun 10, 2005 18:44:08 | Request: Do House Orien. They seem to get a lot of attention in official material, but most people think of them as teleporters and the operators of the lightning rail. I was surprised to find that my players didn't even realize that some of the Mark of Passage powers allowed flight and summoned mounts. |
| #13solariousJun 10, 2005 18:45:09 | Another good article. I'd suggest that you say not only that Medani employs changelings but that there are actually many changelings in the family. Over the centuries, those close working relationships will often developed into romances and marriages. Not likely: while it is entirely possible that changling agents and Medani heirs may develop romantic attachments, they won't be accepted into the family because they cannot carry the mark within their bloodline and will never be able to say lawfully that they are a d'Medani. Read City of Towers and see how the matriarchs/patriarchs tend to marry the 'marked with other 'marked in a attempt to devlop more children with dragonmarks. As for the article, excellent work. I shall be expecting them every week, towards the end of the week. If this schedule is inturrupted for some reason not explained, expect several e-mails poking you to post from me. Just to remind you. ;) And stabbity death is always a good death. Most people just don't realize it. |
| #14the_fireballed_mageJun 10, 2005 21:47:22 | Bravo Fireball Mage! That's Fireballed Mage. Small change, big difference. :D Both articles were a joy to read, they gave a real insight into the dragonmarked houses. I am currently playing an heir of Vadalis, so the ideas you have provided will be very valuable in indeed! You have done a great job with Medani, you have really helped me to define what it means to be an heir of Medani, and provided several great ideas for plot hooks and NPCs along the way! Excellent... ![]() I am glad that people are finding these useful. I've been on the boards since before the Eberron roll out, and have noticed a lack of love about the Houses. I don't think most DMs or players deal with guilds on a regular basis in their games, except for thieves guilds, so providing ideas is something most will benefit from. Another good article. I'd suggest that you say not only that Medani employs changelings but that there are actually many changelings in the family. Over the centuries, those close working relationships will often developed into romances and marriages. Like Solarious suggested, the bloodline you bring into the House is a serious issue. I see even the most open of the Houses as being pretty elitist when it comes to marriage and the blood. You can have lovers and affairs on the side, but marriages affect the future of the House bloodline and the Mark in question, so outsiders with no chance of strengthing the blood of the House are only rarely let in. Besides, with how paranoid most Medani members are, I doubt they really feel comfortable with anyone outside the family. Request: Do House Orien. They seem to get a lot of attention in official material, but most people think of them as teleporters and the operators of the lightning rail. I was surprised to find that my players didn't even realize that some of the Mark of Passage powers allowed flight and summoned mounts. I hope to get to all the Houses eventually (although, maybe not the ones Hellcow does Dragonshards on). Orien is not on my short-list of completed ones yet, but I will get something on it at some point. If this schedule is inturrupted for some reason not explained, expect several e-mails poking you to post from me. Just to remind you. ;) Maybe I should try it; it would be a nice change. Most of the time I die from my arcane experiements detonating in my face. So much so that I get a bulk discount on my raise dead at the local Jorasco enclave. :P |
| #15solariousJun 10, 2005 22:09:32 | As you command: when I come for you, it will be with a dull, rusty, jagged dagger adressed to 'occupant'. :evillaugh Don't worry, I'll leave enough of you to drag back to the enclave... ![]() |
| #16cceroseJun 11, 2005 11:48:37 | Excellent work. This will also be useful in my campaign. So far, the PCs have dealt with both House Medani and House Vedalis and these writeups will greatuly assist in fleshing out the world. Cheers ![]() |
| #17SarlaxJun 11, 2005 13:23:47 | Like Solarious suggested, the bloodline you bring into the House is a serious issue. I see even the most open of the Houses as being pretty elitist when it comes to marriage and the blood. You can have lovers and affairs on the side, but marriages affect the future of the House bloodline and the Mark in question, so outsiders with no chance of strengthing the blood of the House are only rarely let in. Blood is a very effective way to ensure loyalty. The issue of "outsiders" isn't so strong that it would prevent intermarriage. After all, we are talking about human(oids), a notoriously active group. Although marriage itself might not be common, affairs certainly would be. There's a reason why changelings have a borderline monopoly on the brothel business in Sharn. Additionally, it's already been noted that other houses can have members of other races. House Orien and Cannith certainly have half-elves and a few half-orcs in their numbers. Even if they'll never have a mark, they're still family. I'm reminded of Goodfellas here when Henry Hill narrates that he and Jimmy will never be made. They're half-bloods. They can be soldiers, but only a full-blooded Italian can be a made-man. |
| #18the_fireballed_mageJun 11, 2005 20:21:57 | Blood is a very effective way to ensure loyalty. Medani probably thinks differently. After centuries of preventing clients from being bumped off by family members, the House probably finds the phrase "Blood is thicker than water," to crack them up everytime. Additionally, it's already been noted that other houses can have members of other races. House Orien and Cannith certainly have half-elves and a few half-orcs in their numbers. Even if they'll never have a mark, they're still family. I never meant to say that the Houses never accept 'outsiders' in, only that it probably is pretty rare. Every time you allow a blood heir to marry someone who can't carry the Mark, you're sacrificing the future profitability and power of your House. Welcoming someone into a guild is fine. Letting them marry your sister... ![]() In my games there will be 'outsiders' in the Houses, but each and every one of them will have to have their own story of how they and their loved one overcame the disapproving glare from the rest of the family. |
| #19zombiegleemaxJun 11, 2005 22:37:34 | Ex-Medani agents: I LOVE LOVE LOVE that aspect of the house. If i may make a suggestion............. SLEEP, EAT, BREATHE LESS; WRITE MORE!!!!!!!!!!!! you are offically one of the bestest (i know no such word exists but it does for now) posters on these boards. keep em comming, |
| #20zombiegleemaxJun 12, 2005 11:54:47 | House Medani LOL wery god indeed :heehee |
| #21chimpmanJun 12, 2005 23:22:21 | I'll pipe in to say that I love these as well. Medani is my favorite (I can't wait to use them now). My vote would be for Kundarak next ![]() |
| #22okaynowaJun 13, 2005 1:50:54 | Bravo! Maybe these articles aren't canonical, but they'll serve as such for my game. I especially like the way you remind us that a difference exists between the Houses and their Guilds, and how you took the half-elven racial qualities into account for House Medani. Excellent attention to detail. I suspect that before approving (or arranging) marriages, the Dragonmarked Houses are big on "background checks" to avoid embarassing things like planetouched in-laws and aberrant marks. Going by Fireballed Mage fluff, would such investigations be the province of Medani (Mark of Detection) or Tharashk (Mark of Finding)? Or is such a matter more likely to be handled in-house? |
| #23zombiegleemaxJun 13, 2005 10:40:28 | Fireballed Mage, I am seriously impressed! Your write-up of House Medani is *exactly* how I play them in game. Thank you! |
| #24the_fireballed_mageJun 13, 2005 14:01:25 | Going by Fireballed Mage fluff, Now there's a phrase I'd never expect to have been applied to me. I suspect that before approving (or arranging) marriages, the Dragonmarked Houses are big on "background checks" to avoid embarassing things like planetouched in-laws and aberrant marks. Going by Fireballed Mage fluff, would such investigations be the province of Medani (Mark of Detection) or Tharashk (Mark of Finding)? Or is such a matter more likely to be handled in-house? I see the Houses as keeping their own records. Something so important as the bloodline of your Dragonmark and the prevention of aberrants is too imporatant to leave to outsiders, who may have agendas of their own. House Sivis probably keeps duplicate records of people of note (royalty, nobility, Dragonmark Houses), but information on merchants and commoners are probably not kept at any level beyond that needed to tax people. The Houses would be extremely interested in doing background checks on any potential mate entering the family. A Dragonmark affects future prosperity and purity, so ensuring your line produces more marked individuals is of great concern. This kind of research is something for the scribes of House Sivis, as opposed to Medani and Tharaskh. Hunting down birth records and geneology is more library work, and that isn't the Warning and Finder Guild's focus. I can see the members of the two Houses tasked with finding midwives or family friends, though. The House records are probably very good, although there will be some gaps and some intentional misrepresentation. (Don't like Cousin Fred? Make a forgery that while your Aunt Edna is pure, that fool she married got some elf blood from his great-great-great-great- well, you get the idea.) As well, not everyone wants to admit to every dalliance, affair, or one-night stand. I dare say quite a number of the orphans left on church doorsteps in the middle of the night probably have the potential to be Marked. New blood is welcomed into the House, but only after careful research. A highly successful self-made person would be welcome, because they've proven their abilities and the whole House would benefit from their joining. So long as there is no risk (or no discovered risk) of mixing Marks, the House would grow stronger from the addition. Each House probably keeps its own records at their main headquarters. This raises some issues with the loss of House Cannith's HQ in Cyre. Because of this, whole lines of the family are now in question as to who can marry whom. I see some possibilities: 1) There are going to be an increase in the number of aberrants born to House Cannith for the next few generations. 2) House Cannith becomes a very closed shop --as it were-- with regards to marriage, because of the fear. 3) A mix of both, as this is most likely to give naferious DMs things to work with. :lightbulb: Matchmaking is probably the full-contact spectator sport of choice in the Houses. I also see the elder women of the House as having great power over the final decision whether to allow a marriage or not. A Marked House matron looking over your future mate adds a whole new meaning to the phrase Dragon Lady. And as I mentioned in another thread, the Dragonmark Houses probably see family reunions as a good place to meet chicks and/or studs. Your sister might be off limits, but your 3rd cousin over there is looking pretty cute... and her Dragonmark offsets the colour of her eyes nicely... :inlove: |
| #25okaynowaJun 14, 2005 0:10:20 | Said The Fireballed Mage:House Sivis probably keeps duplicate records of people of note (royalty, nobility, Dragonmark Houses), but information on merchants and commoners are probably not kept at any level beyond that needed to tax people. Hey, there's another fun role for Sivis beyond notary public: heraldric college. Who better to check, approve, and register your coat of arms? |
| #26the_fireballed_mageJun 16, 2005 14:54:15 | House Tharashk “Run, and I will hunt. Hide, and I will Find.” Overview: Five hundred years ago House Sivis investigated the Shadow Marches and discovered vast fields of Eberron dragonshards, along with a previously unknown true mark. The gnomes were delighted with the wealth they had discovered, but absolutely euphoric that they had uncovered a secret of the world in the form of a new true breeding Dragonmark. Some members with the Mark of Finding traveled back with the gnomes and saw the wonders and horrors of civilized Khorvarie. Rather than be overwhelmed with all they experienced amongst the Five Nations, the half-orcs and humans made a decision to preserve their lands against such encroachment. In order to achieve that goal they realized they needed power that outsiders would recognize. The travellers had learned much about the world from the gnomes and saw the influence Dragonmark Houses commanded. Upon returning to the Marches, these half-orcs and humans utilized the bards among them to spread their plan to other clans. The vivid descriptions of nations held captive to unchecked civilization was enough to convince many to accept the need for new innovation, but limit it to their terms. Possessing this vision, the clans that shared the Mark of Finding joined together to present a solid front to the outside world. The Shadow Marches now had a protector, and one that quickly became rich enough to keep most outsiders away. Tharashk is less a House than an allied collection of individuals, clans and families. The solitary nature of investigators, prospectors, and bounty hunters usually means members look after themselves. When dealing with the outside world, they are a House. Inside, things are not so monolithic. Clan allegiance is usually even more important than loyalty your immediate family. The House is strongly democratic, with leaders customarily seeking consensus before making important decisions, or a collection of elders being tasked with decision making. Most members will abide by the results and openly contested decisions are infrequent. Also, there is no real stigma against individuals doing their own thing. If you have a problem with a decision you can go your own way. Provided the matter is not a serious issue nor involves too many acting against the decision, such individualism is usually accepted. With humans, half-orcs, and orcs being blood members of the House, Tharaskh has a unique blend of cultures that few of the more selective Houses can boast. There is a vibrant sense of life to the House, with three distinct peoples contributing their vision to the whole. Crazy schemes such as prospecting voyages to Xen’drik or Demon Wastes excavations abound among the youth. While orcs cannot manifest the Mark of Finding, their strength, bonds with nature, and simple spirituality is recognized within the House. It is often they who act as a voice of reason keeping other members grounded in reality. Shifters have carved significant places for themselves in the Finders Guild. Not too interested in prospecting generally, many weretouched find the idea of investigating or hunting down a bounty appeals to their soul-deep desire for the hunt. Clues left at a crime scene are just a different kind of trail to sniff out and follow, while a criminal who flees is prey to be gleefully stalked. Scouts, trailblazers, trackers, trappers, investigators, miners; all can find a place in the Finders Guild as well. Many are experts or warriors, with feats and skills focusing on living amongst the wilds as opposed to saying pretty words. Rangers, scouts and rogues are common classes for the advanced Finder Guild member. Many a would-be bandit has been shocked however, to find that barbarians also fit nicely into these roles. Druidic support at Finder Guild enclaves is prevalent across the continent. Wizardry and artificers are uncommon, but a number of the humans and half-orcs from the Shadow Marches display the talents of sorcery. It may be they have a connection to secrets of the Progenitors, or it could be lingering corruption from the Daelkyr invasion of long ago. Business Operations: It may be surprising, but even though the youngest house, House Tharashk is one of the richest. Their wealth comes from a number of different sources: specialized mercenaries, prospecting, bounty hunting, and their true money maker, Eberron dragonshards. The Shadow Marches are made up of swamps, marshes, bogs, and fens. For reasons known only to the Prophecy, these harsh lands are filled with raw, unclaimed Eberron shards. This prized cargo is brought in by Finder Guild prospectors who till the watery fields, searching for the crystals hidden in geodes like some kind of mystic fossil. It is this flow of Eberron shards that forms the bulk of the House’s riches. As this is the key to the House’s wealth, it needs to be well protected. Strange and deadly things lurk in the Shadow Marches, and Tharaskh is always on the look out for those brave enough to challenge the bogs. Prospecting is the other significant money maker for House Tharashk. Possessing the Mark of Finding gives the members of the House and edge on those seeking wealth from the earth. However, many of these same prospectors are individualistic people with no interest in the shifty arts of negotiation. House Tharashk acts as an agent, bringing together those who wish to sell with those who wish to purchase. The House successfully set itself up as the Finders Guild, buying the claims from these mountain men and women. The prospectors benefit, knowing Tharashk will pay them a fair price for their work. The House then operates the mine, or else approaches other mining guilds. The other guilds are eager to work with the Finders Guild, knowing that the odds a Tharashk prospector having found a viable vein of ore is above average. Other services offered by House Tharashk include bounty hunting and private investigation. These locally offered services generally do not interest the House at any level above the individual contracted. These activities simply do not have the volume of work needed to occupy the attention of the House, but many members do quite well branching out into these fields. If you want something or someone found, acquired or hunted down, Tharashk is the House to talk to. Many deserters from the Last War were returned to their units by the Finders Guild. For the desperate commoner, cash conscious noble or guildsman, a Tharaskh investigator serves the needs of spy. Houses Phiarlan and Thuranni have the best intelligence agents, but they only work for the big players. Much run-of-the-mill cloak and dagger work is done by Tharaskh people. Law enforcement agencies in larger cities often have standing contracts with Finder Guild members to assist them with investigations. Sheriffs in smaller towns often know if a Finder Guild member operates in their area and will get word to them if they have work. If Guild members are occupied, adventurers are frequently called in to fill the void. With the rise of Doraam and the stability provided by the Daughters of Sora Kell, House Tharashk is attempting a new business venture: the supply of monstrous mercenaries. Acting as broker and clearinghouse for the Doraam creatures, Tharashk uses their contacts with merchant houses to introduce the concept of monstrous guards. Deneith has held a lock on the professional soldier for hire market on Khorvaire for centuries, and finds this new competitor unwelcome. The monsters possess an intimidation value that even a platoon of Deneilth’s finest can not match. Because of their savage nature most monsters are cheaper to upkeep: more meat in their diets, but conditions can be left almost barbaric in their simplicity. And for truly specialized needs, nothing beats having a troll, or a medusa among the ranks. A harpy guard can sing an intruder to passivity, and deliver the unresisting miscreant to the authorities. (Or can dine on the fool, removing any evidence.) This is the key selling feature for Tharashk mercenaries: special abilities unseen in the common soldier, but still trained to take orders. So far a number of people are still uneasy with the thought of monstrous soldiers. Many remember the Darguun rebellion and all that involved. Some places, like Thrane, find the whole idea of relying on monsters to be a grotesque practice. Still, the power of the monsters can not be understated, and the troops House Tharashk vouch for have been specially selected and trained to make a good impression. Many experienced soldiers are sick of war, and in some areas mercenaries are otherwise hard to come by. This is a new field of exploration for the House and it remains to be seen how successful the venture will be. Personality: The orcs, half-orcs, and humans of the Finders Guild tend to be very spiritual people. They don’t worship the Sovereign Host much, but instead have a simple spiritualism that supports them throughout their lives. Druidic rituals predominate, with worship of Eberron and appeasement of Khyber often mixing together. Appeasement of the Dragon Below can often slide into outright veneration, and Cults of the Dragon Below often find converts among the Finders Guild. The members of the House are usually neutral or chaotic, with very little lawful to balance it out. As such Tharashk and the Guild tend towards chaos, shown in the individualistic nature of its members and the sometimes extravagant plans of its youth. Older members tend to be more cynical and world-weary. Many House members wander the fens and forests of the world in an aching search for something. They know not what, except that it is something unseen, indescribable by words. They feel that an epiphany to true understanding and contentment with themselves and the world will be found somewhere on their journey, or as part of the journey itself. Many of these who wander this way refer to their Mark as one of Seeking, rather than Finding. Allies: House Vadalis: Many in the House of Finding are loners, roaming the backcountry and prowling the moors, glens, and hills of Khorvaire. As such they often require a strong animal to provide them with reliable transportation and muscle power. Vadalis’ magebred mounts are the beasts of choice for the Tharashk traveller with enough coin. Their sturdy constitutions and ease of training make them popular choices for the wilderness wanderer. Vadalis’ down to earth nature makes that House the easiest to get along with a Tharashk loner. House Sivis: Having brought the Mark of Finding to attention of the outside world, the gnomes consider this discovery to be the epitome of a lifetime spent learning secrets. Just looking at a Mark of Finding brings childlike glee to a gnome as they imagine what it must have been like to unearth a secret of the Prophecy, and hope they might be the one to do it again. This sense of triumph makes the gnomes only too happy to work with Theraskh. While the Houses have remained strongly united over the past few centuries, House Tharashk members still don’t really understand the gnomes. All they know is that the wee folk have acted with fairness. Fairness mixed with some very strange behaviour on occasion, but fairness nonetheless. In some ways not understanding each other in the slightest, these two Houses nevertheless manage to work together almost seamlessly. House Lyrandar: As the major shipper of Shadow March recovered dragonshards, the half-elves of this House are an important link in the chain of Tharashk’s wealth. The fact that House Orien has never managed to run a successful caravan through the Shadow Marches cements this union. The highly civilized and debonair half-elves often have personality clashes with Tharaskh members, but the work the two Houses do together is simply too important to let such things interfere. Still, it wouldn’t take too much for one House or the other to take offence at something the other did. The Daughters of Sora Kell: Providers of most of the monstrous mercenaries, the Daughters have proven to be shred, competent business partners. Perhaps knowing their nation is being judged by the quality of their troops, the Daughters have made sure to provide Therashk with strong, well trained creatures conditioned to take orders and not eat their employers. Quite a number of House elders think the Daughters are playing some kind of game, but so far the hag sisters have not done anything beyond the regular dirty tricks expected in business. Or, at least nothing anyone has found out about yet. House Cannith: Most of the magic items the Finders Guild use to expand their Finding ability comes from Cannith. Many of the wonders produced by House Cannith can be traced to the raw materials provided by Tharashk. These two Houses have a strong working relationship. Rivals: House Cannith: That strong working relationship also has its downside. Cannith is quite aware how much power Tharashk has over their continued operations, and is unhappy with the balance of power as is. Simply put, Tharashk can prosper without Cannith, but Cannith would be in trouble without Tharashk. The recent losses and three-way split of control in the House of Making has only increased this perceived imbalance. Nobles: At only five hundred years old Tharashk is the youngest of the Dragonmark Houses; younger in fact, than many noble houses of Galifar. This youth combined with the rather direct and unrefined nature of the half-orcs and humans therein make Tharashk almost an insult to those with better pedigrees. Seen as savages, simpletons and barbarians by ‘cultured’ people, only the House’s great wealth buys them entry to the halls of power. As many younger members of the House have often lived among ‘civilized people’ their whole lives, ‘savage’ may be an outdated stereotype, but an enduring one. Some noble families, desperate to pay off debts, hold their nose and marry a Tharaskh heir. It is a good way to generate cash, though your invitations to formal balls tend to noticeably decline. Sentinel Marshals: Bringing criminals to justice is the goal of the Sentinel Marshals. It is also the goal of a Tharashk bounty hunter. But a Sentinel Marshal does it to uphold the ideals of law, where a bounty hunter is in it for the money. A Marshal sees profiting from bringing criminals to justice as tawdry, while a hunter dislikes the Marshals for robbing them of lucrative bounty. Although they work for the same goals, they do enjoy sticking it to each other. Note: It was my intention to update the thread title each time I added a new House. Unfortunately, it appears I exceeded the limit limits for thread title modification after I posted the 2nd House. So I'm stuck without being able to update the thread title. |
| #27chimpmanJun 17, 2005 17:11:17 | Wow... I've got lots of ideas, just having read this! Orcs and half-orcs. A secretive Tharashk encampment deep in the Shadow Marshes. Lyrander airships flying in during the night, taking on shipments and then flying off again. A mad stowaway that escapes into the swamp and must be stopped. Hmmm... sounds like a fun way to start up a Tharashk campaign. :D |
| #28isran_imradorJun 18, 2005 4:53:09 | Exelent! I tokk that test to se what i was and i became a Half-Orc Bard! So i would have liked to see something on the Bards of the house if i was ever to make myself.. ;) |
| #29the_fireballed_mageJun 20, 2005 12:33:18 | Wow... I've got lots of ideas, just having read this! Orcs and half-orcs. A secretive Tharashk encampment deep in the Shadow Marshes. Lyrander airships flying in during the night, taking on shipments and then flying off again. A mad stowaway that escapes into the swamp and must be stopped. Thanks. Along with giving better descriptions on how to play the Houses, one of my other goals is to give adventure ideas. I've tried to leave at least one hint in each description that a DM can use to hook an adventure around. I'm really glad you found something useful. Tharashk just didn't sing to me as a House, and so this one was quite difficult to write up. While writing this out for the boards, it has also helped me understand what it is the House is and how it should act. Exelent! I tokk that test to se what i was and i became a Half-Orc Bard! So i would have liked to see something on the Bards of the house if i was ever to make myself.. Hmm... I would see bards as being the inter-clan messenger service. Without having much infrastructure and many illiterate barbarians around, there isn't that much formal 'education' in the Shadow Marches. Bringing news and stories is the main role of the bard, but they would also serve to be the few who could effectively teach the young. As well, I mentioned that bards were instrumental in convincing other clans to join in Tharaskh's plan. Along with the druids, bards would be wise men and women who have a connection to the natural order, in this case through their music. As Tharaskh probably lets Sivis run most of the House records, bards could be the ones who convay decisions the House elders make to other locations. And if the House makes any secret proclomations, bards would be the ones entrusted with the message. Also: being a bard bounty hunter is probably a pretty good way to live. Just waltz into town and sing a song about how rotten the bounty you're hunting is. It saves a lot of legwork as the town's folk will probably point him out to you once they know he's a black-hearted rogue. Even if he's a paladin. :D |
| #30chimpmanJun 20, 2005 13:29:50 | Hmm... I would see bards as being the inter-clan messenger service. Without having much infrastructure and many illiterate barbarians around, there isn't that much formal 'education' in the Shadow Marches. Bringing news and stories is the main role of the bard, but they would also serve to be the few who could effectively teach the young. Excellent idea. I think that for most NPCs a nerfed Bard would work just as well in this kind of role. Simply give the NPC levels of Bard, but don't take any ranks in perform. That coupled with low Cha scores would basically give you Bardic Knowledge without any of the magic or music that usually accompanies a normal Bard. These guys basically store the collective knowledge of their clans as tales and mythologies and can recall them at a moments notice. I'm guessing that most of this knowledge would be passed down through the spoken word, but as bards ar litterate these might be some of the few in a clan that can read and write as well. The same mechanics have been discussed before for Sivis scribes and those who work in libraries, etc... This is essentially the same thing, but with a flavor change. |
| #31solariousJun 20, 2005 13:34:58 | Mmmnn... House Tharashk. I didn't even need to hunt ya down! :D There isn't much to say other than what has already been said, so I'll just add my praise here and then wait for the next update... It, of course, will not be late. Right? ![]() |
| #32isran_imradorJun 20, 2005 15:46:11 | Thanks for adding a Bard bit ![]() |
| #33the_fireballed_mageJun 20, 2005 17:09:31 | Thanks for adding a Bard bit My pleasure. Actually, now that I've got into a pattern for these things, I am interested in what you people would like to see in the write ups. What is it that would help you to understand the Houses or use them in your games? A detailed history is right out of the question (I don't have that much time), and NPCs are best left up to individual DMs or other threads. But what information would be of assistance to you that I'm not providing? So far I'm writing out: 1) Overview 2) Business Operations 3) Personality 4) Allies 5) Rivals What else do people want to know about? |
| #34the_fireballed_mageJun 28, 2005 22:43:42 | House Kundarak “You can’t get blood from a stone.” “True. But if I squeeze hard enough, gold pops out. And be honest, which is more useful to you?” Overview: Once their watch of the banished clans was complete and their old homeland reclaimed, Clan Kundarak fell into a slump for a few decades. What was their purpose in this new world? With no more gate to guard, what were the guardians to do? Fortunately, the rest of the world found something to occupy Kundarak’s energies. The dwarves’ gold was sought after by the people of Khorvaire, and someone had to watch over the wealth accumulated. The Mark of Warding, long wondered about amongst the dwarves themselves, gave the clan instant credibility in the halls of power. Clan Kundarak did some restructuring, and soon presented House Kundarak to the outside world. Ever since that day, the dwarves have been as solid as their mountain homes, and just as wealthy. The House runs two enterprises: the Banking Guild and the Warding Guild. The Banking Guild is where most clan members test into. It is by far the larger and better known of the two guilds. Promotion in the Guild is steady but slow, and most of the shorter lived races simply can not put in the required time to advance to upper levels. Because of this, dwarves make up the vast majority of Guild members. For the dwarves, banking is a magnificent way to live. While they do not own the precious objects that pass into their vaults, it is the fact they possess these beautiful, prized items that gives them joy. The rich wonders held in the vault may belong to you, but so long as they’re in my vault, they’re mine as well. A banking dwarf also sees the gold in his bank as a sacred trust placed in him. “I place my most valuable items in your protection,” a customer is implying when they bank with the Guild. “I know you will not falter.” Gnomes, both belonging to House Sivis and as part of the Banking Guild itself make up a large group in the Guild. These gnomes do the paperwork and behind the scenes organization of the bank, generally leaving negotiations, security and policy to the dwarves. While the dwarves enjoy the trust of holding precious items for others, the gnomes get an almost visceral thrill from knowing what people are squirreling away. The Warding Guild is the divided into two branches. The first is the Guardians. These are the warriors and soldiers of the Guild. Favouring heavy armour and defensive feats, these stalwart defenders hold the line against intrusion. The other Warding Guild branch is the Engineers. These specialists use their knowledge of construction and building to design and create structures that resist invasion. This section also includes security consultants and artificers who work on magical protection. Business Overview: The Banking Guild is one of the most widely known institutions on Khorvarie. Everyone has the fear of loss; Kundarak allays those fears. For the dwarves it is not entirely about holding most of the money on the continent, it is about possessing a duty. As an institution, the Banking Guild holds money and property. It provides capital and investment for large entities such as nations, Dragonmark Houses, and other recognized guilds. Smaller groups are generally seen as too risky for the Guild to trust with other’s money. In a world of changelings, mind clouding enchantment and tricky illusion magic, a Banking Guild dwarf can never be too careful. While the Banking Guild does offer small safety deposit boxes that can teleport items to any recognized Guild branch, Kundarak is not interested in competing with House Orien in the transportation business. The amount that can be transported at a given time is small (maximum of 10 pounds), also the arcane system involved is finicky and requires expensive alchemical ingredients to upkeep. It is provided as a convenience to clients, and those who attempt to abuse it for personal profit will have their accounts suspended. As the repository of large amounts of wealth, the Banking Guild has need of a large number of well trained guards. They are the primary employer of the Warding Guild, but support troops hired in times of need are not unheard of. These support troops are often used for clandestine missions. With the belief in their work as a sacred trust, the Banking Guild needs deniability for any break-ins. If something is stolen the enclave manager is more likely to hire adventurers on the sly to recover the property than go to the authorities. In order to prevent such events from occurring again, adventurers are expected to problem solve ‘with extreme prejudice.’ The Banking Guild held great amounts of property in old Cyre, the cultural and business crossroads of Galifar. The Mourning wiped out these facilities and vaults, trapping them forever behind the dead-grey mists. The Guild has sponsored attempts to recover portions of their lost property, but the rate of success has been abysmal. It appears the proud defences of the Banking Guild are made even more deadly by the horrors of the Mournland. In their youth, dwarves of Kundarak undergo a battery of written and physical tests to determine proficiency. The clearer minds of the House generally choose Banking. The more militant minded and the best craftsmen (or, those with the craziest ideas) are assigned to the Warding Guild. The Guardians serve as the protectors of the vaults and security in a Banking Guild establishment. While the services of the Guardians are available for purchase, relatively few are on the market since the Banking Guild employs the lion’s share. As well, most Guardians are interested in long-term contracts that provide a sense of stability. Protecting your warehouse until you can clear out the current season’s product would not interest them. But they might contract to protect the warehouse for the next fifty years. This long-term view of things limits the use of Warding troops outside Banking Guild enclaves. Guardians also run Dreadhold, Galifar’s most secure prison. The dwarves signed an agreement in perpetuity to run the place and guard prisoners. However, they quickly discovered that keeping disreputable people out was more enjoyable than keeping disreputable people in: you actually have to deal with the scum if you’re running the prison. The dwarves will do their duty at Dreadhold… but you haven’t heard a dwarf truly curse until they learn they’ve been assigned to that barren outpost. Skills common for a Guardian include spot and sense motive. Listen is relatively frowned upon in order to protect the privacy of customers’ transactions. Many Guardians pick up a few levels of spellcraft, just to recognize if a customer is casting something on the sly (blatant casting being pretty obvious). Visitors casting in a Banking enclave are escorted out at axe point or arrested. While Guardians generally do not follow the ‘cleave first and cast the divinations later’ school of thought, once on their bad side no amount of skill focus: bluff is going to help you. Engineers are the specialists of the Warding Guild. They design, craft, and evaluate the protections for the Banking Guild, as well as manage most of the magical protections. Along with that they offer consulting services to people and institutions outside the Guild. Only a fool would build a castle or a manor without consultation from a Warding Engineer, who are considered to be the sneakiest, dirtiest, most downright nasty people when it comes to thinking of ways to impede (or impale) an intruder. It is the Engineers who are assigned the task of enscrolling the diaries of young nobles. This is absolutely the lowest of the low assignments; many members seriously consider a transfer to Dreadhold rather than protect some simpering twit’s attempts at poetry. Countless dwarves would as soon eat their own beards as do this work… except for the fact this job is insanely profitable. Over the past few centuries the dwarves have been advancing their artificer skills. Under direction of Engineer artificers, the magewrights of Kundarak have been creating a remarkable number of magical wards to protect buildings and locations. The Houseward (ECS p. 262) was initially created by Warding artificers, but their lack of practical magical experience at the time required the Mark of Sentinel to complete creation. The dwarves recently overcame this limitation, and a new generation of magical defences are expected from Kundarak enclaves soon. Many bad people would pay good money to know what devices will soon be out there. The magewrights of the Warding Guild ensure that most entries to a Banking Guild establishment have a constantly functioning detect magic effect in play. A more recent upgrade has a targeted dispel hit anything that trips the detect upon entering. Surprisingly, there are a remarkable number of kobolds working as unsung Engineers in the Warding Guild. Despite themselves the dwarves are impressed with the clever nature of kobold traps, and just how vicious the contraptions they make can be. Personality: Being trusted with holding the line against all comers, House Kundarak and all its Guilds are strongly lawful. Put two Kundarak dwarves together in the same room and you’re more likely to see the middle of Argonnessen than the dwarves change their position on a subject. On their own however, the dwarves can be surprising risk takers. They would never gamble with the money entrusted to them, but for the chance of a good return many dwarves are willing to bet their personal funds. Always remember, the heart of a warrior beats inside the breast of every dwarven banker. Even if they never swing a bloodstained axe or risk their life in combat, nothing gets the blood tingling like the danger of your personal fortune riding a long shot. Allies: House Medani: Offering detection services, the half-elves of Medani are often hired to run scrying sweeps through Kundarak enclaves. As they both focus on protection, the dwarves look favourably on the young House. And the rampant paranoia that exists within many Medani agents is seen as a ‘fine, upstanding character trait’ by the dwarves. House Sivis: Scribing is a gift the gnomes brought to the dwarves. It was Sivis gnomes that first came to the barbaric clans of the Mror Holds and helped them rediscover many of their lost literary traditions. In the modern age the gnomes serve as record keepers and scribes, providing the background work to keep the wheels of commerce flowing. As the two Houses both promote a policy of non-intervention in the business affairs of others, dwarves and gnomes find they have little conflict in their world view. In some places, the two even share a Banking facility and a Speaking station in a joint enclave. Rivals: Nobles, Dragonmark Houses, Guilds: As Kundarak holds the wealth of these groups, they also hold great power over them as well. This does on occasion breed resentment. Some would pay great sums to have certain Banking information or items in Kundarak vaults… disappear from sight. House Cannith: As the House of Making, Cannith’s reputation for building wonders is unequalled. However, the Engineers of the Warding Guild are known for creating and building some very excellent fortresses over the years. As the Warding Guild tends to focus on specialized projects and consultation there isn’t too much bad blood, and many projects have both Kundarak and Cannith people working side-by-side. Although… the tension levels on such projects are pretty high. The Aurum: As a polite society of the rich and influential, many member of the Banking Guild consider joining the Aurum a way to mix with the right people. The copper concord has many branch managers listed among its members, leaving the many who are not members feeling somewhat left out. The truth is much more sinister. This collection of the ruthlessly wealthy is always looking to expand their wealth and power. Having influential Banking members as low ranked lackeys gives the true leaders of the Aurum a good grasp on what happens in the Bank. When large sums of money are moved around, the Aurum is one of the first groups to know about it. So long as Banking Guild members want to join the Aurum, those who controls the acceptance into the club hold a great deal of quiet power over the actions of the Bank. In some quickly hushed up cases, assassins have been paid for by the accounts of the very person they were sent to kill. Clan Soldorak: One of the the more vicious and bloodthirsty dwarven clans during their banishment, Clan Soldorak have always begrudged Kundarak their role and position. Now that the dwarves are a civilized and cultured peoples, Soldorak is incensed that those who sacrificed the least during the banishment occupy positions of so much power. The dwarves who suffered those long centuries of banishment were forged into a strong people, but those who hid behind their walls in comfort were not tempered with the same steel. Using their great wealth, Soldorak opperates a competitive Finance Guild. This is a much smaller organization than the Banking Guild, and without the added support of the Warding Guild and the Mark of Warding, they have yet to achieve the same levels of success as the Banking Guild. However, the Finance Guild is willing to accept ambitious people into the fold, and promotion is far quicker and based more on performance than in the Banking Guild. This gives them a sense of vitality and drive that many Bankers don't show. Soldorak is also eager to deal with smaller organizations and individuals, a niche that Kundarak does not support as heavily. However, because of their willingness to delve into riskier ventures, Soldorak is also a whole lot meaner than Kundarak. Sure they'll give you that loan, but the interest rates are punishing, and the Hosts help you if you miss a payment. Failure --both for employees and customers-- is not accepted by the Finance Guild. Soldorak is heavily involved in risky enterprises, financing a number of businesses in Stormreach. It is rumoured they have contacts with, or back several criminal organizations, but so far any witnesses have taken any such information to their (early) grave. |
| #35zombiegleemaxJun 29, 2005 0:54:29 | another masterpiece |
| #36ChronosCrowJun 29, 2005 7:32:52 | you should make a website locale for these or send them in to someone else's website that the WoTC ebby board knows about like Jonny's website. |
| #37perrywrogersJun 29, 2005 10:14:05 | This is great. I'm DMing for a party that has been contracted to thwart an Ocean's Eleven style caper that is about to happen to the Kundarak Bank in Sharn. This is just the background material that I needed. Thanks!! |
| #38chimpmanJun 29, 2005 15:16:07 | This is one that I wanted to see, and I am not disappointed at all! I especially liked the fact that you managed to work kobolds in as Engineers :D. I also like the distinction between the Banking Guild and the Warding Guild. Here are some questions: 1) What is the relationship between House Kundarak and House Phiarlan and Thuranni? It seems like these two houses would butt heads on occasion with one trying to protect secrets (Warding Guild) and the other trying to find them out. 2) What is the relationship between House Kundarak and House Thurashk? I can see some conflicts arising here, partly for the same reasons as mentioned above, and partly because dwarves and orcs/half-orcs have a history in the Mror holds. I can't remember the name of the clan of orcs at the moment. 3) There is also (or so I gather) some bad blood between Kundarak and Soldorak (and possibly other dwarven clans as well). What kind of relationships do you see happening here? |
| #39the_fireballed_mageJun 30, 2005 13:04:19 | This is one that I wanted to see, and I am not disappointed at all! I especially liked the fact that you managed to work kobolds in as Engineers :D. I also like the distinction between the Banking Guild and the Warding Guild. Thanks to all who comment. I need to hear that this is helping people, because at 5 pages (roughly) for each House, I'm going to have written about 70 pages if I get through them all. That's a fair size of any sourcebook they might put out on the Houses in the future. And I'm not getting paid to do it. ![]() Here are some questions: These Houses probably are on cordial business terms, but not friends. The Houses of Shadow are more interested in information as opposed to wealth, so I doubt the elves would be breaking into the bank too often. If someone was storing important documents or evidence in the Bank then the Houses of Shadow might try a Shadowrun ( even I think that's a bad joke), on an enclave. But mostly I see the elves as going after personal information and doing intelligence gathering by footwork and coaxing knowledge out of their targets. Defence against that is Medani's job. The Warding Guild most likely deals with Shadow House infiltration more often, so as a guild they probably are less happy with the elves. But recall that most people don't know Phiarlan and Thuranni are spies. The leaders of the Guilds would know, but the workers and lower branch managers just chalk it up to more rumours about "them strange elves." Kundarak probably doesn't like the Houses of Shadow, but I don't see them as being actual rivals. 2) What is the relationship between House Kundarak and House Thurashk? I can see some conflicts arising here, partly for the same reasons as mentioned above, and partly because dwarves and orcs/half-orcs have a history in the Mror holds. I can't remember the name of the clan of orcs at the moment. With House Tharashk initially coming from the Shadow Marches, that's a pretty long way away from the Mror Holds. The orc clans in the Holds never developed the Mark of Finding, so there is very little to suggest Tharashk has much to do with their eastern cousins. Dwarves may have a natural distrust for the orcs and half-orcs of Tharashk, but that would be a personal trait of the dwarf in question. As institutions, because House Tharashk has no direct connection to the Mror Holds orcs, there would be no offical conflict between them. 3) There is also (or so I gather) some bad blood between Kundarak and Soldorak (and possibly other dwarven clans as well). What kind of relationships do you see happening here? Yes, you are absolutely right. I entirely skipped over that part when I was doing my research for this one. I've added a section into the House Kundarak post about the other clan. Thanks for pointing it out. This is great. I'm DMing for a party that has been contracted to thwart an Ocean's Eleven style caper that is about to happen to the Kundarak Bank in Sharn. This is just the background material that I needed. Thanks!! Your welcome. One of my main goals is to provide the DM and players with adventure hooks and things to use. Hearing things like that just makes my day. ![]() you should make a website locale for these or send them in to someone else's website that the WoTC ebby board knows about like Jonny's website. I have no complaints to that idea. I don't use my own webspace, so if someone is interested in finding a place for these when I'm done, just drop me a line. Unless you're the legal department of WotC. In which case I'm out. On an extended vacation. To somewhere without computers. Or phones. Or mail. Or roads. |
| #40dwarvinjediJun 30, 2005 14:27:47 | Thanks for taking the time to produce such high-quality work. and I love your explanation of House Kundarak, since I love dwarves I have been trying to disect Kundarak, and the financial dwarves, and this has helped |
| #41earthbinderJun 30, 2005 18:21:06 | fantastic work so far please keep it up. :pile: ![]() this is for you ![]() |
| #42the_fireballed_mageJul 11, 2005 15:04:25 | No, I'm not dead yet! House Ghallanda “I was forged for war. I do not eat, drink or dream. Your House can offer me nothing.” “Yet you still are here, my good… er…sir. Is it because you hunger for companions and friendship? Do you thirst for discovery about the world around you? Can you dream of tomorrow and what the new dawn may bring? If any of these are true, my House can offer you much.” Overview: Three thousand two hundred years ago, halflings of the Talenta Plains were among the first people known to develop a true Dragonmark, the Mark of Hospitality. Divinations and spirit quests did not reveal why this ability appeared, or where it came from. Thoughtful but superstitious, the halfling tribes pondered eliminating the bearers of this unknown power, and indeed may have done do except for the bravery of the Marked halflings themselves. In fear for their lives, these halflings did not retreat, did not flee. Instead they faced their fears and the dangers of blade and dinosaur claw to go among the tribes, spreading their gifts. They showed the unmarked that the Mark was not a thing to fear, or a danger to be hunted. Instead it offered a boon that the Marked were willing to share. All could benefit, all could prosper. In doing so, they got close to their rivals and learned much. Ghallanda discovered how their persecutors acted, and what they feared. Those Marked with Hospitality offered the hand of benevolence, but stood ready to wield a dagger if necessary. But so convincing and generous were the Marked, so impressive were their gifts that this need never arose. Remember that when you look upon an innkeeper today. His ancestor had the bravery to walk among those who wanted her dead, and convert them to allies. The House may be built of Hospitality, but the foundation of that friendship is courage enough to leave the strongest quivering. The Hostelers Guild is one of the largest in the whole of Khorvaire. In nearly every city, town, village and thorp you can find someone who proudly displays a Guild crest. As expected for such a widespread Guild there are huge numbers of non-Ghallanda halflings and non-halflings as members. So much so, that the Hostelers Guild has the greatest ratio of non-blood to blood members of any of the House run guilds. Thus the Guild acts more as a business than a family. That does not mean the halflings who bear the Mark of Hospitality have in any way lost control over their Guild. The requirement that Guild leaders know much about different lands and cultures ensures that only those willing to travel far and spend years in other locations will ever manage to rise high in the Guild. With the halflings of the House still embracing their nomadic heritage, the idea of spending years in far off places excites them, and gets their wanderlust charged up. A person from Karnnath shudders at the though of spending a decade in Thrane, just to learn what the selfish, uptight, pretentious people there eat. And if they do manage to go, after a decade the lands become almost like home, the people… perhaps even friends. You left your home once, could you bear to do it again? A Ghallanda halfling looks to new lands as an adventure, a chance to see new peoples and learn innovative things. Yet the horizon always calls, the sky always open and bright. Five years here, a decade there… there is always more to be seen, and a home is only a place to rest your feet for awhile, a place to entertain guests. Ghallanda also maintains its links to the past. Halflings of the House are expected to make regular pilgrimages back to the Talenta Plains and submerge themselves in the rich history that is a halfling’s birthright. Many battle-hardened soldiers from the Last War were stuck dumb when, as they crossed the Plains on some tiring march, they caught sight of a serving girl from a tavern back home in the middle of a dinosaur stampede. If that wasn’t shocking enough, the fact she was riding a beast of claw and fang while screaming out a war cries was enough to give some veterans nightmares. Business Operations: Service is what the Hostelers Guild is all about. They offer domestic services both for the traveller and permanent resident. The Mark of Hospitality allows one halfling to do many tasks more quickly, or with less fuss than other people. This edge along with a strong work ethic and willingness to become part of any community they move into has allowed Ghallanda to reach the prosperity it has. For the traveller the House runs a number of fine inns, taverns, pubs, and restaurants throughout the civilized lands. When you go to a Ghallanda establishment, you can expect clean accommodations, good food, and a staff that knows its business. There is a price for such service, and a Hostelers’ inn is not the cheapest. Along with providing their own, for a fee the Hostelers Guild will evaluate other establishments. A passing grade gives the business the right to charge higher prices, although it still will tend to be cheaper than a Guild affiliated place. For those on a tighter budget -or just seeking privacy- there are places that do not have Guild eyes about. Some don’t like control over their establishment residing in the hands of others, some simply don’t care for such things, and some couldn’t pass the inspection anyway. In any case, travellers can find accommodation away from Ghallanda eyes. A Ghallanda inn will tend have a large open space next to the main building. During the day this provides dinosaur mounts safe places to roam, but at night it is used as space for the casting of secure shelters from those with a lesser Mark. In urban centres, the House buys up abandoned manor grounds from dead or destitute noble lines. It then refurbishes them and offers them as a home-away-from-home for visiting nobles or dignitaries. Offering more customization and protection than a standard room at the inn, such estates are quite popular with the rich and well travelled. The Guild also runs some of the most luxurious bath houses in Khorvarie. These establishments are as much centres to gather and converse as they are places to cleanse the body. Staffed with masseuses, personal trainers, and servants of the utmost skill, these places offer the whole gambit of services needed to bring relaxation to their customers. Large communal pools (most divided by gender, some not) cater to the common folk, while important people can book private accommodations to keep from mixing with the great unwashed. Fire elementals bound in Khyber Dragonshards provide the energy needed to heat the most luxurious of the bath houses, a convenience unaffordable by those without House backing. If not involved with such ventures, Guild members could also be butlers, castellans, master of the hunt, chefs, caterers, gardeners, or entertainers. Many domestic services for the wealthy have a Ghallanda person in the chain somewhere. While skilled and sought after, a halfling will probably not work at one place their whole lives, the nomadic spirit calling for them to move on after a few years or so. Some nobles go to great lengths to keep a particular favourite chef around. While taking care of all these activities, Ghallanda also keeps an eye on their community. A member of the Hostelers Guild is expected to be in touch with the people around them. The House believes making yourself useful to people is the first step to success, but knowing what’s going to happen is the key to survival. And the eyes and ears of Ghallanda are busy. While they do not have a wide-ranging information network such as Phalarin does, very little happens at the local level that a Ghallanda innkeeper doesn’t know about. Love affairs, flings, dreams, regrets, vices… all gossip, it seems, flies toward the ears of a Ghallanda halfling. Most use this grapevine network to smooth things over in the community, but a Ghallanda with malice in their heart can terrorize a community with but a few words in the wrong ears. Being part of the community means that House Ghallanda knows about local elements, including local crime. The House is not too concerned about local thieves, after all, what is taken from a Guild store is often spent in a Guild tavern. Indeed, with their connections to the community and natural ease at stealth, Ghallanda often knows more about the operations of local thieves than do the rogues themselves. Still, the Guild is a business and can not accept unreasonable activities against them. The House keeps a small force of halfling monks mounted on clawfoot mounts as an honour guard. Few realize these are killers and have been used on occasion to remove dangerous individuals. But most of the time the House prefers not to get its hands dirty. Their connection with the community means that a few words in the right ear can get much done. Adventurers are often hired by proxy to subtly deal with problems. (Or else whatever is as close to subtle as adventurers can manage.) Providing for many personal needs of the community, Ghallanda also is involved in running escort agencies and brothels throughout the civilized lands. Generally the Guild keeps these activities quiet, maintaining a low profile for these ventures. While the halflings are less uptight than many other peoples, they do seek to maintain a sense of propriety and decorum for their community. Especially since some people and various clergy members frown upon such activity. Although… for some reason you’ll find the greatest concentration of such establishments in Thrane. Personality: Members of the Hostelers Guild are generally personable, friendly people. They are in the business of service and as such are usually gregarious. Yet, they can quickly fade into the background and become unnoticeable, forgotten. The Hostelers Guild provides services on a routine, continuous basis. They promote a sense of belonging, of community values. But many of the people that make up the Guild are freewheeling and vigorously invite change. This mix makes the Guild slightly lawful. House Ghallanda is more neutral, with members drifting from times of solid, dependable work to periods where they must embrace their whims. Ghallanda halflings are cosmopolitan and rural at the same time. They proudly display their wooden hunting masks and their clawfoot mount sleeping out back, all the while wearing the newest fashions from Fairhaven. They may discuss the intricate politics of the Breyland court while out killing wild boar. Because the halflings are expected to spend some time back on the Plains, a remarkable number of otherwise normal NPCs possess rather martial classes. A fat innkeeper may mostly be commoner or expert, but also have a hidden level of warrior or rogue to show for his other life riding amongst the clawfoot herds. Don’t underestimate the butler who takes your cloak at the door, he just might shock you. Allies: Commoners: Serving society as the Hostelers Guild does allow its members to form strong bonds with the locals. The Guild can usually count on a sizable amount of public support for their actions. Clergy of Boldrei: The gospel of Boldrei is to serve the community. One person may know loneliness and fear, but together a group can bring joy and comfort to all its members. Seeing to the spiritual needs of the masses, Boldrei’s clerics appreciate the work of Hostelers Guild who provide for the masses’ physical needs. Being very local minded organizations, these two groups get along well. Clergy of Olladra: As the goddess of the feast and the hunt, Ollandra promotes good sport and good food. There is much about this world view that sings to the halfling soul. Working hard and playing hard are two concepts the Hostelers Guild can get behind. House Vadalis: The most proficient handlers of animals anywhere, House Vadalis is a trusted ally, both to supply the meat needed by Ghallanda’s restaurants and to provide for a travelling customer’s weary mount. Since most Ghallanda halflings also ride dinosaurs when they go back to the Plains, they are at ease with animals and their handlers. The personal connections that are forged between members of these two Houses ensure that this business relationship is not to be easily sundered. House Medani: With many Hostelers Guild members working as domestic servants in noble estates, the Warning Guild is often checking up on staff. The Hosterlers Guild makes the job of House Medani much easier by giving them a one-stop location to check up on people. The two Houses work surprisingly well together, since both strive for the betterment of their employers, although in different ways. Rivals: Crime Guilds: Being so involved in the community, Ghallanda enterprises can not escape the reach of organized crime syndicates. As rich targets the wealth they bring in is greatly sought after by lowlifes and outcasts. While Ghallanda attempts to have someone working on the inside in local guilds, many businesses must still deal with the face of crime on a daily basis. The Order of the Emerald Claw: Karnnath supremacists, the Order sees any foreign influence in their beloved nation as foul blasphemy. Those that bring in outside things -even something as simple as using Zilargo sauce on Karrnath beef- are criminals seeking to poison holy Karnnath. Death to all traitors. The Lord of Blades: Charismatic, powerful, unpredictable, and not requiring the services of the House, the Lord of Blades is one of the greatest physical threats Ghallanda must consider. Few mortals would be foolish enough to pillage a Ghallanda enclave, but the warforged of the Mournlands need not worry about services being withdrawn. In fact, one of the most effective tools in the arsenal of marauding warforged is to destroy any Ghallanda facilities they come across. Nothing demoralizes the meatbags so much as finding their precious Hospitality enclave in smoking ruins. |
| #43taskiJul 12, 2005 1:13:23 | I like it! Well, actually, I like them all. Keep 'em coming. |
| #44ChronosCrowJul 12, 2005 1:17:34 | I'm interested in House Orien and House Lyrandar |
| #45cceroseJul 12, 2005 2:29:14 | Excellent as always. I've made these mandatory reading for my PCs. Good thing they enjoy a little homework with their game. |
| #46the_fireballed_mageJul 12, 2005 14:04:04 | I'm interested in House Orien and House Lyrandar Well, I'm slowly running out of Houses, so Orien and Lyrandar are getting closer to being worked on. I wanted to hit the less well known Houses first, but now that I've done most of them, the PC-interacting ones are coming up fast. Because Hellcow wrote up a Dragonshard on Phirlain, I probably won't do much on that House, if at all. Ditto for House Thuranni. I'll probably blur the two of them into one update unless you, the fans, demand something else. |
| #47ChronosCrowJul 12, 2005 15:02:59 | Because Hellcow wrote up a Dragonshard on Phirlain, I probably won't do much on that House, if at all. Ditto for House Thuranni. I'll probably blur the two of them into one update unless you, the fans, demand something else. It would be nice, but if time matters too much then it's not that big. But more information and more points of view can always be helpful. Thanks again. |
| #48zombiegleemaxJul 13, 2005 6:27:21 | Brilliant! The description on Kundarak was exactly what I needed. Thank you! |
| #49the_fireballed_mageAug 01, 2005 23:21:18 | No, I'm not dead yet. I just felt like it sometimes. House Sivis “No pretty words ever stopped a cavalry charge during the Last War.” “How unenlightened you are. What about the words the mage recited as he cast haste upon the chargers? What of the stirring speech the unit commander gave her troops in the lead up to battle? How about the commander’s lord, who invested her with his authority in writing? And what of the conflict itself, which was brought about because people took issue with the words in the Galifar Document of Succession? “Change any of those pretty words, and the cavalry charge may never have happened.” Overview: The gnomes didn’t know what to make of their Mark when it appeared. For a while they were actually miffed that the Prophecy sprung this secret on them without warning. If only they had ferreted out the secret for themselves! Still, gnomes with the Mark realized they had a gift; a gift that would bring people to them. People would pay to avail themselves of the Mark’s abilities, would talk to the Marked, and the Marked would listen. As any good gnome knows, the person who listens has the power since it the speaker who runs the risk of exposing what they want to keep hidden. When the Marked bloodlines realized this, they joined together to provide services to those who could pay. It also allowed them to present a service to the sometimes dangerously suspicious outside world. The House has been careful not to abuse power publicly and maintains its external neutrality by draconian measures. Whatever problems exist internally, no sign reaches the outside world. When you transmit the correspondence of kings, there is no room for error. This policy has allowed the House to prosper and expand into nearly all cities throughout the Five Nations. Two Guilds are operated by the House, the Speakers Guild and the Notaries Guild. Gnomish character and the nature of the Guilds blends together just too well, few other races feel comfortable enough to join. So much so that is difficult to tell where House ends and Guilds begin. House Sivis and the businesses they run are the most closely intertwined of any Dragonmarked House and Guild. While all gnomes love bureaucracy with a kind of fever that leaves others shuddering, the Speakers Guild is run more haphazardly than a standard gnomish group. A silver tongue and a keen edged wit are keys to Guild placement, and one can be at the top of things by noon, only to scrambling to recover lost dignity by nightfall. Puns, quips, jokes, limericks, double/triple entendres (some that have entirely different meanings in Elvish, Gnome, Common and Goblin at the same time), use of exotic or dead languages… all influence how much personal authority you have in the Guild. Speakers study examples of great oration by past masters. Many Guild members can recite long speeches verbatim, the more esoteric and unusual the better. Presenting a request laced with quotes from a famous speech is looked upon favourably. A common game in the Speakers Guild is for a group of gnomes to recite a famous speech at the same time, their voices overlapping. If anyone makes a mistake, or falls out of rhythm, they drop out until only one is the victor. The Notaries Guild is where the real bureaucracy thrives. They prefer a slower, more methodical approach to situations. If it’s not in triplicate, signed, authenticated, copied, resigned, and with a back-up copy in the vaults, then it’s not official. While such requirements would seem to render the Guild paralyzed, the gnomes are so skilled at this kind of thing and how to bend the rules to suit themselves that they plough through paperwork with a speed and efficiency that leaves other races stunned. They also have developed several layers of short-cuts to speed important documents along. For example: a gnome might tell you that a contract with an outside guild needs your signature, as well as the seal of the noble who’s land you will be using. One copy must be sent to lord mayor of the nearest affected village, and his response must be ratified by a meeting of the town elders. When the response returns, it must be recognized by the guild master who you are contracting with, and finally the deal must counter-signed by the local agency of the crown. Then you bring back the contract to have it authenticated. But the forms for that authentication must be submitted three days in advance to the four relevant departments… :surrender What the gnome generally won’t let out is the fact that under Article 5, sub-section 9(2), paragraph IV of Contract Acknowledgement and Certification, if the local lord imprints his seal in yellow wax and it is arcane marked by a Sivis commissioner within 24 hours, all the other steps are not needed. Having at least two (and more likely four or five) methods for doing things allows the gnomes to speed some things through, while tying up others in Evard’s Red Tentacles. Yes it is a Byzantine way to run things, but it does keep outsiders from piercing the veil of Notaries Guild business. And while the gnomes love convoluted processes, they love finding ways around those same processes even more. Most of the staff in a Sivis enclave will be experts, and will generally have an excellent Int score. Aside from the relevant profession skills, appraise, decipher script, diplomacy forgery (although that’s one skill they won’t advertise), gather information, knowledge (any), listen, sense motive, and languages are all skills of emphasis for a Sivis gnome. The bard class is quite common among more active gnomes, although many use chants, rhymes, and limericks (some quite dirty) rather than songs or instruments. Sorcerers are a small but powerful part of the Speakers Guild, while wizards of all stripes are more common than you’d think amongst the scribes and accountants of the Notaries Guild. Business Operations: Sivis enclaves are located where there is enough business to provide for large-scale communications. That means cities and larger towns will have an enclave, while smaller towns, villages, and thorps generally have to make due with an Orien message station. An enclave will usually have rooms for public business sized for medium-sized races, but beyond the public areas everything is gnomish sized. This makes infiltrating and moving around a Sivis enclave difficult for elves, dwarves, and humans. One important thing to remember about a House Sivis enclave: the Siberys Mark of Scribing. Because it is difficult to detect and lasts until triggered, many enclaves have a symbol of death warding important locations. An enclave which is lucky enough to have an Heir of Siberys on staff may have defences of death magic many layers thick. There are even rumours that some Dragonshard items can change the death symbol into the other varieties. The Speakers Guild operates two main branches. The first is the primary source of wealth, the Speaking network. This is the message transfer service that exists across the length and breadth of the continent. Gnomish scribes will take your message and use their Mark of Scribing and a Speaking Stone to transfer your communication to another Scribing Station in the city of your choice. From there, an Orien messenger is contracted to carry the message to the receiver. You can transmit a message to a different station within the same city, but because the gnomes don’t give discounts on such services it is typically only used in two circumstances. The first is in places like Sharn, which can be difficult to traverse. The other condition for same city transmission is for communicating with shady people you don’t want to be seen talking to. House Sivis does not guarantee the validity of any messages sent. You scribe your information to the sender, whispering wind is cast into the stone, and then the gnome on the receiving end scribes down what he or she hears. For reasons unknown, a trivial but steady number of messages will arrive at the destination improperly, mixed up with another person’s message, or not at all. The gnomes can not explain why this occurs, but a person using the Guild service must be willing to accept this risk. Some believe House Sivis does this on purpose, to give them a justifiable excuse to mess with some transmissions. People with this suspicion point to the case of Baron Triv ir’Metheni, a most disreputable man who was well known for picking on the ‘little people underfoot’ of Zilargo. Baron ir’Metheni employed the Speakers Guild to send a New Year’s message to his liege, the king of Karnnath, with the unfortunate salutation line of: “Dear Sire of Donkeys.” When news of mistake this came to light, House Sivis apologized, saying that the message had somehow gotten mixed up with an invoice from House Vadalis. They promptly refunded the cost of the message to Baron ir’Metheni’s widow. Whatever the reason, a small number of messages --whatever the DM feels is best for his or her story-- will either arrive corrupted, incomplete, mixed up, or be sent to the wrong receiver. Higher payment for the much rarer sending of the Greater Mark will alleviate this risk. Along with their Speaking service, the Speakers Guild also offers some of the most skilled barristers and lawyers in the whole of Khorvarie. Many gnomes find the concept of law to be an endlessly fascinating one, and work hard to master all the elements of the Galifar Code of Justice. They enjoy the riposte of legal arguments and the subtle play of cross-examination. Worming out the truth or keeping a secret hidden are the meat and drink of a gnome’s life, so they take well to the confrontational style of legal wrangling. There is no stigma attached to defending a horrific criminal. As far as the gnomes are concerned, it is more important to display your verbal jousting ability and cunningness than it is to worry that a guilty defendant might be set free. After all, in Zilargo what few criminals reach trial are most often released after a fantastically organized and impassioned defence. Such a legal triumph is talked about for months afterwards. It truth, it seems as if the best legal minds in the gnomish realm are defence attorneys. They have an excellent track record of keeping the prisons from becoming a drain on the nation’s treasury. As for the luck defendant, now released into peace-loving Zilargo, it seems that the information presented at trial will determine whether or not he or she suffers an unfortunate ‘accident’ soon after leaving jail. Mundane work of the Speakers Guild includes speech writers, translators, educators, and similar professions. Again, these are enterprises generally used by urban peoples, so House Sivis has a relatively small presence outside cities. The Notaries Guild is the place to find scribes, stenographers, accountants, illuminators, heralds, and other people who work with letters. This branch also has a large number of lawyers, but these are specialized in the realms of contract and business law. For a price the Notaries Guild will make copies of any document and arcane mark it, making it a recognized legal text. While documents can be legal without Sivis acknowledgement, less wiggle room is generally seen if a gnome has notarized the parchment. Governments and other Houses will often have Sivis notarize documents to ensure they are binding. Travel papers are often counter arcane marked by House Sivis, and such papers are less likely to be questioned. Genealogies of the noble Houses are important for those who place great stock in breeding. Much of the nobility maintain copies of their lineage with the Notaries Guild. The Guild also will conduct birth searches in cases where there is question as to the legitimacy of the issue. While the Last War was raging many nobles had dalliances when off fighting, and many left waiting at home also sought out some company during the long, lonely nights. Tracking down birth parents in the last few years has become a significant growth industry for the Guild. Members of the Guild are often contracted by governments to help formulate tax formulas and record keeping. The duke’s scribe is as likely to be a Sivis gnome on contract as it is to be a family member. Marked gnomes use their secret page and illusory script abilities to protect and ward important documents. With secret page being permanent, many people with things to hide will contract with the Notaries Guild to ward their collection. Even if you manage to steal an important document, chances are pretty good that if the person was rich, they’ve secured it behind a secret page. Because of its limited duration, illusory script is often used to guard messages that are in transit or otherwise time sensitive. While ‘leave the message and forget you ever saw it,’ is a common suggestion to include in the script, ‘you are the best fighter in the realm, challenge the nearest tough-looking barbarian to a stand up fight,’ has shown a remarkable amount of success in recent years, as well as removing a significant number of would-be thieves from circulation. Basic education was a right provided under the Kingdom of Galifar. The Five Nations that followed also believe (mostly) in the concept of an educated populace. Schools are government funded and controlled, but many teachers turn out to be gnomes. Their love of learning and vast trove of knowledge makes gnomes good teachers. Many un-Marked members of House Sivis see a few decades spent teaching the youth of other nations to be an enjoyable and enriching experience. Many noble families have a gnomish tutor for their children, with the most powerful sometimes even having a Marked tutor. A more sinister reason the gnomes partake of teaching is because it allows them to learn each nation’s propaganda, and colour it to their own benefit. Every child knows of Zilargo’s peaceful entry into Galifar and how the gnomes’ hard work added much to the prosperity of those golden times. Almost none know that any Galifar noble who annexed land in Zilargo after the conquest was dead within 10 years. Another reason the gnomes feel strongly about education: should a student grow up to have a great destiny, House Sivis will have a network to the individual through an old teacher. Sivis firmly believes that it is their connections that give them power. Personality: A House Sivis gnome is generally curious, open, friendly and amiable; much like other gnomes. However, that does hide an unquenchable thirst for knowledge and often a willingness to use blackmail, deceit, intrigue, and other Machiavellian tactics as part of everyday life. Most gnomes are just curious in a friendly sort of way; some are desperate to learn secrets they don’t already know. A Sivis gnome will usually have no trouble chatting you up, whether that’s because she’s just friendly or because she wants to ferret out your darkest secret is something you’ll have to find out for yourself. The House itself is neutral, with its commitment to protecting clients’ secrets giving it a lawful slant. An important thing to note is that a Sivis gnome will generally be more comfortable and relaxed with an outsider than another family member. Someone outside the House is likely a true friend, while a family member is probably plotting how to use you to further their own advancement. Or, at least that’s what you’re doing to them. The Speakers Guild leans towards chaos, as its members must be willing to improvise on the fly and be ever ready with a sudden quip. In many ways it is exhausting just being around a member of the Speakers Guild, as they always seem to jump around to something new. The Notaries Guild on the other hand is strongly lawful. They will not go against the rules, although they do know half-a-dozen different ways to legally circumvent said rules. Allies: House Kundarak: The gnomes and dwarves have had a history together ever since the first Sivis scribes arrived in the Mror Holds to help the dwarves reclaim their rich history of literature. Since then the two peoples have forged a strong bond, the dwarves willing to get things done and the gnomes willing to work in the background moving things forward. Many strong friendships exist between Kundarak and Sivs. House Tharashk: It was an expedition of House Sivis that found the then unknown Mark in the Shadow Marches and brought them into the greater world. For the gnomes, it was a magnificent moment. They saw it as discovering a secret of the Prophecy that no one else had. A secret of that magnitude, theirs! That feeling of giddiness lasted a lifetime for those lucky enough to be part of the first expedition. Today, House Tharashk and House Sivis maintain very good ties. The gnomes almost look upon House Tharashk as their wondrous, magnificent ‘child,’ and make strides to include Tharashk members in any situation it warrants. Tharashk members don’t really know what to make of the gnomes’ attitude, but they appreciate a friendly face and the true warmth of gnomish hospitality. House Orien: Many Orien members get their first job as carrying messages from a Sivis Speaking Station to recipients. A lot of friendships start in these places, and once they move on, many Orien people keep in touch with their Sivis friends. However, these friendships are almost exclusively between Orien personnel and members of the Speaking Guild. For Orien, the image of the desk-bound, regimented, paper-choked Notaries Guild is something out of a phantasmal killer spell. Rivals: Druids: Most druids who don’t know the House very well are indifferent to Sivis. Once they realize how much paper just one Sivis enclave goes through in a day (let alone a year) and how many trees were sacrificed… relations quickly deteriorate. Customers: While Sivis has worked hard to maintain its neutrality, suspicious people can’t help but realize that the House holds incredible amounts of material they could use for blackmail or extortion. Some decide to remove incriminating evidence, or, remove the gnome who authenticated a certain shady deal. In other words, those most needing Sivis silence are those most likely to take actions to ensure it. The Korranberg Chronicle: While House Sivis is pledged to protect the contents of their messages, the Korranberg Chronicle is all about spreading information to the masses. There is a continuous but low intensity war going on between the two, as the Chronicle will pay good gold for any juicy gossip passed its way and House Sivis tries to uphold its reputation for fairness and neutrality. -+-+-+-+-+- Whew! That took a long time. Still, that's six Houses out of the way. Only 6+1 more to go! |
| #50zombiegleemaxAug 02, 2005 3:18:54 | i think these are so dragonshard worthy texts of the lost ages!!!!!! i love the lil mix up of the msg haha, love it. all in all excellent post:-) |
| #51perrywrogersAug 05, 2005 22:18:27 | Fb Mage, This material you are creating here for all of us is exactly what these boards are all about, for me. I have used material from three of your write-ups as inspiriation for four adventures so far. Keep 'em coming, please. |
| #52isran_imradorAug 08, 2005 10:21:56 | Hey My pleasure. Let see well i like Allies and Rivals part best and Business operations. New idea to add could be an example of a small guildhall of one of the house guild in the countryside of Khorvaire somewhere. Like a bank in a small town in on the mournland border. Or a Orien Caravan stop in Valanar or The E-Reaches. A Airship docking tower in Sigilstar... The Hostlers Guild Outpost in First Tower outside Sharn.... Isran ![]() What you next House? |
| #53the_fireballed_mageAug 17, 2005 12:44:13 | House Orien “Why don’t you stay for a while, rest your weary feet?” “If I rest I will have reached a destination. Dolurrh is such a destination. So long as my feet keep moving, in some way I avoid Dolurrh’s embrace. “...besides, this ice cream I’m carrying has to be in Festering Holt by sundown or I lose my bonus.” Overview: Thousands of years ago some of the humans who occupied the land that would one day become Aundair were great riders and wanderers. Some said they had been born simply to see what lay beyond the skyline. Open and free people, the ancestors of House Orien often seemed to race the wind, trying to see which of them would reach the horizon first. When the Mark of Passage first appeared in several related families they quickly travelled to where their kin were located to spread the news. Using the abilities granted them allowed House Orien to pass the information about their blood much faster than one would have thought possible. Seeing the success they had at rapid transport, the visionaries of what would become Orien decided to expand upon their strengths and offer their services to those who could pay. Today Orien continues this history of being, “the fastest with the mostest.” A typical House Orien member possesses an adventurous spirit. They are explorers and movers. They favour motion and action over contemplation and research. Some would ascribe a foolhardy mentality to them, but in many cases it is an almost innate curiosity and love of travel that drives them. An Orien enclave generally has many open spaces. Dark, cramped, narrow stone passageways are not the Orien style. Bright, airy vaulting chambers are preferred, open to the sky if at all possible. Many enclaves are thus a collection of buildings and rooms linked together with open archways and tree-lined paths where others might just go for one big keep. Large windows and tapestries depicting far off lands occupy the few walls that must exist in an Orien structure. Always having a view of the horizon is the goal of any Orien architecture. Very rarely will an Orien family bother to lock their doors. When dimension leap is a common Marked ability, a locked door is pretty futile. Being wanderers from the time they willingly venture forth from their mother’s womb, an Orien enclave will have children exploring rooms, corridors, and secret places. They will be climbing the rafters, investigating the grounds beyond the enclave’s walls, hanging from (non-creature) gargoyles to watch people below. Being anywhere near an Orien centre means often you can’t walk ten paces without having a child dart across your path on some grand adventure. Most Orien workers will be experts, although bards, rogues, scouts, rangers, druids, and sorcerers are fairly common as well. Adepts and clerics will gravitate towards Kol Korran, the God of Trade and Wealth, or The Traveler, patron of the more mysterious aspects of travel. Barbarians can happen when an Orien heir ‘goes native’ at some favoured location. Book learning wizards, strictly devoted paladins, and constrained monks are relatively rare for Orien NPCs. Almost all Orien members will take Improved Initiative as a feat: all the better to act sooner and thus do more. Run, Endurance, Acrobatic, Athletic, Agile, Dodge… Orien members are generally fit and eager to move. Heirs with PC classes will take feats that work on the idea of motion: so expect Spring Attack, Shot on the Run, and the Mounted Combat trees. Skills will be just about anything, although few Orien leave childhood without having some ability in climbing, tumbling, jumping, or swimming. None leave without learning how to ride. Business Operations: Orien maintains control over two businesses: The Couriers Guild and the Transportation Guild. Like many of the larger Dragonmarked Houses, these Guilds are vast enterprises and thousands of members of each Guild have no blood ties to Orien itself. Still, an Orien heir can usually do the same job better than an outsider, and the blood maintains a tight control on the running of the Guilds. Talented outsiders can make a name for themselves in the Guilds, but they’ll always have to work that much harder. The Couriers Guild focuses on deliveries that are impossible to prepare for. One does not set up a schedule to use a member of the Couriers Guild: you simply show up at an Orien station and say, “I need to be in Rhukaan Draal by sundown Zor.” Messages, packages, passengers; whatever needs to be taken. By its very nature the Couriers Guild does not do bulk transport. Its money lies in the swift transport of small, precious items. The prices on ECS page 121 are general ideas for how much transport costs. But consider the importance of the package being sent. The regular price will get you someone mounted on a horse, or perhaps a use of their mount Least Dragonmark ability. If it just has to be there faster, then a little more will free up a swift breed magebred horse. An even greater premium will get the Courier mounted on a griffon, or perhaps even using the Lesser phantom steed ability. And if it absolutely has to be there soonest, a Greater Mark’s overland flight or even teleport is possible. More gold opens more possibilities. It should be noted that the teleport ability of the Greater Mark will only cover 800 miles at the lowest available level (1600 miles if directed towards an Astral Beacon (ECS 261) in a large Orien enclave). Because of this, crossing the continent can take several jumps. From Sharn, an expert 4/ dragonmark heir 4 aiming towards an Astral Beacon still can’t make it anywhere near Fairhaven or Flamekeep, let alone Karnnath. Be prepared to pay for the use of Dragonmark Focuses or Dragonshard Reservoirs. (Note: I did some very rough measuring here. If I’m off assume a Sivis gnome provided me with a mislabelled map for some nefarious reason.) The unlimited greater teleport ability of the Siberys Mark is thus much sought after and much, much more expensive. Most Siberys Marked heirs are either on special assignment for their House or else on retainer for governments or shadowy groups to transport highly sensitive items and people. No-nothing adventuring parties that tie up a valuable Siberys Mark may unknowingly make some very powerful enemies. Low ranked or unmarked Couriers are often employed to transmit messages within a city or town. Often their first job for the House is taking messages from a Sivis Speaking Station and delivering it to the correct individuals, using the Least Mark’s expeditious retreat if available to outrun conventional means. Because of this, many low rank Couriers have high ranks in Knowledge (local), because they know the ins and outs of their local community. The Couriers Guild exists wherever any group of people come together on Khorvaire. Many thorps are too small for a Sivis enclave but are host to a simple Orien message station. Often nothing more than a rider or two and some magebred horses, some message stations are lucky enough to have a hippogriff in the stables out back, or employ a neutral gargoyle who is looking to pick up a few easy coins. There are a relatively high percentage of changelings and shifters in the Couriers Guild. The idea of sudden travel to possibly exotic locations and the challenge of the race appeals to them. Occasionally when no riders are available or the journey particularly dangerous, Orien will turn to adventures to carry the goods. If the station manager knows she is being asked to move contraband, sometimes she will seek a level of deniability by employing freelancers as opposed to House members. So if Orien approaches you for a job, it could be simply because they have no one available who could make it to Fort Bones at this point in time. Or, you could be asked to take a package to the front gate of Mordain the Fleshweaver’s tower. And remember, no matter how much the package moves by itself or what noises emanate from it… don’t open it. The other main branch of Orien’s business is the Transportation Guild. This is the more structured and organized of the two businesses. Where the Couriers Guild focuses on sudden, unpredictable jobs, the Transportation Guild is about the regular movement of large quantities of goods. As such, they run caravans that move bulk items throughout the Five Nations and beyond. Slow and steady, they may lack the glamour of the Couriers, but it is the Transportation Guild that is responsible for conveying the foodstuffs that keep the cities of Khorvaire fed. Without them civilization itself would quickly fall into hungry, rioting mobs. Being a less demanding organization, many Couriers ‘retire’ to the Transportation Guild when the wisdom of age suggests a Couriers’ hectic life no longer offers the same thrill it once did. Still, many Transporters eagerly await their next job and the chance to feel the wind on their faces again. The Guild is also responsible for maintaining the network of roads that criss-cross the countryside. Existing from the Kingdom of Galifar, some of these roads were torn up or destroyed during the Last War. Many were in places too dangerous to work on while armies battled across them. With the Treaty of Thronehold in place the Transportation Guild is trying to get the Five Nations to agree to repair these roads, but many leaders are fearful that armies would use the repaired causeways to march into their own nation. The regular caravans the Guild sends out are one of the safest ways to travel cross country. They often have Deneith guards for protection from outlaws, and the status of the House for protection from those who steal via legal means. Still, some are willing to chance it because high profit often accompanies high risk. An extra set of swords, a few more spell slingers, or a bard to tell stories during the long stretches are always welcome in any convoy. While they dominate the caravan business, Orien does not completely control it. There are private guilds that run smaller convoys cross-country. Sometimes they are hardworking people who simply want to control their own destinies; sometimes they are hardened criminals trying to move things best left unsaid. Whatever your reasons, if you need to move something cheaply or without any question there are alternatives to the Orien giant. The Transportation Guild also runs the miraculous Lightning Rail that capped one of the greatest triumphs of Galifar’s kingdom. Providing quick, convenient, and cheap (relatively) transportation of bulk goods and passengers to major locations, the Lightning Rail is very profitable for House Orien. It should be noted that while profitable it was often the target of saboteurs during the Last War. Troops and supplies could be ground to a halt if a patch of conductor stones were disabled. No trains were lost from such actions during the War, but many delays were recorded. The long stretches of stones meant that one could never guard the whole thing. Such actions violated the House’s neutral status of course, and were very hush-hush operations. With each nation having multiple enemies, finding out who sabotaged this particular length of track this time was simply not worth it. Orien simply sent crews to replace lost stones and billed the expense to all the Five Nations. Although, they did occasionally add a glyph of warding or a modified fire trap to some stones. Orien personnel are of two minds regarding the Lightning Rail. Some see the idea of chaining the wind as thrilling, the very stuff of adventures. Holding a possibly dangerous elemental to your will with only a few feet of leather studded with Dragonshards… now that makes one feel alive! Others see the idea of a single path to follow, no change, no chance to investigate that grove of trees over there or taste the waters of that brook as you speed by… is this really what life is all about? The journey is what makes the arrival momentous; but this journey is all laid out for me. I was born free, not chained to some metal contraption! Whatever the view, the Transportation Guild generally cycles its heirs through service on the Lighting Rail in a revolving door fashion. Some eagerly await their time at the helm of the metal beast… others stoically accept it as part of a job and dream of the siren song sung by lands beyond the horizon. Personality: An Orien blood member is generally open to new adventures and experiences. They don’t want to read about what’s happening in Korth, they want to experience it themselves! Many members of the House are sensationalists and eagerly embrace the new and innovative. Physical activity and sporting events are very important parts of House culture. They also understand the need for things to happen. Better to do something *now* and correct for things on the fly than to spend endless time planning for things that may never happen. “Don’t delay. Do,” is a common Orien expression. (That House Vadalis takes a more laid back approach to time has caused more ulcers for Orien heirs than any single other source.) As a House, Orien is generally chaotic, its members expressing a need to try and experience things as soon as possible. The Couriers Guild is also relatively chaotic as well, although more neutral because it must give service when required. The structured nature of the Transportation Guild’s business moves this Guild into the lawful range, although it is pretty easy to find fee-wheeling individuals wearing Guild colours. Allies: House Vadalis: Personality conflicts aside, these Houses have a long history of working well together. The constant need for magebred animals insures these two giants will constantly come back to each other no matter what happens around them. Orien members carry messages for the widely spread Vadalis House at reduced rates, as the vast distances make it otherwise difficult for the House of Handling to keep in touch with other family members. As such, Vadalis often considers Orien personnel to be honorary members of the family. Strange, weird family with bizarre customs, but family nonetheless. Of course that close relationship has led to some unwanted connections between the two Houses. A large number of the Mixed Marks that exist throughout the human bloodlines can trace their history to Vadalis and Orien heirs that took the concept of family just a little too far. House Sivis: Because a number of Orien runners get their start working as messengers for a Sivis Speaking Station, they are on good terms with the Speaking Guild. Many long-term friendships start in such places and last a life time. The paper-bound bureaucracy of the Notaries Guild, however, is something to be avoided at all costs. House Deneith: The Defenders Guild has provided for the protection of Transportation Guild caravans for centuries. Defending the drivers and workers has made House Deneith a friend, but their stolid and generally stern and lawful outlook on life has prevented a tight bond from forming. Still, the two mercantile Guilds work well together. House Ghallandra: Being a House of travellers, Orien has need of fine inns and good taverns wherever the roads take them. When dusk settles, Ghallandra ensures that the riders will be ready to face the road come the dawn. The Aurum: A collection of the powerful and the wealthy, the Aurum are interested in expanding and promoting trade, mostly for the purposes of enriching themselves. As Orien is one of the pillars enabling trade, the Aurum will generally provide assistance. Members of the concords will use their legitimate connections if possible, but employ unsavoury methods if necessary. Rivals: House Cannith: At one point in time these two Houses were the greatest of friends and working on magnificent projects together. In fact, it was a team of Orien and Cannith heirs working with Sivis gnomes at the Twelve that created the Lightning Reins and the concept of the Lightning Rail. Together these groups created Orien’s greatest triumph. The fact that Cannith promptly stole the idea and worked with House Lyrandar to create elemental galleons and airships will never be forgotten by anyone with a drop of Orien blood in their veins. Foundlings: In Eberron, when a baby is born that looks nothing like the father you don’t go hunting down the milkman: you first go looking for an Orien. Traveling man was a phrase created with House Orien in mind. Here today, gone tomorrow, filled with tales of exotic locations and willing to embrace the thrill without concern for the consequences… House Orien does not exactly have a spotless reputation with the common folk. Clients: Delivering messages often means either presenting bad news, or else carrying communication that no one wants traced. “Don’t fireball the messenger,” is a common saying among Orien Couriers, but tragically, people don’t always listen. House Lyrandar: There are many rivalries that exist between Dragonmark Houses. Phiarlan and Thuranni’s conflict may be the most personal, but none have the pure, unmitigated, full-on soul-inspired loathing that exists between the House of Passage and the House of Storm. Competitors in all senses of the word, these two behemoths clash their long-range transportation businesses together with a fury and bloodlust that would leave a Karrnath general sick. No dirty deal is too low, no promise unbreakable, no vow too extravagant to make… anything to make the other House lose this particular race. With the destruction of Cyre and the shattering of the Lightning Rail inside, Lyrandar currently holds a significant edge in east/west transportation. Orien is desperately trying to rectify this problem, but no matter how much they lobby neither Thrane nor Karrnath are eager to see the White Arch Bridge and the Lightning Rail there restored. It is an Orien custom to spit into the water whenever they cross over a bridge, just because. Most would sooner moon the Daughters of Sora Kell than ride in a Lyrandar boat. A Vadalis flying mount is preferable to riding in an airship, even during a typhoon. What is truly sad is that aside from members of their own House, the only person an Orien heir could truly talk shop with is a Lyrandar heir. The two Houses are a lot more alike than one would think, which probably contributes to the ongoing rivalry. As the old Khorvaire saying goes: put an Orien and a Lyrandar together in a tavern and they’ll trade insults. Get them drunk and they’ll trade blows. Get them really drunk and they’ll trade stories. Get them totally smashed and they’ll end up in bed together. |
| #54earthbinderAug 17, 2005 17:07:49 | wow, i thought the others were good but this one ... :blownaway: please !!! Keep up the good work even if it ain't official its really useful for getting a grip on the Houses. |
| #55ChronosCrowAug 17, 2005 17:56:14 | Amen brotha |
| #56the_fireballed_mageAug 23, 2005 0:37:28 | New idea to add could be an example of a small guildhall of one of the house guild in the countryside of Khorvaire somewhere. Like a bank in a small town in on the mournland border. Or a Orien Caravan stop in Valanar or The E-Reaches. A Airship docking tower in Sigilstar... I could create an example of small guildhalls or or such, but that would take a lot of time to properly get the idea down pat and balanced. I think such things would appear after all thirteen Houes are done. Unless there's a massive desire to see an example of a Kundarak bank. The readers of this thread can decide. Earthbinder: Thanks, this is really hard work, but I'm really enjoying it. It's actually helped me get some of my more ethereal ideas of the Houses down on paper. |
| #57zombiegleemaxSep 01, 2005 13:31:26 | As always amazing! FBM, you truly are a master, every one of your house articles makes me want to go make a character, that is not part of my beloved Deneith, I wait with baited breath for that one. |
| #58ChronosCrowSep 01, 2005 14:45:20 | Well, I am slightly afraid my players would attempt such a feat or inquire to how the Kundarak Bank keeps people from stealing from them. |
| #59the_wilgarSep 01, 2005 17:15:18 | WOW! This is the first time I've seen this thread, and just... WOW! These are fantastic! Orien is proably my favorite, but all of them are great. Please keep 'em coming. |
| #60isran_imradorSep 02, 2005 2:24:13 | Hehe, a Bank would be great but a house would be better! ;) Anyway House Orien was Amazing :D |
| #61solariousSep 03, 2005 13:17:07 | Hmnn... It's been a while since the last article. Where are you Fireballed Mage? Need I begin searching for ye with a Wand of Fireball? ;) |
| #62icedrakeSep 03, 2005 20:11:31 | Are you taking requests? I'm playing a Lyrandar Windwright captan in my upcoming game in a few weeks and I'd like to get your pov on the cool half-elves bearing the Mark of Storm. |
| #63the_fireballed_mageSep 03, 2005 22:18:46 | A battered, smoking corpse-like creature hauls itself into the room. It pulls a few daggers marked with 'Occupant,' out of its body. Yeah, yeah. I know I said weekly, but quite frankly these (while a lot of fun) are turning into a lot of work. They'll get finished at some point, so call off those darn Thuranni assassins already... Are you taking requests? I'm playing a Lyrandar Windwright captan in my upcoming game in a few weeks and I'd like to get your pov on the cool half-elves bearing the Mark of Storm. I am taking requests, and Lyrandar is on my list. However... Lyrandar is one of the ones I really want to do. Because of that I'm holding off on doing it. Sort of a promise that I have to get the other stuff done first, and then if I'm a good Mage will I let myself write out the half-elves. So, hold tght to your Wheel of Wind and Water. I won't have them done for a while, but every House I write helps me better understand the ones that come after. The later it is, the better it more likely to be. And longer to. These things are starting to creep up in the page count... Anyway... As some people have been asking for an example, and Kundarak seemed to be the House of choice... Example of a Banking Guild station This is an idea for a medium-sized Kundarak banking establishment. It can either be a secondary branch in a major city, or else the main one in a smaller town. For sake of convenience, I’m going to assume that when you enter the bank through the main doors, you are heading north. I have covered what I consider to be most of the common methods of infiltration. I make no claims at being able to outthink everybody, so add whatever defences you feel appropriate. I have left some holes that clever PCs or DMs can exploit. Any level of security can be removed to make the bank easier to infiltrate if necessary for your story. I haven’t listed DCs for items or how hard it is to sneak past people or open locks or what it requires to get through doors. I leave that information for individual DMs to design as per the DMG. (I’m not getting paid for this, so I’m not going into the same level of detail as an adventure would.) Note: All dwarves take pride in their appearance, so describe the staff as flashy dressers. There will be lots of jewellery and fine clothes wore by the members inside. Armour and weapons will be polished and well kept. Outside Appearance: The building is a long, low structure, built very much like a brick. Made of dark stone, the place seems synonymous with the terms squat, thick, and sturdy. There appears to be no windows that you can see. Above the front gate is the Kundarak crest, with the identification of the Banking Guild just beneath it. The main gate is metal reinforced wood, and an armed and armoured dwarf stands to each side of the open entry way. More Info: The two dwarves are both LN, warrior 1, wearing chain mail, large shields, and carrying dwarven waraxes. Each has a whistle that they can sound if they see trouble, and maxed out Spot and Sense Motive skills. If any kind of serious trouble occurs they will use a move action to retreat inside the doors and one will use standard action to throw a switch to release the door clasps while the other shields him. (Counterweights force the doors closed. It is only the clasps which hold the doors open.) After the switch is thrown the doors take 1 full round to grind close and lock. There is a portcullis inside the doors, and the guards will retreat to this and close it behind them. Once past the first set of doors a short tunnel leads past the portcullis and to set of normal double doors. The bank has many small air holes in its structure for ventilation, but these are too small for anything but a Fine creature to move through. The walls have gorgon blood mixed in with them, making ethereal movement through them impossible. There is a secret door along one side of the bank, but it is located five feet off the ground and is alarmed, fire trapped, and arcane locked. The only people who know about it are the bank employees and the leader of the local militia. All areas inside are lit by everbright lanterns. Room A: Main Room: Appearance: The double doors open into this large, squat chamber. First thing to catch your attention is the large statue of an axe-wielding dwarf carved out of stone that stands beside a desk in the middle of the room. Its armoured head brushes against the ceiling. A single female dwarf is sitting behind the desk, filling out forms. There is movement behind her. She looks up as you enter. (More thorough look around) There is a sign beside the stone statue. Two common doors stand closed on the west wall, and two similar ones on the east. Behind the desk on the north wall is a passageway. Two armed dwarves are slowly patrolling in the space behind the desk. More Info: If anyone looks, in both common and dwarven the sign reads, “The duty of protection brings life to a warrior.” If someone really looks closely, they will notice some rust coloured flakes along the stone axe blade that looks suspiciously like dried blood. This is NOT a stone golem, but the dwarves here have done everything to suggest it is. (Paranoid PCs who read the Monster Manual should feel the same.) Upon entry, a detect magic Dragonshard mounted above the door will cause all magic items brought in to glow (even through clothing). The dwarf behind the counter will greet the players and ask them to please leave all magic items with her during their time in the bank, as well as explaining that spell casting is not permitted on site. She will direct people wanting banking services to Rooms B. The dwarf behind the counter is Nevilla Ollorgo d’Kundarak, LG, an expert 2. She is young and slightly overeager in this, her first position. She will keep a close eye on the party while they are in sight, and if the party tries anything even remotely suspicious, roll her Spot check. If she makes it (or just rolls a 1), she will cry out an alarm, bringing the whole armed contingent of the bank down on the party. If the party was doing something wrong they will be caught. If (more likely) it is a false alarm, the branch manager will apologize to the party and berate Nevilla. If it was a false alarm, Nevilla will locate the party in a tavern or other neutral establishment later and apologize herself. If the party accepts her apology she will become a good friend, but if they blow her off or berate her, they will make a powerful enemy for life. She’s young, but the Prophecy has great things in store for her as she will develop her Least Mark within 6 months. Once it manifests her rise in the House hierarchy will be swift. The guards behind the counter will be one of three different groups: 1) 2 LN Warrior 2. Both served in the Last War and are veterans. They both wear half plate and carry masterwork waraxes. As well, each carries two tanglefoot bags, and will use them before moving in. 2) A LE Warrior 2 and a LN Warrior 1/Magewright 1. The first is armed as above (no tanglefoot bags), the other carries a battleaxe, scale mail, and an eternal wand of hold person. 3) A N Warrior 1 (greatsword), a NG Warrior 1/expert 1 (focusing on animal handling), and a magebred wolf (thick skin). Both wear half-plate. During the night when the bank is closed, Nevilla puts out a sealed letter on her desk that has “Unlocking Codes” written on it in Dwarven. Those who open it will read explosive runes for their stupidity. Rooms B: Offices: Each of these four rooms (2 to the west, 2 to the east), off of Room A are the places where business is conducted. Each is identical for all practical purposes. In each room there is a bench for customers, a desk, a chair and a LN dwarf expert 3. They will provide all regular banking services. One is a N expert 5, the assistant branch manager. Hidden from sight behind each desk are three strings. The strings run through channels carved under the floor to rings bells in certain rooms. The first will ring at the main desk in Room A. One will summon a gnome from Room D. The last will summon the guards from Room C. The dwarf can make a Sleight to Hand check (with a +5 bonus for the desk blocking line of sight) to pull a string without being noticed. Note: Rooms A and B are the public section of the bank. The passageway heading north is the private section, and anyone not accompanied by a staff member will be stopped. Room C: Duty Room: Appearance: The corridor heading north from the main chamber opens up first to the east. Several armed dwarves can be seen inside. More Info: Any of the dwarf guards mentioned in Room A that were not patrolling Room A are to be found here, on relaxed duty. Anyone passing this point but not escorted by a banking dwarf or gnome will be escorted out of the bank unless they can sneak by. The ring of a bell from Room B or the sound of trouble from Room A will bring them running. Room D: Room of Records: Appearance: This low, long room is filled with tables and piles of papers. Along the walls many cabinets are filled with scraps of parchment. Several gnomes are seated at tables, working on sheets of something or another. More Info: Five gnomes work here, organizing the bank information for the dwarves and for other Banking enclaves. Four of the gnomes are experts level 2 or 3, NG or LN. The fifth, Pagous Illso, is a LE expert 2/rogue 4/assassin 1. He’s actually a member of the Trust, assigned to do some spying on Kundarak. A definitely nasty piece of work, he’s found the companionship of the Banking Guild to appeal to him more than the backstabbing nature of gnomish covert operations. He’s abandoned his duty to the Trust and they might one day do something about that. However he is loyal to the bank, and anyone who injures staff members will earn his undying hatred. Room E: Pantry and Lunch room. The only notable feature of this room is that hidden behind one shelving unit (Search check needed to find) is a short tunnel leading to the secret exit mentioned in the outside section. Room F: Bathrooms. For employees only. Room G: Branch Manager’s Office: Outside Appearance: This is the end of the hall. To the west is a locked metal door. To the north the corridor ends in a solid wooden door. Something is written on it in dwarven. (Branch Manager) More Info: Lesedr Shallivos d’Kundarak (LN expert 5/warrior 2) leads the bank from this office. He alternates his time between paperwork (the small amount he doesn’t foster off on the gnomes) and walking around the facility, checking up on how things are working. He wears 8 copper rings, and just became a member of the Aurum last year. He is slowly accepting the view of the Aurum, and will slide into Lawful Evil over the next few years. His desk has strings that can ring bells in Room A, C, D, J and K. A simple code transmits either “Come here,” or “Lock down.” In one drawer he has a single-shot command activated rod that will trigger a Mord. Faithful Hound spell just outside his door. It can not be recharged once triggered and must be replaced by someone with the Greater Mark of Warding (Mord. Faithful Hound) and Craft Rod feat. It also requires a whole lot of paperwork explaining things to his superiors. Any entry to the vaults requires his permission. For a customer to gain access to the vault, they must be accompanied by the dwarf from Room B who talked to them, along with a gnome who is filing the paperwork. These two employees present themselves to Lesedr together (so that a changeling can’t just copy one). Lesedr uses another wall mounted detect magic Dragonshard to check for illusion or enchantment magic. If all checks out, he leads the people to the metal door outside his office and unlocks it. The door is arcane locked and has a glyph of warding with a blindness spell in it. A set of stairs led down to the west. Note: All lower levels of the bank are protected by Dimensional Lock and Mord. private sanctum spells powered by Dragonshards set into the ceilings. Room H: Vault Entry: At the bottom of the stairs, a 5ft wide, 10ft long corridor turns north. At the north end another metal door reinforced with adamantine is there. The branch manager will knock, and a small vision slit will open. The Warding Guild Guardian inside (NE Warrior 1; breastplate, heavy crossbow and battleaxe), looks out and asks for the password (changed daily). If the password is not given, he throws a switch, causing the floor of the Vault Entry to fall away into a 20ft pit. The guard can also open and close a small arrow slit in the door, allowing him to fire at who ever is in Room H. The door is bolted and locked from the inside. There are metal bars driven into the stones that surround the door, so if a Stone Shape spell is used the caster will still have to cut their way through the bars. A second Stone Shape will allow enough stone to be moved to bypass the bars. The walls and ceilings are worked stone, so Soften Earth and Stone is ineffective. Room I: Vault Main Room: This 10 by 10 room has doors on each wall. The one to the south leads to Room H. The one to the north leads to Room L: the Vault. The west door leads to Room K: Artificer Lab. The east door is Room J: Viewing Room. A chair placed in a corner is used by the Guardian in this room. Room J: Viewing Room: This 5 by 10 room has two chairs and a table. It is here to provide some privacy for those who wish to examine what their ‘box’ possessed. Room K: Artificer Lab: This is the room where the arcane contraption that teleports small packages between Kundarak enclaves is maintained. The room is messy, with the device itself occupying a corner (it looks like a 1ft by 2ft by 1ft stone basin, marked with arcane symbols, Dragonshards, and groves for the alchemical fluids that keep it working). The rest of the room has a table and a number of arcane items and materials scattered about. In the room, Falsis Steelring (CN Artificer 7) and his homunculus oversee the magical defences of the facility. A dwarf approaching venerable age, Falsis was a member of Lord Boroman ir’Dayne’s famous expedition to Frostfell. He’s never really recovered from that and always wears heavy furs, no matter the weather. Room L: Vault: The door to this room is also reinforced with adamantine. It too is Arcane Locked and Fire Trapped. A line of lead sheeting encloses the entire room. Inside is a 5 by 15 room, with small ‘boxes’ dug into the walls. Here the final level of security occurs. When someone places something in a box, they are given a small slip of parchment to write on. The customer writes a password on the letter, seals it, and places it in the box. The guards do not know what’s written in the letter. When the customer returns to take something out of the box, the guard opens the box, takes out the piece of parchment, and asks for the password. The customer says the password, and only then does the guard open the letter. If the password matches, the customer gets to handle what was stored in the box. If the passwords don’t match, the customer is marched back upstairs and an investigation is undertaken. A new password is requested each time a customer accesses their box. Happy Banking, and remember: with each new account you open you get a free Oil of Prestidigitation! :D |
| #64perrywrogersSep 04, 2005 10:14:00 | Once again, FBM appears to have a plant in my group (I think it's the gnome bard). How else could he keep generating exactly the material I need for my current game. FBM: The detail you continually put into your work is inspiring to all of us. You need not apologize to us for having to take your time completing this project. Perhaps we-the-seriously-impressed can aid you in this project in some way? |
| #65the_fireballed_mageSep 11, 2005 19:24:19 | Once again, FBM appears to have a plant in my group (I think it's the gnome bard). How else could he keep generating exactly the material I need for my current game. House Phiarlan. They're darn good spies. ![]() FBM: The detail you continually put into your work is inspiring to all of us. You need not apologize to us for having to take your time completing this project. Perhaps we-the-seriously-impressed can aid you in this project in some way? 1. Money. 2. Personal power. 3. Hot, scantily-clad half-elven women delivered to my house. I'm not saying doing that will increase my speed of writing, but I'd certainly appreciate it. ![]() Anyway, here I present to you the people who will reattach your adventure's head after they attempt that assault on the Crimson Monastery in Atur. Ladies, gentlemen, whatever gender the changelings are now, and warforged, I give you... House Jorasco “Excuse me, healer. I have a question.” “You ask why we request payment for our healing skills? Our skills grant life, so how can we charge for that which keeps someone alive? “Does not the farmer charge money for the food he produces? Is not food necessary? “Does not the carpenter charge for her services when she builds you a house? Is not shelter necessary? “Food, shelter, healing. All provide for life. If the farmer and carpenter can make money from keeping your alive, should not we be afforded the same courtesy? Does that answer your question?” “Er… actually I was going to ask why these robes you make us wear never close completely in the back, but that was a pretty good answer anyway.” Overview: When the halflings first developed the Mark of Healing, they had the example set by the Mark of Hospitality to follow. Using House Ghallanda as a guide, what was to become Jorasco forged itself into an extra-tribal power. The ability to heal without the comforting warmth of religious pomp and ceremony was seen as something vaguely distasteful by the nomadic tribes. ‘Witches’ some Jorasco members were called behind their backs, and occasionally to their faces. A level of such resentment developing was understandable. When someone else holds the power of life or death over you… resentment often accompanies when others have such power. House Jorasco learned early on that while their skills were in great demand, there would always be some indefinable something that separated them from the people they treated. This disconnect from their fellow halflings prompted Jorasco to move its operations away from the Talenta Plains when other opportunities became available. It was during the move to the city of Vedykar that the House set up a Healers Guild to separate its business from family affairs. The warlike nature of the pre-Karrnath humans provided the House of Healing with much business. Supplying healers for the army was their first major contract, and Jorasco has continued that practice with all major militaries. The abilities the House offers make them welcome everywhere; every city and large town has a House of Healing enclave. Smaller communities will often have a person who trained with the Healers Guild, but did not have the skills necessary to be a full Guild healer. Others set up practices in smaller, outlying communities to enjoy a level of freedom, or to exercise power over the locals. Some are simply banished by the family to far off locales. Most Jorasco personnel will be adepts and experts. Adepts will generally choose Olladra as their patron, and have healing as the domain of choice. Skills will focus on Healing, Knowledge (nature, local, history, religion), Gather Information, Sense Motive, Craft (alchemy), with other skills as needed. Feats will tend to be Skill Focuses and the lower level Item Creation Feats (scrolls, potions). Out of all the PC classes, cleric (usually of the Sovereign Hosts) is the most common, with necromancer coming second. Not your stereotypical undead commanding necromancer, but instead a wizard who specializes in the energy that makes life go. (Note: I just love the idea of a PC waking up to see a halfling in a Jorasco uniform smiling at them and saying, “Hello. I’m Healer Fojik d’Jorasco. I’ll be the presiding necromancer for the duration of your stay with us.” )Members of the other common races of Khorvaire are represented in the Healers Guild, although in low numbers. House Jorasco does tend to have high criteria before they allow someone into the Guild, so non-halfling healers do tend to be very skilled. Shifter healers generally work in their own communities, as most people get nervous having someone with claws and fangs poking around their insides. There are no known warforged healers, although the Guild did purchase some during the Last War to act as defenders or bodyguards. Since the formation of Darguun a number of goblins have studied to be healers, but they are usually found in out-of-the-way locations, since most people react with horror at the thought of being treated by a goblin. Business Operations: The House of Healing provides for the curative needs of the Five Nations and beyond. With much of the world’s clergy unable to cast spells and those that can liable to ask troubling questions before providing any healing (“And exactly how did you put on 10 pounds during the Fast of the Holy Sacrifice?”), House Jorasco is on the front line in healing wounds. While a healer will not make judgements, they may ask troubling questions of a different nature. (“Exactly how did you manage to get live fiendish weasels growing out of… that part of your anatomy?”) They seek to expand their medical knowledge, so interesting and unique diseases and conditions will garner a significant amount of attention from the staff of an enclave. For the average customer, a Jorasco healer will look to their wounds with the Heal skill. It takes time, but the curative magic of the House is generally reserved for the more life-threatening cases, or else those willing to pay more. Life in Eberron is not necessarily fair, and more gold gets access to faster healing. If your presiding healer is an expert or other non-spell caster, potions will be the magic item of choice, as they can be used by anyone. Adepts and clerics use the less expensive scrolls to supplement their own spell casting powers. Rarest of all abilities are the Dragonmark powers themselves, and much is expected from Marked individuals in terms of skill and ability. Because of the focus on medicinal healing, the Healers Guild consumes a large amount of rare herbs. The desire to find new and better medicines occupies some of the best Jorasco minds. These medicines are not generally found through scientific testing, but by years of carefully directed divinations. Such divinations often direct the search to exotic locations such as the Shadow Marches, Q’barra, or even Xen’drik. It appears as if the best herbs grow in the harshest of regions. Healers often do not have the skills to survive such journeys, so adventurers are contracted to bring back samples. Being centres for therapeutic assistance, it is often important for people to get healing quickly. As such most enclaves are relatively open places with few guards or hindrances to entry. There usually is one wing of the enclave that is heavily guarded however, as this is where the Guild keeps their store of healing magic. This wing is heavily warded by the Engineers of House Kundarak and watched by Deneith soldiers. If any action occurs in a Healing Guild enclave, troublemakers will find themselves in a world of difficulty. At a Jorasco enclave a person will find one of the highest concentrations of PC classes in the whole of Eberron… after all, PC classes and the need to be put back together go hand-in-hand. Patients, some at 1 hp all the way to fully healed individuals, will come to the aid of any Jorasco staff member who calls. The Healers Guild has a standing policy of free healing for those who come to their defence. Bringing people back from the dead is not a service the Guild offers. If someone wishes to use an Altar of Resurrection or a Raise Dead, they will have to negotiate with a Jorasco family member individually. The Guild owns none of the Altars, they are all House Jorasco property. Many family members with the ability to bring people back take considerable care with this decision. Some are mercenary enough to raise just about anyone, but most take a more philosophical approach to evaluating someone’s life. Many who bring in a body to be raised are counselled to focus on the living, and allow the dead to pass on. And not everyone comes back from Dolurrh when called. As Jorasco members who can cast such spells tend to be proud individuals, often they will resist using such magics, not wanting to run the risk of facing their own failure if the soul does not return. In a world cursed with the presence of the Daelkyr, the Dragon Below, the Madstone, and the nightmares of the Quori, is it any wonder that a sizable number of people are lunatics? Added to these supernatural terrors are those unlucky enough to simply go insane from natural causes or who become unzipped from the horrors of the Last War or the Mourning. Whatever the cause, Eberron has more than its share of unhinged people and it is left up to the Healers Guild to take care of them. The Guild runs a diverse number of sanatoriums that offer these lost souls a measure of peace. Most are relatively large structures, as collecting these mentally wounded people together allow for resources and staff to be more effectively utilized. Sanatoriums are located either near large cities or else off by their lonesome in far-off locations, depending on the local political climate. Aundairian sanatoriums tend to be well run places with much open space. A number of these institutions were set in pastoral settings and so became the problem of the Eldeen Reaches after the civil war. With arcane magic being so well regarded in the country, there is an understanding that sometimes a person can go too far into the mysterious of magic and lose themselves. As such most patients are looked upon with sympathy and concern. Often attempts are made to give the patients some level of influence inside the sanatoriums, to allow them a sense of control over their own lives. The dark side of this set-up is that patients touched by dark minds can thus find ways to plan horrible actions or take the first steps towards some twisted goal. That poor soul given paint to draw her own nightmares to help with therapy may use that same paint to lay down a summoning circle to call forth some pseudo-natural creature during the night of the three eclipses. Or that man given a garden to tend may lovingly take care of the plants, even if the flora grows big and strong and twisted on humanoid blood. The aberrations that stalk the Eldeen Reaches often seek out sanatoriums, knowing they will find minds there as twisted as their own. Sanatoriums in Thrane are some of the best run in the whole of the Five Nations. The Silver Flame promotes the idea of protection, and protecting those unfortunates from themselves is seen as doing good work. Airy structures filled with symbols of the love and concern of the Sliver Flame, the sanatoriums in this nation never lack for helpful staff. The patients are helped to discover the Voice of the Silver Flame for themselves, and this gives them something to hope for, a goal to achieve. Of course telling a patient to listen to a voice is often problematic: after all, many of them are there because of the voices already in their heads. The whispers inside someone’s skull can come from many sources: Daelkyr, The Fury, Khyber himself, Quori nightmares, or even the Fiend in the Flame… identifying the Silver Flame from all these competing voices is not an easy task. Is it any wonder some never find their way back? And worse, the large number of souls helping the patients means more fertile minds in which to spread new seeds of true madness. Karrnath sanatoriums are austere places. Life in Karrnath is hard and cold, with the sanatoriums here mirroring that ascetic outlook. Not to say that they are horrible places; in fact, the rigid, regimented life that permeates a Karrnath sanatorium often provides the patients with a sense of control and structure. The world outside may be chaotic and falling into unmitigated madness, but within these walls patients know what to expect and can relax knowing that tomorrow will be the same as today. In here, they are safe. But with the daily life regimented, things can turn ugly. Not quickly, for things inside the walls progress slowly, but over time a small madness can become accepted, even propagated. Accidentally cut your neighbour at lunch one day, and the next day you do it again. And then, the day after. Time passes, and soon every patient takes a knife to their neighbour at lunch hour. No one remembers the reason why, you do it simply because it has been done before. Woe be it to the guards who too late attempt to stop such action: for structure is what brings healing! Nothing will be said about the sanatoriums in old Cyre. Places of healing, they offered some kindness to lost souls. If these patients were lucky, then the only good the Day of Mourning ever did was that it ended their sufferings as it slew a nation. But then… could something as evil as the Mourning ever do anything good, even by default? We shall speak not of such things, only recommend that all avoid Mournland sanatoriums. No matter what noises they hear emanating from them. The Lhazaar Principalities have only a few sanatoriums on remote, lonely, wind and wave swept isles; not nearly what the region’s population would suggest. Most people who show signs of madness in this realm are helped over the side of ships into the mouth of The Devourer. Those madfolk who survive his deadly maw are truly to be feared. Breland, with its large population has the largest number of Healing Guild sanatoriums. The vast space available to the nation means that nearly all such Houses of Healing are located far from population centres. The reason for this removal is that the majority do not want the problems of the minority to plague them. With feeling of independence and self-reliance, the average Brelander has little, if any, sympathy for the insane. ‘Out of sight and out of mind,’ is the unsaid rule behind Breland sanatoriums. Some of the most corrupt Jorasco personnel work in these facilities, far removed from those who would raise issue with the dark and twisted things that happen in unseen places. Personality: A typical House Jorasco halfling is well educated and learned. They are generally cosmopolitan, sophisticated and enjoy the finer things life has to offer. Most have turned their backs on their nomadic heritage and are gently patronizing to their cousins who still ride the dinosaurs. On a whole, House Jorasco is lawful, as is the Healing Guild. Strongly chaotic individuals are most often transferred to out-of-the-way enclaves, such as Stormreach. A member of the Healing Guild has knowledge, abilities and skills that people need. The people respect Jorasco’s skills and talents, but on the whole do not love the House. In return, the House is compassionate, but stays somewhat detached from everyday life. A noble will invite the local Jorasco heir to any social function, but doesn’t expect the heir to engage in too much small talk. A significant personality split in the House is between those who deeply and personally care about their patients, and those who care, but take efforts to distance themselves from their patients. After all, knowing someone is in pain I can sympathize with them, but becoming emotionally involved may keep me from making the best decision for treatment. Others feel that it is only by understanding the patients and truly experiencing their suffering can true healing occur. The stand-offs currently have a significant edge in the House right now, if only because a large number of the more caring heirs entered Cyre after the Mourning to help out the poor people there. None returned. Allies: House Deneith: It has been remarked that these two Houses operate on a revolving-door business relationship. Deneith sends people to Jorasco to be healed, and Jorasco sends them back to fight. Whatever the reason, these two Houses send a lot of business each other’s way. The many army medics supplied by Jorasco in the Last War have in some cases become fast friends with the Deneith people they patched up. While their businesses may appear to oppose each other, the two Houses get along quite well. Clergy of Olladra: Being the Sovereign Host of healing, (as well as gambling and some other vices), many Jorasco adepts choose Olldara as their patron. Those that do tend to heal by day and party by night. The Blood of Vol: For the regular worshiper, the Blood of Vol is a religion about triumphing over death. As many Jorasco heirs fight against death as well, the two organizations find they have many things in common. While the undead are not generally liked by Jorasco, the dead are beyond the services of the House so there’s no real hatred against them. It should be noted that this is only for the regular faithful of the Blood. Higher level clergy (and Vol herself) have a different agenda. The Populace: While House Jorasco may not be loved by the people, it certainly is respected. The House can mobilize a surprising amount of support for projects if it puts its weight behind something. Rivals: House Vadalis: Because most see the House of Healing as a business and somewhat cold in their service, people often try other methods for healing first. If you’re a member of a congregation, your local priest may heal your family –depending on the priest’s skills, talents, and other factors. Another place to go is the Horse Healer. Vadalis personnel generally know something about animal wellbeing, and some of that skill can be transferred to humanoids. While their suggestions may not be exactly what you’re looking for, their herb lore is fairly advanced and they’re willing to share simple cures with friends. If you’re actually a member of the local community, they might even be willing to sell a few cure potions that they keep around. House Vadalis does this on an infrequent, case-by-case basis, and is not really interested in competing with Jorasco. It’s just suggestions and help for friends of the family. So long as this is nothing more than wise words for friends, House Jorasco won’t really do anything. Vadalis heirs shouldn’t expect any deals during a stay at a Healing enclave though. The Lord of Blades When the Lord of Blades truly begins his quest to rid the world of the meatbags, one of his first targets will be the means by which the bags of blood repair themselves. House Jorasco has long enjoyed a certain elevated status of protection rare even amongst Dragonmark Houses. When the warforged nation marches, that sense of invulnerability may cost the family much. =+=+=+=+= I know I spent a lot of time on the insane asylums, but I decided those were probably the most fun adventuring parties would have when dealing with House Jorasco. Nothing like a good old Silent Hill (tm) run through a medieval insane asylum to creep the players out. Especially if they accidentally (on purpose) built it over a manifest zone… |
| #66perrywrogersSep 11, 2005 19:55:38 | FBM, My group's halfling just called me up, and told me to read this, the latest post. She loves it. I like the assylum stuff because it helps add depth and flavor to the regions that you detailed. If you want to know about a people, investigate their charities, and how they treat their sick and infirmed. |
| #67solariousSep 11, 2005 20:12:19 | Annnnnd the Fireballed Mage does it again! *fanfare* ![]() You are my hope and living proof that others can write for Eberron that can be written by people other than Keith Baker, as well as Keith Baker. No, seriously, you are that good. It doesn't even seem remotely possible that you could let me down: in fact, you continually exceed my expectations!And I was hoping you would go through all the asylum stuff in detail. They were scarce in the ECS, and next to the Dreaming Dark, I the Daelkyr and Xoriat the most as villians. Don't feel bad about spending so much time on it! Feel proud! :DAnd what was that about Thuranni Assasins? I know of no such things. No... really....:angelhide |
| #68zombiegleemaxSep 11, 2005 21:43:09 | I love your hint drops about how to portray the Lord of Blades like good old HK from KoToR. You can just imagine that scene. [Human PC] Your reign of terror is at an end! [LoB] Observation: You meatbags appear to be outnumbered 11.25 to 1. Fleshy materials often cannot withstand the stresses of such odds. [Dwarf PC] You're insane! [LoB] Conclusion: If I had internal organs, I would be sick at your delusionment. Luckily, I am not a fleshy meatbag. Meatbag. |
| #69cceroseSep 12, 2005 12:02:54 | Just wanted to say, "Thanks," once again. |
| #70zombiegleemaxSep 12, 2005 14:40:51 | Just found this thread, its brilliant Thanks alot |
| #71the_fireballed_mageSep 20, 2005 12:12:45 | House Phiarlan & House Thuranni Note: As there are 3 Dragonshards on House Phiarlan by Hellcow himself, I direct people to those for their information first. “Oh! Woe is the world! How dark the following days will be, as impenetrable walls of lifeless stone reaches forth murky hands to block the sweet, comforting rays of the sun. This event that has transpired against us is horrific in its scope, tragic in its reach, and dreadful in its execution. Let all who will hear my tale know that times of trial are upon us.” “Dude… we only got tossed in the drunk-tank.” “I know, but it’s my first shot at a prison scene.” “You elves are weird, you know that?” Overview: Brother against sister, parent against child, lovers turned forever into bitter foes. A family torn. Heart-wrenching drama beyond the imagination of storytellers. That is what it means to be a member of the Shadow Houses. Born from an organization older than civilized Khorvaire itself, something that survived the war of giants, displacement to a foreign land, and the extermination of those similar, it was brought low not by dangers from without, but by betrayal from within. There are no fence-sitters in this split. Some are still stunned at the events that happened --to an elf's mind-- mere moments ago. But once the shock wears off, a family member must belong to one House or the other. It is blood, it is kin... it is agonizingly personal. No one outside the Houses really understands the reasons behind the split. When asked, members of both Houses will politely wave off answering, claiming it, “a family matter.” If pushed, they will go so far as to say it was over, “differences in artistic interpretations,” but say no more. Outsiders don’t really know, and House members aren’t telling. While the Houses hurt, they still have businesses to run. The split may have torn a family asunder, but it has been a boon for Eberron’s artistic community. New opportunities and darning innovative ways of expression have been born from this tearing. Each House uses the success of its artistic endeavours as a weapon to bloodlessly strike back at those kinfolk who chose a different path. A Guild enclave is a place of beauty. There are many examples of different pieces of art scattered around, with paintings, sculptures, fragrances, tapestries, decorative plants, contortionists, and the sound of songs filling rooms, halls, and chambers. With architecture another venue for artistic expression, it seems as if no two Guild buildings are ever the same. To enter such an enclave is to engage in a wondrous exploration of the senses. These are places that exemplify the very best life has to offer. While such beauty exists in these enclaves, most also have darker areas hidden behind secret compartments and magics. Not every enclave need have a wing filled with mystery and death, but many do. The House behind each Guild themselves maintain exclusive estates and private enclaves for members of the House alone. While these are places of relaxation and aristocratic life, they also include many secret places the elves keep hidden from outside eyes. Many rumours exist about a darker nature to the elves, and some ask why a family of artists use something called the Mark of Shadow? To answer this, the elves quote a great actor of their history who, in the ages even before Dargonmarks appeared stated: “To be an artist is to attempt to become the thing he or she works with. Be it a novel, a sculpture, or a character in a play. To truly make something is to strive become it. But we are elves; not ink, not stone, not another person. We can not freely become that which we emulate or create. But, with skill and determination, we can become a reflection of that thing we seek. The epitome of our art is to be as close to our object as the object’s own shadow.” Business Operations: Both Houses primarily are entertainment establishments. Plays, songs, novels, paintings, sculpture, interior decoration, aroma exploration; there is no artistic endeavour that the Shadow Houses do not attempt. Some heirs are known throughout the lands, their followers legion; others are simple minstrels or painters, singing or sketching for their next desperately needed copper piece. Phiarlan's Artisans and Entertainers Guild and Thuranni's Shadow Network are both clearing houses for artists. Persons of any race can become members: all you have to do is impress a recruiter and pay the Guild or Network dues. Although that can be harder than expected if the recruiter holds certain biases. Changelings are well represented, as are humans, elves, half-elves and halflings. Dwarves and gnomes usually have a slightly different taste when it comes to their art that often doesn’t travel well. Those few warforged and shifters in the Guilds are unique individuals indeed. Painters, singers, musicians, and writers are common, but the Guild and Network also have specialists that include debaters, illusionists, hair stylists, contortionists, enchanters, decorative fletchers, and professional escorts. Anything that someone can consider an art form has a place in the Guilds, although some fields are relatively limited. A painter can be found in every Guild and Network enclave, but you may have to travel far to find that one specialist who can acid-etch an adamantine weapon without damaging it. As Thuranni is an offshoot of Phiarlan, both have many similarities in the way they do business. Both maintain a number of smaller artistic guilds and troupes that operate under the auspices of the main Guilds, and it is possible to have a connection to the Guild or Network without even being a member. Talented individuals can receive coaching and assistance from the Guild or Network, but the elves do expect you to earn your own way. So artists are expected to find paying customers –or better yet, a patron— as soon as possible. Many artists are travellers, moving from town to town trying to impress the right people to get noticed. Some move in packs, the Carnival of Shadows run by Phiarlan being the most recognized example. Border guards are often disdainful of allowing foreign artists in, so many attempt to sneak across borders to find new audiences appreciative to their misunderstood works. Advancing in the Guild or Network is both a matter of performance power and political ability. A talented playwright or masseuse or even a potter can become a guild master just as easily as a famous actor. It all depends on how good the person is in their respective field, and how well they meet the goals of the House behind the guild. Both Phiarlan and Thuranni are quite pragmatic. If an outsider is an asset to the Guild or Network, he or she can rise high in the entertainment business the Houses run. It is only the quieter roles the Houses are involved in that have much more selective entry requirements. The two Houses share many similar business practices, but differ mainly in their choice of artistic expressions. Phiarlan is the older House, and generally more pedestrian in the works done by the Artisans and Entertainers Guild. Some feel that since the split, this Guild does not have the same fire in their art as they once did. Still, Phiarlan has millennia of experience and inspiration to draw upon, so they should not be counted out. One goes to them for a production of ‘Hamket: Prince of Dhakanni.’ Thuranni’s Shadow Network is noted for being more dashing, more vibrant, more risqué. And sometimes just plain weird. Their works are often bold, innovative, and many times controversial. There is something of a sharp, dangerous edge to much of the Shadow Network’s activities. Not exactly sinister, but a Network production seems to feed those dark, guilty corners hidden deep in the audiences’ souls. It is a Thuranni troupe you book if you want to see ‘Ylva, Queen of the Valenar Love Camp.’ One example of this dark edge to the Shadow Network is the artist Ellegerno the Fear Chaser (CN Changeling bard 10). An 80-year old (venerable) changeling, Ellegerno specializes in using dominate person, enthral, and his suggestion abilities to get audience members to experience things in life they would never willingly do normally. If an audience member has a secret crush on someone, Ellegerno will uncover this, dominate the shy individual, and force them to tell the object of their affection. Another who is afraid of heights is told under suggestion to get onto an airship and stand at the prow with arms spread wide. Ellegerno says that breaking people from their routines, getting them to face their limiting fears and truly experience life is what being an artist is all about. While some complain about the morality of his act, none can deny the staggering rush of emotions that his audiences experience. Experts make up most of the staff in the Guild and Network. Well respected artists often pick up levels in aristocrat once they are recognized by high society. Skills concentrate on craft or perform depending on the artist in question. Most are subtlety encouraged to develop gather information as well and pass along interesting morsels of infomation to certain people in the organization. Feat selection will include relevant skill focuses, as well as any non-combat ones (run, agile, diligent, etc). Bards, rogues, illusionists, and enchanters make up the majority of the limited PC classes in the Guild and Network. Even their Dragonmarks can be used in the service of the artist, although actors will probably get the most service out of them. Minor image and disguise self have use beyond measure to the actor. Darkness is used in place of curtains, what better way to ‘raise the curtain’ as it were than to move onstage under the cover of darkness. It is rumoured that some elves, through concentration, can control the amount of darkness produced, to create a range of moods with just the light from a single torch. (Note: granted I’m stretching the ability of darkness here, but as this would offer no combat benefit I don’t have much trouble allowing this Dragonmark to create ‘mood lighting.’) The lesser, greater and Siberys Marks of Shadow are less likely to be used for purely artistic purposes, and heirs who develop them are generally nudged into the more secretive businesses of the House. Still, there are some who use their shadow conjuration to entertain or create a spare set of hands, and a few well known actors specialize in starting a play, then activate their mislead Dragonmark ability and sit down behind the curtain while they direct their illusionary double to carry out their role. The public Guild and Network bring in most of the money in House coffers, and it is possible that every Shadow Marked elf you met during your life may indeed be nothing more than an entertainer. But there is a very large gulf between House and guild for the elves. Being an artist or a poet is a job, experiencing the vastness and richness that life has to offer; being a Phiarlan or a Thuranni is who you are, someone who knows that secrets and power support much in this world. Both Houses use their guilds as cover for their sneaker activities. The guilds are for the arts, the Houses are for gathering information. A spy or assassin can enter town as part of an acting troupe, complete their assignment, and leave as the troupe moves on. A scryer can use the mansion of a famous poet as a base of operations to cast their spells from safety. And not to be forgotten, the star power of a famous artist can get people in places otherwise impenetrable. When that hot elven actress wants a word with you… people would be surprised how often that opens arcane locked doors. Along with the magical spying, the two Houses do a lot of footwork. People with maxed out gather information, bluff, sense motive, and diplomacy are the foot soldiers in the Houses’ intelligence games. In Eberron, the snoopiest people are not chasing the stars, they’re gathering information for the stars. This darker business is the job of the Houses themselves. This is no ‘assassin’s guild,’ the quiet work the Houses do an open secret among the powerful and paranoid. One doesn’t spread rumours about the Shadow Houses… or at least rumours that are true. A lot of false information about the two House exists out there, mostly gossip. Information about the elves being ‘super assassins and sneaky spies’ is treated as rumour by the majority. And for the most part, they’re right. So who knows that the Shadow Houses are doing more than just supporting artists? The rich, the powerful, the influential. Those who have their own intelligence organizations learn through them that there are silent players working the shadows; very talented players. The elves don’t advertise, but they do keep feelers out for those looking to employ their kind of services. The elves prefer to work for powerful groups, as these are more likely to offer repeat business and maintain a certain level of decorum. At what level someone becomes a player worthy of Shadow House acknowledgement is left up to the DM, but a good rule of thumb is that the Shadow Houses only work for those they have enough information on to feel comfortable dealing with. While the Houses work mostly with information, on occasion they also use that information to plan some kind of definitive action. On a mission, a House strike team will only attack when they feel they have the upper hand. As they are descended from people who fought giants, these elves firmly believe that victory, not honour, is what matters. If surprised or encountering unexpected opposition, the strike force will flee. Only under special circumstances will they stand their ground. A strike team will have excellent equipment, and often attached magical support. In many cases the strike team will have taken multiple potions before the action starts. Potions are good magic items for the Houses of Shadow to use, since they are easy to hide, disposable, and easily destroyed if capture is imminent. A simple low level rogue can become a mighty engine of destruction for several minutes with a few carefully chosen elixirs. A typical cocktail for a mission includes false life, an extended shield, extended bear’s endurance, and haste or displacement, with an expeditious retreat or invisibility held for escape afterwards. As Houses that specialize in information, targets of strike teams will have been thoroughly researched. Relevant feats, applicable skills, and commonly used spells will be considered when the plan is made. For example: a party that includes a dwarven cleric is the target of a strike team. The team would first avail themselves of the House’s espionage services to learn that the dwarf wears full plate and a shield, carries a warhammer in a locked gauntlet and likes to use righteous might for the damage reduction and the increased damage. With two good saves, dwarven racial resistances to magic, and healing ability as well this dwarf is the foundation of the party. To deal with this, the strike team could use a person trained with the net. It can affect large creatures and only needs a touch attack, negating most of the dwarf’s armour advantages. Once in the net the dwarf must make concentration checks to cast, can only move at half speed, and any attempt to break out requires a full-round action. Also, attempting to cut your way out of a net with a warhammer is pretty difficult. Another way to deal with the dwarf would be some form of pit trap, or something that isolates the dwarf from the rest of the party on the basis of a reflex save. The wand wielding artificer in the party would be targeted by a heightened blindness (can’t aim wands if blind), or by a deeper darkness spell and someone with the blind-fight feat. Perhaps even poison that targets the artificer’s lowest stat. A high damage dealing warforged fighter type… will save spells, or a bead of force. The Shadow Houses are creative, play dirty, and play to win. (In other words, DMs… you know your party’s tactics. Make your players work for their victory.) While Houses Phiarlan and Thuranni both train strike teams, Thuranni is the one more likely to use them. One of the results of the split is that more of the strike teams ended up in Thuranni, while more of the divination personnel stayed with Phiarlan. What that ends up being is that Phiarlan is more likely to know something, but Thuranni is more likely to act on what they do know. Naturally most of the strike teams are made up of elves. Surprisingly a relatively significant number of shifters are employed in the strike teams. The thrill of the track, the stalking of prey, the ability to hunt the most dangerous of targets… while not actually privy to many secrets of the House, these shifters are well respected for their skills, abilities and pack loyalty. Changelings are considered too duplicitous to be brought into a strike team. In the espionage branch there are experts, as well as a relatively high number of PC classes. Rogues and bards predominate, but the field of espionage and strike teams have uses for fighters, monks, rangers, sorcerors, and wizards. Multi-classing is common. Most wizards will specialize in divination, enchantment, or illusion. Evokers and other battle magic types are limited to select strike teams. Prestige classes generally include master investigator, or loremaster for the scyring and espionage branches. Shadow dancer and assassin are popular choices for rogues working in a strike team. Personality: Members of the Artisans and Entertainers Guild include the whole spectrum of life on Eberron. There are selfless penny-pinching struggling performers, and haughty, rich artistes who care nothing for their fellow people. There are decadent, arrogant artists who are confident they are the next big thing, and there are wealthy, successful performers whose ranks include some of the greatest philanthropists in the land. On the whole, the Guild is neutral, but with so many driven artists there is a definite chaotic leaning to the organization. The Shadow Network shares many of the same traits as the Artisans and Entertainers Guild, only magnified. There are fewer big, successful names, but perhaps more innovative and imaginative people. This makes the Network solidly chaotic, with innovation, extravagance, and a burning hunger for testing your limits commonplace. House Phiarlan is neutral. Their work requires them not to take sides and to maintain a certain distance from the people they work with. Even while adapting to life on Khorvaire, these elves maintain something of the long-life outlook stereotypically associated with elves. House Thuranni is neutral as well, but with a touch of chaos. They are more willing to act, and have an almost human sense of time. This is one reason why the young House is doing well among the other races despite the more sinister outlook and trappings they surround themselves with. No matter what your affiliation, if you’re a member of the Shadow Houses you are an artist. You like things to be precise, entertaining, and filled with emotion. You don’t just get depressed: you wallow in the blackest of misery. You aren’t just pleased: you are ecstatic with rampant elation. Life is one giant stage, and all should know that you are its leading actor. Despite being an artist, you can curb your exuberant nature in a heartbeat and hide your true feelings away when it is required. Your race grew from a people who could be stepped on by giants if they made a mistake. You know when it pays to be circumspect. This duality of nature is key to being a Shadow elf. Your art is how you express yourself and remind all that you are alive. But when things become serious, art is left aside and you become whatever it is needed to survive. You are aware your House is engaged in sinister activities, but such things are a family affair. Outsiders just wouldn’t understand, so better not to involve them. You don’t deny your family does some naughty things, but you certainly don’t air your family’s dirty laundry in public. And maintaining the ‘secret’ of your House’s activities… doesn’t maintaining that deception in the face of reality require the skills of a true artiste? Allies: Note: Even allies are kept at an arms length. Very few can actually say they know a Shadow House well. House Ghallanda: Many young artists start by literally singing for their supper at a Hostelers establishment. As such, a lot of artists can point to a tavern and say, “that’s where I got my big break.” Rivals: House Phiarlan/House Thuranni: The greatest threat to either Shadow House is their own kin. Their operations and practices are well known to their greatest rivals, and there is always the danger of infiltration. The House of Shadow was sundered once, how can you trust your brother not to betray you now? Because the split occurred in a family, emotions run high and the wounds are still fresh. There is no room for reconciliation; the other side is wrong. It must be. Your sister betrayed you. Your cousin, your father, your beloved all betrayed you. You can never forget… the emptiness in your heart won’t let you. The Church of the Silver Flame: Some members of the Church get their noses bent out of shape at the more risqué performances by House Thuranni. As the Lords of Dust use misdirection and disguise to infiltrate and corrupt the world, some puritans think the flighty artists only aid the forces of darkness. House Medani: The Houses of Shadow are all about sneaking information out that people don’t want others to know about. And in some cases, the Shadow elves also assassinate certain individuals. Such activities result in the House of Detection being firmly opposed to the Shadow Houses activities. On their side, the elves are almost fond of the actions of House Medani… in the same way a parent is fond of a small child who thinks they are so clever. House Medani has been complaining for years about the activities of Houses Phiarlan and Thuranni, but nobody listens. Everybody just assumes the half-elves are being paranoid… again. House Deneith: As bodyguards, the Defenders Guild is not at all pleased with the activities of the Houses of Shadow. Still, the Shadow Houses don’t try and stand up to a Defender, they sneak around the sentinel and do the deed without the Defender being any wiser. As a Shadow operative had more to fear from a Detection agent than a Defender guard, the elves almost ignore the existence of this Guild. House Sivis: With the gnomes craving knowledge with an almost religious fervour, there is a constant (and sometimes not-so-subtle) war of information between the House of Scribing and the Shadow Houses. It is usually polite, restrained, cordial, and as vicious and nasty as any fight that involves greataxes. The Valenar The Shadow Houses left Aerenal not for glory or honour, but for profit. They are base merchants and have forgotten the way of their ancestors. Art didn’t bring the giants to their knees, and while the Valenar respect trickery and sneak attacks as much as frontal assaults, there is something distasteful about the way those Marked with Shadow do their work. Both Phiarlan and Thuranni have forgotten what it means to be an elf, a descendant of heroes. The Dreaming Dark: The elves have an extensive intelligence network. The elves can watch things for decades, centuries even. The elves are trained to look for subtle signs. The elves have eyes and spies everywhere. And the elves don’t sleep. The Dreaming Dark worries about the activities of the Houses of Shadow more than anything else on Khorvaire. =+=+=+=+= Because Keith has written up three Dragonshards on Phiarlan, I didn’t think there was much to add. A few sentences to flesh out my feelings on the House; a couple of paragraphs, tops. Instead I think this is the longest one yet. [*Groan*] How did this happen? I didn’t think I had so much to say about artists/analysts/assassins. ![]() |
| #72earthbinderSep 20, 2005 14:29:33 | Bang Bang Thump.... I think he nailed it!! for the FBMAnd the elves don’t sleep. |
| #73zombiegleemaxSep 21, 2005 21:32:13 | Found this a couple of days ago and just finished reading it. It is awesome I really like the detail you went into on all the houses. Just wanted to let you know and say keep up the good work. Thanks |
| #74erontharSep 22, 2005 7:52:41 | Wow! That's very excellent. Thanks for sharing your knowledge. :D |
| #75wolfwood2Sep 22, 2005 11:11:58 | The guards behind the counter will be one of three different groups: Kind of a late-breaking comment, but I noticed that you made all the NPCs for your bank write-up Warriors instead of Fighters. While I appreciate that it's in the Eberron spirit to use the NPC classses for most NPCs, the favored class for Dwarves is after all Fighter. I'd anticipate that you'd see a lot more dwarven fighters vs. dwarven warriors compared to the other races, for just that reason. It just comes naturally to a dwarf. Great job with the write-ups, by the way. |
| #76the_fireballed_mageSep 26, 2005 13:26:53 | These are two examples of Shadow House strike teams. The first is a low level group, the second is a veteran team. While these people are of a generally higher level, the work they do means they have to be better than most. Each carries a vial of flesh-eating alchemical acid that is to be poured over the face of any fallen team mate. It renders identification difficult and makes speak with dead impossible. Poetry and Pummelling CR 7 The first team is CR 7. I have not included any of the cocktail of potions assault teams take before a mission (see House write up), but leave that for the DM to individualize for their campaign. Mysterious Assailant 1 Male elf monk 4 LE medium humanoid (elf) Init: +7, Senses: Spot +4, Listen +4 Low light vision --- --- --- AC: 15, touch: 15, flat-footed: 12 Hp: 32 (4 hd) Fort: +5, Ref: +7 (evasion), Will: +6 (+10 vs enchantment) Resist: sleep --- --- --- Speed: 40ft Melee: Unarmed strike (ki: magic) +7 (1d8+4 /20 x2) or Melee: Flurry of blows (ki: magic) +5/+5 (1d8+4 /20 x2) BAB: +3, Grapple: +11 Attack Options: Improved Grapple, Flurry of blows, Combat Reflexes (4 attacks) Combat Gear: potion of expeditious retreat --- --- --- Str: 19, Dex: 16, Con: 13, Int: 9, Wis: 14, Chr: 12 SQ: Slow fall (20 ft), Ki Strike (magic), Still Mind Feats: Toughness, Improved Initiative, Improved Unarmed Strike(b), Improved Grapple(b), Combat Reflexes(b) Skills: Balance +5, Bluff +1, Climb +4, Diplomacy +1, Disguise +11 (with hat), Escape Artist +3, Hide +10, Jump +6, Listen +4, Move Silently +10, Sense Motive +2, Spot +4, Swim +4, Tumble +10 Possessions: Gauntlets of ogre power, hat of disguise, vial of alchemical flesh-eating acid, traveling papers, false identification papers (Evan Lee Arps). Mysterious Assailant 2 Female elf bard 4 N medium humanoid (elf) Init: +7, Senses: Spot +1, Listen +8 Low light vision --- --- --- AC: 17, touch: 13, flat-footed: 14 Hp: 27 (4 hd) Fort: +3, Ref: +7, Will: +3 (+5 vs enchantment) Resist: sleep --- --- --- Speed: 30ft Melee: mw rapier +7 (1d6 /18-20 x2) Ranged: short bow +6 (1d6 /20 x3) BAB: +3, Grapple: +3 Attack Options: Countersong, Fascinate, Inspire Courage +1 Combat Gear: potion of expeditious retreat, scroll of summon monster II Bard Spells Known: (Caster level 4) 2nd (1/day): alter self, summon monster II 1st (3/day): charm person (DC 14), cure light wounds, tash’s hideous laughter (DC 14) 0th (3/day): dancing lights, ghost sound, light, message, open/close, resistance --- --- --- Str: 11, Dex: 16, Con: 14, Int: 12, Wis: 9, Chr: 16 [b]SQ: Bardic knowledge Feats: Weapon Finesse, Improved Initiative Skills: Balance +5, Bluff +10, Concentration +6, Diplomacy +5, Disguise +10, Escape Artist +3, Gather Information +6, Hide +10, Intimidate +5, Jump +2, Listen +8, Move Silently +10, Perform (oration) +10, Tumble +10 Possessions: mw chain shirt, mw rapier, short bow, 10 arrows, amulet of heath +2, vial of alchemical flesh-eating acid, disguise kit, traveling papers, false identification papers (Carrie d’Koffin). Mysterious Assailant 3 Male elf fighter 2/rogue 2 N medium humanoid (elf) Init: +7, Senses: Spot +6, Listen +7 Low light vision --- --- --- AC: 17, touch: 13, flat-footed: 14 Hp: 30 (4 hd) Fort: +4, Ref: +6 (evasion), Will: +1 (+3 vs enchantment) Resist: sleep --- --- --- Speed: 30ft Melee: dagger of venom +8 (1d4+4 /19-20 x2, poison) or Melee: dagger of venom +6 (1d4+4 /19-20 x2, poison) and mw adamantine dagger +6 (1d4+1 /19-20 x2) Ranged: mw [str +1] composite short bow +7 (1d6 /20 x3) BAB: +3, Grapple: +6 Attack Options: TWF, Quick Draw, Sneak Attack +1d6 Combat Gear: potion of expeditious retreat, tanglefoot bag --- --- --- Str: 16, Dex: 17, Con: 12, Int: 12, Wis: 13, Chr: 9 SQ: trapfinding Feats: Two-Weapon Fighting, Quick Draw, Improved Initiative(b), Weapon Focus(dagger)(b) Skills: Balance +5, Climb +3, Hide +4, Jump +5, Listen +7, Move Silently +3, Open Lock +7, Search +6, Spot +6, Tumble +8 Possessions: dagger of venom, mw adamantine dagger, mw studded leather armour, amulet of natural armour +1, mw [Str +1] composite short bow, 10 arrows, mw thieves tools, vial of alchemical flesh-eating acid, traveling papers, false identification papers (Mike Easter). Tactics: Pre-combat: Everyone drinks their relevant potions. The team will start from hiding, hoping to get surprise. The bard will cast alter self to turn into a troglodyte, gaining a +6 natural armour bonus. She will cast resistance on herself, and the monk. Just before combat starts she will use her scroll to cast summon monster II to bring out a Medium fiendish monstrous scorpion. Round 1: The bard will begin to inspire courage. She doesn’t sing, but instead uses oration and words that degrade the opponent based on unsettling or embarrassing information the Shadow House would have uncovered. (“Attack, attack, attack, attack the fool with erectile disfunction.”) The fiendish monstrous scorpion will move forward and strike with a claw. If successful it will attempt to use its improved grapple and constrict. The monk will charge into close combat and (with a +3 bonus to hit from the bard song and the charge) will use his improved grapple to grapple the target. If successful, he will do damage as an unarmed strike (1d8+5 due to bard song). He will then move into the target’s square as the final part of his action. If the scorpion was successful, the monk will join the grapple, since his grapple check is higher and more likely to hold in future rounds. If the target is grappled, the fighter/rogue will move up and sneak attack with the dagger of venom, using the poison ability if he hits. Because people grappling do not have a dex bonus against those outside of the grapple, he will get sneak attack dice. Round 2: If the person is not in grapple, the team will move into flanking positions and use the aid other action to assist the monk to establish a grapple. Otherwise: The bard will continue to inspire courage if appropriate, and move forward to strike at the grappled target, or else tumble into a flanking position if the target is not grappled. The scorpion will attempt to hold the grapple or full attack. It will attempt to poison the target. If the grapple attempt was successful, the monk will attempt to pin the opponent. If the pin is successful and the target is a spell-caster, he will opt to prevent the target from speaking. If not a spell-caster, he will attempt to cause damage (my readings of the rules allows this, if I’m wrong assume he just holds the pin). The fighter/rogue will take a full attack with his two daggers, attempting to get sneak attacks, and using the poison ability if not possible before. Round 3: The monk will maintain the pin, hitting for damage if possible. If not, he will attempt to restart the grapple, or pin the target. The bard will strike with her rapier and continue to inspire courage, or if someone is seriously hurt she will stop her oration in order to cast cure light wounds. The +1 morale bonuses to attack and damage will last for 5 rounds after she stops. The scorpion continues to attack. The fighter/rogue will continue to sneak attack. Round 4+: If the grapple attempts have been unsuccessful, the monk will abandon them and simply flank the target and attack. Otherwise, he will continue to grapple and pin. By this time the bard will stop inspiring courage (relying on the 5 rounds after concentration to provide the group with support), and will cast tasha’s hideous laughter. She will keep one 1st level spell around to help them escape. Scorpion may get one more full attack attempting to poison the target again. It fades at the end of its forth round of existence. The fighter/rogue will continue to tumble into position for a sneak attack. If combat goes badly: If forced to withdraw, everyone will tumble out of combat and the fighter/rogue will Quick Draw his tanglefoot bag and throw it at the one most likely to cause trouble in pursuit (a mage with long-range spells or a fast moving monk). Then the team will run. The bard will use charm person upon the first innocent them come across, requesting that the individual help them by delaying/misdirecting pursuit. (“They went that way officer!”) Dancing lights or ghost sound will also be used to help throw off pursuit. The monk will activate his hat of disguise, appear as something else and wander away once the opportunity presents itself. The bard will drop the alter self, and thus will be hard to identify. She will also walk off in a different direction. The fighter/rogue will rely on his expeditious retreat to outrun most followers. If followed, he will use his open lock to break into a building or room in full sight of the city watch. He wants the watch to stop/impede his pursuers, and will use that opportunity to ditch anyone after him. Team members will reach safe houses, be healed, and be on transportation out of town within a few hours. The Catch of the Day CR 13 Taken as a whole, this team of four are a CR 13 encounter. Reduce levels or numbers to make a less dangerous team, but they shouldn’t work in teams of less than three. I have not included the cocktail of combat potions they should take before battle, leaving that for DMs to individualize. Adjust their stats depending on what buffs you give them. Masked Attacker 1 Male Elf rogue 9 NE medium humanoid (elf) Init: +8, Senses: Spot +7, Listen +9 Low light vision --- --- --- AC: 24, touch: 16, flat-footed: 24 (uncanny dodge, improved uncanny dodge) Hp: 40 (9 hd) Fort: +5, Ref: +12 (evasion), Will: +8 (+10 vs enchantment) Resist: sleep --- --- --- Speed: 30ft Melee: +1 short sword of shock +11/+6 (1d6+3 plus 1d6 [electricity]/19-20 x2) Ranged: mw hand crossbow with +1 bolts of sleep +11/+6 (1d4+1 [sleep Fort DC 11]/19-20 x2) BAB: +6, Grapple: +8 Attack Options: sneak attack +5d6, point blank shot Combat Gear: potion of expeditious retreat --- --- --- Str: 14, Dex: 18, Con: 11, Int: 11, Wis: 13, Chr: 10 SQ: trapfinding, trap sense + 3 Feats: Weapon Finesse, Iron Will, Improved Initiative, Point Blank Shot Skills: Balance +9, Bluff +6, Climb +7, Disable Device +7, Disguise +8, Escape Artist +11, Hide +16, Jump +8, Listen +9, Move Silently +16, Open Lock +10, Ride +4, Search +6, Sense Motive +1, Spot +7, Tumble +16 Possessions: Mw hand crossbow, 5 +1 bolts of sleep, +1 short sword of shock, cloak of resistance +2, amulet of natural armour +2, +1 mithral chain shirt, ring of force shield, mw thieves tools, vial of alchemical flesh-eating acid, disguise kit, traveling papers, false identification papers (Craven Moorehead). Masked Attacker 2 Male Elf rogue 5/fighter 4 LN medium humanoid (elf) Init: +7, Senses: Spot +9, Listen +1 Low light vision --- --- --- AC: 24, touch: 14, flat-footed: 24 (uncanny dodge) Hp: 50 (9hd) Fort: +7, Ref: +10 (evasion), Will: +5 (+7 vs enchantment) Resist: sleep, magic missiles (broach of shielding) --- --- --- Speed: 30ft Ranged: mw net +13 ranged touch (entangle) Melee: +1 adamantine frost longsword +13/+8 (1d8+6 plus 1d6 [cold] /19-20 x2) Ranged: mw composite longbow [+3 Str] with 10 +1 adamantine arrows, +11/+6 (1d8+4 /20 x3) BAB: +7, Grapple: +12 Attack Options: sneak attack +3d6, Blind Fight, Combat Expertise, Improved Trip, Quick Draw Combat Gear: potion of expeditious retreat --- --- --- Str: 20, Dex: 17, Con: 11, Int: 13, Wis: 8, Chr: 12 SQ: Trapfinding, trap sense +1 Feats: Quick Draw, Exotic Weapon Proficiency (net), Combat Expertise (b), Blind-Fight, Improved Trip (b), Improved Initiative, Iron Will Skills: Balance +11, Bluff +9, Climb +15, Diplomacy +3, Disguise +7, Escape Artist +9, Hide +9, Intimidate +7, Jump +5, Knowledge (local) +2, Listen +1, Move Silently +14, Ride +7, Search +3, Spot +9, Swim +3, Tumble +9 Possessions: +2 Buckler, mw net, broach of shielding, +2 mithral chain mail of silent moves, mw composite longbow [+3 Str], +1 adamantine frost longsword, cloak of resistance +2, ring of protection +1, vial of alchemical flesh-eating acid, disguise kit, traveling papers, false identification papers (Ben Dover) Masked Attacker 3 Male shifter (longtooth) ranger 6/rogue 3 LN medium humanoid (shapeshifter) Init: +3, Senses: Spot +9, Listen +12 [b]Low light vision --- --- --- AC: 19, touch: 14, flat-footed: 16 (25% to ignore critical hit) Hp: 87 (9hd) DR 2/silver (when shifting) Fort: +10, Ref: +11 (evasion), Will: +3 --- --- --- Speed: 40ft Melee: +1 handaxe +12/+7 (1d6+4 /20 x3) and (1d6+2 /20 x3) [off hand] or Melee: +1 handaxe +13/+8 (1d6+5 /20 x3) and (1d6+3 /20x3) [off hand] [shifted] or Melee: +1 handaxe ITWF +10/+10/+5/+5 (1d6+4 /20 x3) and (1d6+2 /20 x3) [off hand] or Melee: +1 handaxe ITWF +11/+11/+6/+6 (1d6+5 /20 x3) and (1d6+3 /20 x3) [off hand] and bite +6 (1d8+4 /20 x3) [shifted] BAB: +8, Grapple: +11; +12 [shifted] Attack Options: sneak attack +2d6, Improved Two-weapon fighting, Favoured enemies (constructs +4, humans +2), shifting (3/day, 11 rounds each) Combat Gear: potion of expeditious retreat Ranger Spells: (CL 3) 1st: entangle (DC 11) --- --- --- Str: 16, Dex: 17, Con: 18, Int: 11, Wis: 11, Chr: 6 SQ: Wild empathy +4, trapfinding, trap sense +1, animal companion (hawk) Feats: Track (b), Endurance (b), Two Weapon Fighting (b), Improved Two Weapon Fighting (b), Healing Factor, Improved Natural Attack, Shifter Defence, Shifter Multiattack Skills: Balance +5, Bluff +2, Climb +5, Escape Artist +8, Hide +15, Jump +10, Knowledge (dungeoneering) +9, Knowledge (nature) +2, Listen +12, Move Silently +15, Ride +3, Spot +9, Survival +9, Tumble +6, Use Rope +3 Possessions: 2 Handaxes +1, ring of protection +1, dust of disappearance, boots of striding and sprinting, +2 studded leather armour: light fortification, ring of counterspells (spell chosen based on knowledge of party’s favourite spells), vial of alchemical flesh-eating acid, traveling papers, false id papers (Claude N. Skretchem) Masked Attacker 4 Female Elf wizard (transmuter) 6/ranger 3 LE medium humanoid (elf) Init: +10, Senses: Spot +9, Listen +9 Low light vision --- --- --- AC: 24, touch: 18, flat-footed: 18 Hp: 48 (9hd) Fort: +8, Ref: +13, Will: +9 (+11 vs enchantment) Resist: sleep --- --- --- Speed: 30ft Ranged: mw shortbow with +1 adamantine acidic arrows +13/+8 (1d6+1 plus 1d6 [acid] /20 x3) or Ranged: mw shortbow with +1 adamantine acidic arrows (rapid shot) +11/+11/+6 (1d6+1 plus 1d6 [acid] /20 x3) or Ranged: +12 ranged touch or Melee: mw rapier +7 (1d6 /18-20 x2) BAB: +6, Grapple: +6 Attack Options: Point Blank Shot, Precise Shot, Favoured Enemy (humans +2) Combat Gear: wand of hold person (DC 14) or wand of dimensional anchor, scrolls of dispel magic, tasha’s hideous laughter and obscuring mist Wizard spells: (5% arcane spell failure, CL 6, prohibited schools: evocation, abjuration) 3rd: haste, ray of exhaustion (Fort DC 17), stinking cloud (Fort DC 16), extended rope trick 2nd: blindness/deafness (Fort DC 16), Heroism, see invisible, touch of idiocy, extended enlarge person 1st: animate rope, expeditious retreat, grease (Ref DC 14), ray of enfeeblement, true strike 0th: acid splash, detect magic, mage hand, message, touch of fatigue (Fort DC 14) --- --- --- Str: 10, Dex: 23, Con: 12, Int: 16, Wis: 12, Chr: 13 SQ: Wild empathy +4, familiar (cat) Feats: Improved Initiative, Point Blank Shot, Precise Shot, Spell Focus (necromancy) Rapid Shot (b), Endurance (b), Track (b), Scribe Scroll (b), Extend Spell (b) Skills: Concentration +13, Escape Artist +6, Hide +12, Jump +8, Knowledge (arcane) +9, Knowledge (architecture and engineering) +9, Knowledge (local) +6, Listen +8, Move Silently +15, Ride +12, Search +11, Spellcraft +11, Spot +9, Survival +7, Tumble +8 Possessions: +2 leaf-weave armour, mw shortbow, gloves of dexterity +2, ring of protection +2, mw rapier, cloak of resistance +2, ring of force shield, wand of hold person or dimensional anchor, scrolls of dispel magic, tasha’s hideous laughter, obscuring mist, vial of alchemical flesh-eating acid, rope, traveling papers, false id papers (Ivanna Tinkle) Pre-combat: If given enough time, the wizard casts the following spells: message (so the strike team can communicate quietly), expeditious retreat (on self), see invisible, heroism (on those most likely to need it, usually the rogue or the shifter). All relevant potions will be consumed (see the assault cocktail in the House write up). In the last moments before battle, the wizard will cast extended enlarge person on the shifter followed by haste on the team. The shifter will use the dust of disappearance. The wizard will cast touch of idiocy and have her cat prepare to rush forward and deliver it as a touch spell. All team members will attempt to start the battle from hiding, while the shifter’s hawk will stand guard watching for others. Round 1: The wizard’s cat rushes forward and attempts a melee touch to deliver touch of idiocy (+10 touch attack). If the attempt was unsuccessful, the wizard will use the scroll of dispel magic to remove the target’s protections (she won’t use it if the touch was successful, as her dispel would automatically remove her own spell’s effects). If the target is susceptible (low will save), the wizard may open up with the wand of hold person instead of the dispel magic. The rogue uses his bolt of sleep (with sneak attack), or tumbles forward to get into a flanking position and attacks. The fighter/rogue charges to 10ft away from target and tosses the net, attempting to entangle the target. The enlarged, invisible shifter moves into position, shifts, and attacks, possibly getting a sneak attack. Round 2: The wizard uses ray of exhaustion on the target, her precise shot feat allowing her to fire into melee without penalty. In the best case (successful net attack and a failed Fort save) the target now has a -10 dex penalty. If dex is 0, the team can use their sneak attacks at whim. If the strike team has knowledge that the target uses teleportation magic, the wizard will have replaced the wand of hold person with a wand of dimensional anchor. Instead of the ray of exhaustion she will use the wand to negate the chance of teleportation. The rogue will tumble into a better flanking position, or else just sneak attack. The fighter/rogue will Quick Draw his sword and step into melee. He will attempt a trip attack (using improved trip) as part of a full attack. The shifter (still invisible due to dust of disappearance) will use his reach (if necessary) to make a full attack, hopefully getting sneak attack dice on all rolls. Round 3: If the target is fighting back successfully, wizard will cast grease on target’s weapon or blindness. If not, she will cast ray of enfeeblement. The rogue will either sneak attack, or hold action until others move into a flanking position. The fighter/rogue will tumble into position to set up a flank with the rogue, or else just full attack, possibly attempting a trip again. The shifter again uses reach and invisibility to get the full use of his multiple rolls and sneak attack dice. If necessary, he will split his attacks to strike at any attempting to come to the aid of the target. Round 4+: Wizard will use scroll of tasha’s hideous laughter, or cast animate rope and throw it in another attempt to entangle the target. In further rounds she will cast true strike and use her bow. Rouge, fighter/rogue, and shifter will coordinate their attacks to get the most out of their sneak attack dice. If combat goes badly: If forced to retreat, all members will use tumble or withdraw to avoid AoO. The wizard will cast stinking cloud to cover their retreat (the obscuring mist scroll is there as back up). Using their expeditious retreat speeds, the team will disengage from the fight. If necessary the shifter will use entangle to delay pursuit. The familiar and animal companion will scout out the path of retreat and hopefully allow the group to avoid any incoming problems. Once a safe distance away, the wizard will cast the extended rope trick, and hide the group away for 12 hours. While in the extra-dimensional space, the team will use their disguise skill with the disguise kits to change their appearance non-magically (so it won’t show up under true sight or such). When the rope trick runs out the team will wander off in different directions, heading for safe houses. Within a few hours they will be spirited away to places secure from scrying magic. Have fun, and remember, if your players still have all their limbs after these encounters, you probably went too easy on them. ;) |
| #77solariousSep 26, 2005 23:55:55 | You know, one of these days, Fireballed Mage, you're going to be kidnapped by Hasbro (or Wizards of the Coast, whichever sounds more menacing to you), and never seen by the rest of us mortals ever again. :p Either that, or I'll come myself and get you. ![]() |
| #78zombiegleemaxSep 27, 2005 5:40:37 | FBM your work is great, why dont you start a thread with some of the main npcs from every house? |
| #79the_fireballed_mageOct 12, 2005 23:00:15 | It took a long time for forge this one. Somebody better be appreciating the work that goes into these things. ![]() [b]House Cannith[/b] "See the craftsmanship of this blade; note the strength of its lines and the perfection of its balance. The edge has been carefully honed to a fine point, and the metal forged to hold it against armour and hide. "By buying this you will not just be getting the best sword you will ever see, you are purchasing the knowledge and skill of House Cannith's finest. For centuries we have forged metal and cut stone. We work with the very bones of the planet itself. Buy Cannith steel and know that the weapon was forged with enough skill to outlast you." "That's great and all, but your asking price is still highway robbery." Overview: The fire, the forge. The chisel, the trowel. Eberron's civilizations are built upon tools and those talented people who turn minerals and metals in wonders. The blacksmith, the mason; people have long been amazed at their skills and something always set them apart. Their knowledge was carefully protected to keep their secrets from the rabble. Skills were often passed down from parent to child, making smithing a family affair even before Dragonmarks. The Mark of Making appeared among a group of related Cyre smiths. They used the ability of their Mark to out-compete rivals and develop an economic power house. Many other skilled smiths married into the Cannith line in order to learn and take advantage of these secrets. As time progressed other skill sets joined the House as well. The creation of magical items has always possessed similarities to forging tools, and an organization that held the secrets of shaping metal soon attracted those seeking mystical knowledge. The artificer, the alchemist, the sorceror, the wizard; knowledge, understanding, and power were the things sought. With the passage of centuries, more knowledge and techniques came to rest within Cannith’s vaults. A combination of personal innovation and exploration for lost secrets (read: plundering missions) gave Cannith abilities that outmatched rival guilds. With in House magical abilities to support their creative ventures, the House of Making eclipsed or absorbed most other professions that focused on creation. Today, most non-House smiths will be small time operations. This domination of their field has existed for centuries, and as a certain amount of stagnation has crept into the House psyche. They are certainly not as bad as the Aereni when it comes to stagnation, but on the whole Cannith heirs are not known for their creativity. Dreamers, poets, thinkers… while Cannith once supported such vitality, their total power and regimentation of practice over the years has slowly drained their pool of creativity. They have the talent to create new wonders, but many lack the vision to imagine such things. This can be seen in the fact that most of the recent innovations created by the House came from outside interests. The lightning rail was a project initially conceived by House Orien, and it was they who approached Cannith for the technical skills to bring it about (with significant gnomish help). Lyrandar saw the possibilities and asked Cannith to consider binding elementals to ships, it was the vision of the half-elves that brought the airship to Khorvaire’s skies. King Jarot was the one who laid the seeds for the warforged, with his demand for sleepless, eternal soldiers to protect his realm. Cannith skill in all, but the driving vision came from without. As a famous Phiarlan poet once said, “Cannith is where poetry goes to be mugged, assaulted, violated, murdered, desecrated, and dumped in an unmarked grave.” This lack of creativity takes root in different ways among Cannith personnel. The most obvious is that many parents christen their children after family members. Merrix d’Cannith II is but the most famous example, but finding III, V, or VI after a Cannith name is not that uncommon. Enclaves and facilities tend to also be named in an efficient manner. The town of Cannith 12 in Karrnath (5N page 97) is an example of this functional nature. If a House of Making facility has a colourful name, it was probably christened by someone outside the family. After all, “The Tower of Hammer’s Thunder,” is officially called, “Wroat Research Facility 3E.” That is not to say that all of House Cannith are unthinking automatons (even if their rivals do suggest such a thing). Every generation there exists a number of Cannith heirs that hear the siren call of inspiration and innovation. Aaren d’Cannith, creator of the modern fully sentient warforged, was one. These people are often shut out by their more stolid kin, and most lead unhappy, unfulfilled lives. Still, they bring great advances to the House of Making… even if they are usually not appreciated and ostracized in life. While Houses like Vadalis and Orien promote a very family orientated nature to business, for Cannith, the family is a business. You are expected to complete your assigned task, whether it be forging a breastplate, fulfilling a hated enemy’s request, or marrying the person you are told to. House Cannith is a well-functioning, powerful machine, and you have your role to play in keeping that machine working in excellent condition. You are more than a cog, but less than an individual: foremost, you are a member of House Cannith. The House’s historical headquarters were in old Cyre. Because of the Day of Mourning, vast troves of House treasure, techniques, and secrets are lost. Along with those, the leadership of the House was killed as well, shattering the mighty House of Making. Currently there is a three-way split in control over the House’s resources, and many are using this lack of control to settle old scores. Some wags have mentioned that the only good the Day of Mourning ever did was to ignite a fire under the normally stolid House Cannith. At the moment the three Barons run their own areas independently, making House-wide decisions through consensus and political horse-trading. Travel between the areas is not restricted, but people who have declared for the ‘wrong’ side are carefully watched, slighted, humiliated, or in extreme cases roughed up. Many have not yet chosen sides, and a significant shift in opinion could push members of this feuding family to take drastic actions. Cannith West is the most politically active of the three and the one most pushing for reunification. Baron Jorlanna is very concerned with the loss of power of her family, and is seriously concerned that a House divided too long could fragment permanently. She is willing to use strong means to press her case and has hired outsiders to investigate the goings on of her rivals. She is using her position as a House matron to set up a succession of strategic marriages within the House to cement her influence. Her position is not as strong as she would like, and she might someday attempt to bring out reunification through force. Cannith East is less obvious, but Baron Zorlan still would like to see the House made whole. Less direct, he is offering future House support to those willing to back his side. More openly ruthless than the cousins he’s rivalling, a number of troublesome people have ‘disappeared’ after they cross him. Such positions are then filled by younger, more naïve heirs that are personally loyal to him. The area he controls is spread wide with difficult areas to traverse, so his influence weakens the further you move from his enclave. Still, he controls Cannith access to the rich Mror Holds, and if pressed he could attempt to starve enclaves of materials until they submit. Cannith South is controlled by Baron Merrix, and he is quite satisfied by the way things are now. He manages a large region, has many supporters, and the heat he was starting to feel from House elders over some of his actions vanished along with the rest of Cyre. He is less interested in the long-term future of the House, but prefers to spend his time on specialized projects. He has a distinct love of Xen’drik, and pays handsomely for fascinating objects from the continent of mystery. All three factions are very interested in recovering items and knowledge from the House’s enclaves in Cyre, especially the headquarters in Eston. Of particular interest are the family’s genealogy records. Hundreds of years spent planning marriages for the best possible results are now in jeopardy. With so many of the family dead in the Mourning, how to repair shattered bloodlines is of great concern to family matrons. No House has ever lost so many heirs and so much information on the blood. There is a mounting tide of fear that a rise in aberrant Dragonmarks may be in Cannith’s future. A Cannith enclave is generally seen as an austere, gloomy place. Thick, cold stone walls without windows so that nothing distracts the workers toiling away inside is the stereotype. The reality is that there is some truth in this assessment, and while impressive most Cannith enclaves are not exactly places of breathtaking beauty. Places that show an element of style or aesthetics probably had some influence from people who married into the family. Expect to find many traps (mundane and magical) defending an enclave, as well as a whole range of constructs. Be warned, that while you might be able to easily outthink a construct guard, the last thing you want to do is roll that 1 on your hide check when the warforged titan is standing right there. Humans of course make up most of the House and Guilds, but dwarves are overrepresented at all levels of Guild work. Half-elves and gnomes are fairly common in the Tinkers Guild, and half-orcs can find employment as labourers in the Fabricators Guild. The other common races can be found in the two Guilds, although in low amounts. Shifters don’t fit into the Cannith structure too well however, and most kalashtar are too insular to willingly submerge themselves into the Cannith juggernaut. Warforged can have very different responses to the House that made them. Some are not sure of what to do with their newfound freedom and so pledge their loyalty to whomever will offer them guidance. Several House Cannith heirs have taken advantage of that fact and signed a number of warforged on for indentured servitude as bad as anything Thrane or Karrnath employs. Many warforged see Cannith as their creator, and truly knowing your creator has left many feeling disappointed or lost. Others see the House as having sold them once, and not wanting the House to ever have that level of control over them ever again. The warforged have a complex relationship with those who created them, so be prepared for reactions to run the gambit of ‘human’ emotion. Magewrights and experts make up most of the workforce that calls the House of Making home. Only high ranking individuals (or heirs assigned specifically to the task of breeding well) will take levels in aristocrat. High str, con, and int scores are common, while wis and chr tend to be the dump stats. Almost everyone has a skill focus feat in whatever job they do, with item-creation feats being common for spell-casters. Skills will emphasize craft or profession. Because they grow up surrounded by machines and magic, many Cannith people also have disable device, spellcraft, and various knowledge skills. For a PC-minded Cannith heir, artificer is a common choice. Book learning wizards are common, and for a House of machines, sorcerers crop up fairly regularly. Clerics will venerate Onatar, god of the forge, but The Traveler receives a quiet but significant adoration as patron of innovation and creativity. Military minded Cannith people will tend to be fighters, and enjoy maxing out their AC with heavy armour and shields. Some of the Tinkers Guild have a few levels of rogue to help them met their needs. Barbarians, druids, and rangers are almost unknown among a House that focuses on devices, and the phrase, “as rare as a Cannith bard,” pretty much sums up that class. Business Operations: You can tick of vast numbers of Cannith personnel and still expect to do business with the House; after all, vendettas are personal, but business is business. It also means that your most bitter rival, known for horrible acts of unspeakable cruelty can get whatever equipment he needs from Cannith if he has the gold. The House of Making is in it for business. Mortality and ethics are not a something a business should concern itself with. It is not wise to upset the House overall though. As an organization it can bring a staggering amount of power and influence down on whomever it chooses. The House manages two Guilds: the Tinkers Guild and the Fabricators Guild. Both have numerous establishments that do not have a single drop of Cannith blood working anywhere in them. These guildsmen are members of the Guild, but not of the House. While successful people from the Guilds –that possess appropriate bloodlines- can marry into the House with permission, that permission has been curtailed drastically in the past few years. With the loss of House genealogy records, many assume House Cannith will become a ‘closed shop’ with regards to marriages for the foreseeable future. Still, people with talent can rise high in the Guilds, even to positions of power and influence. You’ll always have to work just a bit harder to be promoted than someone born to the blood, but then again, you are freed from the same expectations that can weigh down a blooded heir. The Tinkers Guild is usually seen as a collection of wandering smiths who travel from thorp to thorp mending broken tools. While certainly accurate for some of the Tinkers, the Guild actually consists of many magewrights and experts whose job it is to keep the background magical items that power Khorvaire civilization running. Take an everbright lantern for example: many wizards assume that once cast, the continual flame spell will last forever. In most cases that would be true, but an everbright lantern on a street is buffeted daily by interactions with other magical fields. This ebb and flow of magic can twist the spell over time and cause the spell to flicker and dim. How long does this take? Depends on many factors: the purity of the Eberron shard used, the strength of the interacting magical fields, the skill of the original caster… But, all the person walking under the lantern cares is that the light is fading. In a place like Sharn, Tinkers can wander from district to district, paid by the city to recast spells on the lanterns. (Although many magewrights are paid to check the lights in High Walls or Goblin Town, they take the gold, don’t go and say they did.) In smaller communities this need for recasting may only happen once a decade or so. In any case, for those Tinkers who can, they reinforce the web of wide magic that keeps civilization moving. Along with such works, other Tinker Guild operations include the local blacksmith or wheelwright. Small time operations that deal with local needs are covered by the Tinkers Guild. In the larger cities they are seen as a collection of vagabonds; vagabonds who perform a needed service but who should otherwise remain invisible. In the smaller communities the travelling Tinker or the local blacksmith is held to higher esteem. For House Cannith, the Tinkers Guild is the less prestigious organization, but the one that keeps Khorvarie civilization humming along. It is the Fabricators Guild that people think of when they imagine the wonders made by House Cannith. Generally, massive projects, grand schemes, or anything with multiple workers is the purview the Fabricators. In short, anything involving a significant amount of magic or more than a dozen workers is probably assigned to the Fabricators Guild. They run the assembly lines that churn out the vast amounts of products that Eberron’s economy feeds on. Most of the creation patterns that assist forging and make things more easily are used by the Fabricators. (Creation patterns and their schemata are owned by the House, but lent out to the Guild.) The Creation Forges were run by the Fabricators Guild, and since the Treaty of Thronehold forbid new warforged creation, the Fabricators have laid off a significant number of guildsworkers. Along with forging many items, the Fabricators Guild needs a significant amount of magical research to keep the engines of production flowing. Most of this theoretical research is done by House Cannith itself, allowing the organization to keep discoveries ‘in the family.’ There are large collections of artificers, alchemists, wizards, and sorcerers assigned to research in the House, and many do not focus in battle magic. Expect a significant Fabricators or a House Cannith building to be protected by a significant number of constructs and magical traps, although less up-front combat mages than you would expect. Neither Guild is allowed to work on schemata production, as House Cannith likes to keep such work to themselves. While schemata are not the total extent of the House’s power, they are significant enough that the Barons do not want outsiders to have access to them. Talented individuals are often removed from the Guild rolls and assigned to private House facilities to do their work. However, the creation of schemata is expensive, time consuming, and often explosive work. The House backs a number of expeditions to Xen’drik to recover ancient schemata, as it is easier to accept the loss of a few hired adventurers than explain to the local lord why a smoking crater now graces his land. Personality: As a member of House Cannith, you lost friends and family to the Mourning. No one (aside from the Cyre people themselves) lost as much as you did. Everybody lost at least one family member, and whatever creativity that remains in the Cannith soul lends itself to knowing the reason for the Mourning. You are absolutely certain that someone is responsible, and one day that someone will pay dearly. (Of course, it is preposterous to even suggest that House Cannith was in any way responsible. After all, you’re the victim here…) Your House is a bastion of wonders and much of the triumph of Galifar and the magnificence of the modern world can be attributed to the hard work and skill of your family. As such most Cannith members have a rather high opinion of themselves. While they respect innovation and creativity, it is a better trait to have in other people. Family members who have trouble seeing things in a solid, concrete manner make you feel… uneasy. The House and both Guilds are strongly lawful. Many of the wandering Tinkers slide into the neutral or chaotic range of things, but on the whole there is a very strong pressure to conform within a Cannith structure. Allies: The Five Nations: All nations are making efforts to rebuild after the devastation of the Last War. They need the craftsmanship and skills of Cannith to strengthen their realms against future attacks. Even New Cyre is desperate for assistance. This gives the House of Making leverage to employ in negotiations. They have to be careful however, because if one faction demands too much from a nation, that government may approach one of the other factions to take their place. It is a weakness in their bargaining position that House Cannith is not happy with. The Twelve: While this Dragonmark supported organization is supposed to be neutral in all things, much of the arcane knowledge and work done by the Twelve is supported by Cannith artificers and effort. The House is already a powerful lobby within the organization, and its influence often means the Twelve subtly follows Cannith suggestions. Many Cannith triumphs came from work done by multiple Dragonmark Houses acting together under the auspices of the Twelve. Now however, the three-way struggle for power in the House weakens their position in the Twelve. House Lyrandar: Since betraying --such a harsh word! Use ‘following the best business opportunities’ instead-- House Orien’s elemental transportation concepts to the House of Storm, the half-elves have gotten along fairly well with Cannith. While the gnomes are the best shipwrights, House Cannith work does fill much of Lyrandar’s fleet. The Gnomes of Zilargo: House Cannith has been playing a game of cloak and dagger with the gnomes for centuries. The House of Making wants the secrets to elemental bonding, while the gnomes want to ferret out what things Cannith keeps hidden. The two sides don’t trust each other in the least… which, oddly, makes them good working partners. On the surface they’re all smiles and joint projects, each eager to supply any assistance the other needs for any activity. Underneath, oh my, but it does get vicious. Still, that polite antagonism makes them respect each other more. It’s strange, but it seems to work. The Aurum: The wealthy are very interested in continuing the march of civilization across the world. They are creatures of urban politics and trade. Because of this they generally support Cannith’s efforts to expend their activities. Rivals: The Aurum: It does not mean the Aurum is always on the side of the House of Making. While many powerful members of House Cannith are in the Concordes, the goals of the Shadow Cabinet do not always coincide with what the House of Making wants. Many Aurum members look upon the three-way power struggle within the House of Making as a magnificent opportunity to gain undue influence in the future of the House. House Tharashk: As the biggest supplier of raw Dragonshards to the Khorvaire market, the House of Finding and the Finders Guild hold immense power over Cannith, always ravenous for raw materials. The House of Making has always been one of Tharaskh’s biggest buyers, but they were always able to negotiate a favourable deal before. With the three way power struggle, Cannith’s monolithic nature has been shattered. The heirs of House Tharaskh have been able to play factions against each other and have been steadily gaining more equitable treatment. However, ‘equitable’ does not make House Cannith happy. House Kundarak: Engineers from the House of Warding are considered the premier people to employ when creating a fortress. Masters of the trap, the pit, and the spike through the eye, Warding Guild personnel are brought in on many projects where security and defence is considered paramount. While the Fabricators Guild has the workers who actually put the building together, numerous building plans are created by, added to, or altered by Kundarak dwarves. In the end, many magnificent structures can be considered half-Fabricator, half-Warding. Seeing the two Guilds fight over who gets to claim credit for the project… now that’s a barely civilized bloodsport. House Orien: Ever since Cannith took the secrets of the lightning rail and used it to create airships for the House of Stroms, Orien has felt betrayed. The House of Passage holds a sizable grudge against the House of Making, and will never, ever forget. The two Houses do work together on a number of projects, but such projects are not a happy place to be. House Deneith: The House of Sentinel has always been a consumer of Cannith products. With a never ending desire for weapons and armour, the humans of Deneith always needed the goods produced in Cannith forges. As well, the House of Making had many secrets they needed protected, and so heavily used Defender and Blademark personnel. That relationship shifted drastically with the development of the warforged. Suddenly the House of Making did not need the House of Sentinel so much. They could produce soldiers for their own use, and even better, expand into the mercenary business. House Deneith was shocked by this betrayal and this just added to the House’s pain, pain soon amplified by the hobgoblin rebellion. Even though warforged are no longer being made, House Deneith still smoulders at the betrayal from their long-time ally. They have made efforts in the last few decades to expand in-House arms and armour production, and while they still must buy from House Cannith, their long-term goal is to remove themselves from this business relationship. Commoners: True or not, the House of Making is seen as an organization of stuck-up warmongers. It was their foundries that produced many of the horrible weapons used in the Last War, and many feel that the addition of the warforged kept the killing going on much longer than it would have otherwise. People respect the skills the House can marshal and marvel at the wonders it can produce, but very few not in the attached Guilds hold much love for the House. The Ashbound and other Druid Sects: Most druids promote a more balanced life than what a Cannith heir wants to consider. The House of Making does not want checks on civilization, and for the most part they see a forest as raw material to be exploited. Generally druid sects don’t cooperate with House Cannith except under specific conditions. The House has a relatively minor presence in the Eldeen Reaches. Part of that is because fanatical Ashbound druids often take rather horrific action against House Cannith personnel if they can get away with it. The Lord of Blades: No one knows which creation forge brought forth the Lord of Blades, but all know that this great general and prophet holds no love for his creators. “We were forged to keep their hands free from other’s blood,” the Lord of Blades is known to have stated, “and when they tired of killing, they abandoned us, their inheritors. Their skills, their knowledge: it is our legacy, our forge-right. Before, they decreed our future. Now we will create our own destiny. Their hands will still be free from other’s blood; indeed, the only blood staining their hands will be their own.” Seeking to understand more of the secrets from the House that built them, Cannith enclaves and travelers are targets of high value for the warforged nation. Divinations have suggested that strategic strikes and kidnappings against Cannith institutions will increase as time passes. With the House of Making divided among itself, it is unlikely the House can present a unified front to stop these events from occurring. An heir of the House captured by the Lord of Blades’ army can expect to be made to serve those they once commanded. The Lord of Blades is keenly interested in understanding the functioning of creation forges, and those Marked with the symbol of Making can look forward to strange experiments to be conducted upon them. If the heir has no use, expect to be slain by their own metal children. -+-+-+-+-+- 10 pages! Twice what these things started out at! Darn it, when I’m done I’ll have written a whole sourcebook! |
| #80zombiegleemaxOct 14, 2005 14:42:08 | YESSSSSS I have been waiting SO LONG for the Cannith Report as I'm playing an Heir or of the House myself. You ROCK! |
| #81zombiegleemaxOct 14, 2005 22:12:55 | another gem! "It took a long time for forge this one" very clever use of the word forge :D |
| #82zombiegleemaxOct 16, 2005 20:07:03 | Your Phiarlan/Thuranni entry easily rivaled, if not topped, the dragonshard on the same topic- and all the other House "Shards" are of equal quality. Infact, I'd be tempted to dub them "entire dragons" as aposed to "dragon shards", so complete and well crafted as they are (yeah, bad pun, sorry.) Should I ever get to DM an Eberron game, these write ups have inspired me to require each of my PCs to be a member of a house- the interplays between them would be so fantastic- and they could really get a sense of character from the Personality sections you've written. I wish I could write like that. Bravo. |
| #83chimpmanOct 17, 2005 0:38:45 | Your Phiarlan/Thuranni entry easily rivaled, if not topped, the dragonshard on the same topic- and all the other House "Shards" are of equal quality. Infact, I'd be tempted to dub them "entire dragons" as aposed to "dragon shards", so complete and well crafted as they are (yeah, bad pun, sorry.) Yep, I'll agree. The whole thing is going to get printed out and placed alongside with my favorite dragonshard articles. I just have to find the paper! The whole thing (including bank and assassin team write ups comes out to 74 pages (Times New Roman at 12px). If the other houses got the same treatment as Kundarak and Phiarlan/Thuranni I bet that would easily double. Then I'd say slap a hard cover on the thing and get Wayne Reynolds to do an art spread ;). I think it's just that good. Anyway, I've been away from this thread for a while and I took this weekend to catch up. I still have a few houses left, but what I've read so far looks really great. |
| #84aelryinthOct 17, 2005 19:15:03 | I may not agree with everything here, but I agree it's great work. Well done! ==Aelryinth |
| #85zombiegleemaxOct 17, 2005 21:43:34 | Can I ask why WotC hasn't hired you yet? |
| #86zombiegleemaxOct 17, 2005 23:43:06 | It's not said enough, this is truly great work. <> |
| #87zombiegleemaxOct 18, 2005 14:14:44 | FBM, Truly, it cannot be stated often enough how cool these write-ups are. It seems to me that you have a real grasp of what makes Eberron unique and interesting. Everytime you post a House write-up, I scramble to print it out, for fear that WotC is going to realize just how talented you are and delete this thread, so that they can have you put it all in a sourcebook (which I would buy, regardless)! Honestly, you da' mage! |
| #88isran_imradorOct 18, 2005 15:00:23 | Great as always FBM! Only a few houses left now....maybe you should make them into PDFs and put them up on the Breland Ledger or something...? |
| #89orion_polarisOct 18, 2005 16:19:48 | Can I ask why WotC hasn't hired you yet? I second this question. This topic has given me more useful information for free then any of the setting supplements have, and with less inconsistencies too! Two thumbs up. |
| #90zombiegleemaxOct 19, 2005 1:03:00 | Oh man.. Can't wait to see House Lyrandar...its gonna be awsome. ![]() |
| #91the_fireballed_mageOct 19, 2005 22:52:27 | Can I ask why WotC hasn't hired you yet? An excellent question! :D I think that something along the lines of WotC official policy of:
might have something to do with unlikeliness of you people ever directly contributing to my retirement fund. Zero professional writing experience (and my current attempts to get a job in a totally unrelated field) will probably keep my name from appearing on an offical product anytime soon. That and the fact I haven't applied. :D Then I'd say slap a hard cover on the thing and get Wayne Reynolds to do an art spread . ![]() ... thank you. Thank you all. With no money coming in from this venture, I have to take satisfaction in a job well done. And I do appreciate what all of you have said to me. In return, what would you like to see? There are two Houses remaining (both of which I fear will turn out to be long entries), but after that is there anything else about the Houses you would like to hear my (insignificant) opinion on? Because I should not try and conflict with any canon material, I believe general requests are better. Ideas that can be inserted anywhere: like the strike teams or the small Kundarak bank from earlier. The more fundamental details I give, the more likely it is to be contradicted by future materials. Don't expect to see it overnight, but since my writing is not held hostage to the WotC release schedule at least you won't have to hang around your FLGS waiting for it. |
| #92zombiegleemaxOct 20, 2005 8:46:25 | Honestly, I would love to here your take on how all the houses interact in the Twelve. Things like rivalries between houses in the Twelve, did all houses send students to the Twelve during the war, do all houses send students to the Twelve now that the war is over/paused, how does the twelve feel about house members being trained in magic at other schools (say the Arcane Congress?), does the Twelve pick up any Karrnath loyalties being in Korth, how did they handle being neutral during the war, and how is its relation with the vampire king? I've always wondered how it worked out that the Twelve didn't get nationalized during the war. A college of wizards in the capital of one of the major players in a 100 years war. I'm sure most other house enclaves did business primarily with the local governments, but the twelve would have provided magical training to house members that would have opposed Karrnath eventually. Answers to these questions are one of the things I really wish had been in MOE. Thanks, Chris |
| #93chimpmanOct 20, 2005 9:59:49 | In return, what would you like to see? There are two Houses remaining (both of which I fear will turn out to be long entries), but after that is there anything else about the Houses you would like to hear my (insignificant) opinion on? Man, work has been a bear, so I still haven't gotten through all of the house entries yet. I'll toss out some ideas for rounding out some of your earlier posts though: 1) For Tharashk: Some typical Finders Guild members, or a typical hunting party. Perhaps a typical Droaam mercenary group sponsored by the House. 2) For Medani: A sample situation where a Medani member is protecting some individual. What steps does the Medani take to insure their charges survival? How does the Medani interact with other NPCs that must be nearby? For example, given a typical noble's stronghold, what would the Medani prepare for? 3) For Vadalis: A sample animal breeding center along with a list of animals that Vadalis is raising and details on what those animals will be used for. IIRC Vadalis also created the Keeper's personal pet/bodyguard (from 5N), so some of their animals might not be that typical. |
| #94zombiegleemaxOct 24, 2005 21:28:00 | Love the work put into this, keep it up. |
| #95grymarOct 25, 2005 7:25:54 | FBM - I just wanted to put in my $.02 and say that you are doing wonderful work here. This is the first and only thread I've subscribed to, just so I can keep up with what you do. About other topics, I would love to hear your take on some of the other organizations, such as the Trust, the Twelve, Arcanum, the Chamber, etc. Thanks again for your amazing work. |
| #96the_fireballed_mageOct 26, 2005 20:27:54 | I’m back! And with more goodness! (And even worse grammar.) As a reminder, everything written here is in no way canon. I have attempted to follow what is written in sourcebooks and Dragonshards as much as possible, but I don’t own all the books. Take what you want and burn the rest. [size=3]House Deneith[/size] ”I have sworn before the Sovereign Hosts that no harm shall befall you. Your next breath is the sweetest music to me, the sight of your spilt lifeblood my most unimaginable horror. If The Keeper himself should come to claim your soul, it will be my blade that fights on your behalf.” “I appreciate that, I really do. But do you have to follow me into the bathroom?!” “Sorry sir, but you’d be surprised at how many clients get wacked by a kobold assassin hiding down the john. One rapier thrust to where the sun don’t shine and *ffthpp* it’s all over. Trust me, it’s not a pretty sight. Just whistle loudly and pretend I’m not here.” Overview: Eberron is not an idealistic paradise. War has been a fact of life, if the stories are true, ever since the Progenitor Dragons first turned their claws against each other. Even those not engulfed by the flames of war can feel vulnerable. Inhuman creatures stalk the land, hungry for flesh; outsiders take over material goods, corrupting fragile minds; and your own neighbour may plot your death; coveting your wealth. In this age of war and violence, someone needs to man the walls against the darkness. Humans have been warlike creatures for thousands of years. No matter how peaceful the times, some have always raised weapons against others. Professional soldiers developed as this trend continued, and for one extended family the job of soldier became a common choice. The members of this clan trained hard and long. They were skilled, honourable, and unyielding. They were very efficient fighting machines. The development of the Mark of Sentinel among these far-flung relations brought a sense of urgency to these soldiers. Military personnel have always identified with a unit, a regiment, a flag. Now the Mark gave them something of their own, something to rally around. The shunning early Marked individuals experienced from superstitious peoples helped to cement lapsed family bonds, and many left their old regiments to band together into a new organization: House Deneith. The House first offered mercenaries for the market, selling their skills with the blade. As time progressed their loyalty and skills elevated many to the status of elite guards. From there it was a short road for some elite guards to become bodyguards. The House still kept its battlefield role, but expanded into different paramilitary activities. A House Deneith enclave is often an imposing structure of wall and stone and order. Everyone has a place and a job in a Deneith encampment and all know their role. Children run wild and play with vigour, but at the sound of an alarm these same children rush to their places: some to shelters, some to carry ammunition, others to man bucket brigades. At a young age the heirs of the House are expected to help look after their peers and younger siblings and cousins. This builds a sense of teamwork and camaraderie that Deneith seeks to promote throughout a person’s life. As the young heir moves into adulthood, they are expected to take on more and more responsibility, generally promoting group welfare over individual concerns. Because of this, sacrifice and suffering is given a romantic air in the House. Those who endure are seen as virtuous and possessing strong character. Taking a short cut or dodging responsibility is to be derided, the doer mocked. It is not to say that the Deneith psyche is one of foolishly accepting pain, but instead: can your friends truly trust you to hold the line if you never stood firm against other trials? NPCs in an enclave will generally be warriors, although specialized experts for things such as siege warfare are common. There are very few ‘dead weights’ in the House, as a person is constantly tested and assigned to some role. Militaries need support personnel, so people will be slotted in somewhere. PC classes include almost the whole range of options possible, although finding a Deneith druid is a stretch. Fighters will be the most common choice for a scion of Deneith, but battlefields have room for rangers and rogues as well. Clerics and adepts will venerate Dol Arrah and Dol Dorn (and in some cases, the Mockery). Because soldiers face a dangerous life, holy men and women are in great demand. Monks are less common on the battlefield, but they make remarkably good bodyguards. Expect to see many in the Defenders Guild. It comes as a surprise to some but House Deneith does not discriminate against the magic arts; as they see it a fireball is as much a part of war as a cavalry charge. However, skill in the mystic arts is no more prevalent in the House of Sentinel than it is in the general population. Those who do develop such abilities have much expected of them. Combat focused sorcerers, warmages, and evokers are the most common classes seen, with artificers or other wizards generally preferring a supporting role rather than tromping through the mud with the troops. All spell casters are quite well received in the Defenders Guild, where they excel at protecting with spells as opposed to swords. A real surprise, bards are fairly common for such a regimented House. Less a foppish dandy, Deneith bards are more a regimental drum sergeant who provides stirring stories and songs to focus the spirit. Soldiers love tales of grim adventure and magnificent triumph, and a good bard can maintain a unit’s morale through the most trying of circumstances. And one bard using inspire courage can affect all his allies within earshot; a far more economic way to boost a platoon’s effectiveness than providing everyone with +1 weapons. Business Operations: The House of Sentinel acts as patron for four different military or paramilitary organizations: the Blademarks, the Defenders Guild, the Sentinel Marshals, and the Throne Wardens. House Denieth itself is careful to maintain separation from all its organizations. The House offers to train, equip, and provide assistance to groups between assignments, but once on duty the unit becomes the concern of the Guild in question. This protects the House from any action that might occur on the job. Blademarks: The Blademarks have the greatest concentration of non-national military might on the continent. This association is a clearinghouse for mercenary groups and serves as an organization to bring together those who wish to hire warriors and those who wish to fight. The Guild itself acts as the central planner for the units under its authorization. A client approaches the Blademarks with a request and the officials of the Guild decide which available mercenary unit best fits the client’s needs. A unit has the right to decline a job assigned to it by the Blademarks, but the organization does not look favourably on teams that are not willing to follow orders. Reject too many assignments and your team may languish for years waiting to be assigned another client. As costs for maintaining the unit still accrue over this period, units that suffer this fate usually disband within a matter of months. What separates this Guild from the other operations House Deneith runs is that in hiring a Blademark team, you are hiring an army. There are certain expectations with a Blademark unit, and one of the key things is that they are an offensive force. Some Blademarks don’t mind garrison duty (most consider it a cushy gig as a nice change of pace), but deep down people are in the Guild because they expect to go into battle. They have the training, the skills, and the mindset of soldiers. Treating them as glorified security guards is one of the fastest ways to antagonize your well-armed employees. The Blademarks consist of dozens (maybe hundreds) of independent mercenary teams. At any particular moment most are on duty with clients, but that still leaves sizable forces undergoing refitting or training at Deneith facilities, on rest and relaxation, or in transit to and from their current position. Any Blademark unit not actively on contract is considered under the command of the General of the Blademarks, a position almost always filled by a senior House Deneith heir. That means that at any given time House Deneith commands a remarkable amount of military might scattered throughout Khorvaire, sometimes very close to key fortifications or cities. So far the General has not allowed a client to hire a unit already inside the nation the client wants to attack, but don’t think that the royalty of the Five Nations hasn’t worried about that happening one day. The size for an individual unit in the Blademarks can range anywhere from squad (5-10 soldiers) to full regiments (hundreds of warriors with support). A particular Blademark unit will probably focus on a specific battlefield role: such as heavy infantry, longbow phalanxes, skirmishers, reconnaissance, or siege warfare. Some units will focus on very specialized roles like air cavalry (griffin or hippogriff mounts generally), infiltration (rogues and/or changelings), psychological warfare (bards), naval assault (marines), or behind the lines sabotage (rangers with survival and disable device). Generally the more specialized the force you’re looking for, the smaller the team. Because they are not a standing army, large mixed forces are relatively rare in the Blademarks; mercenaries that focus on one aspect of warfare tend to band together. The smaller special forces units more closely resemble a typical adventuring party. Warriors and fighters by far make up most of the classes in the Blademarks. They typically focus on offensive orientated feats like power attack, weapon focus, and toughness. Other classes have their roles as well, and with the training received under Deneith commanders most Blademark units function like professionals. Mages are generally used in counter-spelling roles, with wands of dispel magic common equipment for spell-slingers. House Deneith training emphasizes that eliminating the enemy force with spells is a waste if your side is equally as decimated by opponent spell casters. Being the violent race that it is, humans make up the majority of the personnel in units of the Blademarks. However, most other common races are well represented in some form. Dwarven heavy infantry units are well respected for being the anvil against which many an enemy has been broken. Their detachments of siege engineers have also made a name for themselves. Dwarven saboteurs are especially respected for the havoc they can unleash behind enemy lines. Most elves that join the Blademarks will be Valenar out looking for glory. Since the end of the Last War, individuals and warbands have joined the Blademarks, eager to earn the respect of their patron spirits. No one really trusts a Valenar warband further than they have to, but the fact they provide some of the best cavalry in the Five Nations means that clients are willing to take the risk of betrayal in exchange for some truly elite riders. In an odd counterpoint to the Valenar, what few halfling units that exist in the Blademarks usually comprise dinosaur cavalry. Teams of clawfeet, glidewings, and their riders might not have the same skills as a warband, but they make a mighty strong impression on anybody they charge. Gnomes don’t have a racial history with the kind of warfare that people usually look for when hiring mercenaries, so while individual gnomes may find employment units of gnomish skirmishers or saboteurs are rare. Half-orcs are welcomed for the strength and determination they bring to any unit. There are teams of half-orc shock troopers, and few relish being on the receiving end of their assaults. Half-elves are similar to gnomes in that their racial history doesn’t include large scale warfare. Individuals can be found filling the ranks in other units however. Shifters make excellent scouts and skirmishers. Soldier is one area that a shifter can excel at and be accepted by mainstream society, so light infantry units include shifters looking for some kind of acceptance. Most changelings prefer easier lives than that experienced by a soldier, but who knows how many masquerade as somebody else? Kalashtar have their own war to fight and thus don’t generally fit in the Blademarks. While they were created to be the perfect soldier, there is a definite prejudice against warforged in House Deneith that keeps most warforged out of the Guild. Despite the shame felt by the House over the betrayal of Darguun, hobgoblins and bugbears still make up a remarkable number of units in the Blademarks. With their strong discipline, immersion in military culture from birth, and willingness to submerge themselves into the collective good it makes them excellent soldiers. Much like the Valenar, no one trusts them… but they are too valuable a resource for Deneith to ignore. While most of the rank-and-file soldiers of a Blademark unit will be made up of non-House people, officers are often of Deneith blood; it being much more time consuming to train good officers than soldiers. This gives the heirs of the House much experience and the opportunity to prove themselves to the people they lead as well as to their own House. Along with the independent units, Deneith maintains a small number of elite teams made up almost entirely of in-House troops. These are generally special units that are exceptionally well trained, fantastically equipped, and operate with heavy magic support. The House generally directs them to clients looking for short, dangerous missions as opposed to long standing contracts. Because House Deneith offers mercenaries to whoever is willing to pay, more than once during the Last War the situation arose that Blademark faced Blademark. In more than a few of those cases it was actually Deneith against Deneith. What happens in these events depends on many factors, including the situation and the personality of the units’ leaders.
Blademark units are typically found in hot spots around the continent. In Aundair, they are primarily along the nation’s border with the Eldeen Reaches. The nobles on that border keenly feel the loss of the Reaches, and their queen subtly encourages them to keep the traitorous nation from relaxing too much. Thrane has a few units in the north near the rebellious city of Thaliost, as well as some near the south by Breyland. A theocracy with bare coffers would seem to be a bad choice for mercs, but the ease of finding healing magic in the nation makes up for the low pay. Mercs know they lead dangerous lives, and appreciate having so many clerics nearby. Karrnath relied more on its strong military history and undead legions during the Last War, and so don’t employ as many mercenaries as one would expect. (Their frequent famines make supporting foreign troops difficult.) Still, many local lords are ever eager to increase their personal forces, so many low-intensity conflicts happen throughout the realm. Breyland hires Blademark battalions to watch the borders with Droaam and Darguun, as well as conduct punitive raids against the monster nations. Breyland is huge, and in many cases mercenaries are better able to respond to problems in far off locations than the royal army. Q’bara has long needed strong forces to help them carve a place from the jungle. Along with that jungle nation, Stormreach makes extensive use of Blademark units to guard its walls and keep the unknowns of Xen’drik from killing the settlers in their sleep. It should be noted that while the Blademarks are the largest collection and most professional collection of mercenaries on Khorvaire, there are many other bands out there that don’t sign on under House Deneith’s banner. They are relatively cheap to hire, but don’t come with Blademark training or dependability. If you hire mercs on the cheap, you may find yourself paying in other ways. Defenders Guild: The Defenders Guild has a higher percentage of House Deneith heirs working in it than the other organizations. Unlike mercenaries, Defender guards are primarily defensive personnel; they protect rather than attack. This gives the Guild a much better relationship with the public than the mercenary arm of House Deneith. While the Blademarks are soldiers, Defender Guild members can be thought of as paramilitary security and bodyguards. They are assigned to protect a location or a person and they strive to prevent any harm from coming to their charge. Often working alone or in small numbers, the average Defender has a wider training than the average Blademark. The Blademark might be better in terms of pure martial skill, but the Defender is probably an easier person to hang around with. At the lowest level, Defenders are assigned as security guards. They guard warehouses, jails, patrol the walls of estates or enclaves. Cities and nations will use their own justice and military forces to protect their wellbeing, so Defender Guild personnel are generally hired by private interests. This means that many Dragonmark establishments or noble estates will have Deneith personnel guarding it. Because this gives the House access to a remarkable amount of sensitive information (read: blackmail material), the Defenders Guild is notorious for protecting the secrets of its clients. What happens on assignment should stay on assignment. As you progress in the Guild you are likely to be given shorter term but more dangerous assignments: like protecting a shipment of platinum from the mines to the goldsmith, or watching over an Orien caravan as it travels from Korth to Gatheringhold. A common job for Defenders of this level is being hired by people or groups traveling outside cities. An extra sword and someone trained in its use is always a welcome addition against the increase in crime and banditry. Being the Defender assigned to a particular individual is reserved for the highest level of Guild ability. Putting your life between an assassin and the count’s daughter takes more skill than watching a warehouse and their abilities reflects this. Many personal Defenders will have PC classes and will focus on feats that allow them to act. Improved initiative is almost a requirement (as nothing is more embarrassing than watching your client get sneak attacked to death before your first turn rolls around), along with iron will, quick draw, alertness, toughness, and combat expertise. A number of Defenders are either monks or specialize in daggers and grappling. Holding an assailant down and stabbing him with a dagger is better for keeping your client alive than wild swings of your greatsword (since the assassin might just ignore you and tumble into position to attack his target). Quite a number of Dragonmarked Deneith heirs choose the Defenders Guild, and the abilities of their Mark make them quite formidable protectors. Many will attempt to purchase Rings of Shared Suffering (ECS p. 263), as this greatly improves their chances of protecting their client. All of the common races are well represented in the Defenders Guild with the exception of kalashtar: they look after their own and expect others to do as well. With no need to sleep, warforged have found a place in this Guild despite Deneith prejudice. There are some small security guilds working in competition to the Defenders Guild, and many nobles and all Dragonmark Houses do maintain some in-House security forces for peace of mind. Still, the Defenders Guild is seen as the most skilled force available and generally loyal to their clients above all else. >>Continued on next post<< |
| #97the_fireballed_mageOct 26, 2005 20:30:14 | >>Continued from previous post<< Sentinel Marshals: Carrying a charter that extends back to old Galifar, the Sentinel Marshals originally functioned alongside the knights of the realm. As Galifar was a feudal kingdom some criminals could escape justice by fleeing from one noble’s lands to another; the powers of a noble (theoretically) ending at the border of their fief. In the years before the Finders Guild, House Deneith saw a niche to fill and approached the King of Galifar with a plan. The Sentinel Marshals were born as officers of justice empowered to follow criminals from one noble’s jurisdiction to another. Their primary ability is having nearly unfettered access to anywhere the Code of Galifar is recognized. This gives them the capability to chase down those with bounties on their heads no matter where the miscreant may attempt to hide. Right now they are the only unified force for law that is recognized throughout the Five Nations and possess the right to pursue across national borders. The Marshals are also trained in combat and are well versed in dealing with those who might resist arrest. Although they are law officers, a typical Sentinel Marshal is less a detective and more a SWAT team member. Most have only rudimentarily skills in investigative work, leaving it to the local authorities to gather evidence of crimes and issue warrants. Nothing prevents a Sentinel Marshal from conducting their own investigation however, and some actually enjoy partaking of this aspect of criminal apprehension as well. A Sentinel Marshal is not a judge, and unless a death warrant has already been issued the criminal should be brought back to answer to legitimate authority. Their charter does give a Marshal the right to use deadly force in the apprehension of those under suspicion, but most Marshals do believe in giving all a fair day in court. While the Marshals are a subset of House Deneith they generally do not act under House direction at all. They promote a high level of competence and ethics, and as such attract a certain kind of people who are less interested in money or war, but with a burning desire to see justice done. A certain breed of person is attracted to service as a Marshal, and such people see themselves as a step removed from those who lack the convictions they do. A Sentinel Marshal’s life may be a rewarding one, but it is often a lonely one as well. The Marshals are funded through the bounties they collect, and by payments given from the nobility for clearing out undesirables. As well they often receive gifts from a grateful populace, glad to see criminals brought down. The nature of bounties and those who flee justice means that Sentinel Marshals are usually involved in hunting down criminals of sensational and violent crimes. A greedy noble or a contract-breaker might not be worthy of a busy Marshal’s attention, such crimes being seen as petty, civil matters. Fighter types make up most of the Sentinel Marshals, with fighters, rangers, monks, and militant clerics and paladins of the Sovereign Host being well represented. Some reformed rogues make good names for themselves in the Marshals. Bards, barbarians, and druids lack the same devotion to justice that drives a Marshal. Arcane spell casters are usually too internally focused to become a Sentinel Marshal. However, criminals should be aware that such is the reputation of the Sentinel Marshals that a request for reasonable assistance will usually be approved by the local nobility. This means the Marshal may arrive to arrest you with a platoon of soldiers at her command, or a detachment of combat mages. Justice will not be denied. Changelings make surprisingly good Sentinel Marshals, often able to get their targets without bloodshed. Shifters are not much for the theory of written word justice, and kalashtar are too involved to usually care about petty laws. The other common races all have members in the Marshals, although orc and hobgoblins are just about unknown. Gnomes make especially determined Marshals because they want to know the reason why the criminal did the crime, and as such won’t stop pursuing their target until one of them is dead. Throne Wardens: House Deneith is also responsible for the Throne Wardens, protectors of the island of Thronehold, ancient capital of Galifar. At the start of the Last War, the Royal Guard defended the island from multiple attacks by the pretenders to the throne. For many years they kept this tactically and symbolically important location out of the hands of the squabbling Five Nations. Since the island does not possess good farmland however, they had to import foodstuffs. The royal treasury was rapidly drained to pay for these supplies, and without taxes from the Five Nations there was nothing to replace what was spent. Soon the Royal Guard found itself destitute, as well as demoralized. Under suggestion from the Twelve, the Five Nations reluctantly agreed to allow House Denieth to take control of the island rather than allow any one of the squabbling siblings to gain the island. Deneith reinforced the beleaguered Royal Guards with men and equipment, renaming them Throne Wardens; a bitter acknowledgment that there was no more royalty to guard. The remaining Royal Guards lived out their lives holding the vacant throne for when the bloodshed stopped. As the years past, the Throne Wardens became more than just guards of the castle, but also the police of the whole island. A city of growing crime, intrigue, and subterfuge, Throneport itself has transformed from the political centre of an empire to an important neutral crossroads in the dirty game of espionage played by all sides. The Throne Wardens have changed as well; in essence they have become a unit that elderly Deneith personnel retire to. A large number of troops assigned to fill Throne Warden ranks are weary of war or too seriously injured to return to the battlefield. The duty is seen as still fulfilling an important role, but lacks the constant threat of danger that other House Deneith assignments entail. While this tendency means that your average Throne Warden does not possess as strong a back or sword arm as other House Deneith personnel, it does mean that they are much better trained, battle hardened, and far wilier than you might expect. Very few tricks will work on a Throne Warden: they’ve been around and have seen much. This makes them the perfect match for the criminal elements that infest the city they guard. While the Treaty of Thronehold permitted Aundair, Thrane, Karrnath, and Breyland to establish small peacekeeping forces in Throneport, even the criminals of the city think these peacekeepers are corrupt, argumentative, and useless. The old imperial castle itself is still tightly guarded by an elite detachment of the Throne Wardens. They haven’t forgotten their duty. While limited parts of the castle are open to the public (like a museum to the greatness of Galifar’s past), there are whole wings that are out-of-bounds. The Throne Wardens are fanatical in protecting the royal crown, sceptre, and regalia of Galifar, but make it clear that after a century without taxes, the royal treasury is bare. Some people don’t believe them. Funny that. Humans make up the majority of the Throne Wardens. Personality: A blood member of House Deneith believes in something. It doesn’t matter what, but the heir has an unshakable faith in one idea, group, or person. It may be the House, it may be the importance of the work, a religious belief, or a concept. It (rarely) may even be a client. But the heir holds on to this belief with fanatical determination. In a House that may sell your sword to Thrane one day, and then sell the same sword against Thrane the next, holding on to this conviction zealously is what keeps a human sane. When you are expected and required to lay down your life for someone you need something you can call your own. It doesn’t matter if it’s good, it doesn’t matter if it’s evil; find something and hold on to it with all your soul. The House of Sentinel has a military hierarchy in it, even amongst family members. People know where they fit into the House structure and should defer to those with higher rank. Even children feel the need to organize and rank themselves. It is not to say that House Deneith is stagnant or loveless. Advancement through the House ranks is encouraged, expected even. Many tests, both formal and informal, are the staple of House Deneith life. Soldiers form close bonds with other soldiers, and many unbreakable friendships in the House form during battlefield encounters. While some wags state, “in House Deneith, you’re closer (wink, wink, nudge, nudge) to your buddy than your wife,” that’s not always true. If your wife happened to share the battlefront with you that creates a bond that is both war buddy and mate. Sports and contests are an important part of the House psyche, as it teaches teamwork and a desire for victory. Still, you are expected to evaluate challenges before accepting them. A battle does not offer second chances, so learning how to read situations is an important skill to develop. The House of Sentinel maintains a definite lawful outlook. Chaotic people definitely feel out of place and most don’t last long in such an organization. There is strong pressure to conform throughout an heir’s life, and only a few can ever resist the pressure to submerge themselves into part of something greater. As a Guild, the Blademarks are neutral in alignment. The membership that makes up the Blademarks is so varied that whole ranges of conflicting alignments can be found. The higher up in the structure you go, the more lawful the outlook. Officers are generally lawful, but the troops they command reflect just how divergent the people of Khorvaire can be. The Defenders Guild is lawful as well. They must willingly accept the idea that their lives are to be placed in danger. That kind of attitude requires a firm belief in the structure and rightness of their universe. Being an organization that upholds justice and rules, the Sentinel Marshals exist firmly on the lawful scale of ethics. Justice is not a personal concept, but something that must be complete and all-reaching in order for it to be applied honourably. Throne Wardens are lawful as an organization, but many tend toward neutrality. Having lived long lives and having seen much, many Wardens are more willing to do whatever is needed to get things done. They no longer burn with the passions of youth, but instead have a kind of subtle pragmatism that makes them more concerned with results than procedures. Allies: House Medani: The Defenders Guild and Medani’s Warning Guild are often hired together to protect clients. A Warning agent is responsible for protecting the client against unseen threats, while the Defender is expected to raise his sword in defence of the client’s life. It can be thought of as Medani being the first line of defence, and Deneith the last line. As Defenders prefer straight-up fights it is often the Warning agent who does the undercover work to ferret out the assassin in the baronesses’ staff while the Defender takes his sword to the danger. The two Guilds compliment each other wonderfully, but have a friendly/competitive/antagonistic relationship. Defenders typically refer to Medani agents as, “that sneaky, paranoid wuss,” often to their faces. In return, Medani personnel hold their arms like gorillas while calling Deneith troops, “my loud and crude friends.” House Kundarak: While they would seem to be in competition with each other, with most of the Warding Guild being employed exclusively by the Banking Guild there is little direct competition between the dwarves and the House of Sentinel. In fact, the Warding Guild uses Defender personnel when there is need for extra temporary security. In return, House Deneith can rely on the professionalism of House Kundarak to hold up their end of things. The two groups also tend to talk shop a lot. House Orien: The Defenders Guild has a long term contract to supply Orien Transport Guild caravans with protection. This means the two Guilds must collaborate on many assignments. The freewheeling and flighty personality that Orien heirs display grates harshly on the stolid Deneith psyche. While they must work together as professionals, friendships generally don’t last. House Jorasco: Being a House of war, Deneith is in definite need of people who can patch up their troops. Jorasco has long standing contracts with House Deneith to provide them combat medics. This means that a Blademark unit in good standing has fairly good medical support available. While on opposite sides of their respective business plans (one hurts, the other heals), the two Houses send enough work each others’ way that in some cases they can almost be thought of a two parts of a greater whole. The Five Nations’ Militaries: Being professional soldiers, House Deneith has a lot of contact with other professional militaries. While the other side in a conflict probably doesn’t care for you while you’re fighting, they do respect you as a professional. Clients: The guy who protects your daughter from kidnappers is someone you feel at least something for. And the gal who took the sword strike meant for your neck definitely gains some of your respect. Darguun: The betrayal of the hobgoblins has been an embarrassing legacy for House Deneith. However much the whole event stings, (“Hey Deneith! Anybody betray you lately?”) the need for skilled mercenaries means that the hobgoblin nation and the House of Sentinel will maintain their relationship. There are a number of training centres in Darguun, and these have survived the birth of the nation. The fact that many soldiers in the Five Nations are tired of war means that goblinoid levies will remain an important part of House Deneith’s order of battle for some time. Rivals: Commoners: While the Defenders Guild and the Sentinel Marshals hold excellent reputations with the public, House Deneith as a whole and the Blademarks specifically are seen as warmongers. With the high levels of nationalism in the Five Nations, those who fight for money as opposed to victory will tend to be scorned. House Cannith: The House of Sentinel has a voracious appetite for the tools of war. Because of this the two Houses have long had a working relationship, Deneith eager to buy and Cannith eager to sell. However, the development of warfoged shattered that relationship. Suddenly Cannith was a major competitor in the soldier-for-hire business, and investing in a warforged regiment seemed a good long term investment. They were tough, skilled, and less likely to carve a nation out of your flank (I’m talking to you, Darguun!). With the Treaty of Thronehold and the dismantling of the Creation Forges, House Cannith appears to have expected business to continue as normal. However, House Deneith has decided not to rely on the House of Making anymore. They have made efforts to expand their in-House arms production facilities, and while still in its infancy, their long-term goal is to remove their reliance on the Fabricators Guild. Houses of Shadow: The two elven Shadow Houses are involved in sneaking into locations and (on occasion) assassinating important people. Such people usually hire Defender Guild security, and it looks bad for the Guild if too many clients are bumped off. Still, the mindset of most Defender Guild personnel simply can not believe that clowns, playwrights, and actors could be killing machines. Most Defenders laugh at the very idea, no matter how many times they are told otherwise, until they are actually forced to confront a Shadow elf on a killing assignment. The Shadow Houses like this ignorance, and most basically ignore the Defenders Guild because the Warning Guild is the group more likely to mess up their plans. House Tharashk: With the rise of a semi-unified Doraam, House Tharashk has been acting as a clearing house for monstrous mercenaries. This is in direct competition to House Deneith’s monopoly. Worse, the monstrous creatures are recognized for their inherent intimidation value, so they are gaining market share. The orcs and half-orcs of House Tharashk have an easier time dealing with monsters than the humans of House Deneith, so the Blademarks have been unsuccessful in signing up monsters. Also, the bounty hunters of the Finders Guild hunt the same bounties that the Sentinel Marshals are after. Lucrative bounty or bringing a miscreant to justice; who gets there first determines which world view wins. While the end results are the same, their methods are different and the two sides enjoy sticking it to each other. House Vadalis: Not so much an actual competitor as an annoyance, the House of Handling sells a steady number of animals, magebred animals, and magical beasts trained to protect. Some people swear by Vadalis guardians, but most prefer to have sentient guards as well. The House of Sentinel purchases quite a number of animals from the Handlers Guild, as nothing conveniently on the market beats a good magebred heavy charger. And griffin air cavalry needs griffons from somewhere. However, because House Vadalis enclaves generally have a number of guardian animals wandering around (it is their home), there is little need for Defender security. This leaves the cash flow between the two firmly in Vadalis’ favour. -+-+-+-+ It’s a good thing I only have one House left. Even I think these things are getting too long. Too… much… brain sweat… spent… on… hobby. Must… get… girlfriend… to occupy… time… and money… |
| #98perrywrogersOct 26, 2005 20:35:54 | Holy crap, man! In a good way! |
| #99davethebrave371Oct 26, 2005 23:37:02 | Do you have a PayPal link somewhere? I want to give you money. ![]() |
| #100zombiegleemaxOct 27, 2005 0:36:51 | Thank you FBM, for all of your work, and for finally treating house Deneith with your creative caresses, taking random thoughts which im sure weve all had and putting them to the 5th power, and together in one place is the best thing on these boards, if anything here needs to be read regularly its this thread. |
| #101icedrakeOct 27, 2005 10:31:47 | If it counts for anything, I'm looking forward to your next and last post! |
| #102zombiegleemaxOct 27, 2005 11:20:59 | I just finished reading all of your articles. They are excellent. I certainly plan on using them to at least some degree in my current campaign. Thanks for your hard work on these. Very useful stuff. |
| #103zombiegleemaxOct 27, 2005 18:01:40 | I too would REALLY like to throw a few bucks in FBM's hat, but we'd start to run into copyright infringement. I don't believe you could sell something so explicitly Eberron without owning the license or paying royalties. Instead, perhaps someone should start a petition to the WotC about maybe getting FireBalledMage work on a formal sourcebook. |
| #104il_kavOct 27, 2005 18:38:14 | I've read now your Cannith post... You're great Fireballed Mage |
| #105davethebrave371Oct 27, 2005 21:17:10 | I too would REALLY like to throw a few bucks in FBM's hat, but we'd start to run into copyright infringement. I don't believe you could sell something so explicitly Eberron without owning the license or paying royalties. Ah, but who says it's specifically for this thread? Maybe I really like his username and sig. So much that I want to donate money to him for his originality. Hm? How about that? |
| #106isran_imradorOct 28, 2005 7:54:36 | Just one thing about the Throne Wardens, i was under the impression that they have existed longer than that last war. That Galifar himself "created" them to guard his island.... Other than that i liked the part about the Marshals very much ![]() Just House Lyrandar left now ;) Isran |
| #107the_fireballed_mageOct 28, 2005 17:19:25 | Ah, but who says it's specifically for this thread? Maybe I really like his username and sig. So much that I want to donate money to him for his originality. Hm? How about that? While I do thank you very much for the suggestion, I have no desire for the WotC legal team to have any reason to come looking for me. ![]() If anyone truly feels motivated, PoeticJustice's suggestion would be the best route, since my lack of formal writting experience means their hiring board won't look at me. Either that or getting Hellcow to stop by and take a look. (Unlikely, as Intellectual Property rights can get pretty picky if whoever produces a Dragonmark sourcebook admits to having read this thread.) Still, I appreciate the thought. Just one thing about the Throne Wardens, i was under the impression that they have existed longer than that last war. That Galifar himself "created" them to guard his island.... That's one of those things that can go either way. My reading of the information on the Throne Wardens in the ECS and 5N doesn't say exactly that Galifar created the Throne Wardens, only that they've been at the job since the death of Jarlot. Because Breland uses the King's Shields (part of the Citadel) and Karrnath uses the Conqueror's Host (part of Karrnath's army) as royal guards, I feel that King Galifar would have had dedicated Royal Guards as opposed to relying on the Deneith for his personal security. While Deneith troops are respected, a king does not want to have any question of divided loyalities in his elite guards. Remember, King Galifar created the Arcane Congress to act as a balance to the powers of The Twelve, so while he used the Dragonmark Houses, I doubt he truly trusted them. I think gives a kind of a tragic end to the Royal Guards, they did their duty but in the end were absorbed into something else. Of course, this is all just my opinion. Feel free to change what you need for your campaign. I'm unlikely to sneak into your house and replace all your D&D books with F.A.T.A.L. books for that transgression. :D |
| #108zombiegleemaxOct 28, 2005 17:56:26 | :OMG! This is SO good. I can't wait to see what you do with Lyrander. |
| #109isran_imradorOct 29, 2005 4:22:12 | That's one of those things that can go either way. My reading of the information on the Throne Wardens in the ECS and 5N doesn't say exactly that Galifar created the Throne Wardens, only that they've been at the job since the death of Jarlot. Your right, what is written about them is kind of vauge & doesnt give out anything of their origins...(but to ME the text implies that they have been there longer... ;) ) Because Breland uses the King's Shields (part of the Citadel) and Karrnath uses the Conqueror's Host (part of Karrnath's army) as royal guards, I feel that King Galifar would have had dedicated Royal Guards as opposed to relying on the Deneith for his personal security. While Deneith troops are respected, a king does not want to have any question of divided loyalities in his elite guards. The Imperial Guard of Galifar, Yes i like that idea! (The Imperial March playing in the backgruond ;) ) However i think the Throne Warden would have only one loyalty & it would be to the Emperor or ress.... Remember, King Galifar created the Arcane Congress to act as a balance to the powers of The Twelve, so while he used the Dragonmark Houses, I doubt he truly trusted them. Keep your "Enimies" closer....than your friends....And remember House Deneith is based in the city both Karrn & Galifar was born in...maybe he knew the baron of Deneith personly and they struck a deal... I think gives a kind of a tragic end to the Royal Guards, they did their duty but in the end were absorbed into something else. Of course, this is all just my opinion. Feel free to change what you need for your campaign. I'm unlikely to sneak into your house and replace all your D&D books with F.A.T.A.L. books for that transgression. :D :D :D |
| #110davethebrave371Oct 29, 2005 21:25:12 | :OMG! I'M IN A SIG!!!!!!11!!1!!!!one!11 |
| #111davethebrave371Oct 31, 2005 8:41:28 | If anyone truly feels motivated, PoeticJustice's suggestion would be the best route, since my lack of formal writting experience means their hiring board won't look at me. Have you thought about this: http://www.wizards.com/default.asp?x=dnd/dd/20050930b or answered this: http://www.wizards.com/default.asp?x=dnd/dd/20050902a because if not, you should get to it. In fact, I'd put that on higher priority than finishing Lyrandar, since you can always come back and do that after. |
| #112mrfilthyikeNov 04, 2005 22:36:35 | Just found this thread, good stuff...Where's my Lyrandar!?!? :D |
| #113solariousNov 04, 2005 23:22:35 | Patience, patience... Lyrander is under construction as we speak. Fireballed has been being a good Mage, keeping his very favorites for last, because it is his favorite House and if he sorta feels he's been a good Mage, he can finally write it. And since all other Houses are complete... :D On the other hand, congratulations for breaking the post word limit, Fireballed Mage! I knew you would get around to doing that eventually... :P I'll be waiting patiently for Lyrander this time. I promise not to send Houses Thuranni and Phiarlan after you until you disappear for at least a month! :angelhide |
| #114mrfilthyikeNov 07, 2005 8:00:57 | Patience, patience... Lyrander is under construction as we speak. Fireballed has been being a good Mage, keeping his very favorites for last,... I know I know...but my list is incomplete!! :P And when I put all his stuff in Word, it's at 99 pages in Times New Roman Font 12, that's a LOT of fluff!! ![]() |
| #115zombiegleemaxNov 11, 2005 21:52:50 | I know I know...but my list is incomplete!! :P Thats......a lot.......of pages, my poor old printer doesn't have enough ink!!!! ARRGGH!!!!! Maybe I'll just print a few now.....maybe. Very, Very, Very, Very good FBM, very good. I commend your efforts. Keith Baker probably coudn't have done it any better. ~R~ |
| #116zombiegleemaxNov 14, 2005 23:38:06 | Still waiting for Lyrandar (and in no hurry, I know it's going to make an amazing capstone for this series - gogo FireballedMage!), but I have to ask, is there any chance we're going to be able to get something on your interpretation of House Vol as well? Somebody had to say it! *ducks* |
| #117the_fireballed_mageNov 15, 2005 16:12:50 | House Vol “Mother?” “Yes, my dear Erandis?” “You know the boy I play with, Shervin? Why is it he seems afraid of me?” “It is because you are something new, my beautiful daughter. You have a magnificent destiny laid out before you, and some can not help but tremble before the world shaking events that you herald. Those who dread of the mysteries of the future will always fear you. Be strong my treasure.” “Oh. I thought it was because I pulled the heart out of his sister and animated her corpse. But I guess that works as well.” “Again!? Erandis Samantha Isabelle d’Vol! If I’ve told you once I’ve told you a thousand times, if you can’t keep your friends alive, young lady, then I’m afraid you can’t have anymore.” Overview: In the battle against the giants, the line of Vol produced many strong mages. Their death magic was capable of laying low even the most powerful of foes. Many elven stories of those times makes it clear that without the aid of Vol necromancers, the whole elven revolution may have- *CRASH* [Fireballed Mage]: What? Oh frell! Not another Thruanni assassination team! Wait… these guys look different- [Deathmasked assailant 1]: Fireball. [The Fireballed Mage]: Oh no! Not agai-* [sizzle] [char] [deep fry] […silence] [sound of rustling] [smell of paper being burned] [sound of computers being wiped clean] [Deathmasked assailant 2]: Information secured, commander. [Deathmasked assailant 1]: Commence operation. [Deathmasked assailant 2]: Raise Dead. [The Fireballed Mage]: [Groan] Mommy… I don’t want to go to school today… [Deathmasked assailant 1]: Dominate Person. [The Fireballed Mage]: Urk. [Deathmasked assailant 1]: Get writing. House Vol “Mistress?” “Yes, you stupid, horrible little spawn?” “Are we all malicious, evil people?” “Sure! Being vile is fun!” “I agree! Let’s go kill some cute fuzzy kittens!” “Most assuredly!” Overview: House Vol is no more. The evil organization was a blight upon the fair face of Eberron, and was slain in a magnificent battle by the righteous, beautiful and glorious forces of the Undying Court, which descended upon wings of golden light to slay them. The gallant elven forces swept like avenging angels through the weak, putrid forces of darkness arrayed against them. [The Fireballed Mage]: ‘…righteous, beautiful and glorious forces? Descended upon wings of golden light…?’ [Deathmasked assailant 1]: No editorial criticism from you, sizzle boy. [The Fireballed Mage]: Urk. Nothing remained. [Deathmasked assailant 1]: Modify Memory. [The Fireballed Mage]: Urk. [Deathmasked assailant 1]: Teleport. [bamf] [The Fireballed Mage]: Urgg… Man, I really should get working on House Lyrandar… |
| #118flame_drakeNov 15, 2005 16:37:27 | ![]() That's great FBM. Being a bit more serious, it is actually revealing about the relationship between house Vol and the rest of the world. Very well done. Drake |
| #119solariousNov 15, 2005 19:48:31 | Hmmnn... *taps foot* [Solarious]: What happened to my Thuranni assassin squad? I should have heard something from them by now... at least they would have sent me the tounge so I could hold it hostage. What's taking them so long? ![]() *CRASH* [Deathmasked assailant 1]: Feeblemind. [Solarious]: Hey! Who do yo... *drool*... Little Goblinsies... Popping noizies... WoN't... FriGGiN'... DiE!!! [Deathmasked assailant 2]: Hmnn... Wrap him up, dump him in the illusion room. Parade goblins in front of him until he has a seizure. [Deathmasked assailant 1]: Agreed. [rustling of a madman being forced into a straitjacket] [many clicks of belts being secured] [ranting and raving from Solarious] [Deathmasked assailant 2]: Subject secure. [Deathmasked assailant 1]: Teleport. [bamf] |
| #120zombiegleemaxNov 16, 2005 3:25:14 | Wow, I walked right into that one. Nice! |
| #121mrfilthyikeNov 17, 2005 9:18:08 | [The Fireballed Mage]: Urgg… Man, I really should get working on House Lyrandar… Darn right!! *cracks whip* :D |
| #122zombiegleemaxNov 17, 2005 15:24:08 | [Aneul] [Idly sitting at laptop not doing chemistry] "Whats this? The truth about House Vol? [reading...] Sweet Boldrie- so thats what happened to Shervin's sister! My contacts with the Cronicle will love this... [Deathmasked Assasin 1] To late. He's read it. Initiate corrective procedure on my mark... [Aneul] Who the h*** are you gu- [Deathmasked Assasin 2] [Sleep: Aneul] [Modify Memory: Aneul] [True Creation: Upside down mug w/ coffee over keyboard] [Aneul] [Save Failed] [Save Failed] [Deathmasked Assasin 1] [Impart Error of Type 2: Computer] [Teleport] [Deathmasked Assasin 2] [Cancles Sleep] [Ethereal Jaunt] [Aneul's Computer] [sizzle] [Save Failed] "Warning! An error of type 2 has occured. Please reboot your system." [Aneul] [Wakes up]house vol...slaughtered cute fuzzy creatures...wierd guys with masks...shiny elves on wings of golden light... My computer! And I was midway through Fireballed Mage's recounting of the glorious vicotry of the Undying Court over House Vol too... Most amusing, I can't wait to see Lyrander |
| #123just_another_userNov 17, 2005 17:28:32 | I don't know how I missed this before I'm just at house phiarlain/thurrani but I must say it, this stuff is good, and I mean Keith Baker level good. Two thunbs, FBM. ![]() |
| #124kntshadeNov 18, 2005 17:52:03 | FBM! You absolutely rock! Your writeups are cannon in my game and they are ALL HUGELY useful to me. God I love the detail. Keep up the good work!!! |
| #125davethebrave371Nov 18, 2005 20:48:04 | FBM! You absolutely rock! Your writeups are cannon in my game and they are ALL HUGELY useful to me. God I love the detail. Keep up the good work!!! Ditto and a half. |
| #126ibbinsNov 20, 2005 18:48:39 | this stuff is good, and I mean Keith Baker level good. I fully agree; These write-ups rival Dragonshards. Awesome work. Actually, they're beyond Dragonshards. Way beyond. Of course, the shortcomings of Dragonshards can be blamed exclusively on their decidely short length and tendency to split a single article up over the course of a month.... But not so with you. Huzzah! |
| #127kntshadeNov 26, 2005 17:13:55 | Just my luck, no Lyrandar yet and my PCs are going to be looking to secure passage on an Airship coming up here real soon... Of all the beautifully detailed houses you have here, they choose to interact with the one you have yet to do. Well, as one of your fans, I would like to shout out a plea for this final and great writeup! I can not wait to see it, I neeeeeds it my precious!! *Grovels* *Begs!* |
| #128kntshadeNov 26, 2005 17:18:26 | ACTUALLY you know what would just be Awesome X 100,000,000,000? If you detailed a standard Airship with crew/passengers/interesting NPCs and things for the PCs to do while on an airship voyage! I would LOVE that... |
| #129davethebrave371Nov 26, 2005 17:31:59 | Hey now, don't rush the mage! He's been fireballed, ya undahstand. Formula: RUSH = POOR QUALITY THEREFORE TAKE 20 YEARS FOR BEST RESULTS ALL CAPS MAKES IT RIGHT |
| #130kntshadeNov 26, 2005 18:19:35 | Oh yes yes! I understand! I would never rush him never!! I merely beg... and pleade... and hope that my praises help inspire him to continue his great works! |
| #131earthbinderNov 26, 2005 20:10:47 | hey kntshade... try this Airship |
| #132kntshadeNov 27, 2005 2:46:00 | WOW!!! Awesome!! Thats so sweet!! Thank you Thank you!!! |
| #133the_fireballed_mageNov 27, 2005 20:05:52 | (Note: If anything I mention goes against what is said in the Explorers Handbook or the Magic of Eberron, please feel free to remove/edit it for your game. Although I try not to conflict with canon, I don’t own all the books and thus may state what I want, rather than what is.) Please see the Dragonshard on the half-elves of Eberron to get a sense of this race before continuing on. I appropriated some information from it. [size=5]House Lyrandar [/size] “Look out over the railing here at yonder sea. From here our eyes can catch sight of crisp rocks, splashed by playful surf as the sun paints morning colours upon them. Turn your gaze to the right, and you behold the strong emerald sea of the forest below. For most this jade canopy is above them, but not for us my friend. From our lofty vantage here onboard my ship we gaze down upon its mysteries, embracing the sense of wonder such a sight invokes. “Now turn to the left and observe civilization, a proud city that bravely plants its flag in the soil of this wondrous land. In a way I am like the people down there, those who live in the city, but I limit myself not to the ground beneath my feet. I yearn to experience the breadth of this world that is my birthright. From this elevated vantage point, here high amongst the clouds, I look out upon the world around me, and I eagerly await the chance to see what secrets beyond the horizon lie.” “Incredible. Truly poetic. I can understand why someone would want to ride the clouds and race the birds, if it offers the chance to see the glories of the world like you see them. But that still doesn’t explain why the prow of this airship of yours is forcefully lodged in the window of my tower’s bedroom!” “Err… that’s because it’s a Wheel of Wind and Water, not a Wheel of Wind and Alcohol. The elemental doesn’t fly too straight when I’m drunk.” Overview: Humans came to Khorvaire by sailing west; the elves came by sailing north… is it any wonder that the children of these two different races would develop a strong maritime tradition? Primarily being the offspring of relatively wealthy families, many early half-elves that wanted to ‘find themselves’ could afford the initial investment to lay down a ship. Some were even able to use their connection with distant relatives in Aerenal to get the first non-elf soarwood vessels. Many felt the need to uncover something they could call their own, something to identify themselves as a unique people different from elf and human. This pressing need to become a people led to many early half-elves to have large families with others of their kind. With these factors in play it should come as no surprise that half-elves spread swiftly. The development of the Mark of Storm by a branch of Thranish half-elves was seen as the definitive event for the young peoples. It meant that they were not flukes, they were not freaks, they were an actual race, a people with a future and a destiny! It can’t be overstated how much this galvanized the half-elves, giving them an identity to call their own. This drive and sense of purpose drove the creation of House Lyrandar and the development of their economic empires. There is one key personality trait that brings together all half-elves of House Lyrandar. Almost to an individual, the members of this House consider Khorvaire to be their land. As a race, the half-elves have a history that is barely 3,000 years old. This lack of background is not seen as a gaping hole by the half-elves, but instead proof that since the land of Khoravire is what brought two races together to create a new people, this land is their birthright. (The fact that orcs, hobgoblins, gnomes, and halflings appear native to Khorvaire is acknowledged but politely minimized by half-elves. After all, the others were just born here; surely it was destiny that human and elf came together on this continent to mix the best of both!) While House Medani is too focused on work (and too paranoid) to truly appreciate this fact, those in House Lyrandar fully embrace the concept. This land, from the Fingerbone Mountains to the Demon Waste cliffs, from the Bitter Sea to southern-most Zilargo, this land is the inheritance of every half-elf. This does not mean that the members of the House wish to rule over Khorvaire (or at least most don’t), but it does mean that the half-elves feel a bond with the rocks and fields and waves of this continent that few can understand. They consider lords and kings who rule to be ‘stewards’ --hired help whose job it is to look after things for the true owners. National borders are just lines on a map, and mean nothing to the rightful people of this land. Most half-elves are not opposed to civilization and developing the land of their birthright, but they will oppose its exploitation. Many feel the loss of Cyre as an almost physical wound; not for the lives lost, but for the fact the once beautiful land now possesses a horrific scar. In practice, this bond with the world means that many mobile half-elves (and its difficult to get any more mobile than living in a House with ships) experience a yearning for travel and sightseeing. They ache to voyage around their homeland, see the land that is theirs by birth and to experience all that life on Khoravire can offer. Among Lyrandar, this wanderlust is called the weathering. When and what form the weathering takes is different for each individual, but for most it strikes around the time the half-elf reaches maturity. (Some can’t wait and steal away before their parents think they’re ready. Their actions keep many Tharashk inquisitives gainfully employed.) Because half-elves have a life expectance of about 150 years, 5-10 years or so exploring the wilds is seen the same as a human ‘taking a year or two off.’ While off gallivanting who-knows-where, your family usually pretends that you are only a distant relation. This is mostly because the weathering is well known for times of excess, foolish ventures, and (often) being on the wrong side of the law. Pretending you don’t exist is a way for the House to distance itself from whatever mischief you manage during your time away. While out seeing the sights, stirring up trouble, sowing your wild oats, or other less reputable acts, it is considered poor form to use House connections to try and bail yourself out of trouble. Those who do rely on it find their stock among family members shrinks rapidly. This is after all your chance to experience what life is truly all about. What this tends to mean is that a rather large amount of… naughty… behaviour is done by Lyrandar heirs while on their weathering. Although the House will never admit to it, one of their dirty little secrets is that a remarkable number of heirs take up, or join groups involved in piracy. Such groups appreciate the powers provided by a Storm heir, and for the half-elf it is a giddy chance to be a bad boy. This embarrassing tendency partially explains why many pirate ships can catch other magically enhanced vessels, and why, proportionally, there are a huge number of air pirates flying around. The House accepts this behaviour with a ‘boys will be boys’ kind of attitude (although both genders seem to get into trouble in equal numbers). It allows members to work through their rebellious phase while away from the House, and when miscreants return many possess firsthand knowledge of how the less savoury elements think: a useful skill in a House based on sea trade. So long as an heir that had a stint under the Jolly Rogers exercised a certain amount of decorum, then all is usually forgotten. Before they leave on the weathering, heirs are subtly reminded that attacking House vessels too often or falling in with real murderers is not something that can be easily forgiven. But on the whole, while they do engage in questionable acts, most heirs on their weathering don’t return with blood on their hands. Even if you do, so long as it’s not too bad or too traceable, your family might turn a blind eye. As a popular saying in House Lyrandar goes: “What happens on the weathering, stays on the weathering.” A Lyrandar estate will fall into one of two categories: sea enclaves or land villas. A sea enclave with either be on an island, peninsula, river, or in a port. It will possess swift access to the water and be filled with small yachts as well as larger vessels. Large windows and flowery terraces will be common. A land estate will be well maintained, with numerous decorative plants and other flora filling nooks and crannies. Gorgeous views and open air balconies are very common (as are House Kundarak alarm spells for those who think open means undefended). Members of this House are among the most willing to spend their talents and money to make their home a place of beauty. While many are professional and no-nonsense when on business, expect almost all Lyrandar to have inherited some elven sense of aesthetics. Quite a number of NPCs in House Lyrandar will have aristocrat levels; the half-elves firmly believe in enjoying the best that life has to offer. Most of the workers in the two guilds the House runs will be experts, although the higher you are the more likely your movements in high society will suggest a more refined approach to life. The need for skilled personnel also means magewrights are fairly well represented. Skills will be eclectic and include many knowledge skills: House Lyrandar hiring many fine gnomish teachers. Feats will depend on the occupation of the person, although negotiator, persuasive and other social feats are common. PC classes run the gambit of possibilities. While not a violent House, there is energy to Lyrandar, and that often takes the form of a few levels of PC classes. (Some develop class abilities to deal with problems they encounter/create while on their weathering.) With no multi-classing penalties, dabbling in different classes isn’t a problem. Many rich and powerful Lyrandar heirs can afford to take the effort to be wizards; no schools show preference. Fighters tend to focus on light armour, dodge, and weapon finesse feats, but there are many exceptions. Artificers are relatively common for those who sail the seas or skies magically, as someone has to be able to repair the magic device when it breaks down. Rogue skills mesh well life on ship or estate, so this class is also quite common. Ranger and sorcerer crop up often as well. Lyrandar druids are not uncommon, although as a group they seem to less venerate nature than seek to understand and exercise influence over it. Because of this mindset there are more clerics and adepts of Arawai (goddess of agriculture and weather) and her brother Balinor (god of animals and the earth) than actual druids. The power of The Devourer is respected, and quietly worshiped by some. The Traveler is also a popular deity to pay respects to while touring the world. Coming from so cultured a family, a Lyrandar barbarian better have a pretty good back story. Some heirs do feel the call of paladin or monk, but such a stratified life would seem to deny the half-elf of the true enjoyments of life. It’s also pretty hard to qualify for that strict lawful requirement while you’re on your weathering. Bards on the other hand, do magnificently. While the half-elves make up the majority of members in the two House run guilds, there are numerous people from the other races as well. The Windwrights have openings and spots for any skilled sailor, and aside from the warforged, many races are well represented. The unique skills and abilities of the Raincallers Guild usually limits it members of House Lyrandar itself. Business Operations: Mention House Lyrandar, and most of civilized Khorvaire pictures ships: sea ships, storm ships, airships. Ships that cut through the snapping waves or majestically race the clouds above. Ships that proudly sail with the wind to exotic locales, or else rise up upon the zephyrs themselves to master untouchable heights. What people tend to forget is that shipping is only one of House Lyrandar’s great enterprises. True, the half-elves have created a magnificent merchant marine fleet, but what is most impressive is that unlike many of the other Dragonmark Houses, the House of Storm has diversified. The Windwrights control much of the shipping through and above the seas, and that brings in much coin. But one must never forget the other corporation the House runs, the Raincallers Guild. The stereotypical Lyrandar half-elf is a sea-dog, one comfortable on a poop deck that is rolling under a heavy sea. But many of the highest levels of the House are filled by heirs who have spent only limited time on board ship. The Windwrights are the sexy business arm of the House, but the Raincallers hold a surprising amount of power. Why is this so? Because the Raincallers control two vital things upon which to build civilization: food and land. Never underestimate the ability to create food. Armies have deserted over meagre rations, cities have fallen into anarchy during times of want, and Karrnath itself nearly fell during the first decades of the Last War due to famine and plague. Those who can control the supply of food hold much influence. Ownership of land provides resources to exploit, a populace to tax, and residents to levee into an army. The reason the nobility of the Five Nations have so much power is because they control the lands in their fief: the people and resources therein are theirs to use. Very few private individuals or guilds actually own land, most rent from the local lord. The Raincallers Guild is indispensable to the advancement of human civilization on Khorvaire. The ability to magically control the weather is paramount in ensuring that the large middle and upper classes of Eberron’s urban centres can be supported. A farmer toiling away already has much to worry about: disease, bandits, roaming monsters, co-terminus planes and the havoc they wreak, armies that occasionally battle across his fields… he doesn’t need to add inclement weather to his list of worries! While the farmer himself could not afford Guild prices, his lord certainly can. If the farmers on the land can’t produce, they can’t be taxed. If the people on the land can’t be fed they will leave, reducing the lord’s power, influence, and treasury. It is in the nobles’ own interests to keep their lands flush and profitable. One of the reasons that the kingdom of Galifar was able to expand so far was because the Raincallers Guild could better guarantee a more stable food supply than other attempts at continental supremacy, such as the Dhakaani Empire. The Raincallers provide both magical and mundane assistance to growers across Khorvaire. They have a remarkable knowledge of herb-lore, and can often suggest a better rotation of crops or mix of plants that would work better for the climate and restore certain needed nutrients to the soil. It may not seem like exciting work to those who slay monsters for a living, but to the workers who toil in the dirt their whole lives, these people are godsends. The magical abilities provided by the Mark of Storm supports the work these half-elves do as well. Even something as simple as the Least Mark’s fog cloud can hydrate plants. The Lesser ability of sleet storm to generate rain is a godsend in some areas. And as the power increases, control winds or control weather can either create the desired weather or mitigate the horrors of a storm. Karrnath especially has fearsome storms that roll in from the Bitter Sea, and after the devastating attempt to go it alone early in the Last War, many nobles are desperate to keep a Storm heir nearby to lessen the devastation these cloudbursts can leave behind. Along with using their powers to help others, House Lyrandar uses their abilities to maintain enclaves for themselves. While all Houses maintain estates and enclaves, Lyrandar rural villas tend to be in otherwise horrific locations: on swampy ground, clinging to the edge of mountains, in the middle of badlands, etc. The feudal nature of the Five Nations’ governments means the best farmland and most profitable locations are held by the crown or given out to nobles for them to manage. That leaves only the places nobody wants for the House of Storm to lay claim to. It is the power of Lyrandar’s weather mages that these places can be turned into productive paradises, providing the House with its own internal food supply as well as exotic and rare spices, herbs and select wines for sale. Of all the Dragonmark Houses, Lyrandar holds the most actual land under title. The island paradise of Stormhome is merely the most obvious example of this. What this means is that when you’re exploring the untouched wilderness of far off locations on Khorvaire, don’t look too surprised if you run across a palatial estate and a well cared for garden. (Note: it is very strange, but the powers of the Mark of Storm do not seem to have as much power in the Blade Desert. Attempts to halt the slow advance of the desert sands have inexplicitly met with failure. The House is rather miffed about it.) The Guild is very quiet about this, but because of their powers Raincaller personnel are profitable targets for slavers who cater to the high-end specialty flesh trade. Someone who can whip up a storm is a very important asset if you want to keep a secret facility secret. The Raincallers Guild is also often involved with the administration and day-to-day functioning of many noble’s estates. A racial +2 to diplomacy and gather information checks means that the half-elves make very good castellans or viziers for the ruler. A Raincaller guild member may not only be hired to call in rain, they may be hired to manage the crops that grow as a result. The most obvious example of this administration role is seen in Valenar. The honour-bound elves of this land seek glorious combat and triumphs; they reign over their lands, but hate to be bogged down actually ruling their subjects. Some Raincallers Guild personnel (and a significant number of independent half-elves acting on their own) function as castellans and administrators for the oft absent elf lords. It is also important to note that much of House Lyrandar’s elite upper-crust have experience running manors and estates. In fact, the higher up you go the more likely it is that the barons of the House are genteel and refined landowners. The sea dogs seem to prefer facing storms than politics. A quite tiny, but impious group of Raincallers run small scale extortion rings against nobles. Sort of a, ‘pay up or your wedding gets rained out’ kind of thing. Very few are actually involved in this, but it is something to remember before you go ticking off the House of Storm. <<< continued in next post >>> |
| #134the_fireballed_mageNov 27, 2005 20:09:17 | <<>> The more flashy face of House Lyrandar’s business empire is the Windwrights Guild. No port in the land exists that does not have an outpost of the Windwrights in it. (Note: not exactly true. There are several Lhazaar towns that lack official Windwright presence. The half-elves claim to avoid the place because the Principalities are a hive of scum and villainy. The Lhazarrians claim it’s because the pointy-eared money grubbers can’t stand a little honest(?) competition.) Nevertheless, in port cities across the continent and beyond, the mighty kraken symbol of House Lyrandar snaps proudly from the masts of hundreds of vessels. Everything from mighty airships, elemental gallons, storm ships, longboats, galleys, and cutters, all the way down to the occasional keelboat… if it floats, the Windwrights can sail it. Despite their best efforts to convince customers otherwise, the Windwrights Guild does not operate everything afloat. Certainly they are the largest seafaring Guild, and they possess the most reliable reputation, but they do not own the seas. There are many different choices available for those who do not wish to deal with the House of Storm. First of all, many short range boating trips can be arranged with local, family owned businesses. For tips across a lake or being ferried upriver, you’re more likely to find local talent being employed in such duties. Short range small cargo transportation is not an area the Windwrights focus on. For open ocean sea trade, there are several other guilds that run fleets. However, most are limited in size, influence, or reputation. These smaller guilds generally can not offer the speed, efficiency, or good name of the Windwrights, but they are cheaper. Some of these guilds are staffed by ex-Windwrights who wanted more control over their lives. And, of course, there are the Lhazaarians. Arguably the best, likely the craziest, most assuredly the least trustworthy, a Lhazaar ship and crew can sail around the Grey Tide, glide into Stormreach, and slalom the hidden reefs of the Demon Wastes with the same skill as they will race down and plunder a fat merchant ship. Not every vessel from the Principality is a pirate ship…or at least, not a currently active one. Nobody really doubts that most vessels from there have at least a few shady ventures in their history. Piracy adds some excitement to the boring voyages, and helps stabilize the bottom line of any operation. Knowing how pirates act (guess why) and a willingness to take risks (and having the skill to succeed) makes Lhazaar shipping a credible competitor for the Windwrights. Although, if you’re not a Lhazarrian yourself, just don’t trust them further than you can throw a warforged titan and you’ll get along fine. The Windwrights primarily operate ocean-going transport and cargo vessels. They are a business of sailors and stevedores: not soldiers and marines. The barons of the Guild understand that they could mobilize a remarkable navy, but don’t see the need. A ship that is converted to war is a ship that is not earning income. It may help protect other merchant ships, but the skills and abilities of House heirs is already a deterrent to regular pirates. While they do lose some vessels to the occasional buccaneer raid, maintaining a sizable war fleet would require much expenditure of funds, and for what purpose? Should this convoy be sent out with an escort, or is the one tomorrow more likely to be attacked? Pirates generally strike when opportunity presents itself, so divinations on the subject tend to be notoriously unreliable. And isn’t hunting down bandits and criminals the duty of national navies? Shouldn’t the rulers of nations (who, by the way, only manage our land!) pull their own weight and use the militaries they have created for something useful? Generally, the average Windwright see the hunting of pirates as something for soldiers to do, not sailors. A small force of military grade vessels is maintained, but that is mostly to ‘show the flag’ when needed to prove a point. The whole thing is a massive waste of resources and coin for the Guild. Behind the scenes, House Lyrandar keeps tight rein on this small, elite force. Called the Home Fleet, Lyrandar keeps them around to deal with serious problems that absolutely need to be dealt with. Consisting of storm ships, elemental galleons, soarwood sail ships, and airships, this small force consists of the best sailors, weather mages and marines the House can afford to train. On the books the fleet is actually owned by the Windwrights Guild, so that if investigated House Lyrandar’s personal fleet is relatively small. In times of need the House ‘buys’ the vessels from the Windwrights, ‘selling’ them back to the Guild once their mission is over. The Windwrights Guild maintains levels of different services. The most common type of shipping available (and the easiest on the pocket book) are sailing ships and made out of regular wood. They would seem to offer no advantage over other sailing guilds, but for House Lyrandar’s reputation and the skill of the crew. The next level up consists of vessels equipped with a Wheel of Wind and Water or made out of soarwood. These boats allow for speeds unheard of without magic, and as such those who want to take advantage of that fact pay for the privilege. The requirement of a Dragonmarked heir or rare construction materials sometimes makes them unavailable in smaller ports of call. While twice as fast as other ships, soarwood is also four times as expensive, making those captains less inclined to take on risky commissions. The next level of service involves elemental powered vessels. Either an elemental galleon can be hired to transport goods at incredible speeds, or a storm ship can be rented to provide protection. The expense of these vessels and the requirement for a Lesser Dragonmarked heir to ensure functioning of the Wheel of Wind and Water means travel on these boats doesn’t come cheap. Don’t arrive at the docks expecting to always hire one; they are often already booked or frequently found only in important ports of call. Still, their speed or utility just can’t be matched by anything else. It should also be noted that the storm ship has a very bad reputation among sailors. Strapping a thunderstorm to your stern is something that leaves many sailors leery and jittery. Other sailors tend to avoid those assigned to such vessels, and having one in port is considered an ill omen. (DMs: if you’ve got a bad luck chart and a storm ship is anywhere near the players… start rolling.) The rarest of all services available from the Windwrights Guild is also the most impressive (and the most expensive): the airship. A majestic creation, these vessels are still new enough to Khorvaire that even the most jaded can be left gaping upon their first sight of one. The development of these magical ships has opened up new routes previously unavailable to House Lyrandar and their Guilds. Places once thought inaccessible are now open to exploration and travel. It has also allowed House Lyrandar access to overland routes they never would have even dreamed of before. (The amount of loathing House Orien feels for airships can not be put into polite words. It is recommended that you not brag about your airship travels while sharing a drink with an Orien heir. Things have been known to get… ugly.) Airships do have a major design limitation: their need for a docking tower. The elemental ring that supports the airship prevents the vessel from actually landing. Without a tower the time it takes to load or unload an airship can be multiplied many fold. Cliffs or tall buildings can be used if no other option is available, but an airship can do significant damage to itself or what it is lashed to if it is not secured with specialized equipment. That is the most obvious reason why most airships travel set routes to established facilities. Out of the way villages or enclaves may only see them in the distance, serenely sailing the skies towards Fairhaven or Sharn. Because an airship can carry only 1/5 as much cargo as a standard ocean going vessel, they tend to transport small volume, high profit goods, or else focus on movement of wealthy passengers. Very rarely are they used for the bulk transport of things such as food, unless the place they are flying to is hard to get to otherwise. During the Last War there were limited attempts to turn airships into mobile weapon platforms or troop transports, but most tacticians agree that while they enjoyed limited successes, the experiments were less than encouraging. An airship without a crew or any other equipment is still a 92,000 gold piece magic item. At 150 feet away, an invisible 1st level magewright with a wand of dispel magic on an invisible hippogriff mount is 14,400 gp. Do the math. (Note: it does require fantastic rolling on the dispel check, I admit, but the theory holds.) There is some confusion about the abilities of soarwood in airships. Some have suggested that the natural buoyancy of the wood will keep an airship hovering even if the elemental ring is disabled. This appears to either be House Lyrandar propaganda, or else true only if the airship is not actually carrying cargo or crew. As a few eye-witnesses can attest, “An airship is a magnificent sight. Looks like a fish… moves like a fish… crashes like a burning cow.” (Note: I know this contradicts the information the Explorer Handbook says about airships, but real world air travel has an element of risk, so somehow the idea that attaching a ring of fire around a wooden ship is safer than current air travel doesn’t strike me as right. You are an adventurer, air travel should be an adventure with all the thrill of risk that entails. In my campaigns, what goes up can come down… most likely at ruinous speeds and covered in flames.) There are two main varieties of airships in operation, those powered by a fire elemental and those that employ an air elemental. Each seems to do the job of holding the ship aloft and propelling it, so what’s the difference? Well, the choice mostly depends on the gnomish binder who actually infuses the planar binding spell. There is a scholarly debate between elemental binders, with different groups favouring one elemental type over the other. Some claim that since the element fire is lighter than air --their proof including the fact that flames lick upwards-- a fire elemental is the superior choice for a flying vessel. Such a vessel, they claim, is more nimble and responsive. Others contend that the natural state of an air elemental is to be in the air, so a ship powered by an air elemental wants to stay up. These gnomes are firm in their belief that air elemental flying vessels are more stable, and have an almost magical aversion to the ground that allows their pilots to get the most out of their machines. To date, neither side in the debate has managed to produce convincing evidence to support their contentions. Much spilt ink and hot words have been exchanged between academics over this disagreement, as well as the occasional fist-fight. Pilots too tend swear one type is superior over the other, but most passengers feel that, “whatever keeps me from hitting the ground,” is good enough. Some have wondered why groups other than Lyrandar have airship capacity. Certainly the large number of air pirates relative to the number of airships in service raises some troubling questions. While Lyrandar would love to have complete control over the airship market three major situations conspire to prevent complete market domination: 1) Soarwood. This mystical wood is absolutely indispensable in airship construction. There seems to be some kind of thaumaturgical synergy between the elemental ring and the soarwood that allows for controlled air travel. While you can get things to hover without soarwood (see the towers of Arcanix or the Tower of the Twelve), currently only a soarwood vessel can actually be flown from place to place. Because of its importance, soarwood is critical for airships. However, the only place soarwood grows (aside from possible unknown and difficult to harvest locations in Xen’drik) is on the elven nation of Aerenal. House Lyrandar would love to purchase the entire output the Aereni are willing to sell, but the elves seem driven by forces other than profit motive. In fact, one doesn’t always approach the elves wanting to buy soarwood, the elves sometimes approach you and ask if you want to buy. Some have suggested that such sales are undertaken on the orders of the Undying Court as part of some long-term plan, but no one living knows for sure. The end result of this activity is that despite Lyrandar’s best efforts, a number of groups on Khorvaire have access to soarwood and soarwood vessels. 2) While Lyrandar are the best pilots, the best shipwrights are the gnomes. Airships are made at special dry docks in Zilargo, where gnomish elemental binders (when they aren’t busy arguing the relative benefits of air versus fire with other elemental binders) and House Cannith magewrights work together to create the vessels. It appears that both the gnomes and the humans have their own agendas, and as such may make airships available for other parties. 3) House Lyrandar has made a conscious decision not to attempt a monopoly on air transport. So long as airships exist, there will be governments, organizations, malcontents, and criminals that will do anything to get their hands on a vessel. Those who have airships will become targets for those seeking to acquire the flying ships. Allowing a small number of vessels to exist outside of House control focuses unsavoury attention on those ships, as those who desire an airship will turn their eyes towards those already on the periphery. This also allows the House a certain level of deniability for any activities in which an airship is implicated. While it is true that most airships are owned by Lyrandar or the Windwrights, with some independents out there more solid proof is needed before the House can be implicated in anything. In the end, the fact that only the Lesser Mark of Storm working together with a Wheel of Wind of Water allows for perfect airship control (without resorting to further magic) means that Lyrandar will maintain a significant edge over any airship competitor. It should not be forgotten that the House owns most of the public docking towers in existence. Visiting anywhere important with an airship usually means House Lyrandar knows what and who are being moved in and out. The Windwrights rarely sell an airship, but Lyrandar is more willing to sell a vessel to a family member who wishes to become an independent. The limited number of airships released this way are not usually a threat to Guild business, as independents tend to focus on runs too dangerous for regular Guild activity. As well, this allows more rebellious members of the House a way to blow off steam without endangering House reputations. It should be noted that travels over the Mournland or the Demon Wastes are generally through privateers only. To date the House has lost a number of airships over the horrors of old Cyre and the land of demons; no one knows the reason why. Windwright air sailors tell tales that something from the Dead-Grey Mists reaches up to snatch those who arrogantly think they are above the devastation, or of ancient curses that blast mere mortals out of the air above the domain of fiends. Freelancers who do brave the skies above these lands laugh at such superstitions, although usually with a nervous twitch in their eye. And then they charge double. Personality: House Lyrandar consists of salty sea dogs, cultured and genteel aristocrats, wild adventurers, and sensible, dependable workers. In other words it possesses one of the most eclectic House cultures there is. There is a certain level of pride among House scions, in that they are the children of Khorvarie and possess an entitlement that no one else can truly understand. It is a more subtle arrogance than that seen in House Cannith, however, and most half-elves are gregarious people. The highest strata of the House are very refined and aristocratic. Many are great patrons of the arts or other causes. Entering into this world can be quite a shock for those House members who are more familiar with the practical and gritty life of a sailor. It is not to say that the two branches of the House don’t get along, just that those on the ‘other’ side of your family are to be pitied for the things they lack. Both sides think they got the better deal. Nearly all half-elves in the House feel that the continent is their by birth. They don’t necessarily seek to reign over people, but take pride in and enjoy the lands and waters of their home. They see themselves as inheritors, not necessarily caretakers. Very few will support anything that disfigures the land, but they are not opposed to development and civilization. As a race without much of a past, they have a kind of quiet confidence about the future before them. Nearly every member of House Lyrandar has been or will go through the weathering. This time of wanderlust is seen as the chance to explore their inheritance, as well as get into as much trouble as is physically or magically possible before settling down and serving your family. Most elders fondly recall the escapades of their misspent youth and enjoy retelling their stories; subtly edited so that any incriminating evidence is left out. As a group, House Lyrandar is neutral. The younger the person, the more likely they are to be chaotic. The older members of the House generally slide into lawfulness as they age, but most keep a spark of excitement carefully nurtured in their breast. The Raincallers Guild is slightly lawful. While chaotic in the short term, weather does follow long term patterns. As well, nobles who hire Raincallers hire them to ensure that productivity is maintained on a consistent basis. The Windwrights Guild is neutral as a whole. There are no general alignment tendencies among its members, for although chaotic people are drawn to the ebb and flow of life on the sea, the need to provide a reliable transportation service prevents that aspect from prevailing. Ex-Windwrights who become freelancers are more likely to indulge in their chaotic side though. Allies: House Tharashk: The House of Finding is one of the richest of the Houses thanks to its near monopoly on Eberron Dragonshard supply. Still, in order to make money those shards must be moved to market, and since caravans don’t do so well in the Shadow Marches, it is House Lyrandar’s fleet that moves the bulk of those shards. The two Houses have a strong business relationship, but not much of a personal one. The elegant and cultured half-elves are somewhat taken back by the more earthy and grounded psyche of the House of Finding. Their businesses are important to one another, but it is a stretch to describe them as friends. Commoners: The work the Raincallers Guild does brings them in contact with people who are the salt of Eberron’s earth. While the farmers may not understand the cultured and refined half-elf who brings them rain, she still brings them rain when they need it, and that is something they can respect. House Phiarlan and House Thuranni: It is not so much the Shadow Houses that Lyrandar has much interaction with, it is the Entertainers and Artisans Guild and the Shadow Network. Being genteel and cultured, many high level Lyrandar heirs support and commission great works of art. This means that a sizable proportion of the artistic guilds rely on patronage from the House of Storm. The recent split between the two artistic guilds has lead to a new ‘sport’ among aristocrats: pitting a production from the Entertainers Guild and a similar one from the Shadow Network against each other, with patronage as the prize. It does make the entertainment season in large cities very exciting, although behind the curtain productions can get somewhat… bloodthirsty on occasion. Zilargo: As a prosperous nation that enjoys extensive trade with others as well as being cultured and urbane, the gnomes would seem to be the perfect fit for Lyrandar business interests. Add to it that gnomish shipwrights are considered the masters of their craft and you have a connection that is not easily sundered. House Cannith: While gnomes have always been Eberron’s best shipwrights, the House of Making produces a number of fine ships that take their rightful place in Lyrandar’s fleets. Since the half-elves approached Cannith with the idea for the creation of airships, the two Houses have had a very good working relationship. The fact that creating the airship involved stealing ideas from Orien is considered an added bonus. The Valenar: The honour-bound elves love the idea of being overlords and holding land and property; they just hate the idea of acting running the place. The rough and rustic nature of the human inhabitants in that part of old Cyre didn’t exactly mesh well with elven sensibilities. One reason why Valenar has been successful as a young nation despite these issues is due to the actions of half-elven administrators. Lyrandar members and others have proven themselves to be invaluable in smoothing over disputes between elf and human, and in many cases, have become the de-facto rulers while the elven lord is off gaining glory. Some even firmly believe that over time, Valenar might eventually become the half-elf homeland. As for occasional local discontent over elvish rule, the half-elves have a very simple answer for those who think to raise revolt. “If the elves hadn’t claimed this land as their own, you would have been a citizen of Cyre… on the Day of Mourning.” That usually shuts malcontents up pretty quickly. The Aurum: As silent partners in many business ventures, the Aurum is particularly interested in keeping the flow of commodities fluid. When gold changes hands a sizable amount of it ends up in the vaults of Aurum members. With Lyrandar being critical to the transportation of goods, Aurum members are quite willing to use their legitimate connections to help ensure the open flow of goods. As well, being genteel and enlightened, a sizable number of the Lyrandar upper-crust seek membership in the Aurum, a collection of the ‘right’ kind of people. The Wayfinder Foundation: If you’re a Wayfinder and you want to go somewhere, a place no one has been to before, then you’re probably going to hire House Lyrandar to drop you off at a place where you can start your hike. Rivals: Druid Sects: A number of druid sects like the Ashbound take issue with Lyrandar’s weather manipulation ability. They see it as unnatural to control the weather, who knows what long term damage your meddling is doing? Others, such the Children of Winter, see Lyrandar’s work with weather as raising generations of people who are weak and frail. How can the faithful prepare for the coming Winter if some call in a weather wizard at the first sign of a few flakes? It is foretold that the land will be stained red with the blood of those who weaken the flock. Only then will the blessed Snows come to smother the unworthy in white. The Lord of Blades: It is not known what the warforged prophet thinks of those airships that fly over the Mournland, or even if he is aware of them through the cover of the Dead-Grey Mists. While no one has been able to connect his armies to the occasional loss of airships over the Mournland, it is doubtful he truly appreciates the meat bags that fly over his realm. Recently, several important members of the Raincallers Guild have vanished while on the way to help mitigate serious droughts, floods, or other disasters. While most attribute these losses to the dangers inherent to life on Eberron, a few wonder if this could be part of someone’s long-term plan. If the Raincallers can not complete their assignments, famine is a very serious danger in some regions of the land. Famine leads to panic, panic leads to rioting, rioting leads to war. Who could plan such a thing, and more importantly, who would be immune to the depredations that a lack of food would entail? House Orien: There are many subtle battles that occur behind the scenes of Eberron. Fought for economic, political, or personal reasons, these mysterious battles are quiet and invisible. Lives can be irrevocably changed by events that happen without anyone being the wiser. Of course, the war between Orien and Lyrandar doesn’t fall into this category: there’s nothing subtle about it. Since time immemorial these two great transportation behemoths have engaged in a kind of economic Ragnarok with each other. There are no prisoners to be taken, no treaties to cool passions, and (thankfully) no actual bloodshed. However, like undead armies the defeated always return to the battlefield anew, eager to take revenge for their routing. It makes the fighting on the plane of Shavarath look civilized by comparison. Land versus sea, horse against boat; never, ever allow your opponent to gain the upper hand. No promise is too wild to make, no oath unbreakable, no boast made that you will not die trying to accomplish. It is not about the money, economics or market share… it is all about looking your competitor in the face… and giving him that knowing smirk. The loss of the White Arch Bridge early in the Last War was a blow to House Orien’s east/west trade, but the Mourning was a finger of death. Currently the House is reeling from this disaster, and Lyrandar is not above taking advantage to reap the benefits of uncontested east/west trade mastery; and to subtly remind Orien about it. Okay, they’re really not so subtle about it. The appearance of airships initially caused great concern for House Orien’s Transportation Guild, as the locations airships visit parallel the places the Lightning Rail stops. However, the limited cargo capacity of an airship and its extravagant price versus the mammoth payload a train of lightning carts can move means that the Lightning Rail will always be a preferred economic choice. And with expensive docking towers required for airships to be completely effective, Orien caravans are in no danger of vanishing. Still, there are rumours that Orien is attempting to develop elemental controlled airships through their overland flight Dragonmark ability. As House Orien has no airships, such things are treated as tales of drunken fools. Much of the antagonism between these two Houses can be attributed to the fact that deep down, they’re very much alike. Both Houses consist of those who like to travel and see things for themselves. The fact they compete economically is what really keeps them from realizing just how much they have in common. As the old Khoravire saying goes: put a Lyrandar and an Orien together in a situation and they will try to outdo the other. Put them together in a stressful situation and they will take it out on each other. Put them together in a dangerous situation and they’ll work as if they are of one mind. Put them in sure mortal peril and, provided they have the time, they’ll go at it like rabid squirrels in heat. =+=+=+=+=+=+=+=+= It’s done! Finally, the House I most wanted to get my thoughts down and organized on is done and finished! And wouldn’t you know it, it also turned out to be the longest one as well… All twelve plus one Houses are done and complete! I’m done! I’m free! Whee!!! 118 pages on my computer. So many half-formed ideas put down on paper, so many vague concepts given form… Hopefully, so many adventure hooks, so many role-playing possibilities, so many colourful NPCs, so many ways to make your game a bit more interesting and fun. I may add something on other organizations like the Twelve at some point, or come up with Guild stations or something. Whatever takes my fancy. The weathering, BTW, came about because I was wondering how to explain the fact that pirates can be successful against magically powered Lyrandar vessels as well as explaining the number of air pirates flying around. It just… makes so much sense. Anyway, take what you need and ignore the rest. I’m certainly not going to hunt people down for cherry picking free gaming advice. My psychotic ego might demand it, but I’ve learned to ignore him. Mostly. |
| #135zombiegleemaxNov 27, 2005 23:24:35 | Ahh, the beauty of a finished project. And just in time for some of us. Thanks FBM. |
| #136zombiegleemaxNov 27, 2005 23:54:26 | 3 words Netbook Netbook Netbook Please? I was a little worried when you misspelled Khorvaire in the first sentence, but am happy to that it came to nothing. This is fantastic work, rivaling any other fan-based material I've ever seen. You need to start contributing to Dragon, or a least try out a few pitches. The wait for the article was worth it, and your task is complete. Rest well, sweet Prince. The world loves you for these writings, if only for a little while. |
| #137davethebrave371Nov 28, 2005 8:56:29 | Ok, first off. The Windwrights are the sexy business arm of the House YES. Secondly, in your class section, you don't mention Artificers, who are probably quite common as airship captains (at least as far as PC classes are common), or at least as engineers/repairmen. C'mon, it's an Eberron class for Host's sake! Thirdly, AWESOME I LOVE YOU HAVE MY BABIES |
| #138twosix26Nov 28, 2005 9:35:31 | A hearty (and heartfelt) BRAVO! on this wonderful piece of work. |
| #139the_fireballed_mageNov 28, 2005 11:05:46 | I was a little worried when you misspelled Khorvaire in the first sentence, but am happy to that it came to nothing. *Sigh* I slave over a hot keyboard to give you twelve Houses of perfection, only to be torn into for my errors at the end. I blame MS Word. Khorvaire and Khorvarie both get underlined in red. (At least no one has commented on the number of times I spelt Tharashk as Tharaskh.) Secondly, in your class section, you don't mention Artificers, who are probably quite common as airship captains (at least as far as PC classes are common), or at least as engineers/repairmen. C'mon, it's an Eberron class for Host's sake! Arrgg!! I finish off the project, and it happens that I have to go back and do corrections. WILL THE WORK NEVER END?! Thirdly, AWESOME I LOVE YOU HAVE MY BABIES I'm not having anybody's babies unless a jug of Dwarven spirits and a polymorph spell is involved. |
| #140isran_imradorNov 28, 2005 11:53:33 | Thanks for all your long hours typing down all the houses! 12+1 Amazing, entertaining, immense Fireballed Dragonshards :D ;) ![]() ![]() ![]() ![]() ![]() ![]() Isran |
| #141zombiegleemaxNov 28, 2005 12:06:41 | *Someone needs to make this a sticky (or whatever it is they do so that a thread holds its place at the top of a forum)* Great job as always FBedM, bravo and please give us an encore! Any organization would do- even something as potentialy uniteresting as the ZTEI (Zilargo Turnip Exportation Incorperation, which, in keeping with the Zilargo pentient for secrecy, is so secret that no one but myself has ever heard of it up till now), because it will be a pleasure to read as long as you give it the kind of care and detail you've lavished the Dragonmarked House with. Just please,please keep writing! |
| #142grymarNov 28, 2005 12:11:01 | Just wanted to chime in and say WELL DONE! This stuff nearly deserves to be canon. |
| #143flame_drakeNov 28, 2005 12:20:55 | ![]() Drake |
| #144just_another_userNov 28, 2005 14:13:43 | You, sir, are a frigging genius. |
| #145aelryinthNov 28, 2005 14:48:02 | *Sigh* I slave over a hot keyboard to give you twelve Houses of perfection, only to be torn into for my errors at the end. Fireball, you can add words to the dictionairy in Word. Click on the word to be corrected and there's an 'add-to' option. Add the correct spelling of Khorvaire to the dictionairy, and you are good to go. You can also add auto-correct to the Misspelled version, if you like. Speeds things along. ==Aelryinth |
| #146old_sageNov 28, 2005 19:00:12 | So, will there be a PDF/RTF compilation of all this wonderful material? I'd like to attempt it myself, but if someone else wishes to do it, I'll allow them the honour instead. |
| #147zombiegleemaxNov 28, 2005 20:23:26 | Just wanted to chime in and say WELL DONE! This stuff nearly deserves to be canon. It's getting there. WizOAutumn has listed this under the 'important threads' index, right next to the FAQ and Ask Keith Baker. |
| #148davethebrave371Nov 28, 2005 20:33:55 | Vote for sticky 2005! A vote for sticky is a vote for progress! |
| #149taskiNov 28, 2005 22:20:10 | I'm putting together a PDF of this for myself. ![]() If anyone wants to host it, I'd be happy to send it to them (once I'm done), provided FBM and the WizO's are okay with this. |
| #150comarNov 29, 2005 6:53:27 | I lurk these boards from time to time and occasionally I hit some useful stuff. However this work has left me speechless fireballed mage. I registered on the boards just to congratulate you on a job VERY well done. Keep up the good work. It is really wonderful to see that someone is producing such high quality work for the community for free. ![]() ![]() ![]() ![]() |
| #151old_sageNov 29, 2005 7:21:49 | I'm putting together a PDF of this for myself. Well, I'd be willing to help out. Let me know when it's done and I'll uploaded the compiled file to my site. This is of course... all pending FBM's personal approval ;). |
| #152davethebrave371Nov 29, 2005 8:49:25 | Someone joined to tell you how good you were. Now that is a compliment. |
| #153kntshadeNov 29, 2005 16:20:51 | YAY!! Wow! And just in time for my next game too! This is great stuff and will really really help me in presenting what Lyrandar is like to my players! Thank you X10000000000000000!!! :bounce: |
| #154mrfilthyikeNov 29, 2005 20:30:31 | Aaah, saved to my file. It is now complete... ![]() |
| #155arzNov 30, 2005 10:13:00 | I have enjoyed reading all these posts on the houses. You have an easy to read style and many interesting ideas for DM's to reflect on throughout. However, I think you still need to do some thorough editing before moving on. I found some incorrect word usage in the Lyrandar post and I'm sure that it was hard to get your spell checker to get place names etc correct. Hint: In the Lyrandar post find & replace all uses of gentile with genteel. Gentile - Practioner of Jewish or pagan faiths. Genteel - Of the arisocracy. I somehow can't agree that all airship pilots follow kosher practices aboard ship. I'm sure many people would volunteer to help you correct these excellent pieces. |
| #156the_fireballed_mageNov 30, 2005 11:14:07 | However, I think you still need to do some thorough editing Never! They are articles of perfection! Mistakes make never doo eye. before moving on. I found some incorrect word usage in the Lyrandar post and I'm sure that it was hard to get your spell checker to get place names etc correct. It's not hard. I'm just lazy. Understand? LAZY. Gentile - Practioner of Jewish or pagan faiths. According to Dictionary.doc, Gentile is actually practioner of non-Jewish faiths or a pagan. Considering they worship the Soverign Host, Dark Six, Silver Flame, Undying Court, or the Blood of Vol, House Lyrandar members would be pagans. Thus, calling them 'gentile' is actually correct! The Fireballed Mage wins!! Yah!! [The Fireballed Mage's brain]: You actually expect them to believe that? [The Fireballed Mage:] Quiet you! Be silent or I'll starve you for intellectual stimulation by making you watch daytime talkshows! [The Fireballed Mage's brain:] [meekly] I'll be good. Thanks for pointing out my... err... err... err... errors. (*Sigh* I face so many trials...) |
| #157mrfilthyikeNov 30, 2005 11:31:40 | Thanks for pointing out my... err... err... err... errors. (*Sigh* I face so many trials...) But you face them with a good sense of humor. :D |
| #158old_sageNov 30, 2005 18:08:49 | I'll have the compiled PDF for FBM's "Houses of Eberron" (courtesy of taski) available for download shortly... |
| #159davethebrave371Nov 30, 2005 18:24:27 | I'll have the compiled PDF for FBM's "Houses of Eberron" (courtesy of taski) available for download shortly... YAY! |
| #160old_sageNov 30, 2005 20:50:00 | I'll have the compiled PDF for FBM's "Houses of Eberron" (courtesy of taski) available for download shortly... Right then... Presenting Fireballed Mage's exciting perspectives on the Dragonmarked Houses of Eberron:- http://www.geocities.com/chaosmosis_unbound/PDFs.htm |
| #161old_sageNov 30, 2005 20:55:22 | Oh, and to compensate for the download issues that are bound to arise from continually accessing a geocities site, I'm going to transfer the PDF to another (and more reliable) website soon. For now, this will have to do. Just take it slowly guys! ;) |
| #162mrfilthyikeNov 30, 2005 22:16:15 | Sweetness!! :D :D :D :D :D |
| #163the_fireballed_mageNov 30, 2005 22:32:48 | Well, considering my laziness is legendary and my excuses against actually doing any more work legion, I would like to offer a big thanks to taski and Old Sage for stepping up to the plate and saving me from actually having to produce anything in the near future. It's always nice when you can- [The Fireballed Mage]: Trick? [The Fireballed Mage's brain]: No. [The Fireballed Mage]: Bamboozle? [The Fireballed Mage's brain]: No. [The Fireballed Mage]: Con? [The Fireballed Mage's brain]: Tempting... but no. [The Fireballed Mage]: Swindle? [The Fireballed Mage's brain]: No. [The Fireballed Mage]: Dupe? [The Fireballed Mage's brain]: No. [The Fireballed Mage]: Hoodwink? [The Fireballed Mage's brain]: Okay, that's it. No more thesauruses for you. - when you can rely on others to help. Thank you. (Even if you did snag it before my gentile-genteel correc-... er... modification.) |
| #164old_sageNov 30, 2005 23:45:33 | - when you can rely on others to help. Thank you. Not a problem FBM ;). If you intend to update (or perhaps revise) the material in the future, let me know. I'd be glad to assist you again in keeping this PDF a viable fan-based EB resource. |
| #165cuhullenDec 01, 2005 7:53:41 | Thanks to Fireballed Mage for the excellent and well-concieved writing and to Old Sage for the formatting. |
| #166mrfilthyikeDec 01, 2005 8:06:03 | Thanks to Fireballed Mage for the excellent and well-concieved writing and to Old Sage for the formatting. I'm just ecstatic OldSage ALPHABETIZED the list!! :D |
| #167old_sageDec 01, 2005 8:28:53 | Errr... guys, I'm just responsible for hosting the file. Taski formatted the actual information FBM originally posted here and compiled it into a PDF. He deserves the credit for that... ;). |
| #168davethebrave371Dec 01, 2005 8:39:04 | Page 35 of the pdf says "An unrecognized token 'T' was found." and "Illegal operation 'c' inside a text object." for me. |
| #169mrfilthyikeDec 01, 2005 9:47:55 | Errr... guys, I'm just responsible for hosting the file. Taski formatted the actual information FBM originally posted here and compiled it into a PDF. He deserves the credit for that... ;). My bad!! Thanks Taksi and OldSage. ![]() |
| #170taskiDec 01, 2005 16:16:42 | Thanks for the thanks ![]() I was making the PDF for my own use anyway, and I wanted it to be and somewhat easy to find specific information. It wasn't a big step then to add a little color and the cover. Page 35 of the pdf says "An unrecognized token 'T' was found." and "Illegal operation 'c' inside a text object." for me. I don't see that on my copy. Anyone else have that problem? |
| #171old_sageDec 01, 2005 19:15:49 | I don't see that on my copy. Anyone else have that problem? No. But then I am using a hombrew browser on a homebrew OS... so I'm hardly someone who can fully support whether or not there is an error here :P. ;) |
| #172zombiegleemaxDec 06, 2005 21:37:52 | I haven't even finished reading all of these, but I just wanted to say wow. Good stuff man. |
| #173davethebrave371Dec 06, 2005 21:47:47 | I haven't even finished reading all of these, but I just wanted to say wow. Good stuff man. This is required reading for my gaming group. |
| #174old_sageDec 07, 2005 0:06:13 | I'm assuming that no one here has experienced any difficulties accessing the website and downloading the file? |
| #175flame_drakeDec 07, 2005 0:36:44 | Thanks for the thanks I am. Otherwise, everything is great. |
| #176the_fireballed_mageDec 08, 2005 16:47:57 | Just curious... Has anyone actually used either of the elven strike teams, or run an adventure through the Kundarak bank? I'm wondering because I put those things together without actually play testing them out. If you've used them, I'd be interested to see how well they worked, or didn't as the case may be. |
| #177solariousDec 09, 2005 0:27:48 | One works towards attracting undue attention from powers sufficient enough to make one's life very difficult. It takes a talent for meddling and causing headaches, not simply minor disasters that should be dealt with internally... at least, at the onset of such disasters. I assure you though, they're getting there. Soon, my pretties. :evillaugh |
| #178zombiegleemaxJan 06, 2006 0:25:51 | Just needed a beautiful work bump You sir, are an inspiration! |
| #179zombiegleemaxFeb 09, 2006 22:05:35 | The Fireballed Mage is just so hot right now... :D Pun intended, though not initially. ![]() Anyway FM, I know that you must be tremendously busy. BUT!, you cant just go around writing stuff this cool and not think that you will be REQUIRED..!, key word there, to write more. So, with that being said... Many great and tragic operas have been written about two Deneith heirs, betrothed since childhood, forced by fate to die on each others’ swords. Would you have happened to write one of these tragic operas/stories, if not "GET TO WORK" :headexplo :hoppingma ;) Sorry, got a little out of hand there. I'm sure the write up will be great.. :D Thanks... ![]() |
| #180rechanFeb 09, 2006 22:49:04 | Medani probably thinks differently. After centuries of preventing clients from being bumped off by family members, the House probably finds the phrase "Blood is thicker than water," to crack them up everytime. Actually, I checked Races of Eberron (which means you'll likely either take it or leave it ;)), but according to the Reproduction section of the Changeling chapter, that if a Changeling has the Racial Emulation feat, whenever they breed with a non-changeling, the child will always be the race of the coupling. So if a Changeling has a Racial Emulation feat, it can bare the heir of a House. |
| #181just_another_userFeb 10, 2006 2:33:59 | Actually, I checked Races of Eberron (which means you'll likely either take it or leave it ;)), but according to the Reproduction section of the Changeling chapter, that if a Changeling has the Racial Emulation feat, whenever they breed with a non-changeling, the child will always be the race of the coupling. and he could be the descendant of a member of another house (maybe not weven human) for what you know, to build the familiy tree of a human can be hard, but doing the same for a family of changelings it is little short of impossible. And how do they know if he have that feat anyway? It is not like the people in Eberron bring with them their own character sheet. |
| #182rechanFeb 10, 2006 4:12:07 | And how do they know if he have that feat anyway? It is not like the people in Eberron bring with them their own character sheet. Bring him an elf-blooded item and see if he can use it. |
| #183just_another_userFeb 10, 2006 13:02:59 | Bring him an elf-blooded item and see if he can use it. oh, good, now you know that this changeling could have either -racial emulation(elf) (not useful if you want to enter in house Medani) -racial emulation (half-elf) or (not useful if you want to enter in house Phiarlian(sp) or -an high use magic device skill. and this still don't solve the first part of the problem, how do you know this "half-elf" changeling don't have ancestors of a dragonmarked house different from yours? |
| #184the_fireballed_mageFeb 10, 2006 13:37:28 | Actually, I checked Races of Eberron (which means you'll likely either take it or leave it ;)), but according to the Reproduction section of the Changeling chapter, that if a Changeling has the Racial Emulation feat, whenever they breed with a non-changeling, the child will always be the race of the coupling. [Young Medani Scion]: Excuse me matron? I'd like to get married. [House Matron]: Excellent! I know just the girl for you, she's from your great-great-great grandfather's line and she- [Young Medani Scion]: Actually matron... I'd like to marry a changeling. [House Matron]: ... I'm sorry, I failed my Listen check. Can you say that again? [Young Medani Scion]: I know it's unusual, but I want to marry a changeling. Don't worry about my children. I have it on good authority that she's got half-elf blood. [House Matron]: And you know this because...? [Young Medani Scion]: ...err... she told me. [House Matron]: You do remember changeling get a racial +2 on bluff checks, right? [Young Medani Scion]: ...err... she can use an elf-only weapon. [House Matron]: And what if that only proves she has full elf blood? [Young Medani Scion]: ...err... [House Matron]: Or that she made a 25 on her UMD roll? [Young Medani Scion]: ...err... but I used a divination... [House Matron]: How do you know she doesn't have access to a Misdirection spell? [Young Medani Scion]: ...err... [House Matron]: Honestly. What part of our House being 'paranoid' did you not get? :D You can have changelings in the Houses if you want them, but if you don't see this conversation happening in your game then something's out of place. ;) |
| #185just_another_userFeb 10, 2006 14:03:12 | If Rick Burlew would ever need co-writers for "Order of the Stick" I'll make him your name for sure. :D Er, nickname. Whatever. |
| #186rechanFeb 10, 2006 14:21:27 | oh, good, now you know that this changeling could have either The feat doesn't work like that. It doesn't say "When you take this feat, you choose a race you can emulate." If it was meant in that manner, the feat would read "You can take this multiple times, each time selecting a new race." It says: "When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid's subtype." Also it says "You can only emulate one race at a time." |
| #187rechanFeb 10, 2006 14:25:34 | :D You can have changelings in the Houses if you want them, but if you don't see this conversation happening in your game then something's out of place. ;) Hey, I'm just saying, technically it's legal. ![]() |
| #188just_another_userFeb 10, 2006 14:46:13 | The feat doesn't work like that. ok, sorry, I didn't checked. I conced(sp) this point (but there is still the UMD option, see below), but even so I don't see a House let in a changeling, there are too grey areas, for example, how can they be sure that pssesing this feat mean the changelling son will not be changeling. how can they be sure that one of his ancestor was not a member of a different house, or that he is not working for another house? He could have three or four other wivesin other Houses for what they know. Beside, imagine what hit would be for the house's reputation if someone find that one of their members is a changeling. And I don't think you can activate a race-specific item with a good UMD skill. That's like saying an evil rogue can use a good-aligned magical item with a UMD skill. you can. Emulate a race is a DC 25, emulate an alignement is Dc 30 (Pag 85-86 of the 3.5 PHB) |
| #189rechanFeb 10, 2006 15:09:03 | ok, sorry, I didn't checked. I conced(sp) this point (but there is still the UMD option, see below), but even so I don't see a House let in a changeling, there are too grey areas, for example, how can they be sure that pssesing this feat mean the changelling son will not be changeling. how can they be sure that one of his ancestor was not a member of a different house, or that he is not working for another house? He could have three or four other wivesin other Houses for what they know. Beside, imagine what hit would be for the house's reputation if someone find that one of their members is a changeling. The Warning Guild also makes use of a large number of changelings. While they cannot become heirs to Medani, many changelings find the Guild’s watchful nature to be intriguing and a good fit with their natural curiosity. A spy must know about the people she’s infiltrating; but a counter-spy gets to learn about the people she’s protecting and the people who are trying to sneak in. Medani likes this arrangement as well; who better to help prepare against deception and trickery than changelings? I imagine that to be let into House Medani, they do a thorough background check on you. After all, they are House Medani, Paranoia Unbound, and they want to make sure they know exactly who's working for them. ![]() you can. Yeah, I looked that up right after I posted, so I edited that comment out of my post, I concede that. ![]() |
| #190zombiegleemaxFeb 13, 2006 21:40:33 | Awesome work Fireballed!! I just wanted to throw my thanks in amongst everyone else. I have been desperate to create more depth for my players who are quite involved with the Dragonmark houses, and this information is invaluable. I'm just dissapointed we didn't get a Vadalis quote. They are all hilarious, and it doesn't quite seem complete without the quote. Anyway, just ignore everyone that keep making a big deal about typos. For crying out loud, the guy writes a small book of information for us, for free, and you pick apart a few minor typos??? I'd like to see someone try to do better. So what's next FM? |
| #191kalanthFeb 14, 2006 1:33:02 | I love these, especially House Medani. As it is, in my present campaign the players have come in contact with House Lyrander, Medani, Orien, and Jorasco. These wonderful write-ups will be tucked nicely into the front cover of my ECS for future use. Incidently, however, I played a House Medani Psion who was nothing like your write up, but I intentionally made him different. Being unwilling to join the family business and wanting nothing more than to run his herb shop and teach at Wynarn University part time was a blast from the norm. ![]() |
| #192the_fireballed_mageFeb 14, 2006 13:19:21 | I'm just dissapointed we didn't get a Vadalis quote. They are all hilarious, and it doesn't quite seem complete without the quote. That's because Vadalis was the first one I ever wrote up and it was before I decided to add quotes. It was a case of 'you learn as you go.' So what's next FM? Me crying. ![]() They've just stated that The Dragonmarked will be coming out as a sourcebook sometimes this year. That means all the hard work I put into this will be replaced by canon material that will in no doubt massively change the structure of the Houses I've so lovingly butchured to my own ends. :D And since my name is not on the credits list, I'm not involved or getting paid for it. ![]() Oh well. Times change. |
| #193mrfilthyikeFeb 14, 2006 15:00:12 | Oh well. Times change. Time to start slaving lovingly over something else in Eberron!! ;) Look at it this way, they have to bring in KEITH to do-over the stuff you did, they had to bring in THE MAN to redo your stuff. That's a compliment. :D |
| #194just_another_userFeb 14, 2006 15:47:25 | I imagine that to be let into House Medani, they do a thorough background check on you. After all, they are House Medani, Paranoia Unbound, and they want to make sure they know exactly who's working for them. It says they "make use" of changelings, not that they are members of the family .It is Like an orc mercenary that works for house Deneith, or a gnome sailor that works for house Lyrandar. |
| #195thanqolFeb 15, 2006 0:16:02 | You, sir, are a genius. I would buy this book for $50 just like any other Eberron book, as is. |
| #196zombiegleemaxFeb 16, 2006 17:30:50 | Oh sweet Sovereign Host. I just finished reading this thread and I am amazed. You can say it isn't canon a hundred times, I won't care. This stuff is as official as official can get in my campaigns. Keep up the good work man. |
| #197davethebrave371Feb 17, 2006 10:18:51 | Oh sweet Sovereign Host. I just finished reading this thread and I am amazed. I agree with this. Where the book and this thread do not conflict, they are both right. Where they do conflict, I'll take a serious eye to which is better written and more suits the House and Mark flavour. I have a feeling yours will win over every writer working on the book, save perhaps Mr. Baker. |
| #198zombiegleemaxFeb 19, 2006 6:16:28 | I agree with most of these guys...I would buy this if it was a book as well. It's excellent excellent work. Well you can't leave us hanging. Can't you come up with a Vadalis quote to complete the work? |
| #199kitrackFeb 19, 2006 11:39:59 | Having just stumbled across this, I'm amazed. If you don't mind, Fireballed Mage, I've .sigged links to your writeups.... |
| #200king_donkeyFeb 20, 2006 14:50:06 | This is probably the first "non-canon" material I've found on the boards that I would have no problem entering into a campaign. You do an amazing job working with the original material and in many cases transcending it. I'd be suprised if we dont see a lot of "parallel" development with the authorized Dragonmarked book. Well done. ![]() |
| #201lordmolay_dupFeb 23, 2006 13:37:35 | thanks FBM this is some great info... mabye if you get the time and engery you could do somthing simmilar for the Religons and\or Organizations in Eberron (i.e. blod of vol, emerald claw, lords of dust, silverflam ect.ect.ect.) |
| #202twosix26Mar 31, 2006 9:34:53 | More than worthy of a *BUMP*. |
| #203the_fireballed_mageMar 31, 2006 19:01:08 | Ah... It's always nice to see this bumped, and without me being the one doing it. (Even my colossal ego must accept limits. :D ) I asked eariler, but I'm interested in people's activities and experiences: Have you used either the Kundarak bank I designed or either of the elven strike teams, and how did they work? I created them without actually playing them, so I would like to know how they worked in actual game play. |
| #204earthbinderMay 28, 2006 16:03:33 | ![]() This needs to have this done occasionally |
| #205perrywrogersJun 09, 2006 9:44:40 | Hey FBM, I dropped the smaller Kundarak Bank into the city of Atur. It was virtually effortless, and really got my players talking. It was an interesting, and colorful encounter. I especially loved the part where they had to deal with the young dwarf receptionist. |
| #206cameronvkJun 09, 2006 15:07:09 | Ah... It's always nice to see this bumped, and without me being the one doing it. (Even my colossal ego must accept limits. :D ) I used the bank as a template and scaled it up for an important bank in the mournlands, I made some of the spells living and added some golem guards etc... It worked very well, and the players so fell for the dwarf statue with "blood" on the axe. |
| #207zombiegleemaxJun 22, 2006 13:58:13 | A fantastic effort on the part of The Fireballed Mage! This gets my vote for sticky. BTW, I yoinked all of your writeups for use with my own campaigns. |
| #208just_another_userOct 08, 2006 14:54:23 | *BUMP*![]() Because until Dragonmarked is out this thread is the best material on the houses that there is, after it is out... we'll see. And now that Dragonmarked is ready for the print (if not already printed) maybe Hellcow can finally read this. :D (or is it too soon, yet?) |
| #209mrfilthyikeOct 09, 2006 9:53:29 | *BUMP* Who says we can't mesh this AND Dragonmarked?? ![]() |
| #210just_another_userOct 09, 2006 10:06:36 | Who says we can't mesh this AND Dragonmarked?? I just hope that Dragonmarked is good enough to resist the comparison(sp?) with this thread. :D |
| #211mrfilthyikeOct 09, 2006 14:29:19 | I just hope that Dragonmarked is good enough to resist the comparison(sp?) with this thread. :D Well, if memory serves me, Keith did Tharashk and Ghallanda, so thse two should be getting lotsa love. ![]() |
| #212zombiegleemaxOct 10, 2006 4:43:48 | I saw this thread for the first time yesterday. I read through houses Kundarak, Medani, Tharashk and Vadalis all in one sitting. This is excellent material and I already sent it to a couple of people who play regulary with me. This is excellent stuff. If someone could make moderators correct the title of the thread or maybe even put a Sticky on it, I think that would be great. ![]() You're my hero, Fireballed Mage. ![]() |
| #213flame_drakeOct 31, 2006 20:11:54 | ![]() Drake |
| #214davethebrave371Nov 13, 2006 2:26:12 | ![]() Considering the release of Dragonmarked, I figured this is as good a time as any to bump this. |
| #215zombiegleemaxNov 15, 2006 15:27:16 | They've just stated that The Dragonmarked will be coming out as a sourcebook sometimes this year. That means all the hard work I put into this will be replaced by canon material that will in no doubt massively change the structure of the Houses I've so lovingly butchured to my own ends. :D Take comfort that I, being the most awesomest Eberron DM evar, think that you 'got' Houses Kundarak, Lyrandar, Orien, Cannith, Thurrani, and Phiarlan better than Wotc. Also, your formatting is much better and you give more material than they do. |
| #216davethebrave371Nov 16, 2006 23:41:21 | Take comfort that I, being the most awesomest Eberron DM evar, think that you 'got' Houses Kundarak, Lyrandar, Orien, Cannith, Thurrani, and Phiarlan better than Wotc. Also, your formatting is much better and you give more material than they do. I think that both Dmarked and this thread "got" each House right...it's just a measure of how much of the House is like one or the other interpretation, and what conflicts. Though I do agree with the "more material" statement. There is definately more. And my Lyrandar and Orien marked PCs definately benefit from the extended descriptions of the rivalry between those two Houses. I especially like House Orien member spitting every time they cross a bridge. Classic. |
| #217rechanNov 19, 2006 16:27:33 | Keith said he'd look at this thread once Dragonmarked came out, so he could see the info that had been posted. I'm wondering what Keith thinks of it, now. Also, was there a pdf posted in this thread of all the info that FBM had put down? Forgive me for not swimming through all eight pages. O ![]() |
| #218just_another_userNov 19, 2006 17:45:28 | http://www.geocities.com/chaosmosis_unbound/PDFs.htm |
| #219rechanNov 21, 2006 15:44:24 | Wicked, thanks Just Another User. |
| #220davethebrave371Nov 21, 2006 23:00:16 | I'll say what I said earlier in this thread, something in the Kundarak section just don't agree with my Adobe. |
| #221yakmanFeb 10, 2007 9:46:03 | bumpt |
| #222zombiegleemaxFeb 12, 2007 10:29:16 | KEITH BAKER!!! What do you think? have you had and opportunity to read the thread yet. I remember reading you saying that you purposely stayed away from the thread initially, as to be above reproach. But now that DragonMarked is out what do you think? I'd like to know.:D Thanks! |
| #223zombiegleemaxFeb 13, 2007 15:09:01 | Hellcow what do you think? |
| #224davethebrave371Mar 25, 2007 16:05:58 | I could create an example of small guildhalls or or such, but that would take a lot of time to properly get the idea down pat and balanced. I think such things would appear after all thirteen Houes are done. *cough* |
| #225darthmidgetMar 28, 2007 15:12:24 | Wow! I have to say this was all very well put together. I haven't picked up Dragonmarked yet, and I'm not sure I'm going to. I think this is everything I need. Good job man! |
| #226yakmanMar 28, 2007 15:58:37 | Wow! I have to say this was all very well put together. I haven't picked up Dragonmarked yet, and I'm not sure I'm going to. I think this is everything I need. Good job man! To be honest with you, I like this fluff better than the Dragonmarked fluff. |
| #227davethebrave371Mar 28, 2007 20:32:32 | To be honest with you, I like this fluff better than the Dragonmarked fluff. Overall? Ditto. Of course, FBM doesn't provide us with a PrC for each House and a sweet bunch of feats, nor did he cover aberrant stuff. FOR SHAME FBM HOW COULD YOU HAVE A LIFE?! |
| #228rechanMay 05, 2007 19:53:42 | To be honest with you, I like this fluff better than the Dragonmarked fluff. Agreed. HELLCOW. Where are you? Someone, throw up the Bossy signal. |
| #229aelryinthMay 05, 2007 20:02:03 | He's in Denmark for two weeks. Also, he's posted before that reading fluff others throw out tends to be a Bad Thing, because if it later shows up in print it could be seen as stealing. This is good work, but there is a difference between what went on here and what happened with the Karrnath Sucks! thread I started. I started a bunch of premises on the game and Keith went on to basically say that these were indeed problems and needed to be addressed...and he did that. Watching some of FBM's stuff make it into print and him not be acknowledged makes for hard feelings. Hence, Hellcow might never read this or comment on this...he might give Wizards similar material just from following similar thought processes, but he won't want to steal FBM's stuff, willing or no. ===Aelyrinth |
| #230rechanMay 05, 2007 20:26:04 | Also, he's posted before that reading fluff others throw out tends to be a Bad Thing, because if it later shows up in print it could be seen as stealing. In the Ask Keith threads, Keith had said he'd look at FBM's work after Dragonmarked came out, but he couldn't look beforehand in case there was any overlap. |
| #231the_fireballed_mageMay 05, 2007 20:52:48 | In the Ask Keith threads, Keith had said he'd look at FBM's work after Dragonmarked came out, but he couldn't look beforehand in case there was any overlap. He said he'd like to, but he couldn't comment at that moment. And in a more recent thread I asked him and he gave me a very polite 'no.' And you know what? I have to agree with him. Like any writer, Keith is a person who works with Intellectual Property. It's a very ethereal concept and one difficult to generate on command. When a person's muse talks to them things flow smoothly and with a great deal of beauty and passion. When your muse isn't returning your phone calls, writting becomes an exercise in pain. As a professional writer Keith has to produce on deadline and on command. Ideas, for him, are what pays the bills. Getting that flash of inspiration is worth money and professional pride to him, so he has to be careful about having an idea and someone else saying, "Nice idea... but this loser over here did it first." This thread was never about asking questions about or clarifying issues within Eberron. I was all about me saying, "You know what? I have some ideas on what the Dragonmark Houses might look like. Anybody want to hear?" Rather than clarify, I created. And therein lies the danger for a professional writer. I'm not saying Keith would copy. I'm not saying I'd raise legal issues. But we live in the real world and money and legalities are things to consider. I would love to see Keith's take on my ideas. I would have loved to learn that, purely by happenstance, Dragonmarked mapped closely to my concepts (and in some cases, it seems to have). But there may be more about the Houses to come in future suppliments. There may be aspects about the Guilds that have yet to surface. Future sourcebooks may beckon. We pay Keith (through WotC) to see his vision. And as he worried: "Would I [Keith] have to pass up on a good idea I've had kicking around because I was afraid I'd seen it in FBM's thread?" In the end it is his decision, and I have to trust his professional judgement. Can't say I'm happy about him not showing up here... but just like my attempts to date that supermodel, I'm going to have to live with disappointment. At least this one doesn't involve restraining orders. :D |
| #232just_another_userSep 08, 2007 17:03:46 | *BUMP* Because it deserve it. |
| #233davethebrave371Mar 15, 2008 2:23:22 | Yet another bump. Man, they should just get FBM working freelance on the 4ECS. |
| #234toloranMar 17, 2008 12:50:41 | Yet another bump. There is no real need to bump this thread. Its already linked in the sticky at the top of the forum. =\ |
| #235dragonmagessMar 19, 2008 14:51:45 | Wow kudos to you Fireball Mage! Lets see thats .... 97 pages and 43543 words as per MS Word count! That is basically a sourcebook on its own, I'll print it, bind it and put it next to my Dragonmarked book. The two should go very well together. |
| #236davethebrave371Sep 12, 2008 20:45:16 | Hey FBM! Are you planning to, at any point, tackle the Houses after the 4ECS and 4EPG come out? Sort of a revision with everything we know from all the 3.5 supplements since the writing of these amazing entries plus the new core books? |
| #237minoritarianSep 24, 2008 17:04:05 | Just thought I'd bump this a little |
| #238bladedancerOct 09, 2008 7:18:53 | Bump because this thing kicks so much ass! This helped alot with the background on the Dragon Marked House Orien Wizard I am playing. He and his cronies have just recently jacked a House Lyrandar Stormship. We have no idea what the hell we are going to do the damn thing but that wise-ass half elf captain mage should have not have mouthed off his superiorty of air travel to the Orien scion when he was half way to being blitzed out his mind :D |
| #239zohar666Oct 10, 2008 17:19:24 | Well, I am curious about what people thing was the best work on the houses fluffwise. Fireballed Mage`s or the Dragonmarked book?![]() |
| #240davethebrave371Oct 11, 2008 21:46:25 | It's probably not as black and white as that. Some aspects of the book's fluff were better and some aspects of FBM's fluff were better. And, of course, everyone has a wide spectrum of opinion on it. I don't think you'd get a concensus. On the other hand, if you were just asking for individual people's opinions, I really prefer the FBM fluff overall. I take both as canon in my games, but I link to FBM's thread before I let them borrow Dragonmarked, because I think it represents the feel of the Houses a lot better. "Feel" is sort of an ethereal thing I can't quite pin down, but FBM has it. |
| #241zohar666Oct 13, 2008 17:18:15 | From Hellcow himself (http://gloomforge.livejournal.com/15083.html?replyto=294123): "FBM has created a fan resource for people who enjoy the game, and done so on his own time. I'm very impressed by the effort and all accounts suggest that the quality of the work is top notch. I suggest that any fan of the setting check it out. But I'm not going to personally comment on it, because my opinion shouldn't make any difference; all that matters is whether it's useful to YOU. You need to understand that I have strong opinions about many, many aspects of the setting that have never seen print - and, for that matter, opinions that contradict some of the things that HAVE seen print. I have my own ideas about the inner workings of House Sivis, some of which are reflected in Dragonmarked, but most of which didn't fit the format or space. I haven't had a chance to write these, and to a certain degree WotC prefers that I don't just do something like write a Sivis article on my website, because even if it's unofficial, people may BELIEVE that it is canon... causing trouble if they hire someone else to write The Complete Guide to Sivis down the road. So. The best possible outcome of my looking at FBM's stuff is my saying "Perfect! It's just what I'd have done." And that would be great. However, what if it's not? How does it help anyone for me to say "Nice work, FBM, but in my opinion thing X really doesn't fit House Y, because of Z"... and because I AM a nitpicker with strong opinions about the setting, I think that's far more likely to occur. It's not about the quality of the work: it's that I have my own strong vision of Eberron, and the odds of anyone out there happening to match it precisely are low. So I can give my overall opinion right now: Fireballed Mage has put a tremendous amount of work into this project, and from every account I've heard it's worth checking out and full of strong ideas. But when it comes to specifics, when someone puts this amount of work into a project, I actually prefer NOT to address specifics. If YOU like it, use it; it shouldn't matter what I think. " Well, he is right. But at the same time I would love to hear his insights about the houses. :D |