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Contents House Tharashk .................... 76 Mark of Stars .................. 142
Born of Two Bloods ...............76 Mark of Truth ................. 142
Introduction...........................7 House Tharashk as Mark of Twelve Moons ....... 142
Dragonmarks ........................ 7 an Organization ............... 77 Mark of Vengeance ........... 143
Dragonmarked Houses: House Thuranni ...................82 Mark of Vermin ............... 143

TABLE OF CONTENTS
Masters of Trade ................. 8 Eyes of All Nations ............... 82 Mark of the Wilderness ...... 143
Dragonmarked Characters: House Thuranni as Mark of Xoriat................. 143
Heirs to Power ..................12 an Organization ............... 83 Master of Wards ............... 143
The Excoriate .................12 House Vadalis .......................88 Mighty Dragonmark ......... 143
The Orphan ..................13 Family Business ................... 88 Nightborn Dragonmark ..... 143
The Foundling ...............13 House Vadalis as Orien Battle Stride........... 143
The Scion......................14 an Organization ............... 88 Protective Mark ............... 143
The Agent .....................14 Quicken Dragonmark ....... 143
Favored in House ..................15 Chapter 2: Prestige Classes .....95 Quill of Sivis .................. 144
Black Dog........................... 95 Sentinel Stance ............... 144
Chapter 1: The Houses ........... 17 Blade of Orien .................... 99 Shield of Siberys .............. 144
House Cannith ..................... 17 Cyre Scout ........................ 101 Storms Riposte ............... 144
Makers of History .................17 Deneith Warden ................. 105 Stormrider ..................... 144
Paradise Lost ....................17 Duraakash ........................ 107 Trap Warden ................... 144
The Treaty of Thronehold....17 Medani Prophet.................. 110 Umbral Mark .................. 144
The Three-Headed Gorgon ....18 Nosomatic Chirurgeon ........ 114 Unlock Dragonmark ......... 144
House Cannith as Shadow Hunter .................. 117 Ward of Khyber ............... 145
an Organization ............... 20 Silver Key ......................... 120 Winters Mark.................. 145
House Deneith ......................24 Storm Sentry ..................... 124
Neutrality and Law ............... 24 Unbound Scroll.................. 127 Chapter 4:
Dissent within the Ranks ....... 24 Vadalis Beastkeeper ............. 130 Magic and Dragonmarks ....... 147
House Deneith as New Spells and Infusions ...... 148
an Organization ............... 25 Chapter 3: New Feats ............ 135 Banish Dragonmark ......... 148
House Ghallanda ..................30 Ashbound Mark ............... 135 Cursed Dragonmark ......... 149
The Sign of the Bane of Argonnessen ........ 135 Dancing Dragonmark ....... 149
Helpful Hound ................ 30 Breath of Siberys.............. 135 Dragonblood Beast ........... 149
House Ghallanda as Cannith Forgecraft .......... 135 Dragonmark Demesne....... 149
an Organization ................31 Dragonmark Adept ........... 138 Dragonmark Shield .......... 150
House Jorasco .......................36 Dragonmark Battlestrike ... 138 Dragonmark Symbol ......... 150
Worlds Apart ...................... 36 Dragonmark Fist .............. 138 Dragonmark Whip ........... 150
The Price of Healing ............ 36 Dragonmark Mastery ........ 138 Dragonmark Whip,
House Jorasco as Dragonmark Prodigy ........ 138 Greater ...................... 151
an Organization ............... 36 Dragonmark Rage ............ 138 Dragonmarked Weapon ..... 151
House Kundarak ................... 41 Dragonmark Smite ........... 139 Dragonmarked Weapon,
Wardens of the Gates .............41 Dragonmark Spellturning... 139 Greater ...................... 151
House Kundarak as Dragonmark Visionary ...... 139 Entangling Dragonmark .... 151
an Organization ................41 Dragonmarked Summoner... 139 Fortify Dragonmark ......... 151
House Lyrandar ....................47 Eldritch Dragonbane ........ 139 Hide from Dragons .......... 152
Legacy of the Firstborn ......... 47 Eldritch Mark ................. 139 Ignite Dragonmark........... 152
House Lyrandar as Evokers Mark .................. 140 Mark of the Wild .............. 152
an Organization ............... 47 Eye of Medani ................. 140 Marked Pulse .................. 152
House Medani.......................52 Feral Mark...................... 140 Mask Aberrant
Warning Signs..................... 52 Gatekeepers Mark ............ 140 Dragonmark ................ 152
Friends in High Places .......... 53 Grace of Ghallanda .......... 140 Ray of Retaliation ............ 153
Estranged Siblings ............... 53 Greater Aberrant Spell Haven .................... 153
House Medani as Dragonmark ................ 140 Summon Living
an Organization ............... 53 Greensingers Mark .......... 141 Dragonmark ................ 153
House Orien.........................58 Healing Strike................. 141 Summon Marked
By Road and Rail ................. 58 Heart of Siberys ............... 141 Homunculus ................ 154
Dark Path Ahead .................. 59 Hunters Mark ................. 141 Taunt Dragon ................. 154
House Orien as Improved Draconic Aura ... 141 Dragonmarked Items ........... 155
an Organization ............... 59 Lesser Aberrant Dragonshard Focus Items... 155
House Phiarlan .....................64 Dragonmark ................ 141 Aberrant Marks .................. 155
The Spirit Keepers ............... 64 Mark of the Dauntless ....... 142 Dark Reections .............. 156
House Phiarlan as Mark of Deection ........... 142 Hidden History ............... 156
an Organization ............... 64 Mark of Destiny ............... 142 The War of the Mark ......... 156
House Sivis ........................... 71 Mark of Madness .............. 142 Aberrant Dragonmarks
The Impartial Voice ..............71 Mark of Purity ................. 142 in the Modern Day ........ 157
House Sivis as Mark of the Recovery ........ 142 The Aberrant Adventurer .. 158
an Organization ................71 Mark of Resilience............ 142 Advanced Marks .............. 158

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antian dLyrandar smiled

D as his ship approached the


docking tower. And a ne
ship it was!

is guardian Malena seemed more

H cautious and watched the ship closely,


looking for some hint of danger. She
loathed Captain Savars advances and wasnt
looking forward to the wizards company on
the ight to Korth.

he also held lingering doubts

S
concerning his dedication to
House Lyrandar . . .

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I NTRODUCTION

INTRODUCTION
A dragonmark is a symbol of both the magical
power granted to its wielder and the worldly
power held by the twelve dragonmarked
houses. This introduction examines all
aspects of what it means to bear a dragon-
mark: the nature of the marks, the structure and history
of the dragonmarked houses, and the impact of house
membership on player characters.
least dragonmark covers an area 2 inches square on the skin.
Lesser marks are typically 35 inches across, while greater
dragonmarks are 68 inches. Siberys dragonmarks are vast
designs that often cover the bearers entire chest or torso.

MARKED BY BLOOD
Dragonmarks are tied to bloodlines. The dragonmarked
houses are the descendants of the families that rst
manifested the marks, and a character with a dragonmark
can always nd a connection to a dragonmarked house
D ragonmarks
A dragonmark is a magical symbol that manifests on the
somewhere in the roots of his family tree.
Though the appearance of marks cannot be consis-
skin, but its color immediately differentiates it from any tently predicted, approximately half the children born to
mundane tattoo. A dragonmark is etched in shades of dragonmarked parents eventually develop dragonmarks of
blue, green, and purple so vivid that they appear to glow, their own. Common belief holds that parents with pow-
though the mark provides no real illumination. erful marks are more likely to produce gifted children;
A dragonmark is associated with one or more magi- likewise, children often develop the same powers as their
cal abilities, and a person who carries a dragonmark can parents. Within House Sivis, members of the Torralyn
exercise these powers. When a bearer invokes the power family typically manifest whispering wind, while Syrralans
of a dragonmark, its colors shimmer and ow, and the are more likely to possess the power of arcane mark. Houses
skin grows warm to the touch. The mark grows warmer often arrange marriages with marks in mind.
each time its power is used over the course of a day; by Despite these beliefs, dragonmarks are clearly about
the time the bearer has expended his full allotment of more than selective breeding. A child born to parents pos-
spell-like abilities, the mark is fever-hot and cannot be sessing least marks might later manifest the greater mark, or
used again until it cools. Shapechanging ability and illu- no mark at all. It is also known that the hybrid races cannot
sions can mimic a dragonmarks appearance, but usually inherit the marks of their parents, so that a human cannot
cannot make it warm to the touch. pass the Mark of Making to a half-elf child. A member of
In keeping with their magical nature, dragonmarks a dragonmarked house reincarnated as another race keeps
are not simply skin deep. If a mark is cut or scarred, it his dragonmark, but children born to such transformed
reappears as the skin that bears it magically heals. If a war- creatures never possess the dragonmark of the parents
rior loses the hand that bears his dragonmark, the mark original race. Though legend states that Erandis dVol, the
will manifest elsewhere on his body. Creatures under the last known heir of the Mark of Death, was a half-dragon,
effect of polymorph, wild shape, and other shapechanging only the Mark of Finding is known to cross racial barriers,
effects retain their dragonmarks unless they specically manifesting on both humans and half-orcs.
will them to be hidden.
Nearly all dragonmarked heirs rst manifest the THE TEST OF SIBERYS
least mark of their house. When a character increases her Children are not born with dragonmarks. Rather, a
dragonmarks power, the mark physically expands. A typical dragonmark most often appears in response to a stressful

WHAT YOU NEED TO PLAY


Dragonmarked makes use of the information in the three references to class descriptions and other material from
D&D core rulebooksthe Players Handbook (PH), Dungeon several supplements. Although possession of any or all
Masters Guide (DMG), and Monster Manual (MM), as well as the of these supplements will enhance your enjoyment of
EBERRON Campaign Setting (ECS). In addition, it contains Dragonmarked, they are not strictly necessary.

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situation in which the powers of the mark could prove Rather, it is the carefully crafted histories and repu-
useful. A Jorasco heir feels her dragonmark are to life tations of the dragonmarked houses that are responsible
as her best friend lies dying. A Medani scion instinctively for their commercial dominance in present-day Khor-
realizes the meal he is about to eat is poisoned, and in an vaire. The skillful manipulation of magic and artice has
instant of burning pain, his mark appears. allowed the houses to use the dragonmarked as the keys
INTRODUCTION

The Test of Siberysa rite of passage undertaken by by which even greater magic is controlled. House Siviss
the adolescent children of the dragonmarked housesis speaking stones, the lightning rail of House Orien, Lyrandar
rumored to induce the kind of extreme stress needed for airships, and the Cannith creation forges have all kept
dragonmarks to manifest. The test varies from house to the dragonmarked houses at the center of Khorvaires
house, and is based both on the powers of the mark and the economic, military, and social development. As a result,
traditions of the family. Outsiders, even those of dragon- the dragonmarked enjoy a status in Khorvaire that
marked houses, know little of what goes on in a particular mundane wizards and articers cannot match.
houses test. Though a person can fail the test and still
manifest a mark at a later age (as shown by the fact that a THE DRAGONMARKED HOUSES
player character can manifest a mark at -any time), this is
rare. As a rule, it is assumed that those who fail will never House Mark Race Inuence
develop a dragonmark. Cannith Making Human Fabricators Guild,
The Test of Siberys shapes the future of a charac- Tinkers Guild
ter. A successful child emerges as a dragonmarked lord Deneith Sentinel Human Blademarks Guild,
with a vital role to play in his familys future; one who Defenders Guild
fails still maintains the privileges of her bloodline, but Ghallanda Hospitality Hal ing Hostelers Guild
must ght to prove her worth in the mundane ofces of Jorasco Hea ling Hal ing Healers Guild
her house. Kundarak Warding Dwarf Banking Guild,
Warding Guild
Lyrandar Storm Half-elf Raincallers Guild,
Dragonmarked Houses: Medani
Windwrights Guild
Detection Half-elf Warning Guild
M ASTERS OF TRADE
The wealth of Khorvaire is built on magic, and the
Orien Passage Human Couriers Guild,
Transportation Guild
dragonmarked houses are the mortar that holds this Phiarlan Shadow Elf Entertainers and
magical economy together. Communications, transport, Artisans Guild
banking, animal husbandry, securitythe cornerstones Sivis Scribing Gnome Notaries Guild,
of Eberrons pseudo-medieval culture are all effectively Speakers Guild
owned by the dragonmarked houses. Tharashk Finding Human, Finders Guild
The wealth and inf luence of the modern houses half-orc
extends far beyond the power of dragonmarks, how- Thuranni Shadow Elf Shadow Network
ever. Though the unique magical abilities of the Mark Vadalis Handling Human Handlers Guild
of Making might have given Cannith smiths an edge
over their mundane competitors in centuries past, the HISTORY
spell-like abilities of the dragonmarked are hardly novel It is often assumed that each house has a single founder:
in a modern society where adepts, articers, and other that some ancient Master Cannith was the rst person to
spellcasters are far from rare. develop the Mark of Making, with House Cannith born of

DRAGONMARKS AND THE DRACONIC PROPHECY


For centuries, explorers have noted strange symbols sim- might refer to vague legendor it might refer to heirs of
ilar to dragonmarks formed by such seemingly random House Lyrandar, House Thuranni, and House Cannith
forces as coral growth, lava ows, and earthquakes. These working in concert. Members of the Chamber sometimes
are the symbols of the draconic Prophecy studied by the assemble teams of dragonmarked heirs to meet certain
great dragons of Argonnessen. Dragonmarks caused an conditions. In other cases, the convergence of heirs can
upheaval among the dragons when they rst appeared, have its own signicance. Just as a shaman reads mean-
and the Chamber has monitored the marked races ever ing into the random patterns of bone chips, a student
since. It is difcult for humans and their kin to grasp the of the Prophecy can dredge omens from the presence of
vast mysteries of the draconic Prophecy. Some scholars particular dragonmarks in a specic location.
claim that the dragonmarks represent primal forces, and More information about the draconic Prophecy and
are tied to both the moons of Eberron and the planes. As those who study it can be found in Magic of Eberron. Some of
such, a dragonmarked heir is a pawn of prophecy: a tool the greatest dragon prophets (a prestige class introduced
that can be used to shape the future. in that book) have been heirs of dragonmarked houses,
The statement that a vile demon can be destroyed though many sever their house ties after grasping the
only by Storm, Shadow, and the Servant of the Forge greater mysteries.

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his children. The truth is not so simple. Each dragonmark In the present day, few truths survive from the War
rst appeared within multiple families, although the marks of the Mark. History is written by the victors, and the
were bound to specic races and regions. The Mark of Sen- dragonmarked houses have had fteen hundred years to
tinel appeared among the people of Khorvaires northern codify the persecution of the aberrants. What remain are
coast, while the Mark of Making was found in the region that superstitions and folktales: myths of aberrant monsters

INTRODUCTION
would eventually become Cyre. It took generations for these whose power could shatter cities. Many aberrants were said
rst dragonmarked to realize the signicance and power to be driven mad by the power of their markschildren
of their marks. During this time, aberrant dragonmarks of Khyber, touched by darkness. Those who bore the true
were as common as those that would come to be seen as true marks were champions blessed by Siberys, or so the dragon-
marks, in part because there was no taboo against mingling marked claimed. All that is truly known is that the aberrant
the bloodlines of dragonmarked families (see Chapter 4 dragonmarks of old were not bound by bloodline, and that
for more information on aberrant dragonmarks). they were as unpredictable as they were powerful.
Each dragonmarked family has stories about the Some say the edgling dragonmarked houses saw
exploits of its ancestors, although these are often contra- a purge of the aberrants as the means to ensure their
dictory. The Lyrriman gnomes of House Sivis claim that mystical monopoly. Others believe that the threat of the
their forebears were the rst to identify and unify the aberrants was in ated to force the dragonmarked fami-
dragonmarked families, while members of the Vown family lies together. A few sages have suggested that the entire
of House Cannith make similar claims. Seven dragon- war and its aftermath were the work of the dragons of
marks were known by the time Karrn the Conqueror Argonnessen: that the creation of the houses served the
sought to bring all Khorvaire under his rule, though the Prophecy, and that the dragonmarked have always been
families that bore them were not yet unied. The Sivis unwitting tools of these ancient wyrms.
League, the Tinkers Guild of Cannith, and the Phiarlans Some of the heroes and events of the War of the Mark
of Aerenal had all laid the groundwork for their future are discussed in Chapter 4 and in the Sharn: City of Towers
houses, but the Sentinel families of the north were still supplement. Alliances were forged in the heat of battle,
divided. Some fought alongside Karrn, while others were and in the aftermath of the con ict, the leaders of the
among his strongest foes. young houses formed the council of the Twelve. This
arcane cabal established the unifying traditions of the
The War of the Mark dragonmarked, and set the standards by which the houses
Though Karrn failed in his conquest, his wars helped raise are governed to this day.
awareness of the dragonmarked as his soldiers traveled to
distant lands. Over the next few centuries, the families began The Korth Edicts
to communicate with one another, with the leaders of Sivis In time, a new leader set out to unify Khorvaire, and it
and Cannith taking the greatest initiative. However, it would quickly became apparent to the patriarchs of the dragon-
take a second war to truly bring the families together and marked houses that Galifar I might well succeed where
forge the foundation of the modern system of houses. Karrn had failed. When house leaders met Galifar in the

THE TWELVE
At the conclusion of the War of the Mark, Lord Hadran created remarkable items. It took the combined skills of
dCannith suggested that the houses formally cement House Orien, House Cannith, and House Kundarak to
their alliance by creating a citadela center for research create the safe-deposit vaults that allow Kundarak cus-
and study of both arcane magic and the potential of the tomers to deposit goods at one bank and withdraw them
dragonmarked. Though there were only ten dragon- across the continent. Airships, the lightning rail, even
marked houses at the time, the architect and arti cer the warforgedthese marvels could not have been accom-
Alder dCannith convinced the committee to name the plished without the spirit of cooperation and discovery
institute the Twelve, based on his belief that there were found among the Twelve.
twelve true dragonmarks in addition to the shattered Mark Should you rise high in the favor of a dragonmarked
of Death. Alder was a brilliant man whose works had played house, you might be able to call on the resources of the
a critical role in the War of the Mark, and the members Twelve. This institute possesses impressive mystical work-
of the committee humored himthough few expected shops, vast arcane libraries, and the talents of some of the
the remaining two marks to appear. (The remaining two most gifted articers and wizards in Khorvaireall of
marks, Warding and Finding, were not discovered until which could prove quite useful to an adventurer.
after the creation of the Kingdom of Galifar.) In theory, the Twelve is a neutral foundation: a
In the beginning, the Twelve played a critical role in resource serving all houses equally. However, some speak
shaping the dragonmarked houses, but as the houses have of a secret cabal at the heart of the Twelve that seeks a return
grown in power and spread across the land, its inuence to the days when the institute shaped the future of Khor-
has diminished. Nonetheless, the institute remains one vaire. Such a group might hope to overturn the Korth
of the premier centers for magical research in Khorvaire. Edicts and see the dragonmarked houses rival Khorvaires
By combining the skills and mystical talents of the differ- nations in strength. Only the DM can decide if this secret
ent marks, the wizards and articers of the Twelve have society existsand how much power it wields.

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city of Korth at the height of his drive to unite the Five inhabitants. This region of an enclave is reserved for the
Nations, the would-be king swore to protect the houses, private business of the house, and strangers are allowed
agreeing to a number of provisions that would ensure in only under special circumstances. As a result, wealthy
their continued economic strength. In return, the houses heirs of the house often maintain secondary residences
agreed to restrictions on their political power. beyond an enclave for the purpose of entertaining. The
INTRODUCTION

For a thousand years, the Korth Edicts prevented any center of an enclave is a private fortress. Depending on
member of a dragonmarked house from holding a grant the house, security could be an internal affair. Alterna-
of land and placed limits on the size of house enclaves tively, it might be undertaken by arrangement with House
and the armed forces garrisoned there. Special provi- Deneith, House Medani, or House Kundarak.
sions were made for House Deneith, which retained the The secondary ring of the enclave is where business
right to assemble military forces for mercenary service. occurs, and is the site of guild ofces, shops, and other
The edicts further specied that no member of the facilities. Customers, dragonmarked heirs, and guild
aristocracy of Galifar could be bound to a member of a members with no family connections all cross paths here.
dragonmarked house in marriage without one of the two Though the everyday services of house and guild can be
giving up all heritage and rights. Since the houses did found across Khorvaire, a houses most expensive services
not own land, the edicts dictated a system of rents to be are exclusive to its enclaves. Courier stations are common
paid to the crown in exchange for the territory the houses throughout Sharn, for example, but teleportation is
required for their needs. available only at the Orien enclave in Dragon Towers.
Part shopping center, part production facility, and part
The Last War suburb, a house enclave is often the economic center of
When the Kingdom of Galifar was shattered, every nation the community in which it is found.
needed the services of the dragonmarked houses. House
Cannith was called on to produce wands, magic siege HIERARCHY
engines, and mundane arms and armor, in addition to Each house has its own distinctive traditions, some exam-
reinforcing walls and fortications. Cyre made the most ined in detail in Chapter 1. However, most houses follow
extensive use of House Deneiths services, but other rulers a similar leadership model. The ultimate authority within
hired mercenaries for critical tasks. House Sivis played a a house is the patriarch (or matriarch), who oversees the
vital role in the coordination of troops, while House Orien houses ruling council. The patriarch is appointed by a
and House Lyrandar helped transport goods and soldiers. council of viceroys; term of ofce and the means by which
House Jorasco medics were in high demand. With the an inept patriarch can be removed vary from house to
hounds of war baying and the dragonmarked houses ascend- house. Many patriarchs also take the title of Baron.
ing, the Korth Edicts were quietly set aside during the last The patriarch is advised by a council whose members
war. Even now, many house enclaves maintain forces beyond represent each of the nations in which the house operates.
those allowed by the edicts, and a number of houses have The members of this council are known as the lords sen-
successfully claimed land and holdings of their own. One eschal. In addition to the regional lords, additional lords
notable example is Stormhome in Aundair, which is for seneschal are appointed by a patriarch to act as his personal
all intents and purposes a territory of House Lyrandar. representatives. A seneschal can be dispatched to inves-
In the wake of the war, the status of the edicts tigate a corrupt or ineffective viceroy, or to negotiate an
remains uncertain. The Treaty of Thronehold called on especially critical agreement between houses or nations.
the authority of the Korth Edicts when House Cannith Houses with multiple guilds often have an additional lord
was ordered to shut down the creation forges. Though seneschal appointed to each one. These individuals serve
Cannith acquiesced, the house was in chaos at the time, as the ultimate guildmaster, coordinating reports from
its leadership shattered on the Day of Mourning. Today, each region and advising the patriarch.
more and more dragonmarked nobles are holding to the Viceroys (so named regardless of gender) are
opinion that the edicts were an agreement with the King regional directors. A viceroy manages guild operations
of Galifar, not the rulers of the Five Nations. It remains to and house affairs in her assigned region. This ofce is
be seen whether the Thronehold nations can join together bestowed by vote of the local council of viceroys, and
to enforce the terms of the edicts once moreor whether while a viceroy can theoretically be stripped of her rank,
the growing economic and military power of the houses the position is hereditary in most houses. Long-stand-
will allow them to dictate new terms to the nobility. ing alliances ensure that viceroyalties remain under the
dominion of particular branches of a family.
HOUSE ENCLAVES The next tier splits into two paths. Administrators
In a small community, a dragonmarked house might be who specically oversee guild functions are known as
represented by a single business. A village might have a masters, while those who manage the internal affairs of
Jorasco healing house, a tiny Sivis message station, or a a house are ministers. Beneath these come the standard
Gold Dragon Inn of House Ghallanda, all run by indi- hirelings of the house, whose titles are simply descriptive.
viduals. Large cities and metropolises have dozens of such In House Ghallanda, the Viceroy of Sharn oversees all
house businesses, but they also have enclavesthe citadels activities in the region, and the Master of Agriculture
of the dragonmarked houses. coordinates supplies and the purchase and distribution
A house enclave is a self-contained community where of foodstuffs, but each individual hostel is run by a house
a member of a house can spend months without ever member with the lofty title of innkeeper.
needing to leave. The center of the enclave includes pro- In addition to these ofces, any member of the house
duction, training, and administration facilities, living who has manifested a dragonmark (including player
quarters, and shops catering to the everyday needs of its characters) is allowed the title of lord or lady. This title

10

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does not grant any sort of privilege within the house, how- Guild Membership
ever: Lord Cantal might work in the mail room, while an Each of the three types of guild membership reects a
exceptional administrator who never develops a dragon- different connection to a dragonmarked house.
mark could work her way up to seize a viceroyalty. The most common type of guild businesses are those
licensed by the guild but not bound to its structure.

INTRODUCTION
THE GUILDS Licensees are trained by the guild and pledge to uphold
The vast majority of the people who are employed by a its standards, but receive no regular direction from guild
dragonmarked house have no blood tie to the houses. administrators. A licensed inn is named by the owner
Instead, they belong to one of the house guilds. These and has its own menu, but the Ghallanda seal on the door
guilds are vast, sprawling entities that cover a wide range promises courteous behavior and fair prices. Likewise,
of occupations. a sea captain licensed by the Windwrights Guild is not
Why join a house guild? To begin with, each guild bound by the routes or schedules of the guild. However,
maintains a network of trade schools. The price of educa- his ship must pass inspections, and he must uphold the
tion includes a period of service to the house, along with honor code of House Lyrandar, in addition to paying the
a long-term tithe. Both vary based on the amount of gold house a percentage of his prots. A licensed business can
the apprentice can bring to the table, but a house always display the guild seal using black paint or ink.
looks for a long-term investment from its students. Bound businesses are those funded by a guild in
Students of a guild school must sign contracts for- exchange for a greater share of prots and a controlling
bidding them from future competition with the business hand. Though a licensed Lyrandar captain owns his ship,
of the house. A would-be magewright can learn his craft a bound captains ship belongs to the guild, and guild
at House Canniths academy easily enough, but he must administrators dictate his routes. The Gold Dragon
swear to serve the Fabricators Guild thereafter. Should Inn is a popular bound business of Ghallandas Hostel-
he start an independent business that challenges the ers Guild, and an innkeeper who runs one is expected
guild, House Cannith will bring the full weight of the to prepare the same menu as every other Gold Dragon
law to bear. Inn. Licensed businesses often have their own avor, but
Resources are a tangible benet of joining a guild. An a customer who goes to a bound business knows exactly
alchemist associated with the Fabricators Guild purchases what to expect. Bound businesses display the guild seal
exotic components and reagents directly from House in silver, and the names of many bound businesses are as
Cannith, providing him with supplies that independent well known as the houses themselves.
competitors might have a hard time acquiring. As such, Rarest among the guilds are the house arms: busi-
guild merchants sell goods or services that independents nesses directly managed by blood heirs of the house.
simply cannot provide. The reputation of a guild is also a House arms are not a separate type of business, but are
powerful tool. When people are paying 50 gp for a potion of themselves either licensed or bound. A Sivis scribe might
cure light wounds, few of them will take a chance on any vendor choose to head up a bound house arm (for example, a
not displaying a House Jorasco banner. notarys ofce operated according to terms set by the
A guild merchant gets more business, but he must house) while a Tharashk inquisitive establishes his own
pay dues to the house along with a share of his prots. licensed house arm (a private investigation service that
In addition, he must meet the standards of quality and can be run according to the characters whim). House
behavior set forth by the house. Observers can appear at arms are simply representative of a direct connection to a
any time to audit a guild business, and members who fail houses hierarchy that most licensed or bound businesses
to uphold the standards of the house can be penalized or do not have. These businesses display the guild seal in
stripped of guild status. gold, and often display the seal of the house as well.

GUILD STANDARDS
The Players Handbook and Dungeon Masters Guide give at rates for purchased from independents might fail to meet guild
goods and services. A longsword always costs 15 gp, always standardswhich is to say, be worth the values set forth in
deals the same amount of damage, and always has the same the Players Handbook and Dungeon Masters Guide. A longsword
hardness. Why? Because each blade is crafted to standards purchased from an independent smith might have a reduced
set down by the guilds. When a Thrane ghter loses his hardness. A potion advertised as cure light wounds might cure
sword in Sharn, he can go to a smith of the Fabricators Guild only 1d4 points of damage (if it is even magic at all). Many
and purchase an identical blade with an identical balance. independents are skilled, honest folk, but without the guild
If he goes to an independent smith, he might nd different assurance of quality, the buyer had best beware.
sorts of weapons available, almost always higher-priced than While this approach encourages PCs to patron-
guild standardsbut not always better in quality. ize guild businesses, characters requiring exotic items
The DM should feel free to raise prices by up to 20% will often need to seek out an independent. The point
for characters dealing with nonguild merchants. Guild of exotic weapons is that they are rare and unusual. As
merchants can undersell others because of volume of such, they make a poor investment for a house business. A
sales, access to a greater quantity of raw materials, and ghter looking for a spiked chain or a two-bladed sword
streamlined methods of production. Furthermore, goods wont nd one on the wall of a guild smithy.

11

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Guild Wars Today, an excoriate must simply surrender her signet
House administrators seek to squelch competition between ring, any other property that can be claimed as a gift of the
guild businesses. House Cannith has xed the price of house, and the name of both house and family. Her like-
longswords at 15 gp across Khorvaire, and every licensed ness is circulated through the major enclaves of the house.
or bound smith is expected to hold to that price. Heirs of her house are forbidden to provide her with aid
INTRODUCTION

Though adventurers might encounter licensed or succor, and the other houses typically shun excoriates
artisans ghting economic duels in the shadows, a more of any line. Excoriation is a rare punishment, but is often
common scenario is independents being pressured to join a fate worse than prison for a dragonmarked heir.
a guild. The houses seek to maintain a monopoly on their In the past, the dragonmarked were excoriated for
trades, and if a master artisan begins to draw signicant mingling bloodlines with members of other houses. Today,
business away from a guild, its house will take action. A such dalliances are no longer a crime, but relationships
guild representative might appear, extolling the benets between house heirs remain a dark and unspoken taboo
of membership. The merchant might become the victim (see the Mixed Marks sidebar, page 156). Excoriation is
of a campaign slandering his skills. The local guild vice- reserved for serious acts of treason, or for those who violate
roy might use his political inuence to tangle the inde- the fundamental principles of a house and bring shame to
pendent in red tape or strangle his access to supplies. If its name. Excoriation can be decreed only by a council
all else fails, an independent might nd himself dealing of viceroys, and only a patriarch can rescind it.
with burglars, vandals, or even threats to his life. The excoriate is a strange role for a player character
to choose from the start, since it closes many doors. At the
same time, it does create a certain dark romance, especially
Dragonmarked if the punishment was undeserved. Alternatively, a scion or
an agent of a house (see below) could become an excoriate
CHARACTERS: through her actions over the course of a campaign. This
is the dark underside of the power wielded by the dragon-
H EIRS TO POWER
A ghter decides to take the Mark of Passage. What does
marked houses, and it is up to the Dungeon Master to make
an excoriate feel the pressure of living as an exile.
this mean? What social obligations do the dragonmarked The following text translates the excoriate concept into
have, and what impact does a dragonmark have on the life the character aw rules presented in Unearthed Arcana. Even for
of a player character? campaigns that do not use the aw system, the description
To answer this question, dragonmarked characters outlines the game effects that accompany excoriation.
need to de ne their roles within their house. To bear a
dragonmark, characters must have a blood connection Character Flaw: Excoriate
to a dragonmarked family, but this connection can take You have been expelled from the culture of your dragon-
many forms. marked house.
Effect: Any dragonmarked member of your house
THE EXCORIATE who knows of your status has an unfriendly reaction
The dragonmarked houses have their own laws, some older toward you, as do most members of other dragonmarked
than Galifar. An heir who violates the laws of a house is houses. You are typically refused service in establish-
made an excoriate: stripped of the house name and for- ments owned by your house or its guilds.
bidden from drawing on house resources. In its original Members of your house are forbidden from provid-
form, this punishment typically involved true excoria- ing you with any sort of aid or support.
tion, or the cutting away of the skin bearing the outcasts You cannot make use of the Favored in House feat,
dragonmark. Despite a dragonmarks ability to reform in nor can you use the name of your house or family. Should
time, this process (especially for elite heirs with a greater you present yourself as a member of your house, you
dragonmark) was often intentionally lethal. could be prosecuted for fraud.

TRADE SECRETS
The Dungeon Masters Guide provides rules by which any wizard The DM is the ultimate arbiter of how easy or
or articer can create a wondrous item that can reproduce difficult it should be to create contemporary magic
the effect of a House Sivis speaking stone. Why hasnt the items that compete with the services of the guilds. For
Arcane Congress created its own network of orbs of sending example, the Arcane Congress has been trying to perfect
to compete with the Speakers Guild? mass teleportation for centuries. If a player character
Eberron is a world in which arcane magic resembles wizard wants to crack that mystery, he might need to
technology. As with technology, innovations in magic take unearth a schema from Xendrik, or acquire an espe-
time. Furthermore, intrinsic to the setting is the idea that cially rare material component in a manifest zone tied
dragonshard focus items are more effective than other forms to Kythri. New magic items might also be difficult to
of magic items. The historical development of the speaking stone reproduce, at least in the volume necessary to threaten
would thus have been much more straightforward than the a guild monopoly.
creation of a similar wondrous item that anyone could use.

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THE ORPHAN
The Korth Edicts prevent members of a dragon-
marked house from holding land, noble title, or rank
in a national military. Over the centuries, a number of
dragonmarked heirs have chosen to give up their birth-
right to be freed from the edicts. During the Last War,
a number of idealistic heirs left their houses to ght for
one of the Five Nations. Others have married into noble
families, whether for love or greed.
An orphans relationship with the members of his
house depends on the circumstances under which he left.
An heir who breaks from one of the prominent branches
of a family, throws away an important arranged marriage,
or publicly denounces the traditions of his house will
have bad blood to deal with. On the other hand, an
heir might leave his house with the blessing of his
family. The Korth Edicts have come under attack in
recent years, and a house might see the advantage of
seeding capable heirs in inuential positions.
Being an orphan is a good choice for a player
character who wants to have a dragonmark with-
out the baggage of house membership. Depending
on his backstory, an orphan could have a specic
set of enemies within his house or might have
had a perfectly amicable parting of the ways (even
retaining use of the Favored in House feat). How-
ever, an orphan is restricted from using his family or
house name. He might not be an outcast, but he has
surrendered his birthright just the same.

THE FOUNDLING
Characters can develop dragonmarks only by virtue of
blood ties to a dragonmarked house, and many dragon-
marked discover their lineage only after the mark
appears. Some are the descendants of excoriates, while An agent of House Phiarlan inltrates
others are the product of a doomed romance. Whatever the hidden vaults beneath Korunda Gate
their stories, these foundlings carry dragonmarks but
have no connection to their houses. The path of the foundling is the obvious choice for
All the dragonmarked houses seek to identify and a player character who decides to develop a dragonmark
recruit foundlings. A house might occasionally refuse to late in her adventuring career. All that is required is the
accept a foundling, typically in cases involving descen- appropriate dragonmarked race and a certain exibility
dants of truly infamous excoriates. As a rule, though, the with the family tree. Foundlings are similar to orphans
houses all want to expand their ranks. Foundlings can be from a roleplaying perspective, but a foundling has no
treated as scions or agents (see below), depending on how connection to a house: no allies, no enemies, and no
closely they wish to work with their houses. intrinsic knowledge of house traditions. Opportunities
Some foundlings have no interest in working with to join the house provide an interesting option for future
the dragonmarked families. A foundlings desire for character development.
independence is typically respected, but those who gain A foundling cannot use the house name unless
a signicant amount of notoriety often nd themselves she is formally inducted into her house. It would be
pressured to join their house. Foundlings who come to be unusual (though not impossible) for a foundling to
seen as a threat to the house will discover how formidable gain the Favored in House feat without first joining
an enemy family can be. the house.

THE AURUM
The Aurum is a secret alliance of some of Khorvaires serve the interests of the houses. However, an ambi-
wealthiest citizensincluding a good number of the tious viceroy or guildmaster might also be an Aurum
dragonmarked. The patriarchs of the dragonmarked Concordian, able to draw on the resources of this secret
houses do not dominate the Shadow Cabinet of the society in addition to the wealth of his house.
Aurum, and the actions of the organization do not always

13

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THE SCION fancy; when they decide to settle down, the house will
The scion is a member of a dragonmarked house who be waiting.
embraces his heritage but keeps his distance from the The drawback to being a scion is a lack of inuence.
administration of the house. This is the most common A local enclave might help a scion nd work, but the
background for dragonmarked adventurers. Orphans viceroy wont take her word as seriously as that of an agent
INTRODUCTION

and excoriates are quite rare, but young heirs often wish of the house. A scion can earn the respect of her house
to see the world before settling down in one of the house through her actions and adventures, and will probably be
guilds. Some scions are carefree wanderers with no encouraged to become an agent when she does so.
interest in politics and economics. Some are indepen-
dents, seeking to establish their own personal businesses THE AGENT
instead of joining one of the major bound house arms. Every dragonmarked house is involved in dozens of
Some have a deep interest in gaining power in their schemes and plots. Some of these are deep secrets that
house, but believe that building powerful allies in the could threaten the existence of the house if exposed;
outside world is the best means to do so. others are practical quests designed to turn a prot. House
A dragonmarked scion bears the name of his house Medani might in ltrate a group of anti-monarchist rebels
and, if he carries a dragon mark, can use the honorary in Breland. House Cannith is always working to recover
title of lord. A scion can obtain room and board at any lost treasures from its holdings in the Mournland, or
house enclave, though he is expected to put in a few hours to uncover ancient secrets from Xendrik. The assas-
of work in exchange. The scion does not have access to any sins of House Phiarlan and House Thuranni spar with
special resources, but can usually nd temporary work at one another in the shadows. Assignments such as these
a guild business. are the work of house agents: adventurers who dedicate
The scion is a good choice for a character who their lives to expanding the power and inuence of their
wants the potential dragonmarked families.
to be involved with The choice to play an agent has a signicant impact
a dragonmarked on a campaign, and should be made only with the approval
house without let- of the Dungeon Master. An agent can be called into the
ting it dominate service of her house at any time, but how this servitude
his life. A player affects the rest of the party is an important question.
of a scion charac- The simplest solution is for an entire party to
ter can control the embrace the agents path. Whether adventurers have
degree to which the blood ties to the house or not, they can choose to serve as
characters house elite troubleshooters, going wherever the patriarch sends
affects the game. them. If the party includes characters with different
Scions are free to dragonmarks, they could represent an alliance between
travel the world their respective houses, possibly on the cutting edge of
and indulge in espionage or exploration.
whatever adven- Another approach is for a dragonmarked character
tures strike their to be a secret agent: an independent operative whose
actions cannot be traced back to her house. She might
assume the role of an orphan or excoriate, even as she
takes her orders from house superiors. The question is
whether her companions are aware of her loyaltiesor
whether subterfuge will be required to convince her
WM friends to follow her.
A house agent and her companions can always nd
free room and board at any house enclave. At the DMs
discretion, a trusted agent might be paid a regular salary
by her house, or receive information, transportation,
and supplies as necessary to complete an assignment.
Likewise, house officers might provide an agent with
magic weapons or other itemsbut will expect them back
at the conclusion of the mission.
An agent in good standing should receive a +2 bonus
on all favor checks made with the Favored in House feat.
A favored agent has considerable leeway when it comes
to requesting special equipment or services, though this
still counts toward regular use of the feat.
Being an agent has both advantages and drawbacks.
An agent cannot choose her assignments, and refusing
to follow the orders of superiors within the house can
result in reprimand, excoriation, or (depending on
what secrets the PC knows) a contract on her life.
An agent will acquire powerful enemies through
her work, whether the agents of other houses, groups

A scion of House Orien


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such as the Kings Citadel of Breland and the Royal Eyes connections among the lower ranks of a house, though
of Aundair, or the hidden hands of the Dreaming Dark you might have known a viceroy or minister when she
or the Lords of Dust. It is a dangerous life, and one that was young and irresponsible herself. Base your requests
shapes the tone of a campaign. Both DM and player should on your shared experiences (I covered for you when you
be certain before a character chooses this path. broke that entire shelf of healing potions, and this is the

INTRODUCTION
thanks I get?)
If you have levels in the dragonmark heir prestige
FTheavored
E
in House
Campaign Setting introduced the Favored in
BERRON
class, your house status likely reects this chosen path.
However, even if your reputation is widespread through-
House feat, allowing a character to call in favors from out the house, is it as a dedicated servant, a charming
other members of his dragonmarked house. What does courtier, or a spoiled brat?
it mean to be favored, though? Characters can ask for Use of the Favored in House feat is not mind control,
special treatment, but do others recognize their status and each request for favor should be carefully thought out.
even when they dont ask? What are the limits of the feat? Are you calling on old friendship? Demanding compensa-
Can it be taken away? tion for past services? Threatening a contact with family
Whenever a character takes the Favored in House reprisals? If you come up with an excellent story, the DM
feat, especially in the middle of an ongoing campaign, an might decide to give you a bonus on your check. On the
explanation is required. If a character has been a constant other hand, the Dungeon Master is always the nal arbiter
embarrassment to his house, opinions wont suddenly of what favors are available, and can dismiss a favor out of
change because he went up a level and gained a new feat hand no matter how good your check result.
slot. This is an unspoken prerequisite of the feat: It needs Favored in House is a privilege. As such, it can be
to be justied, and a DM is free to refuse the request. stripped away. An excoriate might nd himself unable
The roots of your characters favored status have an to seek any favors whatsoever from his former house,
impact on the way NPCs react, and might affect the types while an adventurer whose actions have tarnished the
of favors he can obtain. reputation of her house might nd the viceroys refusing
Service to the House: You earned your favor through to speak to her but the rank and le still sympathetic to
devoted service to your family. This status is appropriate her needs. Characters who redeem themselves in the eyes
for a character who acquires the Favored in House feat of the house might be able to regain their favored status,
over the course of a campaign, especially for an agent of but Favored in House is ultimately a tool of the DM. It
the house. Your relatives appreciate and respect your work represents the inuence you wield within your house,
and bend the rules to help you out. Your strongest con- but the characters you seek to impress with that inuence
tacts are in the upper echelons of your house: the viceroys remain under the Dungeon Masters control.
and ministers who are aware of your deeds. The feat description (ECS 53) provides general guide-
Family Inuence: You come from a particularly lines for what you can do with Favored in House. However,
powerful branch of the dragonmarked family tree. the ease or difculty of a favor varies according to the
Your ancestors were viceroys and patriarchs, and people house you are dealing with. Asking a member of House
respect your status. You might sometimes frame your Jorasco for free passage on the lightning rail is as difcult a
requests as threats (Help an old family friend out . . . or proposition as convincing the viceroy of an Orien enclave
else.) Of course, repeated abuse of your inuence could to arrange a resurrection. The descriptions of each house
lead to parental intervention. in Chapter 1 include tables providing ideas and guidelines
The Gadabout: People like you. Since adolescence, for appropriate favors and the difculty of the request.
you have drifted from enclave to enclave and party to Characters seeking favors from their house should be
party, making friends wherever you go. This approach aware that those granting such favors often ask favors in
is appropriate for characters with a high Charisma, return. In particular, any successful favor check with a
especially bards, sorcerers, or rogues, but even the DC of 20 or higher requires that the character asking the
dour fighter might have been the life of the party in favor perform some service for the house (before or after
his impetuous youth. Gadabouts have their strongest the favor is granted, at the DMs discretion).

SIGNS AND PORTENTS


How does a house agent receive her assignments, espe- (ECS 234). Instructions and equipment are periodically
cially an agent trying to hide her true loyalties from her deposited in the vault.
adventuring companions? Agents check designated Sivis message stations whenever
A highly placed agent might be given a permanent they arrive in the major cities of Khorvaire. Seemingly
Rarys telepathic bond with a superior, allowing innocuous messages from friends or relatives hold
instant communication across any distance. This coded instructions.
is an expensive investment, and only proven agents In emergencies, a house superior might plant a coded
receive such gifts. message in a story in one of the major chronicles.
Some agents are given keys to a Kundarak safe-deposit Illusory script and secret page are often used to deliver
vault, which can be accessed at any major Kundarak bank high-security messages to an agent in the eld.

15

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he proud representative of House Cannith

T observed the other ministers of the Twelve


as they studied the adventurers before
them. What would they think of the warning that
Lei and the warforged had brought them?

he sly Thuranni wasnt waiting

T for the newsindeed, he


probably already knew what
Lei was going to saytaking another
opportunity to increase his own
inuence among the Twelve . . .

620_95380720_Ch1.indd 16 8/28/06 1:28:33 PM


CHAPTER ONE

THE HOUSES

THE HOUSES
T hose born and raised in the great dragon-
marked houses of Eberron feel a sense
of belonging. Their place in the world is
secure, as is the inuence wielded by their
house and family. For more than a thou-
sand years, the dragonmarked houses have stood at the
forefront of commerce, magical innovation, and culture
across Khorvaire.
out to create a sentient construct that could ght in place
of living creatures. First commissioned by King Jarot, the
last king of Galifar, the warforged instead went to battle
on behalf of his children during the Last War.
Merrixs son Aarren gave sentience to these living con-
structs. For thirty years, the sale of warforged kept Cannith
prosperous, with each of the Five Nations commissioning
troops from Whitehearth, Canniths ancestral forgehold.
Inspired by the power of the dragonmark that mani- The house seemed destined to prosper as the Last War
fests in its bloodline, each house wields great inuence in dragged on. Then came the Day of Mourning.
Khorvairian life. Now, with the Last War a memory and
the future beckoning, the dragonmarked houses stand PARADISE LOST
ready for even greater accomplishments. On the Day of Mourning, a blast of arcane power obliter-
ated Cyre, leaving empty wasteland. Most Cyrans perished

HOUSE CANNITH
It is as though the world dare not draw breath for fear that delicate balance
that day, including the patriarch of House Cannith: Baron
Starrin dCannith, known as the Gorgon for both his
intimidating manner and the symbol of his house.
should shift and fall, and a new Day of Mourning be upon us. What caused the Day of Mourning, none can say. It
Jarlen dCannith, seems that of the cities of Cyre, Eston suffered the greatest
House Cannith Chronicler and Lord Seneschal damage. Whitehearths destruction claimed the life of
not only the baron, but also many of the houses promi-
From a few bands of roving artisans and tinkers, House nent leaders and dragonmarked heirs.
Cannith has risen to dominate commerce and industry in Almost as great as the loss in blood was the loss of the
Khorvaire. For every advance made in magic, odds are good forgehold itself. Whitehearth had been the center of Can-
that Cannith had a hand in itfrom everbright lanterns to the nith ingenuity and invention for centuries. Only projects
lightning rail, from the warforged to the secret experiments concurrently researched in Sharn by Merrix dCannith,
now lost deep within the wastes of the Mournland. grandson of the rst Merrix, survived. Whitehearth is
With its power and creative genius, the house com- never far from the minds of House Canniths leaders, with
mands both respect and fear. Despite its accomplishments, Merrix in particular striving for its recovery. Increasingly,
however, Cannith stands in turmoil. Unable to agree on though, the cost associated with that recovery effort has
a new ruler in the aftermath of the Day of Mourning, the exacerbated the rift within the house. Some seek to resur-
house splintered into three factions, each with its own rect Whitehearth one day; others wish to turn their backs
agenda. This rift has caused unease among the houses and on the tomb of the past and focus instead on the future.
beyond, giving monarchs and entrepreneurs pause even as
they cautiously back one of three would-be leaders. THE TREATY OF THRONEHOLD
Two years after the loss of Cyre, the Treaty of Thronehold
was signed, putting an end to both the war and the nation
M akers of History
Since its incorporation prior to the War of the Mark, House
of Galifar. No one prots during war like a weaponsmith,
and no one suffers as much from wars end.
Cannith has been a leader among the dragonmarked For House Cannith, the treaty brought more than
houses. It pioneered the marriage of magic to the needs the end of a protable market: The signatory nations
of daily life, and members of the house are the foremost recognized the warforged as a free people, due the same
experts on the use of dragonshards. Along with the gnomes rights as other sentient races. The treaty also forbade
of Zilargo, the house created the elemental ships that cross Cannith from creating more warforged, ensuring that
the seas. In partnership with House Orien, it forged the the houses crowning achievement would be remembered
lightning rail that once spanned Khorvaire. as little more than a bloody postscript to past glory.
Canniths most indelible mark on history was made in Having no choice but to agree to the treatys terms,
965 YK with the creation of the warforged. The master- the heads of the fractured house returned to their respec-
mind behind the warforged was Merrix dCannith, who set tive homes, plotting in silence while they went through the

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A House Cannith workshop in Metrol, before the Day of Mourning HL

motions of retooling House Cannith for peace. Merrix, valid claim to the patriarchs seat, a more problematic set
however, never intended to let his grandfathers legacy of candidates would be hard to nd.
pass away. His stronghold in Sharn holds a secret creation Merri x (LE male human articer 9/dragonmark heir
forge, known only to the sworn heirs of his line. 3) is the grandson of the rst Merrix, the son of Aarren
Today, those who gain entry to the Sharn forgehold see dCannith, and the former patriarchs grandnephew. The
signicantly newer warforged. Unaware of their rights as youngest candidate, he was little more than a baby when
sentient beings, these warforged serve the articers, who the warforged were invented. His age and lack of political
seek the next evolution of design. This secret rebellion expertise give him the weakest claim, but his inheritance
leads Cannith along a dangerous path. Should Merrixs of Merrixs legendary skills in research and innovation
deception be discovered, Breland and the other nations forces his relatives to take him seriously. He wishes only
will have to enforce the treatyeven if it means striking to pursue his secret experiments in peace, but knowing
the blow that shatters House Cannith for all time. Jorlanna and Zorlan, he is convinced that a rm hand
will be required to keep House Cannith on coursenot
necessarily his hand, but one of his choosing.
The Three-Headed Jorlanna dCannith (LN female human wizard 8) is a
proud, attractive woman in her fties. She is far closer to the
G ORGON
When Starrin dCannith died, he left no direct heir or
age of a proper matriarch than Merrix. Her claim is stronger
too, as the daughter of Starrins second wife, Elsabet. Regard-
immediate relations, but it did not take long for claim- less, Jorlanna is considered least likely to attain the title.
ants to the house leadership to appear. Typically, upon She has a strong vision for a united house, allies among the
the death of the patriarch, the title goes to either his Twelve, and the personal magnetism to lead, but the Cannith
closest living relative or his named successor. Starrins elders distrust her judgment. In her youth, Jorlanna engaged
named successor was his only son Norran, who died with in a scandalous romance with an heir of House Deneith.
his father in Cyre and left no children of his own. Both families put a stop to it once they became aware of the
When succession becomes murky, the elders of the relationship, and the lovers disappeared from public view for
house interpret the will of the former patriarch and over a year. It was rumored that Jorlanna bore a child during
choose a successor. However, with the ranks of the house her time awayproduct of a coupling forbidden after the War
leadership decimated, no effective or fair vote could be of the Mark. However, when she nally resumed public life,
held. Cannith was paralyzed, with three heirs emerg- she did so alone. Today, whispered rumors of her indiscre-
ing to claim leadership: Merrix dCannith, Jorlanna tion haunt her, and critics use them as proof of her lack of
dCannith, and Zorlan dCannith. Though each had a judgment where the good of the house is concerned.

18

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Zorlan dCannith (NE male human articer 3/sor- holdings to expand the enclave in Stormreach. Only
cerer 4/dragonmark heir 1) is a distinguished, shrewd scion Merrix himself knows that he plans not just a workshop,
of the house. His talent with nance and eye for prot but a second Cannith creation forgeoutside Khorvaire,
made him a trusted advisor to the Gorgon, whose cousin, where the Treaty of Thronehold has no sway.
Xerith, was Zorlans mother. Zorlans gifts are countered The heirs of Cannith South are driven to achieve
by a cold, cruel personality that unnerves many within the advancement is dependent on how closely ones ideals and

THE HOUSES
house. His time in Karrnath is rumored to have drawn ambitions match those of Merrix. Worship of the Traveler
him into the customs of that land, including worship of in his articer aspect has taken a slow hold among the
the Blood of Vol. Some fear that Zorlans ambition could members of Cannith South. This af liation with one of the
lead him to make pacts with dishonorable groups. Dark Six troubles members of Cannith West in particular,
Merri x, Jorlanna, and Zorlan are each determined but Merrix shows no sign of sharing their concern.
to become the next leader of House Cannith. Between
them, they have divided the lords seneschal so evenly that CANNITH WEST
a new patriarch will likely never be chosen. As it stands, The relationship between Aundair and Cyre was close
the divided leadership makes it increasingly likely that during the Last War. When Jorlanna dCannith was sent
only death or disaster will change the balance of power. away in disgrace, she went to Aundair, living there in
seclusion for a year. Even after her exile ended, she soon
CANNITH SOUTH returned to hone her diplomatic talents. Jorlanna negoti-
Under Merrix dCannith, Cannith South is considered ated house access to the Eldeen Reaches through the War-
by many to be the closest replacement for Whitehearth dens of the Wood, allowing Cannith sages to study ruins
the house will ever see. With his enclave concealing the and magical locales under the druids supervision.
last Cannith creation forge, Merrix rules his houses Members of Cannith West are expected to be socially
southern interests (including expeditions to Xendrik adept. In Aundair, they engage in scholarly pursuits, espe-
and the Mournland) with an iron st. cially those connected to magical sites in western Khor-
Cannit h South workshops and enclaves dot Breland, vaire. They have more contact with other dragonmarked
Zilargo, and even Darguun, making Merrix the most houses and local nobility than other Cannith branches do.
expansion-minded leader House Cannith has seen in Jorlanna plans to rebuild the goodwill of the Five Nations
an age. Some say he plans to open facilities in Xendrik toward the house and make a greater investment in the
to support his expeditions and interests there. Though Twelve, with hopes of seeing it regain its power. Since the
Cannith South denies these plans, house members regard Twelve is headquartered in Korth, it vexes Zorlan that
such moves as all but certain. Merrix has already secured Jorlannas status within the organization exceeds his.

Merrix dCannith admires his holdings while coveting those


of his rivals within the house

620_95380720_Ch1.indd 19 8/28/06 1:28:41 PM


Both Zorlan and Merrix remain unaware House Cannith is a dragonmarked house of
that Jorlannas romantic indiscretions are humans who carry the Mark of Making in
not entirely behind her. For a year now, their bloodlines. It is among the leaders of
Jorlanna has been clandestinely involved the dragonmarked houses, and the greatest
with a young scion of House Oriennever artice of modern Khorvaire is of Can-
realizing that her lover is actually a rakshasa nith design.
THE HOUSES

agent of the Lords of Dust. The ends


immediate goal is to fracture House Can-
nith permanently, and he manipulates
JOINING HOUSE
Jorlanna to that end. CANNITH
Membership in House Can-
CANNITH EAST nith is primarily by blood,
Though Zorlan grew up in Cyre, though more than a few mem-
he traveled to Karrnath as a house bers have entered through
emissary along with the rst war- marriage. Hirelings receive ben-
forged ordered by that nation. He ets, such as equipment, and recognition,
took up residence there, advising but are little more than servants as far as
Kaius II and strengthening his JH Cannith is concerned. A rare few associates
houses inuence. He used prot- might be recognized as honorary members
able arrangements with the Mror Holds and Baron Jorlanna dCannith after long service, or even given the opportu-
the Lhazaar Principalities to ll his coffers of Fairhaven nity to marry into the family. Warforged are
and make himself an advisor to the Gorgon. never recognized as members of the house.
Where Cannith once had only an outpost in Karr- In House Cannith, articers, sorcerers, and wizards
nath, Zorlans leadership has seen the houses wealth and are common, given the houses focus on magical creation.
prestige there grow. Before the Day of Mourning, many Members unskilled in arcane magic nd it difcult to rise
Cannith heirs were sent to Karrnath to study adminis- within the ranks. Characters who are members of House
tration and diplomacy, and to receive martial instruction Cannith must choose Cannith South, West, or East.
from Rekkenmark Academy. This training ended with
the fracture of the Cannith leadership, but many heirs ENTRY REQUIREMENTS
still proudly recall their Karrnath years.
Though the steady stream of warforged into Karr- Race: Human.
nath has ceased, Cannith East still has expertise in siege Special: Must be related to a member of House Cannith
warfare, and house members serve as advisors to by blood or marriage.
Karrn generals.
The Karrnathi culture has left its mark on House Cannith relies on magical research and invention
Cannith East. Members take a callous view of mor- to remain prosperous, and arcanists are the houses
tality, viewing the undead as little more than the lifeblood. Wizards research new ideas and evaluate
necromantic equivalent of warforged. Though magic from outside the house, from ancient relics
invention is Cannith Easts strength, clandes- to the latest spells. Articers transform that
tine research at its enclave seeks to create a new study into physical reality, and they control
form of construct undead, animated the use of the Cannith-created items.
with eldritch power and a bound, Sorcerers represent the house
ghostly intelligence. in the wider world, undertak-
Living among the Karrns ing expeditions, guarding
has led many of Cannith to inventions, and retrieving
worship the Blood of Vol. (or eliminating) relics and
Though Cannith would never people as necessary.
openly declare allegiance to
any other power group, nearly HOUSE CANNITH
half the members of the Karrn-
athi enclave are said to follow that BENEFITS
faith. Zorlan is a devout member, Given Canniths position as an
even aspiring to a position in the JH afuent and inuential house, its mem-
cults lay clergy and personally con- bers have access to a wide range of ben-
ducting services for house members on Baron Zorlan dCannith e ts. However, the aftermath of the Day
special occasions. of Korth of Mourning has left the house divided in
resources as well as loyalties.
Economics: House Cannith covets magic items,
House Cannith especially those of Cyre and Xendrik. Members who
nd such items are strongly encouraged to bring them
AS AN ORGANIZATION to the house, which then researches them or loans them
We alone have created a new form of lifeand that will be the least of to those on house assignments. Items are evaluated, and
our achievements. the member who found them is paid 65% of the estimated
Aarren dCannith worth. In addition, Cannith South will subsidize up to

20

620_95380720_Ch1.indd 20 8/28/06 1:28:43 PM


one-half the total cost of house expeditions to Xendrik FAVORED IN HOUSE CANNITH
or Cyre, as long as such expeditions leave from Sharn and
include at least one Cannith South member. DC1 Benet
Gear: Members of House Cannith are always well 10 One free use of the least Mark of Making; a loan of
outttedanything less would be an affront to the houses 100 gp at 10% per month3
pride. Those on Cannith business are fully outtted with 15 One free use of the lesser Mark of Making

THE HOUSES
mundane equipment, and those on personal business pay 20 One free use of the greater Mark of Making; free
only 25% of the standard cost for mundane gear. use of a 3rd-level member of the Fabricators Guild
Information: Members can have magic items identi- or Tinkers Guild (least dragonmark) for 1 week
ed for 50% of the normal cost and get access to maps and 25 Free use of a 5th-level member of the Fabricators Guild
reports from Cannith explorers in Cyre and Xendrik. or Tinkers Guild (lesser dragonmark) for 1 week
Access: Only members of the house and their associ-
ates have access to the houses forges and workshops. Cannith South Additional Benets2
DC1 Benet
Favored in House Benets 10 Free passage with a house expedition to Xendrik for
Though all members of House Cannith have a level of four characters
privilege, the split in the house has led to ill will between 15 A gift of a wand with base value 2,500 gp with 10
competing factions. Requests from members of Can- charges left (500 gp value)
nith East might be ignored by Cannith South unless the 20 Use of a warforged bodyguard ( ghter 4) for 1 week
southern faction feels generous or will prot in some 25 Free use of a nonexpendable medium wondrous item
way. A party from Cannith West can ask for a warforged for 1 week
bodyguard from Cannith South, but have less chance of
receiving them than a party af liated with Merrix. Cannith West Additional Benets2
The following table indicates the types of favors a DC1 Benet
Cannith character with the Favored in House feat might 15 Access to the Twelves magic library for 1 day
request. In addition to general favors, each arm of the 20 An introduction to a noble from Aundair or Thrane
house can provide special favors, mainly to its members. 25 Use of a sorcerer of the Twelve (sorcerer 5) for 1 week

PLAYING A MEMBER Cannith East Additional Benets2


DC1 Benet
OF HOUSE CANNITH 15 Training at the Rekkenmark Academy for 1 week4
You are a proud member of the leader of all dragon- 20 Use of 1d4 Rekkenmark cadets ( ghter 3) for 1 week
marked houses and the creator of the wonders of modern 25 Free use of 1d4 Karrnathi zombie soldiers for 1 week
Khorvaire. Your social standing is exceeded only by that
of the nobles of the realmand not always by them. You 1 If a requested favor involves an illegal or dangerous act,
owe no allegiance to anyone outside the house, and it took increase the DC by 5. Favors with DCs of 20 or higher
all Five Nations together to put a leash on the Gorgon, always require additional service to the house.
the symbol of your line. Some might call you arrogant, 2 If the character requesting a favor is from a different
but arrogance and self-assurance are often confused by branch of the house, increase the DC by 5.
the envious. 3 A character can have no more than one loan at a time.
The wonders of Cannith are known throughout 4 Individual benet to be determined by the DM. See Five
the world, and you feel responsible for continuing that Nations for more information on Rekkenmark Academy.
legacy. Whether you have a dragonmark or not, you
are expected to contribute to the success of your house protective or damage-dealing magic items. When Cannith
through invention, scholarship, business, or diplomacy. goes to battle, there is no such thing as overkill.
Even more is expected of the dragonmarked heirs of
Cannith, who serve apprenticeships in the guilds during Advancement
their training, then move up into house business as their In House Cannith, magic is an integral part of your
talents are honed. surroundings. Magical training is available and strongly
However, beneath your pride lurks a lingering con- encouraged, but should you prove incapable of mastering
cern. No matter where your loyalty lies, you know a house the arcane arts, you will be tutored by clan elders in busi-
divided against itself inevitably falls, and you cannot help ness, administration, and diplomacy. A career in combat
but feel bitterness toward those who follow these pretend- or divine magic requires a strong will and demonstrable
ers to the seat of the Gorgon. When your chosen leader aptitude, but once you gain permission, the house will
takes command of the house, supporters of the would-be arrange training with the best tutors money can buy. For
usurpers will be dealt with. Until then, it is up to your side a Cannith, to do anything but excel is unacceptable.
to keep Canniths glory from degenerating further. You know that continued innovation is the fortune
and lifeblood of your house. Power is the ultimate goal,
Combat and any steps needed to attain it are acceptable. This is not
Members of House Cannith never shy away from combat, to say that you personally embrace an ethos of immoral-
though they are seldom found in the thick of it. You use ity, but there can be no doubt that your house does. You
every tool at your disposal to ensure victory, including spells, are wise enough to pick your battleswhether physical or
magic items, and construct mercenaries. As a member socialwith care. Once committed, you accept nothing
of the house, you always have the best gear, focusing on less than complete victory, no matter what it takes.

21

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Missions them, the scions of the house claim any resource that
The missions House Cannith assigns depend on your fac- might help them regain their former glory or exceed their
tion. In Cannith South, you might explore the Mournland previous achievementsas quietly as possible, of course.
or Xendrik. Alternatively, you might travel on diplomatic Though the house is not wholly evil, many within Cannith
missions to Cannith East or West, playing one against the can hardly be called souls of truth and righteousness. As a
other. You could be appointed an emissary to Morgrave base of operations for the PCs, a bastion against truly dark
THE HOUSES

University, examining new nds. You might even report forces in the world, or an evil empire, House Cannith can
to Merrix with any information you gainor the items be a powerful force in any campaign.
themselves, if possible. The last patriarch, Starrin dCannith, left a lasting
As a member of Cannith West, you might accompany imprint on his house. Though Merrix and Aarren created
agents of the Twelve on expeditions as far away as Argon- the warforged, Starrin engaged the warring sibling kings
nessen or Sarlona, representing your house. You might of the Five Nations, persuading them both of Canniths
research ancient druid ruins in the Eldeen Reaches. You neutrality and of the warforgeds usefulness in battle. His
could be sent to a gala to enlighten an important noble on death was a blow from which the house has yet to recover.
a matter that concerns your house. You might even nd Instead of a single patriarch, Cannith currently has
yourself engaged in espionage under cover of guild mem- three descendants claiming the title of baron, each man-
bership, traveling across Khorvaire in support of Jorlanna aging a portion of the houses concerns. Though a council
dCanniths ambition to ruleor inadvertently serving of lords seneschal would typically reign over the viceroys,
the Lords of Dust as they manipulate that ambition. Merrix, Jorlanna, and Zorlans nominal status as the heirs
For Cannith East, you might nd yourself loaned to to the seat of the Gorgon effectively makes them a trium-
Karrnath in pursuit of Emerald Claw agents, meeting with virate, over which the lords seneschal have little control.
Lhazaarite princes to discuss business endeavors, joining Promotion within the house is judged by ones con-
the dwarf lords of the Mror Holds to stave off an incursion tributions to Canniths continued growth and well-being.
from Khyber, or leading a unit of undead and constructs Members must strive if they wish to become more powerful
on a clandestine mission for the Karrnathi crown within the hierarchy. Those who succeed are either bril-
liant at invention, uncannily aware of others motives, or
HOUSE CANNITH IN THE WORLD both. House members with no taste for politics succeed
Jaxon dCannith . . . I remember him well. We were overrun by ghouls, by lending their support to those so inclined.
and without a blink, he cast spells and left two guards standin like statues,
right in the path. Gave us time to run, but I can still hear the screams. NPC Reactions
Guard Brennan Enseld, Sharn Watch House Canniths position as the nominal leader of the
dragonmarked houses goes largely unchallenged. Cannith
Wherever magical power can be gained, House Cannith and Deneith work well together, and individuals from
is nearby. Not content to let the Twelve do their work for House Deneith and the Twelve have an initial reaction of

GUILDS IN HOUSE CANNITH


The roots of House Cannith are in its guilds, the his- cities, some heirs are commissioned to travel with cara-
torical face of the house and the most common Can- vans and ships, to create or repair equipment.
nith presence outside its enclaves. The bulk of house
business actually goes on outside the guilds, which are TINKERS GUILD
seen by house members as only training grounds or The Tinkers Guild is a mercantile branch of House Can-
career footnotes. nith, and hearkens back to the origins of the house. Cannith
was born from groups of human tinkers that moved from
FABRICATORS GUILD town to town, repairing broken items or making new ones
The Fabricators Guild is a mercantile branch of House to sell. The guild has a virtual monopoly on the repair of
Cannith, well known as a training ground for arcane mundane objects, primarily by members with the least or
spellcasters and dragonmarked heirs. Outside the house, lesser Marks of Making. Most Dragonmarked heirs of Can-
the Fabricators Guild has a reputation for ne, reliable nith serve at least two years in the guild, acting as the public
goods. Guild shops offer a complete range of mundane face of the house in Khorvaire. Those dragonmarked who
equipment, and some accept commissions for unusual decide that rank and power are not for them sometimes
nonmagical items. Though most guild members keep to remain in the guild, balancing a lack of respect from others
in the house with a life of relative freedom.
FABRICATORS GUILD
TINKERS GUILD
Associated Classes: Articer, expert, magewright,
wizard. Associated Classes: Expert, ghter, rogue, warrior.
Associated Skills: Appraise, Craft, Diplomacy, Associated Skills: Appraise, Diplomacy, Craft,
Gather Information, Knowledge (local). Knowledge (local), Profession (tinker).

22

620_95380720_Ch1.indd 22 8/28/06 1:28:50 PM


friendly to Cannith members. Members the house suffered could be replaced by a natu-
of the other dragonmarked houses ral disaster. A DM can even take dragonmarks
have an initial reaction of indifferent. out of the picture, leaving an organization of
Notable exceptions include members arcanists and articers converting magical
of Tharashk and Vadalis, both of innovation into wealth and power.
whom dislike Canniths questionable

THE HOUSES
morals and power-hungry ways. Mem- Sample Encounter
bers of those two houses often have an An easy way for characters to compete
initial attitude of unfriendly. with House Cannith is over relics
from Cyre or Xendrik. Any new
HOUSE CANNITH LORE acquisition from Xendrik inter-
Characters with ranks in Knowledge RD ests Merrix, especially warforged
(arcana) or Knowledge (nobility and schemas. House Cannith has a cadre
royalty) can research House Cannith of agents patrolling not just the university but
to learn more about it. When a char- all the levels of Sharn, looking for information,
acter succeeds on a skill check, the items, or threats to Cannith security.
following lore is revealed, including EL 8: Jaxon dCannith is charged with protecting
the information from lower DCs. Cannith interests. He often serves as an escort into
DC 10: House Cannith is the power the lower levels of Sharn, using his spells to
behind the Tinkers Guild and Fabricators Jaxon dCannith, ensure the safety of house members. He is
Guild. It can be found across the land, and sorcerer extraordinaire escorting a pair of house dignitaries when
dominate the craft industry. they are ambushed by three members of a
DC 15: Some members of House Cannith have the local gang (4th-level changeling rogues). The conict draws
Mark of Making, and can create or repair using magic. the attention of those passing by, including the PCs.
DC 20: House Cannith created the warforged and
sold them to many nations. The Treaty of Thronehold JAXON DCANNITH CR 6
gave the warforged the same rights as other individuals Male human sorcerer 6
and forbade Cannith from creating more. LN Medium humanoid
DC 30: Characters who achieve this level of success Init +6; Senses Listen +0, Spot +0
can learn important details about House Cannith in your Languages Common, Gnome
campaign, including history, notable members, the areas AC 17, touch 12, at-footed 15
where it operates, and the kinds of activities it undertakes. (+2 Dex, +4 armor, +1 natural)
hp 25 (6 HD)
HOUSE CANNITHS HOLDINGS Resist ring of counterspells (hold person)
Though Cannith lost Whitehearth, Merrix dCanniths Fort +3, Ref +4, Will +5
enclave in Sharn has taken over the houses creative work.
The Sharn enclave is the practical headquarters for the Speed 30 ft. (6 squares)
business of the house, but those with political or invest- Melee +1 dagger +3 (1d4/1920)
ment interests more often approach Jorlanna or Zorlan. Ranged mwk dagger +6 (1d41/1920)
Many look to Sharn for new wonders, but Cannith is Base Atk +3; Grp +2
not limited to one facility. The house has holdings across Combat Gear 2 potions of cure light wounds
the continent, and beyond. Though Sharn has the only Sorcerer Spells Known (CL 6th):
current forgehold, Cannith estates are found in Fairhaven, 3rd (4/day)hold person (DC 16)
Flamekeep, Korth, Throneport, and Trolanport, with 2nd (6/day)summon monster II, web (DC 15)
small outposts at Regalport and Varna. Abroad, the house 1st (7/day)burning hands (DC 14), charm person (DC 14), mage
has holdings in Pylas Talaear on Aerenal and in Storm- armor?, magic missile
reach on Xendrik. The Tinkers Guild and Fabricators 0 (6/day)detect magic, detect poison, disrupt undead, are (DC 13),
Guild are found in every major city in the Five Nations, light, message, read magic
and in larger centers in the lands beyond. Already cast
Spell-Like Abilities (CL 6th):
2/daymake whole
MEMBERS OF HOUSE CANNITH 1/dayminor creation
IN THE GAME Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Any campaign involving the Mournland, Sharn, Xendrik, SQ familiar (none)
Aundair, or Karrnath can naturally include Cannith as an Feats Improved Initiative, Least Dragonmark (Mark of Making),
ally or enemy. Cannith NPCs are proud, often bordering Lesser Dragonmark (Mark of Making), Toughness
on arrogant. They are also practical, looking at situations Skills Bluff +8, Craft (alchemy) +7, Concentration +8, Dis-
and peoplefrom a standpoint of prot and loss. guise +3 (+5 to act in character), Intimidate +5, Knowledge
(arcana) +11, Listen +0, Spellcraft +13, Spot +0
Adaptation Possessions combat gear plus amulet of natural armor +1, +1 dagger,
House Cannith can remain central to almost any cam- 2 masterwork daggers, ring of counterspells
paign. Without the warforged, Cannith could still be a Hook Most people think twice about threatening a Cannith.
former weapons supplier, now handicapped by the Treaty Too bad you wont get that chance.
of Thronehold. The Day of Mourning and the devastation

23

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neutrality and refusing ties to any one nation, Deneith

HOUSE D ENEITH
Galifar lies in ruins, destroyed by its own folly, but our rights and duties
has instead become a force that others must rely on.
Today, however, this reputation of strength and security
means less than at any time in Deneiths past. In the after-
cannot be set aside. Our oaths bind us still. Let those who would oppose math of the Last War, the house is quietly buckling under
the law know us, and end their days in fear. pressure from within and without, and its resources are
THE HOUSES

Endira dDeneith, strained to a degree that few outside the leadership see.
Sentinel Marshal of House Deneith
KARRNATHS CHILDREN
From its beginnings as an order of mercenaries and sol- House Deneiths headquarters is in Karrlakton, and its
diers to its modern incarnation as the human face of law roots are set deep in Karrnathi soil. The features and
and battle, House Deneith has maintained its position temperament of the Karrns can be found at all levels of
as the primary force for security and defense in the Five House Deneith, from Breven dDeneith to the merce-
Nations. Though its fortunes rose during the Last War, nary captains of the Blademarks. Deneith is proud of
the services Deneith renders are no less valuable in times its heritage, but the day of reckoning for that birthright
of peace. Today, the house is as prosperous as ever, with might soon be at hand.
its position of neutrality rmly established and a host of When the Last War began, House Deneith had a good
eager clients ready to use its services. This prosperity tells excuse to claim neutrality. It served Galifar, and would
only half the story, however, and Deneiths past fortunes continue to do so even without a crowned king or queen.
might not be enough to guarantee the houses future. That neutral stance garnered an amount of respect
among the Karrns, who were content that Deneith did
not serve their king as long as it served no one else.
N eutrality and Law
Throughout the Last War, Deneith maintained a position
Galifar is little more than a memory now, formally
dissolved by the Treaty of Thronehold. The king of
of neutrality, serving the whole of Galifar rather than any Karrnath no longer ghts for a place upon the Throne
of its fractured parts. Although this position caused unrest of Galifar, but rather clamors for peace among his
in the houses home of Karrnath, the Deneith patriarch, brethren. In the eyes of many of his people, Kaius IIIs
Baron Breven dDeneith (LN male human aristocrat 3/ embrace of peace weakens his land.
ghter 3/dragonmark heir 4), saw the need for a balance This con ict of ideals is causing unrest in Karrnath,
of idealism and practicality. Although Deneiths military and could lead to Kaiuss undoing. At the same time, those
forces were nearly the equal of any kingdom, joining with Karrns who long for battle against the upstart nations of
one side (likely Karrnath) would have overwhelmed the Khorvaire now wonder how Deneith can refuse to ght for
houses resources as it was targeted by the other nations. its rightful king, especially when they imagine the glories
As it happened, its neutral position served Deneith of a shared DeneithKarrnath army against the poor
well. At the Treaty of Thronehold, the right of House remnants of Khorvaires other nations. Should Kaius
Deneith to maintain a standing military force was recog- III be deposed and Karrnath led again to war, Deneiths
nized once more. Further, it was agreed to allow members much-vaunted neutrality might be put to the testand
of the house to travel unimpeded by national boundaries the sword.
for the sake of defending the Five Nations against external
threats. Before the war, Deneith bodyguards made up a SUPPLY AND DEMAND
signicant portion of the royal retinues of Galifar, services For centuries, House Deneith cornered the market on
that remained in demand both during the war and after. mercenary forces in Khorvaire. The Blademarks Guild
The central philosophy of House Deneith is built upon has done business with every major militia and town
ful lling the letter of the law, with contracts and codes watch in the Five Nations, as well as provided security
governing every action its members take. The Sentinel forces for other dragonmarked houses, private citizens,
Marshals serve an ideal of justice, chasing down crimi- and expeditions across Khorvaire and beyond.
nals no matter where they might hide. For the Defenders The Last War changed all this, drastically reducing the
and Blademarks Guilds, the law of the land is not half as available pool of experienced soldiers and mercenaries. It
important as the law of their contract, wherein their ser- was an unpleasant surprise, then, when House Tharashk
vices are pledged to a nation or individual under specic entered the mercenary market in the dying days of the
circumstances and for a specic length of time. No matter war. Deneith had never before encountered competition
what side of the house one falls on, honor, ethics, and an for its services on any meaningful scale, and for another
adherence to oaths sworn form the bulk of a Deneith heirs house to engineer such a challenge with the help of the
reputation. One who keeps his word and ful lls expecta- monstrous races of Droaam was a bitter insult.
tions is valued highly, whether his heart tends to good or House Deneith heirs are human, and humans make
evil. One who is unreliable or capricious, on the other up the majority of their forces. Though a smattering of
hand, will nd few friends within the house. warforged, shifters, and half-elves can be found in Deneith
ranks, half-orcs usually prefer to work with House Thar-
ashk, and other races are rare. For Deneiths work within
D issent Within the Ranks
House Deneiths position of military strength and inu-
the Five Nations, human troops were once an advantage,
but the outlook in Khorvaire has changed.
ence in Khorvaire goes largely unchallenged. Though In urban areas such as Sharn, civilized monsters can
Deneith is not preeminent among the dragonmarked walk the streets without fear as long as they obey the laws of
houses, it has never aspired to be. By maintaining its the realm. House Tharashk helped to pioneer this change,

24

620_95380720_Ch1.indd 24 8/28/06 1:28:55 PM


and its actions have placed the house squarely in Deneiths
sights. Deneith is determined to conquer this new merce-
nary market, either by wresting control from Tharashk or
House Deneith
building its own pool of monstrous talent to draw from. AS AN ORGANIZATION
Neither house admits to any open con ict with the The nature of humankind should never be violence, and yet the presence
other, but covert clashes occur on a regular basis. If the of the Mark of Sentinel makes an argument for this core part of our nature.

THE HOUSES
situation escalates, the rift between the houses might well We should rejoice in the law and its controlling effect on these forces. For
become irreparable. The dragonmarked houses have tradi- without it, who knows what House Deneith might yet become?
tionally abstained from interfering in intrahouse feuds, but Kester Shirl, professor of history
no houses have ever before maintained their own standing at Morgrave University
armies. Open warfare between Deneith and Tharashk is a
prospect few among the dragonmarked care to dwell on. House Deneith is a dragonmarked house of humans who
carry the Mark of Sentinelthe oldest of the human
AMBITIONS THRALL dragonmarksin their bloodlines. House Deneiths
Security and ambition are uneasy companions at the best Blademarks and Defenders Guilds provide security and
of times. One requires safety, while the other demands mercenaries for clients throughout Khorvaire, while the
risk. Though Deneiths position in Khorvaire is largely houses Sentinel Marshals have special dispensation to
secure, some within the house are convinced that security mete out justice in all nations signatory to the Throne-
is simply another word for stagnation. They see the houses hold Accords.
position and wealth as resources to be spent in a larger plan,
not treasures to be hoarded. With its martial strength and JOINING HOUSE DENEITH
established presence across Khorvaire, Deneith could be The number of characters Deneith hires without house
the equal of any of the Five Nations and the master of af liation is at least equal to the number of true heirs
all the houses. It could be Galifar reborn. in the house. Although differences in status and
Those agitating for change within the benets divide hirelings from full members,
house believe that the time for a Deneith Deneith respects its hirelings and treats them
dynasty is at hand. The house provides well. Those who stay with the house through
security for the crowned heads of the Five long years of service are often granted honor-
Nations and a substantial portion of the ary house membership in the end.
nobility, as well as important members of Honorary membership gives an individ-
the Twelve and the dragonmarked houses. ual the same rights as a regular member of the
Deneith forces guard Thronehold, with house, but does not confer that status to the
the house holding the throne in steward- individuals spouse or children. However,
ship until a new king or queen is crowned. an honorary member who is single and
How better to ensure that happens than well respected has a greater chance
to seize the crown for themselves? of marrying into the house than a
Baron Breven dDeneith is common hireling. Nonhumans
aware of this movement, but calls can achieve honorary status, but
it madness. Taking the throne almost never successfully marry
and setting House Deneith to JH into the family line.
rule Khorvaire would neces- Members of House Deneith
sitate throwing away everything serve in one of its guilds at some point
the house has built and stands for. Such in their lives, almost without exception.
action would pit the house against not just This obligation ensures that every member
the Five Nations and the other dragonmarked of the house is familiar with the day-to-day
houses, but potentially against the Chamber life of a soldier or bodyguard, and makes it
if the draconic Prophecy were thought to be unusual for a house member to not have
imperiled. Deneith would be irrevocably Baron Breven dDeneith levels in rogue, ghter, or paladin. Even
ruinedpossibly even destroying the Mark of Karrlakton Deneith spellcasters learn martial skills and
of Sentinel as a result. tactics during their time in the house.
Other members of his house do not share Brevens per-
spective. In particular, Shirin dDeneith (LE male human ENTRY REQUIREMENTS
rogue 3/ ghter 4/dragonmark heir 2), a minister within
the house, keeps the dark dream of conquest foremost in Race: Human.
the thoughts of house members. Though Shirin holds little Special: Must be related to a member of House Deneith
power from his position alone, he is a charismatic indi- by blood or marriage, or must be granted honorary status
vidual. Well spoken and articulate, he has used these gifts by the house patriarch.
to draw like-minded individuals to him. He has also joined
the Blood of Vol, using the cult to grant him access to the House Deneiths focus is the safety and security of Khor-
Order of the Emerald Claw. In doing so, he takes a great vaire and its citizens. It employs its members to that end,
risk, since opinion within the house might turn against him making use of their skills to protect and serve as needed.
if his actions were known. If Shirin has his way, his associa- Rogues act as scouts, diplomats, and tactical experts in
tion with the order will not be discovered until Breven is the eld. They are especially welcome in the Defenders
dead or deposed, and he has seized control of the house. Guild, though they are common among the Blademarks

25

620_95380720_Ch1.indd 25 8/28/06 1:28:56 PM


as well. Experienced rogues often go on to positions of be purchased through the house for 75% of the standard
leadership within the house, thanks to their quick wits. cost. House Deneith also covers the costs of travel associ-
Fighters are the core of the house, and are common in the ated with important contracts.
Sentinel Marshals and both guilds. Paladins frequently Services: Members of House Deneith can request
serve in the Sentinel Marshals, where a passion for law the services of house guild members for 25% of the regu-
and justice is an absolute requirement. lar cost.
THE HOUSES

Access: House Deneith has arranged for Sentinel


HOUSE DENEITH BENEFITS Marshals to have free transport on elemental airships,
House Deneiths power is obvious to anyone who has the lightning rail, and Orien caravans during commis-
ever seen its mercenaries on the march. Its operations sion of their duties. House Deneith members also have
are spread across Khorvaire, and the house has major access to all house enclaves and to training at Rekken-
enclaves in each nation. mark Academy.
Economics: House Deneith manages contracts and
certi cations for the members of its guilds, including Favored in House Benets
the negotiation of bonus pay for hazardous assignments. Members of House Deneith have access to a wide range
Deneith also undertakes the collection of debts from of martial bene ts. The following table indicates the
former clients on behalf of its hirelings. types of favors a Deneith character with the Favored in
Gear: Members of the house furnish their own gear, House feat might request.
but both regular and masterwork weapons and armor can

GUILDS IN HOUSE DENEITH


House Deneith is more than just the sum of its parts, but BLADEMARKS GUILD
how much more is open to interpretation. The house
administers two guildsthe Defenders Guild and the AssociatedClasses: Fighter, rogue, warrior.
Blademarks Guildas well as the order of the Sentinel Associated Skills: Climb, Handle Animal, Intimi-
Marshals. Active participation in one guild over the date, Jump, Ride, Use Rope.
course of an individuals career is mandatory; serving
in both is commonplace. Deneith views the guilds as the D EFENDERS GUILD
cornerstone of its mission to protect Khorvaire from its
enemies, both within and without. The Defenders Guild is a mercenary branch of House
Deneith. It consists of veterans of the Blademarks Guild,
most of whom have at least one year of successful service
BLADEMARKS GUILD behind them. The Defenders Guild contains a far greater
The Blademarks Guild is a mercenary branch of House percentage of dragonmarked heirs than either the Blade-
Deneith. It employs mercenaries from across Khorvaire marks or the Sentinel Marshals. Its members are well
(some associated with House Deneith; some independent respected within the house, and considered to be a vital
contractors), and guarantees both a high level of profes- part of Deneiths mission to defend Khorvaire.
sionalism and steady work for its hirelings. Deneiths The daily cost of hiring a Deneith bodyguard
leadership often arises from within the guild, and the depends on the dragonmark the character possesses.
Blademarks are considered the core of the houses nan-
cial success. Dragonmark Cost/Day
The cost to hire a Deneith mercenary depends None, 1st-level warrior 4 sp
on the experience of the soldier. Hiring fees may be Least, 1st-level ghter 12 gp
lower in places where there is more competition, such Least, 3rd-level ghter 50 gp
as Sharn. Lesser, 6th-level ghter 150 gp
Greater, 9th-level ghter 450 gp*
Title Class /Level Cost/Day Siberys, 12th-level ghter 1,500 gp*
Black blade 1st-level warrior 2 sp *Bodyguards with greater or Siberys marks are rarely
Gray blade 2nd-level warrior or 6 sp available for hire except at the behest of a high-ranking
1st-level ghter or member of government or a dragonmarked house. Char-
1st-level rogue acters with the Leadership or Favored in House feats might
White blade 3rd-level warrior or 3 gp be able to hire greater- or Siberys-marked bodyguards.
2nd-le vel ghter or
2nd-le vel rogue
Gold blade 4th-level warrior or 12 gp DEFENDERS GUILD
3rd-le vel ghter or
3rd-le vel rogue AssociatedClasses: Fighter, rogue, warrior.
(or higher) Associated Skills: Climb, Diplomacy, Handle
Animal, Intimidate, Ride, Use Rope.

26

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MC

Typical attire for members of the Blademarks Guild, Defenders Guild, and Sentinel Marshals

FAVORED IN HOUSE DENEITH PLAYING A MEMBER


1
DC Benet OF HOUSE DENEITH
10 One free use of the least Mark of Sentinel; loan of a As a member of House Deneith, you understand the
+1 weapon for 1 week; free use of 1d4 black blade Blade- importance of duty and honor, and of the laws used to
marks for 1 day; a loan of 100 gp at 10% per month 2 govern and maintain those concepts. Deneith prizes tac-
15 One free use of the lesser Mark of Sentinel; free use tical skill and an analytical mind, but also the importance
of 1d4 gray blade Blademarks for 1 week; one weeks of knowing what your word is worthand it treats that
training at the Rekkenmark Academy3; loan of a +1 word as though it was written in blood. Order and strategy
weapon for 1 month govern all. Your house has taught you from a young age
20 One free use of the greater Mark of Sentinel; free use which rules can be bent and which cannot.
of a 3rd-level member of the Defenders Guild (least
dragonmark) for 1 week; free use of 1d4 white blade Combat
Blademarks for 1 week; one months training at the Rek- Combat training is a staple of life in House Deneith. Every
kenmark Academy3; loan of a +2 weapon for 1 month; gift heir, barring inrmity or other disability, is schooled in
of a masterwork weapon (DMs choice); a public border martial training from a young age. You are trained not to
crossing for four characters without proper papers4 seek out combat, but you do not shy away from it. You wont
25 Free use of a 5th-level member of the Defenders Guild break the rules of honorable combat if your opponent
(lesser dragonmark) for 1 week; free use of 1d4 gold requests them, but you wont nd yourself hampered by
blade Blademarks for 1 week; free use of a +3 weapon for them if he doesnt.
1 month; a secret border crossing for four characters4
1 If a requested favor involves an illegal or dangerous act, Advancement
increase the DC by 5. Favors with DCs of 20 or higher Whether born into the house or not, no one is consid-
always require additional service to the house. ered a true heir of Deneith until he has spent at least
2 A character can have no more than one loan at a time. one year serving as a Blademark. If you are hired by the
3 Individual benet to be determined by the DM. See Five house, the rst year of your initial two-year contract is
Nations for more information on Rekkenmark Academy. probationary. Following that year, you are considered
4 Characters cannot be eeing prosecution or criminal to have tested your blood and are treated as a valued
charges that would make them the purview of the Sentinel member of the guild.
Marshals. Though Deneith can help defer training costs or
arrange specialized training for its members, house heirs

27

620_95380720_Ch1.indd 27 8/28/06 1:29:00 PM


consider it a mark of self-reliance to seek out training on to time. Deneith heirs fought at Karrns side from the
their own. Hirelings are expected to provide their own beginning, and this ancient link of service helped shape
gear and nd their own mentors, while heirs of the house Deneith into the house it is today.
can seek training from within. In a sense, the Blade- From the founding of Karrnath, House Deneith served
marks Guild is the training branch of the house, and as both defender of the realm and enforcer of laws. When
even experienced heirs who are no longer members of Galifar grew to adulthood and set out to create his empire,
THE HOUSES

the guild occasionally return for a few months to sharpen Deneith served him as well. After his kingdom was forged,
their skills. Galifar I gave House Deneith the duty of defending the
entire realm, increasing its jurisdiction vefold. This new
Missions service made considerable use of the Blademarks Guild,
Members of House Deneith are expected to risk their lives for special assignments both in and outside the nations
for their clients. Whether working as a mercenary for a borders, and the Defenders Guild, to protect members of
minor merchant, protecting an Aundairian noble, or the nobility and dignitaries. The Sentinel Marshals were
hunting a fugitive from justice across three nations, you also formed during Galifars reign, standing as the kings
are paid to put yourself in danger. right arm against enemies of the realm.
Promotion within Deneith is based on service to
HOUSE DENEITH IN THE WORLD the house, drawing on merit and seniority rather than
They came from nowhere. We were riding home in the carriage, and bloodlines or personal favoritism.
suddenly a score of cloaked men were upon us. Had Endira dDeneith not
appeared just as suddenly, I would not be speaking to you now. NPC Reactions
Lady Miral irWynarn, noble of Moonwatch Members of House Deneith are respected by the nobility
of the Five Nations, who typically have an initial attitude of
House Deneith is a natural presence in almost any cam- friendly toward a Deneith heir and her acquaintances. At
paign. It hires adventurers to protect the nobility and the same time, the criminal elements of Khorvaire despise
royalty of the Five Nations, to work as mercenaries for and fear the Sentinel Marshals, and thus House Deneith as
private interests, or to track down criminals when the a whole. Criminals who recognize characters as being from
local law lacks the resources (or the inclination) to do so. House Deneith have an attitude of unfriendly.
It provides a built-in series of adventure hooks to keep
characters busy and players involved. HOUSE DENEITH LORE
House Deneith was founded centuries ago from a family Characters with ranks in Knowledge (history) or Knowl-
of warlords in the area that would later become Karrnath. edge (nobility and royalty) can research House Deneith
They were the rst humans to manifest dragonmarks, and to learn more about it. When a character succeeds on a
the Mark of Sentinel was only the fourth dragonmark to skill check, the following lore is revealed, including the
appear in mainland Khorvaire. The skill of Deneith war- information from lower DCs.
lords in battle was already well known, and when the mark DC 10: House Deneith is the most martial of the
appeared in their bloodline, it only added to their fearsome dragonmarked houses, and has its own army, members
reputation. For over four hundred years, they ruled over the of which are hired as mercenaries.
area near modern-day Karrlakton. Then war and a cycle of DC 15: House Deneith heirs with the Mark of Sen-
famine weakened the Deneith leadership and allowed rival tinel are most desirable for mercenary and bodyguard
factions to challenge it. For nearly two hundred years, work, but the houses unmarked heirs and associates are
war and strife ravaged the land until the rise of its greatest highly trained as well.
ruler: Karrn the Conqueror. DC 20: The elite of House Deneith become Sentinel
Karrn was born and grew to manhood in the lands Marshals, members of the group that enforced the law in
nominally held by the Deneith warlords. More than one old Galifar. Today, the Marshals serve the Five Nations,
scholar has hypothesized that Karrn might, in fact, have and they are the only force that can cross borders in
been a member of the Deneith bloodline, though the lack pursuit of those who break the law.
of dragonmarks in his descendants makes that unlikely. DC 30: Characters who achieve this level of success
Legends tell of how the leaders of House Deneith pledged can learn important details about House Deneith in your
themselves to Karrn even before he began his quest for campaign, including history, notable members, the areas
power, though their reasons for doing so have been lost where it operates, and the kinds of activities it undertakes.

SENTINEL MARSHALS
The Sentinel Marshals are an elite law enforcement the house (see the Deneith warden prestige class on page
order administered by House Deneith since the rule of 105). The Sentinel Marshals are elite agents authorized
Galifar I and upheld as a multinatioanal force under to enforce the law across Khorvaire according to the
the Treaty of Thronehold. Only the most trusted heirs needs of regional authorities, and they have permission
of the house are honored with a position in the Sentinel to ignore borders in pursuit of fugitives. They are never
Marshals, either after serving in both the Blademarks authorized to break the law, but are held accountable only
and the Defenders Guild, or by special dispensation of to the Five Nations as a whole.

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HOUSE DENEITHS HOLDINGS MEMBERS OF HOUSE DENEITH
Although House Deneith has enclaves across Khorvaire,
its seat of power is in Karrlakton, just across the river from IN THE GAME
the Mournland. Sentinel Tower is Deneiths ancestral House Deneith is an excellent t for dragonmarked and
home, named in honor of the mark its members bear. unmarked characters alike. Because it hires so exten-
Deneit h families often send young heirs to be fos- sively from outside the house in the Blademarks and

THE HOUSES
tered here as children, creating a connection that lasts Defenders Guild, PCs can contract for mercenary work
the rest of their lives. The Tower is the headquarters through Deneith without becoming involved in house
for all Sentinel Marshals, who return whenever their politics. DMs can take advantage of the types of contracts
assignments permit. Deneith has available to motivate players and give them
Sentinel Tower is an ancient keep, reputedly older direction. House Deneith can also provide solid reasons
than Karrnath itself. It has undergone extensive expan- to move characters around Khorvaire at a whim, follow-
sion over the years, both for defensive purposes and ing their clients from the jungles of Qbarra to the cogs
to accommodate growth within the house. Even at its of Sharn, all within a single campaign.
current size, Sentinel Tower cannot contain Deneiths
entire complement of house members and hirelings. As a Adaptation
result, Karrlakton is lled with training areas, barracks, As a human-centered warrior group, House Deneith can
weaponsmiths, armorers, and taverns to serve the needs nd a home in almost any campaign setting. Even without
of the tower. the Mark of Sentinel, House Deneiths noble background,
In addition to Sentinel Tower, House Deneith holds wealth, and strong martial traditions could make it the top
large enclaves in Sharn and Korth (where the impressive military force in the world. In a game that focuses strongly
fortress sprawls over an entire hilltop), as well as estates on spellcasters rather than warriors, the house could call for
in Flamekeep, Newthrone, Pylas Talaear, Stormreach, characters to work as elite mercenaries and bodyguards.
Taer Valaestas, Trolanport, and Varna. More out-
posts can be found in locations throughout Khorvaire, Sample Encounter
including Rhukaan Draal in Darguun and Graywall in A simple way to encounter House Deneith is to run afoul
Droaam (where Deneith keeps a low pro le in the shadow of members of the Blademarks or Defenders Guild in
of the prominent Tharashk enclave). Members of House the commission of their duties. Alternatively, characters
Deneith are also the protectors of Thronehold, and make could nd themselves recruited to help Sentinel Mar-
up the elite unit of Throne Wardens charged with pro- shals in pursuit of fugitives, or might seek to hire on with
tecting the Galifaran throne. the Blademarks as a reliable way to earn some coin.

The Deneith enclave MC


in Korth

620_95380720_Ch1.indd 29 8/28/06 1:29:06 PM


HOUSE
RD
GHALLANDA
THE HOUSES

You look at me and see a simple innkeeper, harmless and jolly. But I know
ve places where you can nd dreamlily in this city. I know two members
of the royal family. And I know a man who would kill you for a cut of the
silver in your purse. People underestimate my family . . . and thats the way
we like it. Now, freshen your tal?
Torish dGhallanda,
owner of the Lonesome Dog Inn

Fine food, a comfortable chair, a mug of ale, and a roar-


ing re: These are the treasures of House Ghallanda.
Endira dDeneith, a Sentinel Marshal The blink dog seal of the house is a beacon for the weary
traveler. When stamped on the trade sign of an inn
EL 8: Endira dDeneith is a Sentinel Marshal operat- or tavern, it promises reliable service and reasonable
ing out of Flamekeep. She takes her duties seriously, and ratesbut there might be more to this simple inn than
is currently seeking the would-be assassin of a Lyrandar meets the eye. House Ghallanda goes to great lengths
viceroy in Aundair. Endira is recruiting individuals to to form bonds within local communities, and Ghal-
journey to Thaliost and ush the criminal out of hiding. landa heirs take pride in being able to acquire special
services for valued clients. The Ghallanda innkeeper is
ENDIRA DDENEITH CR 8 not a spy, nor does he solve crimes. He knows the word
Female human paladin 5/dragonmark heir 3 on the street, though, and if youre looking for tickets to
LG Medium humanoid the Sharn Opera, a discreet bordello, or a trustworthy
Init 1; Senses Listen +2, Spot +2 diviner, he can help you.
Aura courage (10 ft., allies +4 against fear) Though Ghallanda is known for its inns, the house
Languages Common has other holdings. Ghallanda landlords offer long-
AC 17, touch 9, at-footed 17 term housing, and the master chefs of the house prepare
(1 Dex, +8 armor) meals for kings and queens. The wealthy of Khorvaire
hp 53 (8 HD) vacation at Ghallanda resorts and gambling halls, while
Immune disease, fear house decorators have helped to establish the aesthetic
Fort +11, Ref +6, Will +9 of the modern age. The heirs of House Ghallanda might
not be as impressive as the arcanists of House Can-
Speed 20 ft. (4 squares) in half-plate; base speed 30 ft. nith or the warriors of Deneith, but it is dangerous to
Melee +2 longsword +11 (1d8+4/1920) underestimate the power of this house. After all, many
Base Atk +7; Grp +9 an adventurer feels more loyalty to his bartender than
Atk Options Cleave, Power Attack, smite evil 2/day (+2 attack, to his king.
+5 damage)
Special Actions lay on hands 15 points/day, turn undead
6/day (+3, 2d6+5, 2nd)
Combat Gear 2 potions of cure light wounds
The Sign of the
Paladin Spell Prepared (CL 2nd):
1stdetect poison
H ELPFUL HOUND
The Mark of Hospitality manifested among the nomadic
Spell-Like Abilities (CL 9th): half lings of the Talenta Plains approximately thirty-
At willdetect evil (CL 8th) two hundred years ago. For those accustomed to the
3/dayshield other hard life of the plains, the powers of the mark were
2/dayprotection from energ y a boon. The half lings knew nothing of the draconic
Abilities Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 16 Prophecy, concluding instead that the marks were a
SQ strong aura of good, house status +3, special mount divine blessing, and that those so blessed were obliged
Feats Cleave, Favored in House*, Least Dragonmark (Mark to use this gift to help others in need. The majority
of Sentinel), Lesser Dragonmark (Mark of Sentinel)B, of marked half lings chose to follow this call, coming
Power Attack together to form a new tribe. A number of ancient
* +3 on all Charisma-related checks when dealing with Talenta legends involved blink dogs helping stranded
members of House Deneith travelers, and the tribe drew on this tradition when
Skills Bluff +13, Diplomacy +17, Disguise +3 (+5 to act in they adopted the name of Ghallanda, a Half ling word
character), Gather Information +13, Intimidate +5, Listen that roughly translates as helpful hound who appears
+2, Sense Motive +13, Spot +2 where needed the most.
Possessions combat gear plus +1 half-plate, +2 longsword For centuries, half lings of the Ghallanda tribe
Hook Run if you like, hide where you like. Where and when roamed the Talenta Plains, offering food and shelter to
I take you down makes no difference to me. the needy. They sponsored glorious feasts for the heroes of
the plains, standing apart from feuds and tribal con icts.

30

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The halings of House Ghallanda tend
to a weary adventurers every need

The helpful hounds were welcome in every camp and the con ict of the War of the Mark, the Ghallanda half-
assisted people of all tribes. lings proved their worth by supplying and supporting
dragonmarked forces in the field. This effort gained
THE RISE OF HOUSE GHALLANDA them the support of the other houses and secured their
Karrn soldiers first explored the Talenta Plains when place among the Twelve.
Karrn the Conqueror sought to spread his rule across Over the next thousand years, House Ghallanda
all Khorvaire. The Talenta half lings were puzzled by spread across Khorvaire, and today it is one of the most
these large and unwieldy creatures, but the Ghallanda trusted houses in the land. Though some claim that
tribe had vowed to help all who were in need. Soldiers House Cannith caused the Day of Mourning, or blame
returned with tales of little people using magical marks House Deneith for the Darguun uprising, few people
to conjure food and castles from the air. These tales have harsh words for the hal ings of Ghallandaat least
intrigued the other dragonmarked families, and House as long as the ale is owing.
Cannith and House Sivis organized a joint expedi-
tion that led them to discover both the Ghallanda and
Jorasco dragonmarked.
Despite their altruistic traditions, the elders of the
House Ghallanda
Ghallanda were no fools. Even those who desired to leave AS AN ORGANIZATION
the plains and explore foreign lands did not intend to do Home is where the gold is.
so as servants. They agreed to work with the other houses, Ryla dGhallanda, Sharn socialite
provided those houses would help them nd a foothold in
their lands. After much negotiating, House Ghallanda The hal ings of House Ghallanda have long dominated
was born. the hospitality industry by means of charm, skill, and
dragonmark magic. A majority of the inns, taverns, and
GHALLANDA IN THE MODERN AGE restaurants of the Five Nations are licensed by House
It took some time for House Ghallanda to spread its Ghallandas Hostelers Guild.
roots. Many humans considered the half lings to be
cousins to the goblins, who were largely oppressed and JOINING HOUSE GHALLANDA
enslaved at the time. The Ghallanda hal ings had often Although some other houses seek exceptional talent or
served as mediators in their homelands, and they used skills in nonblood members, almost any hal ing who can
their skill and charm at every level of society as they win the heart of a Ghallanda heir is welcome to marry into
carved out a niche in the young Five Nations. During the house. In accordance with tradition, no heir of House

31

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Jorasco has ever married into House Ghallanda, but on a Favored in House Benets
few rare occasions, hal ings with aberrant dragonmarks A simple favor check can grant a character and his
have married Ghallanda heirsa practice that would be companions a nights lodging, but Ghallandas social
all but impossible in any other dragonmarked house. The connections are sometimes its most useful tools. House
vast majority of the members of House Ghallanda have Ghallandas information is acquired through connec-
NPC class levels; those who have levels in PC classes are tions with guildmasters, criminals, nobles, and the like,
THE HOUSES

often rogues, bards, wizards, scouts, or swashbucklers. as opposed to active intelligence-gathering. As such, the
The swashbuckler class (from Complete Warrior) is common DM might decide that Ghallanda simply does not have
in Khorvaire, especially in the cities of the former Five access to a particular piece of information.
Nations. Scouts (introduced in Complete Adventurer) were The following table indicates the types of favors
found among all the armies of the Last War. a Ghallanda character with the Favored in House feat
might request.
ENTRY REQUIREMENTS
FAVORED IN HOUSE GHALLANDA
Race: Hal ing.
Special: Must be related to a member of House DC1 Benet
Ghallanda by blood or marriage. 10 One free use of the least Mark of Hospitality; a
nights free lodging for four characters; use of
Members of House Ghallanda commonly work at one of house contacts to gain a +3 circumstance bonus on a
the houses bound businesses. Experts, commoners, and Gather Information check; a loan of 100 gp at 10%
magewrights perform the everyday tasks of the house, per year2
while rogues often serve as bouncers and security con- 15 One free use of the lesser Mark of Hospitality; an
sultants, dealing with threats as quickly and quietly as introduction to a well-placed guild ofcial, skilled
possible. Bards and rogues also work to help the house criminal, or similar NPC; an invitation to a gala
establish and maintain its web of connections, making event; use of house contacts to gain a +6 circum-
contacts among the nobility as easily as among the crimi- stance bonus on a Gather Information check
nal underworld. 20 One free use of the greater Mark of Hospitality;
free use of a 3rd-level member of the Hostelers
HOUSE GHALLANDA BENEFITS Guild (least dragonmark) for 1 week; an intro-
Ghallandas power is not measured on the same scale as duction to a crime lord, guildmaster, or similar
Canniths or Kundaraks, but house membership pro- NPC; a chance for four characters to attend a
vides a number of benets of use to adventurers. royal banquet as servants; use of house contacts to
Economics: A Ghallanda heir in good standing is gain a +9 circumstance bonus on a Gather Infor-
welcome at any house business, normally receiving a 50% mation check
discount on lodging, food, and other goods and services. 25 Free use of a 5th-level member of the Hostelers
An heir in a desperate state can receive free food and Guild (lesser dragonmark) for 1 week; an invita-
lodging, though he and any companions are expected to tion to a royal banquet for four characters; use of
earn their keep through labor. house contacts to gain a +12 circumstance bonus on
Information: The greatest benefit of Ghallanda a Gather Information check
membership might well be the network of communica- 1 If a requested favor involves an illegal or dangerous act,
tion that thrives throughout the house. The heirs of increase the DC by 5. Favors with DCs of 20 or higher
Ghallanda enjoy the company of family and friends, and always require additional service to the house.
they love discussing gossip and local news. House mem- 2 A character can have no more than one loan at a time.
bers can gain invaluable inside information on nobles,
criminals, merchants, and common folk.

GUILDS IN HOUSE GHALLANDA


The Ghallanda seal is a promise of quality, and guild of House Thuranni and the Entertainers and Artisans
inspectors ensure that licensed and bound businesses Guild of House Phiarlan, using these guilds to acquire
maintain the standards of the house. entertainment for its businesses.

THE HOSTELERS GUILD HOSTELERS GUILD


The Hostelers Guild encompasses all aspects of the
hospitality industry, from food to lodging and legal AssociatedClasses: Bard, commoner, expert,
gambling. In addition to those establishments owned magewright.
by the house, the Hostelers Guild includes hundreds Associated Skills: Bluff, Diplomacy, Gather Infor-
of licensed businesses, each independently owned. The mation, Knowledge (local), Profession, Sense Motive.
Hostelers Guild has close ties with the Shadow Network

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PLAYING A MEMBER well as talent. Ghallanda banks on its reputation for
hospitality, and an unfriendly hal ing wont rise far in
OF HOUSE GHALLANDA the house.
Your house has little tradition of adventure. You were
raised to appreciate comfort, conversation, good drink, Missions
and hot foodnot to wield a blade or smite enemies As an agent of Ghallanda, you will often be asked to per-

THE HOUSES
with force and fire. Do not make the easy mistake of form favors for house allies, thus strengthening the ties
assuming that all members of your house are good or between you. On Mol, you might help a merchant deal
altruistic, however. Social connections are valuable with a band of extortionists; on Wir, you could be sent
tools, and the man who is friends with the crime lord, to collect rare components for an inuential wizard in
the merchant, and the king has three powerful weapons the local circle. It is impossible to predict what mission
for dealing with his enemies. You might be a charming a particular day might bring.
and witty fellow who loves nothing more than a good
chator you might be a calculating individual using
your familys reputation to help you win allies who will
HOUSE GHALLANDA
serve you one day. IN THE WORLD
As a member of House Ghallanda, you need to When you spend your days on the road, you never know where youll nd
decide what has drawn you to adventure and away from your next meal. Thats what I like about the Gold Dragon Inn. Oh, you
the comforts of home. Perhaps the tales of the Wandering might nd a hostel with softer pillows or larger beds if you know the town.
Inn ll you with a desire to escape the cities and test your You might get lucky. But when you only have one night? With the Gold
skills in the wilds. Perhaps you intend to open an inn of Dragon, you know where you stand.
your own and are adventuring to raise goldthough by Cassus dOrien, bound courier
the time you earn it, you might find the life of the
innkeeper too dull for your tastes. You could House Ghallanda is one of the most widespread
be an enthusiastic young cook on a quest dragonmarked houses. It maintains enclaves, but
to acquire the culinary secrets of other not on the scale of a massive Cannith forge-
cultures and ages. Like many Ghallanda hold or one of the Phiarlan demesnes.
heirs, you might adventure simply to Instead, its families are spread across
meet useful contacts, whether in the hundreds of inns and hostels, any of
interests of the house or for your own which can serve as a temporary shelter
personal gain. for a wandering heir. More than any other
house, Ghallanda is a ubiquitous pres-
Combat ence in the world. Even if a village doesnt
Diplomacy is the preferred weapon of have a tavern run by an actual Ghallanda
your house. W hen words fail, a heir, theres a decent chance it has
Ghallanda heir tries other a Ghallanda-licensed inn or
tricks before resorting hostel, even in Darguun or
to combat: a swift sneak Droaam. Adventurers who
attack with a sap, paralytic build a relationship with
poison in a drink, or an the house can find allies
appeal to those nearby to across Khorvaire, while
help contain the problem. those who offend an inn-
House Ghallanda establish- keeper do so at their peril. A
ments usually have bouncers, JH Ghallanda bartender might not
but these guards come from no pose a physical threat, but the con-
single source. A Gold Dragon Inn versations he has heard and the friends
might be protected by defenders Baron Yoren dGhallanda he has made give him far more inuence
from House Deneith, an ogre attached of Gatherhold than an adventurer might expect.
to House Tharashk, or a Talenta Plains W hen Ghallanda spread to civilized
barbarian. Many Talenta tribes owe ancient debts to your lands, it adopted the dragonmarked hierarchy estab-
house, and they occasionally choose to repay this debt lished by House Sivis and House Cannith. Every region
by protecting their weaker kin. is governed by a council of viceroys, and Patriarch
Yoren dGhallanda (CG male half ling expert 3/bard
Advancement 4) leads the house from Gatherhold in the Talenta
The rst step to rising in the ranks of House Ghallanda Plains. One of the oddities of the house is that vice-
is to have an interest in doing so. Most heirs are more roys often maintain businesses of their own. Yoren
concerned with running their own inns and restaurants himself is a master chef, and spends almost as much
than overseeing the international affairs of a dragon- time in the kitchens of his great hall as he does in the
marked house. Develop your conversational skills (Bluff, council chambers.
Diplomacy, Gather Information, and Sense Motive) in On the Plains, an older hierarchy endures in the
addition to one or more Profession skills. You must form of the Wandering Inn. The Ghallanda half lings
learn to master your emotions, and to approach others who make up this traveling fair follow the ways of their
with disarming warmth regardless of your true feelings. tribal ancestors, providing a nomadic place of refuge for
Agents of the house are evaluated on temperament as the Talenta hal ings living outside Gatherholds walls.

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A party from the Wandering Inn crosses the Talenta Plains FH

Though the Wandering Inn seldom leaves the plains, of the Talenta Plains. An heir of Ghallanda can improve
small splinter groups carrying on its traditions have the attitude of hostile, unfriendly, or indifferent tribal
been encountered in Qbarra and Valenar in recent hal ings by one category by revealing her dragonmark
years. Tales are even told of weary adventurers eeing or offering aid to the tribe. Excoriates and orphans have
the Mournland who have stumbled upon a bright wagon abused this trust in the past, but the viceroys of the house
of the Wandering Inn and the safety of the Mordenkainens and the elders of the Wandering Inn go to great lengths
magnicent mansion inside. to seek out and punish such dishonor.
The Wandering Inn is largely isolated from the
main house. The half lings of the inn abhor the idea of HOUSE GHALLANDA LORE
settling in cities, while house heirs outside the plains Characters with ranks in Knowledge (local Talenta
often consider the life of the Inn to be rough and uncivi- Plains) or Knowledge (nobility and royalty) can research
lized. Young half lings are sometimes drawn to explore House Ghallanda to learn more about it. When a char-
the path on the opposite side of the house, though, and acter succeeds on a skill check, the following lore is
these ambassadors keep the bonds between the Inn revealed, including the information from lower DCs.
and the main house strong. DC 10: The hal ings of house Ghallanda operate
Ghallanda hal ings have never bothered with family taverns, inns, and hostels. These businesses carry the
names. Though the original Ghallanda tribe was formed shadow of the dogthe Ghallanda seal.
from dozens of different families, the names of these DC 15: Ghallanda half lings have the dragonmark
original tribes were abandoned within a generation of of Hospitality. They work with food and can even
the Mark of Hospitalitys rst appearance. create it magically. Some powerful members of Ghal-
landa can conjure shelters, such as stone cottages or
NPC Reactions invisible castles.
Though people are often fond of the Ghallanda hal ings DC 20: House Ghallanda has more inuence than
they deal with on a regular basis, heirs of Ghallanda most people believe. Innkeepers make numerous con-
typically receive an indifferent reaction from strang- nections, and often know where to nd hard-to-get, even
ers. Because of the strong economic ties between the illegal items.
houses, members of House Phiarlan, House Thuranni, DC 30: Characters who achieve this level of success
and House Jorasco are often friendly toward heirs of can learn important details about House Ghallanda in
Ghallanda. your campaign, including history, notable members,
The presence of the Wandering Inn means that the areas where it operates, and the kinds of activities
heirs of Ghallanda are usually welcomed by the people it undertakes.

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HOUSE GHALLANDAS HOLDINGS as behind the counter. Ghallanda is
House Ghallandas oldest and most important a wealthy house, and its members
enclave is the great hall of Gatherhold, on the have parlayed the commercial suc-
edge of the Talenta Plains. Located on the cess of the Mark of Hospitality into
eastern shore of Lake Cyre, this area has long other areas: brokering information,
been a border between the Five Nations and investing in expeditions of explo-

THE HOUSES
the eastern wilds. In the aftermath of the ration or intrigue, or buying and
Day of Mourning, the hall became a haven selling the relics that an adventuring
for the adventurers and scholars exploring party collects.
the eastern Mournland. EL 5: Ryla dGhallanda is the daugh-
Gatherhold is an ancient cliff dwell- ter of the founders of the Dragons Hoard
ing, filled with tunnels and warrens halls, one of the wealthiest branches of the
carved into the rocky hills that run house. Though she has earned a reputation
along the lake. Patriarch Yoren as a spoiled and vapid youth, Ryla is more
presides over a great hall at capable than she appears.
the center of the town, but Her parents have a great
House Ghallanda maintains deal of inf luence in the
the entire community for house and could be valuable
the nomadic tribes who come allies or dangerous enemies
and go with the seasons. for the PCs. Ryla might turn
up at an exclusive party where the
MEMBERS OF adventurers are engaged in delicate
undercover work, or she could take an
HOUSE GHALLANDA JH interest in the adventuring life and stow
IN THE GAME away on the PCs next expedition.
Though House Ghallanda does not Ryla typically wears an amulet her
run every inn or restaurant, the cheerful Ryla dGhallanda, mother has imbued with refuge. As such,
hal ing barkeep is a common xture in a dragonmark heir she can escape if the situation gets too
central Khorvaire. In the wild regions in dangerous.
and around the plains, adventurers might nd assistance
from members of the Wandering Inn. Whether in the RYLA DGHALLANDA CR 5
plains or the cities, Ghallanda NPCs can make the quiet Female haling aristocrat 4/dragonmark heir 2
moments in an inn or tavern more memorable. If you NE Small humanoid
dont have time to come up with a distinctive hostel for Action Points 5
a town the party passes through, the Gold Dragon Inn Init +4; Senses Listen +1, Spot 1
is there for you. Want a little color? Throw in a Talenta Languages Common, Haling
troop performing a traditional dancewith clawfeet in AC 19, touch 15, at-footed 15
the act. (+1 size, +4 Dex, +4 armor)
The houses interest in networking can make a hp 30 (6 HD)
Ghallanda heir a valuable contact for PCs. If the char- Fort +6, Ref +10, Will +8 (+10 against fear)
acters manage to earn the friendship of a Ghallanda
innkeeper, they might discover a connection to the black Speed 20 ft. (4 squares)
market, a friend of the captain of the city guard, or an Melee mwk silvered short sword +5 (1d41/1920)
envoy capable of arranging a meeting with the mayor. Base Atk +4; Grp 1
However, an innkeeper who does favors for the party Combat Gear potion of cure moderate wounds, potion of eagles
typically asks favors in return, often on behalf of his splendor
other friends. Spell-Like Abilities (CL 8th):
2/dayprestidigitation, unseen servant
Adaptation 1/dayLeomunds secure shelter
By default, House Ghallanda has little interest in power Abilities Str 8, Dex 18, Con 10, Int 10, Wis 8, Cha 16
for its own sake, but the house could be a more sinister SQ house status +2
force in the world if it serves the needs of a campaign. Feats Favored in House, Heroic Spirit, Least Dragonmark
House Ghallanda maintains criminal contacts that (Mark of Hospitality), Lesser Dragonmark (Mark of
might leverage into control of the underworld. When Hospitality)B
assassins begin targeting dragonmarked viceroys, sus- Skills Bluff +12, Diplomacy +12, Gather Information +5,
picion naturally falls on Phiarlan and Thuranniso Handle Animal +5, Hide +8, Intimidate +6, Knowledge
that no one suspects House Ghallanda is nally making (local) +4, Knowledge (nobility and royalty) +6, Listen +1,
its move. Move Silently +6, Perform (dance) +8, Ride +8, Sleight
of Hand +6
Sample Encounter Possessions combat gear plus bracers of armor +4, masterwork
Encounters with a House Ghallanda innkeepers and silvered short sword, glamerweave cloak of resistance +1, amulet
tavern masters are plentiful in an Eberron campaign, imbued with refuge, glamerweave nobles outt
but just as many Ghallanda heirs work behind the scenes Hook Would you recognize fashion if it bit you?

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the recovering individuals family or tribe, an exchange

HOUSE J ORASCO
Time alone will not heal your friend. I would very much like to help him,
of gifts and services that was the expected convention of
Talenta culture.
When the tribe became a house, the dynamic changed.
but I am bound by my oath. Do you wish to pay now, or shall we wait and In founding the house and establishing its headquarters
see if the wasting curse ravages his form further? in Karrnath, Jorasco soon found itself in debt to House
THE HOUSES

Diraz dJorasco, healer of Deathsgate in Sharn Cannith and House Sivisdebt that called for Jorascos
services to be repaid in coin, not kind. In time, the heal-
The hal ings of House Jorasco hold the Mark of Healing, ers of Jorasco were operating on a set schedule of fees and
and their good works have saved countless lives. They heal asking for payment in advance.
the sick and the dying, and provide comfort and respite This initial fee schedule was designed to support
for those whom even magic cannot cure. They often work the healers of Jorasco in return for the time they spent
hand in hand with House Ghallanda, giving travelers caring for others. As the house became more successful,
access to healing and aid even in remote areas. By those however, payment became less about survival and more
who owe their health or life to the Mark of Healing, about prot. The Korth Edicts codied this situation
Jorascos name is praised. in a way, preventing the houses from owning land and
At the same time, Jorasco is not a charity institution. forcing them to focus their fortunes in gold alone. Since
As a dragonmarked house, it is an economic stronghold that time, Jorascos mission of healing has always been
of epic proportions, offering its services to all who need balanced by the houses passion for prot, a reality that
themand are able to pay. This mercenary approach to angers those most in need of Jorascos gifts.
succor rubs many people the wrong way, however, particu-
larly the poor and indigent who cannot afford a healers
services regardless of need. House Jorasco
AS AN ORGANIZATION
W orlds Apart
Like its sibling House Ghallanda, House Jorasco was
Here at Reslyn House, we endeavor to serve our guests with courage,
compassion, and consideration for their needs and feelings. We hope that
born on the Talenta Plains. Unlike the Ghallanda half- you nd your stay recuperative and that you will return whenever we can
lings, House Jorasco long ago shifted its focus from serve you.
the ways of tribal life to the cosmopolitan traditions of Code of Reslyn House,
central Khorvaire. Today, Jorasco hal ings have little a Jorasco healing house and enclave in Newthrone
or no connection to the ways of their nomadic ances-
tors, and are firmly entrenched in the lifestyle of the House Jorasco is a dragonmarked house of hal ings who
Five Nations. carry the Mark of Healing in their bloodlines. The house
House Jorasco has long been established as the pre- provides care for the sick and injured across Khorvaire,
eminent source of healing in Khorvaire, having skill- and it is a rare adventurer who does not come under
fully pushed the temples of the Sovereign Host and the Jorasco care at some point in her career.
Silver Flame out of the healing business centuries ago.
The advent of the Last War saw Jorasco healers spread JOINING HOUSE JORASCO
across the length and breadth of the continent. Remain- When entering an enclave of House Jorasco, one quickly
ing steadfastly neutral allowed the house to serve all sides notices the dearth of nonhal ings there. Though house
in that con ict, providing mundane care for soldiers and ranks are primarily lled by those born of Jorasco blood,
magical healing for the ofcers who directed the war. hal ings of any family can seek employment as hirelings
Jorasco healers assisted in important military operations and can easily rise to positions of power. Though its
and engaged in joint missions with House Ghallanda, connections to the Talenta Plains are long severed (to
offering respite and healing for the woundedaway from the point where many plains half lings openly distrust
the front lines. the house), Jorasco has an open policy of accepting
Even after the Last Wars end, Jorasco still reaps the fosterlings from the Talenta tribes, offering them the
benets of that dark con ict. Those who were broken opportunity to become a member of the house upon
in battle require a lifetimes care now that the war is reaching adulthood.
overand such care is House Jorascos specialty. Since
the end of the war, the house has expanded the number ENTRY REQUIREMENTS
of enclaves and healing houses it runs by nearly a third,
including opening state- nanced centers for veterans of Race: Hal ing.
the Last War in each nation. Special: Must be related by blood, marriage, or
adoption to a member of House Jorasco.

T he Price of Healing
Initially, House Jorasco was the Jorasco tribe, a collection
Members of House Jorasco believe that they have a sacred
duty to heal and give aid to people in all the nations of
of related family lines. Eschewing the battle-hardened Khorvaire. Nearly all its members serve in that capac-
traditions of the Talenta tribes, Jorasco hal ings earned ity, with the exception of those few house heirs who deal
their keep through their skills at healing: from mid- exclusively with Jorasco business. Though nearly every
wifery, to patching up wounded warriors, to helping ease class is welcome within Jorasco, preference is given to
the dying along their way. Their skill would be paid for by adepts of Olladra, bards, experts, and rogues.

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During the Last War, members of the Healers Guild risked
life and limb to help soldiers wounded on the battleeld

RL

services of equal value with the owners or managers of


HOUSE JORASCO BENEFITS Ghallanda businesses. A Jorasco hal ing can obtain free
Members of House Jorasco have the resources and hold- lodging at a Ghallanda inn in exchange for healing ser-
ings of the house to call upon, though those resources are vices. This is one of the few ofcial circumstances under
not as extensive as those possessed by some of the more which healing can be traded for anything other than full
powerful houses. payment in cash.
Economics: Jorascos presence in all the major Services: Members of House Jorasco can receive
centers of Khorvaire provides house members with a mundane healing and cure light wounds potions or spells
safety net. A member of House Jorasco can always nd from Jorasco enclaves and hospitals at half price.
temporary room and board at a house healing center or
hospital, but is expected to work while in residence. Favored in House Benets
The relationship between House Jorasco and House Members of House Jorasco have access to a range of ben-
Ghallanda allows Jorasco hal ings to freely exchange e ts. The following table indicates the types of favors

GUILDS IN HOUSE JORASCO


While the Healers Guild and House Jorasco are techni- the Heal skill are the foundations of house life and learn-
cally separate entities, the houses single-minded focus ing, and house members are expected to serve in the guild
on healing makes it difcult to tell where one ends and throughout their careers. Even the house patriarch under-
the other begins. takes a token period of service in a guild hospital each year.

HEALERS GUILD HEALERS GUILD


The Healers Guild operates healing enclaves, hospitals, and
way stops across Khorvaire and beyond. All members of the Associated Classes: Adept, bard, expert, rogue.
house, from fostered children to dragonmarked heirs, are Associated Skills: Concentration, Diplomacy,
taught the ways of healing. Herbalism, alchemy, and use of Heal, Knowledge (nature), Listen, Sense Motive.

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a Jorasco character with the Favored in House feat from enclave to enclave, but typically begins with a puri-
might request. cation ordeal involving fasting for a full day and night.
The ceremony that follows involves ritual wounding and
FAVORED IN HOUSE JORASCO scarication, followed by healing magic and an offering
to Olladra.
DC1 Benet As part of the ceremony, you made an oath of loyalty
THE HOUSES

10 One free use of the least Mark of Healing; a nights to the house, swearing to treat none but those who return
free stay in a Jorasco facility for four characters; a gift the gift of healing with payment. Only in this way can the
of a healers kit; a loan of 100 gp at 10% per month 2 house prosper. Breaking this oath is a serious offense, and
15 One free use of the lesser Mark of Healing; a gift of healers have been cast out of the house for doing so.
1d6 potions of cure light wounds Once accepted within the house, you were given an
20 One free use of the greater Mark of Healing; free assignment in the Healers Guild. Though you might have
use of a 3rd-level member of the Healers Guild worked for the guild in the past, your service now as a
(least dragonmark) for 1 week; a weeks free stay in house member is mandatory. Your degree of dedication
a Jorasco facility for four characters; a gift of 1d4 to both the healing arts and the bottom line determines
potions of cure serious wounds how quickly you rise within the ranks of the house.
25 Free use of a 5th-level member of the Healers Guild
(lesser dragonmark) for 1 week; resurrection on an altar Missions
of resurrection; 1 months free stay in a Jorasco facility As a Jorasco healer or heir, you are never far from the action.
for four characters You might be hired to accompany a caravan, a military unit,
1 If a requested favor involves an illegal or dangerous act, or an expedition to any of the dangerous corners of Khor-
increase the DC by 5. Favors with DCs of 20 or higher vaire. If assigned to an enclave, you might be asked to seek
always require additional service to the house. out the source of a new illness, to nd a cure for an exotic
2 A character can have no more than one loan at a time. curse af icting a wealthy patient, or to hunt down healers
who have violated their vows.
PLAYING A MEMBER HOUSE JORASCO IN THE WORLD
OF HOUSE JORASCO As cool as you please, he had the nerve to ask me for gold. Not even lift a
As a member of House Jorasco, the duties of your birth- nger for Jainie would he before getting his fty coins. Lucky for him she
right were impressed upon you early ondoubly so if you lived. He did a good job, though . . . Jainie doesnt even have a limp.
developed the Mark of Healing. Injury and illness are Fred Erbath, Wroat merchant
ghosts stalking the living, robbing them of health and
youth. You have been given the ability to combat these Inevitably, adventurers get hurt. When they do, they almost
scourges, and even to pull someone back from the brink of as inevitably seek a healer of House Jorasco. Even in a group
death. Jorasco trains you to use these skills in the service that includes a cleric, PCs often come up against diseases,
of others, but it also reminds you that everything has a curses, and mortal wounds beyond the ability of low-level
price. As much as you might like to spread your healers to remedy. In such situations, Jorasco
healing prowess for free, you have a responsi- is always waiting with open armsand
bility to keep your house healthy as well. an eye to its purse. Ofcially, House
Jorasco never accepts services in kind,
Combat but for adventurers who cannot afford to
Your knowledge of curing wounds some- pay, the house will sometimes loan the
times makes you reluctant to inict them. required fee and set an exchange of services
Though you can defend your- as repayment.
self, you have no inclination to Service to a Jorasco healer might involve
enter into melee without good retrieving a certain medicinal herb from
cause. Similarly, if you nd the Shadow Marches, seeking out
yourself attacked, you have no a beholders tongue for a rare
compunction about ending the alchemical cure, or helping to keep
ght as quickly as possible. You anyone from entering or leaving
might use the dark reection of a quarantined village. In many
your houses healing magic in the cases, making good on their debt
form of inict spells, or seek to inca- might well place the PCs in need
pacitate foes before they can do of a healer again.
you harm. If possible, you prefer House Jorasco was originally a
to capture your assailants alive; if tribe of Talenta halings renowned
pushed, you do what you must. for its steadfast nature and healing
gifts. With the appearance of the
Advancement Mark of Healing (and the subsequent
Whether you found your way into appearance of emissaries from House
Jorasco through birth, marriage, RD Cannith and House Sivis to explain
fostering, or employment, you took part in its signicance), the Jorasco halings
a ceremony that marked you as an accepted Baron Ulara dJorasco accepted that their fate was larger than
member of the house. This ritual varies of Vedykar the plains of their birth. W hen House

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THE HOUSES
HL

House Jorascos healing enclave in Sharn, complete with comfortable beds, a spa, an asylum, and a morgue

Jorasco settled in Karrnath and the lands beyond, the members, while the poor have an unfriendly attitude.
hal ings gave up their nomadic ways. Indigent or impoverished NPCs might even have an initial
The legacy of the plains lives on only in the houses attitude of hostile, especially in areas of plague or war, or if
leadership structure, which bears little more than a super- they have been refused help due to their lack of funds.
cial resemblance to the other dragonmarked houses.
Groups within the house remain structured along family HOUSE JORASCO LORE
lines. Ulara dJorasco (LG female haling adept 6/dragon- Characters with ranks in Knowledge (history) or Knowl-
mark heir 5) rules the house as matriarch, but all house edge (nobility and royalty) can research House Jorasco
members hold the right to advise the leadership as they see to learn more about it. When a character succeeds on a
t. The matriarch is chosen by the house membership and skill check, the following lore is revealed, including the
directs the activities of the house until she dies or loses the information from lower DCs.
respect and condence of the house. As a result, Jorasco DC 10: Heirs of House Jorasco run the Healers
changes leadership more often than any other house, but Guild. They can heal all sorts of ailments for those who
such changes have yet to disrupt the houses operations. stay in their facilities.
Ulara spends almost all her time at the Jorasco enclave in DC 15: Jorasco healers carry the Mark of Healing,
Vedykar, and is greatly beloved by her house. but will not heal anyone who cannot pay for their services
up front.
NPC Reactions DC 20: House Jorasco came from the Talenta Plains
Initial reactions to members of House Jorasco depend long ago, but little connection remains between them and
heavily on the nances of the NPC in question. Wealthy the tribes. Most of the tribes actively distrust Jorasco, accus-
individuals have initial friendly attitudes toward house ing them of turning their backs on the ways of the past.

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DC 30: Characters who achieve this level of suc- including hidden enclaves dedicated to assassination,
cess can learn important details about House Jorasco poison, or death magic.
in your campaign, including history, notable members, In a campaign not set in Eberron, Jorasco could be an
the areas where it operates, and the kinds of activities aristocratic house that sponsors the Healers Guild, train-
it undertakes. ing its members in mundane healing and the research and
creation of herbal and alchemical cures.
THE HOUSES

HOUSE JORASCOS HOLDINGS


Though House Jorascos healing touch can be found across Sample Encounter
Khorvaire, the houses main seat of PCs invariably become involved with House Jorasco in the
power is the city of Vedykar, in Karr- pursuit of healing or curative magic for a party
nath. The enclave there is known member. By doing favors for Jorasco (hunt-
within the house as Resthold, and ing down rare ingredients, nding obscure
is the home of the matriarch, information, and so on), they can maintain
Ulara dJorasco. the favor of the house. Alternatively, the
Within Resthold, one can party could run afoul of Jorasco by helping
nd the nest healing facili- renegades of the house break their oaths
ties in all Khorvaire, in addi- and heal without payment.
tion to a training hospital, a spa EL 10: Ardras dJorasco is
for long-term convalescence, a healer stationed in a lonely
and an asylum for those who hamlet near the border of
suffer from madness even the Mournland. He fol-
magic cannot cure. Des- lows Olladra and has
perate individuals have been recognized by
been known to cross the church, but retains
Khorvaire to seek help his loyalties to Jorasco.
there; it is said that if One of the farmers who
you cannot be cured in lives near the border recently
Resthold, then nothing RD brought in his son, who had fallen ill
can save you. after a strange gray mist swirled through
Aside from Vedykar, Jorasco main- Ardras dJorasco, the farm. Ardras asks the PCs to accompany
tains large healing enclaves in Fairhaven, adept of Olladra him on a search for the origin of this myste-
Sharn, and Gatherhold in the Talenta Plains. rious ailment.
The house also has holdings and Healers Guild facili-
ties in Flamekeep, Korth, Newthrone, Taer Valaestas, ARDRAS DJORASCO CR 8
Trolanport, Pylas Talaear, and Stormreach, in addition Male haling adept 9
to small ofces and clinics across Khorvaire. NG Small humanoid
Init +3; Senses Listen +5, Spot +3
Languages Common, Haling, Gnome
MEMBERS OF HOUSE JORASCO
AC 16, touch 14, at-footed 13
IN THE GAME (+1 size, +3 Dex, +2 armor)
House Jorasco lls a specic niche in Eberron, provid- hp 37 (9 HD)
ing an organization whose job is to heal others and taking Fort +4, Ref +7, Will +10 (+12 against fear)
that game role away from the cleric class. Jorasco is a
source of healing that characters can call upon at will, Speed 20 ft. (4 squares)
though not without cost. The house can be a great source Melee +2 dagger +10 (1d32/1920)
of contacts and adventure hooks simply because of its high Base Atk +4; Grp 2
pro le in an E BERRON campaign. Because so many make Combat Gear 3 potions of cure serious wounds
use of it, House Jorasco functions as a crossroads for the Adept Spells Prepared (CL 9th):
people of Khorvaire, allowing individuals from disparate 3rdneutralize poison, remove disease
backgrounds to cross paths. 2ndaid, cure moderate wounds, web (DC 15)
Jorasco NPCs use their skills for the benet of others, 1stbless, command (DC 14), cure light wounds, detect evil
but they can seem distant or lacking in empathy, especially 0create water, detect magic, light
when they press for payment up front. Jorasco NPCs have Spell-Like Abilities (CL 1st):
great respect for their house oath, but do not automatically 1/daylesser restoration
turn a blind eye to those who cannot afford their services. Abilities Str 6, Dex 16, Con 10, Int 12, Wis 16, Cha 14
However, they are more likely to nd a way to help a char- Feats Brew Potion, Least Dragonmark (Mark of Healing),
acter in need raise the money than they are to break their Toughness, Weapon Finesse
oath and potentially risk the wrath of the house. Skills Climb +0, Concentration +12, Heal +17, Hide +7, Jump
+0, Listen +5, Move Silently +5, Spellcraft +13, Spot +3
Adaptation Possessions combat gear plus masterwork studded leather, +2
Jorasco carries the Mark of Healing, but those who stave dagger, wand of restoration (30 charges)
off death are also those who best understand it. Though Hook You seem an honest sort, so put your purse away for
the Healers Guild is its public face, House Jorasco could now. Come, let me help you.
have any number of secret branches in a campaign,

40

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in 106 YK. By the close of that century, few banking and

HOUSE KUNDARAK
It takes an anvil to shape an axe is a proverb our Mror clansfolk are fond
nancial operations on Khorvaire were not under the
control or inuence of the dwarves of the Mark of Ward-
ing. For eight centuries, the once barbaric stonefolk of
of repeating. What few remember is how the original proverb ends: But it the mountains worked patiently to establish themselves
takes gold to rst see the anvil forged. among the other surface races. When the Last War

THE HOUSES
Patriarch Morrikan dKundarak erupted, the Mror clans declared their independence
from Karrnath. Though House Kundarak has never held
As civilization develops and expands, the need grows for a seat on the Iron Council, its support was central to the
security and standardization in the commerce between political will that forged the dwarf nation.
peoples. The dwarves of House Kundarak understand Today, House Kundaraks afuence and the power of the
this better than anyone else. The power and wealth of Mark of Warding cause the house to be held in high esteem.
this house stem not just from its inuence over banking Its clients depend on the house seal that endorses a Kundarak
and nance, but from the safeguarding of all valuables. letter of credit as much as they depend on the power of the
The rich veins of gold, iron, copper, and other minerals arcane lock that protects what that credit can buy. Like House
found in their hold in the Ironroot Mountains have made Sivis, House Kundarak has a vested interest in remaining
the Kundarak dwarves some of the wealthiest individuals (or at least appearing to remain) neutral in its dealings with
on Khorvaire, and the house has spent centuries parlay- the other dragonmarked houses, as well as the rulers of the
ing that wealth into a nancial empire. Five Nations. Were this public integrity to be compromised,
Khorvaires entire nancial system would suffer.

W ardens of the Gates


For as long as anyone can remember, the dwarves of Khor- House Kundarak
vaire have been a race divided. Long before they came into
their own as masters of the Mror Holds, the dwarves of the AS AN ORGANIZATION
Ironroot Mountains were locked in bitter inghting. For I may not have been born a Kundarak, but I am one now. And you dont
some seven thousand years, clan fought against clan over have enough coin to change that, mate.
disputed territory, mineral rights, and especially honor. Batwigg the Vole, of the Keyguard
Dwarven pride is strong even today, but in an older age of
blood and steel, pride was a way of lifeand death. The dwarves of House Kundarak are the captains of
Though the origins of the dwarf kingdoms of Khor- nance and the masters of protective design. Not only
vaire are lost to history, it is known that a unied dwarf does the house stand at the heart of Khorvaires system
nation once spread deep beneath the Ironroot Mountains. of banking, it also claims the most gifted and dedicated
Within this kingdom, it came to pass that twelve warriors security specialists in the world. It produces few notaries,
were exiled for barbarism and unrest, forced to the surface bookkeepers, and scribes of its own, preferring instead
along with their followers by Lord Kordran Mror. The to pass on such tasks through its long-standing alliance
gateways to the kingdom below were closed off by powerful with the gnomes of House Sivis.
magic, the dwarves told that they would remain in exile
until they had found the honor that their barbarism pre- JOINING HOUSE KUNDARAK
vented them from attaining. Alongside the exiles, a clan Given the amount of wealth for which it is responsible, as
of wardens was sent to the lands above to watch over these well as its sometimes contentious relationship with dwarves
gatesa clan by the name of Kundarak. outside its ranks, House Kundarak is one of the most insu-
For thousands of years, the exile clans fought among lar of the dragonmarked houses. Foundlings are allowed
themselves, both for dominance and for the right to return to rejoin the house, but rarely will a Kundarak member
to the kingdom of stone. Even the appearance of the Mark sponsor one without a detailed explanation of lineage.
of Warding among the Kundarak clan did nothing to stem Rogues, experts, and aristocrats are well represented
the con ict; indeed, it fast became a source of bitterness within House Kundarak. Given the high martial stan-
and distrust among the other clans, who developed no such dards of the dwarf race, many have at least one level of
marks. When Prince Karrn annexed the lands around the warrior or ghter as well. Those of the house who pursue
mountains for his father King Galifar, the fractious clans the spellcasting arts typically take up the path of the arti-
were easily subdued. cer or the bard.
As it happened, the dwarves subjugation by Galifar
was their salvation. Forced to set aside their violent ways, ENTRY REQUIREMENTS
the exiles created a common culture and found the honor
they had long sought. In the end, though, this understand- Race: Dwarf.
ing came too late. When the heirs of Kundarak opened the Special: Must be related to a member of House Kunda-
sealed gates, the kingdom of stone was gone, destroyed by rak by blood or marriage.
the daelkyr while the twelve clans made war on each other.
However, with their ancient duty to guard the entrances Kundarak members are expected to know their trade
to the lands below discharged, the Kundarak were free better than most, whether nancial, security-related, or
to set their sights on greater tasks. martial. House articers focus their efforts and studies
With the aid of the gnomes of Zilargo, the Kundarak on further enhancing Kundaraks reputation for magical
clan began its transformation into House Kundarak, and security. Bards and rogues often join the Keyguard, House
it was formally inducted into the dragonmarked houses Kundaraks elite security and intelligence agency.

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HOUSE KUNDARAK BENEFITS FAVORED IN HOUSE KUNDARAK
House Kundaraks wealth is legendary, but so too is
its dwarven pride. As such, a Kundarak dwarf neither DC1 Benet
expects nor receives many great favors from the house. 10 One free use of the least Mark of Warding; free use
Economics: A Kundarak heir in good standing is of an Iron Gate security regular (1st-level dwarf
entitled to the use of a house safe-deposit vault, accessible warrior) for 1 day; a loan of up to 100 gp/level at
THE HOUSES

from any Kundarak banking center, at one-tenth the 10% per month, interest-free for 1 month 2
normal cost (1 gp per day). In addition, Kundarak heirs 15 One free use of the lesser Mark of Warding; free
can call upon other house services at a 50% discount. use of a Kundarak safe-deposit vault for 1 week;
This includes the powers of dragonmark heirs, and loans free use of 1d4 Iron Gate security regulars (1st-level
at lower interest rates. dwarf ghters) for 1 week
Information: House Kundarak and House Sivis 20 One free use of the greater Mark of Warding; free
maintain a close relationship, and a Kundarak heir can use of a 3rd-level member of the Banking Guild
sometimes obtain services provided by Sivis at a discount or Warding Guild (least dragonmark) for 1 week;
of as high as 25%. free use of 1d4 Iron Gate regulars (3rd-level dwarf
ghters) for 1 day
Favored in House Benets 25 Free use of a 5th-level member of the Banking
To the dwarves of House Kundarak, the Favored in Guild or Warding Guild (lesser dragonmark) for
House feat carries more weight than it does in most 1 week; free use of a Kundarak safe deposit vault
dragonmarked houses. In the same way that few house for 1 year; free use of 1d4 Iron Gate elite (5th-level
members question a characters motives for requesting dwarf ghters) for 1 week
favors, fewer still will forgive a favored character who 1 If a requested favor involves an illegal or dangerous act,
abuses the privilege. increase the DC by 5. Favors with DCs of 20 or higher
The following table indicates the types of favors always require additional service to the house.
a Kundarak character with the Favored in House feat 2 A character can have no more than one loan at a time.
might request.

GUILDS IN HOUSE KUNDARAK


If its worth stealing, chances are that one of House THE WARDING GUILD
Kundaraks two guilds can help keep it safe. Through If the Banking Guild is the public face of Kundarak, then
its Banking Guild, Kundarak endorses loans (typically the Warding Guild is its quiet twin. The guild provides a
at 10% interest per year, plus a collateral requirement wide array of services relating to security and protection,
of the DMs choice) and letters of credit, in addition and shoulders the responsibility for licensing locksmiths,
to providing safekeeping for some of Khorvaires most security guards, warders, and the like.
valuable treasures. The Warding Guild boasts experts in The Golden Door is a division of the Warding Guild
defenses both magical and mundane. that designs and implements security protocols of every
kind, from mundane doors and locks to the most com-
THE BANKING GUILD plicated magic wards. Among the dragonmarked, House
The Banking Guild oversees all major banking and Kundarak is best known for the work of this division.
nance across civilized Khorvaire, particularly in the The Iron Gate is the sister sect to the Golden Door.
Five Nations and the Lhazaar Principalities. Professions When living bodies are necessary for the safeguarding of
related to these services are the purview of the guild, valuable sites or objects, the soldiers of the Iron Gate are
which licenses bankers, coinmakers, gemcutters, gold- called. The divisions leaders work closely with Deneiths
smiths, jewelers, moneychangers, moneylenders, trea- Defenders Guild, and often send business that way when
surers, and similar professionals. It also works closely the job turns more on protection of the living than
with the other guilds (particularly those of Cannith) to their material wealth. The soldiers of the Iron Gate are
ensure fair standardization and stable pricing on goods just as capable as Deneiths, but they try not to step on
and services. their human allies toes. However, they can and do serve
dwarves who prefer the protection of their own kind.
THE BANKING GUILD
THE WARDING GUILD
Associated Classes: Aristocrat, expert, warrior.
Associated Skills: Appraise, Craft, Diplomacy, AssociatedClasses: Articer, expert, ghter,
Profession, Sense Motive, Speak Language. rogue, urban ranger*.
Associated Skills: Craft, Disable Device, Knowledge
(architecture and engineering), Listen, Open Lock, Spot.
* See Unearthed Arcana.

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PLAYING A MEMBER serve; if seeking out and silencing Kundaraks enemies
is your strong suit, then that you will do.
OF HOUSE KUNDARAK One matter on which House Kundarak brooks no
All dwarves take great pride in their work and family, and internal dissent is the subject of order among the dragon-
as a member of House Kundarak, your honor is inextrica- marked. Having learned from the endless clan wars and the
bly bound to both. You know the legends of your house and more recent destruction during the War of the Mark, you

THE HOUSES
people as well as you know your own name, but threading are determined to diminish conict between the houses.
through all those legends is the sense of worth that marks
what it means to be a Kundarak. You are a role model HOUSE KUNDARAK IN THE WORLD
among your peoplea member of a clan that never claimed When skies are blue, and peace falls oer the land
a crown yet has always managed to quietly lead. The stonefolk are but humble lords of trade
Within the clans, some mistake your condence But when the sky is red, the axe in hand
for bravado, but you accept their jealousy for what it is. You see of what these noble folk are made.
Outside the clans, you are typically shown the respector Danika Rumblestone, the Bard of Galethspyre
outright awethat the position of your house demands.
Though some speak in dark whispers of Kundarak as For millennia, House Kundarak watched its Mror kin
proteers and hoarders of wealth, you dismiss them easily claw their way out of barbarism. Today, these proud stone-
enough. For in the end, only those who have earned the folk know all too well that when battles must be fought, few
respect of the Kundarak are worth your worry. respond as brutally and as efciently as the Mror dwarves.
As a result, few houses try harder than Kundarak to avoid
Combat con ict, and characters are more likely to encounter
A member of a house of warders and protectors, you look House Kundarak by seeking its assistance than running
upon unprovoked aggression with disdain. For long years, afoul of its plans. In all things, the house sees unity, not
House Kundarak watched an endless cycle of reprisals con ict, as the means to success.
decimate its people, and its stomach for barbarism is long The manticore that adorns the Kundarak seal is the
gone. Savagery is for savages, not for dwarves of honor. symbol of an old legend. In the early days of the dwarves
At the same time, your sense of honor means that you exile, the manticores of the Ironroot Mountains were dis-
rarely back down from a ghtor at least from a worthy passionate observers of the con ict between clans. Then,
ght. When attacked, you are steadfast in your resolve and in early skirmishes between the clans and the Jhorashtar
more than capable of standing your ground. As a Kunda- orcs, the dwarves found themselves steadily pushed back
rak, you are ercest when defending the lives, homes, or under waves of orc infantry better suited to ghting on the
honor of those close to you. steep mountain slopes. Faced with a real possibility that
Though House Kundarak would never sully its reputa- the clans might not survive a coming midwinter assault,
tion for even-handed professionalism, individual adven- the Kundarak set out to forge an alliance with the manti-
turers within the house also enjoy honorable combat. If cores. In exchange for magically warding their mountain
you are one of these, your regular tales of heroic exploits lairs against the aberrations that hunted there, Kundarak
are bound to make you the envy of your fellows. got these creatures to agree to aid the dwarves cause.
When the Jhorashtar assault came, it was met not only
Advancement by dwarf axes on the ground but by manticores and their
An established hierarchy is essential for the smooth crossbow-wielding riders in the air. The orc threat was
operation of house affairs, but Kundarak dwarves nd turned back, and the relationship between the dwarves and
little use for excessive bureaucracy or organization. the Ironroot manticores has been strong ever since.
Where other houses focus on advancement through the The Kundarak dwarves hail from an ancient clan
acquisition of individual rank and wealth, the heirs of structure. As a result, House Kundarak is organized
Kundarak only promote the advancement of honor. somewhat differently from the system of viceroys, min-
Amassing great fortune and respect while climbing the isters, and seneschals that has become the standard of
ranks of the Banking Guild is desirable because increased dragonmarked hierarchy.
wealth and the esteem of others translates to honor for the The current head of House Kundarak is Morrikan
house at large. Wealth is not, however, an end in itself. dKundarak (LN male dwarf aristocrat 3/ghter 9/heir of
Should you dishonor your house, no amount of money Siberys 2), referred to as baron by those outside the house
will ameliorate your shame. and as lord by those within it. Titles and positions within
As an adventurer, you have a higher pro le (and are the house are hereditary, and are always passed down from
held to higher standards) than other house members. father to son (or, in rare cases, to nephew) within the
Although success in adventuring can earn you both wealth Kundarak line. Lord Morrikan is a shrewd and patient
and respect, you are careful to not let your personal exploits patriarch who has ruled his house for over a century. When
overshadow the house you serve. the Last War broke out, Morrikans voice from his observers
seat at the Iron Council was said to be the rst to whisper
Missions of independence.
House Kundarak maintains its neutrality (and thus its Below the lord are two additional positions of author-
reputation) by providing goods and services when called ity. Chieftain is another hereditary title, borne by the
upon to do so, not by indiscriminately glorifying its ranking member of a non-Kundarak bloodline within the
talents. As an agent of House Kundarak, you undertake house. Six house chieftains rule at any given time. Because
tasks that ultimately improve the honor of your house. the bloodlines within the house operate primarily in their
If your talents lie in crafting iron, that is how you best own geographic areas across Khorvaire, chieftains end

43

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A Ghoraddin strike team invades a
duergar stronghold to free a kidnapped
Kundarak heir

up taking on the standard role of viceroys within House In addition to the Warding Guilds Iron Gate and
Kundarak. Lord Kundarak is the chieftain for his own Golden Door, the house maintains two lesser-known
bloodline, and thus acts as viceroy for the house in the orders not af liated with guilds. The Keyguard are often
Mror Holds. believed to be a subdivision of the Golden Door, and
In ancient times, the hearthwarden was responsible thus controlled by the Warding Guild. The truth is that
for keeping the house of the clan. Today, the title is one can obtain the services of the Keyguard only from
held by the administrator of a House Kundarak enclave. the house. The missions of this elite corps of sneaks and
The majority of hearthwardens are female, and most are security specialists are decided at the upper levels of the
spellcasters. Hearthwardens are elected from within the house hierarchy. See the silver key prestige class on page
house, but must be approved by the house lord. 120 for more information.

NEW FEAT: MANTICORES STING


You are a master of the art of throwing numerous, sharp shuriken to this attack, to a maximum of four weapons
projectiles, such as daggers and darts. (in any combination) at a base attack bonus of +16.
Prerequisites: Mror dwarf, Dex 17, Quick Draw, However, each weapon after the second adds a cumula-
base attack bonus +6. tive 2 penalty on the attack roll, for a total penalty of
Benet: When you take this feat, the range incre- 6 for three weapons, and 8 for four. Damage reduc-
ment for daggers, darts, or shuriken increases by 10 feet tion and other resistances apply separately against each
when you throw them. In addition, as a standard action, you weapon thrown.
can throw two such weapons at the same time, provided you Special: Regardless of the number of weapons you
throw them at a single target within 30 feet. Both weapons throw, you only apply precision-based damage (such as
use the same attack roll (with a 4 penalty) to determine sneak attack damage) once. If you score a critical hit, only
success and deal damage normally (but see Special). The the rst thrown weapon deals critical hit damage; all
weapons you throw do not have to be of the same type. the others deal regular damage. If throwing more than
For every ve points of base attack bonus you have one type of weapon, you must declare which weapon you
above +6, you may add one additional dagger, dart, or throw rst before rolling damage.

44

620_95380720_Ch1.indd 44 8/28/06 1:29:44 PM


The Ghoraddin (manticores tail) is the secret house depends less on any real relationship between
paramilitary arm of House Kundarak. Outside the house, house and clan than it does on what Kundarak is
few have heard of it, and all but a small handful of those rumored to be up to. Only when a Kundarak faces some
are dwarves of other clans. Called into service only rarely, threat from outside the Mror Holds will members of all
the Ghoraddin is the closest that Kundarak has to a force the clans typically come to his aid.
of house assassins.

THE HOUSES
House Kundarak is composed of nine bloodlines, HOUSE KUNDARAK LORE
including the Kundarak, the Durbannek, the Ghedin, Characters with ranks in Knowledge (local Mror Holds)
and the Tuvodni. All nine can trace their lineage back to or Knowledge (nobility and royalty) can research House
the rst wardens who gained the surface world alongside Kundarak to learn more about it. When a character suc-
the exiled clans. ceeds on a skill check, the following lore is revealed,
including the information from lower DCs.
NPC Reactions DC 10: House Kundarak is made up of dwarf bankers
House Kundarak has worked long and hard to establish and moneychangers. They run the banks, approve loans,
its reputation. As a result, it has few enemies among the and endorse letters of credit.
civilized races. Individuals might have a hostile reaction DC 15: Some Kundarak dwarves have the Mark of
toward the house (being turned down for a loan can do Warding, which bestows the power to secure and protect.
that), but just as many work hard to impress a Kundarak DC 20: Despite the refined demeanor and courtly
upon rst meeting. Due to Kundaraks relationship with savvy of a Kundarak dwarf, nearly every Kundarak dwarf
House Sivis, most gnomes begin with a friendly attitude knows how to carry himself in battle.
toward members of the house. DC 30: Characters who achieve this level of success
Though Kundarak claims neutrality in its dealings can learn important details about House Kundarak in your
with the other dwarf clans, it wields great inuence over campaign, including history, notable members, the areas
the affairs of the Mror Holds. As where it operates, and the kinds
such, the reaction of of activities it undertakes.
a clan dwarf to a
member of the

HL

The vaults of Kundarakhold


contain unimaginable wealth . . .
and more protective wards than
a dwarf can count in a lifetime
45

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HOUSE KUNDARAKS HOLDINGS this detachment could easily disguise far more compli-
The rst and greatest House Kundarak enclave is the cated or sinister motives. From its position in the center of
stronghold of Korunda Gate, nestled high in the moun- Khorvaires banking system, Kundarak could easily sway
tains of Kundarakhold. Nearly twenty thousand dwarves the fortunes of markets or even whole nations.
make their homes here, giving the house its own standing
army should it ever need one. In the event that Kunda- Sample Encounter
THE HOUSES

raks martial and magical prowess proves insufcient (a Though heirs of House Kundarak can be found anywhere
toe-curling thought), residents of Korunda Gate can ee in Khorvaire, encounters with such characters are likely
to the extensive vaults beneath the city, where much of the to be tied to commerce. The house can easily turn out to
houses wealthand that of select clientsis stored. be involved in the buying, selling, lending, or guarding
Korunda Gate is large enough to require not just of some treasure the PCs seek.
one, but an entire council of hearthwardens. All politi- EL 13: Nearly every member of the dragonmarked
cal, legal, and executive decisions still rest with Lord houses knows the name and reputation of Morrikan
Kundarak and his family, but the council administers the dKundarak, Lord of House Kundarak. Though he spends
day-to-day operations of the city as an enclave. The head much of his time in Korunda Gate, he ventures forth from
of this council is given the honoric of matron, a posi- the mountains for important business and political gather-
tion presently held by Matron Jakela Tuvodni (LN female ings. When his dealings arent taking him to house enclaves
dwarf aristocrat 1/wizard 7/dragonmark heir 4), the stern across Khorvaire, he can usually be found in the major
but much beloved hearthwarden of hearthwardens. cities of the Five Nations, particularly Korth, Wroat, and
Sharn. If a group of adventurers includes a member in good
MEMBERS OF HOUSE KUNDARAK standing of House Kundarak, there is always a chance that
Morrikan will nd a few minutes to meet with them.
IN THE GAME
The heirs of Kundarak are polite to a fault, particularly LORD MORRIKAN DKUNDARAK CR 13
when dealing with potential clients or members of the Male dwarf aristocrat 3/ghter 9/heir of Siberys 2
other dragonmarked houses. Committed to maintaining LN Medium humanoid
the honor and reputation of their house, they understand Action Points 5
the potential danger of a misplaced word. This is not to Init +1; Senses darkvision 60 ft., Listen +2, Spot +4
say that those of the house do not have their own ambi- Languages Common, Dwarven, Gnome, Orc
tions and agendas, but all of Kundarak understands the AC 21, touch 11, at-footed 20; +4 against giants
critical importance of appearance. (+1 Dex, +8 armor, +2 shield)
Given the goods and services in which the house spe- hp 115 (14 HD); DR 3/
cializes, Kundarak heirs are often called on as security Resist stability (+4 against bull rush and trip)
specialists, undertaking missions that easily dovetail into Fort +15 (+17 against poison), Ref +10, Will +13; +2 against
further adventures. A party with an heir of Kundarak spells and spell-like effects, +3 against psionics
could be recruited to work alongside any of the divisions
of the house guilds, particularly the Iron Gate and the Speed 20 ft. (4 squares); Pursue
Golden Door. Melee +2 earthbound dwarven waraxe +19/+14/+9 (1d10+8/3) or
Melee +2 earthbound dwarven waraxe +17/+12/+7 (1d10+6/3) if
Adaptation target not touching the ground
In a standard EBERRON campaign, House Kundarak is a Base Atk +12; Grp +14
powerful nancial empire that caters to the other dragon- Atk Options Action Surge, Combat Reexes, Improved Sunder,
marked houses with professional detachment. However, Power Attack, +1 on attacks against orcs and goblinoids
Combat Gear potion of y
Spell-Like Ability (CL 15th):
1/dayprismatic wall (DC 19)
Abilities Str 14, Dex 12, Con 16, Int 14, Wis 14, Cha 12
SQ stonecunning (PH 15)
Feats Action Surge, Combat Reexes, Education, Heroic Spirit,
RD Improved Sunder, Negotiator, Power Attack, Pursue, Strong
Mind, Weapon Focus (dwarven waraxe), Weapon Special-
ization (dwarven waraxe)
Skills Appraise +4 (+6 stone or metal items, +8 stonecarving),
Bluff +3, Craft (stonecarving) +10, Diplomacy +10, Gather
Information +5, Intimidate +5, Knowledge (architecture
and engineering) +10, Knowledge (history) +6, Knowl-
edge (nobility and royalty) +17, Listen +2, Profession
(banker) +17, Search +2 (+4 secret doors), Sense Motive
+7, Speak Language (Gnome), Spot +4
Possessions combat gear plus dwarven plate, mithral heavy
shield, +2 earthbound dwarven waraxe, glamerweave cloak of resistance
+2, ring of invisibility, potion of eagles splendor
Hook Welcome to my home, honored guest. Within these
Lord Morrikan dKundarak of Korunda Gate walls, no harm will come to you.

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of Khorvaire. Their followers began to call Selavash

HOUSE LYRANDAR
Sovereigns and rstborn, grant me the four blessings promised to our
and Lyran the Firstborn, naming themselves children
of Lyran, or Lyrandar.
As proscribed marriage within the Khoravar com-
people: dominion over the air, dominion over the water, fortune for my munity began to make Lyrandar a line of related families,
family, and fortune for my future. the Mark of Storm spread through those families with great

THE HOUSES
From the Oath of Lyrandar speed. Those blessed by this magic soon became House
Lyrandar, operating a small eet of swift ships and provid-
House Lyrandar bears the Mark of Storm, using its power ing fair weather to farmers in need. Long after Selavash and
to dominate the shipping trade and shape the weather for Lyran had passed away, legends of the Firstborn continued
economic gain. Members of the house see themselves as the to spread. To this day, a good number of Lyrandar believe
heart of the Khoravar (or half-elf) race, divinely chosen that the spirits of the founders still guide the house.
to guide their people into the future. The Lyrandar vice- Like many dragonmarked houses, Lyrandars fortunes
roys are proud and ruthless: lords of wind and water, with have shifted with the end of the Last War. The Korth Edicts
powers any king would envy. The development of the air- placed limits on the houses owning land and maintaining
ship has served to increase Lyrandars already considerable military forces, but with the collapse of Galifar, Lyrandar
power, and the house is poised to become one of the most has been able to circumvent both restrictions. The house
inuential organizations in Khorvaire. owns a number of stormships (described in Explorers Handbook),
ostensibly to defend its eets against piracy. The house has
also developed extensive holdings in Valenar, and appears
LThough
egacy of the Firstborn
the origins of House Lyrandar remain shrouded
to have considerable inuence there.

in myth, a few solid facts are known. Some twenty-six


hundred years ago, a signicant number of elves migrated
to Khorvaire in the wake of the civil war in Aerenal that
House Lyrandar
destroyed the line of Vol. Where elf and human settle- AS AN ORGANIZATION
ments came into close proximity, intermarriage became This drought is a terrible affair, your highness. When you decide its gone
common. However, when the earliest generations of half- on long enough, you know our rates.
elves were born, a good number of the elf settlers rejected Taelyn dLyrandar, envoy of the Raincallers Guild
them, leaving a population of half-caste children spread
across human lands. Over the next six hundred years, House Lyrandar dominates two quite different elds.
this population grew. The Windwrights Guild controls the shipping trade,
According to house doctrine, the founders of Lyran- while the smaller Raincallers Guild has made a fortune
dar were chosen by the gods themselves. The half-elves through control of the weather. The half-elves of Lyran-
Lyran and Selavash were the first to manifest the Mark dar might be farmers, sailors, raincallers, or diplomats
of Storm, both claiming to have received their marks serving the interests of the Khoravar people. Regardless
accompanied by visions of the sovereign lords Arawai of trade, they are united by racial pride and a rm belief
and Kol Korran. The sovereigns hailed the duo as the in the future of their house.
true children of Khorvaire. The half-elves were a race
made strong through their hybrid blood, and would wield JOINING HOUSE LYRANDAR
power over both nature and commerce. Since the days of Lyran and Selavash, House Lyrandar has
In the decades that followed, Lyran and Selavash trav- been a haven for the Khoravar people. The viceroys of the
eled across Khorvaire, preaching their vision to others of house actively encourage any half-elves to join the house
their kind. Tales of miracles performed by the pair are guilds, and any Khoravar who shows exceptional skill has
common, but all that can be said for certain is that both a chance to be adopted into the house. Members of other
possessed an almost supernatural ability to inspire others races can serve in the guilds, but they are often excluded
of their race. The charismatic duo encouraged half-elves from holding high ofce. Lyrandar heirs are strongly
to form their own separate communities and to recognize discouraged from marrying any but other Khoravar, and
themselves as a unique racethe Khoravar, or Children in the past, this was grounds for excoriation.

THE KRAKEN PRINCE


The seal of House Lyrandar is a kraken surrounded by Beyond the common legend, the less well-known
four lightning bolts, commonly attributed to one of the doctrine of the Storm Front (see page 50) claims that the
best-known tales of the Firstborn. In this legend, Lyran Firstborn did not die but became immortal krakens, and
is at sea when his ship is set upon by a eet of four reaver that this is a state any Lyrandar heir can reach. Accord-
vessels. Lyran warns the pirates that he holds the blessing ing to this tale, the kraken lords remain in the depths
of Arawai, but they do not listen. Moments later, a kraken of the sea, guiding the Storm Front by way of dreams
rises from the depths, summoning lighting to shatter the and visions as they help their descendants achieve true
pirate vessels as Lyrans ship speeds safely on. dominance over the waves.

47

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The majority of the low-ranking members of House FAVORED IN HOUSE LYRANDAR
Lyrandar are aristocrats, experts, and magewrights, while
talented heirs often follow the path of the bard, rogue, DC1 Benet
swashbuckler (from Complete Warrior), or wizard. Rain- 10 One free use of the least Mark of Storm; free one-
callers and members of the organization known as Selas way fare passage (any distance) for four characters
Path (see page 50) can be clerics, adepts, or even druids. on a Lyrandar sailing ship2; information regarding
THE HOUSES

Over the course of the last century, a number of heirs have cargo manifest, passenger list, and so on for any
become articers, seeking to reduce Lyrandars depen- Lyrandar vessel; a loan of 100 gp at 10% per month3
dence on House Cannith for the bound-elemental vessels 15 One free use of the lesser Mark of Storm; free one-
that are its lifeblood. way fare passage (any distance) for four characters
on an elemental galleon 2; use of a Lyrandar-trained
ENTRY REQUIREMENTS crew for an independent vessel at half normal cost
20 One free use of the greater Mark of Storm; free use
Race: Half-elf. of a 3rd-level member of the Windwrights Guild or
Special: Must be related to a member of House Lyran- Raincallers Guild (least dragonmark) for 1 week; free
dar by blood, marriage, or adoption. one-way fare passage (any distance) for four charac-
ters on an airship2; one free use of house contacts to
The majority of members of House Lyrandar are tied to the openly move cargo without a letter of marque 3
Windwrights Guild. Whether shipwrights, sailors, naviga- 25 Free use of a 5th-level member of the Windwrights
tors, guides, or guards, they treat the sea as a second home. Guild or Raincallers Guild (lesser dragonmark) for
Those heirs who choose not to serve in the guilds focus on 1 week; free use of a chartered elemental galleon
the overall administration of the house, often serving as and crew for 1 week; free use of a chartered airship
advocates for the Khoravar race. The vision of the First- and crew for 1 day; one free use of house contacts to
born remains at the core of House Lyrandar, and heirs secretly move cargo without a letter of marque 4
continue to work toward their vision of a unied Khoravar 1 If a requested favor involves an illegal or dangerous act,
raceand, potentially, a Khoravar homeland. increase the DC by 5. Favors with DCs of 20 or higher
Though some houses put pressure on scions to always require additional service to the house.
become agents, Lyrandar encourages a certain level of 2 Regular routes only. Available destinations and depar-
independence among its heirs. The house often supports ture times to be determined by the DM. Non-paying
the wayward lives of its adventuring scions, with the passengers are expected to work. See Explorers Handbook for
understanding that these prodigals will someday return more information on air and sea travel in Eberron.
to the fold and put their skills to work. 3 A character can have no more than one loan at a time.
4 Though this activity is already illegal, add another 5 to
HOUSE LYRANDAR BENEFITS the check DC for dangerous activity.
Lyrandar is one of the most widespread houses geo-
graphically, and house heirs can take easy advantage of Racial identity is an important part of House Lyran-
Lyrandars reach. dar. In a world where nationality and faith often take
Economics: A member of House Lyrandar in good precedence over race, your family has woven all three
standing with the house can usually secure free passage together. You have been taught that the Khoravar are
on a Lyrandar vessel, provided that he is willing to work a blessed people with a grand future, and that House
during the voyage. If he wants all the privileges and com- Lyrandar lies at the center of this destiny. Humans came
forts of a guest, or if he seeks passage for his companions from Sarlona, elves from Aerenal. Your kind are the true
as well, he can obtain a 50% discount on the fare. children of Khorvaire, and the world is yours.
Gear: Lyrandar heirs with enough wealth can pur- For those in the Windwrights Guild, the connection
chase mundane ships, elemental vessels, and the equip- to the sea is always strong. The Stormwrack supplement con-
ment associated with either at 75% of normal cost. Vessels tains a number of character options suitable for heirs of
available for purchase are typically those decommissioned Lyrandar, as well as numerous challenges for characters
by the house, and they might not be in top condition. who make a life on the open water.

Favored in House Benets Combat


Favored members of House Lyrandar have access to the As a Lyrandar heir, you take a creative approach to con ict.
houses transportation services that makes them the envy Lyrandar swashbucklers love dueling and swordplay, but
of other adventurers. The following table indicates the it is often far more effective to use control weather to sink an
types of favors a Lyrandar character with the Favored in opponents ship rather than face him in personal combat.
House feat might request. Battle is never a game, though. You strike decisively,
whether you employ magic, a weapon, or clever diplomacy.
PLAYING A MEMBER If you can redirect the hostility of two different foes at
each other instead of at you, so much the better.
OF HOUSE LYRANDAR
You take pride in your house, and with good reason. The Advancement
wind is your ally, the sea your dominion. The Last War shat- Whether you were born into Lyrandar or adopted by the
tered Orien trade routes and devastated House Cannith, but house, your rank is determined by your service to the house,
your people are stronger than ever. With the development of service to the guilds, and service to the Khoravar race.
the airship, you have risen from the seas to claim the sky. Though the swiftest way to earn the respect of the viceroys

48

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A House Lyrandar airship,
HL cutaway view

GUILDS IN HOUSE LYRANDAR


The Windwrights Guild, with its dashing pilots and sleek THE WINDWRIGHTS GUILD
elemental craft, is the public face of House Lyrandar for The Windwrights Guild dominates the shipping trade.
most Khorvairians. However, by virtue of its inuence The core eet of the guild is made up of the elemental-
on agriculture, the smaller Raincallers Guild arguably bound vessels and airships of House Lyrandar, crewed
has a larger impact on life in Khorvaire. by heirs of the house and providing speedy transport
by water or air. However, the vast majority of the guild
THE R AINCALLERS GUILD is composed of independent captains who need not be
A character with the Mark of Storm can summon rain heirs of the house, or even half-elves. To earn the ag
to save farmers from drought or keep a hurricane from of the Windwrights Guild, a captain must pass regular
devastating a coastal city. The Raincallers Guild has inspections and pay house dues. In exchange, the guild
devoted centuries to the development of irrigation sys- connects him with customs and cargo.
tems, dams, canals, levees, and reservoirs to help control Common belief holds that captains who choose to
the forces of nature. The unmarked members of the guild work outside the guild are likely to suffer accidents rang-
focus on these services. In addition, Raincallers often ing from deadly weather to sabotage or piracy. Regardless of
serve as traveling emissaries of House Lyrandar, and are whether Lyrandar truly engages in such sinister practices,
trained in the arts of diplomacy. Large cities often have the rumor alone is enough to convince prospective clients to
Raincaller outposts, but the guild also maintains a corps rely on guild shipping, forcing most captains to work within
of wanderers who travel regular circuits throughout the the guild. The sailors of the Lhazaar Principalities are a
agricultural regions of the Five Nations. notable exception to this rule, and there has long been ten-
sion between the Windwrights and the eastern sea lords.

THE RAINCALLERS GUILD THE WINDWRIGHTS GUILD

Associated Classes: Adept, aristocrat, cleric, com- Associated Classes: Articer, commoner, expert,
moner, druid, expert, magewright. ranger, rogue, sorcerer, swashbuckler*.
Associated Skills: Diplomacy, Knowledge (archi- Associated Skills: Balance, Climb, Knowledge
tecture and engineering), Knowledge (geography), (geography), Profession (sailor), Swim, Use Rope.
Knowledge (nature), Profession (farmer), Survival. * See Complete Warrior.

49

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is by serving as an agent of the house, young Khoravar are The Storm Front is rumored to be a cult operating
often encouraged to wander and learn the ways of the world. within House Lyrandar whose members believe that the
Sail the seas, see distant lands, and whenever possible, Mark of Storm is not a gift of Arawai and Kol Korran but
serve your people in the process. The knowledge the mark of the Devourer. Cult members maintain
you acquire and the contacts you make will that the greatest members of the house live on as
serve the house in time. krakens in the deep, and that these immortal
THE HOUSES

Many Lyrandar viceroys are middle- elders guide the Storm Front through visions.
aged or older, and the general philosophy The Storm Front believes that the power of
of the house is to leave administration to the Mark of Storm was meant to be used
those seasoned by work and the for destruction, and that the Kho-
world. You are young, so enjoy ravar should seize dominion
your youth. The house will through force, not wait for
come to you if it has a task to their time to come. Darker
be performed, and your ser- tales suggest that Esravash is
vice will be remembered when just a gurehead or a dupe,
the time comes. and that the Storm Front is
the true power guiding House
Missions Lyrandar. According to these rumors,
House Lyrandar engages in any the cult maintains hidden enclaves
number of schemes. As an heir of throughout coastal Khorvaire, including
the house, you could nd yourself Tlalusk Island off the Demon Wastes.
mediating talks between Valenar elves RD
and Karrn soldiers. You might be sent to NPC Reactions
hunt pirates in the Lhazaar Sea, or to track Baron Esravash dLyrandar House Lyrandar has long championed
down an artifact in Xendrik that might of Stormhome the Khoravar race, and Lyrandar heirs
be the key to a superior bound-elemental receive a friendly reaction in many half-
design. Perhaps you will need to locate, salvage, and destroy elf communities. At the same time, those half-elves who
a prototype airship lost in the Mournland. Though these prefer to maintain strong ties to humans and elves (an
are challenging tasks, your dedication to your house could attitude common in House Medani) see arrogance in the
also be tested by darker deeds. A renegade articer per- Lyrandar, and can be unfriendly or even hostile to their
fecting the means to control an elemental vessel without a cousins. Lyrandar heirs face an unfriendly reaction from
dragonmark is a danger to Lyrandars future. Lyrandars the people of the Lhazaar Principalities, but a friendly
future is your future, and you know what you must do. welcome in Valenar.
Lyrandar does its best to spread its dealings across
HOUSE LYRANDAR IN THE WORLD the dragonmarked houses, hiring protection from both
Proud folk, the Lyrandar. Those airships let em look down on us little folks. Deneith and Tharashk, while using both Phiarlan and
Its a ne thing to be so high, but it hurts all the worse when you nally fall. Thuranni for intelligence and covert services. Its rela-
Kessler, poet of Sharn tionship with House Medani is sometimes strained (as
discussed in Estranged Siblings, page 53), but tensions
Adventurers who travel by air or by sea do business with with House Orien run high. Orien suffered during the
House Lyrandar on a regular basis. Yet the kraken lurks Last War, and the airship poses a serious threat to their
beneath even the fairest seas, and it is hard to see how far monopoly on overland transportation. Orien heirs are
its tentacles reach. House heirs and half-elf adventurers typically unfriendly toward Lyrandar heirs, but real con-
might nd House Lyrandar to be a valuable patron, but ict seldom arises between them.
those who cross it nd that the kraken is a deadly foe.
House Lyrandar uses the standard hierarchy of the HOUSE LYRANDAR LORE
dragonmarked houses. The house leader holds the title of Characters with ranks in Knowledge (history) or Knowl-
matriarch or patriarch, but is often addressed as rstborn edge (nobility and royalty) can research House Lyrandar
by members of the house who believe that Lyran and Sela- to learn more about it. When a character succeeds on a
vash speak through her. The current matriarch is Esravash skill check, the following lore is revealed, including the
dLyrandar (NG female half-elf expert 7/dragonmark heir information from lower DCs.
2), one of the youngest matriarchs in the houses history. DC 10: House Lyrandar can call the winds to speed
In addition to the Raincallers Guild and the Wind- ships across the water or bring the rain to a thirsty farm-
wrights Guild, House Lyrandar controls a number of ers elds. The house also owns the airships that cruise
smaller agencies and cabals. Selas Path is the priesthood the skies over Khorvaire.
of House Lyrandar. The cult reveres Arawai, Kol Korran, DC 15: The Mark of Storm is carried by Lyrandar
Lyran, and Selavash. Its adherents maintain that the souls half-elves, who prefer to be called Khoravar. It is rare
of the rstborn serve as intermediaries between the Kho- for a member of any other race to rise in the ranks of a
ravar and the Sovereign Host, just as Tira Miron is said Lyrandar guild.
to speak for the Silver Flame. DC 20: House Lyrandar is rumored to have its own
Lyrans Gift is the arcane research arm of the house. pirate eet that preys on captains who work outside the
The Gift helps Lyrandar spellcasters hone their skills, Windwrights Guild, and numerous reports indicate that
and it works in concert with House Cannith and the elemental binders who try to make ships that non-house
Twelve to develop new forms of magic. members can control have suffered dubious accidents.

50

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DC 30: Characters who achieve this level of success transform Valenar politically, creating a Khoravar nation
can learn important details about House Lyrandar in your under the very eyes of the warrior elves.
campaign, including history, notable members, the areas Alternatively, Lyrandars ruthless nature and ambi-
where it operates, and the kinds of activities it undertakes. tion make the house a compelling foe. Dark rumors tell
how the house engages in extortion, weather manipulation,
HOUSE LYRANDARS HOLDINGS blackmail, piracy, and murder to accomplish its goals. Even

THE HOUSES
The matriarch of House Lyrandar has her seat in Storm- if the matriarch does not support such strongarm tactics,
home, an island off the northern coast of Aundair. Lyrandar the sinister Storm Front cult has supporters throughout
mages transformed this once-desolate island into a paradise, the house, and it might do so without her knowledge.
and it is now home to a number of Ghallanda resorts in
addition to the Lyrandar enclave. An Aundairian garrison Adaptation
stationed on Stormhome protects the entrance to Scions What if the members of Storm Front are correct? Is House
Sound, but the island is informally considered House Lyrandar truly touched by the Devourer, guided by kraken
Lyrandars territory. It has long been a hotbed of intrigue. lords hidden in the depths of the seas? If so, the secret
Beyond Stormhome, House Lyrandar has enclaves in masters of the house could be waiting for the proper con-
most major port cities of Khorvaire, in addition to land junction of planes and prophecy. When the time is right,
in Valenar that it holds in violation of the Korth Edicts. they will drive the Valenar to war, unleash a hidden eet
The Valenar elves have little interest in fallen Galifars of stormships and armored airships, and send the full
laws, and this suits Lyrandar well. hurricane force of the Mark of Storm against the cities of
Khorvaire. Will PC heirs of Lyrandar oppose this plan,
or will they embrace it and the destiny it promises?
MEMBERS OF HOUSE LYRANDAR
IN THE GAME Sample Encounter
Airships are often an adventurers de nitive mode of Lyrandar heirs are everywhere in Khorvaire, and they
transportation, and a colorful contact in House Lyrandar carry themselves with an easygoing amiabilityas long
can add avor to any campaign. The house can be a gener- as they get the respect they feel they deserve. Lining up
ous patron to half-elf adventurers, and it might be inter- transportation, particularly in the more dangerous areas
ested in adopting a half-elf (dragonmarked or otherwise) of Khorvaire, almost inevitably brings PCs into contact
with the right skills. Adventurers could be called upon with the house and its people. A hazardous journey on a
by the house to test prototype airships, accompany mis- Lyrandar airship or wind galleon might prove as chal-
sions of exploration, or take part in clandestine efforts to lenging as the adventure it sets in motion.

Stormhome, City of Escapes

620_95380720_Ch1.indd 51 8/28/06 1:30:05 PM


HOUSE M EDANI
Let the other houses bluster and call us upstart. When they realize
we hold the keys that can release the secrets of the Five Nations, they
will learn respect.
THE HOUSES

Baron Trelib dMedani,


patriarch of House Medani
JH
Of the twelve dragonmarked houses, House Medani has
the lowest pro leand thats how the houses heirs prefer
it. The half-elves of Medani bear the Mark of Detection.
Through the Warning Guild, they offer their services
as bodyguards, inquisitives, and sentries to clients
across Khorvaire.
Medani is the youngest of the dragonmarked houses
to originate within the Five Nations, with the Mark of
Taelyn dLyrandar, Detection appearing only shortly before the War of the
trusted envoy of House Lyrandar Mark. The Medani families banded together in pre-
Galifar Breland prior to that con ict, but had few aspi-
EL 6: Taelyn dLyrandar does not possess the Mark of rations beyond being left alone. Only in the aftermath
Storm. He cannot call the rain or command the elemental of the War of the Mark did Medanis elders bow to the
energy that drives an airship, but what he lacks in mystical pressure of the other houses and take their place among
power, he makes up for in wit, charm, and pure dedication the dragonmarked.
to the cause of his house. As a trusted envoy of Lyrandar, Despite often strained relations with the other
Taelyn could serve as a liaison for the party or as the house houses, Medanis collective voice carries weight. The
delegate on the opposite side of a critical negotiation. houses warnings are ignored at the listeners peril, but
Having cut his diplomatic teeth on verbal duels with Medanis iconoclastic nature makes it sometimes dif-
Zil ambassadors, Taelyn is not easily provoked. Words are cult to work with.
his weapons, and he uses Sense Motive to search for his
enemies weaknesses.

TAELYN DLYRANDAR CR 6
W arning Signs
Though any number of organizations might claim a lock
Male half-elf expert 5/wizard 2 on the truth, House Medani can back that claim. Those
N Medium humanoid (elf) who possess Medanis mark can sense arcane and divine
Action Points 3 power, the taint of poison, unseen intruders, or magical
Init +0; Senses low-light vision, Listen +5, Spot +7 observation from a world away. All Medani heirs train in
Languages Common, Elven, Gnome, Orc the use of logic, perception, and techniques for assem-
AC 12, touch 10, at-footed 12 bling fragments of evidence into a recognizable whole. As
(+2 armor) allies, they are formidable; as enemies, even more so.
hp 27 (7 HD) The Medani alliance existed before Galifar: a col-
Immune sleep lection of families based in the former Medani prov-
Fort +3, Ref +3, Will +11 (+13 against enchantment) inces of what would one day become Breland. Already
accustomed to blending into human or elf society, the
Speed 30 ft. (6 squares) half-elves of the Medani concealed their dragonmarks
Melee mwk dagger +4 (1d41/1920) when they first appeared. A close-knit society, they
Base Atk +4; Grp +3 were content to use the Mark of Detection quietly,
Combat Gear potion of cure moderate wounds, potion of eagles splendor, building a reputation as bodyguards and scouts while
potion of blink, wand of sleep (25 charges) attempting to avoid the growing conf licts of the other
Wizard Spells Prepared (CL 2nd): dragonmarked.
1st (3/day)charm person (DC 14), endure elements, comprehend House Cannith discovered Medani partway through
languages the War of the Mark. At rst, it was thought that the Mark
0 (4/day)arcane mark, detect magic, light, message of Detection might simply be a prevalent aberrant dragon-
Abilities Str 9, Dex 10, Con 10, Int 14, Wis 14, Cha 16 mark, but that conjecture was quickly discarded. Cannith
Feats Education, Favored in House, Heroic SpiritB, Negotiator nally tracked down the elders of the Medani families
Skills Appraise +4, Bluff +12, Diplomacy +18, Disguise +3 (+5 and convinced them (some say threatened) to take their
to act in character), Gather Information +15, Intimidate place alongside the other dragon marked houses.
+15, Knowledge (local) +7, Knowledge (nobility and royalty) Even today, distaste for authority runs strong in
+7, Listen +5, Perform (oratory) +10, Profession (sailor) +5, Medani, giving rise to aloofness that many dragon-
Sense Motive +14, Spot +7, Swim +4 marked ascribe to the house. Medani is forthright in its
Possessions combat gear plus leather armor, masterwork views on house politics and is an active participant in the
dagger, cloak of resistance +2, feather fall token Twelve, but representatives of the other houses sometimes
Hook Destiny is like the wind. Will you ght against it, or claim that House Medani works against their interests as
let it ll your sails? often as it supports them.

52

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FByriends in High Places
virtue of its geographic origins and current leader-
House Medani
ship, however, House Medani has a close relationship AS AN ORGANIZATION
with the Brelish crown. The house is based in Wroat, The likeness of the viceroy was good enough to fool the duke and his
and Baron Trelib (NG male half-elf rogue 7/master entourage, Ill give him that. Changeling or no, he needed to learn a few

THE HOUSES
inquisitive 2) is a long-standing friend of King Bora- things about how to sell state secrets, though. Four years in the Citadel
nel. During the Last War, Medani maintained the same should give him plenty of time.
steadfast neutrality as the other dragonmarked houses. Brina dMedani, inquisitive of the Warders Guild
However, it is rumored that a good portion of the war-
time intelligence directed to Breland from its allies in House Medani is a dragonmarked house of half-elves who
Zilargo might have originated with Medanithe house carry the Mark of Detection in their bloodlines. It is one
using connections of Sivis to assist its homeland while of the youngest of the houses, formed only at the end of
maintaining necessary secrecy. the War of the Mark, though it had existed informally
Though the dragonmarked houses are directed to for some time in pre-Galifar Breland. Medani primarily
carry on their mercantile operations at a neutral distance works for clients in Breland and central Khorvaire, but
from the nobility of the new Khorvaire, Trelibs close its agents are found across the continent.
relationship with King Boranel often causes the house to
deal more favorably with Breland than with the JOINING HOUSE MEDANI
rest of the Five Nations. Trelib is known The half-elf blood of Medani has a strong inuence
to have supplied a number of Medani on the views of the house. Accustomed to walking
operatives to Boranels court, and is also between worlds, the house values the racial
charged with discovering who heritage that allows its members to
assassinated Boranels first move in both elf and human society
wife, Queen Chaseva. Those with ease. Unlike House Lyrandar,
close to Trelib speak of his utter Medani favors occasional intermar-
devotion to solving the murder, RD riage to elves or humans, both as
but all his efforts to date have a means of renewing the connec-
proved fruitless. tion to its ancestral blood and to
Though this close rela- add to the houses expansive social
tionship angers many outside connections. Other races are
Breland (nobles and dragon- not considered candidates for
marked alike), some Brelish marriage, and such matches
have their own concerns. are actively frowned upon by
Within the Kings Dark Lan- house elders.
terns, high-placed operatives House Medani is not so
wonder openly whether Bora- particular when it comes to its
nel is in fact being played by Medaniand hirelings. Any individual with
whether Trelibs long years of friendship the proper aptitude can apply to
have enabled him to place deep-cover Baron Trelib dMedani the Warning Guild, be granted
agents within the ranks of the Brelish of Wroat certication, and work under the
court or the Lanterns themselves. house banner, if not for the house itself.
This is particularly true in Wroat and Sharn, but even
in Medanis smaller enclaves, the house typically hires
Estranged Siblings
Though both Lyrandar and Medani are made up of
individuals based on talent alone.
House Medani prizes critical thinkers of all types.
half-elves, little love is lost between the two houses. Spellcasting ability is valued, but is not considered a
Unlike Ghallanda and Jorasco, Lyrandar and Medani replacement for an analytical mind and keen judgment.
formed at different times, in different areas, and Members of the house gravitate toward the classes of
under very different circumstances. Lyrandar is ambi- expert, rogue, and bard.
tious and ostentatious, while Medani is focused and
withdrawn. The former prides itself on its diplomacy ENTRY REQUIREMENTS
and political acumen, while the latter has no fear of
playing favorites. Race: Half-elf, elf, or human.
Despite their dissimilar temperaments, the two Special: Must be related by blood or marriage to a
houses have some common ground. A subtle disdain for member of House Medani.
those who feel entitled to power shows in their dealings
with the other houses (particularly Cannith), as does a Members of House Medani and the Warning Guild
preference for working with the common folk of Khor- learn quickly that they must make their own way in the
vaire rather than the elite. On rare occasions, they have world. Medani is not the most powerful house, nor the
supported one another against initiatives among the most populous. The strengths of its members are keen
houses and movements by the nobility to limit the power insight and a learned ability to predict the actions of
of the dragonmarked. Such alliances are short-lived, those around them based on the evidence at hand. To that
however, and often conveniently forgotten. end, the house employs its members not in the collection

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House Medani inquisitives
are frequently called upon to
investigate crimes that bafe
local law enforcement

FH

GUILDS IN HOUSE MEDANI


House Medani and the Warning Guild are synonymous a map of the subtle plots threading Khorvaire by keep-
in the minds of many Khorvairians, few of whom real- ing those plots from coming to pass. Only when Aurum
ize the degree of ofcial separation that stands between agents are revealed within the Brelish court can the chain
them. Rather than a simple extension of the house, the of orders and intrigue that brought them there be care-
Warning Guild has grown into an af liated but largely fully unraveled. When an assassination attempt against
independent entity. The Mark of Detection often leads to a Cannith seneschal is prevented, it unlocks layers of
meddling in unpleasant affairs; ofcial separation keeps scheming that would otherwise never come to light.
the house at a safe distance whenever the unpleasantness The Warning Guild provides certication and contract
turns out to involve the nobility or the dragonmarked employment for bodyguards, inquisitives, and sentries across
houses themselves. Khorvaire, though the bulk of its work is in the larger cities.
While the Warning Guild provides valuable expe- Bodyguards in Khorvaire can be hired from any number of
rience and training for its members, House Medanis sources, but those of the Warning Guild are not hired pri-
ministers realize that not everyones gifts are best suited marily for their muscle or skill with a blade. Rather, House
to that path. Heirs and house members whose skills lie Medani specializes in anticipating attacks and preventing
elsewhere are encouraged to pursue them, as long as them before strength and steel are ever needed.
those pursuits benet the house eventually. The guild has enclaves throughout the Five Nations,
but they are always small and unmarked. If a potential
WARNING GUILD guild member cant nd the place on her own, that doesnt
The Warning Guild is administered by members of bode well for her future in that line of work.
House Medani, and it reports to the Medani patriarch
and his council quarterly with nancial reports and news WARNING GUILD
of particular interest to the house leadership. Members
of the Warning Guild do not gather information in the Associated Classes: Bard, expert, rogue.
same manner as a Phiarlan agent, a Thuranni operative, Associated Skills: Diplomacy, Gather Information,
or even a Ghallanda barkeep. Rather, they piece together Listen, Search, Sense Motive, Spot.

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of intelligence (the long-standing purview of House FAVORED IN HOUSE MEDANI
Phiarlan and, more recently, House Thuranni), but in
counterintelligence. Medani does not trafc in secrets; DC1 Benet
it helps to keep them. 10 One free use of the least Mark of Detection; free use
Medani agents and inquisitives work to detect and of a 1st-level member of the Warning Guild for 1
disrupt the theft of goods and information. Some focus day; use of house contacts to gain a +3 circumstance

THE HOUSES
on the more traditional physical methods of doing bonus on a Gather Information check; a loan of 100
so; others take a more subtle approach. A ll Medani gp at 10% per month 2
heirs train in close combat, with a focus on surprise 15 One free use of the lesser Mark of Detection; free
tactics. They are not masters of disguise, nor are they use of 1d4 2nd-level members of the Warning Guild
especially gifted at blending into a crowd, but no one for 1 week; use of house contacts to gain a +6 cir-
can pick a target out of that same crowd faster than a cumstance bonus on a Gather Information check;
Medani heir. free use of house contacts to have minor trouble with
the law disappear3
HOUSE MEDANI BENEFITS 20 One free use of the greater Mark of Detection; free
Members of House Medani can call upon the resources use of a 3rd-level member of the Warding Guild
of their house in the major cities of central Khorvaire, (least dragonmark) for 1 week; use of house contacts
and anywhere outside the Five Nations where the house to gain a +9 circumstance bonus on a Gather Infor-
has holdings. mation check; free use of a secured safe house for
Economics: The Warning Guilds urban enclaves four characters for 1 week4
double as a network of safe houses. House members can 25 Free use of a 5th-level member of the Warding
obtain free, nonsecure lodging at any enclave, but might Guild (lesser dragonmark) for 1 week; free use of a
be asked to perform service for the guild in exchange secured safe house for four characters for 1 month4;
(especially if non-Medani companions require lodging use of house contacts to gain a +12 circumstance
as well). bonus on a Gather Information check
Services: Members of House Medani can make use 1 If a requested favor involves an illegal or dangerous act,
of any of the regular services of the Warning Guild at increase the DC by 5. Favors with DCs of 20 or higher
50% of normal cost. always require additional service to the house.
Information: House Medani members can make 2 A character can have no more than one loan at a time.
use of current information uncovered by members of 3 At the DMs discretion.
the Warning Guild in the course of their work. W hile 4 Nonmagical attempts to locate characters in a Medani
in a house enclave, a member can gain a +5 bonus on safe house (for example, using the Urban Tracking feat)
a single Knowledge, bardic knowledge, or lore check take a 20 penalty.
per day.
predict the actions of others and execute your response in
Favored in House Benets such a way that the foe never sees it coming. If your tactics
House Medanis narrow commercial focus provides fail, no quarter will be asked or given. The safety of the
its members with an equally narrow range of ben- client comes rsteverything else is academic.
efits. The following table indicates the types of favors
a Medani character with the Favored in House feat Advancement
might request. Advancing in the Medani hierarchy is not necessar-
ily dependent on performance in the Warning Guild.
Though you will be encouraged to consider joining the
PLAYING A MEMBER guild, Medani recognizes that not everyone is suited
OF HOUSE MEDANI for its rigorous (and sometimes dangerous) eldwork.
As a member of House Medani, your life revolves around In fact, a number of house patriarchs have never been
subterfugenot engaging in it, but preventing others members of the guildmost notably Stavros, a great
from doing so. You see the world around you as an intri- tactician of ve centuries past who lost the use of his legs
cate web of schemes, plots, and counterplots. Assessing as a child.
the range of possibilities, you use instinct to predict and Your house is a close-knit one, but the nature of your
defend against those that threaten your clients, and do so work makes you constantly aware of the danger of betrayal
well before threats can turn to danger. Defending against and in ltration. However, from the moment you prove
an assassins blade is a job that any Deneith sellsword or yourself, you are part of an elite group. Your family and
Tharashk enforcer can do well enough. Making sure that people dedicate their lives to otherswatching, waiting,
blade is never drawn is the Medani way. and ensuring that those in their care live to see tomor-
row unharmed.
Combat
You are trained to handle yourself in a straight-up ght, Missions
but the best defense is to eliminate a foe before he has When not tasked with a specic assignment (most often
a chance to join battle. When combat is necessary, you protecting nobles or the dragonmarked elite from
engage on your own best terms. Ambush, surprise, debil- assassination, kidnapping, and the like), you will find
itating poison or magic, the advantages of terrainall yourself engaged in Medanis more general business
are tools in your arsenal, and you have no compunction of sifting the plots that run rampant in Khorvaire.
against using them. In combat as in all things, you seek to W hen the Warning Guild hears a growing rumor of a

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new Droaam incursion, you follow those rumors from is abhorrent to many Lyrandar, who are not afraid to
Sharn to Gray wall and beyondconfirming these make their feelings known.
plots by shutting them down. When a noble is black- Despite the inherent separation of the Warning
mailed, you are not content to simply keep terms of the Guild from the house, strong functional ties bind the
payment quiet, but will work your way back to discover members of both. Medani operatives outside the Warn-
who gave the order, and why. Beneath the veneer of civil ing Guild work mostly to collect, collate, and decipher
THE HOUSES

politics, the plots of Khorvaire are given life by noble the information gained from the plots the guild uncov-
courts, criminal guilds, and dragonmarked houses alike. ers, and both sides look out for the other. In its own way,
In the end, you see through their deception as no one House Medanis store of intelligence might be the equal
else can. of either House Phiarlan or House Thuranni, but with
one signicant difference: Medanis information is never
HOUSE MEDANI IN THE WORLD sold. Rather, the house uses the facts, rumors, and specu-
The Tharashk thumb-breakers, the Marshals, the Medani. Theyll all nd lation at its disposal solely in the service of its clientsand
out what you know, however they have to do it. But with House Medani, sometimes to convince prospective clients that they need
youre likely to nd out who it is youre really working forand just how Medani protection.
much of the whole plan they bothered lling you in on.
Guard Svaro Entirre, Sharn watch NPC Reactions
House Medanis home and history lies in Breland, and
In a world in which secrets, espionage, and assassina- members of the house can expect an initial reaction
tion can be bought and sold on the open market, the of friendly from all Brelish except those who oppose
role of the counterspy takes on great significance. King Boranels reign. Members of the city guard in
House Phiarlan, House Thuranni, the Kings Dark the urban centers of Khorvaire give House Medani
Lanterns, the Royal Eyes, the Aurum, the Emerald Claw, an indifferent reaction, improving to friendly if they
and uncountable other organizations weave their webs have been helped by (as opposed to shown up by) the
of intrigue across Khorvaireall the while cursing house in the past.
the agents of House Medani who undo their well- Law enforcement and intelligence agencies rec-
wrought plans. ognize House Medanis expertise. At the same time,
Urban campaigns in particular can easily entwine Medani operatives are often seen as unwelcome meddlers
a party with House Medani, even if none of the PCs has in official business, a view that makes them unpopular
any af liation with the house. The party could run head- in some administrations. In particular, members of
long into a Medani investigation, become involved with House Phiarlan rarely have an initial attitude toward the
a character being guarded by a member of the Warning Medani any more favorable than indifferent.
Guild, or join forces with a house operative to take on a
common foe. HOUSE MEDANI LORE
Beyond the houses role as a counterintelligence Characters with ranks in Knowledge (local Breland) or
agency, Medani (like Lyrandar) is looked to for leader- Knowledge (nobility and royalty) can research House
ship by many Khoravar. However, the house accepts this Medani to learn more about it. When a character suc-
role as an offshoot of its position as a protectornot as a ceeds on a skill check, the following lore is revealed,
gods-given right. including the information from lower DCs.
As bets a house proud of its iconoclast status, House DC 10: House Medani is best know for bodyguards.
Medani is a tightly knit group. It is among the smallest of Their agents work anywhere, but the cities of central
the houses in population, and individuals are encouraged Khorvaire support the highest percentage.
to have strong bonds to their extended families. Factional DC 15: House Medani half-elves bear the Mark of
disagreements arise within the house from time to time, Detection, popularly believed to give them a sixth sense
but have never threatened to become schism or open for trouble.
con ict. Outside the house, relations between Medani, DC 20: The patriarch of the house is an ally of King
Phiarlan, and Thuranni are sometimes strained, with Boranel, and seems to have a closer link to the Brelish
the three houses often working on different sides of the court than he has to the other dragonmarked houses. The
same intelligence-gathering operations. housesalong with Aundair, Thrane, and Karrnath
The relationship between House Medani and House express misgivings about the political implications of
Lyrandar is a complex one. Though precious little this close relationship.
common ground or competition exists between their DC 30: Characters who achieve this level of success
mercantile operations, the two half-elf houses have very can learn important details about House Medani in
different views of their racial heritage. Lyrandar had your campaign, including history, notable members,
centuries to spread before the appearance of the Mark the areas where it operates, and the kinds of activities
of Detection, and takes as its mandate the continued it undertakes.
development of an inclusive Khoravar race. Even before
the appearance of their dragonmarks, the Medani had HOUSE MEDANIS HOLDINGS
rejected this view, content to see themselves as heirs to In keeping with its role as a house of counterspies, Medani
two worlds rather than the builders of one. keeps a low pro le even in its ancestral home in Wroat.
Today, where Lyrandar seeks racial isolation, The Medani enclave is a connected network of unmarked
Medani sees greater strength in being a bridge between buildings within sight of both Brokenblade Castle and
two cultures. House Medanis encouragement of occa- Parliament Hall. It is not marked on any map, and those
sional intermarriage between half-elf and elf or human not already aware of its existence would be hard-pressed

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to pick its well-guarded doors out from Sample Encounter
among the private apartments and shops Through the Warning Guild, House Medani
that surround it. has eyes and ears across Khorvaire. PCs
The Tower of Inquisition, Med- commonly encounter Medani characters
anis center of interrogation and while seeking investigative or protective
incarceration, is the only part services. Given the dangers that those

THE HOUSES
of the enclave known by name in Medani often face, the party might
among the other dragonmarked also encounter a member of the house
houses. A nondescript stone facing an ambush or retreating
building overlooking the river, from a desperate fight. PCs
it is said to be as well guarded might even gain the enmity of
as Brokenblade Castle itself. Medani by compromising one
Underground passages and of its operations, or by being
permanent dimension doors are too closely af liated with a
said to connect the tower group whose plans Medani is
and the castle, created so JH attempting to thwart.
that the enclave might be EL 5: Brina dMedani is
used as a secret refuge in the working for a well-to-do mer-
Last War, but this rumor has Brina dMedani, chant who ran afoul of a local
never been con rmed. Warning Guild member gang, and whose young son has
In addition to its ancestral hold, since gone missing. Her inves-
House Medani maintains enclaves in tigation has turned up evidence of a kidnapping that
Fairhaven, Flamekeep, Korth, Sharn, goes far beyond simple threats and extortioncon rmed
and Trolanport. It has smaller centers in Newthrone, when a squad of Emerald Claw ghters jumps her on a
Pylas Talaear, Stormreach, Taer Valaestas, and Varna. darkened street within sight of the PCs.
Medani outposts can be found in smaller cities across
Khorvaire, including Rhukaan Draal in Darguun. BRINA DMEDANI CR 3
Female half-elf rogue 3
CG Medium humanoid (elf)
MEMBERS OF HOUSE MEDANI Init +6; Senses low-light vision, Listen +5, Spot +7
IN THE GAME Languages Common, Elven, Gnome
When threats arise to the rule of the nobility, the AC 15, touch 12, at-footed 13; +1 against traps
activities of the dragonmarked houses, or the peace of (+2 Dex, +3 armor)
Thronehold, House Medani is the rst to know. Though hp 16 (3 HD)
many among the dragonmarked have reservations about Immune sleep
Medanis motives, the house has proven its worth and Resist evasion
discretion time and time again. The houses small popu- Fort +2, Ref +5 (+6 against traps), Will +0 (+2 against
lation but wide-ranging power allows it to function on enchantments)
any social level. Medani operatives are just as likely to
be involved in thwarting the plans of the Aurum or the Speed 30 ft. (6 squares)
Dreaming Dark as they are preventing extortion attempts Melee mwk short sword +3 (1d6/1920) or
against a minor merchant. Melee sap +2 (1d6 nonlethal)
PCs might become involved with Medani through Ranged hand crossbow +4 (1d4/1920)
the operations of the Warning Guild. High-level antago- Base Atk +2; Grp +2
nists can be exposed by a Medani NPC, thus dragging Atk Options sneak attack +2d6
the PCs (willingly or otherwise) into a storm of intrigue Combat Gear potion of cure light wounds
and danger. When the Blood of Vol, the Dreaming Dark, Spell-Like Abilities (CL 1st):
and the other sinister threats that plague Eberron come 2/daydetect magic
into play, House Medani can make an excellent ally and Abilities Str 10, Dex 15, Con 12, Int 13, Wis 8, Cha 14
motivating force for a party. SQ trapnding
Feats Improved Initiative, Least Dragonmark (Mark of
Adaptation Detection)
House Medani is well suited to intrigue and larger-than- Skills Bluff +8, Diplomacy +12, Disguise +2 (+4 to act in char-
life villains who operate on a global level. Even without acter), Gather Information +10, Intimidate +9, Knowledge
dragonmarks, Medani works as a secret organization (local) +7, Listen +6, Move Silently +7, Open Lock +6,
devoted to countering the intrigues of others. It might Search +8, Spot +8
be supported by the commercial interests or noble Possessions combat gear plus masterwork studded leather,
families of nations in con ict. Alternatively, if a large- masterwork short sword, sap, hand crossbow with 20
scale threat is beyond the scope of the campaign, House bolts
Medani becomes a group determined to protect those Hook You take things for granted, friend. No Medani makes
who cannot protect themselves. A good-aligned thieves that mistake.
guild is a role Medani can easily ll.

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The most important members of House Orien travel in small,
private lightning rail coaches, such as the Barons Silver Unicorn

TG

them to dominate the roads of central Khorvaire. The

HOUSE ORIEN
I specialize in fast, efcient delivery. I dont want or need to be told what
dragonmarks were a celebrated phenomenon by this
point, and the extended Orien family established itself
as a dragonmarked house in short order.
Im carryingthe fact that youve paid is all I need to know. In the days before Galifar, few except the couriers
Rikard dOrien, Couriers Guild and caravans of House Orien could cross the boundar-
ies of nations and the holds of minor warlords in safety.
The house of transport and transit, Orien is a name With the help of the Mark of Passage and a knack for
known across Khorvaire. No other house directly touches diplomacy, it became possible for Orien messengers to
as many lives, whether through the lightning rail that send information and packages from one end of Khor-
once connected the great cities of the Five Nations, the vaire to the other, with an excellent probability that the
caravans that traverse rural lands, or the couriers who goods would arrive intact and in time. Orien caravans
deliver letters and packages virtually anywhere. also carried human cargo, and as workers and explorers
House Oriens businesses have been pervasive (and moved across the continent, the house became one of the
protable) since before the rst appearance of the Mark primary forces driving the commonality of culture that
of Passage. However, the Last War took a heavy toll on marks Khorvaire today.
this houseone from which it has yet to recover. After Even as Oriens mundane transportation services
decades of effort, House Orien had spanned the Five connected the Khorvaire of the common folk, the Mark of
Nations with its lightning rail, but the war and the Day of Passage provided the house with services so exclusiveand
Mourning shattered the houses intercontinental links. so expensivethat few but kings and queens could
Today, the organization is bent on recovery, but fresh afford them. In a united Galifar, nobles who might once
competition from House Lyrandar and the instability have fought each other were forced to curry diplomatic
of Khorvaires new age are challenges the house has yet favor and entertain their peers at court. However, the
to overcome. vastness of Khorvaire (not to mention the lands many
dangers) made mundane travel for a royal retinue
impractical at best. As such, the teleport ability of the
B y Road and Rail
House Orien began as a collection of merchants and
greater Mark of Passage quickly became Oriens most
requested (and most profitable) service. Effortless and
teamsters, forming caravans that moved around pre- instantaneous travel between the courts of Galifar
Galifar Aundair and beyond. They manifested the Mark helped establish the foundation of communication and
of Passage nineteen hundred years ago, enhancing their trust among the nobility that allowed the new kingdom
skills with supernatural abilities that swiftly allowed to thrive.

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As its routes stabilized and Galifar grew, Orien took The second and more devastating loss happened on
on a royal commission that seemed like little more than a the Day of Mourning. Oriens three routes met at Metrol,
dream at the time: to connect Galifars cities with high- the crossroads of Khorvaire, which was destroyed in the
speed transport that would allow travel across the king- cataclysm that razed Cyre. Orien still maintains that
dom in a matter of days. In 811 YK, the rst lightning rail the Cyre lines are intact, but the house has yet to send
line was established between Fairhaven and Flamekeep. In a commercial coach into the Mournland. Reports from

THE HOUSES
845 YK, King Jarot announced his intention to see the explorers in that wasted land hint that many conductor stones
lightning rail connect every corner of Galifar, a task that have been stolen, leaving gaps large enough to derail
Orien completed in less than twenty years. a coach.
With lines of conductor stones spanning the Five Nations, Since the wars end, Orien has managed to go
Orien controlled three crown-subsidized lightning rail some distance toward offsetting the loss of its protable
routes, all running through the heart of the nation in lightning rail runs with its other courier and transport
Cyre. From its humble origins on the trails and trade services. At the same time, the viceroys of the house are
roads of Aundair, Orien had grown to the house that determined to reclaim their former wealth and status,
held a kingdom together. but they know that doing so will require allies. The Five
Nations might never again be one, but the house hopes
that the leaders of those nations can be convinced of the
D ark Path Ahead
What Orien had built over a lifetime, the Last War shat-
need to reforge links to each others lands.

tered in two terrible events. The rst of these was in 899


YK, when the White Arch Bridge across Scions Sound
was destroyed, most likely by order of King Kaius I.
House Orien
The bridge, which connected the city of Rekkenmark in AS AN ORGANIZATION
Karrnath with Thaliost in Thrane, was an indefensible We can offer transportation anywhere in safety. If youre willing to pay
liability for both nations, but when it fell, Oriens pri- enough, we can guarantee youll be there tomorroweven if there is the
mary eastwest link across Khorvaire fell with it. In the other side of the sea. The question is, whats that miracle worth to you?
aftermath of the war, many have spoken of the need to Thoris dOrien, dragonmarked heir
rebuild the bridge. However, Orien cannot afford the of the Couriers Guild
expense of reconstruction, and Thrane and Karrnath
have little reason to want their kingdoms linked across House Orien is a dragonmarked house of humans who
the sound once more. carry the Mark of Passage in their bloodlines. They founded

A House Orien caravan travels to Xandrar


RL

620_95380720_Ch1.indd 59 8/28/06 1:30:29 PM


both the Couriers Guild and the Transportation Guild, the largest and most racially varied population of any
and for nearly two thousand years, controlled virtually all dragonmarked house in Khorvaire; its members include
land-based trade and transportation in Khorvaire. a number of half-elves and half-orcs. Though such
children never manifest the Mark of Passage, they have a
JOINING HOUSE ORIEN home and a future within the house.
House Orien employs a number of hirelings, but it is rare House Orien prefers that its members focus on
THE HOUSES

that such individuals make the leap to house member. skills and talents useful for day-to-day labor, or ones
Instead, Orien encourages its heirs to have numerous that enhance the powers granted by their dragonmarks.
children, even accepting those born out of wedlock as To that end, members of Orien often become articers,
full scions of the house. This policy has given Orien bards, ghters, magewrights, or wizards.

GUILDS IN HOUSE ORIEN


The day-to-day issues of coordinating lightning rail traf- including the maintenance of trade roads and courier
c, hiring and paying caravan crews, and overseeing the posts. Tariff agreements made with the nations through
movement of goods and passengers are handled by the which its lines run fund the guild. Taxes paid by the
Couriers Guild and the Transportation Guild. The house settlements where stops are located go toward station
acts as a managing company, keeping its share of the prots maintenance. Passenger fares and shipping fees on the
and overseeing the guilds decision-making processes. lightning rail, coaches, and caravans are used for general
Most members of House Orien work for one guild or the maintenance, salaries, and overhead, and to boost House
other. Nonguild members of the house typically deal with Oriens bottom line.
the other houses or the governments of Khorvaire. While the Couriers Guild is a valuable part of
Oriens business, the Transportation Guild is the houses
COURIERS GUILD nancial foundation. Nearly everyone involved with
The Couriers Guild serves both the rich and poor of Khor- house operations works in the Transportation Guild at
vaire, though the common folk arguably benet the most some point. Piloting a lightning rail is the most glam-
from it. For a reasonable fee, the guild arranges safe trans- orous and prized job in the guild, but beneath every
portation for letters or packages. Lightning rail cargo runs pilot are hundreds of guild operatives whose work keeps
cover Khorvaires major centers and the smaller settlements the rail running. Orien does not make its employment
en route, while Orien caravans serve more remote areas. numbers public, but it is widely surmised that the Trans-
In addition, the Couriers Guild can arrange express ship- portation Guild is the largest guild in Khorvaire.
ping, guaranteeing the fastest service and personal delivery The Transportation Guilds teleportation services
at the recipients end. For its most exclusive clients (and at are typically available only at house enclaves. Once the
its most expensive rates), the guild guarantees safe, next- province of nobles and the dragonmarked viceroys, tele-
day delivery of any parcel small enough to be carried by the portation has taken on a new signicance for Orien in
courier charged with teleporting to its destination. the aftermath of the Last War. In the age of exploration, a
As a side service, the guild also employs an elite group new class of adventurers and mercenary heroes often has
of agents who specialize in secure and high-risk delivery the need (and the coin) to hire those Orien heirs with
scenarios. If the destination is dangerous or remote, or if the greater or Siberys Mark of Passage. In particular, the
the item or information to be shipped cannot be entrusted greater teleport ability of a Siberys heir allows instantaneous
to the rail or the open road, the Couriers Guild has travel from mainland Khorvaire to the wilds and riches of
options for those who can afford them. Xendrik. Faced with the prospect of a dangerous, month-
Couriers typically undertake a good number of low- long voyage across the Thunder Sea, many an adventuring
risk assignments before they are entrusted with sensitive party is willing to cobble together the 5,000 gp required
documents or goods. All couriers undergo a thorough to teleport directly from Sharn to Stormreach.
investigation of their character before becoming mem- As they did all through the Last War, Orien tele-
bers of the guild. Those who have proven their worth and porters continue to do a steady trade with the nobility
are of sufcient level (usually at least 5th) can become and the dragonmarked houses. The politics of Khor-
special couriers, taking on high-pro le assignments. vaire have never been in greater ux, and the ability to
instantly meet with ones alliesor just as instantly send
COURIERS GUILD spies into the court of ones foesis the foundation of the
alliances and intrigue that make up the modern age.
Associated Classes: Bard, expert, ghter, warrior.
Associated Skills: Bluff, Diplomacy, Intimidate, TRANSPORTATION GUILD
Knowledge (local), Ride, Use Rope.
Associated Classes: Articer, expert, magewright,
TRANSPORTATION GUILD rogue, wizard.
The Transportation Guild is responsible for lightning Associated Skills: Craft, Diplomacy, Gather Infor-
rail, caravan, and coach routes throughout Khorvaire, mation, Knowledge (local), Profession, Sense Motive.

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ENTRY REQUIREMENTS FAVORED IN HOUSE ORIEN

Race: Human, half-elf, half-orc. DC1 Benet


Special: Must be related by blood or marriage to a 10 One free use of the least Mark of Passage; a voucher
member of House Orien. for 1000 miles worth of travel by lightning rail
(standard cart)2; a loan of 100 gp at 10% per month3

THE HOUSES
The Brelish poet Kessler once called the lightning rail 15 One free use of the lesser Mark of Passage; a voucher
the spirit of the age. If that is true, then House Oriens for 2,000 miles worth of travel by lightning rail
position as the keeper of that spirit is one it takes seri- ( rst class cart)2; free use of mundane Couriers
ously. Orien is (or at least was) the center of travel and Guild services to openly send or receive one letter or
transport throughout the Five Nations and across Khor- small package (any distance)
vaire. As such, house heirs can be found posted to nearly 20 One free use of the greater Mark of Passage; free
every corner of the continent. use of a chartered lightning rail passenger cart and
House articers continually work to improve the crew for 1 day2; free use of a 3rd-level member of
lightning rail and the arcane enhancements of their the Couriers Guild or Transportation Guild (least
caravans, including the magically cooled carts that allow dragonmark) for 1 week; free use of mundane Cou-
food to be shipped virtually anywhere. Bards are the riers Guild services to openly send or receive one
public face of the house, working as stationmasters, ticket large package or discreetly send or receive one small
brokers, and couriers. Warriors and ghters often act as package (any distance)
security on Orien coaches and caravans. Magewrights 25 Free use of a 5th-level member of the Couriers
work as technicians on coach routes or the lightning rail, Guild or Transportation Guild (lesser dragon-
while wizards and articers research new vehicle designs, mark) for 1 week; free use of a chartered lightning
invent new magic items, or seek to enhance the natural rail custom cart and crew for 1 week 2; free use of
abilities provided by the Mark of Passage. mundane Couriers Guild services to secretly send or
receive one large package (any distance)
HOUSE ORIEN BENEFITS 1 If a requested favor involves an illegal or dangerous act,
As bets its place at the center of Khorvairian transpor- increase the DC by 5. Favors with DCs of 20 or higher
tation, House Oriens investments and holdings provide always require additional service to the house.
benets for its heirs across the continent. 2 Regular routes only. Available destinations and depar-
Gear: Full members of the Couriers Guild who do ture times to be determined by the DM. Vouchers can be
not have their own horse and riding gear have them pro- divided among multiple riders/trips. See Explorers Handbook
vided, then pay off the base cost at a rate of 20% per year for more information on lightning rail travel in Eberron.
(or sooner if they wish). Orien horses are healthy and of 3 A character can have no more than one loan at a time.
good quality. House Orien also provides free short-term
care and stabling for the mounts of house heirs. Galifar dead and House Orien bloodied but unbowed.
Services: Members of the house can travel by Orien The loss of Cyre was as devastating for Orien as it was
caravan for free at any time, and can travel twice yearly by for Cannith, but you know that someday your house will
lightning rail on personal business at no cost. Members regain its losses. Its just a question of when.
traveling on house or guild business ride the lightning
rail for free. Companions riding with and vouched for Combat
by a member of the house can obtain caravan travel for As a member of House Orien, you view combat as an unusual
25% of the normal cost and lightning rail transport for hazard, not a part of your daily routine. A ght is often an
50% of the normal cost. Hirelings of the house can travel ambush, especially for those in the guilds. As such, once
by caravan for 50% of the normal cost but must pay full in combat, you seek to get out of it as quickly as possible.
fare for personal lightning rail travel. Whether this means avoiding it, escaping it, or putting a
Information: House Orien members receive a quick end to it is up to you. When combat is inevitable, your
+5 circumstance bonus on a single Knowledge (local) preferred tactic is to take control of the eld. The teleport
check whenever they enter a new area, due to the wide abilities of the Mark of Passage lend themselves to this
geographical base of the house. approach, but you will use any means possible (from magic to
alchemical items) to disorient and overwhelm your foes.
Favored in House Benets
For characters on the move, the favor of House Orien Advancement
translates into a number of ways to travel. The following As a member of House Orien, your concerns are your
table indicates the types of favors an Orien character with house, your guilds, and your person, in that order.
the Favored in House feat might request. Advancement within the house and the guilds is driven
by actions that support the health and growth of Orien.
PLAYING A MEMBER However, it is possible to advance in the house without
advancing in a guild, and vice versa.
OF HOUSE ORIEN House Orien emphasizes training future leaders, and
For you, the claim that the time of Galifar was a golden age if real-world experience or a particular course of study
for Khorvaire is more than a matter of opinion. Before might benet the house, Orien is usually willing to fund
the Last War, Oriens inuence blanketed the continent, a portion of the expenses. This expenditure of resources is
and its trade roads and lightning rails were the lifeblood seen as an investment, and it is expected that those receiv-
of a kingdom. The war cut those arteries, however, leaving ing such aid will repay the house with time and labor.

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As a member of House Orien, you have a mix of eco- Among the middle to lower ranks of the house, the
nomic ambition and social concern. The Transportation full acceptance of children born out of wedlock (and half-
Guild is as much a public service as a business in Khor- breed children at that) throws a twist into the traditional
vaire and, as a result, you sometimes nd the commercial dragonmarked sense of aristocracy. Birth order and
focus of the other houses undignied or shortsighted. blood ties to the house are the primary determination of
Short-term exigencies might force your hand, but your social status. Within the guilds, more upward mobility
THE HOUSES

projects require long-term planning. A certain amount is possible, since family ties are less important.
of patience is necessary. The current patriarch of the house is Baron Kwanti
dOrien (CN male human sorcerer 7/dragonmark heir
Missions 3). Though the house enclave in Passage is his primary
As a member of House Orien, your work touches on the residence, he spends much of his time on a private light-
operation of both the Couriers Guild and the Trans- ning rail coach, checking up on enclaves and stations
portation Guild. When caravans are attacked, problems throughout the Five Nations. His current goal is to nd
arise on the lightning rail line, or a courier goes miss- a source of income to allow Orien to reroute the broken
ing, investigators are dispatched. With the freedom to lightning rail around the Mournland.
travel almost anywhere in Khorvaire, a house assignment
could see you scouting the borders of the Mournland, NPC Reactions
searching Sharn for black-market conductor stones, or track- Thanks to Oriens part in making travel accessible to the
ing stolen documents from the Eldeen Reaches to the population as a whole, most common folk have an initial
Lhazaar Principalities and back again. Your role in any attitude of indifferent or friendly to members of the
house assignment depends on your class and experience, house. Citizens of Passage (where House Orien wields
but will more likely involve recovery and reporting than considerable power) have an initial reaction of friendly or
in ltration or combat. helpful. Members of House Vadalis have an initial reac-
tion of friendly to members of House Orien, thanks to the
HOUSE ORIEN IN THE WORLD long-standing relationship between their operations.
Bunch of quill trimmers, they are. Always thinking about what they can
get and what youre willing to pay. Theyd do better to think about how to HOUSE ORIEN LORE
make their thrice-damned coaches run on time. Characters with ranks in Knowledge (history) or
Bernard Hoffstein, disgruntled Vathirond city clerk Knowledge (nobility and royalty) can research House
Orien to learn more about it. W hen a character suc-
House Orien is synonymous with travel across Khorvaire. ceeds on a skill check, the following lore is
House Lyrandar commands the air, but their ports revealed, including the information from
of call are limited compared to Oriens. If travel is lower DCs.
important in a campaign, little work needs to be DC 10: House Orien invented the
done to bring Orien into it. Whether a journey lightning rail, and it staffs and maintains
by caravan or lightning rail is simply a means the coach lines. The house controls most
to get to adventure or an adventure in and of paid, land-based travel in Khorvaire.
itself, the PCs will become familiar with (if not DC 15: House Orien carries the
employed by) House Orien before they reach Mark of Passage in its bloodlines, giving
their destination. its members access to teleportation
Orien caravans are the cheapest and powers. The Orien guilds existed long
often most dependable means of travel before the dragonmarks.
for adventurers. Even those with DC 20: The Couriers
the wealth to afford the light- Guild is the smaller guild
ning rail or airship travel soon of House Orien, in charge
discover many destinations in of delivering sensitive pack-
Khorvaire that only caravans ages or papers anywhere in
or coaches can reach. Khorvaire.
Though House Orien fol- DC 30: Characters who
lows the standard hierarchy of achieve this level of success can
the dragonmarked houses, sig- learn important details about
nicant differences exist at the top JH House Orien in your campaign,
levels. On the patriarchs council, each Baron Kwanti dOrien including history, notable members,
guild has three representatives (two elected of Passage the areas where it operates, and the kinds
by guild members, one appointed by the of activities it undertakes.
guildmaster) while the house has another three repre-
sentatives appointed by the patriarch. Protocol is rmly HOUSE ORIENS HOLDINGS
followed at the higher levels. Decisions are rarely made The families that made up House Orien were originally
without a quorum present, and a two-thirds majority vote spread across Aundair, but their transformation into a
is required for most resolutions. The patriarch almost dragonmarked house created the need for a home. They
never makes a decision alone, but presents issues to his chose a small town that they renamed Passage, building
council and casts the deciding vote when necessary. It is their main enclave and headquarters there. This they
no surprise, then, that the other houses look at Orien called Journeys Home, in reference to the amount of
and wonder who is in charge. time most house heirs would be away from it.

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Journeys Home takes up roughly one-third of the As an organization devoted to trade and exploration,
modern city of Passage. It employs nearly half the citys Orien can take on the role of the real-life Marco Polo
workforce in one capacity or another, with a con- in a fantasy setting. Even as house members build and
siderable number devoted to the construc- control the major trade routes, they are always seeking
tion and maintenance of lightning rail to discover what lies beyond the well-traveled roadsand
carts and caravan wagons. Research how it might prot them.

THE HOUSES
into new magical methods of trans-
port and shipping is centered at Sample Encounter
Journeys Home, and most spellcast- Travel is a constant many adventurers. As a result,
ing heirs make their homes there. encounters with Orien NPCs might be the rule
All members of House Orien rather than the exception in a campaign, whether
are expected to spend time at Jour- the journey is simply a prelude to adventure
neys Home, learning the behind- or the adventure itself. A caravan trip
the-scenes aspects of running the across Khorvaire brings the PCs
house and guilds as they keep up with into contact with Orien, but a
the industry Orien has created. murder on that same caravan raises
Guild hirelings might visit on the stakes. If the characters are
occasion, but such trips are rare, implicated in such a crime, Orien
and usually presage advance- JH might try to eliminate them.
ment or individual honor. EL 7: A minor noble traveling
In addition to Journeys in rst class on the lightning rail is found
Home, House Orien keeps murdered. Rikard dOrien is the highest-ranking
enclaves in Sharn, New Cyre, house member on the train, and it falls to
Varna, Korth, Regalport, Krona Peak, Rikard dOrien of the him (and whomever he can rope into help-
Flamekeep, Taer Valaestas, and Trolan- Transportation Guild ing him) to catch the killer. Rikard is usu-
port. The house also has outposts and ally more concerned with his status within
ofces in nearly every town on the trade roads and light- Orien than the houses clients, but at the moment, he is on
ning rail routes of the Five Nations and beyond. Most of the verge of losing both. He is desperate to solve the crime
these offer the services of one or both guilds. Aside from before word gets outor the killer strikes again.
House Vadalis, Orien is the only dragonmarked house to
have a signicant presence in the Eldeen Reaches. RIKARD DORIEN CR 5
House Orien maintains a number of lightning rail Male human bard 5
coaches that act as mobile enclaves for important house N Medium humanoid
members. Used exclusively for house and guild business, Init +2; Senses Listen +7, Spot 1
these coaches are not held to any timetable, and are given Languages Common, Gnome
priority on the lightning rail lines over commercial and AC 14, touch 13, at-footed 12; Dodge, Mobility
private coaches alike. (+2 Dex, +1 armor, +1 deection)
hp 25 (5 HD)
MEMBERS OF HOUSE ORIEN Fort +2, Ref +6, Will +3
IN THE GAME Speed 30 ft. (6 squares)
Any campaign that requires travel across the Five Nations Melee +1 short sword +6 (1d6+1/1920) or
is a perfect candidate for the inclusion of House Orien. Melee mwk dagger +6 (1d4/1920)
Unlike other houses with their overarching plots and poli- Ranged mwk dagger +6 (1d4/1920)
tics, Oriens focus is simply getting from point A to point Base Atk +3; Grp +3
Bpreferably with everyone alive, still in possession of Special Actions bardic music 5/day (countersong, fascinate 2
what they left home with, and having paid their fares. The creatures, inspire courage +1, inspire competence)
challenges involved in maintaining this status quo are suf- Combat Gear elixir of sneaking
cient that Orien has little time for intrigue, except when Bard Spells Known (CL 5th):
the schemes of others interfere with the houses plans. 2nd (2/day)cure moderate wounds, glitterdust (DC 15), hold
NPCs in House Orien are pragmatic and results- person (DC 15)
oriented. All the lofty intentions in the world amount 1st (4/day)alarm, identify, sleep (DC 14), unseen servant
to nothing if you cannot make the coaches run on time. 0 (3/day)detect magic, light, mage hand, read magic, resistance,
Orien is a service industry, and its members have mastered summon instrument
the art of keeping a pleasant, calm expression in the midst Abilities Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 16
of chaos. All members of the house are family, regardless SQ bardic knowledge +6
of where they come from. Anyone outside the house is a Feats Dodge, Mobility, Weapon Finesse
potential customer, and Orien ever forgets that. Skills Appraise +9, Bluff +11, Concentration +9, Decipher
Script +9, Diplomacy +15, Disguise +3 (+5 to act in char-
Adaptation acter), Gather Information +11, Intimidate +5, Listen +7,
Campaigns that use a more traditional level of magic Sense Motive +7, Spot 1
and technology might nd House Orien a difcult t. Possessions combat gear plus bracers of armor +1, ring of protection
Even if the lightning rail is too much to add to such a +1, +1 short sword, 3 masterwork daggers
setting, keep Oriens caravans and couriers in mind. Hook I sense great danger. Perhaps you should investigate.

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the light of observation to bear against the shadows of

HOUSE PHIARLAN
We are the shadowthe border between light and darkness. We are not
deception so that justice could be served.

THE MARK OF SHADOW


simply spies or assassins. We are agents of balance, and through our dance, Some thirty-two hundred years ago, two of the rst three
we shape the future. dragonmarks appeared among the Aerenal elves. The
THE HOUSES

Kaleth Shol dPhiarlan, Mark of Death was limited to the line of Vol, but the Mark
ghost of the Serpentine Table of Shadow appeared within a number of elf bloodlines, all
tied to the phiarlans. Though the nature of the marks was a
The world at large knows the elves of House Phiarlan as mystery, the elves were quick to recognize their connection
entertainers of the highest order. This role is not simply a to the Prophecy of the dragonsthe great wyrms against
cover for the secret work of the house, but a tradition that which Aerenal had intermittently fought for thousands of
dates back tens of thousands of years. For many members years. Suspicion was brought to bear against the dragon-
of the house, it is the only trade they follow. marked, and in the end, the very real schemes of the line
Though stories abound that attest the elves of Phiar- of Vol were uncovered. The civil war that ensued saw that
lan are spies and assassins, the people of Khorvaire treat line and the Mark of Death destroyed, and sent waves of
these as childrens tales. Phiarlans virtuous performers fearful refugees from Aerenal to Khorvaire.
are known across the continent for their talentswho This exodus included the vast majority of the phi-
would believe that they sneak offstage and kill people arlans, fearful that the fury that had destroyed the Mark
during intermission? In a world that includes change- of Death would be turned against them. A few remained
lings, doppelgangers, and rakshasas, people have enough behind and were absorbed into other lines; today, the
real spies to worry about. Mark of Shadow is found among the Aereni from time to
In truth, House Phiarlan controls one of the nest time. In Khorvaire, the majority of those elves with the
intelligence networks in Khorvaire, but these services Mark of Shadow set out to create a new life. To mark their
are available only to guildmasters, nobles, and others the departure from Aereni society, they formally joined
house recognizes as players in the great game of politics their lines into a new alliance: House Phiarlan.
and power. How do the twin paths of entertainment and
espionage converge? To understand the present, one PHIARLAN IN KHORVAIRE
must look to the past. The people of Khorvaire had never seen anything to
compare to the artistic skills and talents of the exiled
elves, and a renaissance in culture quickly spread across
T he Spirit Keepers
The roots of House Phiarlan can be traced back to the ancient
the land. Elf entertainers were welcomed in every village
and city, allowing Phiarlans knowledge and contacts to
conict between the elves and the giants of Xendrik. The grow. In time, the leaders of the house parlayed Phiar-
elves of that lost age were not a single, monolithic culture, lans reputation into secret contacts with the nobility, and
and in the dying days of the giants, the former slaves among they began to sell the intelligence-gathering skills they
them fought alongside the warriors of a dozen different had honed over thousands of years while serving as the
unconquered elf tribes. A corps of bards and scouts traveled eyes of the Undying Court.
from front to front, carrying news and intelligence that Today, House Phiarlan lives in two worlds. Its per-
helped coordinate the elves attack. These couriers also formers can be found on the greatest stages and in the
struggled with the impossible task of maintaining morale humblest taverns, and its eyes watch Khorvaire even where
and preserving the fragile alliances between the elven no elf is ever seen. Few people realize the true reach of the
tribes. They called themselves phiarlans, a word meaning house, but kings and queens respect its power.
spirit keeper. As the end drew near, the prophet Aeren In 972 YK, House Phiarlan was torn asunder by a
called on the phiarlans to help him gather elves from con ict that had festered within its ranks for centuries.
across the continent, creating the refugee eet that would In the end, the Shadow Schism saw the creation of House
ultimately found the nation of Aerenal. Thuranni and the loss of most of House Phiarlans hold-
ings in Karrnath and the Lhazaar Principalities. More
AERENAL AND THE UNDYING COURT information about the Shadow Schism can be found in
Before the rise of the Undying Court, Aerenal was a loose the House Thuranni section, starting on page 82.
alliance of tribes and city-states. Members of the phiar-
lan bloodlines continued to serve as liaisons and trou-
badours, traveling from court to court bringing songs
and news. Phiarlans worked to maintain peace and order
House Phiarlan
through open mediation, but they also began to collect AS AN ORGANIZATION
clandestine knowledge on their travelsknowledge that The treasures of our house are shadows and sounds, and it is with words
they would anonymously pass to competing tribes and and motion that we earn our gold.
leaders when doing so served the greater good. Gradu- Tyasha dPhiarlan, diva of Sharn
ally, intelligence-gathering became a secret industry for
the phiarlan families, even as their skill with art, song, The elves of House Phiarlan carry the Mark of Shadow,
and dance became a shield against detection. and they use the powers of this mark for entertainment
With the rise of the undying court, the phiarlans and espionage. House Phiarlan dominates the entertain-
came into their own as spies, serving the nation of Aer- ment trade in Aundair, Breland, and Thrane. In addition
enal as a whole. Their task was a noble onebringing to this peaceful work, it maintains a massive intelligence

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network that stretches across Khorvaire. The house sells from the Entertainers and Artisans Guild. Phiarlan
information and intelligence-gathering services to the entertainers cover a vast spectrum of the performing
most powerful people in the Five Nations. arts, and a typical Phiarlan enclave has musicians, actors,
poets, dancers, and professional escorts available. Such
JOINING HOUSE PHIARLAN characters are often experts or bards, with the occasional
In the past, House Phiarlan allowed individuals to marry spellcaster versed in illusion magic. Rogues, scouts, and

THE HOUSES
into the house only rarely; it would have been unusual other combat-oriented characters might begin as enter-
to see two such unions in a single century. However, the tainers, but are often more attracted to the Serpentine
Shadow Schism was a great blow to the house, reducing Table, the espionage arm of the house.
both its population and the diversity of its family line. As
such, Phiarlans ranks have become more open to those HOUSE PHIARLAN BENEFITS
outside the dragonmarked families, though only elves are The wealth of House Phiarlan lies in the knowledge of its
ever considered for membership. A candidate must have spies and the fame of its entertainers.
exceptional artistic skill or remarkable talent in the arts Economics: Since the services of the Serpentine
of stealth and subterfuge. Experts are well represented Table are available only to those of great wealth or rank,
within House Phiarlan, but its most gifted scions pursue house membership is usually the only way for adven-
the paths of rogue, scout (from Complete Adventurer), bard, turers to hire Phiarlan spies. The houses intelligence
wizard, or sorcerer. Phiarlan spellcasters typically focus services are normally not discounted (but see Informa-
on divination, enchantment, and illusion magic, which tion, below).
can be used both for the secret work of the house and for The fame of Phiarlans entertainers can benefit
the entertainment activities that conceal it. player characters in a number of ways. First, if they are
performers themselves, they can ask the house to help
ENTRY REQUIREMENTS nd a local venue and to promote their performances.
Even after the house takes its cut, PCs receive a bonus of
Race: Elf. from 5% to 20% (1d4 5) to the income generated by their
Special: Must be related to a member of House Phiar- Perform checks.
lan or House Thuranni by blood or marriage or accepted Information: House Phiarlan members can make
based on extraordinary ability (at DMs discretion). use of current information uncovered by members of the
Serpentine Table in the course of their work. While in a
Though player characters will likely be drawn to Phiar- house enclave, a member can gain a +5 bonus on a single
lans espionage arm, the house derives most of its income Knowledge, bardic knowledge, or lore check per day.

GUILDS IN HOUSE PHIARLAN


With hundreds of years to devote to their particular arts, THE SERPENTINE TABLE
the elf entertainers of Phiarlan are legendary. While the The Serpentine Table is the espionage arm of House Phi-
elves are the primary ambassadors of the arts, members arlan. It is not a guild in and of itself; few people outside
of other races can study under Phiarlan as long as they the house even know of its existence, and hardly any of its
have at least 5 ranks in two or more of a guilds associated lower-level operatives realize the full implication of their
skills, as noted below. service. They simply collect and pass along information,
never knowing how it is used. Members of the house
ENTERTAINERS AND A RTISANS GUILD who wish to operate their own independent intelligence
Phiarlans Entertainers and Artisans Guild is the foun- agencies can be licensed by the Serpentine Table, though
dation on which the houses reputation is built. Any the house keeps a close watch on such endeavors.
business associated with the guild (theaters, music halls, While it is a simple matter to deal with the Entertain-
circuses, and so on) only employs licensed talent. A ers and Artisans Guild, the Serpentine Table does not
character who has at least 8 ranks in an associated skill advertise its presence. A character seeking to employ the
can earn a place with one of the bound businesses of shadowy services of the house can inquire at a main enclave.
the house, including the famed Carnival of Shadows: If the request is worthwhile, it is passed to the Serpentine
a traveling Phiarlan circus combining illusion, physical liaison. When the time is right, an agent will approach the
arts, and exotic beasts from across Eberron. A character prospective client to discuss the job at hand.
with such credentials can nd employment in any major
city of Khorvaire. THE SERPENTINE TABLE

ENTERTAINERS AND ARTISANS GUILD Associated Classes: Bard, ranger, rogue, scout*,
wizard.
Associated Classes: Bard, expert, sorcerer, wizard. Associated Skills: Bluff, Disguise, Hide, Gather
Associated Skills: Bluff, Disguise, Craft, Perform, Information, Listen, Move Silently.
Sleight of Hand, Tumble. * See Complete Adventurer.

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Though characters typically have to pay for the houses brings) is the greatest treasure of all. However, the path
intelligence services, a Phiarlan agent might volunteer you take to claim that power is very much up to you.
information to a fellow heir, warning her of a potential As a scion of the house, you might choose to be a
threat or the activities of a mutual enemy. socialite, taking pride in your houses works and enjoying
Access: The house can provide routine access to the fame that goes with them. As an adventurer, you likely
low-level, invitation-only social events, arranging for seek inspiration for some epic work you have in mind.
THE HOUSES

characters who are not performers to gain entry as part Performance is in your blood, though, and between
of an entourage. adventures you are never far from the theater, the tavern,
or any other place where you can regale friends and
Favored in House Benets strangers with story or song.
Heirs of House Phiarlan can call on the entertainment If you choose the path of the agent, you serve the
arm of the house or the Serpentine Table for assistance, will of the Serpentine Table. Though some who know
as outlined below. An opportunity to in ltrate a social of Phiarlans intelligence services might call you thief
event refers to the chance to participate in an event speci- or spy, you know better. The Serpentine Table chooses
ed by the heir. The house will always help a bard nd each assignment with care, and through your work in the
day-to-day work for wealthy patrons, but an agent want- shadows, you shape the future.
ing to take the place of a singer scheduled to perform for A third path is that of the nomad. You respect the
the Karrnathi ambassador needs to call in a favor. traditions and methods of your house and wish to hold
The following table indicates the types of favors inuence within it, but you have no intention of work-
a Phiarlan character with the Favored in House feat ing your way up through standard service. Instead, you
might request. create your own power base, starting with the members
of your adventuring party. You will weave your own web
FAVORED IN HOUSE PHIARLAN of inuence, and the Serpentine Table will accept you as
an equal in the end.
DC1 Benet
10 One free use of the least Mark of Shadow; use of Combat
house contacts to gain a +5 circumstance bonus on a House Phiarlan has few enemies. Barring occasional
Gather Information check; a loan of 100 gp at 10% duels between heirs who have crossed each other, your
per month 2 familys rivalry with House Thuranni remains a subtle
15 One free use of the lesser Mark of Shadow; an intro- war. Both houses respect the potential damage each
duction to a well-placed guild ofcial, successful could inf lict on the other, and respect their estab-
criminal, or similar NPC; use of house contacts to lished territories.
gain a +10 circumstance bonus on a Gather Infor- When members of House Phiarlan do engage in
mation check; free use of house contacts to purchase combat, they do so carefully and methodically. You
poisons or buy and sell stolen goods 3 study your enemy beforehand, learning his weaknesses
20 One free use of the greater Mark of Shadow; free and preferred tactics. Whenever possible, you choose
use of a 3rd-level member of the Entertainers and the battlefield, picking ground that provides a tactical
Artisans Guild (least dragonmark) for 1 week4; an or psychological advantage.
introduction to a crime lord, guildmaster, or simi- From the four-thousand-year history of your house,
lar NPC; a chance for four characters to in ltrate you know patience. A Phiarlan assassin might wait a
an exclusive social event as entertainers; use of month to prepare the de nitive situation in which to
house contacts to gain a +15 circumstance bonus on strike, and like those cold killers of your house, you do
a Gather Information check; use of house contacts not consider honor to be a virtue in battle. It is always
to send a message through a scrystone best to avoid combat when possible, but when you are
25 Free use of a 5th-level member of the Entertain- forced into it, surprise your foe. Exploit his weaknesses.
ers and Artisans Guild or the Serpentine Table Do whatever it takes to win.
(lesser dragonmark) for 1 week4; an invitation to
an exclusive social event for four characters; use of Advancement
house contacts to gain a +20 circumstance bonus on In the Entertainers and Artisans Guild, talent rises to
a Gather Information check; a free poem written the top. Ranks in Perform and an aptitude for magic are
about the characters or partys exploits the pillars of a career with the guild, but it takes more
1 If a requested favor involves an illegal or dangerous act, than a single performance to earn the top spot in a the-
increase the DC by 5. Favors with DCs of 20 or higher atrical company. Repeated success is necessary in order
always require additional service to the house. for the house to invest resources in promoting you. As
2 A character can have no more than one loan at a time. an adventuring entertainer, your life might not put you
3 Availability of poisons and prices for stolen goods to be on the fast track to house leadership, but you could seek
determined by the DM. the right to carry one of the heirloom performances of
4 For legal activities only. the house (see the sidebar).
The life of an entertainer easily suits a bard, but
PLAYING A MEMBER other adventurers are more likely to be drawn to the
Serpentine Table. Children of the house play games of
OF HOUSE PHIARLAN intrigue and deception, and the lessons of your youth
Though you have seen wealth, fame, and beauty as a child remain with you. As you undertake missions for the
of Phiarlan, you know that knowledge (and the power it house, you receive ongoing training in the silent arts.

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The Carnival of Shadows, owned and operated by House Phiarlan, has enthralled Khorvairians for decades TG & GF

Beyond this, the house can provide you with insight benefit of the house. House Phiarlan excels at magical
into the secret struggles taking place in the shadows surveillance, and you will never undertake a mission
across Khorvaire. that could be accomplished by the simple use of scrying.
As a member of House Phiarlan, you are taught to be As a low-level agent, you might be sent on so-called
ruthless and expedient when a mission requires it. You shadowbait missions, following a target or penetrating
are trained to search for the secrets in any situation, since an unexplored location to serve as an anchor for magical
any piece of knowledge might someday prove valuable. observation. If you are especially talented, you might be
sent to steal a lock of hair from a target the house wishes
Missions to spy upon, or to plant a shadow eye (page 155). Missions
Should you serve the Serpentine Table, your adventuring in the service of the house and its clients could set you
companions are seen by House Phiarlan as an extension against kings, dragonmarked viceroys, masterminds of
of youa tool you are expected to mold and use for the the Aurum, or even the Lords of Dust.

HEIRLOOM PERFORMANCES
While House Phiarlan long ago severed its ties to the his successor, but should he die without designating an
Undying Court, members of the house still hold their heir, the council of the appropriate house demesne selects
history and the memories of their ancestors in high a new elf to perform the art. Stories circulate of unworthy
regard. The greatest treasures of the house are the works heirs assassinated by demesne councils in order for an
of ancient artists: the dance with which Jhazalaen Elor- heirloom performance to be transferred to a superior
renthi blinded the King of Fire, the song that Maenol sang artist, but these have never been substantiated.
as the elves boarded their ships in Xendrik, and other An elf known to be the rightful enactor of an heir-
epic performances. One of the greatest honors any elf loom performance receives a +2 bonus on Charisma-based
can receive is the right to perform one of these heirloom checks involving members of his dragonmarked house.
works. Each is incredibly hard to master, and requires Teaching an heirloom performance to an unworthy pupil
intensive training and the study of ancient tomes. Tradi- is a terrible crime, and both master and student could
tionally, the bearer of an heirloom performance chooses face censure or worse.

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House Phiarlan has no special dispensation to break capital of Breland. It is administered by Viceroy Surael
the law, and agents captured while engaged in illegal Shol dPhiarlan (N female elf expert 6/dragonmark heir
activities suffer the consequences. Serpentine liaisons 4), Lord Seneschal of Breland.
require full disclosure about the reasons driving an Music: The Demesne of Music teaches the arts of
assignment. Assassination requires excellent justi ca- sound, including song and the use of instruments.
tion, and the house never kills or kidnaps a client in good The demesne is located in the city of Flamekeep, under
THE HOUSES

standingone of the reasons rulers prefer to work with the leadership of Viceroy Kels Tialaen dPhiarlan (N
the house instead of against it. male elf bard 9/dragonmark heir 1), Lord Seneschal
of Thrane.
HOUSE PHIARLAN IN THE WORLD Shape: The discipline of shape covers the creation
The Phiarlan hydra might have ve heads, but its the shadow you need of physical objects. This ranges from purely functional
to watch out for. goods (the costumes, props, instruments and the like
Kessler, poet of Sharn required by the performers of the house) to the physical
arts of sculptors, painters, and potters. The masters of this
House Phiarlan uses two symbols: the heraldic mark discipline belonged to the Thuranni lines, and the new-
of the hydra, representing the artistic divisions of the born house claimed the Karrnath enclave that housed the
house as well as its resilience, and a stylized silver mask demesne during the Shadow Schism. House Phiarlan has
of shadows. Some members of the house wear full-sized reestablished the Demesne of Shape in the Thrane city of
masks to show their allegiance, while others bear the Thaliost, but its operations are overshadowed by those of
mask design worked into jewelry or clothing. House Thuranni. Currently the demesne is led by Viceroy
A DM decides which side of House Phiarlans mask Idal Tialaen dPhiarlan (N male elf expert 8).
the players are shown. Most of Eberron sees only Shadow: In its broadest sense, this is the art of
the beautiful facade: artists and entertainers, deception. This includes the artistic use of illu-
poets and escorts. Only a select few deal sions, puppetry, and literal shadow plays, but the
with the sixth demesne of House Phiarlan: Demesne of Shadow also encompasses the verbal
the spies and assassins of the Serpentine arts of deception and coercion, feigning emo-
Table. Phiarlan entertainers can be found tion, and playing a role. Actors and orators
across Khorvaire, from the grandest gala to learn their craft at this demesne, and while a
the homeliest inn. Phiarlan spies are just as storyteller might create his tales at the Demesne
ubiquitous, but rarely seen. of Memory, he learns to bring those tales fully
Taken as a whole, House Phiarlan is a to life at the Demesne of Shadow.
neutral organization. Though its spies fre- The rst Demesne of Shadow was
quently engage in illegal activities in the located in Metrol, but was relocated to
course of their duties, Phiarlan operatives Sharn after the Day of Mourning. The
respect the overall structure of society. current matriarch of the house, Elvinor
Like their ancestors, the leaders of the Elorrenthi dPhiarlan, resides at the
house see themselves as agents of balance, Demesne of Shadow.
evening the odds between opponents and The Phiarlan hydra has ve heads, but
exposing con icts that would otherwise fester a sixth is said to lurk in the shadow of the
and grow. house crest. The Serpentine Table is the
The elves of House Phiarlan practice hun- effective sixth demesne of Phiarlan, and
dreds of different styles of song, dance, and RD the espionage arm of the house. The loca-
other arts, covering both the ancient tra- tion of the Serpentine Table is a closely
ditions of Xendrik and the modern styles Taen Shol dPhiarlan guarded secret, and its placement in the
of Khorvaire. Long before the house was of the Serpentine Table campaign is at the DMs discretion. It
formed, the early phiarlans divided the might be in a major cityperhaps even in
arts into ve disciplines, with the greatest masters and Sharn, hidden beneath the Demesne of Shadow. It could
teachers of each settling in the ve major enclaves of the be concealed within a smaller community, or an entire
house, known as demesnes. town that exists only as a front for Phiarlan spies.
The ve disciplines and their demesnes are described Every Phiarlan enclave has an observer who serves as
below a liaison with the Table, arranging jobs and ensuring that
Memory: This discipline encompasses the written the local heirs of the house do not interfere with Serpen-
word, including prose, poetry, and even propaganda. tine operations. Active agents of the group are hidden
History might be dictated by the victors, but the smart- even from this liaison, often scattered throughout the
est hire Phiarlan word-weavers to write it down. The community and concealed behind layer upon layer of
Demesne of Memory is located in the city of Fairhaven false identity. The true spymaster of a major city weaves
and run by Viceroy Dulaen Elorrenthi dPhiarlan (N her web in the shadows, and no one should ever know her
male elf bard 7/dragonmark heir 3), Lord Seneschal connection to the house.
of Aundair. Agents of the Serpentine Table hold one of four ranks.
Motion: These are the arts of the body, including The least are known as shadows, and often serve simply as
dance, gymnastics, wrestling, contortion, massage, and observers. Wraiths coordinate groups of shadows, while
more. Gifted students of motion are often recruited by specters are elite troubleshooters. Ghosts are the legends
the Serpentine Table, their skills adapted to burglary and of the house. Only a handful of these agents exist, and
battle. The Demesne of Motion is located in Wroat, the their identities are carefully guarded. The leader of the

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Serpentine Table is another mystery left to the purview of DC 30: Characters who achieve this level of success
the DM. The interests of Phiarlans spies are represented can learn important details about House Phiarlan in
by the Seneschal Taen Shol dPhiarlan (N male elf expert your campaign, including history, notable members,
4/rogue 4), but those on the inside know that Taen is just the areas where it operates, and the kinds of activities
a mouthpiece for the Serpentine Tables true master. it undertakes.
The Tialaen, Shol, and Elorrenthi lines have the Typically, this information applies only to the pub-

THE HOUSES
most inuence within House Phiarlan, but a number of licly known members of the house. Regardless of the
lesser lines are well established in the house hierarchy. check result, only members of House Phiarlan, House
Prior to the Shadow Schism, the Thuranni line had Thuranni, or a character with access to informed intel-
considerable power; today, just a few members of this ligence can use a Knowledge check to gain information
bloodline remain in the house, and they are often treated about Phiarlans clandestine activities or agents of the
with suspicion. Serpentine Table.

NPC Reactions HOUSE PHIARLANS


To the average citizen of the Five Nations, House Phi-
arlan is as harmless as it is intriguing. When a house HEADQUARTERS
member is approached, he is likely to be asked which The ve artistic demesnes, along with the hidden citadel
famous Phiarlan entertainers he knows. Those who know of the Serpentine Table, are the most important centers
of the Serpentine Table treat members of House Phiarlan of house activity. House Phiarlan has outposts across
with more caution, whether out of respect (and a friendly Breland, Aundair, and Thrane. Where it does not have
reaction) or carefully veiled hostility. an enclave, it often maintains a presence at the local Gold
House Phiarlans strongest ally among the dragon- Dragon Inn, sharing costs and resources with House
marked houses is Ghallanda, and members of that house Ghallanda. The Serpentine Table also maintains hidden
are friendly toward scions and agents of Phiarlan. Members safe houses in cities across Khorvaire.
of House Thuranni typically treat their cousins with cool Since the Shadow Schism, House Phiarlan has been
indifference, though some are more overtly hostile. The forced to leave Karrnath and the northeast in the hands
only true enemies of the house are the Bloody Shadows of House Thuranni. To make up for this loss of territory,
(page 119), who are always hostile toward Phiarlan heirs. it has been working to explore potential markets in the
Eldeen Reaches, Valenar, and Darguun, with somewhat
HOUSE PHIARLAN LORE limited success.
Characters with ranks in Knowledge (history) or Knowl-
edge (nobility and royalty) can research House Phiarlan
to learn more about it. When a character succeeds on a
MEMBERS OF HOUSE PHIARLAN
skill check, the following lore is revealed, including the IN THE GAME
information from lower DCs. Khorvaires greatest entertainers are Phiarlan elves, or
DC 10: The elves of House Phiarlan are entertainers. members of other races who have studied at one of the
Singing, dancing, writingand the ever-popular circus five demesnes. A singer in a random tavern is revealed
are arts practiced by Phiarlan. to be an elf with the silver mask embroidered on his
DC 15: The Mark of Shadow is carried by the Phi- doublet. A noble lord arrives at a gala with a beautiful
arlan, who use it to create illusions. Phiarlan escort on his arm. The musicians entertaining
DC 20: Some claim the Phiarlan elves sell their at a dragonmarked house banquet bear the silhouette of
services as spies and assassins, but others rebut that the the mask of shadows. A Phiarlan dancer might even be
elves earn enough gold by entertaining that they do not found in a grungy inn in Darguun, astonishing the locals
need another source of income. with her graceful movements and shadow play.

THE EYES OF PHIARLAN


House Phiarlan makes extensive use of the scrying power Scrystones allow the user to telepathically communicate
of the lesser Mark of Shadow. The hidden citadel of the with the person being observed, and even normal scry-
Serpentine Table includes a massive divination center, ing allows the use of the message spell. Phiarlan viceroys
which uses serpentine mirrors (page 155) to maintain constant often arrange in advance to simultaneously scry on one
surveillance on locations and characters being targeted another, allowing them to converse across any distance
by the house. without the aid of House Sivis.
W hile the target of scrying receives a saving throw, A character working for Phiarlan can receive advice
Phiarlan diviners often use shadow eyes (page 155) or or instructions at any time, courtesy of a scrystone. Agents
Phiarlan agents to anchor their sensors, ensuring that are given recognition codes to con rm that a command
a strong-willed subject cannot sense the presence of is legitimate. On the other hand, characters outside the
the observer. house never know when elf eyes are watching, and their
In addition to intelligence-gathering, the house uses Phiarlan-protected enemies might be given telepathic
scrying to communicate with its agents across Khorvaire. updates about the characters actions.

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The houses devotion to the arts can even serve as she can inspire trust or fear with her words. Despite
a source of adventure. A Phiarlan viceroy might ask an showing signs of slowing down in her middle years, she
agent to retrieve a priceless tapestry from the ruins of returns to the stage annually to perform the Dance of
Metrol, or send a young heir to Xendrik in search of an Twenty Shadows, weaving darkness, mirror image, and Cloak
epic poem lost since the fall of the giants. Dance into an unforgettable experience.
Characters engaged in intrigue will see the other A gifted student of the arts of dance or shadow might
THE HOUSES

side of the Phiarlan mask. House Phiarlan never turns nd herself taken under Elvinors wing. The matriarch
on its own scions or agents, but for a group of PCs not has an heirloom performance and is looking for an artist
connected to the house, the hydra can be a dangerous foe. to pass it on to. Alternatively, she might wish to employ a
As deadly as a Phiarlan assassin might be, the greatest non-Phiarlan party to surreptitiously protect her from a
weapon of the house is information. PCs who are deal- rumored Bloody Shadow attack while she attends a cer-
ing with a wealthy enemy might have their plans spied emony or performance.
or scryed upon by Phiarlan agents, providing advance
warning and knowledge of the partys weaknesses. ELVINOR ELORRENTHI DPHIARLAN CR 12
Female elf bard 8/shadowdancer 4
Adaptation N Medium humanoid
As it stands, House Phiarlan prefers to deal in infor- Action Points 3
mation rather than assassination. It seeks balance, not Init +3; Senses darkvision 60 ft., low-light vision; Listen +4,
power for its own sake. However, if it serves the needs Spot +8
of the campaign, Phiarlan could be a more active and Languages Common, Dwarven, Elven, Gnome
sinister force. Agents could be deployed to assassinate AC 20, touch 14, at-footed 17; uncanny dodge
nobles, guildmasters, or anyone else who gets in the way (+3 Dex, +6 armor, +1 deection)
of the houses plans. Miss Chance 20% or 50% (Cloak Dance)
hp 48 (12 HD)
Sample Encounter Immune sleep
PCs should have no trouble recognizing an artist or Resist evasion
performer of House Phiarlan, just as they have little Fort +3, Ref +13, Will +9 (+11 against enchantments)
chance of recognizing an agent of the Serpentine Table.
Involvement with Phiarlans espionage activities will Speed 30 ft. (6 squares); shadow jump 20 ft.
almost always be initiated by a house heirs contacts with Melee mwk dagger +9/+4 (1d41/1920)
the Serpentine Table, or by the characters being in the Base Atk +9; Grp +8
wrong place at the wrong time. Special Actions bardic music 8/day (countersong, fascinate 3
EL 12: Elvinor dPhiarlan, targets, inspire competence, inspire courage +2, suggestion)
the matriarch of House Phi- Bard Spells Known (CL 8th):
arlan, makes her home in 3rd (2/day)blink, glibness, scrying (DC 19)
the city of Sharn. As the 2nd (5/day)alter self, darkness, hold person (DC 18), mirror image
mistress of the Demesne of 1st (5/day)charm person (DC 17), cure light wounds, expeditious
Shadow, she is a remark- retreat, Tashas hideous laughter (DC 17)
ably skilled orator, and 0 (3/day)daze, detect magic, ghost sound, mage hand, message,
prestidigitation
Spell-Like Ability (CL 12th):
1/daysilent image (DC 17)
Abilities Str 8, Dex 16, Con 10, Int 16, Wis 14, Cha 22
FH SQ able to notice secret or concealed doors, bardic knowledge
+11, hide in plain sight, summon shadow
Feats Cloak Dance*, Combat Reexes, Dodge, Heroic Spirit,
Mobility
* from Expanded Psionics Handbook; see below
Skills Balance +9, Bluff +21, Concentration +9, Diplo-
macy +20, Disguise +6 (+8 to act in character), Gather
Information +9, Hide +16, Intimidate +16, Knowledge
(local) +8, Knowledge (nobility and royalty) +8, Listen
+4,Move Silently +11, Perform (dance) +21, Perform
(singing) +15, Search +5, Sense Motive +12, Spot +8,
Tumble +14
Possessions +2 glamered mithral chain shirt, ring of protection +1,
masterwork alchemical silvered dagger, belt of Constitution
+2, darkweave cloak of Charisma +4, gloves of Dexterity +2
Cloak Dance Elvinor can take a move action to provide
herself with concealment until her next turn, or she can
take a full-round action to provide herself with total con-
cealment until her next turn.
Hook I have been watching you from the shadows.

Baron Elvinor Elorrenthi


dPhiarlan of Sharn
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HOUSE S IVIS
Communication is the lifeblood of civilization.
Matriarch Lysse Lyrriman dSivis

People often underestimate the value of a carefully


chosen word, but not the gnomes of House Sivis. Lan-
guage drives the wealth and power of this house, and
Sivis has changed the shape of communication in the
modern age. It is the arcane mark of a Sivis scribe that
proves the worth of a Kundarak letter of credit, and
the speaking stones of House Sivis that allow an Aundair-
ian sage to contact his brother in Qbarra. W hether
serving as translators, mediators, or conduits for
long-distance communication, the heirs of House
Sivis build bridges between people, nations, and cul-
tures. House Sivis has long served as a stabilizing force
among the dragonmarked houses, and has maintained
its reputation for absolute neutrality for nearly three
thousand years.

T he Impartial Voice
The society of Zilargo has long revolved around houses:
alliances of families wielding great social power. Sivis was
an established house even before the Mark of Scribing
appeared among its members. Though the mark origi-
nally manifested in only a few of the bloodlines within FH
the house, it has since spread to all the Sivis families.
The gnomes are a race touched by magic and driven by
curiosity, and the bards and sages of Sivis worked quickly A dragonmarked gnome sends and receives messages
to unlock the marks full potential. Recognizing the risk using a speaking stone in a House Sivis message station
of being ostracized for the power they held, the Sivis
dragonmarked also sought to make themselves useful House Sivis is not in fact a mask shrouding a far-reaching
to Zil society, even as they distanced themselves from hidden agenda.
the politics of those they served. In this, they laid the Though the sending ability of the Sivis heirs has
foundation for what would become the standard for the always been treasured, the houses greatest turning
dragonmarked houses: mercantile forces whose neutral- point was the development of the speaking stone (ECS 263)
ity increased their commercial power. in 783 Y K. Conceived by Tasker Torralyn dSivis and
Within a few centuries, House Sivis spread to other developed by the Twelve, the speaking stone allows Sivis
lands, where its heirs skills as translators and linguists heirs who carry the least mark of the house to transmit
proved invaluable to the young nations of Khorvaire. messages between stones. In 789 Y K, the first Sivis
Many Sivis gnomes claim that their house was respon- message stations appeared in the capital cities of the
sible for the refinement and spread of the Common Five Nations. Since that time, they have multiplied and
tongue from the Old Common of the earliest Sar- spread across Khorvaire.
lonan migrants. Today, the house continues as it always has, doing
As House Sivis spread beyond Zilargo, it made con- its part to stabilize a world torn apart by war. Though
tact with the leaders of the newly created dragonmarked some are quick to write off the importance of a house
houses, helping to establish the common traditions of scribes, Sivis is an invaluable, integral part of modern
shared by the houses to this day. As time passed, Sivis civilization.
would play a critical role in discovering new dragon-
marked bloodlines and helping the younger houses
establish a foothold in the world. Of all the houses, Sivis
has historically had the most interest in the draconic
House Sivis
Prophecy and the role of the dragonmarked houses AS AN ORGANIZATION
within it. Ever since A lder dCanniths assertion that Lets get the word out.
twelve contemporary dragonmarks would one day be Tassi Torralyn dSivis, Third Stonespeaker
found in Eberron, the sages of Sivis searched for the
missing marks. House Sivis is a dragonmarked house of gnomes who
Despite its inuence, House Sivis has never sought to carry the Mark of Scribing in their bloodlines. The
dominate the houses, instead working to be a friend and gnomes of Sivis are the masters of language. In addition
ally to all. Of course, the gnomes are a subtle people, and to maintaining the magical lines of communication that
many dragonmarked wonder if the vaunted neutrality of link the nations of Khorvaire, House Sivis produces

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scribes, notaries, interpreters, barristers, and others
whose specialty is the written or spoken word.

JOINING HOUSE SIVIS


House Sivis is one of the most insular of the dragon-
marked houses, and it has been centuries since anyone
outside a Sivis family was permitted to marry into it.
Foundlings can rejoin the house, but Sivis has little
interest in inducting strangers into its mysteries.
Members of House Sivis are often experts, mage-
wrights, bards, or (less commonly) rogues. A small number
of respected wizards and articers can also be found within
the house, as well as a few adepts and clerics dedicated
to Aureon, regarded as the patron of the house.

ENTRY REQUIREMENTS

Race: Gnome.
Special: Must be related to a member of House Sivis
by blood or marriage.

Members of House Sivis are expected to master the arts


of communication. Mediators and barristers need to be
skilled in Diplomacy and Sense Motive, and language
skills are important for members of all classes. Articers
and wizards spend their time constructing the magical
tools of the house or investigating new modes of commu-
nication. Rogues and diviners often work for Oversight,
the houses security division (see page 74).

HOUSE SIVIS BENEFITS


From its position at the center of Khorvairian commu-
nications, House Sivis grants its members a number of
useful benets.
Economics: A Sivis heir in good standing can obtain
free use of a message station, though a backlog of paid
messages often means a long wait. Other house services
are provided at 50% of normal cost, but should a Sivis heir
nd himself in legal trouble, the house usually provides
him with a barrister at no charge.
Access: Within House Sivis, members of individual
family lines look out for each other in a way not typical of
most other dragonmarked houses. As such, a Lyrriman
can often seek special favors from another Lyrriman, a
Torralyn in trouble can expect aid from other Torralyns,
and so on. Such informal favoritism is not a substitute
for the Favored in House feat, and both DM and player
should remember that family ties work both ways. A Sivis
heir PC might nd herself on the hook for her family as
much (or more) than that family has ever assisted her.

Favored in House Benets


Favored in House benets for a Sivis heir vary depending
on whether the heir approaches his own family or another
member of the house. A favor requested from family
grants a character a +1 bonus on favor checks made with
the Favored in House feat.
Members of House Sivis take their neutrality seri-
ously. A character is free to ask another member of the
house to violate the trust of a client as a favor. However,
should the information gleaned from such a favor be
abused, the characters favored status will not protect him
from censure by Oversight, nor from possible retaliation
by the gnome whose favor was misused.
A barrister of House Sivis meets with a dragonmarked
scion of House Orien facing criminal charges

AS

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The following table indicates the types of favors a Sivis
character with the Favored in House feat might request.
PLAYING A MEMBER
OF HOUSE SIVIS
FAVORED IN HOUSE SIVIS For nearly thirty centuries, your family has worked to main-
tain order. Communication is the cord that binds civiliza-
DC1 Benet tion together, and your ancestors have settled the disputes of

THE HOUSES
10 One free use of the least Mark of Scribing; free use kings and helped the dragonmarked houses nd a place in
of house contacts to gain a +5 circumstance bonus the world. Few people realize the inuence House Sivis has
on a Knowledge, bardic knowledge, or lore check 2; had on the shape of the modern age, just as few know how
A loan of 100 gp at 10% per month3 often a royal advisor holds more power than the king himself.
15 One free use of the lesser Mark of Scribing; a gift Let Cannith and the others ght for fame and recognition.
of 1d4 1st-level scrolls; free use of house contacts You know that the greatest work is done in silence.
to gain a +10 circumstance bonus on a Knowledge, Your upbringing has taught you to see life as an
bardic knowledge, or lore check 2 extended game. As an adventurer, you might be playing
20 One free use of the greater Mark of Scribing; free a long game, building inuence only usable in years to
use of a 3rd-level member of the Notaries Guild or come. On the other hand, you might simply enjoy the
Speakers Guild (least dragonmark) for 1 week; a gift challenge of the moment, and the thrill of pitting your
of 1d4 2nd-level scrolls; free use of house contacts wits against the world as you unravel the most difcult
to gain a +15 circumstance bonus on a Knowledge, puzzles. Your family has always found a way to cut through
bardic knowledge, or lore check 2; free priority use chaos and produce order, and you endeavor to do the same.
of Sivis message stations for 1 week Never reveal your full strength or your true goals. Always
25 Free use of a 5th-level member of the Notaries watch for ways to gain an advantage over your enemies.
Guild or Speakers Guild (lesser dragonmark) for Of course, not every member of your house follows
1 week; a gift of 1d4 3rd-level scrolls; free priority these traditions. A number of excoriates in the annals of
use of Sivis message stations for 1 month; free use of Sivis have taken joy in causing chaos and confusion, and this
house contacts to gain a +20 circumstance bonus on dark path might call to you more than you care to admit.
a Knowledge, bardic knowledge, or lore check 2
1 If a requested favor involves an illegal or dangerous act, Combat
increase the DC by 5. Favors with DCs of 20 or higher Five words can defeat a thousand swords is a Zil proverb
always require additional service to the house. that House Sivis lives by. For an heir of House Sivis, the
2 Such checks can involve condential information about challenge is to prevent combat. This does not mean that
a Sivis client, but the character making the check risks you back down from a ght, but where diplomacy fails,
censure from Oversight if the information is abused or bribery, intimidation, enchantment, or blackmail are
publicly revealed. all tools that can be brought into play. When combat is
3 A character can have no more than one loan at a time. unavoidable, House Sivis primarily relies on the services of

GUILDS IN HOUSE SIVIS


House Sivis controls both the Speakers Guild and the are trained to spot all manner of forgeries. One of the
Notaries Guild. The guilds bookish reputations (and the more interesting branches of the guild is the Hidden
insular nature of the house as a whole) means that many Word. This arm of the house sells both codes and code-
of those outside the other dragonmarked houses have breaking services, along with magical tools such as secret
little sense of where one begins and the other ends. page and illusory script.

NOTARIES GUILD SPEAKERS GUILD


The Notaries Guild oversees a vast range of services Sivis message stations and their speaking stones are the most
relating to the written word. In addition to its vital well-known service of the Speakers Guild, but the guild
work producing legal documents and authenticating also oversees a number of professions concerned with the
letters of credit, the guild licenses cartographers, spoken word. The guild licenses barristers, interpreters,
bookbinders, and scribes, including those whose spe- mediators, heralds, and similar professions, occasionally
cialty is copying magic scrolls. Sivis bookkeepers work overlapping with the spoken arts of House Phiarlan. As
with numbers as well as words, and guild appraisers a rule, House Sivis handles practical and mundane mat-
ters, while artistic endeavors belong to the elves.
NOTARIES GUILD
SPEAKERS GUILD
AssociatedClasses: Bard, expert, magewright,
rogue, wizard. Associated Classes: Bard, expert, magewright, rogue.
Associated Skills: Appraise, Craft, Decipher Associated Skills: Bluff, Diplomacy, Perform (ora-
Script, Forgery, Profession, Speak Language. tory), Profession, Sense Motive, Speak Language.

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House Kundarak for magical and physical security; when world at large. These symbols hold the key to the future,
personally drawn into battle, you likewise look to your and if any mortals can unlock their signicance, the mas-
allies. Like most Sivis heirs, you prefer magic to steels lack ters of the Mark of Scribing will be the ones to do so.
of subtlety. As such, Sivis experts, rogues, and bards often
maximize their effectiveness with Use Magic Device. HOUSE SIVIS IN THE WORLD
As an adventurer, you jump into melee more often than How many legends speak of wars sparked by the unreadable terms of ancient
THE HOUSES

your house kin, but you always keep your eyes open for ways treaties? Of battles fought for the lack of an interpreter who might have bridged
to resolve conict without combat. When battle is joined, try a cultural divide? If the war chiefs and kings of ancient Khorvaire could have
to be clever and expedient. Look for weaknesses to exploit, hired House Sivis, how much less bloody our history might have been. . . .
and ways to bring combat to a close as quickly as possible. Channa Devir, Way nder historian

Advancement House Sivis goes to great lengths to preserve its position


Life within House Sivis is a constant struggle for rank as an impartial force in the world. As a result, adventur-
and prestige. The house uses a system of titles and ofces ers are more likely to encounter the house when they
far more complicated than any other house. Some of these need its services, not because they have been caught up
are tied to specic vocations, but others are simply hon- in its schemes. At the same time, the gnomes are driven
orics passed from heir to heir. Within even the smallest by a thirst for knowledge, a desire for order, and their
message station, heirs compete for the position of Prime own maze of internal intriguesany of which could draw
Stonekeeper, while hirelings might also ght for the title House Sivis into an adventure.
of Keeper of the Fifteenth Word. House Sivis was instrumental in standardizing the
Thankfully, this competition does not affect the system of viceroys, ministers, and seneschals that forms
operations of the house. It is a complex but highly civilized the backbone of dragonmarked hierarchy. Beneath this,
gamea form of entertainment, intended to keep an heirs the house employs a dizzying array of titles and ofces that
mind sharp. You face off against your fellows, but never to are largely cosmetic in nature. When two viceroys meet, the
the extent of hurting them or threatening the stability of Bearer of the Thirteenth Word has a slight social advantage
the house. Someone always wins, and someone always loses, over the Bearer of the Fourteenth Word, but both are still
but you can always set up the pieces for another game. viceroys. Some of these honors can be granted or trans-
Though life as an adventurer removes you from the ferred by a viceroy, some require the interven-
daily struggles of the workplace, any mission you tion of the matriarch, and some are based
undertake presents you with an opportunity to entirely on social custom. For example, any
earn a new title or improve your standing in heir who invents a new idiom is entitled
the house. At the same time, always be watch- to the honoric Wordsmith.
ful for others seeking to steal your victories House Sivis is composed of twelve
and claim your titles as their own. As an families, including the Torralyns,
agent of House Sivis, your most prevalent Severins, Lyrrimans, Syrralans, Cor-
enemies might well be other agents of ralyns, and Santors. Political games
House Sivis, especially those of different can be found at all levels of the house,
bloodlines. Such familial foes never act to and even a house matriarch can be
threaten the interests of the house, but if they replaced if a sufficient number of
can do the job better than you, they will. viceroys stand against her. The stability
As an adventurer, you are in an of the house takes precedence over per-
excellent position to acquire infor- sonal ambition, though, and the current
mation, whether the secrets of fallen matriarch, Doyenne Lysse Lyrri-
empires or contemporary lore never man dSivis (N female gnome, bard
seen by gnome eyes. There is nothing 6/dragonmark heir 4), has held her
wrong with gold, but the greatest trea- post ably for some ninety years.
sure of all is knowledge. As your adven- In addition to the Speakers Guild
tures take you through the world, look for the AS and the Notaries Guild, a number
wealth that others miss. of other important agencies operate
Lysse Lyrriman dSivis within the house. Oversight is the security
Missions of Korranberg arm of house Sivis, and defends the houses
House Sivis does not seek to enforce its will on reputation for absolute condentiality and
the worldat least not openly. As an agent of the house, gath- impartiality. Oversight protects Sivis from spies and scry-
ering information is your most important duty. House Sivis ing eyes, but also polices the house membership, swiftly
seeks to maintain order among the dragonmarked houses. punishing those who threaten the stability of the orga-
As such, you might be assigned to investigate the actions nization. In addition to its own highly skilled operatives,
of another house or to resolve an ongoing conict, either Oversight often works with operatives of Phiarlan and
openly or through subtle action. The house always searches Thuranni, House Kundarak, and the Trust, creating the
for ways to improve communication, including research into tightest web of secrecy that gold can buy. As with Zilargo and
magic, psionics, and forgotten languages. While a Can- the Trust, Oversight is allowed a great deal of latitude in its
nith expedition to Xendrik covets lost schemas, you might methods: Gnomes who leak house secrets have a tendency
tag along in search of an ancient tome on semantics. to simply disappear.
House Sivis also has a great interest in the draconic The Hidden Word is a division of the Notaries Guild
Prophecy, particularly the dragonmarks that appear in the that develops codes and code-breaking techniques, in

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addition to its work concealing information by magical Sivis enclaves are designed to facilitate interaction with
means. It did a brisk business during the Last War. people of all races, the inner heart of an enclave is con-
Taskers Dream is a think tank. Though Tasker Tor- structed for Small humanoids. As such, members of
ralyn dSivis worked within the Twelve when he invented larger races nd it difcult to in ltrate a Sivis citadel.
the speaking stone, Taskers Dream is a private arm of House Secrecy is of paramount importance to members of the
Sivis dedicated to the development of new forms of magi- house, and Oversight uses abjuration magic to shield

THE HOUSES
cal and linguistic communication. Though House Sivis critical areas from prying (or scrying) eyes.
remains a vital member of the Twelve, its current in-
house projects include dragonshard focus items designed
to enhance the sending ability of the greater Mark of Scrib-
MEMBERS OF HOUSE SIVIS
ing, and exploration of the potential of telepathy. IN THE GAME
Sivis heirs are typically polite, well spoken, and rmly
NPC Reactions committed to the neutrality of their house. Even when he
The strict neutrality of House Sivis means that it has few has an agenda, a Sivis heir is more likely to direct actions
enemies; as such, most people have an indifferent reaction subtlymaking suggestions but allowing others to take
toward Sivis gnomes. House Kundarak is a notable excep- the credit and glory when they act upon those suggestions.
tion. Because of the close ties between the Sivis scribes and Though the house is unlikely to ever be front and center in
the Kundarak banking empire, the Kundarak dwarves an adventure, Sivis NPCs might be revealed as the instiga-
typically have a friendly attitude toward Sivis heirs. tors of that adventure when all is said and done.
Sivis PCs can forge ties to the house in many ways.
HOUSE SIVIS LORE Taskers Dream could serve as a patron for a party that
Characters with ranks in Knowledge (local Zilargo) or contains an arcanist or psionic Sivis heir. Alternatively,
Knowledge (nobility and royalty) can research House the PCs might stumble into coded information not meant
Sivis to learn more about it. When a character succeeds for them, then nd themselves deputized by the Hidden
on a skill check, the following lore is revealed, including Word agents pursuing it.
the information from lower DCs.
DC 10: House Sivis is the house of the gnomes. It Adaptation
deals in communications (managing the message sta- As presented, House Sivis is a neutral force that seeks to
tions) and puts the seals on letters of credit. maintain order between the dragonmarked housesbut
DC 15: Sivis gnomes have the dragonmark of Scrib- what if this is an elaborate ruse at the heart of a three-
ing. It gives them power over words. They can hide secret thousand-year-old conspiracy? House Sivis might have
information in a page of script and talk to people over secretly saved every message ever sent over a speaking stone.
long distances. Alternatively, the Shadow Schism, the inghting in House
DC 20: House Sivis takes pride in its neutrality, never Cannith, and any number of other plots could simply be
taking sides in feuds among the houses. It is rumored that parts of a grand plan to bring the dragonmarked houses
once a Sivis sends a message, even torture will not get him under Sivis control.
to divulge the information. Other rumors, of constant Another possibility is that House Sivis is in league
scheming within the house, also persist. with the Trust, using intrigue and assassination to extend
DC 30: Characters who achieve this level of success Zilargos inuence into every nation of Khorvaire.
can learn important details about House Sivis in your cam-
paign, including history, notable members, the areas where Sample Encounter
it operates, and the kinds of activities it undertakes. An encounter with a Sivis scribe is probably the last thing
most adventurers will ever prepare for, but the gnomes of
HOUSE SIVISS HOLDINGS the house can be indispensable sources of information,
The oldest Sivis enclave is located in the city of Korran- communication, and legal advice. PCs who nd them-
berg in Zilargo, and this remains the heart of the house selves receiving a mysterious message, needing translation
in the present day. The regional viceroys coordinate services, being pursued for crimes they didnt commit,
efforts from enclaves in the capital cities of every nation or searching for scrolls or lost lore should make a Sivis
of Khorvaire, including Droaam and Darguun. Though enclave their rst stop.

MNEMONIC TRAINING
House Sivis promises absolute secrecy to its clients, pledg- from his memory. Multiple checks allow a character to forget
ing that even torture cannot force its speakers to divulge any longer conversations or documents. House Sivis experts
details of the messages they send. This intense mnemonic take Autohypnosis as a class skill, while members of other
training is accessed through the Autohypnosis skill from classes can acquire a few ranks cross-class. After sending a
Expanded Psionics Handbook. Just as Autohypnosis can be used message, a Sivis speaker simply drives it from his mind.
to memorize text or phrases, it can be used to forget them. If you do not use Expanded Psionics Handbook in your game,
Each successful DC 15 Autohypnosis check allows a character characters can accomplish this task using the Concentra-
to expunge a message he has read or heard (up to 800 words) tion skill, but with +2 to all DCs.

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HOUSE THARASHK
We are hunters in a world of tribex.
Kalaasharrna, Tharashk inquisitive
THE HOUSES

House Tharashk carries the Mark of Finding, and its powers


allow Tharashk heirs to track lost relics and living creatures
alike. The ancestors of the house were savage hunters who
drew on the power of their marks to track prey through
the murky depths of the Shadow Marches. The spirit of
the hunter lives on in the house today. Though one of the
youngest houses, Tharashk possesses a vibrant competitive
spirit that drives its efforts to increase its inuence.

AS

Corius Corralyn dSivis of the Speakers Guild


B orn of Two Bloods
For thousands of years, the Shadow Marches were the
domain of the orcs. It was a land scarred by the ancient
EL 5: Corius Corralyn dSivis is a highly respected conict with the daelkyr, where the descendants of the rst
barrister of the Speakers Guild. Though he devotes most Gatekeepers and those corrupted by the touch of Xoriat
of his time to the law, he occasionally sells his services as continued to battle in the darkness. Fifteen hundred years
an advocate, lobbying for clients or negotiating high- ago, humans came to the Shadow Marches: refugees from
stakes legal agreements. When adventurers run afoul of the distant land of Sarlona eeing the growing power of
the law, Corius can offer them the chance to put their the Inspired. Though many of the orcs of the Marches met
misdeeds behind them. Alternatively, the barrister could the rst waves of settlers with hostility, a handful of tribes
be employed to serve as an intermediary, negotiating welcomed these strangers. Over time, this union of cul-
missions on behalf of a mysterious patron who prefers tures produced both the clans of the modern age and the
to keep her identity secret. jhorguntaal: children of two bloods, or half-orcs.
When the Mark of Finding appeared among the
CORIUS CORRALYN DSIVIS CR 5 clans ve centuries later, it was carried by humans and
Male gnome expert 6 half-orcs alike. Some considered this to be a divine gift
LN Small humanoid to the humans and half-bloods to make up for their phys-
Init +0; Senses low-light vision; Listen +3, Spot +1 ical frailtya magic mark in lieu of the great strength
Languages Common, Dwarven, Elven, Gnome, Goblin, and dark-piercing eyes that Eberron had granted the
Haling orcs. The mark appeared among three clansAashta,
AC 11, touch 11, at-footed 11; +4 against giants Velderan, and Torrnand over the next ve centuries,
(+1 size) the hunters of these clans would become legends within
hp 29 (6 HD) the Marches.
Fort +4, Ref +3, Will +7 (+9 against illusions) In 498 YK, expeditions from central Khorvaire
reached the Shadow Marches. One such expedition was
Speed 20 ft. (4 squares) led by Zil gnomes, who had calculated that the distant
Melee mwk dagger +5 (1d31/1920) land might hold rich deposits of dragonshards. In this,
Base Atk +4; Grp 1 they were correct, but the discovery of the Mark of Find-
Atk Options +1 on attacks against kobolds and goblinoids ing was an even greater treasure.
Combat Gear potion of eagles splendor, potion of gaseous form The clan leaders were cunning and capable, but
Spell-Like Abilities (CL 1st): the Sivis emissaries were intent on working with the
2/dayarcane mark Marchers, not exploiting them. With the assistance of
1/daydancing lights, ghost sound (DC 14), prestidigitation, speak with the gnomes, the three great clans and their lesser kin
animals (burrowing mammals only, duration 1 minute) joined together to form House Tharashk, an Orc word
Abilities Str 8, Dex 10, Con 12, Int 15, Wis 13, Cha 16 meaning united. For the symbol of the house, the rst
Feats Education, Least Dragonmark (Mark of Scribing), Triumvirate chose the dragonne, touched with the power
Negotiator of dragons and a erce hunter in the legends of both
Skills Bluff +12, Craft (alchemy) +4, Diplomacy +20, Disguise Marcher orcs and Sarlonan humans.
+3 (+5 to act in character), Gather Information +5, Hide +4, Tharashk was founded on the dragonshard trade, its
Intimidate +14, Knowledge (history) +7, Knowledge (local) dragonmarked heirs employing the Mark of Finding to
+8, Knowledge (nobility and royalty) +9, Listen +3, Perform locate shard elds while their unmarked kin extracted
(oratory) +12, Profession (barrister) +10, Sense Motive +12, those shards. The clan leaders were ambitious, however,
Speak Language (Goblin, Haling), Spot +1 and not content to remain in the shadows. Over the last
Possessions combat gear plus masterwork dagger, glamerweave three centuries, the house has spread across the world.
cloak of resistance +1, glamerweave courtiers outt Tharashk prospectors explore the darkest corners of
Hook Well, this is a ne mess. Now lets nd a way to get Eberron, drawing dragonshards and other valuables from
you out of it. Qbarra, the Demon Wastes, and Xendrik. City-dwellers
sell their services as inquisitives and bounty hunters.

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Since the rise of the Daughters of Sora Kell in particularly orcs who cannot bear the Mark of Finding
Droaam, members of House Tharashk have served as but whose strength and bravery are a cornerstone of the
intermediaries between the realm of monsters and the houses mercantile success. Tharashk even accepts mem-
east, bartering the service of monstrous mercenaries bers of other races into its ranks, albeit rarely.
across Khorvaire. The house takes great pride in having
forced mainstream Khorvaire to recognize that orcs and ENTRY REQUIREMENTS

THE HOUSES
half-orcs are worthy of the same courtesies and oppor-
tunities as the races already established in society. Now, Race: Human, half-orc, or orc; other races at DMs
house members have used their status to do the same for discretion.
Droaams monstrous races, who can be found living and Special: Must be related to a member of House Tha-
working across Khorvaire. Not all are pleased with this rashk by blood or marriage.
turn of eventsparticularly House Deneith (see Supply
and Demand on page 24). Heirs of Tharashk live hard lives and are encouraged to
Today, Tharashk is said to be working with the develop a diverse range of skills. Experts are common
Inspired to locate crystal wastes in Xendrik that are key to throughout the house, as are rangers (often found in the
the creation of Riedran crysteel, and even sending expe- Marches) and rogues (predominant among heirs raised
ditions to the Frostfell. Tharashk might be the youngest in the cities). Tharashks wide-ranging ambitions can
of the houses, but it is lled with re. Its leaders intend nd a use for characters of almost any class, including
to make their mark on Eberron, and the house is always barbarian, scout, and ghter. Even aristocrats can be
searching for new opportunities to do so. found serving as mediators for mercenary contracts in
the larger centers of Khorvaire.
The house has few wizards or articers, but a strong
House Tharashk tradition of sorcery runs through the clans. Rumors
also abound of warlocks (from Complete Arcane) among the
AS AN ORGANIZATION Aashta clan, attuned to the power of the Dragon Below.
We are the eyes of Eberron herself, and it is her voice that guides us to The house has a small corps of adepts, along with a hand-
our prey. ful of druids who follow the traditions of the Gatekeep-
Maagrim Torrn, Tharashk triumvir ers. These mystics often work with prospectors to protect
and restore the land.
The humans and half-orcs of House Tharashk carry
the Mark of Finding, and sell their services as prospec- HOUSE THARASHK BENEFITS
tors, inquisitives, bounty hunters, archaeologists, and House Tharashk is notoriously tightfisted with its
more. House Tharashk is more than just the power of resources, and provides little in the way of material ben-
its mark, however. Its people are driven and aggressive, ets to its heirs. Even so, family members go out of their
determined to nd new ways to increase the strength of way to help their kin.
their young house. Economics: Tharashk heirs provide their services
to relatives for 25% of the normal cost, if they charge at
JOINING HOUSE THARASHK all. Tharashk spellcasters also cast 1st-level to 3rd-level
The clans of the Shadow Marches were formed by the spells at no charge for members of their clan (within
union of orc and human cultures, and have grown reason). Heirs of a different clan will typically pay 50%
alongside the half-orc culture that rose between them. of the normal cost of spellcasting.
Family ties are important to the people of Tharashk, and Access: The houses relationship with monstrous
marriage is generally the only way to enter the house. nations can also prove a bene t. A recognized agent
Tharashk is willing to embrace any who share its values, of House Tharashk often receives a friendly reaction

GUILDS IN HOUSE THARASHK


For all its short history, House Tharashk has been syn- laborers. Members of the Roar work with clients or serve
onymous with the Finders Guild, and the operations as recruiters in the wild. Agents of the group must excel
of house and guild are common throughout rural and at diplomacy and have a good grasp of monstrous customs
urban Khorvaire. and language. Accidentally insulting a ight of harpies
is generally a bad idea.
FINDERS GUILD
The Finders Guild oversees a wide range of activities, FINDERS GUILD
from dragonshard prospecting in the wilds to inquisi-
tive work in the larger centers of the Five Nations. The Associated Classes: Aristocrat, barbarian, druid,
Finders Guild is described in more detail in the Magic of expert, ranger, rogue, scout*, sorcerer.
Eberron supplement. Associated Skills: Craft, Diplomacy, Intimidate,
Within the guild, a group known as the Dragonnes Knowledge (nature), Profession, Search, Spot, Survival.
Roar coordinates the sales of monstrous mercenaries and * See Complete Adventurer.

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in Droaam, or from other groups that work with the
Dragonnes Roar. At the same time, a Tharashk adven-
PLAYING A MEMBER
turer with a reputation as a gnoll- or ogre-slayer poses OF HOUSE THARASHK
a threat to the work of the Roar, and might be censured Whatever your chosen profession, you are a hunter. Heirs
by the house. of other houses lead lives of luxury, but not so the heirs of
House Tharashk. As a child, you might have been stranded
THE HOUSES

Favored in House Benets in the wilds or left to fend for yourself on the city streets.
Favored Tharashk heirs can use their connections to You would play games of hunter and prey, sometimes using
call in services from their relatives, or to gain mon- real weapons. It is a harsh life, and not all heirs of the
strous assistance through the Dragonnes Roar. More so house survive it. You did, and it made you strong.
than for most houses, heirs of Tharashk often nd that Your house is young, but what you lack in resources,
geography is a factor in obtaining favors. An adventurer you make up for in spirit. Tharashk has a destiny to ful ll,
might convince the house to grant her the services of and you have a destiny in the house. Your pride is not
a 5th-level spellcaster, but the houses small number the cultured arrogance of a Cannith dandy or the blind
of such spellcasters might be deep within the Shadow ambition of a toothless Deneith lord. It is calm assurance,
Marches or Droaam at the time. based on skill and the will to succeed.
The following table indicates the types of favors a You are loyal to the house as a whole, but you also have
Tharashk character with the Favored in House feat might a bond to one of the three great clans within the house. The
request. Torrn and their allies have the strongest druidic tradition
and the greatest number of full-blooded orcs. The Aashta
FAVORED IN HOUSE THARASHK and the lesser clans bound to them produce the sorcerers of
the house, and have ties to the Cults of the Dragon Below.
DC1 Benet The Velderan clan is largely human, and is known for its
10 One free use of the least Mark of Finding; a loan of altruism. Torrn Tharashk are typically neutral, while the
100 gp at 10% per month2; free use of a monstrous Aashta often take opportunism to dark extremes.
Droaam mercenary (CR 1) for 1 day3
15 One free use of the lesser Mark of Finding; free use Combat
of a monstrous Droaam mercenary (CR 3 or lower) You were taught to be self-reliant as a child, both in combat
for 1 week 3; use of house contacts to obtain a token and out of it. Heirs of House Tharashk are expected to be
of safe passage in the Shadow Marches for 1 month able to handle themselves in battle, though a good hunter
20 One free use of the greater Mark of Finding; free knows when he is outmatched by his prey. Treat battle like
use of a 3rd-level member of the Finders Guild the hunt. Study your enemy, exploit his weaknesses, and
(least dragonmark) for 1 week; free use of 1d4 do whatever it takes to achieve victory.
monstrous Droaam mercenaries (CR 5 or lower) for As a house, Tharashk relies on the skill of its heirs
1 week 3; use of house contacts to purchase Eberron and its monstrous allies to handle security. A Tharashk
dragonshards at half normal price 4 enclave might have minotaur guards or other exotic
25 Free use of a 5th-level member of the Finders Guild defenders. The enclave at Zarashak is protected by a trio
(lesser dragonmark) for 1 week; free use of house of medusas recruited from Cazhaak Draal.
contacts to obtain a token of safe passage in Droaam
for 1 month5 Advancement
1 If a requested favor involves an illegal or dangerous act, As an heir of House Tharashk, you live for the thrill of
increase the DC by 5. Favors with DCs of 20 or higher the chase, whether hunting deadly beasts in the deep
always require additional service to the house. Reaches or secrets in Sharn. Though you might have no
2 A character can have no more than one loan at a time. personal interest in wealth or the trouble it buys, you
3 If the mercenary does not survive the period of employ- know that heirs who bring revenue to the house are rec-
ment, the character must pay for a funeral and the houses ognized for their efforts. By helping the house acquire a
cost to recruit a replacement. rich dragonshard eld in Xendrik or forming an alli-
4 See page 50 of Players Guide to Eberron for information on ance with a tribe of lizardfolk, you receive a share of the
dragonshard pricing. protsbut more important, you gain the favor of those
5 Effectiveness to be determined by the DM. above you.

THARASHK SURNAMES
All blood heirs of House Tharashk are entitled to use While Torrn, Aashta, and Velderan are the primary
dTharashk as a surname, or to add the d pre x to their clans of House Tharashk, each of these three is allied
clan name. Tharashk heirs often ignore this custom, how- with a number of smaller clans. Consider clan alliance
eversome as a sign of clan pride, others as a form of rebel- when creating a Tharashk, but also feel free to devise
lion against established traditions. A Tharashk heir is just as your own surname for the character.
likely to introduce himself as an Aashta or a Velderan, and
people are familiar with the names of the three great clans.

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THE HOUSES
AS

The Triumvirate: Daric dVelderan, Khundaraashta, and Maagrim Torrn dTharashk

For those who do wish to play the game of politics, a likely site of dragonshards or other resources, or to
rank within the house derives from a combination of track down bandits preying on house prospectors. If you
talent, strength of will, and the courage to act. If you have the skills of a bounty hunter, you could be asked to
believe that a superior cannot perform his duties, present undertake a particular contract on behalf of the house.
your evidence to a council of viceroys and call for a chal- Once you have earned the trust of the Triumvirate, your
lenge. You can challenge only heirs of your own bloodline missions turn more to increasing the power of House
close to your rank, with terms set by the viceroys accord- Tharashkpossibly by undermining the strength of
ing to the position you are challenging. Should you call a Cannith or Deneith. If you are allied with the Torrn
challenge and fail, you might lose your current position clan, you could be assigned to the Gatekeepers; if you are
in the house. At the least, you are unlikely to receive back- Aashta, your tasks might serve the Dragon Below.
ing for any future challenges.
HOUSE THARASHK IN THE WORLD
Missions Kalaash? Hes like a Valenar warhound: once he has the scent, he never
As an agent of the house, you serve the interests of the gives up. Well, that and they both have fangs.
viceroys and triumvir of your clan. You might be called Kessler, poet of Sharn
upon to negotiate an important alliance, to investigate

THE MONSTERS OF THARASHK


The alliance between House Tharashk and Droaam is one Creature CR Laborer Mercenary
of the more colorful aspects of the house, and an aspect 0 2 sp/day 3 sp/day
Tharashk continues to expand. Monsters attached to the 1 6 sp/day 9 sp/day
house are evaluated, licensed, and monitored by the Drag- 2 3 gp/day 5 gp/day
onnes Roar. Monsters working for the house are all capable 3 12 gp/day 18 gp/day
of having basic interactions with humans without resorting 4 40 gp/day 60 gp/day
to violence. Gnolls, ogres, and minotaurs work as merce- 5 100 gp/day 150 gp/day
naries or laborers, while gargoyles and harpies make useful 6 200 gp/day 300 gp/day
couriers, scouts, and messengers. As a rule, Tharashk sells
monstrous services only to established clients with good Tharashks nancial success with its monstrous merce-
credentials, including house heirs. A person cannot simply naries is largely dependent on volume. Though the ser-
walk in off the street and hire an ogre as a houseboy. vices of a smaller band of mercenaries can be obtained by
The cost to employ a monster is based on its Chal- special favor (see House Tharashk Benets on page 77),
lenge Rating. Mercenaries are more expensive than the Dragonnes Roar normally will not hire out groups
laborers, who ght only when their lives are threatened of fewer than twenty monsters, even to house heirs. The
(and only for themselves). Services are often limited to house also does not contract mercenary bands for less
a particular area; ogres in Sharn work in Sharn, and than one months full service, paid in advance. Mon-
cannot be taken on the road. Double the indicated cost to strous mercenaries and laborers must be paid full rate
employ a ying creature. Monstrous mercenaries are hard for travel time to and from an assignment. Obviously,
to come by except in large communities, and most mon- dangerous assignments demand double the standard fees
ster types cannot be hired. The DM should create a short or higher, and illegal assignments from non-Tharashk
list when player characters are seeking these services. are not accepted.

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The services of House Tharashk can prove useful to have vowed to use the resources of Tharashk to fulfill
adventurers as well as their enemies. Explorers, bounty their ancient duties, and to prevent the Dragon Below
hunters, inquisitives, and ambitious merchant princes from doing the same. Maagrim Torrn supports the Seal,
can all wear the mark of the dragonne, and each serves a but her position as triumvir prevents her from taking
different role in a campaign. an active role with the group. Currently, the Valsharak
Due to the guidance of House Sivis in the formative Seal is led by the venerable Urlev Torrn (N male half-
THE HOUSES

years of the house, Tharashk uses the traditional dragon- orc druid 11).
marked structure of viceroys, ministers, and masters. In
addition, family plays a central role in House Tharashk, NPC Reactions
in the form of the alliance of three great clans: Aashta, The people of Khorvaire are typically indifferent to
Torrn, and Velderan. Each clan controls its own distinct the members of House Tharashk. Though many expect
territory, so that challenges within that territory must Marchers to be provincial and uncivilized, this expec-
come from within the ruling clan. Instead of having a tation rarely translates into hostility. House Tharashk
single matriarch or patriarch, the house is controlled does regular bodyguard and mercenary business with
by the Triumvirate, consisting of one leader (known as House Lyrandar, and Thuranni and Tharashk share
a triumvir) from each clan. The current triumvirs are ambition and inf luence in Droaam. Agents of House
Daric dVelderan (CG male human ranger 6/dragon- Lyrandar and House Thuranni are often friendly
mark heir 2), Khundaraashta (NE male half-orc rogue toward their Tharashk counterparts. On the other
6/dragonmark heir 3), and Maagrim Torrn dTharashk hand, House Tharashk is openly resentful of House
(N female half-orc druid 7/expert 5/Heir of Siberys 1). Deneiths self-styled military superiority and House
Humans and half-orcs often hold the houses leadership, Canniths dominance over the dragonmarked houses.
though there have been orc triumvirs and viceroys in the Adjust the attitude of a Cannith or Deneith heir by one
past, especially among the Torrn clan. step toward hostile when encountering a member of
Tension is acute within the house, especially between House Tharashk.
those Aashta heirs who revere the Dragon Below and the As mentioned in the EBERRON Campaign Setting, most
Torrn Gatekeepers. Feuds between clans occasionally have inhabitants of Droaam have their reactions adjusted by
deadly consequences, but the houses leaders have largely one category toward helpful when dealing with half-orcs.
managed to keep their kin focused on common goals, and This also applies to human heirs of House Tharashk, but
dedicated to maintaining the strength of Tharashk. only if they identify themselves and prove their af li-
Un known even to most house members, the ation. In an ambush by hostile monsters, recognition
Valsharak Seal is a union of dedicated Gatekeepers who might come too late.

Zarashak, City of Stilts

MC

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HOUSE THARASHK LORE dragonmarked houses are due for a shake-up, Tharashk
Characters with ranks in Knowledge (local Shadow could take more direct action, deploying house agents
Marches) or Knowledge (nobility and royalty) can research and Droaamish forces to strike against the holdings of
House Tharashk to learn more about it. When a character its foes. The cities of Khorvaire could become battle-
succeeds on a skill check, the following lore is revealed, grounds of harpy and half-orc against warforged and
including the information from lower DCs. Blademark, with the PCs caught in the middle.

THE HOUSES
DC 10: House Tharashk, made up of half-
orcs, orcs, and humans, control the Finders Sample Encounter
Guild. Prospectors, inquisitives, and bounty A Tharashk inquisitive or bounty hunter makes
hunters are the best-known members. a formidable ally or an implacable foe. PCs
DC 15: The humans and half-orcs who come up against one are well advised to
of the house carry the Mark of Finding, gure out whose side he is on, and quickly.
which lets them track down ore, dragon- EL 7: Kalaasharrna is an independent
shards, or people. The orc members of the inquisitive who runs a licensed agency called
house do not carry dragonmarks. Thar- Information Acquisition in Sharn. The
ashk also works with Droaam, selling the Arrnas are allied with the Aashta clan,
services of monstrous mercenaries. and Kalaash is a ruthless character
DC 20: The house is com- who specializes in digging up dirt
posed of three major clans, all of on behalf of corrupt politicians.
which are extended families from One of the enemies of the party
the Shadow Marches. The families could hire Kalaash to track them
have quite different beliefs, but down or spy on them. Alternatively,
still work together successfully. Kalaash could have come across inter-
DC 30: Characters who achieve this AS esting information during an investi-
level of success can learn important details Master inquisitive gation that he might be willing to share
about House Tharashk in your campaign, Kalaasharrna with the PCs for a price.
including history, notable members, the areas
where it operates, and the kinds of activities it undertakes. KALAASHARRNA CR 7
Male half-orc rogue 4/master inquisitive 3
HOUSE THARASHKS HOLDINGS NE Medium humanoid (orc)
The Triumvirate of House Tharashk is based in Zarashak, Init +2; Senses darkvision 60 ft., Listen +10, Spot +8
the largest city in the Shadow Marches. House Tharashk Languages Common, Draconic, Gnome, Goblin, Orc
wields considerable power and authority in Zarashak. AC 16, touch 12, at-footed 14; uncanny dodge, +1 against traps
In addition to heirs of the house, the enclave includes a (+2 Dex, +4 armor)
number of monstrous guardians, laborers, and ambas- hp 30 (7 HD)
sadors from Droaam. Resist evasion
Fort +3, Ref +10 (+11 against traps), Will +3
MEMBERS OF HOUSE THARASHK Speed 30 ft. (6 squares)
IN THE GAME Melee mwk rapier +6 (1d6/1820)
Through the Finders Guild, House Tharashk can be Ranged hand crossbow +7 (1d4/1920)
a valuable patron for any group of adventurers, not Base Atk +5; Grp +5
just heirs of the house. Would-be explorers could take Atk Options sneak attack +2d6
assignments from the guild to venture into the depths of Combat Gear potion of gaseous form, potion of invisibility, potion of
Xendrik, the Frostfell, or other dangerous and unknown cure light wounds
lands. Characters who do not want to join the guild might Spell-Like Abilities:
still be employed to protect a guild operation, and the 2/daylocate object (CL 6th)
houses inquisitives and bounty hunters could serve as 1/daydiscern lies (DC 15; CL 3rd), locate creature (CL 6th),
useful allies. Alternatively, the Finders Guild could be a zone of truth (DC 13; CL 3rd)
rival searching for the same treasure as the PCsor even Abilities Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 12
hunting the characters themselves. SQ contact (3rd level), trapnding
House Tharashks connection to Droaam provides Feats Investigate, Least Dragonmark (Mark of Finding),
an opportunity to explore the role of intelligent monsters Lesser Dragonmark (Mark of Finding), Urban TrackingB
in the game, and adventurers bound for Droaam will nd Skills Bluff +10, Decipher Script +6, Diplomacy +5, Disable
Tharashk connections invaluable. The ambition of the Device +10, Disguise +1 (+3 to act in character), Gather
house can also play a central role in a campaign. Tharashk is Information +13, Hide +14, Intimidate +8, Knowledge
always looking for ways to improve its inuence and to gain (local) +8, Knowledge (nobility and royalty) +5, Listen
an economic edge over the other houses. Player characters +10, Move Silently +8, Open Lock +10, Search +15, Sense
have ample opportunity to shift the balance of power. Motive +10, Speak Language (Draconic), Spot +8
Possessions combat gear plus +1 shadow studded leather, master-
Adaptation work rapier, dagger, darkweave cloak of resistance +1, inquisitives
House Tharashks struggle with House Cannith and kit, masterwork thieves tools
House Deneith is one of subtle economics, and it could Hook I know what youre looking for . . . better than you do.
stretch on for decades with no obvious results. If the

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Five linesthe Tialaen, Shol, Elorrenthi, Thuranni,

HOUSE THURANNI
Only from the shadows can one see clearly. Illumination waits for those
and Paelionwere the most prominent and inuential
families in House Phiarlan before the schism. Each line
had its particular strengths within the broad eld of the
who dare to step out of the light. houses activities, and preferred clients among the factions
Taen dThuranni, and organizations of the Five Nations. Rivalry among
THE HOUSES

bright phantasm of the Shadow Network those six lines, not to mention the numerous smaller lines
within the house hierarchy, often grew erce. Ultimately,
Though the Mark of Shadow was the rst of the dragon- the strains of the Last War proved to be greater than the
marks to appear, the elves of Thuranni are the youngest ties that bound the Phiarlan families together.
of the dragonmarked houses. Like their cousins in House
Phiarlan, the Thuranni lead double lives. Known among THE SHADOW SCHISM
the general populace as ne artists and courtiers, they are The nal blow came in 972 YK. The Order of the
equally well known among the knowledgeable elite as pur- Emerald Clawat the time, an extension of Karrnaths
veyors of secrets and dark deeds. In a short time (especially governmentwas a favored client of the Thuranni family,
by elven reckoning), the Thuranni Shadow Network has as well as the most important espionage-related organiza-
grown to rival and even eclipse its parent sect, the Serpen- tion in Karrnaths government. Knight Superior Kadrath
tine Table of House Phiarlan. In espionage and undercover irVardikk, a high-ranking Emerald Claw ofcer, came
work, agents of the new house have as good a reputation as to Lord Elar Thuranni dPhiarlan with information that
their Phiarlan brethren. In assassination, House Thuranni pointed to a Brelish plot to assassinate both Karnnaths
has a distinct and dangerous edgeone that makes many regent and its young king. The plot relied heavily on
within the dragonmarked houses uneasy. the talents of the Paelion line, the most fearsome assas-
The edicts of Korth demand that the dragonmarked sins in House Phiarlan. Sir Kadrath demanded that the
houses maintain strict neutrality with regard to the Thuranni line eliminate the Paelions before the assassins
political concerns of the land. However, the work of could carry out their mission.
espionage is, by its nature, inextricably linked with the At rst, Lord Elar was hesitant to strike against his
affairs of nations and their partisan concerns. For that own house. He rst tried to verify the information Sir
reason above all others, existing con icts within House Kadrath had brought him. What the Thuranni agents
Phiarlan grew out of control, ultimately leading to House uncovered, however, was a far greater threat than a simple
Thurannis break from the rest of the house in 972 assassination plot against Karrnath. Lord Tolar Paelion
YKan event now known as the Shadow Schism. dPhiarlan, it seemed, had concocted an elaborate
scheme to bring the Last War to an end and gather the
reins of power in Khorvaire, not in Brelands hands, but
E yes of All Nations
Before the start of the Last War, House Phiarlan had a com-
in his own. Part of this plan, Lord Elar learned, involved
exterminating the other Phiarlan families as well as the
fortable working relationship with the heirs of Galifar who leadership of the other dragonmarked houses.
sat on the thrones of the Five Nations. The house helped Some might have dismissed these plans as megalo-
them to maintain order in the kingdom, uncover treason- maniacal ravings presenting little serious threat. Since
ous conspiracies, and guard against any threat from outside they originated in the most fearsome line of assassins in
Khorvaire. Phiarlan assassins removed insurgent leaders all Khorvaire, however, Lord Elar took them utterly seri-
and other internal threats. On more than one occasion, ously, and he ordered an immediate strike to exterminate
House Phiarlan helped to enforce the strange laws of inheri- the Paelions before Lord Tolar could carry out his plan.
tance, such as the ones which prevented the eldest child of Lord Elar himself killed Tolar and his immedi-
Brelands king from ever succeeding to Brelands throne. ate family, while the Thuranni agents at his command
There were occasions, even in a unied Galifar, slaughtered every Paelion within the family holdings in
when the rulers of the Five Nations plotted against each Lhazaar, and every one they could nd in Phiarlan hold-
other and even against their sovereign, and House Phiar- ings across Khorvaire.
lan was often involved in those schemes. Nascent organi- Outraged at this apparent betrayal, Baron Elvinor
zations that would eventually grow into Brelands Kings Ellorenthi dPhiarlan declared the Thuranni line excori-
Citadel, Aundairs Royal Eyes, and the like relied heavily ate. De ant, Lord Elar refused this punishment, instead
on intelligence purchased from House Phiarlan. declaring the formation of a new dragonmarked house.
With the death of King Jarot, the best efforts of The clients of the Thuranni family continued doing busi-
House Phiarlan were no longer able to ensure a peace- ness with the excoriate house, and Elarnow taking the
ful transfer of power, and Khorvaire was plunged into a title of Baronmanaged to acquire some clients formerly
century of warfare. Each of the Five Nations built up its loyal to the Paelion line.
own corps of covert agents and set them to work against To this day, Baron Elar dThuranni maintains that
the spies of enemy nations, while continuing to rely heav- he acted out of loyalty to his own house and all the dragon-
ily on Phiarlan intelligence. marked houses, quashing a plot that would have thrown
A house that was more strongly unied to begin with all of Khorvaire into even greater upheaval. There are
might have been able to remain united even under such many sides to the story, however, andas in all tales of
circumstances, but House Phiarlan had always been frac- espionagethe truth is hard to discern.
tious. The Mark of Shadow appeared not in one family Some would suggest that the Order of the Emerald
line but in several, and relations among the Phiarlan Claw actually fabricated evidence against the Paelions,
lines had been strained in the past. bringing some of it to Lord Elar while planting the rest

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The Shadow Schism gave rise to House Thuranni, but only after the slaughter of the Paelion family RL

in the Paelion holdings for Elars spies to uncover. Some The elves of House Thuranni carry the Mark of Shadow.
further suggest a link between the Emerald Claws role Like their cousins in House Phiarlan, they use the powers
in the Shadow Schism and Regent Morannas decision to of the mark for entertainment and espionage, but the
outlaw the order just four years later. houses have as many differences between them as simi-
Other theories suggest wilder conspiracies. Some larities. Where House Phiarlan sees itself as an agent of
claim that human agents of the draconic Chamber helped balance, the Thuranni are driven by a sense of destiny.
to bring the schism about in order to ful ll prophetic Forty millennia after their ight from Xendrik, the
claims about thirteen houses or the split of a single house. families of the house still seek purpose, and the secrets
(Many of these theorists further claim that the same they uncover are fragments of a puzzle of fate that has
Chamber agents are working to prevent House Cannith yet to be assembled. This drive is epitomized by the
from splintering for the same reason.) Others whisper that Dragons Path, an organization dedicated to discovering
at least one prisoner in Dreadhold is imprisoned there for the secrets of the draconic Prophecy.
his role in fomenting the schism. Still others claim that
Lord Elar and Baron Elvinor amicably agreed to a split in JOINING HOUSE THURANNI
the house and used a mutual enemy, the Paelion line, as By virtue of its young age and dark business, House
a scapegoat to cloak their true intentions. Thuranni is a remarkably guarded organization. Where
Whatever the truth, the Shadow Schism was the House Phiarlan found it necessary to open up while
most important consequence of the Last War as far as the rebuilding after the Shadow Schism, the heirs of
dragonmarked houses are concerned. Just as the empire Thuranni have sealed their operations tightly. The house
of Galifar was fractured into smaller nations, so too the intends to concentrate on solidifying its power base for
Last War left the dragonmarked houses broken, unsure the time being, rather than embracing new and poten-
of their role in the new world and their ties to the new tially troublesome members. At the same time, the house
political powers of Khorvaire. is obliged to accept foundlings and other legitimate heirs
(if only to prevent Phiarlan from snapping them up), but
such members are always watched closely.
House Thuranni Experts are common in House Thuranni, as are
rogues, scouts (from Complete Adventurer), and bards. The
AS AN ORGANIZATION house seeks to ll its ranks with as wide a membership as
Do not concern yourself with seeking out our aid. When we decide you possible, and its special operatives often have levels in
need it, our aid will nd you. sorcerer, wizard, urban ranger (from Unearthed Arcana),
Lord Elar dThuranni, house patriarch or assassin.

83

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ENTRY REQUIREMENTS FAVORED IN HOUSE THURANNI

Race: Elf. DC1 Benet


Special: Must be related to a member of House Phiar- 10 One free use of the least Mark of Shadow; use of house
lan or House Thuranni by blood or marriage. contacts to gain a +5 circumstance bonus on a Gather
Information check; a loan of 100 gp at 10% per month2
THE HOUSES

Unlike their cousins in House Phiarlan, a majority of 15 One free use of the lesser Mark of Shadow; an intro-
Thuranni artists are not performers but artisans. Mas- duction to a well-placed guild ofcial, successful crim-
ters of the Demesne of Shape, the Thuranni are some inal, or similar NPC; an invitation to a gala event; use
of the most gifted architects, painters, and sculptors in of house contacts to gain a +10 circumstance bonus on
the world. This is not to say that no actors, dancers, or a Gather Information check; use of house contacts to
musicians are found within the house, but many of those purchase poisons or buy and sell stolen goods3
pursue the ne arts as well. 20 One free use of the greater Mark of Shadow; free use
of a 3rd-level member of the Shadow Network (least
HOUSE THURANNI BENEFITS dragonmark) for 1 week4; an introduction to a crime
As grim as it sounds, the greatest advantage to being a lord, guildmaster, or similar NPC; a chance for four
member of House Thuranni might be that no heir of characters to in ltrate an exclusive social event as
Thuranni will accept a job (whether simple espionage artisans; use of house contacts to gain a +15 circum-
or a contract for assassination) that targets or involves stance bonus on a Gather Information check; use of
another member of the house. house contacts to send a message through a scrystone
Economics: The operations of the Shadow Network 25 Free use of a 5th-level member of the Shadow Network
are more tightly controlled than those of any other guild (lesser dragonmark) for 1 week4; an invitation to an
in Khorvaire, and membership in House Thuranni is the exclusive social event for four characters; use of house
only way for rank-and- le adventurers to hire Thuranni contacts to gain a +20 circumstance bonus on a Gather
agents. The houses intelligence services are normally not Information check; a free portrait of up to ve people
discounted (but see Information, below). 1 If a requested favor involves an illegal or dangerous act,
Artists of House Thuranni who wish a gallery display increase the DC by 5. Favors with DCs of 20 or higher
of their work can call upon the house for assistance. In always require additional service to the house.
addition, the art produced by Thuranni heirs tends to sell 2 A character can have no more than one loan at a time.
faster and at a higher rate than equivalent work by other 3 Availability of poisons and prices for stolen goods to be
artists. Thuranni characters receive a bonus of 5%20% determined by the DM.
(1d45) to the income generated by their Craft checks. 4 For legal activities only.
Information: House Thuranni members can make
use of current information uncovered by members of the Thuranni must actively spy at the behest of house elders,
Shadow Network in the course of their work. While in a but even the houses most insular artists and artisans are
house enclave, a member can gain a +5 bonus on a single expected to keep up with current political events, and to
Knowledge, bardic knowledge, or lore check per day. pass on or collect information when asked.
Though characters typically have to pay for the houses By choosing the path of espionage, you are joining a
intelligence services, Thuranni agents often watch out for secret society that monitors its agents closely. The Shadow
other house members, alerting them to threats or danger. Network differs from the Serpentine Table in both its agenda
Access: The house can provide routine access to low- and its methods, and prospective members are encouraged
level, invitation-only social events, arranging for characters to remember this. Because of its aggressive techniques,
who are not artists to gain entry as part of an entourage. the network relies heavily on the loyalty of its members.
As such, serving efciently and consistently is the surest
Favored in House Benets way to earn the respect of ones peers within the house.
Members of House Thuranni can call on the Shadow
Network for aid or information, as outlined below. An Combat
opportunity to attend a social event refers to the chance Once a course of action has been determined and set,
to participate in an event specied by the heir. The house only death or the direct order of a superior can deter you
will always help an artist connect with dealers or patrons, from carrying it out. Like your Phiarlan kin, you are a
but an agent wanting access to a benet at the Dezina master at sizing up your opponents, whether in advance
Museum of Antiquities needs to call in a favor. or in the thick of the ght. Whenever possible, you try to
The following table indicates the types of favors a set the terms by which combat takes place.
Thuranni character with the Favored in House feat might The Thuranni attitude toward combat dictates that
request. you should always consider whether death is your inten-
tion. Assassination is one thing, but a simple escalation
PLAYING A MEMBER of tension should always be resolvable. Arguments should
never end with blood spilled, but if death is required, you
OF HOUSE THURANNI prefer to deliver it as quickly and effectively as possible.
Given House Thurannis short history and specic focus,
you are expected to further the interests of the house Advancement
at every opportunity. These are the houses formative As a young house, Thuranni can ill afford mistakes
years as an independent entity, and every move you make particularly conspicuous ones. Ambition and talent will
is watched closely. This is not to say that every heir of take you far in the house, but only espionage work that

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shows results and goes undetected will see that ambition serve lingers deep in the heart of your house. As a result,
and talent recognized. you might nd yourself engaging in more traditional
Because its artistic endeavors are so closely tied to its adventuringseeking old lore, reclaiming relics of the
spying, Thuranni expects its heirs to be as ambitious with past, digging through lost tombsin your ongoing search
their creativity as they are with their undercover work. for the secrets of the past and future. Such expeditions
Heirs should strive to make an impression in their artis- might even bring you into contact with the dragons them-

THE HOUSES
tic eld, and to cultivate a reputation that grants them selves, about whom your superiors are always cautiously
access to the upper levels of Khorvairian society and the interested in learning more.
secrets held there.
HOUSE THURANNI IN THE WORLD
Missions A curious tiger did I see/Curled up high in yonder tree/Its fur jet black,
Undertaking missions for the Shadow Network requires but somehow striped/Its muscled form with skin drawn tight/And when it
strength and certainty in equal proportions. If the com- turned to look at me/Vanished from before my sight.
panions in your party are not of House Thuranni, A Curious Tiger, by Danika Rumblestone,
they need to respect that you have ties you cannot the Bard of Galethspyre
discloseor will need to be replaced with new
allies. The house has next to no sympathy for After the Shadow Schism, House Thuranni
those who would jeopardize its existence with adopted the displacer beast as its symbol,
even a moments indiscretion. invoking that creatures ability to appear to be
Thuranni chooses its clients and assign- in one place while actually in another, a hall-
ments carefully, and any mission you are given mark of Thuranni operatives long before
will be as important as it is likely dangerous. the houses secession. The Thuranni
As with House Phiarlan, Thuranni agents coat of arms also includes the image of
specialize in making magical observa- a length of chain attached to a spiked
tion easier by getting close to targets bar. Heirs claim it symbolizes both
on the ground. Especially with their power and the chains that
the houses growing reputation as once bound them to tradition and
assassins, the most important part to the Phiarlan. Those few who
of any mission is to ensure that dare to imply that the images
your work goes undetected. similarity to a ailthe tradi-
Should your work for the tional weapon of the Order of the
house bring you into the ser- Emerald Clawis anything more
vice of the Dragons Path, you than coincidence are likely to face
can expect your assignments to mocking derision in public, and in
encompass more than the routine private, much, much worse.
politics of the Five Nations and the Where the elves of Phiarlan
dragonmarked houses. The eternal ques- Baron Elar dThuranni, RD employ the mask of shadows as a
tion of what destiny the dragonmarked Patriarch of House Thuranni secondary standard, Thuranni has

GUILDS IN HOUSE THURANNI


Though the youngest dragonmarked house, Thuranni Agents of the Shadow Network must be loyal to a
has House Phiarlans centuries of experience to draw fault, for they are entrusted with secrets and tasks of
on in its business dealingsand its ability to screen its critical importance to both the house and its clients. In
darker business behind artistic endeavors. particular, the Shadow Network accepts assassination
Unlike House Phiarlan, House Thuranni has no work more readily than the Serpentine Table, and this
interest in opening up to those outside the house. As a secret is one that network members protect with their
result, though it offers artistic training through the True lives. Low-level agents of the Shadow Network are typi-
Shapers, such training has no connection to the artistic cally better informed as to the details of their assignments
or espionage activities of the Shadow Network. than their counterparts in the Serpentine Table.

THE SHADOW NETWORK THE SHADOW NETWORK


Thurannis answer to the Entertainers and Artisans Guild is
the Shadow Network, a single organization that encompasses Associated Classes: Assassin, bard, expert, rogue,
both the houses public and private services. Unlike House scout*, sorcerer, urban ranger**, wizard.
Phiarlan, which operates the Serpentine Table as a separate Associated Skills: Bluff, Disguise, Hide, Gather
branch of the house, Thurannis Shadow Network is an Information, Listen, Move Silently, Sense Motive, Sleight
integrated guild. As such, virtually all Thurannis artists are of Hand.
involved to some degree in espionage activities, even if only * See Complete Adventurer.
by being aware that their business helps obscure them. ** See Unearthed Arcana.

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adopted the symbol of a crescent moon, its face wreathed families, but few have any real knowledge of the Shadow
in shadow. Members of the house wear this symbol in Schism or the philosophical divisions that drove the split.
the form of a small pendant, often hidden beneath the Those familiar with the art world know that the heirs of
tunic or shirt. Thuranni comprise the talented painters, sculptors, and
Unlike the house from which it split, House architects that once blessed House Phiarlan, but Thuranni
Thuranni makes no pretense to neutrality. The house heirs typically receive the same degree of respect and awe as
THE HOUSES

sees its actions as having greater purpose than simply Phiarlan heirs (and are often mistaken for them).
supporting the subtle machinations of lords and kings. Those who know of the Shadow Network are more
This ideological separation combines with the houses reserved in their dealings with members of the house,
business philosophy to make heirs of Thuranni more though this apprehension can either improve or worsen
ruthless and aggressive than the Phiarlan. starting attitudes, depending on the circumstances.
House Thuranni observes the traditional hierarchy of House Thurannis strongest ally among the dragon-
the dragonmarked, but also maintains divisions based on the marked houses is House Tharashk. The House of Finding
roles heirs play within the house. Though House Phiarlan is also young and ambitious, and was quick to side with
still maintains its own center for the Demesne of Shape in Thuranni after the Schism. Heirs of Phiarlan react to
Thaliost, all serious students of architecture, costuming, Thuranni with cold detachment, and prefer to keep any
painting, pottery, and sculpture study at the true heart of the encounters brief. At the same time, both houses share a
disciplinethe House Thuranni enclave in the Karrnathi wariness of the Bloody Shadows (see page 119), who are
city of Atur. Thuranni calls its demesne the True Shapers more hostile to heirs of Thuranni than any other group.
as an unsubtle jibe toward Phiarlan, and students from all
races and nations study under its master artists and arti- HOUSE THURANNI LORE
sans. The True Shapers is run by Lord Eriz dThuranni Characters with ranks in Knowledge (history) or Knowl-
(CN male elf aristocrat 1/expert 7/dragonmark heir 3). edge (nobility and royalty) can research House Thuranni
At the core of House Thuranni, the Dragons Path to learn more about it. When a character succeeds on a
remains dedicated to unraveling the draconic Prophecy skill check, the following lore is revealed, including the
as it unfolds on Eberron. Composed primarily of older information from lower DCs.
house members with a strong sense of history and a DC 10: Thuranni is a well-known name in
working knowledge of magic, the Dragons Path includes architecture.
architects, astrologers, historians, and the eld agents DC 15: The Thuranni have the Mark of Shadow,
who do their bidding. The traditions of the Dragons Path as do the Phiarlan. The houses split during the Last
are unique, and do not overlap with the dragon prophets, War. Thuranni specialize in painting, sculpture, and
the work of the Chamber, or House Siviss study of the architecture.
prophecy. Members of the order believe that the dragons DC 20: Both Phiarlan and Thuranni are reported to
have kept their knowledge of the Prophecy to themselves engage in illegal espionage activities. The Phiarlan ignore
for far too long, and recall the dragon wars of Aerenal as such comments, but the Thuranni become offended.
proof that the great wyrms agenda sees the lesser races DC 30: Characters who achieve this level of success
as expendable if need be. The order is administered and can learn important details about House Thuranni in your
convened by Viceroy Ureilya dThuranni (LN female elf campaign, including history, notable members, the areas
aristocrat 1/wizard 6/geometer 5; the geometer prestige where it operates, and the kinds of activities it undertakes.
class can be found in Complete Arcane). Typically, this applies only to the publicly known
Where the Serpentine Table is but one aspect of members of the house. Regardless of the check result,
House Phiarlan, its mirror sect among the Thuranni only members of House Phiarlan, House Thuranni, or
is the true face of the houseand all other sects merely a character with access to informed intelligence can use a
veils of convenience. The talent and vision of Thuranni Knowledge check to gain information about Thurannis
artists is real, but so too is the dedication with which they clandestine activities or agents of the Shadow Network.
pursue other, darker arts.
Like Phiarlans espionage network, the Shadow Net- HOUSE THURANNIS HOLDINGS
work divides its agents into four ranks. Unlike in the Ser- The power of House Thuranni is centered in and around
pentine Table, shadow is the highest rank a member can the Lhazaar Principalities. The Shadow Network likes to
hope to attain. Those of lowest rank are known as wisps, and discourage the idea that its operations are based in any
they represent a small majority of its membership. Appa- one location, but the powerful families that make up the
ritions coordinate groups of wisps, while phantasms are house claim territories that are more or less their own.
elite operatives and eld agents. Each operative is further The Thuranni family, led by the house patriarch, Elar
de ned by one of two descriptors. The bright classication dThuranni (LN male elf rogue 6/dragonmark heir 3),
signies an agent who excels at missions of an aggressive has holdings in the Lhazaar capital of Regalport and in
nature, including assassination; the pale classication Sharn, and most high-level house business is carried out
denotes an agent who specializes in deep cover missions of in these two places. The patriarch has also been develop-
nesse. Though rumors of a fth rank, an ofce known as ing a massive, heavily fortied family enclave near the
the Master of Shadows, have circulated through Thuranni northern island of Stonespur for the last two decades.
in recent years, little evidence supports such tales. The town of Tantamar, on the northern coast of the
Lhazaar Principalities, is the center of house activity on
NPC Reactions the mainland. House Thuranni has additional enclaves
Most residents of Khorvaire have a passing knowledge that in Droaam, Karrnath, and Qbarra, and has established
the elves of the Mark of Shadow now comprise two distinct outposts and safe houses across Khorvaire.

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MEMBERS OF HOUSE THURANNI
IN THE GAME
Few Thuranni heirs travel to perform or present their
arts, so their casual introduction often requires a context.
Characters who attend a gala or other event might see
Thuranni sculpture on display, or could be introduced
to the Thuranni prodigy who designed the hall itself. One
of the ironies of the Shadow Schism is that Phiarlan opera-
tives often nd themselves performing within concert
halls and theaters designed by Thuranni artisans.

Adaptation
Where House Phiarlan prefers to deal in entertainment
rst and information second, House Thuranni is largely
the reverse, at least among its ruling elite. Though indi-
vidual Thuranni might never undertake an espionage
mission, they are trained to do so, and the house aggres-
sively pursues its more prosperous ventures. If the cam-
paign warrants it, Thuranni could pursue an internal
agenda that centers more on manipulating the govern-
ment and politics of Khorvaire than resolving the houses
place in the unfolding of the draconic Prophecy.

Sample Encounter
A campaign that involves espionage and intrigue can
easily feature House Thuranni, either as independent
agents or instigators of a crisis. Any adventure or sce-
nario suitable for House Phiarlan works equally well for
Thuranni, but the Shadow Network is much harder to
access than the Serpentine Table. In almost all instances,
agents of the network will approach PCs who need their
services, rather than the other way around.
EL 10: Lady Aeylia dThuranni is renowned among Lhazaar scouts
the Thuranni, but her family can ill afford to publicly discover a
boast of her accomplishments. By day, she is the con- secret Thuranni
summate courtier, touring the cities of Khorvaire as a enclave, much
representative of both family and house. Her artistry (by to their chagrin
way of the Disguise skill) is the transformation of image
through cosmetics, and dragonmarked women of nearly
every house seek her out. By night, Aeylia is one of the
most accomplished and heralded shadow hunters in her
house, and she has used her mastery of disguise to root
out members of the hated Bloody Shadows sect on more
than one occasion.
A party might cross paths with Lady Aeylia at a house
gala or other event. She travels almost constantly, often
traveling a circuit that winds its way through all Five
Nations. Alternatively, PCs could run into her on active
assignment, most likely while she is in disguise.

THE URBAN RANGER


Aeylia dThuranni and Kaleth dPhiarlan (see page 120)
use the urban ranger variant class presented in Unearthed
Arcana. This optional class is well suited to the work of
House Thuranni and House Phiarlan. Urban rangers
substitute the Urban Tracking feat (ECS 61) for Track,
and have Gather Information, Knowledge (local), and
Sense Motive as class skills in place of Knowledge (dun-
geoneering), Knowledge (nature), and Survival.

GF

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HOUSE VADALIS
Through the marriage of magic and nature, we have discovered the path to
perfection. Every new generation better than the old. Every form stronger,
tougher, more perfect. How can they gaze upon this animals grace and
THE HOUSES

power and call it wrong?


Regine dVadalis, Varna breedmaster

House Vadalis is arguably the most innocuous of the


dragonmarked houses. Its gifts do not win battles or drive
the commerce of nations; the house was not instrumental in
the Last War or in establishing the traditions of the houses.
Lady Aeylia Its mark allows it to better care for and control animals;
AS dThuranni while useful, this ability is hardly the stuff of legend.
Yet somehow, this inconspicuous house carries more
than its share of controversy. During the War of the
LADY AEYLIA DTHURANNI CR 10 Mark, it was rumored that House Vadalis bred arcane
Female elf aristocrat 1/urban ranger 4*/shadow hunter 5** beasts so horrifying that they were later banned and
* See Unearthed Arcana destroyed. Valenar refuses to allow Vadalis heirs to even
** New prestige class described on page 117 enter the country, and the houses bonding of magic with
LN Medium humanoid nature alternately inspires wonder or hostility among the
Init +3; Senses low-light vision; Listen +9, Spot +9 people of Khorvaire.
Languages Common, Elven
AC 19, touch 13, at-footed 16
(+3 Dex, +6 armor) FTheamily Business
dragonmarked houses consist of extended fami-
hp 58 (10 HD)
Immune sleep liesseparate bloodlines that all trace back to a common
Fort +9, Ref +11, Will +7 (+9 against enchantments) ancestry. However, the sheer size of most houses means
that few house members can claim any sort of relation-
Speed 30 ft. (6 squares) ship outside their immediate family unit within the
Ranged +1 elfbane longbow +13/+8 (1d8+1 plus poison/3) or house. House Vadalis is the exception to this rule.
Ranged +1 elfbane longbow +11/+11/+6 (1d8+1 plus poison/3) While the other houses have done their best to
with Rapid Shot increase their size and inuence on Khorvaire, House
Base Atk +9; Grp +9 Vadalis has taken almost the opposite stance. Every Vada-
Atk Options Point Blank Shot, favored enemy elves +2, poison lis heir over the age of 10 can recite his family lineage on
(black adder venom, DC 11, 1d6 Con/1d6 Con) both sides for several generations. This is not a matter of
Special Actions cloak of shadows, deeper shadows, shadow rote memorization for the purpose of pride, but infor-
sense, shadowblind (ranged touch +12, DC 17), shadow- mation that sees daily use. Through this knowledge, any
sight, wild empathy +4 (+0 magical beasts) heirs of House Vadalis can determine their exact rela-
Combat Gear 1 dose of black adder venom tionship to one another within an hours time. This in
Urban Ranger Spell Prepared (CL 2nd): turn creates a strong bond between them. It is one thing
1stjump to work alongside someone who shares your name, but
Spell-Like Abilities (CL 11th): another to aid your grandmothers sisters great-grand-
8/daydarkness sonat least to a Vadalis heir.
1/dayclairaudience/clairvoyance, net of shadows* (DC 14) House Vadalis is a family rst and a business second.
* Spell Compendium 147 Commercial deals that might threaten the larger family
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 14 unit are ignored, while plans with less prot that accom-
SQ able to notice secret or concealed doors, poison use modate the houses structure are taken up instead. The
Feats Dragonmark Prodigy*, Least Dragonmark (Mark of other houses are routinely astounded by the Vadalis way,
Shadow), Lesser Dragonmark (Mark of Shadow), Point often ridiculing the houses limited wealth and inu-
Blank Shot, Rapid ShotB ence, but Vadalis simply takes a different view of the
* New feat described on page 138 world. In their minds, no one of their blood is a stranger,
Skills Balance +4, Bluff +11, Diplomacy +14, Disguise +10 (+12 to and no amount of money can take the place of kin.
act in character), Gather Information +8, Hide +6, Jump +1,
Intimidate +4, Knowledge (local) +4, Knowledge (nobility
and royalty) +4, Listen +9, Move Silently +6, Perform (acting)
+6, Search +2, Sense Motive +7, Spot +9, Tumble +9
House Vadalis
Possessions combat gear plus +1 glamered elven chain, +1 elfbane
longbow with 60 arrows, quiver of Ehlonna
AS AN ORGANIZATION
Blood will tell, ladies and gentlemen. I know it might seem unfashionable,
Hook When Im nished with you, dear, you wont recognize but its true. Just as no amount of breeding an inferior line will get you a
yourself. champion, no superior line can stay hidden for long.
Brogo dVadalis, breedmaster
of Maynars Menagerie in Sharn

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House Vadalis is a dragonmarked house of humans who
carry the Mark of Handling in their bloodlines. They
run the Handlers Guild, devoted to breeding, selling,
caring for, and training animals throughout Khorvaire.
Originating in the Eldeen Reaches, Vadalis is the
only human dragonmarked house to keep its center of
operations outside the Five Nations. Its members are
content to serve the small cities, towns, and rural areas
largely ignored by other houses.

JOINING HOUSE VADALIS


Vadalis admits new members into its ranks only rarely,
and those seeking to marry into the house are carefully
vetted. Heirs are allowed to wed for love, but only with
the permission of the elder council. As serious as the
house takes the bloodlines of its beasts, it gives the same
attention to its own. This has made Vadalis the butt of
numerous jokes, but house members typically take little
notice of what the outside world has to say.
House Vadalis maintains a tight focus on its chosen
eld, and members are directed toward the classes of
expert, ghter, or ranger. Spellcasters are strongly
encouraged to study with the druids rather than wizards
or clerics, strengthening the ties between the house and
the Wardens of the Wood in the Eldeen Reaches.

ENTRY REQUIREMENTS Baron Dalin dVadalis of Varna

Race: Human. House Vadalis is the smallest of the dragonmarked


Special: Must be related by birth or marriage to a houses by both wealth and population. This is as much
member of House Vadalis. by design as circumstance, and ambition within House
Vadalis is sometimes unrecognizable to the members

GUILDS IN HOUSE VADALIS


House Vadalis runs the Handlers Guild, devoted to official house enclaves. The guild serves to gather
the business of breeding, caring for, and selling prize independent ranchers and breeders, share informa-
animal stock. Membership in the Handlers Guild is tion and bloodlines, and sell Vadalis methods and
not mandatory for all house members, but for heirs training to those who want to improve their own
who intend to work outside the main enclaves, the guild herds through nonmagical means. In addition, the
establishes a good working relationship with ranchers guild licenses the teamsters, drovers, stablehands, and
and other breeders. handlers that comprise the most common face of the
In the same way, membership in the Handlers house in Khorvaire.
Guild is not automatically a stepping-stone to status in The Handlers Guild provides certi cation for
the house. Both guild and house are vital in their own its members, allowing them to nd work with wealthy
right, and joining one solely to make progress in the patrons who need their lands and livestock managed. It
other is actively discouraged. also deals with business the house does outside the Eldeen
Reaches. It has almost no enclaves or outposts, its mem-
H ANDLERS GUILD bers instead meeting up wherever their travels happen
The Handlers Guild is a mercantile guild under the con- to take them. Some have noted that such a uid presence
trol of House Vadalis. Unlike the dragonmarked houses would make an excellent front for any number of sinister
in which guilds control industry while the house handles causes, but no evidence of such activity in Vadalis has ever
administrative tasks, Vadalis divides responsibilities in been found.
a different fashion.
The house handles research into new types of HANDLERS GUILD
animals and new breeding programs, as well as the sale,
care, and training of those animals. The Handlers Associated Classes: Druid, expert, ghter, ranger.
Guild functions much as an outreach program, oper- Associated Skills: Appraise, Concentration,
ating primarily in areas where Vadalis does not have Handle Animal, Heal, Profession, Ride, Survival.

89

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of another house. The bucolic lifestyle that most house FAVORED IN HOUSE VADALIS
members lead keeps them tied to the cycles of nature,
instilling a patience that few outside a farming com- DC1 Benet
munity ever know. 10 One free use of the least Mark of Handling; an
Vadalis is f lexible when it comes to the career introduction to a friendly druidic sect in the Eldeen
preferences of its members. Experts form the bulk of Reaches; free feed and stabling for up to four
THE HOUSES

the houses breeders and record keepers, as well as the animals for 1 week at any House Vadalis outpost or
merchants charged with selling animals. Warriors and enclave; a loan of 100 gp at 10% per month 2
fighters often become teamsters, driving caravans for 15 One free use of the lesser Mark of Handling; free
House Orien or providing security at house enclaves feed and stabling for up to four animals for 1 month
or on the road. Rangers support the care and training at any House Vadalis outpost or enclave; the use of a
of animals for Vadalis clients, and travel unexplored magebred animal (CR 1) for 1 week
lands to seek out new specimens, retrieve lost animals, 20 One free use of the greater Mark of Handling; free
or act as couriers in areas too remote for Orien to serve. use of a 3rd-level member of the Handlers Guild
Druids work to protect the land and safeguard the poli- (least dragonmark) for 1 week; the use of up to four
cies and processes of the house. They act as an ethical magebred animals (CR 2) for 1 week; free feed and
compass for the family, and are central to the magical stabling for up to four animals for 3 months at any
research needed to develop and improve existing breed- House Vadalis outpost or enclave
ing programs. 25 Free use of a 5th-level member of the Handlers
Guild (lesser dragonmark) for 1 week; the gift of
HOUSE VADALIS BENEFITS a magebred animal (CR 3); the use of up to four
House Vadaliss investments and holdings are primarily magebred animals for 1 month; free feed and
centered in the Eldeen Reaches and Aundair, with minor stabling for up to four animals for 6 months at any
enclaves and outposts spread across Khorvaire. House Vadalis outpost or enclave
Economics: House Vadalis offers a 25% discount on 1 If a requested favor involves an illegal or dangerous act,
the purchase of its magebred animals to house members, increase the DC by 5. Favors with DCs of 20 or higher
and a 50% discount on stabling and related services. always require additional service to the house.
Gear: House Vadalis gives free use of pack and riding 2 A character can have no more than one loan at a time.
animals (horses, mules, oxen, and so on) and related gear
to house members, as long as the animals are well tended. Combat
Neglect or abuse of an animal will cause this privilege to Living close to nature, you have examined the rule of
be suspended inde nitely. tooth and claw rst hand. Regardless of the affectations
Access: House Vadalis members can travel by Orien people choose to give it, combat is not a game. You ght
caravan for free, thanks to Oriens long-standing use when you must and you ght to win, but you are never
of Vadalis animals and drivers. Such passage is on afraid to walk away from a ght if you have the option.
regular routes only, and is subject to available space Aside from the lives and well-being of those you care
on a caravan. about, few things are worth dying for. However, when
death is on the line, hold nothing back. Forget courtesies
Favored in House Benets and traditions. You ght for blood, and nothing should
Members of House Vadalis have access to a wide range of keep you from spilling it. Never leave an enemy alive
benets of use to adventuring characters. The following unless you know he cannot return to harm you. At the
table indicates the types of favors a Vadalis character with same time, leave the fight on the field. Combat should
the Favored in House feat might request. never be a personal matter, and making it so clouds
your judgment.
PLAYING A MEMBER Advancement
OF HOUSE VADALIS W hether you were born a Vadalis or married into
You have grown up with respect for both family and the family, you carry the blood of your house now.
nature. You understand the culture of the Five Nations Regardless of what direction life takes you, your place
(as least as well as you want to), but are not drawn into the here is secure.
games of ambition and status others play. You know the As long as you pursue a career within Vadalis, the
beauty and power inherent in life, the mysteries of birth house pays for the training and equipment you need to
and death, and the miracles that happen in between. complete your goals (within reason). The house might
Those divorced from the land might offer scorn and arrange instruction for you if you pursue an outside
ridicule at your lack of supposed sophistication, but your vocation, but you must pay your own way. Dragonmarked
world holds far more truth than those who inhabit the heirs are expected to continue using their marks for
cities will ever know. house business even if their main career takes them far
The modern age is a tangled web of plots and plans, from house and birth. Regardless of career choice, an
but the forces of nature are stronger than the machina- heir of House Vadalis is family. Unless you harm the
tions of people. Your insights into the natural world house, your place within it is always secure.
allow you to easily see through the lies and deception of
the cities and their folkand never to let on how much Missions
of their subterfuge you see. House Vadalis is bound to the natural world, and its heirs
strive constantly to maintain the balance of that world.

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As a member of the house, you act as both shepherd and across the continent, Vadalis heirs can motivate players
hunter, traveling through the wild areas of Khorvaire to look beyond the cities for their adventures.
in search of new bloodlines, or preventing Vadalis stock PCs can become involved with House Vadalis by
from disrupting the natural order. Not all Vadalis mis- joining up with an Orien caravan, either as passengers or
sions will keep you on the frontier, though, and you hired help. Alternatively, if a marauding beast endangers
might accompany Orien caravans to any corner of Khor- a settled area, a Vadalis ranger can make an appearance

THE HOUSES
vaire, or act as handler for rare magebred creatures in to either control the animal or kill it. Such a character
the nightclubs of Sharn. might become an ally of the PCsor could become com-
Members of House Vadalis typically play a support petition for a party of adventurers seeking their fortunes
role in combat, since their abilities are often second- in the wilds of Khorvaire.
ary to those of the animals they command. They use The most famous member of House Vadalis is
their creatures to help control movement on the battle- technically no longer a member at all. The consort of
field, driving their enemies into the waiting arms of Queen Aurala of Aundair, Sasik dVadalis renounced all
reinforcements. position and ties to his house upon marrying the queen,
though he remains a member of the Vadalis family. His
HOUSE VADALIS IN THE WORLD brother is the patriarch of the house, Dalin dVadalis
Marriage of magical and natural, they call it. But you ever see a Vadalis (CG male human expert 8), and the two remain close
handler drive one of those magebred beasts? Faster than nature intended. despite Sasiks change in station.
Tougher, too. I saw a Vadalis horse kill a bear, once. Marriage of magical House Vadalis is the only human house to have its
and unnatural is what I say. center of power outside the Five Nations. Its members
Cyrus Unce, rancher of Aundair have no titles, not even the patriarch. Vadalis makes
no claim to nobility or greatness, a fact that aggravates
House Vadalis makes an excellent option for working a the more ambitious houses. Outside the house, guild
dragonmarked house into a wilderness or rural cam- members who have attained excellence in their fields
paign. Vadalis rangers and ghters can be encountered are known as breedmasters, but this title is designed
across Khorvaire, wherever people are scarce and animals solely to inspire confidence in those who have busi-
abound. Whether wandering the open road, stationed at ness dealings with the house. No set council advises the
remote outposts, or conducting business in small towns patriarch; rather, decisions are a family affair, with

Soldiers of the Brelish


Ninth Brigade ride bears
bred by House Vadalis

620_95380720_Ch1.indd 91 8/29/06 2:30:43 PM


all adults present in the enclave giving their opinions HOUSE VADALIS LORE
on important matters. These meetings can be long and Characters with ranks in Knowledge (local Eldeen
chaotic, but members of Vadalis consider them integral Reaches) or Knowledge (nobility and royalty) can
to the function of the house. Patriarchs who ignore the research House Vadalis to learn more about it. When a
will of others quickly nd themselves replaced. character succeeds on a skill check, the following lore is
revealed, including the information from lower DCs.
THE HOUSES

NPC Reactions DC 10: House Vadalis breeds and works with live-
Members of House Vadalis go their own way, not caring stock. House heirs stay out of the cities, but their animals
what others think, and this willfulness feeds into the are prevalent everywhere.
antipathy some have toward the house. Though few DC 15: Vadalis heirs have the Mark of Handling
common folk are foolish enough to subscribe to the and raise magebred beasts. The house has enclaves across
tales of Vadalis as a breeder of monsters, members of the Khorvaire, but dragonmarked heirs can be found in the
house typically cannot be bothered to deny those tales. stables more often than in an ofce. The Vadalis head-
As a result, the people of rural Khorvaire are friendly quarters is in Varna, in the Eldeen Reaches.
toward Vadalis heirs if they have worked with them, but DC 20: House Vadalis is banned from ever enter-
unfriendly if they havent. City folk are typically indif- ing Valenar again, after a scandal years ago. Legend
ferent, but a Vadalis heir in the city might be met with states that their breeders stole some of the elves prize
thinly veiled contempt. warhorses.
Members of most dragonmarked houses have an DC 30: Characters who achieve this level of suc-
initial reaction of indifferent upon meeting a member cess can learn important details about House Vadalis in
of House Vadalis, given the difference in approach your campaign, including history, notable members,
and style between Vadalis and the other houses. The the areas where it operates, and the kinds of activities
exception to this is House Orien, whose members are it undertakes.
uniformly friendly toward Vadalis heirs. Members of
the Wardens of the Wood also have an initial attitude HOUSE VADALISS HOLDINGS
of friendly toward members of House Vadalis, while House Vadalis had its home in the western wilds of Aun-
most other druidic sects have an initial attitude of dair long before Galifar came to pass. When the Eldeen
indifferent. The exception is the Ashbound, whose Reaches withdrew from Aundair, the house saw little
abhorrence for magebred animals makes them hostile reason to leave.
toward the house. The small city of Varna acts as the seat of Vadalis
power. Most of its people work in some way for the

Foalswood, the ancestral estate


of House Vadalis

GF

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income generated by Vadalis trade, but the house uses
its enclave within the city primarily as a place to con-
duct business with the outside world. The majority of
its research and bloodline development takes place at
Foalswood, the sprawling ranch that the Vadalis family
calls home.

THE HOUSES
A far cry from the defensible keeps maintained by
other houses, Foalswood is a complex of barns, ware-
houses, and homes nestled among the rolling hills
around Varna. Though one of the smallest house head-
quarters by population, Foalswood features uncountable
acres of pasture and meadow where Vadalis animals roam.
Though he spends his days in Varna, the patriarch lives
at Foalswood, as do most of the heirs to the house. The AS
largest building designed for human use is the ranchs
great meeting house.
Outside Varna, House Vadalis maintains enclaves in Ravi dVadalis of the Handlers Guild
small towns across the Reaches, including Merylsward,
Delethorn, and Erlaskar. It has a large ranch outside EL 6: Ravi dVadalis is a Vadalis breedmaster,
the village of Shavalant and another on the outskirts knowledgeable in his profession and comfortable in the
of Wroat. The house also has holdings in the cities woods. Though not outgoing, he is quietly friendly. On
of Fairhaven, Flamekeep, Newthrone, Pylas Talaear, a journey to the Shadow Marches to inspect an animal
Sharn, Stormreach, and Trolanport. and verify its bloodline, he is attacked by members of the
Ashbound sect. He is barely managing to hold them off
MEMBERS OF HOUSE VADALIS when the PCs arrive on the scene.

IN THE GAME RAVI DVADALIS CR 6


House Vadalis makes an excellent addition to a wilder- Male human ranger 6
ness or rural campaign, or even a low-powered game NG Medium humanoid
where a traditional dragonmarked house would prove Init +3; Senses Listen +10, Spot +1
disruptive. Because Vadalis thrives away from the cities, Languages Common, Orc
it can show up in places where the other houses would AC 16, touch 13, at-footed 13
not normally be found. Given its base in the Eldeen (+3 Dex, +3 armor)
Reaches, House Vadalis also provides a connection for hp 33 (6 HD)
shifter characters, allowing them to more easily t into Fort +5, Ref +8, Will + 3
a game involving the machinations and plots of the
dragonmarked houses. Speed 30 ft. (6 squares)
Melee mwk longsword +9/+4 (1d8+2/1920)
Adaptation Ranged +1 longbow +11/+6 (1d8+1/3) or
House Vadalis is known as a benign organization, partly Ranged +1 longbow +9/+9/+4 (1d8+1/3) with Rapid Shot or
in thanks to its chaotic good patriarch. However, a Ranged +1 longbow +7 (2d8+2/3) with Manyshot
change in leadership could change the house irrevocably. Base Atk +6; Grp +8
Vadalis as a clan controlled by mad mages could research Atk Options Point Blank Shot, Power Attack
new ways of creating horrible monsters, or attempt to Combat Gear 2 potions of cure light wounds
selectively breed the perfect example of human stock. Ranger Spells Prepared (CL 3rd):
The house could even seek to clandestinely eliminate 1stdelay poison, endure elements
traitsor even dragonmarks themselvesfrom the Spell-Like Ability (CL 1st):
bloodlines of all the dragonmarked houses by eliminat- 1/daycalm animals (DC 10)
ing those who carry them. Abilities Str 14, Dex 16, Con 10, Int 13, Wis 12, Cha 8
House Vadaliss main enterprise does not require SQ animal companion (none at present), favored enemy giant
the use of magic. In a campaign without dragonmarks, +4, favored enemy outsider (chaotic) +2, wild empathy +7
the house can simply be a powerful mercantile family (+3 magical beasts)
whose fortune is based on its legendary animals and the Feats EnduranceB, Least Dragonmark (Mark of Handling),
preservation of rare bloodlines. ManyshotB, Point Blank Shot, Power Attack, Rapid ShotB,
Toughness, Track B
Sample Encounter Skills Handle Animal +10, Heal +10, Knowledge (nature)
A normal pack animal can be purchased from any +12, Listen +10, Move Silently +12, Ride +14, Spot +1,
independent farmer, but members of the Handlers Survival +10 (+12 in aboveground natural environments),
Guild or House Vadalis run nearly every urban stable in Use Rope +12
Khorvaire. As such, characters looking for land-based Possessions combat gear plus +1 leather armor, +1 longbow with 20
transportation (whether mounts of their own or passage arrows, masterwork longsword, lesser bracers of archery
with an Orien caravan) will encounter a Vadalis heir Hook You always talk this much?
sooner or later.

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ith the stolen deeds in hand,

W Lyzanthar dOrien turned


to Spymaster Rylock and his
bewildered henchmen.

ady Azalthia of Fairhaven



L sends her regards! Consider
this her farewell kiss.

ylock had been a fool to

R trust him. As Fareshka and


Tarath drew their weapons,
Lyzanthars hidden dragonmark
pulsed with power, and in a
ash of light he found himself
outside the tower, plunging
toward the city below.

he delayed blast reball

T exploded behind him,


obliterating Spymaster
Rylock, his minions, and their
dark ambitions.

is message delivered, Lyzanthar

H smirked as he fell. Thank the


Host for rings of feather fall!

620_95380720_Ch2.indd 94 8/28/06 1:23:47 PM


CHAPTER TWO

PRESTIGE

PRESTIGE CLASSES
C LASSES
I n Sharn, a Medani prophet studies the
scene of a murder, peering through time
to catch a glimpse of the killer. A Tharashk
duraakash pursues her prey through the
wastes of the Mournland, her predatory
instincts complemented by the power of her dragonmark.
In the sewers beneath the city of Passage, a Thuranni
assassin unleashes a fearful darkness upon his foes.
with the Trickery domain occasionally choose to follow
Dhurindas teachings. An aspiring black dog needs to
nd a mentor to set him on the proper path. Dhurindas
techniques are difcult to master, and without proper
guidance a character could spend decades struggling to
master his mark.

ENTRY REQUIREMENTS
Dragonmarks are the tools with which the houses
have built their economic power, but the line between Skills: Bluff 4 ranks, Hide 8 ranks, Sleight of Hand
tool and weapon is sometimes blurred. Over the course 4 ranks.
of hundreds of years, members of each dragonmarked Feats: Least Dragonmark (Mark of Hospitality
house have found ways to channel the powers of their prestidigitation or purify food and drink).
mark into specialized tasks. Special: Must have received training from a black dog.
In some cases, these are enhanced forms of the
standard powers of the mark. The duraakash of House
Tharashk hones her mystical senses to a razor edge, THE BLACK DOG HIT DIE: d6
increasing the range and accuracy of these powers. Other
traditions twist the powers of a mark and take it in new Base
and unexpected directions. The Mark of Hospitality Attack Fort Ref Will
allows its bearer to create food, but the black dogs of Level Bonus Save Save Save Special
House Ghallanda have turned this power to the manu- 1st +0 +2 +2 +0 Heirs mark, improved
facture of deadly poisons. hospitality, poison use
Some of these paths are the result of specialized train- 2nd +1 +3 +3 +0 Death attack,
ing and research. Others draw on pure inner potential, Dhurindas trick
a destiny that cannot be chosen but must be discovered. 3rd +2 +3 +3 +1 Create poison,
This chapter presents twelve new prestige classes re ne poison
connected to the dragonmarked houses. 4th +3 +4 +4 +1 Empower poison,
lost in the crowd
5th +3 +4 +4 +1 Dhurindas touch
BIvelack Dog
done more good with one tankard of ale than you ever have with Class Skills (6 + Int modier per level): Appraise, Bal-
your sword. ance, Bluff, Concentration, Craft, Diplomacy, Disguise,
Moras Tann, a black dog Escape Artist, Forgery, Gather Information, Heal, Hide,
Knowledge (local), Listen, Move Silently, Perform,
The blink dog is the symbol of House Ghallandaa Profession, Ride, Search, Sense Motive, Sleight of Hand,
helpful beast that leaps to the aid of travelers in need. Spot, Tumble.
In the darkness, however, one dog is easily mistaken for
another. Travelers might hear tales of a secret society CLASS FEATURES
within House Ghallanda, a cabal of vigilante assassins As a black dog, you are trained in all the arts of assassina-
who specialize in the use of poison. These deadly half- tion, but poison is your specialty. You use your dragon-
lings call themselves the Children of Dhurinda, but few mark to re ne and deliver toxins of all kinds.
others use this name. When a rowdy patron drops dead in Weapon and Armor Proficiency: As part of your
a tavern, the innkeeper curses the black dogs. training as a black dog, you gain proficiency with the
hand crossbow. This small, concealable weapon can be
BECOMING A BLACK DOG an invaluable tool for delivering poisons in battle.
A black dog needs nimble ngers and quick wits. Rogues, Heirs Mark: Levels in the black dog prestige class
bards, and ninjas (from Complete Adventurer) make exceptional count as levels in the dragonmark heir prestige class when
black dogs, but scouts, rangers, monks, and clerics determining the caster level for the spell-like abilities

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If you do not already have a sneak attack ability,
this class feature does not grant you one. Rather, you
can make a death attack whenever your opponent is
f lanked or when he would be denied his Dexterity
bonus to AC. (See the assassins death attack class fea-
ture, DMG 180.
The saving throw against your death attack is DC 10
+ your black dog class level + your assassin class level (if
any) + your Intelligence modier.
Dhurindas Trick (Su): At 2nd level, you learn to
magically apply an ingestible poison to nearby food or
liquid by expending one use of your prestidigitation or purify
food and drink ability. The poison you wish to use must be
on your person, and the target object must be visible
and within 25 feet + 5 feet per class level. Magic food or
liquid (including potions) gets a Will save (DC 10 + your
class level + your Cha modier) to resist the effect, with
the dose of poison expended whether used successfully
or not. Dhurindas trick is a full-round action. If anyone
is directly observing you, you can conceal your action
with a Sleight of Hand check opposed by the observers
Spot check.
Create Poison (Sp): At 3rd level, you learn to pro-
duce poisons using the create food and water power of the
lesser Mark of Hospitality. By sacricing a single use of
the power, you can create one dose of poison. The poi-
sons available depend on your class level, as shown on
Moras Tann, the table below. Poison created in this manner radiates
a black dog a faint aura of conjuration and becomes inert after 24
RL hours if not used.

Class Type Initial/Secondary


Poison Level (Save) Damage
of your dragonmark. You can have a maximum of ve Arsenic 3rd Ingested 1 Con/1d8 Con
effective levels in dragonmark heir for the purpose of (DC 13)
determining the caster level of your dragonmark. Dhurindas 3rd Ingested 1d4 Cha/2d4 Cha
Improved Hospitality (Ex): You can use the presti- stench (DC 14)
digitation or purify food and drink power of the Mark of Hos- Oil of taggit 3rd Ingested 0/Unconsciousness
pitality an additional number of times per day equal to (DC 15)
your class level. Id moss 4th Ingested 1d4 Int/2d6 Int
Poison Use (Ex): You are trained in the use of (DC 14)
poison, and never risk harming yourself when applying Black adder 4th Injury 1d6 Con/1d6 Con
poison to a weapon. venom (DC 11)
Death Attack (Ex): From 2nd level on, if you study Bloody tal 5th Ingested 1d6 Con/2d4 Con
a victim for 3 rounds and then make a sneak attack with a (DC 15)
melee weapon that successfully deals damage, your attack Medium 5th Injury 1d4 Str/1d4 Str
has the additional effect of possibly either paralyzing or spider venom (DC 14)
killing the target (your choice).

THE TALE OF DHURINDA


Dhurinda was a member of the Ghallanda tribe long but was found dead on the day of execution. Somehow,
before it became a house. An excellent chef, he was he had acquired poison and taken his own life.
exposed as a murderer late in life. Over the years, he had Despite Dhurindas fate, it is said that others have
poisoned tyrannical chieftains, bandits, and raiders, followed in his footsteps. Known as black dogs, these
despite the Ghallanda vow to aid all travelers. vigilantes dispense justice with poison and treachery.
Dhurinda was unrepentant, maintaining that he had A character can make a successful DC 25 bardic
improved the lives of the people of the plains. Some were knowledge check to learn the tale of Dhurinda. Natives
sympathetic, but the elders felt that a harsh example had of the Talenta Plains and members of House Ghallanda
to be made. Dhurinda was to be torn apart by wild carvers, receive a +5 bonus on the check. These bonuses stack.

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Re ne Poison (Su): At 3rd level, you learn to re ne from your foes. You might not have potent spells or pow-
a single dose of poison in your possession by expend- erful attacks, but your hand crossbow can be an effective
ing one use of your prestidigitation or purif y food and drink weapon if your bolts are treated with the empowered or
power. As a standard action, you increase the poisons re ned poisons of your trade.

PRESTIGE CLASSES
saving throw DC by 2. The effect lasts for 1 minute per
class level. Advancement
Empower Poison (Su): From 4th level on, you can House Ghallanda opposes the work of the black dogs,
use a standard action to empower a single dose of poison and those caught by the house are harshly punished.
in your possession by expending one use of your presti- At the same time, a good number of Ghallandans view
digitation or purify food and drink power. The poisons variable the vigilante black dogs as romantic outlaws. If you
numeric effects increase by 50%. The effect lasts for 1 were one of these, you might have sought out the Chil-
minute per class level. dren of Dhurinda or been approached by a mentor
Lost in the Crowd (Ex): From 4th level on, you are who saw a kindred spirit and offered to teach you
able to use the Hide skill while being observed. As long Dhurindas secrets.
as at least three creatures larger than you stand within 10 Since your combat skills are limited, Hide is a
feet in any direction, you can attempt to conceal yourself vitally important skill for you, as are Bluff and Sleight
from view without having cover or concealment. of Hand. Consider advancing your dragonmark with
Dhurindas Touch (Sp): At 5th level, you can the Lesser Dragonmark and Greater Dragonmark feats,
poison your foes with a touch. With a successful melee especially to gain the create food and water ability necessary
touch attack, you target a foe with one dose of poison to create poison.
currently in your possession (regardless of the poisons
normal method of delivery) by expending one use Resources
of your prestidigitation or purif y food and drink ability. You The Children of Dhurinda are a secret order spread
can choose to delay the effect of the poison by up to 5 far across Khorvaire. Though you have few resources to
minutes. You can make a Bluff check opposed by your draw on, part of your training involves learning where
targets Sense Motive check to conceal the nature of your to acquire poisons. When you are in a city or metropo-
action, but if you do so in combat, you provoke attacks lis, a successful DC 15 Knowledge (local) check reveals
of opportunity. the name and location of a local source for poisons, if
one exists.
PLAYING A BLACK DOG If you are a scion or agent of House Ghallanda, you
Others might consider you a criminal, but you know can draw on the resources of your house described on
better. You are an agent of justice, and though you are page 32, but this can be a dangerous path to walk. The
willing to kill in the name of your beliefs, many black house ofcially abhors black dogs, and if you are caught,
dogs prefer to avoid murder. Your deadly strike can para- you might face excoriationor worse.
lyze as well as kill, and poison can be used for different
tasks. After all, slaying a corrupt noble might make him BLACK DOGS IN THE WORLD
a martyrbut a dose of Dhurindas stench will cripple A black dog? An ill omen, if ever there was one. Why, if youd heard half
his ability to lead. the stories I had, youd swear off food and drink forever.
Not all black dogs are evil, and even those who Kessler, poet of Sharn
are sometimes work to accomplish noble goals. As a
black dog, you must establish your own personal code. The black dogs are a small and secretive society. Most
Are there specific crimes you seek to punish? Are you live in the cities and metropolises of Khorvaire, where
engaging in a class struggle, preying on the corrupt they can nd enough crime and inhumanity to fuel their
rich? Do you target dishonest politicians or deceitful thirst for justice.
priests? Perhaps you hunt criminals, stealing from A black dog strives to slip into the heart of his com-
the thief and murdering the murderer. Whatever path munity, becoming a locus for gossip and news. If a dog is
you follow, you believe that the powers of govern- still a member of House Ghallanda, he might work at one
ment and the dragonmarked houses are incapable and of the house arms or make a living as an entertainer in
unwilling to do what must be done, or that they too the service of Phiarlan. Player characters who settle in a
often punish the innocent as well as the guilty. You city might befriend a black dog long before they learn his
can do better. true vocation. This character might be a colorful regular
The path of the adventurer might seem at odds at whatever inn the party frequents: always ready with a
with the goals and tools of the black dog, but the two do joke, a story, or a drink for a friend.
converge. Gold for golds sake might have no attrac-
tion for you, but adventuring can provide you with Organization
knowledge, new skills, and more effective tools for your The Children of Dhurinda are few in number and
personal crusade. solitary by nature, with each black dog seeking his own
territory. Members are discouraged from trying to learn
Combat the identities of other black dogs, lest this knowledge
As a black dog, direct combat is not your style. Always endanger the order. Though a few recognition signals
look for opportunities to use Diplomacy and Bluff, exist, including the preparation of certain dishes sea-
buying time until you can make a death attack or bring soned in special ways, another dog is unlikely to respond
your poisons into play. When battle is joined, stick to unless he is certain he can trust the character in need
the shadows and use your lost in the crowd ability to hide of aid.

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NPC Reactions Passage, where the entrance to his Mordenkainens magnicent
Those who know the black dogs typically have an mansion is hidden in a run-down alleyway. He is a popular
unfriendly reaction toward anyone they discover to be a gadabout in the taverns of Passage, and plays Talentan
follower of Dhurinda. However, more than a few Ghal- music at a number of local Ghallanda establishments.
PRESTIGE CLASSES

landa hal ings admire the black dogs, and it is always He often provides conjured food and copper coins to the
possible to nd friends when you least expect them. vagrants who live in his district, and has a host of friends
whose aid he can call on if pressed. Moras prefers to prey
BLACK DOG LORE on criminals, but has recently begun to take a greater
House Ghallanda does what it can to suppress knowledge interest in the politics of Passageand the citys many
of the black dogs, and few people know of them. However, corrupt ofcials.
characters with ranks in Knowledge (nobility and roy-
alty) can research the subject. When a character succeeds MORAS TANN CR 9
on a skill check, the following lore is revealed, including Male haling bard 5/black dog 4
the information from lower DCs. CN Small humanoid (haling)
DC 15: The black dogs are a secret society hidden Action Points 3
within House Ghallanda. The house denies the existence Init +4; Senses Listen +8, Spot +8
of the order and seeks to destroy it. Languages Common, Dwarven, Gnome, Goblin, Haling
DC 20: The black dogsor Children of Dhurinda, as AC 20, touch 15, at-footed 16
they call themselvesare assassins who mete out vigilante (+1 size, +4 Dex, +5 armor)
justice using magical abilities related to toxins, including hp 34 (9 HD)
the ability to poison food or drink at a distance. Fort +6, Ref +13, Will +7 (+9 against fear)
DC 30: Characters who achieve this level of success
can learn important details about black dogs in your Speed 20 ft. (4 squares)
campaign, including history, notable individuals, the Melee mwk dagger +6/+1 (1d32/1920)
areas in which they operate, and the kinds of activities Ranged mwk hand crossbow +12 (1d3/1920)
they undertake. Base Atk +6; Grp +0
Atk Options death attack (DC 16)
BLACK DOGS IN THE GAME Special Actions bardic music 5/day (countersong, fascinate
Black dogs are vigilantes, operating outside the law and 2 targets, inspire competence, inspire courage +1), create
willing to kill for a cause. Player characters who take poison, Dhurindas trick, empower poison, rene poison
unjust actions or cross a black dog could be targeted. Combat Gear potion of blink, potion of shield, potion of neutralize poison,
Murder is not always a black dogs goal. A dose of id moss 2 doses of antitoxin, 2 doses of Large scorpion venom (DC
can make life difcult for an arrogant wizard. Alterna- 18, 1d6 Str/1d6 Str), 2 doses of blue whinnis (DC 14, 1
tively, a misguided or even insane black dog could decide Con/unconsciousness), 2 doses of dark reaver powder (DC
to murder followers of the Silver Flame, members of a 18, 2d6 Con/1d6 Con + 1d6 Str), 2 doses of id moss (DC
dragonmarked house, or any other group he has come to 14, 1d4 Int/2d6 Int), 2 doses of Dhurindas stench (DC 14,
see as corrupt. 1d4 Cha/2d4 Cha)
On the other hand, a black dog can make a useful Bard Spells Known (CL 5th):
ally. Followers of Dhurinda often know a great deal about 2nd (2/day)alter self, hold person (DC 15), invisibility
the local community, and might eliminate enemy NPCs 1st (4/day)charm person (DC 14), cure light wounds, remove fear,
that a law-abiding party cannot touch. Tashas hideous laughter (DC 14)
0 (3/day)ghost sound (DC 13), light, mage hand, mending, message,
Adaptation summon instrument
Though black dogs are tied to House Ghallanda, the Spell-Like Abilities (CL 14th):
classs abilities could be useful to characters in other 8/dayprestidigitation
parts of the campaign. Clandestine murder is espe- 2/daycreate food and water
cially appropriate for the gnomes of Zilargo, and the 1/dayMordenkainens magnicent mansion
black dog could be a good prestige class for a Trust Abilities Str 7, Dex 18, Con 10, Int 14, Wis 12, Cha 16
enforcer. In this case, the Mark of Hospitality can be SQ bardic knowledge +7, lost in the crowd, poison use
replaced with the ability to spontaneously cast prestidigita- Feats Greater Dragonmark (Mark of Hospitality), Heroic
tion or purify food and drink, opening the class up to bards Spirit, Least Dragonmark (Mark of Hospitality), Lesser
and sorcerers. Dragonmark (Mark of Hospitality)
Skills Bluff +15, Climb +0, Diplomacy +15, Disguise +5 (+7
Sample Encounter to act in character), Gather Information +10, Heal +5,
Death comes cheap in the cities of Khorvaire, and any Hide +20, Intimidate +5, Jump +2, Knowledge (local)
suspicious murder could bring a party into contact with a +9, Knowledge (nobility and royalty) +7, Listen +8, Move
black dog. The PCs might nd themselves accused of the Silently +12, Perform (drums) +9, Sense Motive +8,
crime when a noted foe drops dead over a meal. Alterna- Sleight of Hand +12, Speak Language (Dwarven), Spot
tively, the death of an NPC the characters are set to meet +8, Tumble +9
could trigger a search for his killer. Possessions combat gear plus glamered mithral chain shirt +1,
EL 9: Moras Tann is a foundling, the only child of masterwork dagger, masterwork hand crossbow, cloak of
a Ghallanda excoriate. His mother taught him the ways Charisma +2
of the black dogs, and he has lived his life according to Hook This rounds on me!
Dhurindas ideals. Today he makes his home in the city of

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it an additional number of times per day equal to one
B lade of Orien
Distance is a factor I choose to ignore.
plus one-half your class level (minimum 1). When using
dimension leap, you can move in 5-foot increments instead
Milya dOrien, blade of Orien of being limited to 10-foot increments.

PRESTIGE CLASSES
Swift Leap (Ex): At 2nd level, you gain the ability to
The blade of Orien is a soldier who uses her Mark of Pas- use dimension leap as a move action. When you make a swift
sage to gain a tactical edge in combat. She is a master of leap, your maximum distance is reduced by half.
short-range teleportation, and in time can learn to turn Korrans Strength (Ex): At 3rd level, you gain
the power of her mark against her enemies. Many would- the ability to transport one willing Medium or smaller
be bandits and hijackers who have tried to ply their trades creature when you use dimension leap. You can transport
on the lightning rail have found themselves teleported two creatures at 6th level and three creatures at 9th
straight from the passenger cart to the cargo cartand level. A Large creature counts as two Medium crea-
the Medani sentries guarding it. tures. Huge or larger creatures cannot be transported
in this manner. All creatures to be transported must
BECOMING A BLADE OF ORIEN be in contact with you at the time you use your dimension
Blades of Orien need to be able to handle themselves in leap ability. If used on an unwilling creature, the effect
battle, and many start out as members of combat-oriented automatically fails.
classes. At the same time, a blade needs to have keen eyes Oriens Grasp (Sp): At 4th level, you learn to
and a strong awareness of the world around her, making teleport small objects into your waiting hand. By
rangers and scouts (from Complete Adventurer) excellent expending one use of your dimension leap ability, you can
candidates for this class. target an object that weighs no more than 5 pounds
and is within 25 feet. The object must either be car-
ENTRY REQUIREMENTS ried on your person or in line of sight. An object on
your person can be teleported as a swift action that does
Base Attack Bonus: +3. not provoke attacks of opportunity; teleporting any
Skills: Spot 3 ranks. other object is a standard action that provokes attacks
Feats: Least Dragonmark (Mark of Passagedimension of opportunity. An object held or in use by another
leap), Lesser Dragonmark (Mark of Passagedimension door). creature receives a Will save against this effect (DC 12
+ your Cha modier).
Olladras Twist (Sp): From 5th level on, you can
THE BLADE OF ORIEN HIT DIE: d8 expend one use of your dimension leap ability to swap

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Milya dOrien,
1st +1 +0 +2 +0 Heirs mark, improved a blade of Orien
dimension leap
2nd +2 +0 +3 +0 Swift leap
3rd +3 +1 +3 +1 Korrans strength
4th +4 +1 +4 +1 Oriens grasp
5th +5 +1 +4 +1 Olladras twist
6th +6 +2 +5 +2 Dimensional push
7th +7 +2 +5 +2 Oriens wrath
8th +8 +2 +6 +2 Shadow shift
9th +9 +3 +6 +3 Oriens cloak
10th +10 +3 +7 +3 Oriens fury

Class Skills (4 + Int modier per level): Balance,


Climb, Concentration, Craft, Intimidate, Jump,
Listen, Move Silently, Profession, Ride, Search, Spot,
Survival, Tumble.

CLASS FEATURES
A blade of Orien learns to twist space with her thoughts.
Motion is her ally, and she becomes the undisputed
master of its physical and magical modes.
Heirs Mark: Levels in the blade of Orien prestige
class count as levels in the dragonmark heir prestige
class when determining the caster level for the spell-like
abilities of your dragonmark. You can have a maximum
of ve effective levels in dragonmark heir for the purpose
of determining the caster level of your dragonmark.
Improved Dimension Leap (Ex): Dimension leap is the
signature ability of the blade of Orien, and you can use

RL

620_95380720_Ch2.indd 99 8/28/06 1:23:58 PM


positions with any one Medium or smaller ally, or to Advancement
switch the positions of two Medium or smaller allies. You started down the path of the blade of Orien the rst
The target or targets must be within 30 feet of you. time you used dimension leap, but while your house can train
If used on an unwilling ally, the effect automatically you in the skills associated with the class, only you can
PRESTIGE CLASSES

fails. Activating this effect is a standard action that unlock the full potential of your dragonmark. The Mark
provokes attacks of opportunity from enemies threat- of Passage lls your soul with a powerful wanderlust. As
ening you, but not from enemies threatening the ally a result of this desire for motion, blades of Orien often
or allies you target. prefer to work with the house on a freelance basis, taking
Dimensional Push (Sp): At 6th level, you gain the jobs when they choose and wandering the world at will.
ability to teleport an adjacent willing ally. By expend- As a blade of Orien, you can always nd work at a major
ing one use of your dimension leap ability, you can move a house enclave, but it is rare to nd two blades of Orien
Medium or smaller creature the same distance you would in the same place at the same time.
normally move yourself. If used on an unwilling ally, As you advance in the class, focus on your combat
the effect automatically fails. The effects of improved abilities, whether close melee or archery. Ranks in Bal-
dimension leap and swift leap apply to your use of dimen- ance, Jump, Move Silently, Spot, and Tumble reect your
sional push. keen spatial awareness.
Oriens Wrath (Sp): At 7th level, you gain a truly
fearsome power: the ability to teleport your foes. To use Resources
this power, you expend one use of your dimension door abil- Blades of Orien have no formal organization, although
ity and target a Medium or smaller creature within 10 most feel kinship for one another and will lend a hand to
feet. Your target gets a Will save to resist the effect (DC 14 a comrade in need. As an heir of Orien, you have access
+ your Cha modier). On a failed save, you can teleport to the house benets described on page 61.
the target up to 20 feet in any direction. If this would
place the target in a solid object, the effect automatically BLADES OF ORIEN IN THE WORLD
fails. Activating this ability is a full-round action that So there I am in the first-class carriage, reaching for the fattest purse
provokes attacks of opportunity. you ever seen. Then I hear a sound behind me, and next thing I know, Im
Shadow Shift (Ex): At 8th level, you learn to shift waking up on the ground, ten strides from the conductor stones with the
away from blows when teleporting. When you use your coach a half-league away!
dimension leap or dimension door abilities, you no longer pro- Kenton Del, aspiring thief
voke attacks of opportunity.
Oriens Cloak (Sp): From 9th level on, you can Few members of House Orien have the martial spirit
expend one use of your dimension door ability to use blink (PH required to master the arts of the blade of Orien, and
206) as a spell-like ability, at the same caster level as your those who do are valued operatives. Blades on assign-
other dragonmark powers. ment often protect lightning rail coaches or caravans
Oriens Fury (Ex): At 10th level, you learn to transporting important clients or cargo.
unleash lightning-swift attacks even as you shift through Blades of Orien are true wandering souls. When a
space. Whenever you use your swift leap ability to dimension blade is encountered in the world, she is as likely to be
leap as a move action, you can make a full attack at the end traveling on her own as serving the needs of House Orien.
of your leap. Most blades of Orien feel a strong bond to their house and
kin, but simply cannot stand to be tied down.
PLAYING A BLADE OF ORIEN
For others, the shape and makeup of the battleeld are Organization
limitations. For you, they are simply suggestions. Motion Blades of Orien serve the interests of the house, but they
is your life, and you are only truly happy when you are have no formal organization or ranks. Many revere the
moving. Though you love to tumble, run, and experience Sovereign Host, particularly Olladra and Kol Korran,
the freedom of the open road, nothing compares to the but a number of blades are rumored to the worship of
sensation of leaping through dimensions and feeling the Traveler. Some whisper that these Travelers heirs
space bend to your will. might even have formed a secret society within the heart
of Orien.
Combat
Movement is your greatest strength, and many blades NPC Reactions
of Orien use their ability to shift across the battleeld Blades of Orien are rare and exotic, and few outside
to keep foes at a distance while they attack with missile House Orien are even aware of their existence. As a
weapons. Your gift is equally useful in melee combat, result, blades of Orien can expect the same reactions as
allowing you to position yourself to perform anking any other Orien heir.
attacks or block an enemys escape. As you rise in level,
you gain the ability to teleport your allies, allowing you BLADE OF ORIEN LORE
to place your rogue companion in sneak attack position, Characters with ranks in Knowledge (nobility and
or to move a spellcaster away from enemies so she can cast royalty) can research House Orien to learn more about
unhindered. Oriens wrath might be the most dangerous and the blades of Orien. When a character succeeds on a
versatile tool in your arsenal, allowing you to move your skill check, the following lore is revealed, including the
enemy to a position that suits your needswhether into information from lower DCs.
a cell or off a bridge. DC 10: House Orien maintains a corps of elite
guards known as the blades of Orien.

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DC 15: The blades of Orien specialize in short- Ranged +1 composite longbow +13/+8 (1d8+3/3) or
range teleportation, engaging in swift, frequent jumps Ranged +1 composite longbow +11/+11/+6 (1d8+3/3) with Rapid
to gain a tactical advantage in battle. Shot or
DC 20: A powerful blade of Orien can teleport a Ranged +1 composite longbow +9 (2d8+6/3) with Manyshot

PRESTIGE CLASSES
weapon from an enemys hand, or even teleport an enemy Base Atk +9; Grp +11
against his will. Atk Options Combat Expertise, Point Blank Shot, Precise
DC 30: Characters who achieve this level of success Shot
can learn important details about blades of Orien in Special Actions swift leap
your campaign, including history, notable individuals, Combat Gear 3 potions of cure light wounds, potion bracer*
the areas in which they operate and the kinds of activities * Sharn: City of Towers 159
they undertake. Spell-Like Abilities (CL 9th):
5/daydimension leap
BLADES OF ORIEN IN THE GAME 1/daydimension door
Whether accompanying a caravan, providing security for Abilities Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 8
the lightning rail, or simply wandering from thorp to SQ improved dimension leap, Korrans strength
thorp, a blade of Orien is always preparing for her next Feats Combat ExpertiseB, Dodge, Improved Critical (long-
journey. For many blades, travel is its own reward. Such sword), Least Dragonmark (Mark of Passage), Lesser
characters go out of their way to meet new people, try Dragonmark (Mark of Passage), ManyshotB, Point Blank
local foods, listen to native music, or otherwise indulge ShotB, Precise ShotB, Rapid ShotB
in whatever customs a new place has to offer. Gold and Skills Balance +4, Climb +2, Intimidate +11, Jump +1, Listen
jewels are all well and good, but new experiences are the +3, Ride +9, Spot +7, Survival +6, Tumble +6
greatest treasures. Possessions combat gear plus +1 darkleaf full plate, +1 buckler,
+1 composite longbow (+2 Str bonus) with 20 arrows, cloak of
Adaptation resistance +1
The powers of the blade of Orien are based on short-term
teleportation. To remove the connection to dragon- Hook Where does the road take you?
marks, simply change that prerequisite to the ability to
spontaneously cast dimension door, then give the class the
ability to use dimension leap once per day per class level by
expending a 0-level spell slot.
C yre Scout
Even in death, the wonders of Whitehearth eclipse those of any other house
enclave, any other site on Khorvaire. Ive seen them. I know.
Sample Encounter Sulwar dCannith, a Cyre scout
Adventurers are most likely to encounter a blade of
Orien while making use of that houses transportation. Many in House Cannith, particularly Merrix dCanniths
A blade of Orien can make a challenging opponent for followers in Cannith South, refuse to acknowledge that the
a group of adventurers hired to hijack a lightning rail greatest days of the house are behind them. Though the Day
coach, or an innocent party framed for such a crime. of Mourning spelled the destruction of much that Cannith
Alternatively, a blade could be a valuable ally if enemies had worked for, the wonders and marvels of that bygone age
of the party arrange an attack during a rail journey. survive. The Mournland has claimed the lives of uncount-
A wandering blade could be found anywhere in Eber- able common explorers and scavengers, but the Cyre scouts
ron, from Xendrik to Sarlona. As a result, a blade of of House Cannith are anything but common.
Orien could be a valuable source of information about
exotic locations. BECOMING A CYRE SCOUT
EL 9: As a child, Milya dOrien was fascinated by Cyre scouts combine the creative traditions of House
the lightning rail, and would often stow away in cargo Cannith with the ability to survive in the most hazard-
carts. Today, she spends her days riding the rail. Milya ous environments. Rangers are frequent entrants into
is fiercely protective of her passengers, and shows no this class, but its ranks also include scouts (from Complete
mercy to anyone who threatens their safety. While away Adventurer), druids, clerics of the Travel domain, and
from the house, she often roams the lost lines: lightning even the occasional expert. A significant number of
rail routes destroyed during the Last War, including prospective Cyre scouts come to the class with levels
those in the Mournland. in articer, allowing them to easily meet the Knowledge
(arcana) requirement and to build on their experience
MILYA DORIEN CR 9 with infusions.
Female human ghter 6/blade of Orien 3
CG Medium humanoid ENTRY REQUIREMENTS
Init +3; Senses Listen +3, Spot +7
Languages Common, Goblin Skills: Knowledge (arcana) 4 ranks, Survival 6 ranks.
AC 24, touch 13, at-footed 21; Dodge Feats: Least Dragonmark (Mark of Making).
(+3 Dex, +9 armor, +2 shield) Special: Must be a member in good standing of
hp 60 (9 HD) House Cannith South.
Fort +10, Ref +9, Will +4 Special: An heir of Siberys with the Mark of Making
can take this class without meeting the Least Dragonmark
Speed 20 ft. (4 squares) in full plate; base speed 30 ft.
prerequisite.
Melee mwk longsword +12/+7 (1d8+2/1720)

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THE CYRE SCOUT HIT DIE: d8

Base
Attack Fort Ref Will Infusions
PRESTIGE CLASSES

Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Direction sense, dragonmark
conduit (preservation), heirs mark
2nd +1 +3 +0 +3 Shadow ghter 1
3rd +2 +3 +1 +3 Detect magic 2
4th +3 +4 +1 +4 Improved direction sense 3
5th +3 +4 +1 +4 Dragonmark conduit (natural healing) 3 1
6th +4 +5 +2 +5 Tireless 3 2
7th +5 +5 +2 +5 Blindsensemark, innate detect magic 3 3 1
8th +6 +6 +2 +6 Natural survivor 3 3 2
9th +6 +6 +3 +6 Identify 3 3 2
10th +7 +7 +3 +7 Dragonmark conduit (magical healing) 3 3 3 1

Class Skills (2 + Int modier per level): Climb, Concentration, Hide, Knowledge (all skills, taken individually),
Listen, Search, Spot, Spellcraft, Survival, and Use Magic Device.

CLASS FEATURES determining the caster level for the spell-like abilities
A Cyre scout combines the ability to manipulate magic of your dragonmark. You can have a maximum of five
with survival skills akin to those of a ranger. As adventur- effective levels in dragonmark heir for the purpose of
ers, Cyre scouts are eminently suited to the mysterious determining the caster level of your dragonmark.
Mournland or anywhere else in the magic-suffused wilds Infusions: At 2nd level, you gain the ability to
of Eberron. imbue items with infusions like an articer (ECS 31). To
Direction Sense (Ex): You have an innate sense imbue an infusion, you must have an Intelligence score of
of direction, allowing you to find your way even in at least 10 + the infusions level, so if you have an Intelli-
the mists of the Mournland. Add your class level to all gence of 10 or lower, you cannot imbue infusions. Bonus
Survival checks. infusions are based on Intelligence, and saving throws
Dragonmark Conduit (Su): As a Cyre scout, you against these infusions have a DC of 10 + spell level +
establish a supernatural connection to the power of your your Intelligence modier. Your infusion list appears
dragonmark. This power can eventually overcome the below. You can imbue an item with any infusion from
wasting effects of the Mournland, but also provides ben- the list without preparing the infusion ahead of time.
ets in other environments. You activate your dragon- Unlike a sorcerer or bard, you do not select a subset of
mark conduit abilities by expending one use of any of the available infusions as your known infusions; you
your dragonmark powers. The duration of the effect is have access to every infusion on the list that is of a level
based on the strength of the dragonmark whose power you can use.
you expend. At 1st level, a Cyre scout has no caster level. From 2nd
level on, your caster level is your class level minus 1.
Mark Duration Shadow Fighter (Ex): At 2nd level, you gain Blind-
Least 12 hours Fight as a bonus feat, the better to function in the mists
Lesser 24 hours of the Mournland. If you already have Blind-Fight, you
Greater or Siberys 1 day/class level reduce any miss chance from concealment by 20% (mini-
mum 0%).
Preservation: Beginning when you enter this class, you Detect Magic (Sp): From 3rd level on, you can use
draw sustenance from your dragonmark, and no longer detect magic (PH 219) as a spell-like ability, at the same
need to eat or drink. You thus avoid having to hunt the caster level as your other dragonmark powers. You can
mutated beasts of the Mournland, and can travel the wilder- use this ability a number of times per day equal to your
ness without weighing yourself down with provisions. class level.
Natural Healing: From 5th level on, you heal naturally Improved Direction Sense (Ex): From 4th level on,
even in areas such as the Mournland where natural an innate ability to sense misdirection makes it almost
healing is suppressed. In other areas, you instead need impossible for you to get lost. Though you still make
to sleep only 2 hours to gain all the physical benets of Survival checks as normal to nd your way, you are aware
a nights rest, though you must rest as normal to regain when you fail a check, and can reorient yourself by stop-
spells or power points. ping for 1d4 hours. In the Mournland, stopping in this
Magical Healing: At 10th level, spells and spell-like way prevents you from traveling in a random direction
effects of the healing subschool function normally on for 1d4 hours (see ECS 190).
you even in areas such as the Mournland where magical Tireless (Ex): From 6th level on, you are able to
healing is suppressed. In other areas, you instead gain keep going long after other characters have faltered.
damage reduction 3/magic because your body instantly You gain Endurance as a bonus feat. If you already have
heals minor wounds. Endurance, the bonus to checks and saves is doubled. In
Heirs Mark: Levels in the Cyre scout prestige class addition, you become immune to fatigue, and any effects
count as levels in the dragonmark heir prestige class when that would normally exhaust you only fatigue you.

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Blindsense Mark (Su): At 7th level, you learn to nonwarforged in your party who can benet from heal-
function even in full darkness. By expending one use of ing. As such, you will often nd yourself facing danger
a dragonmark power, you gain the blindsense ability. The that you might prefer to leave to others.
range and duration of the ability is based on the strength

PRESTIGE CLASSES
of the dragonmark whose power you expend. Advancement
You were plucked from the ranks of House Cannith when
Mark Range Duration you displayed the survival skills, the intelligence, and the
Least 10 ft. 1 hr. aptitude for magic necessary to take up the path of the
Lesser 20 ft. 2 hr. Cyre scout. You were trained by the rst generation of
Greater 40 ft. 4 hr. Cyre scouts, but also learned at the hands of the patri-
Siberys 80 ft. 8 hr. archs of Cannith South who devised the classs methods
and abilities.
Innate Detect Magic (Su): From 7th level on, You and your fellows stand the greatest chance of
you automatically sense the presence of magical auras recovering useful magic and knowledge from the ruins
anywhere within 15 feet per class level. This improved of Cyre. You are an explorer, pure and simple. Any
ability does not give you the location, type, or strength other application is a waste of your talents and abilities,
of the auras, but merely warns you that magic is near. and when not adventuring, you study the history and
You must use a detect magic effect as normal to gain fur- lore of your house and lost Whitehearth. Though your
ther information. missions might take you far afield in the name of the
Like detect magic, this ability can penetrate barriers, house, always and inevitably you nd yourself drawn to
but 1 foot of stone, 1 inch of common metal, a thin sheet once more slip through the Mournlands wall of dead-
of lead, or 3 feet of wood or dirt blocks it. gray fog.
Natural Survivor (Ex): From 8th level on, you can
take 10 on any Survival check, even when threatened or Resources
distracted. No formal organization of Cyre scouts exists within
Identify (Sp): From 9th level on, you can use identify House Cannith, but as a member in good standing of
(PH 243) a number of times per day equal to your class Cannith South, you can count on the full benefits of
level. You need not provide the material component, but membership described on page 21.
the process still takes as long as normal.
CYRE SCOUTS IN THE WORLD
Cyre Scout Infusions List He walked into that fog like he was going on a picnic! Damnedest
Cyre scouts gain their infusions from the following list: thing I ever saw. Well, nosecond-damnedest thing I ever saw.
1st Level: identify, light, magic stone, magic vestment, magic Damnedest thing I ever saw was three days later when he walked out
weapon, resistance item*, shield of faith, skill enhancement*, personal of it again. . . .
weapon augmentation*. Corporal Berias, Karrn border guard
2nd Level: bears endurance, bulls strength, cats grace, eagles
splendor, foxs cunning, owls wisdom. The Cyre scout is best-suited to campaigns that focus on
3rd Level: greater magic weapon, metamagic item*, power the Mournland, but given their importance to House
surge*, suppress requirement*. Canniths southern branch, they can easily be included
4th Level: lesser globe of invulnerability, minor creation, rusting in any campaign that focuses on exploration. Members
grasp, legions shield of faith*. of the class study constantly, to better retain their edge.
* Described in the EBERRON Campaign Setting. The history of Cyre and the Mournland, the activities of
House Cannith, the methods of the articer, the rhythm
PLAYING A CYRE SCOUT of the natural world, and the habits of wild beasts are
You are one of the greatest triumphsand perhaps all second nature to you. Against the dangers a Cyre
the greatest hopeof Cannith South. Since the Day of scout faces, preparation and training are the only ways
Mourning, your people have sought to return to the ruins to stay alive.
of Cyre. Now, you have the honor and responsibility of
being among the rst to be specially trained to do so. Let Organization
others brag of their forays into the Demon Wastes, the All Cyre scouts are members of Cannith South, but
Frostfell, and Xendrik. You explore the one unknown while they congregate for study and training, they have
land that truly matters. Doing so might bring you per- no formal organization within the house. Being a Cyre
sonal glory, but glory pales next to restoring the wonders scout does not connote any specific rank or authority
of Whitehearth to Cannith hands. within House Cannith; scouts t into the hierarchy just
as all other heirs do.
Combat
You can hold your own on the front lines when necessary, NPC Reactions
and your infusions can augment your own weapons and Cyre scouts are well known in Cannith South, and are
armor as well as anyone elses. As a scout, however, your respected by members of the familys other branches.
best approach to combat is to allow others to ght it for When dealing with another member of House Cannith,
you. Strengthen the ghter, speed the rogue, and try to Cyre scouts can expect a reaction one step more favorable
keep the blades and claws of your foes at a distance. than they would otherwise receive.
You are more willing to stand at the fore while within Among the common folk, many who know of the
the Mournland. At higher levels, you might be the only Cyre scouts view them with distrustas lunatics who

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would voluntarily explore the Mournland, putting body abilities, knowing that he can heal and recover between
and soul in jeopardy by exposing themselves to that encounters while the PCs cannot.
dangerous land. Those who recognize a Cyre scout or Hiring or engaging a Cyre scout requires interaction
hear of his missions have a reaction one step less favorable with Cannith South. Only if the house patriarchs deter-
PRESTIGE CLASSES

than normal. mine that the familys interests are advanced by the PCs
goals will they allow an NPC Cyre scout to accompany an
CYRE SCOUT LORE outside expedition.
Characters with ranks in Knowledge (arcana) or Knowl- EL 8: Sulwar is a devoted member of Cannith
edge (local Mournland) can research Cyre scouts to South. Though not comfortable with all Merrixs meth-
learn more about them. When a character succeeds on a ods or objectives, he fully supports the goal of restoring
skill check, the following lore is revealed, including the Cannith to its former glory. In the Mournland and else-
information from lower DCs. where, he hunts ancient magic that can be used to restore
DC 10: Cyre scouts are explorers from Cannith or recreate the wonders lost to Cannith on the Day of
South. They take special training that allows them to Mourning. He is happy to work with others if doing so
explore the Mournland in search of old magics. advances his goals, but opposes any efforts that do not
DC 15: The scouts can make use of a limited amount include turning over discoveries to House Cannith.
of magic of the same type articers use, and are almost
as skilled at surviving the wilds as rangers. It is said to be SULWAR DCANNITH CR 8
impossible for them to get lost. Human male ranger 3/articer 1/Cyre scout 4
DC 20: Cyre scouts are all dragonmarked, and learn N Medium humanoid
to use their power to survive the Mournland. They dont Init +2; Senses Listen +5, Spot +1
need to eat or sleep, and can even heal while there. Languages Common, Elven, Gnome
DC 30: Characters who achieve this level of suc- AC 18, touch 12, at-footed 16
cess can learn important details about Cyre scouts in (+2 Dex, +4 armor, +2 shield)
your campaign, including notable members, the areas hp 54 (8 HD)
where they operate, and the kinds of activities they Fort +9, Ref +6, Will +8
undertake.
Speed 30 ft. (6 squares)
CYRE SCOUTS IN THE GAME Melee mwk longsword +7/+2 (1d8/1920)
PCs might encounter a Cyre scout as a rival explorer in Ranged +1 longbow +7/+2 (1d8+1/3) or
the Mournland, perhaps even seeking the same relic or Ranged +1 longbow +5/+5/+0 (1d8+1/3) with Rapid Shot
lore the party seeks. Alternatively, they might seek out a Base Atk +6; Grp +6
Cyre scout to join their own expedition. Atk Options Blind-Fight, Mounted Combat, Point Blank
The Cyre scout prestige class suits a Cannith Shot, favored enemy aberrations +2
character dedicated to exploration and self-suf ciency. Articer Infusions (CL 1st, DC 12 + level of infusion):
Any campaign that provides frequent opportunities 3/day1st*
for adventure in the Mournland should suit the Cyre Cyre Scout Infusions (CL 3rd, DC 12 + level of infusion):
scout. 4/day1st*
* See Chapter 4 in this book and page 103 of the EBERRON
Adaptation Campaign Setting for available articer infusions; see above
As written, Cyre scouts are members of Cannith South, for available Cyre scout infusions
but the class can easily be expanded to include all three Spell-Like Abilities (CL 6th):
branches of the house. By focusing on the alternate ben- 4/daydetect magic
ets of the dragonmark conduit ability, the class becomes 2/daymending
a scout and explorer seeking magical relics of use to the Abilities Str 10, Dex 15, Con 14, Int 15, Wis 12, Cha 10
house. Cannith East and West might even have their own SQ artificer knowledge +3, craft reserve 20, disable trap,
versions of the Cyre scouts dedicated to sabotaging the dragonmark conduit (preservation), improved direc-
efforts of Cannith South. tion sense, item creation, wild empathy +3 (1 magical
To adapt the Cyre scout for a campaign that does not beasts)
include dragonmarks, replace the Least Dragonmark Feats Blind-FightB, Least Dragonmark (Mark of Making),
prerequisite with a basic spellcasting requirement. The EnduranceB, Mounted Archery, Mounted Combat, Point
class then becomes one in which characters focus their Blank Shot, Rapid ShotB, Scribe ScrollB, Track B
magical ability into self-suf ciency in the wild. Alter- Skills Disable Device +13, Knowledge (arcana) +13, Knowl-
nate dragonmark conduit abilities could protect against edge (dungeoneering) +13, Knowledge (geography) +13,
other forms of environmental harm. For instance, the Listen +5, Search +13, Spot +1, Survival +16 (+18 to keep
class could gain resistance to energy, temporary hit from getting lost or avoid hazards; +18 following tracks;
points, or bonuses to resist gaining taint (from the Heroes +18 in underground environments), Use Magic Device
of Horror supplement). +11 (+15 scrolls)
Possessions +1 studded leather, +1 light wooden shield, master-
Sample Encounter work longsword, +1 longbow with 20 arrows, gloves of Dexterity
In or around the Mournland, a Cyre scout might ally +2, dragonmark focus +1
with the PCs for mutual gain and protectionor might Hook You think youve known danger? Follow me . . .
see them as rival hunters after ancient secrets. An enemy
Cyre scout in the Mournland takes full advantage of his

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THE DENEITH WARDEN HIT DIE: d10
D eneith Warden
As well to try to outrun the wind, to outrun death, as to outrun the law. Base
Danlerna dDeneith, Deneith warden Attack Fort Ref Will

PRESTIGE CLASSES
Level Bonus Save Save Save Special
House Deneith holds tight to its position as universal 1st +1 +2 +0 +0 Heirs mark, tracker,
enforcer of the laws of Khorvaire, a responsibility inher- wardens authority +1
ited from the days of Galifar. Few among their ranks 2nd +2 +3 +0 +0 Subduing strike,
are as exalted and respected as the Sentinel Marshals, wardens authority +2
the houses greatest heroes and law-keepers. Among the 3rd +3 +3 +1 +1 Devoted lawkeeper +2
Sentinel Marshals are a select group of dragonmarked 4th +4 +4 +1 +1 Uncanny dodge,
heirs of such burning commitment to the law that they wardens authority +3
develop a singular edge for enforcing it. These are 5th +5 +4 +1 +1 Mettle
the Deneith wardensthe most devoted members of a 6th +6 +5 +2 +2 Devoted lawkeeper +4,
devoted House. improved subduing
strike, wardens
BECOMING A DENEITH WARDEN authority +4
Though only a single class, the Deneith warden repre- 7th +7 +5 +2 +2 Improved uncanny
sents two separate paths. Sentinel Marshals who have dodge
entered the ranks of that organization through service 8th +8 +6 +2 +2 Lie detector,
in the Blademarks and the Defenders Guild often take wardens authority +5
levels in Deneith warden to hone their talents and dedi- 9th +9 +6 +3 +3 Devoted lawkeeper +6
cation. On the other hand, characters seeking initial 10th +10 +7 +3 +3 Greater subduing
entry to the Sentinel Marshals can take Deneith warden strike, implacable,
to improve their chances. Only the most trusted scions wardens authority +6
of House Deneith ever become Sentinel Marshals, how-
ever, and a PC seeking to join the Marshals by becoming Class Skills (4 + Int modier per level): Bluff, Craft,
a Deneith warden must have proven his dedication and Diplomacy, Escape Artist, Gather Information, Intimi-
service to the house before being allowed to take this date, Knowledge (local), Knowledge (nobility and
prestige class. royalty), Listen, Open Lock, Ride, Search, Sense Motive,
The majority of Deneith wardens are multiclass char- Spot, Survival, Swim, Use Rope.
acters, with levels in a combat-oriented class (commonly
ghter, paladin, or ranger) and levels in bard or rogue. Subduing Strike (Ex): From 2nd level on, you can
Single-class characters can become Deneith wardens, but choose to deal nonlethal damage with any melee weapon
must devote extra effort to meeting the prerequisites. without taking the normal penalties for doing so.
Devoted Lawkeeper (Ex): From 3rd level on, you
ENTRY REQUIREMENTS gain an edge against those you know have broken the
law. This grants you a +2 bonus on Bluff, Listen, Sense
Alignment: Any lawful. Motive, Spot, and Survival checks when using these skills
Base Attack Bonus: +4. against known criminals, as well as a +2 bonus on weapon
Skills: Gather Information 4 ranks. damage rolls against such characters.
Feats: Least Dragonmark (Mark of Sentinel). This bonus increases to +4 at 6th level, and to +6 at
Special: Must be a member of the Sentinel Marshals 9th level.
of House Deneith, or must have proven dedication to the For a foe to qualify as a known criminal for the pur-
house and been granted permission to petition to join the pose of this ability, you must either have witnessed the
Sentinel Marshals. individual engaged in a criminal act, had the criminal
act reported to you by a member of a legitimate law-
CLASS FEATURES enforcement agency, or made a successful Sense Motive
The Deneith warden is devoted, body and soul, to the check to ascertain the truth of the crime as reported by
apprehension of lawbreakers wherever they are found. one of its victims. The crime must have occurred within
Heirs Mark: Levels in the Deneith warden prestige a number of months equal to your level in this class for
class count as levels in the dragonmark heir prestige class minor offenses (petty theft, vandalism, and so on), or
when determining the caster level for the spell-like abili- within a number of years equal to your level in this class
ties of your dragonmark. You can have a maximum of for major offenses (murder, rape, treason, and so on).
ve effective levels in dragonmark heir for the purpose If the individual has served the full punishment due for
of determining the caster level of your dragonmark. the crime, you do not gain the benefits of this ability
Tracker: As a Deneith warden, you gain either Track against him.
or Urban Tracking (ECS 61) as a bonus feat. Uncanny Dodge (Ex): At 4th level, you react to
Wardens Authority (Ex): You have the weight danger before your senses would normally allow you to do
of the Sentinel Marshals and House Deneith behind so and cannot be caught at-footed. (See the barbarian
you, granting a +1 circumstance bonus on Diplomacy, class feature, PH 26.)
Gather Information, and Intimidate checks. This bonus Mettle (Ex): At 5th level, your devotion and single-
increases to +2 at 2nd level, and increases by 1 every two mindedness allow you to shrug off magical effects that
levels thereafter. would otherwise harm or impede you. If you make a

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successful Will or Fortitude saving throw against a spell complement your class abilities. Your goal is to take down
or spell-like ability that normally has partial or reduced criminals fast, and feats such as Power Attack, Improved
effects on a successful save, you instead suffer no effect Disarm, and Improved Sunder will help. Make sure not
at all. to neglect your skills, particularly Gather Information,
PRESTIGE CLASSES

Improved Subduing Strike (Ex): At 6th level, your Sense Motive, and Survival, since nding the criminal
subduing strike becomes even more potent. Any time you is the rst step toward delivering him.
deal 15 or more points of nonlethal damage with a single
attack, your target must succeed on a Fortitude save (DC Resources
5 + damage dealt) or be shaken for 1 round. As a Deneith warden, you have all the advantages nor-
Improved Uncanny Dodge (Ex): From 7th level on, mally granted a favored heir of House Deneith (described
you can no longer be anked. (See the barbarian class on page 27). In addition, if you are assisting local law
feature, PH 26.) enforcement in the capture of a dangerous fugitive,
Lie Detector (Ex): At 8th level, you can take you might be able to rely on them for basic equipment
10 on any Sense Motive check, even if threatened or (weapons, potions, and so on), as well as information and
distracted. guidance through the local underworld.
Greater Subduing Strike (Ex): At 10th level, you
can make a single attack to deal nonlethal damage that DENEITH WARDENS IN THE WORLD
has the potential to stun your foe. You must declare the I would have gotten away with it, too . . .
use of this ability before you roll the attack. If the attack Jory Farmer Brouden,
hits, the target must attempt a Fortitude save (DC 10 + currently awaiting execution in Vedykar
your Deneith warden level + your Strength modier) or
be stunned for 1 round, then shaken for 1d4 rounds. Deneith wardens are wandering lawkeepers, and can be
You can use this ability a number of times per day equal found in every corner of Khorvaire. Wherever brigands
to your Deneith warden level, but no more than once evade local law enforcement, smugglers move contraband
per round. across borders, and criminal guilds attempt to extend
In addition, the saving throw DC for your improved their reach, the wardens are there.
subduing strike ability increases to 10 + damage dealt.
Implacable (Su): At 10th level, if you have line of Organization
sight to a known lawbreaker (as defined by the devoted Most Deneith wardens are members of the Sentinel
lawkeeper ability), you gain a +6 morale bonus on Will Marshals. Like all Sentinel Marshals, they are respected
saves. both within the house and throughout the Five Nations.
All members of the Sentinel Marshals are treated equally
PLAYING A DENEITH WARDEN for the most part and, while taking levels in this prestige
The honor of your entire house rests squarely on your class might grant an edge in ability, it earns no particular
shoulders. You are the embodiment of Deneith, the privileges or rank. Those who are petitioning for a place
elite of its elite, and you conduct yourself accordingly. in the Sentinel Marshals use their experience as Deneith
This does not mean you must be humorless, passionless, wardens to prove their ability.
or stif y formal on all occasions. You simply show your
respect for the law and for the needs and traditions of NPC Reactions
your house. You are obedient to house and law, loyal The Sentinel Marshals are recognized across Khorvaire,
to your companions, and merciless in the pursuit of and even if not necessarily liked, are greatly respected.
those you hunt. When dealing with the common folk, a Deneith warden
can expect a reaction one step more favorable than
Combat normal. Criminals, on the other hand, have obvious
Whatever your background, the martial orientation of reasons to fear and mistrust a Deneith warden, even
a Deneith warden lends itself to straightforward melee, if they are not that wardens target.
and you stand in the front ranks with the ghter or the
paladin. When given a choice of foes, attack your target DENEITH WARDEN LORE
lawbreaker when you can. At higher levels, you can move Characters with ranks in Knowledge (history) or Knowl-
into the midst of the enemy, safe from any attempt to edge (nobility and royalty) can research Deneith wardens
ank you. Make liberal use of your subduing strike, the to learn more about them. When a character succeeds on
better to bring criminals back to face trial, or to battle a skill check, the following lore is revealed, including the
your way through those who stand against you, but are information from lower DCs.
not your prime targets. DC 10: Sentinel Marshals are the elite law enforce-
ment group within House Deneith. They travel all Five
Advancement Nations, bringing criminals to justice.
The Deneith warden path places you at the pinnacle DC 15: Certain members of the Sentinel Marshals
of what the house strives to achieve. Your authority train in very specic methods. They learn to track people
is recognized across the Five Nations and beyond. You in the city as easily as across open ground, and have such
are a tool for Deneiths justice, and you would have it no passion for pursuing lawbreakers that they are stronger
other way. in battle against them.
Your ongoing training depends on your chosen DC 20: Deneith wardens are so single-minded, the
combat style. As a Deneith warden, you lack the bonus best of them are said to be immune to magic when on
feats of the fighter, so select what feats you do gain to the hunt. They have a dozen ways to bring a fugitive back

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aliveand anyone left alive after ghting a warden should Spell-Like Abilities (CL 6th):
be thankful for it. 1/dayshield of faith
DC 30: Characters who achieve this level of suc- Abilities Str 10, Dex 15, Con 10, Int 14, Wis 13, Cha 10
cess can learn important details about Deneith war- SQ trapnding

PRESTIGE CLASSES
dens in your campaign, including notable members, Feats Least Dragonmark (Mark of Sentinel), Improved
the areas where they operate, and the kinds of activi- Critical (rapier), Improved Initiative, Skill Focus (Gather
ties they undertake. Information), Stealthy, Urban Tracking B, Weapon
Finesse
DENEITH WARDENS IN THE GAME Skills Balance +3, Bluff +9, Climb 1 (+1 ropes), Diplomacy
PCs can run into a Deneith warden anywhere within the +19, Disguise +0 (+2 to act in character), Escape Artist +10
Five Nations, almost always in pursuit of their quarry. (+12 involving ropes), Gather Information +18, Hide +12,
Though a Deneith warden makes a potent ally, adven- Intimidate +15, Jump +1, Knowledge (local) +11, Knowl-
turers frequently get themselves into trouble. A serious edge (nobility and royalty) +8, Listen +10, Move Silently
misunderstanding or a crime committed in ignorance +12, Open Lock +11, Search +11, Sense Motive +12, Spot
could well result in a warden being tasked to bring the +10, Survival +1 (+3 following tracks), Tumble +10, Use
party in. Rope +11 (+13 involving bindings)
The Deneith warden should appeal to players who Possessions combat gear plus +3 light fortification mithral
enjoy solving mysteries, tracking down evildoers, and chain shirt, masterwork heavy steel shield, +2 rapier, hat of disguise,
exercising some measure of authority. Eberron has no thieves tools
shortage of villains, and a Deneith warden will never
want for assignments. Hook Giving up now is the smartest thing youll ever do.

Adaptation
The abilities of a Deneith warden are not directly tied
to her dragonmark. Rather, the mark represents the
D uraakash
I do not nd. I hunt. My mark binds predator and prey, and once I have
allegiance and trust of the house, and a campaign that caught your scent you cannot escape me.
de-emphasizes the use of dragonmarks could replace that Sulaashta Steelbane
prerequisite with another feat. In broader campaigns,
the class might be opened up to members beyond House Duraakash is an Orc word that translates to stalk-
Deneith, becoming an elite guard drawn from a number ing dragon. A duraakash is an implacable foe who uses
of different law-enforcement agencies. her Mark of Finding to form a link to her prey: a bond
that grants her benets both during the hunt and in the
Sample Encounter inevitable battle at its end.
Going through House Deneith is one sure way of contact-
ing a Deneith warden; committing a heinous crime is the BECOMING A DURAAKASH
other. Between those extremes, PCs might inadvertently The path of the duraakash can serve the hunter who
find themselves interfering with a Deneith wardens stalks beasts in the wild, or the inquisitive who tracks
pursuit of her target, or could end up as the hunted her prey through city shadows. Rogues, scouts (from
themselves through mistaken identity or the actions of Complete Adventurer), and rangers all make excellent stalk-
their enemies. ing dragons, but barbarians and ghters also take levels
EL 12: One of the most famous (or, in the criminal in duraakash.
world, infamous) Sentinel Marshals alive today, Danlerna
dDeneith has brought assassins, crime lords, and entire ENTRY REQUIREMENTS
thieves guilds to justice. When rst encountered by the
PCs, she has been following them for some timebut Base Attack Bonus: +4.
what is it she expects them to lead her to? Feats: Least Dragonmark (Mark of Findinglocate
object), Lesser Dragonmark (Mark of Finding locate creature);
DANLERNA DDENEITH CR 12 either Track or Urban Tracking*.
Female human rogue 6/Deneith warden 6 * EBERRON Campaign Setting 61
LG Medium humanoid
Init +6; Senses Listen +10, Spot +10 CLASS FEATURES
Languages Common, Dwarven, Gnome As a duraakash, you learn to let the Mark of Finding
AC 21, touch 12, at-footed 19; improved uncanny dodge, guide you. As you hone your hunting skills, your mark
light fortication, +2 against traps becomes a deeper part of you, helping you nd and ght
(+2 Dex, +7 armor, +2 shield) your prey.
hp 56 (12 HD) Catch the Scent (Ex): W hen you use your locate
Resist evasion, mettle creature ability, you can locate a specific creature you
Fort +7, Ref +9 (+11 against traps), Will +5 have never met. To do this, you must possess a piece
of the target creature (hair, scale, nail, and so on) or
Speed 30 ft. (6 squares) an object the target has touched within one day per
Melee +2 rapier +14/+9 (1d6/1520) class level.
Base Atk +10; Grp +10 Heirs Mark: Levels in the duraakash prestige class
Atk Options devoted lawkeeper +4, improved subduing count as levels in the dragonmark heir prestige class when
strike, sneak attack +3d6, subduing strike determining the caster level for the spell-like abilities

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THE DURA AKASH HIT DIE: d8 If you already have a favored enemy from another
class, you instead select an additional favored enemy. In
Base addition, you can increase by 2 the bonus against any
Attack Fort Ref Will one favored enemy (including the one just selected, if
PRESTIGE CLASSES

Level Bonus Save Save Save Special so desired).


1st +1 +2 +2 +0 Catch the scent, At 9th level, you can select an additional favored
heirs mark, enemy and once more increase a favored enemy bonus.
hunters insight +1, Trackless Step (Ex): At 5th level and higher, you
swift tracker cannot be tracked in natural surroundings. (See the
2nd +2 +3 +3 +0 Dragons guidance, druid class feature, PH 36.)
sharpened senses Perfect Awareness (Ex): From 6th level on, while
3rd +3 +3 +3 +1 Improved dragonmark ghting a creature who is the current target of your locate
4th +4 +4 +4 +1 Favored enemy creature ability, you cannot be f lanked by the target. In
5th +5 +4 +4 +1 Hunters insight +2, addition, you suffer no miss chance from any conceal-
trackless step ment protecting him, including that of invisibility
6th +6 +5 +5 +2 Perfect awareness and darkness.
7th +7 +5 +5 +2 Track the trackless Track the Trackless (Ex): At 7th level, you gain
8th +8 +6 +6 +2 Improved dragonmark the ability to track creatures under the effect of pass
9th +9 +6 +6 +3 Favored enemy without trace, trackless step, or similar abilities, though
10th +10 +7 +7 +3 Hunters insight +3 you take a 20 penalty on your Survival check when
doing so.
Class Skills (6 + Int modier per level): Bluff, Climb,
Disguise, Gather Information, Hide, Intimidate, Jump, PLAYING A DURAAKASH
Knowledge (geography), Knowledge (local), Knowledge You are a predator, born to the hunt. Through your
(nature), Listen, Move Silently, Open Lock, Search, dragonmark, you feel a primal connection to your prey.
Sense Motive, Spot, Survival, Swim, and Use Rope. Whether using Track or locate creature, whether prowling
the deep swamps or the alleys of Sharn, you live for the
of your dragonmark. You can have a maximum of five chase. Though you gain some satisfaction from explora-
effective levels in dragonmark heir for the purpose of tion and adventuring, nothing compares to the thrill
determining the caster level of your dragonmark. and exhilaration of the contest between hunter and prey.
Hunters Insight (Ex): While ghting a creature You are always searching for greater challenges, and for
who is the current target of your locate creature ability, you opponents worthy of your skills.
gain a +1 insight bonus on attack rolls and damage rolls, Duraakash are solitary by nature. You might feel
and a +1 insight bonus to Armor Class against that crea- a strong attachment to your family or your adventuring
ture. This bonus increases to +2 at 5th level, and to +3 at companions (your pack, as it were), but you instinctively
10th level. perceive other duraakash as rivals, not allies. Choose
Swift Tracker (Ex): You can move at your normal your friends carefully and help your family when they are
speed while following tracks. (See the ranger class fea- in need, but in the end you walk your own path, unbound
ture, PH 48.) by the will of others.
Dragons Guidance (Su): From 2nd level on, you One tradition among the duraakash is the concept of
can expend one use of any of your dragonmark powers to the destined foe: a nemesis that will be the greatest chal-
gain an insight bonus on a Survival check made in con- lenge of your career. Your destined foe might be known
junction with the Track feat or on a Gather Information to you from your rst steps on the duraakash pathor
check made in conjunction with the Urban Tracking feat. was perhaps what drove you to that path. Alternatively,
The bonus is based on the strength of the dragonmark hints of your destined foes identity might come to you
whose power you expend. later in dreams and visions. Legends hold that a stalking
dragon who defeats her destined foe will be blessed for
Dragonmark Insight Bonus the remainder of her days.
Least +3
Lesser +6 Combat
Greater +10 You are skilled in the arts of combat, but you cannot go
toe-to-toe with an experienced ghter and expect to win.
Sharpened Senses (Ex): At 2nd level, you double Your weapons are stealth, cunning, and keen senses. Use
the range of all divination abilities associated with your them. Study your prey. Stalk him, learn his weaknesses,
Mark of Finding. In addition, when using your dragon- and strike when the moment is right. In the wilds, no
mark, you can add your class level to a caster level check honor is found in battleonly victory or death, and you
to overcome nondetection (PH 257) or as a bonus on a Will are a survivor.
save made to overcome mislead (PH 255). Versati lity is a virtue. You never know what you will
Improved Dragonmark (Ex): At 3rd level and 8th be hunting next or when your prey will turn the tables,
level, you gain one additional daily use of your least and and you should be capable of handling yourself in any
lesser dragonmark powers. combat situation. It is useful for a duraakash to have
Favored Enemy (Ex): At 4th level, you can select a some skill with ranged weapons, to be able to take full
type of creature as a favored enemy. (See the ranger class advantage of the element of surprise and the potential
feature, PH 47.) for ambush.

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Advancement
As a child, you were raised on the tales of the stalking
dragons, the legendary warriors of the Shadow Marches.
Then your dragonmark manifested, and you soon found
yourself dreaming of the hunt. Now you have harnessed
your dreams and the power they promise. You might be
content in the shadows, nding all the satisfaction you
need in the hunt. Perhaps you wish to inspire legends
of your own, hunting the great beasts of the age. Years
from now, children in the Shadow Marches might listen
to stories of your deeds.
Most duraakash are drawn to the wilds, and if you
are among them, keep your Survival skill high. At the
same time, you might channel your predatory instincts
into the path of the inquisitive, focusing on Gather
Information and Search. Either way, stealth and sharp
senses (in the form of ranks in Hide, Move Silently, Spot,
and Listen) are vital for your work.

Resources
Duraakash have no formal organization and do not
share resources with one another. However, if you are an
heir in good standing with House Tharashk, you receive
the usual benefits of house membership described on
page 78. Sulaashta Steelbane,
a duraakash
DURAAKASH IN THE WORLD
I crossed paths with the Steelbane in the Mournland, stalking feral war-
forged in the ruins of Jarp. I had duties of my own and could not tarry. But
I saw her hunt, and she is a worthy foe.
Caerys Vadallia, revenant blade

The tradition of the duraakash is older than House


Tharashk. No formal organization exists among them: DURAAKASH LORE
a stalking dragon stands alone, and bends her knee to Characters with ranks in Knowledge (nature) or Knowl-
no one. Duraakash are agents of House Tharashk and edge (nobility and royalty) can research the duraakasha
of their individual clans, but they serve when they will, to learn more about them. When a character succeeds on
and cannot be bound. a skill check, the following lore is revealed, including the
A duraakash is always searching for a new chal- information from lower DCs.
lenge worthy of her skills. Though this can sometimes DC 10: The duraakasha are the elite hunters of
drive her to take what others see as foolish risks, a skilled House Tharashk. A duraakash uses his Mark of Finding
duraakash is always keenly aware of those risks. She to hunt prey.
might choose to place herself in the path of danger, but DC 15: There is no formal order of duraakasha, but
she is prepared to face that danger when it appears. hunters who defeat fearsome beasts are folk heroes in the
Shadow Marches.
Organization DC 20: A duraakash gains a magical bond that
A strong, instinctive sense of rivalry and competition allows him to track his prey through wilderness or city.
exists between stalking dragons. When duraakash meet, This mystical sense helps him to predict his victims
they often engage in challenges of skill or attempts movements in battle.
to claim a rivals prey. They rarely fight one another DC 30: Characters who achieve this level of success
directly, since each recognizes their kinship and the can learn important details about duraakasha in your
others value to the house as a whole. Pride demands that campaign, including history, notable individuals, the
a hunter establish dominance, though, and matching areas in which they operate, and the kinds of activities
wits with a fellow duraakash is a challenge too good to they undertake.
pass up.
DURAAKASH IN THE GAME
NPC Reactions A duraakash can easily be drawn to the life of the adven-
Few outside the Shadow Marches or House Tharashk have turer as she searches for new challenges and deadly thrills.
any knowledge of the duraakash, and a stalking dragon Though many duraakash spend their days in the wildest
receives the same reaction as any other Tharashk heir. A areas of Eberron, a signicant number have adapted the
duraakash who defeats mighty beasts and brings fantastic tradition of the stalking dragons to urban life. These
trophies to Zarashaks Hall of Heroes elicits reactions inquisitives and bounty hunters prowl the roughest regions
from NPCs at least one step more favorable while in the of the great cities, tracking dangerous criminals or unrav-
Shadow Marches. eling deadly mysteries. Though these hunters typically

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have better social skills than their rural counterparts, Feats EnduranceB, Greater Dragonmark (Mark of Finding),
they are just as grim, unforgiving, and dedicated. Improved Critical (greatsword), Least Dragonmark (Mark
of Finding), Lesser Dragonmark (Mark of Finding),
Adaptation ManyshotB, Power Attack, Rapid ShotB, Track B
PRESTIGE CLASSES

A duraakash makes a formidable hunter even in cam- Skills Climb +4, Heal +5, Hide +18, Knowledge (nature) +7,
paigns without dragonmarks. Simply replace the feat Listen +10, Move Silently +17, Ride +5, Search +9, Spot
prerequisites and allow the class to use locate creature as a +15, Survival +15 (+17 in aboveground natural environ-
spell-like ability once per day (caster level equal to class ments, +17 following tracks)
level). This ability is then modied by the dragons guid- Possessions combat gear plus +2 chain shirt, amulet of natural armor
ance and improved dragonmark abilities. +1, ring of protection +1, +1 adamantine constructbane greatsword,
master work composite longbow (+4 Str bonus) with 10 sil-
Sample Encounter vered arrows and 10 adamantine arrows, gloves of Dexterity
As an enemy, a duraakash NPC might be employed to +2, darkweave cloak of resistance +2, ring of sustenance
track the PCs, either fighting them herself or blazing Hook You are not my prey. Not yet . . .
a trail for other foes to follow. Alternatively, a stalking
dragon might be a rival hunting the same monsters or
seeking the same treasures as the party. A duraakash
might even believe that one of the PCs is her destined
foe, repeatedly coming after the party to test her skills
M edani Prophet
My brethren can defend you from dangers in the presentbut only I can
in combat. protect you from the future.
EL 12: Sul is a hunter of the Aashta clan whose life Ari dMedani, prophet of Passage
is shaped by two forces: her faith in the Dragon Below,
and her dreams of her destined enemy, a mighty war- The Mark of Detection grants heirs of House Medani
rior forged of steel and stone. Guided by her dreams, mystical powers of perception, allowing them to see the
Sulaashta seeks to slay warforged, and she sells her ser- ow of magic, to sense poison, or to penetrate illusions.
vices hunting criminals and fugitives of that race. She Within the house lives an order of priests known as the
also spends a great deal of time roaming the Mournland Voice of Aureon. Initiates of the order are taught to use
and preying on the constructs that live there. their dragonmarks to see through the veil of time, catch-
ing glimpses of the future or visions of the past. These
SULAASHTA STEELBANE CR 12 are the Medani prophets.
Female half-orc ranger 6/duraakash 6
NE Medium humanoid (orc) BECOMING A MEDANI PROPHET
Init +3; Senses darkvision 60 ft., Listen +10, Spot +15 A Medani prophet must possess a powerful dragonmark,
Languages Common, Orc a keen insight into the psyche, and a solid understand-
AC 21, touch 14, at-footed 18; perfect awareness ing of magical matters. Beyond this, he must study at the
(+3 Dex, +6 armor, +1 deection, +1 natural) shrine of the Voice of Aureon in Wroat, for only there can
hp 81 (12 HD) he unlock the full potential of his dragonmark. Though
Fort +14, Ref +15, Will +6 characters of any class can pursue this path, it requires
great faith in the wisdom of Aureon. Hence, Medani
Speed 30 ft. (6 squares) prophets are most often drawn from the ranks of clerics,
Melee +1 adamantine constructbane greatsword +17/+12/+7 paladins, and favored souls (from Complete Divine).
(2d6+7/1720)
Ranged mwk composite longbow +16/+11/+6 (1d8+4/3) or ENTRY REQUIREMENTS
Ranged mwk composite longbow +14/+14/+9/+4 (1d8+4/3)
with Rapid Shot or
Skills: Knowledge (arcana) 4 ranks, Sense Motive 4
Ranged mwk composite longbow +10 (3d8+12/3) with
ranks.
Manyshot
Feats: Least Dragonmark (Mark of Detection),
Base Atk +12; Grp +16
Lesser Dragonmark (Mark of Detection).
Atk Options Power Attack, favored enemy constructs +6,
Spellcasting: Ability to cast 2nd-level divine spells,
favored enemy aberrations +2, favored enemy humans +2,
including at least three divinations.
hunters insight +2, perfect awareness
Special: Must be a worshiper of Aureon, and must
Combat Gear 2 potions of shield, potion of enlarge person, wand of cure
have received training from the Voice of Aureon.
light wounds, potion bracer*
* Sharn: City of Towers 159 CLASS FEATURES
Ranger Spell Prepared (CL 3rd): As a Medani prophet, you learn to draw on your dragon-
1stlongstrider mark to peer into the futureand potentially, to unlock
Spell-Like Abilities (CL 15th): the secrets of the past.
4/daylocate object Spellcasting: At each level, you gain new spells per
3/daylocate creature day and an increase in caster level (and spells known, if
1/daynd the path applicable) as if you had also gained a level in a divine
Abilities Str 18, Dex 16, Con 14, Int 10, Wis 11, Cha 6 spellcasting class to which you belonged before adding
SQ animal companion (none at present), catch the scent, the prestige class level. You do not, however, gain any
dragons guidance, sharpened senses, swift tracker, track- other benet a character of that class would have gained.
less step, wild empathy +4 (+0 magical beasts) If you had more than one divine spellcasting class before

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becoming a Medani prophet, you must decide to which the past. As such, treat the answers as coming from an
class to add each level for the purpose of determining effectively omniscient being. However, you will only receive
spells per day, caster level, and spells known. responses to questions regarding events that occurred
Heirs Mark: Levels in the Medani prophet prestige within your line of sight, and any magical effect that would

PRESTIGE CLASSES
class count as levels in the dragonmark heir prestige class have interfered with scrying automatically conceals past
when determining the caster level for the spell-like abili- events from this power. For example, you might ask a ques-
ties of your dragonmark. You can have a maximum of tion regarding a crime committed at a particular site, but
ve effective levels in dragonmark heir for the purpose if the character who committed that crime was under the
of determining the caster level of your dragonmark. effect of nondetection at the time, the response will be com-
Keen Insight (Su): Your dragonmark gives you pletely indecipherable. This ability works best when you ask
f lashes of intuition, granting you an insight bonus on specic questions: The move vague the question you ask,
Sense Motive checks equal to your class level. the more vague the response will be.
Prophetic Vision (Su): As you undertake your train- The maximum period you can look back through
ing as a Medani prophet, you begin to receive powerful time is based on the strength of the dragonmark whose
visions of the past and future. These rare and cryptic power you expend.
revelations are a tool for the DM to advance the story, and
the frequency and nature of these visions is determined Dragonmark Maximum Period
by the needs of the campaign. These visions often con- Least 5 hours
nect to your current location, such that you are far more Lesser 5 days
likely to see an image of the ancient battles between quori Greater 1 month
and giant if you are in Xendrik.
If a vision strikes while you are awake, you must make PLAYING A MEDANI PROPHET
a DC 15 Will save or be stunned for 1d4 rounds as the You live in a world of ghosts and shadows, where the air
images wash over you. is filled with faint whispers of conversations that have
Improved Dragonmark (Ex): At 2nd level and 4th yet to occur. When you meet a stranger, you see hints
level, you gain one additional daily use of your least and of his past and traces of many possible futures. These are
lesser dragonmark powers. maddeningly elusive, however, and only by calling on the
Blood Augury (Sp): From 2nd level on, you can power of your dragonmark and the guidance of Aureon
expend one use of a least dragonmark power to use augury can you make sense of what you see.
(PH 202) as a spell-like ability, at the same caster level as You are drawn to the path of the adventurer because
your other dragonmark powers. traveling the world gives you a chance to shape history as
Dragons Shield (Su): At 3rd level, you gain an well as observe it. Try to nd ways to work this into the
insight bonus to your Armor Class by expending one use description of your actions. W hen you gain informa-
of any of your dragonmark powers as a swift action. The tion from Sense Motive, is it simple insight, or have you
effect lasts for 1 minute per dragonmark power caster caught a glimpse of past treachery? Perhaps you have
level. The bonus is based on the strength of the dragon- a habit of nishing other peoples sentences, knowing
mark whose power you expend. always what they are about to say. If youre wrongwell,
you only see possible futures, after all.
Mark Insight Bonus
Least +1 Combat
Lesser +2 Though dragons shield allows you to evade enemies by
Greater +4 predicting where their blows will fall, your class provides
you with little in the way of offensive capabilities. Your
Medani Guidance (Sp): From 4th level on, you role in combat largely depends on the path you fol-
can expend one use of a lesser dragonmark power to use lowed before you became a prophet. You maintain your
divination (PH 224) as a spell-like ability, at the same caster full divine spellcasting progression, and magic likely
level as your other dragonmark powers. remains your best weapon.
Visions of the Past (Sp): At 5th level, you can
expend one use of a dragonmark power to peer into the Advancement
past. With each use of this ability, you can three ques- The path of the prophet is not a choice, but a calling.
tions regarding the past of the area you are in. This Dreams and visions drew you to the shrine of the Voice,
requires 6 minutes of concentration (2 minutes per where you were taught to interpret these signs and unlock
question). You receive your answers as a combination your potential. Only the faithful of Aureon can receive
of indistinct sensory impressions, as determined by the this gift, and your faith continues to guide you even if
DM. For example, if you ask Who killed Borestes? your path leads you far from your house. Little struggle
you might learn that it was a male half-orc wielding an for advancement exists within the Voice of Aureon. The
axe, but you will not learn the name of the killer. If you leaders of the sect know who is destined to guide them,
happen to be familiar with this particular half-orc, you and Aureons will supersedes any earthly politics.
might instinctively recognize him. In general, however, As you continue to sharpen your magical insight,
the imagery is vague and blurred; however, you might consider acquiring other skills and feats that can help
catch a particularly vivid image, such as a precise look at you shed light on the mysteries you encounter. Investigate
the killers distinctive axe. and Research are both appropriate, while ranks in Diplo-
The answers you receive come not from any deity, macy, Sense Motive, Appraise, Spot, and Knowledge will
but from your dragonmarks supernatural connection to serve you well.

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THE MEDANI PROPHET HIT DIE: d6

Base
Attack Fort Ref Will
PRESTIGE CLASSES

Level Bonus Save Save Save Special Spellcasting


1st +0 +0 +0 +2 Heirs mark, keen insight, +1 level of existing divine spellcasting class
prophetic vision
2nd +1 +0 +0 +3 Improved dragonmark, +1 level of existing divine spellcasting class
blood augury
3rd +2 +1 +1 +3 Dragons shield +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Improved dragonmark, +1 level of existing divine spellcasting class
Medani guidance
5th +3 +1 +1 +4 Visions of the past +1 level of existing divine spellcasting class

Class Skills (4 + Int modier per level): Appraise, Concentration, Craft, Decipher Script, Knowledge (all skills, taken
individually), Listen, Profession, Search, Sense Motive, Spellcraft, Spot.

Resources Few can master the gift of prophecy, and while major
The Voice of Aureon is a religious order that serves house Medani enclaves contain shrines to Aureon, only a few
Medani, not a force with its own agenda. When you visit of these are permanently tended by a priest or prophet.
the great shrine in Wroat, you can ask for divine spell- Though members of the order encounter each other only
casting at no charge from the adepts and clerics tending rarely, a traveling Medani prophet nds a warm welcome
it, provided the prophets have not had visions indicating in any house enclave, especially if he is willing to use his
that their magic is needed elsewhere. powers to aid his kin.
As a member of your house, you have access to the
resources described on page 55. As a known Medani NPC Reactions
prophet in good standing with both the house and the Few people know of the Voice of Aureon, and a Medani
order, you receive a +1 bonus on favor checks you make prophet receives the same reaction from strangers as any
with the Favored in House feat. heir of House Medani. Prophets are highly respected
within the house, and receive a friendly welcome from
MEDANI PROPHETS IN THE WORLD other heirs of Medani (though they often have to suffer
So we put in a week planning the irTain job, and just as were getting the questions of those who hope to catch a glimpse of the
ready to move, Slugs hears that Lady irTains hired a Medani prophet. future). Other priests of Aureon are friendly toward a
Jobs off. Last group I know what tried it? The watch was waiting for them prophet, but those who worship the Shadow often view
when they arrived. Medani prophets as worthy targets for the wrath of their
Kenton Del, guild thief dark god.

The prophets of Aureon are invaluable members of MEDANI PROPHET LORE


House Medani. Aside from the blessing of divine magic, Characters with ranks in Knowledge (nobility and royalty)
they use their oracular abilities and innate wisdom to or Knowledge (religion) can research House Medani to
guide the viceroys and the patriarch. In the wider world, learn more about the Medani prophets. When a character
prophets sell their services through the Warning Guild. succeeds on a skill check, the following lore is revealed,
Some serve as simple augurs, peering into the immedi- including the information from lower DCs.
ate future to answer questions for a price. Others accept DC 10: The Voice of Aureon is a religious sect
long-term positions as advisors for important clients of within House Medani. Its members are widely known
the house, providing the twin benets of divination and for their oracular abilities, and are referred to as
divine insight. The visions of a Medani prophet could Medani prophets.
prove valuable to a party of adventurers, but if a power- DC 15: Medani prophets receive oracular visions
ful enemy employs a prophet, the PCs might nd that and dreams, and can use the power of their dragonmarks
their own plans are known almost as quickly as they can to ask specic questions.
be made. DC 20: A powerful Medani prophet can look
back into the past to see what has happened in the area
Organization around him
The Voice of Aureon is based in the city of Wroat, in the DC 30: Characters who achieve this level of success
central enclave of House Medani. The spiritual leader can learn important details about Medani prophets in
of the sect is the Seneschal Ruram dMedani (LN male your campaign, including history, notable individuals,
half-elf adept 5/dragonmark heir 2/Medani prophet the areas in which they operate, and the kinds of activities
1). His magical abilities are not as powerful as those they undertake.
of other members of the order, but Rurams prophetic
visions are strong and his advice is sound. The Voice has MEDANI PROPHETS IN THE GAME
a loose structure, with three administrators (known as A Medani prophet can be a useful tool for foreshadow-
speakers) assisting Ruram in overseeing the operations ing upcoming plot developments as he warns the PCs of
of the order. Beneath the speakers, every prophet holds a terrible vision he has had concerning them. Prophetic
equal authority. visions can also provide a way for adventurers to gain

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insight into the activities of groups such as the Dreaming prevent a disaster or solve an ancient mystery, but most
Dark, the Lords of Dust, and the Chamber. Of course, prophets prefer a night of meditation to an evening on
adventurers who become too reliant on prophecy can the town.
easily be misled. A Medani prophet might be revealed to EL 7: Ari dMedani is a prophet stationed in the

PRESTIGE CLASSES
be a doppelganger from the Cabinet of Faces, spinning city of Passage. He spends his time in the house enclave,
tales designed to lead the PCs into danger. Another meditating on the mysteries of Aureon and the shadows
prophets vision might turn out to have been implanted of the future. He advises the viceroy of the house and
by the Dreaming Dark. tends to injured Medani, but rarely sells his services to
A Medani prophet can also be a dangerous foe. When those outside the house. When he does leave the enclave,
an enemy of the party employs a prophet, the seer might it is usually in pursuit of prophetic visions, and this has
be able to provide his employer with advance warning of led him into danger on more than one occasion.
whatever plans the heroes have in mind.
ARI DMEDANI CR 7
Adaptation Male half-elf cleric 4/dragonmark heir 1/Medani prophet 2
Medani prophets are devoted to Aureon, but the house LN Medium humanoid (elf)
could just as easily hold a sect dedicated to Aureons Init 1; Senses low-light vision, Listen +4, Spot +8
dark ref lection, the Shadow. Such prophets would use Languages Common, Dwarven, Elven, Gnome, Haling
their oracular powers for personal gain and to spread AC 18, touch 9, at-footed 18
the inuence of their sinister patron. These prophets of (1 Dex, +6 armor, +3 shield)
the Shadow could advance in arcane caster levels instead hp 40 (7 HD)
of divine, reecting the dark knowledge they gain from Immune sleep
their devotion. Fort +8, Ref +3, Will +13 (+15 against enchantments)
Sample Encounter Speed 20 ft. (4 aquares) in breastplate; base speed 30 ft.
Aureon is the sovereign lord of knowledge, and most Melee mwk rapier +5 (1d6/1820)
prophets spend their days in quiet contemplation or Base Atk +4; Grp +4
studying history and lore. The services of prophets Special Actions blood augury, turn undead 4/day (+1, 2d6+5,
are greatly valued by House Medani, and prophets in 4th), spontaneous casting (cure spells)
residence at a Medani enclave are frequently called upon Cleric Spells Prepared (CL 6th):
to advise the ministers and viceroys. Occasionally, a 3rdclairaudience/clairvoyance D (CL 7th), dispel magic, locate
prophets visions compel him to go out into the world to object (CL 7th), speak with dead (DC 16)

Ari dMedani,
a Medani prophet

TG

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2nddetect thoughtsD (DC 15, CL 7th), hold person (DC 15), death. Any dragonmarked healer can take up this path,
shield other, status (2) (CL 7th) but nosomatic chirurgeons are often drawn from the
1stcomprehend languages (CL 7th), deathwatch, detect secret doorsD ranks of those who have expanded their healing knowl-
(CL 7th), detect undead (CL 7th), sanctuary (DC 14) edge through spellcraft. Chirurgeon clerics, druids, and
PRESTIGE CLASSES

0detect magic (CL 7th), guidance (CL 7th), light, purify food and multiclass adepts are common.
drink, resistance
D: Domain spell. Deity: Aureon. Domains: Knowledge, Magic CLASS FEATURES
Spell-Like Abilities (CL 9th): In addition to expanding on any spellcasting tradi-
4/daydetect poison tion that brought him to his current path, a nosomatic
2/daysee invisibility chirurgeon develops abilities that let him manipulate life
Abilities Str 10, Dex 8, Con 12, Int 14, Wis 16, Cha 13 energy and disease.
SQ aura of law, house status +1, prophetic vision, use magic Spellcasting: At each level except 5th, you gain new
items as a 2nd-level wizard spells per day and an increase in caster level (and spells
Feats Favored in House, Least Dragonmark (Mark of known, if applicable) as if you had also gained a level in a
Detection), Lesser Dragonmark (Mark of Detection)B, spellcasting class to which you belonged before adding the
Research prestige class level. You do not, however, gain any other
Skills Diplomacy +6, Gather Information +3, Heal +10, benet a character of that class would have gained. If you
Knowledge (arcana) +8, Knowledge (history) +4, Knowl- had more than one spellcasting class before becoming a
edge (local) +4, Knowledge (nobility and royalty) +5, nosomatic chirurgeon, you must decide to which class to
Knowledge (the planes) +5, Knowledge (religion) +5, add each level for the purpose of determining spells per
Listen +4, Search +5, Sense Motive +15, Speak Language day, caster level, and spells known.
(Dwarven), Spellcraft +10, Spot +6 If you have no levels in any spellcasting class, this
Possessions +1 breastplate, +1 heavy wooden shield, masterwork class grants you the spellcasting ability of the adept (DMG
rapier, cloak of resistance +1 107) from 1st to 4th level. You do not gain levels in the
adept class nor any of the other features of that class, but
Hook I have dreamed of this moment.
simply adopt that classs spellcasting progression and
spell list as the spellcasting ability of this class.
Heirs Mark: Levels in the nosomatic chirurgeon
N osomatic Chirurgeon
I have stared into the face of death and stepped away stronger than before.
prestige class count as levels in the dragonmark heir
prestige class when determining the caster level for the
And oh, the things death has taught me . . . spell-like abilities of your dragonmark. You can have
Garrett Thorngage dJorasco of the Healers Guild a maximum of ve effective levels in dragonmark heir
for the purpose of determining the caster level of your
The hal ings of House Jorasco are known far and wide for dragonmark.
their understanding of life, and for their facility with the Nosomatic Chirurgy (Ex): As a nosomatic chirur-
care of the injured, the mad, and the dying. What few con- geon, your understanding of sickness and disease grants
sider is that anyone able to coax the terminal back to life you a bonus equal to your class level on saves against mag-
must be intimately familiar with the processes of dying, ical or mundane diseases (including the contagion spell).
and that some of those exposed to a lifetime of death and You gain this same bonus on saves against any magical
madness pay a price for the knowledge they gain. or mundane effects that would change your condition to
Within Jorasco, members of a militant sect of healers nauseated or sickened. If such effects also deal damage,
twist their powers to darkness. Though these nosomatic you take that damage as normal.
chirurgeons are not uniformly evil, the power they wield In addition, you receive a bonus equal to your class
is a dark stain on Jorascos reputation. Indeed, though level on all Heal checks.
their existence is of cially denied by the house, when a Pestilential Touch (Su): A chirurgeon develops the
chirurgeon is found, agents of Jorasco are the rst ones supernatural ability to channel spell energy into debili-
sent to silence him. tating harm. This ability allows you to spontaneously
lose a single usage of any spell or spell-like ability to
BECOMING A cast any inflict spell of the same spell level or lower. (An
inflict spell is any spell with in ict in its name, such
NOSOMATIC CHIRURGEON as inict light wounds).
A nosomatic chirurgeon is a hal ing student of sickness, Unlike with a normal casting of an inict spell, the
and a master of the ebb and ow of the energies of life and damage dealt by this ability is not negative energy, and
so cannot be used to heal undead.
ENTRY REQUIREMENTS Plague Bearer (Sp): Upon reaching 2nd level, a
nosomatic chirurgeon can cultivate disease in living
Alignment: Any nongood. creatures with a touch. Once per day, you can invoke
Base Fortitude Save: +3. an effect similar to a contagion spell (PH 213). As with the
Skills: Heal 8 ranks, Knowledge (nature) 4 ranks. spell, you must succeed on a melee touch attack to affect
Feats: Least Dragonmark (Mark of Healing). your target. You can gain additional uses of this ability by
Special: An heir of Siberys with the Mark of Heal- expending daily uses of any spell-like ability from your
ing can take this class without meeting the Least Dragon- Mark of Healing.
mark prerequisite. Upon acquiring this ability, you become immune to
the contagion spell.

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THE NOSOMATIC CHIRURGEON HIT DIE: d8

Base
Attack Fort Ref Will

PRESTIGE CLASSES
Level Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +2 Heirs mark, nosomatic chirurgy, +1 level of existing class/see text
pestilential touch
2nd +1 +3 +0 +3 Plague bearer +1 level of existing class/see text
3rd +2 +3 +1 +3 Isolate pathogen +1 level of existing class/see text
4th +3 +4 +1 +4 Nosomatic touch +1 level of existing class/see text
5th +3 +4 +1 +4 Ascendant carrier

Class Skills (2 + Int modier per level): Bluff, Concentration, Craft (alchemy), Gather Information, Heal, Knowl-
edge (arcana), Knowledge (nature), Profession (herbalist), Search, Sense Motive, Sleight of Hand, Spellcraft, Spot.

Isolate Pathogen (Ex): From 3rd level on, your Combat


expertise allows you to expand your plague bearer ability Nosomatic chirurgeons disdain combat as a rule, and you
to use any disease (including magical diseases) that you have less interest in the art of war than in what warfare
have personally diagnosed and successfully treated with begets. When pressed to enter a fray, you are ef cient,
the Heal skill. This allows you to use your plague bearer cold, and disturbingly merciless, having little fear of
ability to infect subjects with a disease such as devil dying and even less fear of killing. You do not hesitate
chills or mummy rot if you have successfully helped to send terrible plagues against those who assail you.
a character overcome the effect of that disease with a The diseases you cultivate and bestow often work slowly,
Heal check. but you are far from useless in the short term. As long as
In addition, you can always take 10 on Heal checks you have magic to draw upon, your touch is deadly.
made to diagnose a patient or treat disease.
Nosomatic Touch (Su): At 4th level, you can choose Advancement
to combine your pestilential touch ability with your plague As a nosomatic chirurgeon, you seek always to increase
bearer ability, allowing you to deal damage and infect a your understanding of illness and disease. If you remain
subject with disease with a single melee touch attack. You within House Jorasco, your insights might grant you great
lose a spell (for your pestilential touch) and expend any respect from your fellow healers and house superiorsas
applicable usage of a dragonmark power (for plague bearer) long as they never suspect the source of your knowledge.
as normal. Since this ability requires a touch attack, you As you advance, focus on Heal and the Knowledge
cannot use your nosomatic touch with any mass inict spell, skills associated with your class. You might also want to
regardless of level. keep up the social skills (such as Bluff and Sense Motive)
Ascendant Carrier (Ex): At 5th level, your studies required to pursue your studies in safety and security.
make you immune to all diseases, even those of magical Focus your feat selections on those that improve your skills,
or supernatural origin such as lycanthropy and mummy your spellcasting, or the power of your dragonmark.
rot. If you are already af icted with any such disease,
you are automatically cured of that condition. You also Resources
become immune to any spell or effect that would cause If you are a part of House Jorasco, you have access to the
you to become nauseated or sickened. resources described on page 38, and can expect to receive
In addition, you can extend your expertise to those whatever assistance your work requires (within reason).
in your care. This allows you to use remove disease as a spell- This typically involves access to house facilities and
like ability once per day, at the same caster level as your laboratories, but can also involve grants of money and
other dragonmark powers. even access to organic specimens, both living and dead.
Be warned, thoughmany nosomatic chirurgeons are
PLAYING A exposed through their contacts within the house.
A chirurgeon who has ed Jorasco will likely nd
NOSOMATIC CHIRURGEON himself hunted by the house, but might seek a place with
Your connection with House Jorasco likely dictates how a criminal organization or assassins guild. In particular,
(or if) you choose to conceal your activities as a noso- the aberrant House Tarkanan (page 158) is rumored to
matic chirurgeon. Some chirurgeons remain respected have more than a few Jorasco-excoriate chirurgeons in
members of the house, plying their dark trade in abso- its ranks.
lute secrecy. Some are excoriates, driven to the path of
the nosomatic chirurgeon by the same compulsions that NOSOMATIC CHIRURGEONS
drove them from the house.
Whether you are bookish or take a more hands-on IN THE WORLD
approach to your work, you maintain a level of detach- Yes, yes, Ive heard the rumors: The griffons touch brings health, but
ment that makes you appear cold and stoic, especially beware its hidden claws, and all that. But honestly, if Jorasco healers were
compared to others of your race. Chirurgeons often in the habit of going mad and unleashing plague, wouldnt we have heard
cultivate skills of deception, to better blend in with their about it by now?
fellow hal ings and divert unwanted attention. Bennit the Nose, loremaster of the Boromar Clan

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As practitioners of a dark and dangerous art, nosomatic of the chirurgeon promises power, but for characters
chirurgeons exist far outside even the criminal main- with a strong connection to House Jorasco, that power
stream of Khorvaire. Each chirurgeon has a different might come at a price.
story of what drove him or her to take up the path. Some
PRESTIGE CLASSES

seek purely intellectual ful llment; others are driven to Adaptation


near madness in their quest to tame the powers of life A nosomatic chirurgeon functions in secrecy and iso-
and death. lation, and the class can easily be tied to the healing
traditions of any non-Eberron campaign. In an Eber-
Organization ron game, perhaps the nosomatic chirurgeon tradition
As a class, nosomatic chirurgeons have no organization is not so reviled within House Jorasco as it seems. As a
or contact with one another. The secrets that underlie secret arm of the house, the chirurgeons could be Jorasco
the study of the chirurgeons art are found in hidden loyalists working in a special research division, harness-
notebooks and scribbled in the margins of ancient texts. ing the powers of plague for use as a weapon.
All nosomatic chirurgeons take up the path in their own
way, and only occasionally hear of others like themselves. Sample Encounter
If chirurgeons within Jorasco meet, they typically fear A character is likely to encounter a nosomatic chirurgeon
exposure and take appropriate action to silence each in the course of his research. The PCs could be seeking
other. Outside the house, chirurgeons sometimes com- a cure for a rare disease, possibly even interacting with
pete over access to a particular specimen, strain, or a chirurgeon in his guise as a respected Jorasco healer.
potential discovery. In either event, conf lict between Characters who become the target of a rogue chirurgeon,
them is brutal and short. or who are tasked with hunting down a chirurgeon on
behalf of Jorasco, had best be wary.
NPC Reactions EL 10: One of the most respected healers in
Because a nosomatic chirurgeons life is one of secrecy, House Jorasco today carries a dark secret. Garrett
they inspire the same reactions as their public person- Thorngage dJorasco began his career boldly roaming
alities. Chirurgeons identied as such to a person who the wilds of Khorvaire, bringing healing to those who
knows their reputation are treated indifferently at best. hunted aberrations and even fouler creatures. From his
Those who hide within Jorasco are treated as any other observations of the extremes of magic, Garret sought
house heir, but healers exposed as nosomatic chirurgeons to advance his knowledge of healing. For years, he has
inspire a hostile reaction among fellow house members, pursued the path of the nosomatic chirurgeon through
often to the point of violence. his study of cryptic house lore and the pestilence of
the frontier.
NOSOMATIC CHIRURGEON LORE When encountered by the PCs, Garrett is in the pro-
Characters with ranks in Knowledge (arcana) or Knowl- cess of tracking down the source of a particularly virulent
edge (nature) can research nosomatic chirurgeons to infection ravaging the local population. However, he has
learn more about them. When a character succeeds on a grown paranoid of late, and might suspect that the party
skill check, the following lore is revealed, including the hunts him on Jorascos orders.
information from lower DCs.
DC 10: Not all in House Jorasco only heal. GARRETT THORNGAGE DJORASCO CR 10
DC 15: Some halings who develop the Mark of Heal- Male haling druid 5/dragonmark heir 1/ nosomatic chirur-
ing go mad after constant exposure to disease and death. geon 4
DC 20: Within Jorasco, a small number of healers N Small humanoid
learn to channel the power of their magic into dark Init +3; Senses Listen +3, Spot +3
explorations of entropy and disease. They call them- Languages Common, Druidic, Haling, Sylvan
selves nosomatic chirurgeons, and they can kill as easily AC 22, touch 14, at-footed 19; Dodge
as cure. (+1 Size, +3 Dex, +7 armor, +1 shield)
DC 30: Characters who achieve this level of success hp 68 (10 HD)
can learn important details about specic nosomatic Immune contagion spell
chirurgeons in your campaign, including the areas where Fort +12, Ref +7, Will +13 (+15 against fear); +2 against super-
they operate and the kinds of activities they undertake. natural and spell-like abilities of aberrations, +4 against
spell-like abilities of fey, +4 against disease, +4 against
NOSOMATIC CHIRURGEONS nausea and effects that cause the sickened condition
IN THE GAME Speed 20 ft. (4 squares); woodland stride
Nosomatic chirurgeons are a secretive class, and Melee +1 scimitar +6/+1 (1d4/1820)
are therefore easy to work into a campaign. PCs in a Base Atk +6; Grp +1
chirurgeons presence are typically given no reason to Special Actions nosomatic touch, pestilential touch, plague
suspect anything out of the ordinary. Every dragon- bearer, spontaneous casting (summon natures ally spells), wild
marked Jorasco heir has the potential to be a nosomatic shape 1/day (5 hours)
chirurgeon, whether a gifted healer craving to expand Druid Spells Prepared (CL 9th):
his knowledge, or an insane assassin seeking the power 5thstoneskin
to slay with a touch. 4thdispel magic, natures wrath (DC 17)
For players who are drawn to dark characters, a 3rdcall lightning (DC 16), cure moderate wounds, remove disease,
nosomatic chirurgeon is an appealing choice. The path water breathing

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2ndbears endurance, bulls strength, chill metal (DC 15), lesser THE SHADOW HUNTER HIT DIE: d8
restoration, zone of natural purity
1stcalm animals (DC 14), cure light wounds, jump, longstrider, Base
speak with animals Attack Fort Ref Will

PRESTIGE CLASSES
0cure minor wounds, detect magic, detect poison, light, read magic, Level Bonus Save Save Save Special
resistance 1st +1 +2 +2 +0 Heirs mark,
Spell-Like Abilities (CL 11th): improved darkness
2/daycure light wounds 2nd +2 +3 +3 +0 Deeper shadows,
1/daycure serious wounds poison use, shadow sense
Abilities Str 9, Dex 16, Con 14, Int 13, Wis 16, Cha 10 3rd +3 +3 +3 +1 Shadowblind
SQ animal companion (none at present), isolate pathogen, 4th +4 +4 +4 +1 Shadowsight
trackless step, house status +1, wild empathy + 4 (+0 magi- 5th +5 +4 +4 +1 Cloak of shadows
cal beasts)
Feats Dodge, Favored in House, Gatekeeper Initiate, Least Class Skills (6 + Int modier per level): Bluff,
Dragonmark (Mark of Healing), Lesser Dragonmark Concentration, Craft, Disguise, Escape Artist, Gather
(Mark of Healing)B Information, Hide, Intimidate, Jump, Knowledge (local),
Skills Bluff +11, Concentration +10, Diplomacy +10, Dis- Listen, Move Silently, Search, Sense Motive, Spot,
guise +0 (+2 to act in character), Heal +17, Intimidate +2, Tumble, Use Rope.
Jump +3, Knowledge (arcana) +7, Knowledge (nature)
+13, Listen +3, Spot +3, Survival +13 (+15 in aboveground Heirs Mark: Levels in the shadow hunter prestige
natural environments) class count as levels in the dragonmark heir prestige
Possessions +2 darkleaf breastplate, darkleaf light shield, +1 scimi- class when determining the caster level for the spell-like
tar, amulet of health +2, boots of striding and springing abilities of your dragonmark. You can have a maximum
of ve effective levels in dragonmark heir for the purpose
Hook You dont look at all well . . . of determining the caster level of your dragonmark.
Improved Darkness (Ex): You can use the darkness
power of the Mark of Shadow an additional number of
SAllhadow
shadows must fall.
Hunter times per day equal to your class level.
Deeper Shadows (Ex): From 2nd level on, when
Kaleth Shol, Phiarlan ghost you use the darkness power of your dragonmark, you can
expend a second use to enhance its power. This produces
Those who know the secret work of the Houses of Shadow an effect identical to deeper darkness that lasts for 24 hours
understand that Phiarlan and Thuranni have their forces or until dismissed.
of spies and assassins. However, some assignments demand Poison Use (Ex): From 2nd level on, you are trained
morea cunning soldier who attacks without mercy, then in the use of poison, and never risk harming yourself
vanishes without a trace. The shadow hunter learns to use the when applying poison to a weapon.
power of his dragonmark in battle, but also begins to sense Shadow Sense (Sp): At 2nd level, you gain an
the presence of others who bear that marka gift that has uncanny ability to sense members of your bloodline. To
become far more important since the Shadow Schism. activate this power, you expend one use of any of your
dragonmark powers. Thereafter, for the duration of the
BECOMING A SHADOW HUNTER effect, if you come within 30 feet of a character who pos-
A shadow hunter is a warrior of his house, and must be sesses the Mark of Shadow, you can sense his location and
familiar with the arts of battle as well as stealth. The ranger the level of his mark.
makes an ideal entry point for this class (especially the This effect even allows you to pinpoint the location
urban ranger variant class presented in Unearthed Arcana), of invisible characters, although an invisible opponent
but a ghter or swashbuckler (from Complete Warrior) can still gains the benets of concealment (20% miss chance).
also qualify. A touch of rogue or swashbuckler can help Misdirection is effective against your shadow sense, but you
a ghting character obtain the skills he needs, and sneak gain an insight bonus on your saving throw equal to your
attack or insightful strike can become a potent weapon in class level.
a shadow hunters arsenal. The duration of the effect is based on the strength
of the dragonmark whose power you expend.
ENTRY REQUIREMENTS
Dragonmark Duration
Base Attack Bonus: +4. Least 10 min./class level
Skills: Hide 4 ranks, Move Silently 4 ranks. Lesser 1 hour/class level
Feats: Least Dragonmark (Mark of Shadowdarkness). Greater 24 hours
Special: Must be procient with martial weapons.
Though it originally allowed allied shadow hunters
CLASS FEATURES to avoid accidentally attacking each other while ghting
As a shadow hunter, you learn to use your innate powers in magical darkness, this ability now allows shadow hunt-
of darkness to both hide from and blind your foes. You ers to detect the presence of those of the opposing House
also expand your senses, gaining the ability to see into of Shadow.
the deepest shadows, and to sense the presence of others Shadowblind (Sp): At 3rd level, you learn to use dark-
who possess your dragonmark. ness as a weapon, blinding your enemy within a cluster

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of shadows. Using shadowblind is a standard action that foe who has fallen to your blade. As a child of the Mark
provokes attacks of opportunity, and requires you to of Shadow, you learned of the order of shadow hunters
expend one use of your darkness power. Target a creature at a young age and yearned to join their ranks. Now, you
within 50 feet. That creature must make a Will save (DC feel the power of your mark growing, ready to serve your
PRESTIGE CLASSES

10 + your class level + your Cha modier) or be blinded house in the deadly game of shadows.
for 1 minute. Shadow hunters most often choose to work with
Shadowsight (Sp): At 4th level, you can call on the their houses, and your skills can earn you a valued place
power of your dragonmark to pierce the deepest shadows. in your house hierarchy. Phiarlan and Thuranni elves
To activate this ability, you expend one use of any of your take pleasure in serving on the front lines of their secret
dragonmark powers. For the duration of the effect, you wars, but you are free to maintain your independence or
gain darkvision with a range of 60 feet, and can ignore sell your services on a case-by-case basis. Some shadow
the effects of darkness and deeper darkness. The duration of the hunters ght against both Phiarlan and Thuranni as a
effect is based on the strength of the dragonmark whose Bloody Shadow (see Organization below).
power you expend. As a shadow hunter, seek to balance your combat
abilities with stealth and keen senses. You can ignore
Dragonmark Duration skills such as Tumble if you plan to wear heavy armor,
Least 10 min./class level but Spot and Listen are vital tools for seeking out your
Lesser 1 hour/class level foes. Investing in the Lesser Dragonmark and Greater
Greater 24 hours Dragonmark feats enhances your shadow powers, but
combat feats can be equally valuable.
Cloak of Shadows (Sp): At 5th level, you learn to
wrap yourself in shadows, concealing yourself from Resources
your enemies. Using cloak of shadows is a swift action that As a member of the Serpentine Table or the Shadow
does not provoke attacks of opportunity, and requires Network, you have access to the resources of your house
you to expend one use of your darkness power. You gain described on pages 66 and 84 respectively. As a shadow
concealment (20% miss chance) for 1 minute per level, hunter, you can also receive magical or mundane assis-
at the same caster level as your other dragonmark powers. tance, though your superiors expect a proper accounting
In addition, you can use the Hide skill even while of any items loaned to you at the end of the assignment.
being observed. Provided you are in good standing with your house, you
can acquire poison and magic items specically related
PLAYING A SHADOW HUNTER to your work from major house enclaves, at 10% off the
You are a warrior of the shadows, equal parts spy and normal price. In addition, if you reach 4th level and
soldier. Darkness is in your blood, and your world is a choose to work for your house, you can receive a per-
grim one. Enemiesrakshasas, doppelgangers, your own manent Rarys telepathic bond with a house handler, allowing
cousins from the opposing House of Shadowlurk even you to receive orders in the eld.
in the brightest places, and you cannot lower your guard Shadow hunters are secret agents, and your identity
for an instant. will often be concealed even from other house members.
As a shadow hunter, you are an ideal agent for your As you serve the house, you will come to know other
house, but like all your kind, you must eventually decide hunters through your work in the eld. A shadow hunter
whether you wish to ght for the noble elite or nd your will often help another hunter of the same house, pro-
own path. You might not be able to avoid forming attach- vided it does not place his own mission at risk.
ments to your adventuring companions, but you try to
keep your emotions hidden whenever possible. You are a SHADOW HUNTERS IN THE WORLD
blade in the darkness, as hard and deadly as steel. So Ive got my eye on the old Thuranni elf whats carrying the orb, but just
as Im making my approach, everything goes black as pitch. Steel rings out,
Combat bloody cries, and all as dark as night. When the light returns, my mark has
Though you are a more capable front-line ghter than his throat slitalong with two guards I hadnt even seen! Lucky for me that
the rogue or assassin, your gifts for stealth should not go Bloody Shadow struck rst. Luckier still, he left the orb behind.
to waste. Use your ability to move in the shadows to gain Kenton Del, master thief
the rst strike, and use poison when you can. Honor has
no place in battle. All that matters is nishing the ght Shadow hunters are soldiers in an invisible war, and few
as swiftly and efciently as possible. beyond the elven houses even know of their existence.
Though you might not have the raw power to go up W hether they serve the Serpentine Table, the Shadow
against a ghter blade to blade, shadowblind is an effective Network, or their own purposes, shadow hunters are
weapon against ghters and other characters with low deadly opponentshidden blades waiting for the moment
Will saves. Shadowsight allows you to see through your own to strike.
magical darkness, granting you a valuable edge over your Though both assassins and shadow hunters are skilled
enemies. Though a useful defense, the cloak of shadows is in the arts of stealth, a shadow hunter is a better warrior,
equally valuable as a tool for eeing combat, since it allows and shadow hunters have long been used on missions
you to hide in plain sight. where a swift kill cannot be assured. Since the Shadow
Schism, the hunter has played a new role: defending his
Advancement house from the machinations of the opposing House of
The darkness within you has always been comfort and Shadow. The shadow hunters talent for sensing those who
shelter, and you have taken cold satisfaction from every possess the Mark of Shadow has proved vital in uncovering

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in ltrators and spies, and they are more than capable of house, and a shadow hunters assignments could easily
dealing with those they expose. serve as the basis of adventures for the whole party.
A shadow hunter must always be ready for battle. An
Organization assignment from his house could come at any time, as

PRESTIGE CLASSES
Shadow hunters aligned with the Serpentine Table or the could an attack by the Bloody Shadows. Outside house
Shadow Network fall into the standard hierarchy of those assignments, shadow hunters actively search out the
houses (see pages 66 and 84). Shadow hunters serve as secrets hidden beneath the facade of daily life. Even
both spies and warriors, and might be assigned to gather relaxing in a tavern is an excuse to seek out rumors,
intelligence before or after a combat mission. whispered plots, and characters who are more than what
During the Shadow Schism, elves of the Paelion they seem. A shadow hunter has little time or interest in
bloodline were betrayed by the Thuranni and, or so leisure. Life is devoted to the great game of shadows, and
they think, the Phiarlan. Although most members of the the game never ends.
family were killed, a few escaped and swore vengeance
on both the Houses of Shadow. These elves have formed Adaptation
their own cabal of shadow huntersthe Bloody Shadows, As written, the shadow hunters comprise competing
orphans who seek personal vengeance against those who orders within House Thuranni and House Phiarlan, but
betrayed them. what if their tradition instead connects the two houses?
In addition to the damage they do by exposing the As an independent group of house exiles, shadow hunters
schemes and secrets of the houses, their passion is to hunt might seek to ensure that neither house gets the upper
agents of Phiarlan and Thuranni one by one, proving the hand. Alternatively, their goal might be reunication
superiority of their bloodline with poison and steel. As overcoming the con ict of the schism to forge a single
such, the Bloody Shadows pose a greater threat than the House of Shadow once more.
house on the other side of the schism, and Thuranni and The shadow hunter class could also be adapted for
Phiarlan shadow hunters are always searching for these any character able to use darkness as a spell or a spell-like
lost elves. This path of vengeance is a viable option for ability. A cabal of warrior-sorcerers or a tribe of drow in
a player character, but going up against the combined Xendrik could both make use of this class.
forces of two dragonmarked houses is not for the faint
of heart. Sample Encounter
As an NPC, a shadow hunter could be an enemy or an
NPC Reactions ally. If House Phiarlan or House Thuranni accepts
Shadow hunters are a secret order. As such, characters a contract of assassination against the PCs, shadow
outside the upper echelons of the Houses of Shadow react
to a shadow hunter as they would to any other Phiarlan
or Thuranni heir.

SHADOW HUNTER LORE


House Phiarlan and House Thuranni have gone to great
lengths to conceal the existence of the shadow hunters
from the public, Characters with ranks in Knowledge
(nobility and royalty) might know something about
these warriors. When a character makes a skill check,
read or paraphrase the following, including the infor-
mation from lower DCs. Members of House Phiarlan
or Thuranni receive a +5 circumstance bonus on the
skill check.
DC 10: Some elite agents are said to have mastery
over the shadows.
DC 15: Shadow hunters learn to use darkness as a
weapon, blinding opponents and using the shadows to
evade enemy attacks.
DC 20: Shadow hunters are the soldiers in the
ongoing struggle between House Thuranni and House
Phiarlan, and they are trained to sense the presence of
others who bear the Mark of Shadow.
DC 30: Characters who achieve this level of success
can learn important details about shadow hunters in
your campaign, including history, notable individuals,
the areas in which they operate and the kinds of activities Kaleth Shol dPhiarlan,
they undertake. a shadow hunter

SHADOW HUNTERS IN THE GAME


Shadow hunters are active agents of their houses, sent
into the world to observe and ght from the darkness.
This is an excellent path for a PC who wants to serve his

RL

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hunters could be involved in the hit. A lternatively, a
party could wind up caught between a shadow hunter
and his targets in the Lords of Dust, the Aurum, or the
S Impenetrable,
ilver Key
eh? If I had me a stful of silver for every time I heard
Tyrants of Sharn. that before . . .
PRESTIGE CLASSES

EL 10: Kaleth Shol is one of the ghosts of the Ser- Batwigg the Vole, silver key
pentine Table. Though skilled with the sword and bow,
he is also a master spy who excels at shadowing his prey House Kundarak is known across Khorvaire for its com-
through urban environments. As one of the top agents of mand of the Mark of Warding. Merchants and nobles
House Phiarlan, Kaleth is deployed only in critical situ- gladly pay large sums for Kundarak security, but few ever
ations, but PCs who unwittingly stumble into a delicate meet the quiet experts behind that security. This elite
Phiarlan operation will nd themselves on the wrong house branch is called the Keyguard, and its members
side of the shadow hunters wrath. are the silver keys. As well as designing defenses, a silver
keys primary job is to test themintentionally trying
KALETH SHOL DPHIARLAN CR 10 to bypass guards, wards, and locks (House Kundaraks
Male elf rogue 3/urban ranger* 2/shadow hunter 5 or otherwise) at the request of those whose valuables are
* See Unearthed Arcana secured behind them.
NE Medium humanoid
Init +4; Senses low-light vision; Listen +10, Spot +14 BECOMING A SILVER KEY
Languages Common, Elven, Gnome A silver key is a master of stealth and security, and an
AC 23, touch 15, at-footed 19; +1 against traps expert at getting into and out of tight places. Only a
(+4 Dex, +6 armor, +2 shield, +1 deection) dwarf with support from the house can ever become a
hp 55 (10 HD) silver key, and though the path is best suited to rogues,
Immune sleep any dedicated character who meets the requirements can
Resist evasion receive the needed training.
Fort +11, Ref +16 (+17 against traps), Will +4 (+6 against
enchantments) ENTRY REQUIREMENTS
Speed 30 ft. (6 squares)
Race: Dwarf.
Melee +1 longsword +12/+7 (1d8+3/1920)
Skills: Disable Device 4 ranks, Hide 4 ranks,
Ranged +1 composite longbow +14/+9 (1d8+3/3) or
Knowledge (architecture and engineering) 4 ranks, Open
Ranged +1 composite longbow +12/+12/+7 (1d8+3/3) with Rapid
Lock 4 ranks.
Shot
Feats: Dodge.
Base Atk +9; Grp +11
Special: Must be a member of House Kundarak.
Atk Options Combat Expertise, favored enemy elves +2,
Special: Trap sense +1.
sneak attack +2d6
Special Actions cloak of shadows, deeper shadows,
shadow sense, shadowblind (ranged touch +13, DC 15), THE SILVER KEY HIT DIE: d6
shadowsight
Spell-Like Abilities (CL 15th):
Base
8/daydarkness
Attack Fort Ref Will
2/dayshadow conjuration (DC 14)
Level Bonus Save Save Save Special
1/dayprying eyes
1st +0 +0 +2 +2 Armored abjuration,
Combat Gear wand of cure light wounds (25 charges), potion of invis-
heirs mark, trap
ibility, potion of shield, thunderstone, tanglefoot bag, 2 doses of
master +1, warders
Large scorpion venom (DC 18, 1d6 Str/1d6 Str), 2 doses of
keys, wardsense
black adder venom (DC 11, 1d6 Con/1d6 Con)
2nd +1 +0 +3 +3 Crafty hands
Abilities Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 10 3rd +2 +1 +3 +3 Invisibility
SQ able to notice secret or concealed doors, poison use, trap- 4th +3 +1 +4 +4 Trap master +2
nding, wild empathy +1 (3 magical beasts) 5th +3 +1 +4 +4 Sly soul
Feats Combat Expertise, Greater Dragonmark (Mark of 6th +4 +2 +5 +5 Cunning body
Shadow), Least Dragonmark (Mark of Shadow), Lesser 7th +5 +2 +5 +5 Trap master +3
Dragonmark (Mark of Shadow), Rapid Shot B, Urban 8th +6 +2 +6 +6 Slippery mind
TrackingB 9th +6 +3 +7 +6 Veiled spirit
Skills Balance +4, Disguise +10, Escape Artist +9, Gather 10th +7 +3 +7 +7 Master of doors,
Information +16, Hide +15, Jump +2, Knowledge (local) trap master +4
+8, Listen +10, Move Silently +14, Open Lock +7, Search
+15, Spot +14, Tumble +12, Use Rope +4 (+6 involving Class Skills (6 + Int modier per level): Balance, Bluff,
bindings) Climb, Concentration, Craft (trapmaking), Decipher
Possessions combat gear plus +1 darkleaf breastplate, +1 buckler, Script, Disable Device, Disguise, Escape Artist, Forg-
ring of protection +1, +1 composite longbow (+2 Str bonus) with 20 ery, Gather Information, Hide, Knowledge (arcana),
arrows, +1 longsword, darkweave cloak of resistance +2, hat of disguise, Knowledge (architecture and engineering), Listen, Move
masterwork thieves tools Silently, Open Lock, Search, Sense Motive, Sleight of
Hook Darkness is coming. Hand, Spellcraft, Spot, Tumble, and Use Magic Device.

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CLASS FEATURES or ward without rst casting detect magic, at a DC of 17 +
Silver keys gain class abilities focused on stealth, self- spell level.
sufciency, and the ability to foil the best security money Wardsense does not grant you the ability to auto-
can buy. A silver key is not trained in the use of spells and matically detect magic traps or wards. You cannot use

PRESTIGE CLASSES
needs no dragonmark to perform his duties. However, he this ability for any purpose other than identifying magic
is familiar with how magic is used in security protocols, traps and wards.
and is able to eventually overcome its effects. Crafty Hands (Su): At 2nd level, you develop the
Armored Abjuration: Silver keys who are also ability to manipulate mechanical devices with your
arcane spellcasters can cast spells of the abjuration mind, allowing you to make Open Lock and Disable
school while wearing light armor without incurring Device checks at a distance of up to 60 feet. Activat-
the normal chance for arcane spell failure. Like ing this ability is a move action, after which you make
other arcane spellcasters, however, a silver key wear- the appropriate check as normal. You can move and
ing medium or heavy armor or using a shield incurs a manipulate objects weighing up to 5 pounds (including
chance of arcane spell failure if the spell in question has your warders keys), allowing you to use any bonuses that
a somatic component. such objects add to your checks. However, you cannot
Heirs Mark: Levels in the silver key prestige class manipulate those objects in any other way (such as hurl-
count as levels in the dragonmark heir prestige class when ing them at a foe).
determining the caster level for the spell-like abilities of If you are distracted while making an Open Lock
your dragonmark (if any). You can have a maximum of or Disable Device check at a distance, you must make a
ve effective levels in dragonmark heir for the purpose Concentration check as normal. On a failed check, you
of determining the caster level of your dragonmark. must use another move action to reactivate this ability.
Trap Master (Ex): You gain a +1 insight bonus on Invisibility (Sp): At 3rd level, you learn how to turn
Disable Device, Search, and Spellcraft checks, but only invisible as the invisibility spell; once/day; caster level equals
when pertaining specically to traps, wards, and other character level.
security measures. This bonus rises by +1 every three levels If you possess a Mark of Warding, you can expend
thereafter (so +2 at 4th, +3 at 7th, and +4 at 10th). one use of any of your dragonmark powers to gain an
Warders Keys: As you take your first steps along additional use of this ability.
the silver key path, you receive a special set of tools Sly Soul (Ex): Upon reaching 5th level, a permanent
known as warders keys. This masterwork set of picks, strengthening of your spirit grants you spell resistance
pry bars, hand hammers, hooks, saws, and skeleton keys 15 + silver key level.
is fashioned of a silver alloy refined so as to maintain Cunning Body (Su): By 6th level, a silver keys form
its purity and hardness. The tools are held in a special has developed the ability to adapt to a number of danger-
lead-lined pouch designed to be strapped to the body ous environments:
beneath a tunic or cloak. Your warders keys are thus If submerged in liquid, you automatically activate a
almost impossible to either detect or remove. A set of water breathing effect.
warders keys provides a +2 circumstance bonus on Craft If you fall more than 5 feet, you automatically acti-
(trapmaking), Disable Device, and Open Lock checks, vate a feather fall effect.
and on Search checks made to nd traps. Warders keys If you are paralyzed, you automatically activate a
also provide a +2 competence bonus on Open Lock checks remove paralysis effect.
and Disable Device checks (which stacks with the +2 You cannot extend the benet of this ability to any
circumstance bonus). other creature, nor can you voluntarily activate these
An undamaged set of warders keys is worth 1,000 gp, effects except under the stated conditions. Each effect
but silver keys are forbidden from selling them and losing can be invoked once per day. Your caster level for these
a set is cause for disgrace. House Kundarak makes opera- effects is equal to your silver key level.
tives purchase their second and subsequent sets of warders If you possess a lesser or greater Mark of Warding,
keys at a cost of 1,200 gp. A silver key working within the you gain one additional use of any of these effects by
house who chooses to go without a set of warders keys expending one use of a lesser or greater dragonmark
can expect to receive precious few assignments. power as an immediate action.
Wardsense (Ex): You can use the Search skill to Slippery Mind (Ex): Upon reaching 8th level, if
locate traps with a DC higher than 20, and you can use you fail a save against a mind-affecting effect, you can
Disable Device to bypass a trap or disarm magic traps. attempt the save again 1 round later at the same DC.
(See the trap nding rogue class feature, PH 50.) If this second save also fails and you possess a greater
If you already have the trapfinding ability, you Mark of Warding, you can make a third saving throw 1
instead gain a +2 bonus on Disable Device, Search, and round later by expending one use of a greater dragon-
Spellcraft checks involving traps. mark power.
Your wardsense also allows you to use the Spellcraft Veiled Spirit (Su): At 9th level, you gain a +2
skill to identify magic traps and wards within 60 feet bonus on all Hide checks, and become highly resistant
as if you had cast detect magic or read magic. The DC of the to attempts to espy you or divine your location through
Spellcraft check is increased by 2 over what it would be scrying or other magical means. You gain a +4 bonus on
when using the appropriate spell. Will saves made to resist divination effects.
For example, you can use Spellcraft to identify a Master of Doors (Su): At 10th level, you have
glyph of warding or symbol without rst casting read magic, but reached the pinnacle of a silver keys prowess, this potent
at DCs of 15 and 21 instead of 13 and 19, respectively. ability allows you to make use of any magic door or portal
You can also discern the school of magic in a magic trap you come across as though you had the specic ability to

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do so. In particular, you can bypass arcane lock spells as is your specialty. When melee becomes inescapable, you
though you yourself had cast them, ignore glyphs of ward- rely on your cunning and your good saving throws. If all
ing as though you knew the password (even glyphs that else fails, do not hesitate to use your skills to abandon the
have no password), and bypass the magic of a hold portal as ght entirely. After all, a clean getaway always promises
PRESTIGE CLASSES

though you could cast knock at will. another chance to test yourself.
Your power even extends to portals created or
maintained by magic. You can follow another character Advancement
through a phase door, and can enter a Mordenkainens magnicent Only loyal dwarves of House Kundarak are ever inducted
mansion, a dragonmark demesne (see page 149), and similar into the ranks of the silver keys, but deep involvement in
structures regardless of whether the caster designated house affairs is optional. Any house heir who has proven
you as one of the creatures able to enter. himself capable and loyal stands a good chance of being
This ability does not confer any advantage when accepted. Much of the business the house receives goes
dealing with mundane locks or doors. out to the keys, since even magical warding operations
are typically undertaken after a key has done the prelimi-
PLAYING A SILVER KEY nary mechanical work.
You might know a few martial tricks from before you As a silver key, you undergo permanent supernatural
joined the keys, but the majority of your learning since alterations to your mind, spirit, and body. As such, the
then has centered on how to avoid danger, not tackle it path is neither quick nor easy. When you gain levels, try
head on. You are largely self-sufcient (at least while to focus on the primary tools of your trade: Craft (trap-
carrying out a job). When you do surround yourself with making), Disable Device, Hide, Knowledge (architecture
allies, you appreciate the help they offer but can easily and engineering), Open Lock, Search, and Spellcraft.
grow weary of their inability to keep up with you. Focus your feat selections in ways that increase either
Before the end of the Last War, most silver keys your Armor Class or mobility, or that improve your class
stayed in the service of House Kundarak their whole lives. skills even further.
With the advent of the new age of exploration, many keys
take their leave of the house to embark on adventuring Resources
careers, and whether you remain a Kundarak agent or All silver keys have the resources of House Kundarak
go independent, you know the house will respect your at their disposal as described on page 42, but the house
choice. In the end, new recruits for the keys can always prefers to see keys operating with some measure of self-
be found, and rumors of a group of elite break-and-enter sufciency. As such, the house frowns upon being asked
specialists spreading across Khorvaire makes an effective for assistance once a job is assigned.
selling tool for Kundarak security. In the rare cases when Kundarak sends a key on a
specically illegal mission, the house has a policy of
Combat publicly disavowing all knowledge of his activities if
Your strengths are stealth and security expertise, and he is caught. Since all keys know this, they are always
using those strengths to avoid potentially lethal situations prepared to be cut loose at the worst possible moment.
This tends to make keys even more determined to excel
at what they do.

SILVER KEYS IN THE WORLD


Batwigg the Vole, The locks and wards are still intact, lord. The sentries were in place and
a silver key heard no sound, but the scriptorium has been breached all the same.
Eladria dThuranni, ex-chamberlain
of the Thuranni enclave in Regalport

Integrating the silver keys into a campaign is easily done.


House Kundarak has operations, allies, or both in almost
every civilized part of Khorvaire, and expands further
with each passing year. Nearly any member of House
Kundarak could be a key. Some keys possess dragon-
marks, but many do not. Typically, the keys go where
the action is, and all Khorvaires urban centers feature a
smoothly running network whereby the house can accept
jobs and have keys out in the eld as quickly as the next
day. The more active an area, the more keys can work it,
and places such as Sharn and Wroat are goldmines for
keys who are good at what they do.

Organization
The silver keys exist apart from House Kundarak
hierarchy, but ultimately mirror it. Given the
nature of their work, keys who bear the Mark of
Warding hold special status. As a result, high-
pro le assignments are often handed out to those

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with dragonmarks, though these are not necessarily the this case, tailor the avor of the classs abilities to reect
most lucrative jobs. characters growing bonds with their patron deity.
Within the keys, this status quo is accepted with Because this class has no dragonmark prerequisite, it
grace. Silver keys without dragonmarks enjoy greater can easily be modied to admit characters of other races.

PRESTIGE CLASSES
respect within the house than other unmarked heirs, On the other hand, adding a dragonmark prerequisite
and in many cases are happy to avoid the Kundarak makes it more exclusive, and ties the classs abilities to the
politics that often ensnare the dragonmarked. In gen- powers of the Mark of Warding.
eral, silver keys do not compete against one another,
and there is always more demand for their services than Sample Encounter
can be met. Often, characters who meet a silver key never realize it.
PCs who encounter a key in the course of his duties might
NPC Reactions have been hired as security for a facility or stronghold
Political and nancial allies of House Kundarak greet the key is testing. Alternatively, the PCs might meet a
silver keys warmly, starting with a friendly attitude. Ene- silver key in a social setting, perhaps a function hosted
mies and house rivals are initially unfriendly. Since few by House Kundarak.
others know of the silver keys or what they do, individual EL 9: Though many keys are genuine Kundarak
keys receive the same reaction as any other Kundarak heir nobility, trained for years by the house, the dwarf known as
of the same level and status. The Vole is an exception. Batwiggs talents as a thief were
on the verge of earning him a one-way trip to the prison of
SILVER KEY LORE the Citadel in Sharn when the house quietly snatched him
Characters with ranks in Knowledge (architecture and up, setting him on the path to becoming a silver key. The
engineering) or Knowledge (nobility and royalty) can PCs can encounter him in any location where his presence
research the silver keys to learn more about them. When is unexpected, at which point he attempts to ee. If cor-
a character succeeds on a skill check, the following lore is nered, the Vole reverts to his street instincts and defends
revealed, including the information from lower DCs. himself with almost animal savagery.
DC 10: House Kundaraks security experts design
and build wards, traps, and vaults, but claim the house sells BATWIGG THE VOLE CR 9
no protection that it doesnt also know how to defeat. Male dwarf rogue 6/silver key 3
DC 15: The silver keys are masters at getting into and N Medium humanoid
out of even the most secure facilities. Kundarak uses them Init +7; Senses darkvision 60 ft., Listen +2, Spot +2
to test house security and the security they sell to others, Languages Common, Dwarven, Undercommon
improving it by determining how it can be broken. AC 18, touch 13, at-footed 15; Dodge, uncanny dodge, +2
DC 20: Silver keys are not strictly tied to the house against traps, +4 against giants
hierarchy, so many silver keys become independent at (+3 Dex, +5 armor)
some point. Their skills at passing doors and traps are hp 52 (9 HD)
impressive, and they are said to be invisible to magical Resist evasion, stability (+4 against bull rush and trip)
scrutiny as well. Fort +5 (+7 against poison), Ref +11 (+13 against traps), Will
DC 30: Characters who achieve this level of success +7; +2 on saves against spells and spell-like effects
can learn important details about specic silver keys in
your campaign, including the areas where they operate Speed 20 ft. (4 squares)
and the kinds of activities they undertake. Melee +1 dagger +10/+5 (1d4+1/1920)
Ranged light crossbow +9/+4 (1d8/1920)
SILVER KEYS IN THE GAME Base Atk +6; Grp +6
The silver keys can be easily worked into an ongo- Atk Options sneak attack +3d6, +1 on attacks against orcs
ing campaign, typically by revealing that an existing and goblinoids
Kundarak NPC has secret ties to the Keyguard of the Spell-Like Abilities:
house. Alternatively, PCs could be introduced to the 1/dayinvisibility (CL 9th), misdirection (DC 11, CL 4th)
silver keys when developing ties with House Kundarak Abilities Str 10, Dex 17, Con 14, Int 13, Wis 14, Cha 8
for the rst time. SQ crafty hands, stonecunning (PH 15), trapfinding,
A player who enjoys stealthy characters or skill-heavy wardsense
builds might be drawn to play a silver key. Although their Feats Dodge, Improved Initiative, Least Dragonmark (Mark
default purpose is to help test and improve security pro- of Warding), Weapon Finesse
tocols, independent keys have become spies, scouts, and Skills Appraise +1 (+3 metal or stone), Balance +15, Climb +12,
diplomats. On the other hand, an excoriate silver key Craft (trapmaking) +13 (+15 metal or stone), Disable Device
could be the head of a thieves guild, training new keys +13 (+16 traps), Escape Artist +11, Hide +7, Knowledge
to undermine House Kundaraks security business. (architecture and engineering) +13, Listen +2, Open Lock
+15, Search +15 (+17 secret doors, +18 traps), Spellcraft +7
Adaptation (+10 traps), Spot +2, Use Rope +3 (+5 involving bindings)
Though the silver keys are a branch of House Kundarak, Possessions +2 studded leather, light crossbow with 20 bolts,
associating them with a different mercantile organiza- +1 dagger, gloves of Dexterity +2, Hewards handy haversack,
tion, a thieves guild, or even a law enforcement agency warders keys
makes it possible to use the class in almost any game. Hook Batwigg rarely speaks, and his nose twitches noticeably
Alternatively, the keys might be associated with a cult or when others actively observe him.
religious sect that reveres a god of stealth or rogues. In

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Improved Gust (Ex): You can use the gust of wind
SFeartorm Sentry
the fury of the storm!
power of the Mark of Storm an additional number of
times per day equal to your class level.
Malena dLyrandar of the Mistral Winds Embrace (Sp): You can expend one use
PRESTIGE CLASSES

of any of your dragonmark powers to use feather fall as a


Members of House Lyrandar call the wind to ll the sails spell-like ability, at the same caster level as your other
of merchant vessels or summon gentle rain for farmers dragonmark powers. This is a swift action that does not
in need. However, the Mark of Storm is aptly named, and provoke attacks of opportunity.
its heirs control a powerful and deadly force of nature. Lyrandars Shield (Sp): From 2nd level on, you can
The storm sentry is a colorful warrior who masters the expend one use of a least dragonmark power to use shield
martial applications of her dragonmark, blasting her as a spell-like ability, at the same caster level as your other
enemies with terrible winds and charging her weapons dragonmark powers. If you instead expend one use of a
with crackling lightning. Woe to the Lhazaar pirate who lesser or greater dragonmark power, the duration of the
tries his luck against a Lyrandar vessel only to nd a effect is extended to 10 minutes per level.
storm sentry on board. Powerful Winds (Ex): Beginning at 2nd Level, you
add your class level to the saving throw DC of the gust of
BECOMING A STORM SENTRY wind and wind wall powers of the Mark of Storm.
A storm sentry is a soldier rst and foremost, and must Lyrandars Fist (Sp): From 3rd level on, you can
be a capable combatant. At the same time, she must also target a single creature with an intense blast of wind by
be able to move with the wind, and to feel it f lowing expending one use of any of your dragonmark powers as a
around her. The swashbuckler (from Complete Warrior) standard action. This ability has a range of 25 feet + 5 feet
is the best-suited class to proceed to storm sentry, but per class level, and is resolved as a bull rush attack made
any swift, lightly armored soldier can successfully take by a Medium creature. The effective Strength modier
up this path. Though it is not a requirement, storm on the bull rush attack is based on the strength of the
sentrys tend toward chaotic alignments, and many are dragonmark whose power you expend.
as restless and changeable as the storm whose power
they summon. Dragonmark Strength Modier
Least +4
ENTRY REQUIREMENTS Lesser +8
Greater +16
Base Attack Bonus: +4.
Skills: Balance 4 ranks, Tumble 4 ranks. If you win the opposed Strength check, the target is
Feats: Least Dragonmark (Mark of Stormgust of wind). forced back 5 feet plus an additional 5 feet for every 5
points by which your check result is greater than the
defenders. Using Lyrandars st is a standard action that
THE STORM SENTRY HIT DIE: d10 does not provoke attacks of opportunity.
Storm Strike (Su): At 4th level, you learn to expend
Base one use of any of your dragonmark powers to charge
Attack Fort Ref Will your current melee or ranged weapon (but not thrown
Level Bonus Save Save Save Special weapons or ammunition) with the energy of the storm.
1st +1 +2 +2 +0 Heirs mark, improved This is a swift action that does not provoke attacks
gust, winds embrace of opportunity.
2nd +2 +3 +3 +0 Lyrandars shield, If you expend one use of a least mark power, this
powerful winds duplicates the effect of the shocking weapon special ability.
3rd +3 +3 +3 +1 Lyrandars st If you expend one use of a lesser or greater mark power,
4th +4 +4 +4 +1 Storm strike the effect is that of shocking burst. A ranged weapon with
5th +5 +4 +4 +1 Gale force these abilities bestows the ability on its ammunition, as
normal. The effect lasts for 1 round per dragonmark
Class Skills (4 + Int modier per level): Balance, Bluff, power caster level, or until the weapon leaves your hand.
Climb, Concentration, Craft, Escape Artist, Intimidate, This ability cannot be used on natural weapons, though
Jump, Knowledge (nobility and royalty), Profession, a monks unarmed strike is considered a manufactured
Swim, Tumble, Use Rope. weapon as normal.
Gale Force (Ex): At 5th level, you can generate a
CLASS FEATURES more intense blast of wind when using your gust of wind
The storm is your weapon and shield. As you master power. You treat all targets in the path of the gust as
your dragonmark, you learn to smash your enemies with if they were one size category smaller, so that Medium
mighty gales, or to call on the wind to protect you from creatures can be knocked down, while Small creatures
harm. can be sent ying.
Heirs Mark: Levels in the storm sentry prestige
class count as levels in the dragonmark heir prestige PLAYING A STORM SENTRY
class when determining the caster level for the spell-like You feel the storm within your soul, and you revel in
abilities of your dragonmark. You can have a maximum unleashing its power. Whenever possible, you prefer
of ve effective levels in dragonmark heir for the purpose to be out on the open seas or on the deck of an airship,
of determining the caster level of your dragonmark. where you can feel the wind owing around you. Most

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storm sentries are wild and carefree, following the wind
and seizing each new opportunity it offers. Exceptions
abound, however, and more than a few of your fellows are
as dour and grim as the blackest thunderstorm.

PRESTIGE CLASSES
As a storm sentry, decide whether you want to
join the Sheltering Storm (see Organization, below)
or if you prefer to follow your own path. House
Lyrandar recognizes the value of your skills, and
might pressure you to join one of the house arms.
Though the viceroys respect any decision to remain
independent, you might find your access to the
standard benets of house membership restricted.
After all, if you are going to benefit from your
birth, it is only fair that your family expect some-
thing in return.

Combat
Storm sentries love to dive into the thick of combat.
Tumble lets you dance between your enemies, while
storm strike adds deadly force to your attacks. Lyrandars
shield offers the defensive bene ts of a tower shield
while leaving your hands free, so two-weapon ghting
or specialization with a double weapon are good tactics
for you. You can use storm strike on multiple weapons
(or both ends of a double weapon), but at the expense of
multiple uses of your dragonmark powers.
Though melee combat is exhilarating, you can also
be an effective archer. Lyrandars shield protects you even
while you use a bow, and Lyrandars st and gale force
gusts of wind let you drive back opponents who get too
close. The winds power also lets you take advantage
of your surroundings. More than a few pirates have
been blasted overboard by a storm sentry who has them
outmaneuvered.

Advancement
The gifts of a storm sentry come only from within.
The least Mark of Storm symbolizes your potential,
but only time will tell how your power will grow. Once Malena dLyrandar,
it becomes clear that you have the makings of a storm a storm sentry WM
sentry, House Lyrandar will be eager to take advantage
of your skills. If you agree to work with the Sheltering
Storm, other storm sentries help you develop your keep a strict accounting of this gear, however, and expect
gifts. If you wish to walk alone, you must nd your own to have all equipment returned intact.
path to power. As a member of your house, you have access to the
Though the abilities of this class can be used by resources described on page 48. If you are an active
characters in armor, the skills and prerequisites lend member in good standing with the Sheltering Storm,
themselves to a more mobile style of combat. If you follow you receive a +1 bonus on favor checks you make with the
this path, devote skill points to Tumble, and consider Favored in House feat.
feats such as Combat Expertise, Dodge, and Mobility.
Beyond combat, members of the Sheltering Storm help STORM SENTRIES IN THE WORLD
maintain order aboard Lyrandar ships. A few ranks in After the orb payday, I staked a little operation running protection on
Balance, Climb, Swim, and Profession (sailor) can make aristos in Sharn. Easy money, no risks, right? Sure, up until that skinny
life at sea easier, while Intimidate and Bluff can help keep half-elf heir we try to put the touch on sends a windstorm that blows me
a crew under control. right off the bridge to Dragon Towers!
Kenton Del, retired thief
Resources
Storm sentries feel a strong sense of camaraderie toward Storm sentries are the elite warriors of the House of
one another. Unless you develop an especially infamous Storm. In the past, they have defended Lyrandar interests
reputation, other storm sentries have a friendly reaction from enemies of the house, but some say that the numbers
toward you, often willing to swap stories or lend a hand. of storm sentries are growingand that they seek a more
If you are in the Sheltering Storm, you can request any active role in shaping Lyrandars future. The bound-
sort of magic or mundane equipment the house deems less energy of the storm drives the storm sentries. One
necessary to accomplish a particular task. House elders might be as pleasant as a spring breeze while another is

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loud and blustering, but both make their presence felt house, the Lyrandar viceroys might pair him with a wind-
wherever they go. wright captain. This can provide a party with trans-
Sentries working for the Sheltering Storm are often portation and the freedom to choose assignments, with
assigned to protect Lyrandar ships carrying important the oath to serve Lyrandar offering adventure hooks
PRESTIGE CLASSES

cargo and passengers or vessels traveling especially dan- in abundance.


gerous routes. Recently, the house has begun to partner
storm sentries with windwright captains (a prestige class Adaptation
described in Explorers Handbook) for the most dangerous In a non-Eberron campaign, the storm sentry could be
voyages. Though a storm sentry is largely present to a magic-oriented combat class, or an order of specialist
provide security, sentries with ranks in Perform can help ghters serving aboard the ships of a naval kingdom.
entertain passengers. If a storm sentry possesses the winds Simply add a prerequisite feat to replace Least Dragon-
favor power of the lesser Mark of Storm, she can even assist mark, then give the class the ability to use gust of wind as
the captain at the helm. a spell-like ability a number of times per day equal to
class level.
Organization In an EBERRON game, storm sentries could be a secret
Most storm sentries belong to a loose alliance called the order entirely contained within the Lightning Strike.
Sheltering Storm, which works to protect the vessels of As special operatives, sentries sacrice social skills for
the Windwrights Guild from piracy and other threats. stealth, replacing Bluff and Intimidate for Hide and
However, rumors constantly circulate of a secret order of Move Silently.
house enforcers known as the Lightning Strikemonks
and scouts (from Complete Adventurer) who combine the Sample Encounter
power of the storm sentry with the arts of stealth. Adventurers can encounter storm sentries any time
Sentries in the Sheltering Storm often have semi- they ride a Lyrandar vessel, especially an airship or
permanent positions on speci c ships, with important elemental galleon. If the Lightning Strike exists, PCs
cargo assigned according to the sentry guarding it. The might get caught up in a house security operation, or
Sheltering Storm maintains a small training facility could be targeted (inadvertently or otherwise) by storm
on the island of Stormhome, but storm sentries more sentries themselves.
often use general house enclaves and Windwrights EL 9: Malena dLyrandar is a storm sentry of the
Guild facilities. Sheltering Storm. She is currently assigned to the Mistral,
an airship commanded by captain Suren dLyrandar (N
NPC Reactions male half-elf expert 6/articer 1/windwright captain 2).
Storm sentries are dashing and f lamboyant, and A party of adventurers might seek to charter the Mistral,
their rarity makes them stand out all the more. The or the PCs could encounter Malena off the ship in an
common folk react to a storm sentry as they would to exotic port of call. The storm sentry is impetuous and
any respected heir of House Lyrandar, while members impulsive, and the PCs could easily nd themselves in
of the house are especially respectful of the classs skills the middle of a brawl when Malena unleashes a gust of wind
and dedication. in a Stormreach tavern.

STORM SENTRY LORE MALENA DLYRANDAR CR 9


Characters with ranks in Knowledge (nobility and roy- Female half-elf ghter 2/swashbuckler 3/storm sentry 4
alty) can research House Lyrandar to learn more about CN Medium humanoid (elf)
the storm sentries. When a character succeeds on a skill Init +5; Senses low-light vision, Listen +0, Spot +0
check, the following lore is revealed, including the Languages Common, Elven, Gnome, Riedran
information from lower DCs. AC 21, touch 16, at-footed 16
DC 10: The storm sentries of House Lyrandar learn (+5 Dex, +5 armor, +1 deection)
to call on the winds to gain an edge in battle. hp 54 (9 HD)
DC 15: A storm sentry can wrap herself in a shield- Immune sleep
ing wind, blast an enemy with a mighty gale, and charge Fort +11, Ref +12, Will +2 (+4 against enchantments)
her weapons with the power of lightning.
DC 20: There are rumors that House Lyrandar Speed 30 ft. (6 squares)
maintains a secret strike force of storm sentries used in Melee +1 rapier +15/+10 (1d6+2/1520) or
covert operations. This order is supposedly called the Melee +1 rapier +13/+8 (1d6+2/1520)
Lightning Strike. and mwk short sword +13 (1d6+1/1920)
DC 30: Characters who achieve this level of success Ranged mwk composite longbow +15/+10 (1d8+1/3)
can learn important details about storm sentries in your Base Atk +9; Grp +10
campaign, including history, notable individuals, the Atk Options Blind-Fight, Combat Expertise, insightful
areas in which they operate and the kinds of activities they strike, storm strike
undertake. Special Actions Lyrandars st, Lyrandars shield, winds
embrace
STORM SENTRIES IN THE GAME Combat Gear 2 potions of cure moderate wounds
Storm sentries are an essential component of House Spell-Like Abilities (CL 10th):
Lyrandars security operations, but are rare enough 6/daygust of wind (DC 17)
that PCs might never have met one. If an adventurer 1/daywinds favor
becomes a storm sentry and wants to work with the Abilities Str 12, Dex 20, Con 10, Int 14, Wis 8, Cha 12

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Feats Blind-Flight, Combat Expertise, Improved Critical infusing class to which you belonged before adding the
(rapier), Least Dragonmark (Mark of Storm), Lesser prestige class level. You do not, however, gain any other
Dragonmark (Mark of Storm), Two-Weapon Fighting, benet a character of that class would have gained. If you
Weapon FinesseB had more than one applicable class before becoming an

PRESTIGE CLASSES
Skills Balance +16, Bluff +9, Climb +5, Diplomacy +16, Dis- unbound scroll, you must decide to which class to add each
guise +1 (+3 to act in character), Gather Information +3, level for the purpose of determining spells or infusions
Jump +10, Knowledge (nobility and royalty) +7, Listen +0, per day, caster level, and spells or infusions known.
Profession (sailor) +5, Search +3, Sense Motive +4, Spot Heirs Mark: Levels in the unbound scroll prestige
+0, Swim +8, Tumble +15 class count as levels in the dragonmark heir prestige
Possessions combat gear plus +1 mithral chain shirt, ring of protection class when determining the caster level for the spell-like
+1, +1 rapier, masterwork short sword, masterwork compos- abilities of your dragonmark. You can have a maximum
ite longbow (+1 Str bonus) with 20 arrows, gloves of Dexterity of ve effective levels in dragonmark heir for the purpose
+2, glamerweave cloak of resistance +1 of determining the caster level of your dragonmark.
Hook I follow the wind, and the wind follows me. Master Scribe (Ex): When you use Scribe Scroll,
reduce the gp and XP costs by 5% for each level in this
class. These bonuses stack with those of Legendary
Artisan and Extraordinary Artisan, so that a 5th-level
U nbound Scroll
Youre quite the sight, with your polished armor and your fearsome sword.
unbound scroll with the Legendary Artisan feat reduces
the XP cost of scroll creation by 50%.
But Ill wager I can reduce you to ashes with just ve words. Care to put Scroll Mastery (Ex): As an unbound scroll, you gain
it to the test? a bonus equal to your class level on Use Magic Device
Syla Syrralan dSivis, an unbound scroll checks made to activate scrolls.
Improved Arcane Mark (Ex): From 2nd level on,
Few soldiers envy the gnomes of House Sivis. Arcane mark you can use the arcane mark power of the Mark of Scribing
is the tool of a notary, not the weapon of a knightexcept an additional number of times per day equal to your
in a world of magic, where words can be weapons. An class level.
unbound scroll is a member of an elite order within Strong Words (Su): From 2nd level on, you can
House Sivis, and a mystic warrior drawing on the power expend one use of any of your dragonmark powers as a
of her dragonmark to unleash destruction with a word. swift action to increase the caster level of a scroll you acti-
vate, to a maximum of 2 + character level. The increase
BECOMING AN UNBOUND SCROLL is based on the strength of the dragonmark whose power
Unbound scrolls are drawn from the most gifted arti- you expend.
cers and wizards of House Sivis, though a few exceptional
magewrights have made their way into the order. An Dragonmark Caster Level
unbound scroll must possess the Mark of Scribing and Least +2
a keen insight into the process used to create scrolls. Lesser +3
The techniques used by unbound scrolls are a carefully Greater +4
guarded secret, and cannot be learned without training
from a current member of the order. Metamagic Scroll (Su): From 3rd level on, you can
expend one use of any of your dragonmark powers as
ENTRY REQUIREMENTS a swift action to apply a single metamagic feat that you
know to a scroll you activate. You cannot combine this
Skills: Profession (scribe) 4 ranks. ability with the metamagic scroll infusion (Magic of Eberron
Feats: Least Dragonmark (Mark of Scribingarcane 99) or similar effects. You are limited in the feats you
mark), Scribe Scroll. can apply by level modier, based on the strength of the
Spellcasting: Ability to prepare 3rd-level arcane dragonmark whose power you expend.
spells or imbue 3rd-level infusions.
Special: Must have performed a task specied by the Dragonmark Metamagic Level Modier
Viceroy of the Ninth College. Least +2 levels
Lesser +3 levels
The Ninth College (the order of the unbound scrolls) Greater +4 levels
includes the greatest arcanists of House Sivis. Its mem-
bers spend much of their time crafting scrolls and other Charged Words (Su): At 4th level, you learn to
magic items on behalf of the house. charge a scroll with mystical energy. When you activate a
scroll, you can expend one use of any of your dragonmark
CLASS FEATURES powers as a swift action to increase the saving throw DC
As an unbound scroll, you learn to unlock the full poten- of the spell. The amount of the bonus is based on the
tial of magical writing. By drawing on your dragonmark, strength of the dragonmark whose power you expend.
you can enhance the power of scrolls in a number of
different ways. Dragonmark DC Bonus
Spellcasting: At each level except 3rd, you gain new Least +2
spells or infusions per day and an increase in caster level Lesser +3
(and spells or infusions known, if applicable) as if you Greater +4
had also gained a level in an arcane spellcasting class or

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of the adventurers life, for its promise of new magic, new
peoples, and new power to be explored.

Combat
If you began as an articer, you will have a little more
staying power; if you rely solely on divine scrolls, you can
even wear armor. You are no warrior, though, and your
combat tactics typically involve trying to stay out of the
reach of enemy blades. Scroll magic is your weapon of
choice. Surprise is your ally, and you seek to strike hard
and fast. Deal as much damage as possible before your
opponents recognize the power you possess. A feat such as
Empower Spell can combine with your metamagic scroll
or ghost writing ability to make a scroll of reball your foes
will never forget.

Advancement
The Ninth College is a legend within House Sivis. As a
child, you learned your basic skills from its preceptors.
The order is extremely selective, and you underwent
a grueling battery of tests evaluating your scrollcraft,
your ability to use your dragonmark, and your dedi-
cation to the art of language. Before your training is
complete, you must perform a task set by the viceroy of
the college himself. This might involve anything from
creating a new word to recovering a book of forgotten
spells from a ruined library in Xendrik. Any heir of
Syla Syrralan dSivis, House Sivis can undertake the tests, but only once.
an unbound scroll Should you fail, the doors of the Ninth College are
GF closed to you forever.
If House Sivis is a whirlwind of intrigue, the Ninth
College is the eye of the storm. Competition for rank is
high within the order, but one achieves recognition solely
Ghost Writing (Su): At 5th level, you can expend through creation or discovery. It has been centuries
one use of any of your dragonmark powers as a swift since a member of the college was found to have stolen or
action to magically duplicate a single spell on a scroll. undermined the work of another. You can choose where
The spell is covered with shimmering writing that you work best: some unbound scrolls spend their lives
appears to f loat above the page. W hen you activate the in the college towers, while others choose to wander the
spell from the scroll, this ghostly writing vanishes but world in search of inspiration and ancient knowledge.
the original spell remains, ready to be activated again. As an unbound scroll, you might choose to develop
You cannot use this ability to duplicate any spell that has your verbal skills (Bluff and Diplomacy) or writing ability
an XP cost or a material component over 1 gp in value. (Appraise, Decipher Script, Forgery). Speak Language is
The maximum level of a spell that can be duplicated is an important skill, and your fellows in the Ninth Tower
based on the strength of the dragonmark whose power judge you by the number of languages you master. If you
you expend. are an articer by trade, Use Magic Device allows you to
use the scrolls you scribe.
Dragonmark Spell Level
Least 02nd Resources
Lesser 3rd4th In addition to the resources you have access to as a
Greater 5th6th member of your house (described on page 73), the Ninth
College has one of the nest spell libraries in Khorvaire.
PLAYING AN UNBOUND SCROLL As an unbound scroll, you can purchase any scroll or
Many are fascinated with the power of magic, but only legal spell component at a 10% discount. You can also use
you see the way in which that power and the power of the resources of the college while creating scrolls. This
language intertwine. As much as you love to hide away in reduces the cost (both XP and gp) by 10%. This bonus
your study, you also enjoy being around people, listening stacks with any similar reduction, including your master
to the web they weave with their words. scribe ability and the Legendary Artisan and Extraordi-
Unbound scrolls are intense and eccentric, and all nary Artisan feats.
have their own individual style. One might spend every As a member of the order, you can also copy spells
waking hour working on scrolls, while another spends as from the college library, but you are required to make
much time in the taverns as in his library. Though you a donation equal to half the normal cost of a scroll of
establish your own routine of study and social interac- that spell. The collection is extensive but not complete,
tion, you can be sure that it is different from that of any and individual spells are available at the Dungeon
other unbound scroll. In particular, you feel the allure Masters discretion.

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THE UNBOUND SCROLL HIT DIE: d4

Base
Attack Fort Ref Will

PRESTIGE CLASSES
Level Bonus Save Save Save Special Spellcasting/Infusions
1st +0 +0 +0 +2 Heirs mark, +1 level of existing spellcasting class
master scribe,
scroll mastery
2nd +1 +0 +0 +3 Improved arcane mark, +1 level of existing spellcasting class
strong words
3rd +1 +1 +1 +3 Metamagic scroll
4th +2 +1 +1 +4 Charged words +1 level of existing spellcasting class
5th +2 +1 +1 +4 Ghost writing +1 level of existing spellcasting class

Class Skills (2 + Int modier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery,
Knowledge (all skills, taken individually), Profession, Speak Language, Spellcraft, Use Magic Device.

Unbound scrolls can also sell scrolls for 65% of their love titles. Ranking members are called doyens, fol-
value at any House Sivis enclave, and you can receive lowed by provosts and preceptors. Unbound scroll is
room and board at any Sivis enclave with no need to work itself a title; as such, a gnome might introduce herself
in exchange. as Lady Syla Syrralan dSivis, Doyen of the Ninth Col-
All these benets are granted with the expectation lege, Keeper of the Eightieth Word, Unbound Scroll,
that you are a devoted Sivis heir, and that your research and Wordsmith.
will someday benet the house. For example, if you devise Members of the Ninth College are expected to
or discover new spells, you are expected to add them to defer to those who hold office, and to return to the
the library of the Ninth College. Such contributions have college for grand councils every six months. Though
no set timetable, and some unbound scrolls do more for unbound scrolls are expected to share any innovations
the house than others. However, if you are seen to be and discoveries with the college, few other restrictions
blatantly withholding the fruits of your labors, you could or expectations are placed on them. Arms of the house
be expelled from the college, and potentially reported to occasionally request the assistance of the Ninth Col-
Oversight for more extreme sanctions. lege, and depending on her skills, an unbound scroll
could be asked to serve as a diplomat, bodyguard, or
scholarly advisor.
UNBOUND SCROLLS
IN THE WORLD NPC Reactions
I saw that little runt read the same scroll ve times. Thats just not possible. Few people outside House Sivis know anything of the
But if she had a wand up her sleeve, I didnt see it anymore than did the Ninth College, and unbound scrolls are treated like any
slaver platoon she sent heading for the Graywall hills. other Sivis heir. Within the house, membership in the
Ilan dCannith, arcanist of the Twelve college is a considerable achievement, and heirs of House
Sivis often have a friendly (or at least indulgent) reaction
Unbound scrolls are fascinated by magic and language to unbound scrolls. The exceptions are those who have
both what exists in the modern world and what has yet to tried to join the college and failed. These gnomes often
be developed. Some live cloistered lives developing new harbor bitter resentment toward those who succeeded
spells or scribing scrolls by the trunkload. Others choose in their stead, and while not necessarily hostile, might
to explore the world, seeking inspiration in adventure. scheme against an unbound scroll from the shadows.

Organization UNBOUND SCROLL LORE


Within House Sivis, unbound scrolls work together in an Characters with ranks in Knowledge (arcana) or Knowl-
order known as the Ninth College. This order receives edge (nobility and royalty) can research unbound scrolls
funding from the Hidden Word and Taskers Dream to learn more about them. When a character succeeds on
(page 74), and unbound scrolls are prominent in both a skill check, the following lore is revealed, including the
those organizations. The Ninth College is a center for information from lower DCs.
linguistic studies, and its members have a reputation DC 10: There is an order in House Sivis known as
for eccentricity. Unbound scroll Harlus Haskal dSivis the Ninth College. Members of the college learn to use
once spent twenty years trying to devise the perfect the Mark of Scribing to enhance the power of magical
single-word greeting, while Syla Syrralan dSivis has writing; such characters are called unbound scrolls.
spent a fortune crafting inks from the blood of rare DC 15: Unbound scrolls are usually wizards or
and deadly aberrations. articers. A member of the order can produce magical
The Ninth College is based in the great Sivis scrolls at a remarkable rate.
enclave in Korranberg. Viceroy Kendal Santor dSivis DC 20: A gifted member of the Ninth College
(LN male gnome diviner 5/unbound scroll 5) is the can read a scroll multiple times before its power is
head of the college and a lord seneschal of House Sivis, exhausted.
advising the matriarch on matters of magic. Like all DC 30: Characters who achieve this level of success
members of the house, the gnomes of the Ninth College can learn important details about unbound scrolls in

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your campaign, including history, notable individuals, Base Atk +4; Grp 2
the areas in which they operate and the kinds of activities Atk Options metamagic scroll, strong words, +1 on attacks
they undertake. against kobolds and goblinoids
Combat Gear 3 scrolls of cure moderate wounds (CL 3rd), scroll
PRESTIGE CLASSES

UNBOUND SCROLLS IN THE GAME of dimension door (CL 7th), scroll of reball (DC 14, CL 7th),
Unbound scrolls can be found anywhere in Eberron, scroll of invisibility (CL 3rd), scroll of ray of enfeeblement (+6
though academics of the Ninth College remain concen- ranged touch, CL 1st), 2 scrolls of scorching ray (+6 ranged
trated in and around Korranberg. Adventurer unbound touch, CL 4th), scroll of scorching ray (+6 ranged touch,
scrolls can serve any number of roles in a campaign, from CL 8th)
ill-prepared explorers needing rescue, to the leaders of Articer Infusions (CL 7th, DC 13 + level of infusion):
expeditions racing the PCs to a site of ancient and valu- 3rd (3/day)*
able lore. 2nd (4/day)*
As an option for player characters, the unbound 1st (4/day)*
scroll provides standing in House Sivis and resources * See Chapter 4 in this book and page 103 of the EBERRON
useful to any spellcaster. The expectation to share new Campaign Setting for available articer infusions
knowledge simply provides an excuse for an unbound Spell-Like Abilities:
scroll to seek out adventure. 6/dayarcane mark (CL 9th)
1/daydancing lights (CL 1st), ghost sound (DC 13, CL 1st),
Adaptation prestidigitation (CL 1st), secret page (CL 9th), speak with animals
The Ninth College appears to be little more than a (burrowing mammal only, duration 1 minute, CL 1st)
collection of dusty scholars, but as with all things Zil, Abilities Str 7, Dex 14, Con 12, Int 16, Wis 12, Cha 14
appearances can be deceiving. Characters who become SQ articer knowledge +8, craft reserve 100, craft homuncu-
unbound scrolls might receive a permanent Rarys telepathic lus (none at present), disable trap, item creation, master
bond to a handler in House Sivis, with the orders seem- scribe (15%), retain essence
ingly innocuous academic exploits working toward some Feats Brew PotionB, Craft Magic Arms and ArmorB, Craft
sinister goal. A PC might receive missions through her Wondrous ItemB, Empower Spell, Extraordinary Arti-
telepathic linkand is expected to manipulate her fellow san B, Least Dragonmark (Mark of Scribing), Lesser
adventurers into helping her accomplish them. Dragonmark (Mark of Scribing), Scribe ScrollB
Skills Appraise +10, Concentration +10, Decipher Script +8,
Sample Encounter Diplomacy +5, Hide +6, Knowledge (arcana) +10, Knowl-
With their inherent eccentricity, unbound scrolls can edge (history) +5, Knowledge (nobility and royalty) +5,
become entangled in the lives of the PCs in any number Knowledge (the planes) +5, Listen +3, Profession (scribe)
of ways. An elderly gnome might hire a group of adven- +8, Spellcraft +14, Spot +1, Use Magic Device +10 (+12 arms
turers to accompany her to Xendrik, then reveal the and armor, +12 wondrous items, +15 scrolls)
treasure she seeks is not gold as promised, but a crystal Possessions combat gear plus bracers of armor +3, ring of pro-
orb said to record the Giant language as it was spoken tection +1, masterwork dagger, masterwork light crossbow
tens of thousands of years ago. A Sivis heir might wander with 20 bolts, cloak of resistance +1, innite scrollcase*, Hewards
from tavern to tavern, inciting brawls in every establish- handy haversack
ment he enters (including the PCs) so as to master verbal * Magic of Eberron 109
signals that instinctively trigger violence.
EL 8: Syla Syrralan dSivis is a gifted articer who Hook Can I have a word with you?
labors in the arcane workshops of the Ninth College. She
has a great interest in the draconic Prophecy, and has
become convinced that vital clues to understanding it can
be revealed by the manner in which the kobolds of the
V adalis Beastkeeper
Let Cannith rant about the warforged. We know what it is to truly
Seawall Mountains use the Draconic language. Unfor- create life.
tunately, most kobolds have no great love for the gnomes Alirrin Shir, Vadalis beastkeeper
of Zilargo, and Syla is often looking for adventurers to
protect her as she ventures into the depths to debate with The heirs of House Vadalis are well known for their
scaled mystics. experimentation with magebred animals and magical
beasts, but some within the house have little patience for
SYLA SYRRALAN DSIVIS CR 8 even the pace of farm life. The beastkeeper is a scion of
Female gnome articer 5/unbound scroll 3 House Vadalis who seeks to master the magic of nature
N Small humanoid and tame those beasts whose essence incorporates that
Init +2; Senses low-light vision, Listen +3, Spot +1 magic. Beastkeepers leave the breeding and care of ani-
Languages Common, Draconic, Dwarven, Giant, Gnome mals to others, spending their time seeking out magical
AC 17, touch 14, at-footed 15; +4 against giants creatures in the wilds of Khorvaire.
(+1 size, +2 Dex, +3 armor, +1 deection)
hp 35 (8 HD) BECOMING A
Fort +4, Ref +5, Will +9; +2 against illusions
Speed 20 ft. (4 squares)
VADALIS BEASTKEEPER
Vadalis beastkeepers are scouts and guides, hunters and
Melee mwk dagger +4 (1d32/1920) warriors. They must be able to wield a blade and guide a
Ranged mwk light crossbow +8 (1d6/1920) magebred mount with equal faculty. Nearly all beastkeepers

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have levels in ranger, druid, or (more rarely) paladin, If you already have wild empathy from another class,
with most drawn from the ranks of rangers or multiclass levels in the classes that grant wild empathy stack to
ranger/scouts (from Complete Adventurer). determine your total effective wild empathy level.
Magebred Summoning (Su): From 2nd level on,

PRESTIGE CLASSES
ENTRY REQUIREMENTS any animal you summon with summon natures ally I is aug-
mented with the magebred template (ECS 295). This
Base Attack Bonus: +4. applies to animals summoned with summon natures ally II at
Skills: Handle Animal 3 ranks, Knowledge (arcana) 4th level, with summon natures ally III at 7th level, and with
3 ranks, Knowledge (nature) 3 ranks, Ride 4 ranks. summon natures ally IV at 10th level.
Feats: Mounted Combat. Applying a template on the y can slow down game
Special: Animal companion or special mount. play. Consider applying the magebred template to your
Special: Must be a member of House Vadalis. favorite animals before play begins.
Bonus Feat: At 3rd, 6th, and 9th level, you gain a
CLASS FEATURES bonus feat, which must be chosen from the following
A Vadalis beastkeeper is a master of magebred animals list: Animal Affinity, Endurance, Mounted Archery,
and magical beasts. Whether you aid the druids of the Ride-By Attack, Self-Sufficient, Skill Focus, Spirited
house in corralling livestock for magical enhancement, Charge, Trample. You must meet all the prerequisites for
scour the wild for owlbear eggs, or guide a House Orien that feat.
convoy through unexplored lands, your abilities and Magebred Companion (Su): At 5th level, your
your magical companion or mount are well suited to animal companion or special mount gains the magebred
the task. template, even though it is a magical creature, not an
Spellcasting: You have the ability to cast a small animal. Your companion or mounts Intelligence is not
number of divine spells. To cast a beastkeeper spell, you reduced by this ability.
must have a Wisdom score of at least 10 + the spells level, Bestial Empathy (Ex): At 8th level, you no longer
so a beastkeeper with a Wisdom of 10 or lower cannot take a when attempting to inuence magical beasts with
cast these spells. Bonus spells are based on Wisdom, and wild empathy.
saving throws against these spells have a DC of 10 + spell Magebred Transformation (Ex): At 10th level,
level + your Wisdom modier. When you get 0 spells per your constant exposure to the arcane essence of mage-
day of a given spell level, you gain only the bonus spells bred animals and magical beasts causes a transformation
you would be entitled to based on your Wisdom score for within your own form that mimics the magebred tem-
that spell level. The beastkeepers spell list appears below. plate. You gain a +2 bonus to one physical ability score
You have access to any spell on the list and can freely of your choice (Strength, Dexterity, or Constitution),
choose which to prepare. You prepare and cast spells just your base speed increases by 10 feet, and you gain a +2
as a ranger does. natural armor bonus (a creature without natural armor
Heirs Mark: Levels in the Vadalis beastkeeper has an effective natural armor bonus of +0). These changes
prestige class count as levels in the dragonmark heir are permanent.
prestige class when determining the caster level for the
spell-like abilities of your dragonmark (if any). You can Vadalis Beastkeeper Spell List
have a maximum of ve effective levels in dragonmark Vadalis beastkeepers choose their spells from the fol-
heir for the purpose of determining the caster level of lowing list:
your dragonmark. 1st Level: animal messenger, calm animals, charm animal, delay
Improved Companion or Mount (Ex): Levels in poison, detect animals or plants, detect poison, endure elements, feather
Vadalis beastkeeper stack with levels in the class that fall, hide from animals, jump, longstrider, magic fang, speak with animals,
grants you your animal companion or special mount summon natures ally I.
for the purpose of determining the functional strength 2nd Level: barkskin, bears endurance, cats grace, hold animal,
and level of that companion or mount. If you had more owls wisdom, spider climb, summon natures ally II.
than one class that granted you an animal companion or 3rd Level: darkvision, heal mount*, greater magic fang, neu-
special mount before becoming a beastkeeper, you must tralize poison, remove disease, repel vermin, summon natures ally III.
decide to which class to add each level for the purpose of 4th Level: animal growth, freedom of movement, polymorph,
determining the functional strength and level of your summon natures ally IV.
companion or mount. * Can be cast on an animal companion as well as a
Vadalis Instinct (Ex): Your innate understanding special mount.
of magical beasts grants you special insight. You gain a +2
bonus on Bluff, Listen, Sense Motive, Spot, and Survival PLAYING A VADALIS BEASTKEEPER
checks when using those skills against magical beasts, You are a loyal member of House Vadalis, but the moti-
(including other characters animal companions, special vation to serve the houses mercantile interests is not as
mounts, or familiars), and a +2 bonus on weapon damage strong in you as it is in others. You might be a guide or
rolls against such creatures. scout-for-hire, a bodyguard for the less martial mem-
You also gain a +2 bonus on Handle Animal and bers of your house, a griffon rider providing aerial
Ride checks made to control or handle magical beasts. mercenary services, or simply a wanderer seeking your
Furthermore, your penalty when attempting to inuence fortune in the wide world. You are fascinated with the
magical beasts with wild empathy is reduced to 2. beasts of the wild, both natural and magical, and often
Wild Empathy (Ex): You can improve the attitude prefer their company to that of people. Though you are
of an animal. (See the druid class feature, PH 35.) by no means savage or uncouth, you avoid the cities of

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THE VADALIS BEASTKEEPER HIT DIE: d8

Base
Attack Fort Ref Will Spellcasting
PRESTIGE CLASSES

Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Heirs mark, improved 0
companion or mount, Vadalis
instinct, wild empathy
2nd +2 +3 +3 +0 Magebred summoning 1 1
3rd +3 +3 +3 +1 Bonus feat 1
4th +4 +4 +4 +1 Magebred summoning 2 1 0
5th +5 +4 +4 +1 Magebred companion 1 0
6th +6 +5 +5 +2 Bonus feat 1 1
7th +7 +5 +5 +2 Magebred summoning 3 1 1 0
8th +8 +6 +6 +2 Bestial empathy 1 1 1
9th +9 +6 +6 +3 Bonus feat 1 1 1
10th +10 +7 +7 +3 Magebred summoning 4, 2 1 1 0
magebred transformation

Class Skills (6 + Int modier per level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge
(arcana), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival,
Swim, Use Rope.

Khorvaire in favor of the open wilderness, or at least the Resources


intimate surroundings of a smaller community of family Though the beastkeepers are respected members of
and good friends. House Vadalis, their status does not grant them access
to any particular resources beyond those enjoyed by all
Combat members of the house (described on page 90).
You are nearly the equal of the fighter or ranger in
combat, and should not hesitate to take the front lines
in melee. That said, your animal companion or special
VADALIS BEASTKEEPERS
mount gives you a signicant advantage, especially when IN THE WORLD
its magebred traits reveal themselves. Use your compan- Neither one of them was quite right, the tiger or the Vadalis with himand
ion or mount to ank your foes, or to aid your allies while Im not sure which was scarier.
you provide assistance with spells or ranged attacks. The Lorul Sequian, House Orien merchant
ability to summon magebred creatures should also be a
staple of your battleeld tactics. Though Vadalis beastkeepers are at home in any wilderness-
based campaign, they often appear in cities as escorts to
Advancement those who must travel the wild, or as part of a Vadalis
You were a member in good standing of House Vadalis contingent seeking to buy or sell rare creatures. Beast-
before becoming a beastkeeper, but beyond that, your keepers are equally likely to be encountered as emissaries
story is your own. Some beastkeepers were rangers or of the house as they are working on their own, and their
druids who developed a bond with the magical beasts and personal endeavors can be as varied as any PCs.
magebred animals that are the lifeblood of your house.
Some began as students of magic, intending to aid in the Organization
creation and breeding of such creatures but discovering a Though beastkeepers sometimes congregate to learn
passion for wilderness exploration later in life. from one another and share information, they have no
Where you stand now depends largely on how you true organization. Their only formal link is membership
choose to make use of your abilities. You might serve in House Vadalis.
House Vadalis as a scout, guard, soldier, or escort. You
might provide similar services for hire to others who NPC Reactions
can pay, or you might adventure on your own, seeking to Because few understand their true vocation, Vadalis
explore the wilds and study the mysterious creatures that beastkeepers are typically treated no differently from
lurk there. You still inform the house of all you discover rangers, druids, and other characters who make a life in
and learn, however, for you never forget the family from the wilderness. Members of high society might be indif-
which you hail. ferent to a beastkeeper, but the common folk react as they
When advancing as a beastkeeper, focus primarily do to any other member of House Vadalis.
on skills that enable you to function in the wild (in other
words, the same skill choices you would make as a ranger VADALIS BEASTKEEPER LORE
or druid). Devote attention equally to your physical and Characters with ranks in Knowledge (nature) can
mental abilities, the better to hone your combat and research Vadalis beastkeepers to learn more about them.
spellcasting. Even though your spell selection is limited, When a character succeeds on a skill check, the follow-
consider feats such as Extend Spell that make your sum- ing lore is revealed, including the information from
moning powers more potent. lower DCs.

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DC 10: Beastkeepers are House Vadalis rangers ALIRRIN SHIR CR 7
with a penchant for magical creatures both domestic Male human ranger 4/Vadalis beastkeeper 3
and wild. CN Medium humanoid
DC 15: Most beastkeepers have animal companions Action Points 3

PRESTIGE CLASSES
or mounts that are magebred, and the creatures they Init +2; Senses Listen +5, Spot +5
summon with their spells are magebred as well. Languages Common
DC 20: A beastkeeper can talk to magical creatures AC 16, touch 12, at-footed 14
like a druid talks to normal animals. Tales tell of experi- (+2 Dex, +3 armor, +1 shield)
enced beastkeepers who take on some aspects of Vadaliss hp 49 (7 HD)
magebred animals themselves. Fort +11, Ref +11, Will +4
DC 30: Characters who achieve this level of success
can learn important details about specic Vadalis beast- Speed 30 ft. (6 squares); Ride-By Attack
keepers in your campaign, including the areas where they Melee +1 lance +9/+4 (1d8+2/3) or
operate and the kinds of activities they undertake. Melee mwk battleaxe +9/+4 (1d8+1/3)
Ranged mwk longbow +10/+5 (1d8/3) or
Ranged mwk longbow +8/+8/+3 (1d8/3) with Rapid Shot
VADALIS BEASTKEEPERS Base Atk +7; Grp +8
IN THE GAME Atk Options Mounted Combat, Spirited Charge, favored
Unlike many prestige classes af liated with the dragon- enemy humans +2, magebred summoning, Vadalis
marked houses, beastkeepers have little to tie them to instinct +2
their houses interests. As a result, they can be encoun- Vadalis Beastkeeper Spells Prepared (CL 3rd):
tered almost anywhere, aside from major urban areas. 1stsummon natures ally I
Beastkeepers are perfectly suited to an adventuring Abilities Str 13, Dex 15, Con 14, Int 10, Wis 11, Cha 10
life, whether hunting magical beasts or escorting others SQ animal companion, link with companion, share spells,
through the wilderness. wild empathy +9 (+7 magical beasts)
This prestige class should appeal to players who Feats Animal AfnityB, EnduranceB, Heroic Spirit, Mounted
prefer rangers, druids, or scouts, but seek a closer con- Combat, Rapid ShotB, Ride-By Attack, Spirited Charge,
nection to one of the dragonmarked houses. Alterna- Track B
tively, the Vadalis beastkeeper might simply be a means Skills Climb +6, Handle Animal +12, Heal +5, Knowledge
of making a character and his animal companion stand (arcana) +3, Knowledge (geography) +5, Knowledge
out from the crowd. (nature) +7, Listen +5, Ride +13, Search +5, Spot +5,
Survival +10 (+12 to avoid getting lost and avoid haz-
Adaptation ards; +12 following tracks; +12 in aboveground natural
Because beastkeepers must belong to House Vadalis but environments)
need not have a dragonmark, they could easily represent Possessions masterwork studded leather, masterwork light
an elite sect of rangers, or perhaps the military van- wooden shield, +1 lance, masterwork longbow with 20 arrows,
guard of a wild and untamed land. Alternatively, the masterwork battleaxe, cloak of resistance +2
class could take a dragonmark prerequisite, with char- Hook Nobody crosses a Vadalis twice.
acters able to expend uses of their dragonmark powers to
gain additional uses of magebred summoning or other HEAVY WARHORSE ANIMAL COMPANION CR
new abilities. N Large animal
Init +2; Senses low-light vision, scent, Listen +6, Spot +5
Sample Encounter AC 17, touch 11, at-footed 15
Beastkeepers can be encountered in urban environ- (1 size, +2 Dex, +6 natural)
ments, but their abilities are better suited to the wild. An hp 45 (6 HD)
encounter with a beastkeeper should allow him to summon Resist evasion
magebred allies, or at least to highlight his wilderness Fort +8, Ref +7, Will +3
skills and his animal companion or special mount.
EL 7: Alirrin Shir is a young Vadalis beastkeeper. Speed 50 ft. (10 squares)
His heart and loyalties are with his family, but he has a Melee 2 hooves +7 (1d8+4) and
quick temper and an in ated sense of his own abilities. bite +2 (1d6+2)
When encountered by the PCs, he is seeking out a group Base Atk +4; Grp +12
of bandits who recently ambushed a Vadalis caravan, Abilities Str 19, Dex 14, Con 17, Int 2, Wis 13, Cha 6
stealing the caravans magebred animals and slaughtering SQ 2 bonus tricks
the rest. Shir might mistake the PCs for those responsible Feats Endurance, Improved Natural Attack, Run
and attack. If he can be reasoned with, he might seek the Skills Listen +6, Spot +5
partys aid in tracking down the true criminals, but his
methods are rash and might lead to more trouble.

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ravigor led the expedition

D to the Valley of Shadows,


and the shardseekers paid
him well for his expertise.

espite their thoughtless

D disregard for the perils of


Xendrik, he had gotten
them to the Basalt Boulevard
alive, but his warnings about the
yuan-ti fell on deaf ears.

hen the snake-men

W nally appeared,
Dravigor knew it was
time to prove that he was no
simple Waynder guide.

scion of House Tharashk

A was not one to trie with


particularly after a long trek
through a steaming jungle with a
trio of whining adventurers in tow.

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CHAPTER THREE

N EW FEATS

NEW FEATS
T he spell-like abilities granted by a dragon-
mark are the most obvious sign of the power
wielded by a dragonmarked heir. However,
dragonmarks open up even more abilities and
options for the characters who bear them.
This section presents more than fty new feats, which
allow dragonmarked characters (including those with
aberrant dragonmarks) to increase the power and potency
Benefit: Once per week, you can reroll any one
Craft check. The decision to reroll must be made before
learning the outcome of the original roll, and you must
accept the result of the second roll.
In addition, when you repair a warforged or con-
struct, you complete the repairs in one-quarter the time
(2 hours for a warforged).
If you have the lesser Mark of Making, the number
of their marks, or to use their marks to fuel new abilities. of warforged hit points you can restore with a successful
For more information on aberrant dragonmarks, see page Craft check (ECS 46) is equal to the Craft check result
155. For additional dragonmark-related feats, see pages 5. In addition, the cost of repairing constructs using
4849 of Players Guide to Eberron. the Craft Construct feat is reduced to 25 gp per point of
damage repaired.
ASHBOUND MARK If you have a greater Mark of Making or a Siberys
As a member of the Ashbound sect, you use the power of Mark of Making, the number of warforged hit points
your dragonmark to rid the world of those who practice you can repair with a successful Craft check is equal
arcane magic.
Prerequisites: Ashbound, any true or aberrant
dragonmark. Rurik dKundarak, an heir of
Benet: Against creatures that can cast arcane Siberys, uses the Bane of Argonnessen
spells, the saving throw DC of spells you cast increases by feat to deadly effect
2. In addition, you gain a +1 bonus on attack rolls against
any creature that can cast arcane spells.

BANE OF ARGONNESSEN
Your Siberys dragonmark swirls as you battle dragons,
empowering your weapons to deal greater harm.
Prerequisite: Any Siberys dragonmark.
Benet: Any magic weapon you wield deals an extra
2d6 points of damage to dragons or any creature with the
dragonblood subtype (see page 140).
Special: A ghter can select Bane of Argonnessen
as one of his ghter bonus feats (PH 38).

BREATH OF SIBERYS
Your breath weapon becomes even more deadly.
Prerequisites: Breath weapon, any true dragonmark.
Benet: Your breath weapon deals an extra 1d6
points of damage, or an extra 2d6 points of damage if
you bear a Siberys dragonmark.
Note: A breath weapon is available as a racial ability
of the half-dragon (MM 146) and as a class feature of the
dragon shaman (Players Handbook II 11).

CANNITH FORGECRAFT
You have a gift for repairing warforged and other
constructs.
Prerequisites: Craft (armorsmithing, blacksmith-
ing, or sculpting) 4 ranks, any Mark of Making.

620_95380720_Ch3.indd 135 8/28/06 1:19:09 PM


TABLE 31: NEW FEATS

General Feats Prerequisites Benet


Ashbound Mark Ashbound, any true or aberrant +2 on spell save DCs against creatures that cast arcane
dragonmark spells; +1 on attacks against such creatures
Bane of Argonnessen* Any Siberys dragonmark Magic weapon you wield deals +2d6 damage to dragons
NEW FEATS

and dragonblood creatures


Breath of Siberys Breath weapon class feature, any Your breath weapon deals extra damage
true dragonmark
Cannith Forgecraft Craft (armorsmithing, Reroll a Craft check 1/week; reduce time and cost to repair
blacksmithing, or sculpting) 4 constructs; repair more damage to warforged
ranks, any Mark of Making
Dragonmark Adept Any lesser true dragonmark Gain new lesser mark power, and use another that you
already possess 1 additional time/day
Dragonmark Battlestrike Any true dragonmark Spend 1 action point to deal extra damage to
dragonmarked foe
Dragonmark Fist Improved Unarmed Strike, any Spend 1 action point to automatically deal maximum
true or aberrant dragonmark damage with an unarmed strike
Dragonmark Mastery Any true dragonmark Spend 1 action point to use a dragonmark power as a
swift or immediate action
Dragonmark Prodigy Any least true dragonmark Gain new least mark power, and use another that you
already possess 1 additional time/day
Dragonmark Rage Ability to rage or frenzy, You gain fast healing while raging
any true or aberrant dragonmark
Dragonmark Smite Ability to make a smite attack, Spend 1 action point when you smite a foe to render it
any true dragonmark dazed, prone, or unconscious
Dragonmark Spellturning Any true dragonmark Spend 1 action point to turn a spell or spell-like ability
back upon the original caster
Dragonmark Visionary Any greater true dragonmark Gain new greater mark power, and use another that you
already possess 1 additional time/day
Dragonmarked Summoner Spell Focus (conjuration), any Creatures you summon gain a deection bonus to AC
true dragonmark
Eldritch Dragonbane Ability to invoke an eldritch blast, Your eldritch blast deals extra damage to dragons and
any true or aberrant dragonmark creatures with the dragonblood subtype
Eldritch Mark Ability to invoke an eldritch blast, Spend 1 action point to render a target at-footed with
any true or aberrant dragonmark your eldritch blast
Evokers Mark Spell Focus (evocation), any true Spend 1 action point to empower an evocation spell
or aberrant dragonmark
Eye of Medani Any Mark of Detection Reroll one Spot check 1/day; reduce miss chances
Feral Mark Any Mark of Handling Reroll a Handle Animal check 1/day; give one or more
creatures +4 to Str and Dex
Gatekeepers Mark Gatekeeper Initiate, any true +2 on save DCs against aberrations; spend 1 action point
dragonmark for +4 insight bonus on save against aberrations attack
Grace of Ghallanda Any Mark of Hospitality Spend 1 action point to oppose attack roll with
Diplomacy check
Greater Aberrant Lesser Aberrant Dragonmark, Gain new spell-like ability and use other aberrant
Dragonmark 12 ranks in any two skills dragonmark powers 1 additional time/day
Greensingers Mark Greensinger Initiate, wild shape, Your natural weapons deal +2d6 damage to aberrations
any true dragonmark and evil outsiders
Healing Strike Any Mark of Healing Reroll Heal check 1/day; if you successfully attack a foe,
spend 1 action point to heal yourself or an adjacent ally
Heart of Siberys Siberys Mark of Healing or Stabilize dying character within 30 ft. as a swift action;
Siberys Mark of Sentinel transfer hit points to the stabilized character
Hunters Mark Favored enemy, any true Favored enemy bonuses increase by 1
dragonmark
Improved Draconic Aura Draconic aura, any true Spend 1 action point to increase bonus of draconic aura
dragonmark
Lesser Aberrant Aberrant Dragonmark, Gain new spell-like ability and use other aberrant
Dragonmark 9 ranks in any two skills dragonmark powers 1 additional time/day
Mark of the Dauntless Any true dragonmark You cannot be dazed or stunned; remove similar
conditions af icting others by touch

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General Feats Prerequisites Benet
Mark of Deection Any lesser, greater, or Siberys Gain a deection bonus to AC
dragonmark
Mark of Destiny Any Siberys dragonmark Spend 1 action point to gain bonus on attack rolls and

NEW FEATS
weapon damage rolls equal to your heir of Siberys class
level for 1 round
Mark of Madness Any aberrant dragonmark Confuse a creature, as lesser confusion, 3/day as a swift action
Mark of Purity Divine health or purity of body, You cannot be sickened or nauseated; remove similar
any true dragonmark conditions af icting others by touch
Mark of the Recovery Any true dragonmark When disabled or dying, expend a dragonmark power as
an immediate action to heal yourself
Mark of Resilience Any true or aberrant dragonmark Spend one use of a dragonmark power to gain a bonus
on a saving throw
Mark of Stars Any Siberys dragonmark You are never surprised or at-footed; +2 to AC, Ref saves
Mark of Truth Any true dragonmark Deal +2d6 damage against creatures with aberrant
dragonmarks
Mark of Twelve Moons Any true lesser, greater, or Gain +1 inherent bonus to ability score, +10 bonus on
Siberys dragonmark Control Shape checks.
Mark of Vengeance Any aberrant dragonmark Deal +1d6 damage against creatures with true
dragonmarks, heal an equal amount of damage
Mark of Vermin Any aberrant dragonmark Use any druid or ranger spell that targets animals against
vermin; speak with vermin 1/day
Mark of the Wilderness Warden Initiate, any true Ignore movement penalties caused by difcult terrain
dragonmark
Mark of Xoriat Mark of Madness, You gain DR 5/byeshk
any aberrant dragonmark
Master of Wards Any Mark of Warding Reroll a Search check 1/day; grant one or more creatures
energy resistance 10
Mighty Dragonmark Any true or aberrant dragonmark Save DCs of your dragonmark powers increase by 1,
caster level increases by 2
Nightborn Dragonmark Any true or aberrant dragonmark +1 on attacks, saving throws, skill checks, ability checks,
and level checks at night
Orien Battle Stride Any Mark of Passage +4 bonus on checks to resist bull rush, overrun, and trip
attempts; take 5-foot step when foe misses you with attack
Protective Mark Any true dragonmark Gain DR 5/magic; spend 1 action point to improve DR
for 1 round
Quicken Dragonmark Least Dragonmark Use any least dragonmark power as a swift action
Quill of Sivis Any Mark of Scribing Reroll a Decipher Script or Forgery check 1/day; +2 bonus
on some Use Magic Device checks; you dont trigger
certain magic traps
Sentinel Stance Any Mark of Sentinel Reroll a Sense Motive check 1/day; allies adjacent to
you gain bonus to AC and on Reex saves
Shield of Siberys Any true dragonmark Sense aberrant dragonmarked creatures within 60 ft.;
gain spell resistance against aberrant mark powers
Storms Riposte Any Mark of Storm Spend 1 action point to attack a foe that has just attacked
you, deal extra electricity or sonic damage
Stormrider Any Mark of Storm Reroll Balance check 1/day, take 10 on Balance checks
when threatened or distracted; gain resistance to
electricity and sonic
Trap Warden Any Mark of Finding Reroll Search or Disable Device check 1/day; gain a bonus
on Reex saves and to AC against traps
Umbral Mark Any Mark of Shadow Reroll Hide check 1/day; chance to negate extra damage
from a critical hit or sneak attack
Unlock Dragonmark Any least, lesser, or greater Spend 1 action point to use a different spell-like ability
true dragonmark granted by your dragonmark
Ward of Khyber Any aberrant dragonmark Make your aberrant dragonmark invisible for 1 hour/level;
gain SR against spell-like abilities of true dragonmarks
Winters Mark Child of Winter, any aberrant Use death touch 1/day
dragonmark
* A ghter can select this feat as one of his ghter bonus feats.

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to the Craft check result +5. In addition, you can repair Prerequisites: Improved Unarmed Strike, any true
constructs using the Craft Construct feat at no gp cost or aberrant dragonmark.
to you. Benet: You can spend 1 action point to automati-
Special: You need the Craft Construct feat to repair cally deal maximum damage with an unarmed strike. The
constructs other than warforged. decision to spend the action point is made after the attack
is resolved but before damage is rolled.
NEW FEATS

DRAGONMARK ADEPT
Your lesser dragonmark gives you access to a new spell- DRAGONMARK MASTERY
like ability. You can quickly and instinctively call upon the power of
Prerequisite: Any lesser true dragonmark. your dragonmark.
Benet: You gain a new lesser dragonmark spell- Prerequisite: Any true dragonmark.
like ability based on the dragonmark you possess, as Benet: You can spend 1 action point to use one of
shown below. In addition, you can use one lesser mark your dragonmark spell-like abilities as a swift or imme-
spell-like ability that you already possess one additional diate action.
time per day.
DRAGONMARK PRODIGY
Lesser Dragonmark Spell-Like Ability Your least dragonmark gives you access to a new spell-
Mark of Detection Discern shapechanger 2/day or like ability.
know vulnerabilities 1/day Prerequisite: Any least true dragonmark.
Mark of Finding Circle dance 1/day or share husk 2/day Benet: You gain a new least dragonmark spell-like
Mark of Handling Natures favor 2/day or train animal 2/day ability based on the dragonmark you possess, as shown below.
Mark of Healing Close wounds 2/day or vigor 1/day In addition, you can use one least mark spell-like ability
Mark of Hospitality Clothiers closet* 2/day or that you already possess one additional time per day.
servant horde 1/day
Mark of Making Force ladder 2/day or quick potion 2/day Least Mark Spell-Like Ability
Mark of Passage Baleful transposition 2/day or Mark of Detection Detect dragonmark* 1/day or
swift y 2/day ebon eyes 1/day
Mark of Scribing Speechlink 1/day or speaking stones* 2/day Mark of Finding Bloodhound 1/day or instant search 1/day
Mark of Sentinel Lesser spell immunity 2/day or Mark of Handling Enrage animal 1/day or
mass resurgence 1/day natures favor 1/day
Mark of Shadow Blindsight 1/day or veil of shadow 2/day Mark of Healing Lesser vigor 1/day or stabilize 1/day
Mark of Storm Binding winds 2/day or downdraft 1/day Mark of Hospitality Dawn 1/day or second wind 1/day
Mark of Warding Shadow cache 1/day or Mark of Making Golem strike 1/day or stick 2/day
sign of sealing 1/day Mark of Passage Benign transposition 1/day or
dark way 1/day
A saving throw against one of your dragonmark spell-like Mark of Scribing Amanuensis 2/day or
abilities has a DC of 10 + the level of the spell + your Cha ancient knowledge* 1/day
modier. Your new dragonmark spell-like ability has the Mark of Sentinel Lionheart 1/day or warning shout 1/day
same caster level as your existing dragonmark powers. Mark of Shadow Insightful feint 1/day or
Note: The above spells are described in Spell Compendium, net of shadows 1/day
except those marked with an asterisk, which appear in Magic Mark of Storm Electric jolt 2/day or updraft 1/day
of Eberron. Mark of Warding Dispel ward 1/day or hidden ward* 1/day

DRAGONMARK BATTLESTRIKE A saving throw against one of your dragonmark spell-like


You use the power of your mark to deal devastating blows abilities has a DC of 10 + the level of the spell + your Cha
to other dragonmarked scions. modier. Your new dragonmark spell-like ability has the
Prerequisite: Any true dragonmark. same caster level as your existing dragonmark powers.
Benet: As a swift action, you can spend 1 action Note: The above spells are described in Spell Compen-
point to increase the damage of a single melee or ranged dium except those marked with an asterisk, which appear
attack made against a creature with an aberrant dragon- in Magic of Eberron.
mark or with a true dragonmark different than your own.
The decision to spend the action point must be made DRAGONMARK RAGE
before the attack roll is made. If the attack succeeds, you In combat, your dragonmark fuels the fury of your rage.
deal extra damage to the dragonmarked target depending Prerequisites: Ability to rage or frenzy, any true or
on the strength of your dragonmark. aberrant dragonmark.
Benet: You gain fast healing while raging, regain-
Dragonmark Extra Damage ing a number of hit points at the end of your turn each
Least +1d6 round. The amount of fast healing depends on the
Lesser +2d6 strength of your dragonmark.
Greater or Siberys +3d6
Dragonmark Fast Healing
DRAGONMARK FIST Least 1
The power of your dragonmark lets you deal devastating Lesser 2
unarmed strikes. Greater or Siberys 3

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A base aberrant dragonmark is equivalent to a least true Greater Mark Spell-Like Ability
dragonmark for the purpose of this feat. Mark of Detection Dragonsight 1/day or
Special: You do not gain the benets of this feat while zone of revelation 1/day
under the effect of a rage spell or any other effect that Mark of Finding Implacable pursuer 2/day or
emulates the rage or frenzy class feature. lay of the land 2/day
Mark of Handling Dragonblood beast? 1/day or

NEW FEATS
DRAGONMARK SMITE mark of the wild? 2/day
Your dragonmark strengthens your smite ability. Mark of Healing Panacea 2/day or revivify 1/day
Prerequisites: Ability to make a smite attack, any Mark of Hospitality Dragonmark demesne? 1/day or
true dragonmark. hidden lodge 1/day
Benet: When you successfully smite a foe, you can Mark of Making Metal melt 2/day or wall of gears 1/day
spend 1 action point to force the target to make a For- Mark of Passage Flight of the dragon 2/day or
titude save (DC 10 + 1/2 your character level + your Cha wind at back 2/day
modier). The decision to spend the action point is made Mark of Scribing Dragonmark symbol? 1/day or
after the attack is resolved. If the save fails, the target transcribe symbol 1/day
suffers one or more additional effects, as determined by Mark of Sentinel Aura of evasion 1/day or delay death 1/day
the strength of your dragonmark. Mark of Shadow Hide from dragons 2/day or
shadow form 1/day
Dragonmark Additional Smite Effects Mark of Storm Storm touch* 2/day or storm tower 1/day
Least Target dazed for 1 round Mark of Warding Hide the path 1/day or zone of respite
Lesser Target knocked prone and dazed for 1/day
1 round
Greater Target knocked prone and rendered of Eberron, and those marked with a , which are introduced
or Siberys unconscious for 1 minute in this book.

In addition, your smite attack deals an extra 1 point of DRAGONMARKED SUMMONER


damage for each level you have in the dragonmark heir Your summoned creatures bear glowing marks, resem-
prestige class or the heir of Siberys prestige class. bling your dragonmark, that help def lect attacks made
against them.
DRAGONMARK SPELLTURNING Prerequisites: Spell Focus (conjuration), any true
With a ash of power from your dragonmark, you turn a dragonmark.
spell directed at you back upon its caster. Benet: Each creature you conjure with any sum-
Prerequisite: Any true dragonmark. moning spell gains a deection bonus to AC based on the
Benet: As an immediate action, you can spend 1 strength of your dragonmark.
action point to turn a spell or spell-like ability targeted
on you back upon the original caster, as the spell turning Dragonmark AC Bonus
spell (PH 282). The maximum level of the turned spell is Least +1
determined by the strength of your dragonmark. Lesser +2
Greater or Siberys +3
Dragonmark Spell Level
Least 1st ELDRITCH DRAGONBANE
Lesser 3rd Your eldritch blasts deal more damage to dragons and
Greater 5th their ilk.
Siber ys 7th Prerequisites: Ability to invoke an eldritch blast,
any true or aberrant dragonmark.
You must choose whether to spend the action point after Benet: Your eldritch blast (Complete Arcane 7) deals
you have been hit by the attack, but before any effects are an extra 2d6 points of damage to dragons, and an extra
determined or saving throws rolled. 1d6 points of damage to creatures with the dragonblood
subtype (see page 140).
DRAGONMARK VISIONARY
Your greater dragonmark gives you access to a new spell- ELDRITCH MARK
like ability. You channel the power of your dragonmark into your
Prerequisite: Any greater true dragonmark. eldritch blast.
Benet: You gain a new greater dragonmark spell- Prerequisites: Ability to invoke an eldritch blast,
like ability based on the dragonmark you possess, as any true or aberrant dragonmark.
shown below. In addition, you can use one greater mark Benefit: W hen you hit a creature with your
spell-like ability that you already possess one additional eldritch blast (Complete Arcane 7), you can spend 1 action
time per day. point to disorient the target, forcing it to succeed on a
A saving throw against one of your dragonmark spell- Fortitude save or become f lat-footed. The DC of the
like abilities has a DC of 10 + the level of the spell + your save is 10 + your level in either the dragonmark heir
Cha modier. Your new dragonmark spell-like ability has prestige class or the heir of Siberys prestige class + your
the same caster level as your existing dragonmark powers. Cha modier.
Note: The above spells are described in Spell Compendium Note: A creature with the Mark of Stars feat (page
except those marked with an asterisk, which appear in Magic 142) is immune to the effect of Eldritch Mark.

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EVOKERS MARK Benefit: Against aberrations, the saving throw
You can use your dragonmark to empower your more DC of your spells increases by 2. In addition, you can
destructive spells. spend 1 action point as an immediate action to gain
Prerequisites: Spell Focus (evocation), any true or a +4 insight bonus on one saving throw to resist the
aberrant dragonmark. effect of an aberrations attack. The decision to spend
Benet: When you cast an evocation spell, you can the action point must be made before making the
NEW FEATS

spend 1 action point to empower it as though using the saving throw.


Empower Spell feat, but with no increase in casting time
or spell level. GRACE OF GHALLANDA
The power of your dragonmark lls you with social grace,
EYE OF MEDANI and diplomacy becomes your shield.
The power of your dragonmark sharpens your senses. Prerequisite: Any Mark of Hospitality.
Prerequisite: Any Mark of Detection. Benefit: As an immediate action, you can spend
Benet: Once per day, you can reroll any one Spot 1 action point to oppose any attack roll made against
check. The decision to reroll must be made before learn- you with a Diplomacy check. The decision to spend the
ing the outcome of the original roll, and you must accept action point can be made after the attack roll result is
the result of the second roll. known. If your Diplomacy check meets or exceeds the
In addition, if you possess the lesser Mark of Detec- attack roll result, the attack misses regardless of your
tion, you reduce any miss chance you suffer against Armor Class.
your foes by 20% (to a minimum of 0%). If you possess The number of times per day that you can use this
a greater Mark of Detection or a Siberys Mark of Detec- feat depends on the strength of your dragonmark.
tion, you instead reduce any miss chance you suffer
against your foes by 50% (to a minimum of 0%). Dragonmark Times/Day
Least 1
FERAL MARK Lesser 2
Your dragonmark becomes more jagged and angular. As Greater or Siberys 3
it grows in power, so do your ties to the animal world.
Prerequisite: Any Mark of Handling. GREATER ABERRANT DRAGONMARK
Benefit: Once per day, you can reroll any one As it increases in power, your aberrant dragonmark
Handle Animal check. The decision to reroll must be expands to cover much of your body.
made before learning the outcome of the original roll, Prerequisite: Lesser Aberrant Dragonmark, 12
and you must accept the result of the second roll. ranks in any two skills.
In addition, if you possess the lesser Mark of Benet: You gain a greater aberrant dragonmark
Handling, you can expend one use of a lesser dragon- and the use of one spell-like ability selected from the
mark power to grant yourself or a creature you touch a following list: cloudkill 1/day, cone of cold 1/day, confusion
+4 enhancement bonus to Strength and Dexterity for 2/day, dominate person 1/day, enervation 2/day, fear 2/day,
1 hour. feeblemind 1/day, re shield 2/day, ame strike 1/day, insect plague
If you possess a greater Mark of Handling or a 1/day, mass inict light wounds 1/day, phantasmal killer 2/day, or
Siberys Mark of Handling, you can expend one use of slay living 1/day.
a greater or Siberys dragonmark power to give yourself In addition, you can use your base aberrant dragon-
and all allies within 60 feet a +4 enhancement bonus to mark and lesser aberrant dragonmark spell-like abilities
Strength and Dexterity for 1 hour. one additional time per day.
A saving throw against one of your aberrant dragon-
GATEKEEPERS MARK mark spell-like abilities has a DC of 10 + the level of the
As a member of the Gatekeepers sect, you have learned spell + your Cha modier.
how to use the power of your dragonmark to better ght The caster level for your aberrant dragonmark
and fend off aberrations. spell-like abilities is equal to 5 + one-half your char-
Prerequisites: Gatekeeper Initiate, any true acter level.
dragonmark. Special: After you use any spell-like ability granted

DRAGONBLOOD SUBTYPE
If a race has the dragonblood subtype, it has a strong The dragonblood subtype does not confer the
affinity for dragons. This means that spells, effects, dragon type or any traits associated with that type.
powers, and abilities that affect or target dragons also For instance, it does not give a creature a frightful
affect it. The subtype qualifies a creature to use magic presence.
items normally usable only by dragons, and qualies the Dragons automatically qualify for any classes, pres-
creature to take feats that have the dragon subtype as a tige classes, racial substitution levels, feats, powers, or
prerequisite. The dragonblood subtype also makes crea- spells that require the dragonblood subtype.
tures subject to harmful effects that affect dragons.

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by your greater aberrant dragonmark, you must succeed Prerequisites: Draconic aura, any true dragonmark.
on a DC 15 Fortitude save or be dazed for 1 round. Benet: You can spend 1 action point as a swift
action to increase the bonus granted by your draconic
GREENSINGERS MARK aura for 1 round. The bonus increase depends on the
Your dragonmark increases the damage you deal to aber- strength of your dragonmark.
rations and evil outsiders while in a wild shape.
Prerequisite: Greensinger Initiate, wild shape, any Dragonmark Bonus Increase
true dragonmark. Least +1
Benet: When you transform into an animal, plant Lesser +2
creature, or elemental using your wild shape ability, your Greater +3
natural weapons deal an extra 2d6 points of damage to Siberys +4
aberrations and evil outsiders. Note: The draconic aura class feature is available to
You cannot choose to hide your dragonmark when dragon shamans (Players Handbook II 11).
you use wild shape.
LESSER ABERRANT DRAGONMARK
HEALING STRIKE Your aberrant dragonmark increases in size and becomes
Your dragonmark allows you to heal and ght at the more powerful.
same time. Prerequisite: Aberrant Dragonmark, 9 ranks in any
Prerequisite: Any Mark of Healing. two skills.
Benet: Once per day, you can reroll any one Heal Benet: You gain a lesser aberrant dragonmark
check. The decision to reroll must be made before and the use of one spell-like ability selected from the
learning the outcome of the original roll, and you must following list: bestow curse 1/day, contagion 1/day, darkvision
accept the result of the second roll. 2/day, death knell 2/day, false life 2/day, poison 1/day, rage 1/
In addition, if you have the lesser Mark of Healing, day, scare 2/day, scorching ray 2/day, sleet storm 1/day, suggestion
on a successful attack with a melee weapon against any 1/day, summon swarm 2/day, touch of idiocy 2/day, or vampiric
foe, you can spend 1 action point to heal yourself or an touch 1/day.
ally adjacent to you for 1d8+1 points of damage, in addi- In addition, you can use your base aberrant dragon-
tion to dealing normal damage to your foe. If you have mark spell-like abilities one additional time per day.
a greater Mark of Healing or a Siberys Mark of Healing, A saving throw against one of your aberrant dragon-
the amount of damage you heal is 2d8+3 points. mark spell-like abilities has a DC of 10 + the level of the
spell + your Cha modier.
HEART OF SIBERYS The caster level for your aberrant dragonmark
You channel the power of your Siberys dragonmark to spell-like abilities is equal to 3 + one-half your charac-
protect and heal any ally in combat. ter level.
Prerequisite: Siberys Mark of Healing or Siberys Special: A fter you use the spell-like ability
Mark of Sentinel. granted by your lesser aberrant dragonmark, you must
Benet: Once per day, you can call upon the power succeed on a DC 10 Fortitude save or be dazed for
of your Siberys dragonmark to automatically stabilize a 1 round.
dying ally within 30 feet as a swift action. In addition,
as a free action, you can spend 1 action point or expend
one use of your Siberys dragonmark power to transfer
as many of your remaining hit points to the stabilized
character as you wish. You cannot reduce your own hit
point total below 0 or raise the recipients hit point total
above its maximum.

HUNTERS MARK
Your dragonmark makes it easier to hunt and
kill your favored enemies.
Prerequisites: Favored enemy, any
true dragonmark.
Benet: Your dragonmark grants you
an additional +1 bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks
when using these skills against favored
enemies. Likewise, you gain an addi-
tional +1 bonus on weapon damage rolls
against such creatures.

IMPROVED
DRACONIC AURA
You draw power from your dragonmark to Least, lesser,
enhance your draconic aura. and greater aberrant
dragonmarks

MC
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MARK OF THE DAUNTLESS Dragonmark Damage Healed
Your dragonmark helps you shake off effects that would Least 1d8+1
daze or stun a normal person, as well as help similarly Lesser 2d8+5
affected creatures regain their senses. Greater or Siberys 3d8+10
Prerequisite: Any true dragonmark.
Benet: You cannot be dazed or stunned. In addi- MARK OF RESILIENCE
NEW FEATS

tion, by touching a dazed or stunned creature as a stan- The power of your dragonmark gives you a survival
dard action, you instantly remove that condition. edge.
Prerequisite: Any true or aberrant dragonmark.
MARK OF DEFLECTION Benet: Once per day, you can expend one use of
Your dragonmark helps def lect attacks made against any of your dragonmark powers to gain a bonus on a
you. single saving throw. The bonus is based on the strength
Prerequisite: A ny lesser, greater, or Siberys of the dragonmark whose power you expend.
dragonmark.
Benet: You gain a deection bonus to AC based on Dragonmark SaveBonus
the strength of your dragonmark. Least +1
Lesser +2
Dragonmark ACBonus Greater +3
Lesser +1 Siberys +4
Greater +2
Siberys +3 A base aberrant dragonmark is equivalent to a least true
dragonmark for the purpose of this feat.
MARK OF DESTINY
You can call upon the power of your Siberys mark to MARK OF STARS
enhance your combat prowess. If the stars are the eyes of dragons that have ascended to
Prerequisite: Any Siberys dragonmark. godhood, they are watching over you.
Benefit: You can spend 1 action point as a swift Prerequisite: Any Siberys dragonmark.
action to gain a bonus on attack rolls and weapon Benefit: You are never surprised or f lat-footed.
damage rolls equal to your heir of Siberys class level for In addition, you gain a +2 insight bonus to AC and on
1 round. Ref lex saves.

MARK OF MADNESS MARK OF TRUTH


Your aberrant dragonmark causes momentary madness The power of your dragonmark aids your attacks against
in creatures. foes with aberrant marks.
Prerequisite: Any aberrant dragonmark. Prerequisite: Any true dragonmark.
Benet: Three times per day as a swift action, you Benet: When you make a successful melee attack
can use your aberrant dragonmark to confuse a crea- against a creature that bears an aberrant dragonmark,
ture, as the lesser confusion spell. A saving throw against you deal an extra 2d6 points of damage.
this ability has a DC of 11 + your Cha modifier. This
spell-like ability has a caster level equal to one-half your MARK OF TWELVE MOONS
character level. Your dragonmark has mysterious ties to one of Eberrons
twelve moons.
MARK OF PURITY Prerequisite: Any true lesser, greater, or Siberys
Your dragonmark renders you immune to effects that dragonmark.
would sicken or nauseate you, and gives you the power to Benet: You gain a +1 inherent bonus to one abil-
rid others of similar debilitations. ity score, chosen according to the type of dragonmark
Prerequisites: Divine health or purity of body, any you possess.
true dragonmark.
Benefit: You cannot be sickened or nauseated. In Moon Dragonmark Ability (Choose One)
addition, by touching a sickened or nauseated crea- Zarantyr Storm Dexterity or Intelligence
ture as a standard action, you instantly remove that Olarune Sentinel Strength or Wisdom
condition. Therendor Healing Wisdom or Charisma
Eyre Making Constitution or Intelligence
MARK OF THE RECOVERY Dravago Handling Strength or Charisma
You draw upon the power of your dragonmark to stay Nymm Hospitality Constitution or Charisma
alive. Lharvion Detection Intelligence or Charisma
Prerequisite: Any true dragonmark. Barrakas Finding Strength or Intelligence
Benet: If an attack renders you disabled or dying, Rhaan Scribing Intelligence or Wisdom
you can expend one use of a dragonmark power as an Sypheros Shadow Dexterity or Charisma
immediate action to heal yourself. The number of Aryth Passage Dexterity or Wisdom
points of damage you heal is based on the strength of the Vult Warding Constitution or Wisdom
dragonmark whose power you expend.
In addition, if you are an af icted lycanthrope, you gain
a +10 bonus on Control Shape checks.

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MARK OF VENGEANCE (acid, cold, electricity, re, or sonic) chosen by you. This
Your aberrant dragonmark strikes at the hearts of benet lasts for 1 hour.
dragonmarked foes you attack.
Prerequisite: Any aberrant dragonmark. MIGHTY DRAGONMARK
Benet: When you make a successful melee attack Your dragonmark is particularly strong, and its powers
against a creature that bears a true dragonmark, you are harder to resist and dispel.

NEW FEATS
deal an extra 1d6 points of damage and heal an equiva- Prerequisite: Any true or aberrant dragonmark.
lent number of hit points yourself. This is a necroman- Benet: The saving throw DC of your dragonmark
tic effect. spell-like abilities increases by 1, and the caster level of
your dragonmark spell-like abilities increases by 2.
MARK OF VERMIN
Your aberrant dragonmark gives you a natural af nity NIGHTBORN DRAGONMARK
for vermin. You are more in tune with your dragonmark at night.
Prerequisite: Any aberrant dragonmark. Prerequisite: Any true or aberrant dragonmark.
Benefit: You can use any druid or ranger spell Benet: Provided you are not underground, you
that normally targets animals against vermin as well. gain a +1 bonus on attack rolls, saving throws, skill
A mindless vermin is considered to have an Intel- checks, ability checks, and level checks after sunset and
ligence score of 2 when dealing with you, and can before sunrise.
be charmed, calmed, or targeted by wild empathy or
similar abilities. ORIEN BATTLE STRIDE
In addition, you gain the ability to speak with vermin Thanks to your dragonmark, you are more difcult to
as a spell-like ability usable once per day (caster level 1st). push around on the battleeld.
This is identical to speak with animals, but can be used only Prerequisite: Any Mark of Passage.
with vermin and vermin swarms. Benet: You gain a +4 bonus on ability checks made
to resist bull rush, overrun, and trip attempts.
MARK OF THE WILDERNESS Additionally, if you have the lesser, greater, or
As a member of the Wardens of the Wood sect, you call Siberys Mark of Passage, you can take a 5-foot step as
upon the power of your dragonmark to help you defend an immediate action if an opponent misses you with a
the wilderness. melee or ranged attack. This 5-foot step does not provoke
Prerequ isites: Warden Initiate, any tr ue attacks of opportunity.
dragonmark.
Benet: While in a wilderness environment, you PROTECTIVE MARK
ignore any movement penalties caused by difcult ter- Your dragonmark makes you more resilient against cer-
rain. You can cross bogs, pass through undergrowth, tain weapon attacks.
trod through deep snow or sand, and navigate loose Prerequisite: A ny lesser, greater, or Siberys
rubble at your normal speed. dragonmark.
Benet: You gain damage reduction 5/magic. In
MARK OF XORIAT addition, you can spend 1 action point as a swift action
You are what the witches of Droaam call a byeshkalzah to increase the damage reduction to DR 10/magic and
a scion of Khyber whose aberrant dragonmark has been bludgeoning, DR 10/magic and piercing, or DR 10/magic
warped by exposure to the lingering horrors of Xoriat. and slashing for 1 round.
Prerequisite: Mark of Madness.
Benet: Your aberrant dragonmark turns purple QUICKEN DRAGONMARK
and black, and you gain damage reduction 5/byeshk. For You can use your dragonmark powers more quickly.
more information on byeshk, see ECS 126. Prerequisite: Least Dragonmark.
Benefit: You can use the spell-like abilities of
MASTER OF WARDS your least dragonmark as a swift action, as if casting a
You use the power of your dragonmark to shield your quickened spell. A ll spell-like abilities of your least
allies. dragonmark are quickened should you have more
Prerequisite: Any Mark of Warding. than one (for instance, if you have two levels in the
Benefit: Once per day, you can reroll any one dragonmark heir prestige class or the Dragonmark
Search check. The decision to reroll must be made before Prodigy feat).
learning the outcome of the original roll, and you must Special: You must carry a Siberys shard attuned to
accept the result of the second roll. your dragonmark, worth at least 50 gp, for this ability
In addition, if you possess the lesser Mark of Ward- to function.
ing, you can expend one use of a lesser dragonmark You can select this feat multiple times. To take this
power to grant yourself or a single creature you touch feat a second time, you must have the Lesser Dragon-
resistance 10 against one form of energy (acid, cold, mark feat and to take it a third time, you must have
electricity, fire, or sonic) chosen by you. This benefit the Greater Dragonmark feat. The second time you
lasts for 1 hour. select it, you can quicken the spell-like abilities of
If you possess a greater Mark of Warding or a Siberys your lesser dragonmark. The third time you select it,
Mark of Warding, you can expend one use of a greater or you can quicken the spell-like abilities of your greater
Siberys dragonmark power to give yourself and all allies dragonmark. Siberys marks and aberrant dragonmarks
within 60 feet resistance 10 against one type of energy are unaffected by this feat.

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QUILL OF SIVIS STORMRIDER
Your dragonmark makes you more adept at deciphering Your dragonmark improves your balance and ability to
and using scrolls, as well as avoiding magic traps that weather the elements.
involve glyphs, runes, and symbols. Prerequisite: Any Mark of Storm.
Prerequisite: Any Mark of Scribing. Benet: Once per day, you can reroll any one Bal-
Benet: Once per day, you can reroll any one Deci- ance check. The decision to reroll must be made before
NEW FEATS

pher Script or Forgery check. The decision to reroll must learning the outcome of the original roll, and you must
be made before learning the outcome of the original roll, accept the result of the second roll.
and you must accept the result of the second roll. In addition, you can take 10 on Balance checks, even
In addition, you gain a +2 bonus on Use Magic if threatened or distracted. You also gain a +4 bonus on
Device checks to decipher written spells or use scrolls. Fortitude saves against wind effects (DMG 95).
If you possess the lesser Mark of Scribing, you do If you possess the lesser Mark of Storm, you gain
not trigger explosive runes, re trap, glyph of warding, or sepia snake electricity resistance 5 and sonic resistance 5. If you
sigil spells, and can touch and handle objects protected by possess a greater Mark of Storm or a Siberys Mark of
such spells without harm. If you possess a greater Mark Storm, you gain electricity resistance 10 and sonic
of Scribing or a Siberys Mark of Scribing, you also do resistance 10.
not trigger symbol spells (including dragonmark symbol; see
page 150). TRAP WARDEN
If another creature causes such a spell to trigger and Your dragonmark allows you to sense, avert, and disarm
you happen to be in the affected area, you suffer the spell traps more easily.
traps effects as normal. Prerequisite: Any Mark of Finding.
Benet: Once per day, you can reroll any one Search
SENTINEL STANCE or Disable Device check. The decision to reroll must be
As your dragonmark improves, so does your ability to made before learning the outcome of the original roll,
protect your allies in combat. and you must accept the result of the second roll.
Prerequisite: Any Mark of Sentinel. In addition, if you possess the lesser Mark of Find-
Benet: Once per day, you can reroll any one Sense ing, you gain a +1 bonus on Reex saves made to avoid
Motive check. The decision to reroll must be made before traps and a +1 dodge bonus to AC against attacks made
learning the outcome of the original roll, and you must by traps. If you possess a greater Mark of Finding or a
accept the result of the second roll. Siberys Mark of Finding, these bonuses increase to +2.
In addition, all allies adjacent to you gain a bonus to These bonuses stack with the bonuses granted by a rogues
AC and a bonus on Reex saves. The bonus depends on trap sense ability.
the strength of your dragonmark.
UMBRAL MARK
Dragonmark Bonus Your dragonmark grants you new insight into the ways
Least +1 of shadow, making it harder for opponents to critically
Lesser +2 wound you.
Greater or Siberys +3 Prerequisite: Any Mark of Shadow.
Benet: Once per day, you can reroll any one Hide
SHIELD OF SIBERYS check. The decision to reroll must be made before learn-
Your dragonmark protects you against the powers of ing the outcome of the original roll, and you must accept
those cursed with aberrant dragonmarks. the result of the second roll.
Prerequisite: Any true dragonmark. In addition, any critical hit or sneak attack made
Benet: If a creature with an aberrant dragonmark against you has a chance to be negated so that damage
comes within 60 feet of you, you can sense its presence is instead rolled normally. The chance depends on the
(though not its exact location). In addition, you gain spell strength of your dragonmark.
resistance equal to 15 + your level in the heir of Siberys
prestige class (if any) against the spell-like abilities of Dragonmark Normal Damage
aberrant dragonmarks. Lesser 25%
Greater or Siberys 50%
STORMS RIPOSTE
Your dragonmark enables you to make deadly ripostes Special: The benets of this feat do not stack with
in melee combat. any other effect that grants a percentage chance to negate
Prerequisite: Any Mark of Storm. extra damage from a critical hit or sneak attack.
Benet: You can spend 1 action point as an imme-
diate action to make a melee attack against an opponent UNLOCK DRAGONMARK
that has just made a melee attack against you. If your You can unlock the other powers of your dragonmark.
riposte succeeds, you deal an extra 1d6 points of electric- Prerequisite: Any least, lesser, or greater true
ity damage or sonic damage (your choice) in addition to dragonmark.
normal damage for the attack. Benet: You can spend 1 action point to use any
If you have a lesser Mark of Storm, the energy spell-like ability granted by your dragonmark or its lesser
damage from your riposte increases to 2d6. If you have versions as a standard action, even if you do not normally
a greater Mark of Storm or a Siberys Mark of Storm, the have access to those abilities. For example, a character
energy damage increases to 3d6. with this feat and the least Mark of Making can spend 1

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FH

A House Tharashk half-orc relies on the Trap Warden feat in a deathtrap dungeon

action point to use any of the powers of the least mark, WINTERS MARK
not just those he can normally use. The same character As a member of the Children of Winter sect, you use
with a greater Mark of Making can spend 1 action point the dark power of your aberrant dragonmark to cleanse
to use any spell-like ability associated with the greater, the world.
lesser, or least Mark of Making. Prerequisites: Child of Winter, any aberrant
New Siberys dragonmark or aberrant dragonmark dragonmark.
powers cannot be unlocked with this feat. Benet: You can use a death touch once per day.
Your death touch is a supernatural ability that produces
WARD OF KHYBER a death effect. You must succeed on a melee touch attack
Your aberrant dragonmark protects you against the against a living creature. If the melee touch attack suc-
powers of those with true dragonmarks. ceeds, roll a number of d6s (death dice) as determined
Prerequisite: Any aberrant dragonmark. by the strength of your aberrant dragonmark.
Benet: You gain spell resistance against the spell-
like abilities of true dragonmarks. The strength of your Aberrant Dragonmark Death Dice
spell resistance is determined by the power of your aber- Base 3d6
rant dragonmark. Lesser 6d6
Greater 9d6
Aberrant Dragonmark SR
Base 13 If the total at equals or exceeds the targets current hit
Lesser 17 points, it dies. A target that has more HD than you gets
Greater 21 a Will save (DC 10 + 1/2 your level + your Cha modier)
to resist the effect. Your daily use of this ability is not
In addition, you can use a swift action to make your aber- expended if your melee touch attack fails.
rant dragonmark invisible to the naked eye. This ability
is usable once per day and has a duration of 1 hour per
character level

145

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eneral Tarkanans plan to

G inltrate the houses and uncover


their strategies was desperate, and
Vins had not expected to succeedor to
make it out alive.

t was better

I this way.

etter to face death at the

B point of his enemies blades


than by an assassins garrote.

etter to die in the sun than to

B vanish in the night as so many


of his aberrant brothers and
sisters had.

620_95380720_Ch4.indd 146 8/28/06 1:40:43 PM


CHAPTER FOUR

MAGIC AND DRAGONMARKS


MAGIC AND
D RAGONMARKS
S
of the marks.
pellcasters and artificers in the dragon-
marked houses have long experimented
with dragonmarks, realizing the magical
potential they contain and developing
spells that extend the usefulness and power

Outside of the house, the aberrants have also devel-


oped dragonmark magic by tapping into the raw energy
2nd Level
Ignite Dragonmark: Target takes 1d6/level re damage,
has dragonmarked powers temporarily suppressed.
Ray of Retaliation: Ray attack is reected back at its origi-
nator to deal force damage.

3rd Level
Dragonmarked Weapon: Weapon deals +1d6 damage to
of their unpredictable marks and shaping it to defend dragonmarked foes, hardness increases by 50%.
against those who would persecute them.
This chapter presents spells that can hide a dragon- 5th Level
mark, harm one who carries a mark, or even summon Dragonmarked Weapon, Greater: Weapon deals +2d6
a dragonmark to ght for its bearer. This chapter also damage to dragonmarked foes, hardness is doubled.
describes specialized magic items used by the dragon-
marked houses and explains more about the aberrants NEW ASSASSIN SPELL
and the War of the Mark.
1st Level
Mask Aberrant Dragonmark: Reshapes your aberrant
SThepells
following new spells are available only to spellcast-
dragonmark into the likeness of a true dragonmark.

ers with true or aberrant dragonmarks, as indicated by a NEW BARD SPELLS


Dr in the components line. Developed over the years by
house spellcasters, these spells are particularly effective 1st Level
against dragonmarked foes. Mask Aberrant Dragonmark: Reshapes your aberrant
Some spells require a certain type of dragonmark to dragonmark into the likeness of a true dragonmark.
cast, as noted in the spell description. Some spells that
allow saving throws grant a bonus on the save to characters 2nd Level
whose dragonmarks are one or more steps more powerful Dancing Dragonmark: One dragonmarked creature/level
than the casters, in order of least, lesser, and greater. For is nauseated.
the purpose of determining the number of steps between Ray of Retaliation: Ray attack is reected back at its origi-
the casters mark and another creatures mark, a Siberys nator to deal force damage.
dragonmark is treated as a greater mark and a base aber-
rant dragonmark is treated as a least dragonmark. 3rd Level
A base aberrant dragonmark is treated as a least Summon Living Dragonmark: Summons a living dragon-
dragonmark for the purpose of determining spell effects mark for 1 round/level.
based on mark.
Magic of Eberron contains additional dragonmark- 4th Level
related spells, in particular detect dragonmark and suppress Taunt Dragon: Dragon must attack you or take a penalty on
dragonmark. attack rolls, skill checks, and saving throws.

NEW ARTIFICER INFUSIONS 5th Level


Dragonmark Demesne: Creates hemispherical shelter for
1st Level you and 25 creatures.
Entangling Dragonmark: Dragonmarked creature is Spell Haven F: Stores one spell in your dragonmark.
entangled.
Summon Marked Homunculus: Summons a homunculus
that explodes when destroyed.

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NEW CLERIC SPELLS NEW SORCERER/WIZARD SPELLS
MAGIC AND DRAGONMARKS

2nd Level 1st Level


Fortify Dragonmark: Your dragonmark has a chance of Dragonmark Shield: Intangible shield blocks magic missiles,
negating critical hits and sneak attacks. provides bonus to AC, bonus on Reex saves.
Ignite Dragonmark: Target takes 1d6/level re damage, Entangling Dragonmark: Dragonmarked creature is
has dragonmarked powers temporarily suppressed. entangled.
Mask Aberrant Dragonmark: Reshapes your aberrant
3rd Level dragonmark into the likeness of a true dragonmark.
Cursed Dragonmark: Any dragonmark power used by the Summon Marked Homunculus: Summons a homunculus
target has a 50% chance of failing. that explodes when destroyed.
Dragonmarked Weapon: Weapon deals +1d6 damage to
dragonmarked foes, hardness increases by 50%. 2nd Level
Summon Living Dragonmark: Summons a living dragon- Fortify Dragonmark: Your dragonmark has a chance of
mark for 1 round/level. negating critical hits and sneak attacks.
Ignite Dragonmark: Target takes 1d6/level fire damage,
5th Level has dragonmarked powers temporarily suppressed.
Banish Dragonmark: Target loses dragonmark for 1 Ray of Retaliation: Ray attack is reected back at its origi-
day/level. nator to deal force damage.
Dragonmarked Weapon, Greater: Weapon deals +2d6
damage to dragonmarked foes, hardness is doubled. 3rd Level
Spell Haven F: Stores one spell in your dragonmark. Dragonmark Whip: Whip deals 1d8 +1/level damage or
channels touch spell with attack.
6th Level Dragonmarked Weapon: Weapon deals +1d6 damage to
Dragonmark Symbol M: Triggered rune nauseates nearby dragonmarked foes, hardness increases by 50%.
creatures except those who share the casters dragonmark. Hide from Dragons: Dragons cant sense you.
Marked Pulse: 20-ft.-radius burst deals force damage to 1
NEW DRUID SPELLS creature/level, can knock targets prone.
Summon Living Dragonmark: Summons a living dragon-
2nd Level mark for 1 round/level.
Ignite Dragonmark: Target takes 1d6/level fire damage,
has dragonmarked powers temporarily suppressed. 4th Level
Cursed Dragonmark: Any dragonmark power used by the
5th Level target has a 50% chance of failing.
Mark of the Wild: Animals do not attack or threaten you.
5th Level
6th Level Banish Dragonmark: Target loses dragonmark for 1
Dragonblood Beast: Target animal gets improved bite day/level.
attack, natural armor, wings and y speed. Dragonmark Demesne: Creates hemispherical shelter for
you and 25 creatures.
NEW PALADIN SPELLS Dragonmarked Weapon, Greater: Weapon deals +2d6
damage to dragonmarked foes, hardness is doubled.
2nd Level Spell Haven F: Stores one spell in your dragonmark.
Dragonmarked Weapon: Weapon deals +1d6 damage to
dragonmarked foes, hardness increases by 50%. 6th Level
Fortify Dragonmark: Your dragonmark has a chance of Dragonmark Symbol M: Triggered rune nauseates nearby
negating critical hits and sneak attacks. creatures except those who share the casters dragonmark.
Dragonmark Whip, Greater: As dragonmark whip but deals
4th Level more damage, channels higher-level spells.
Dragonmarked Weapon, Greater: Weapon deals +2d6
damage to dragonmarked foes, hardness is doubled.
Taunt Dragon: Dragon must attack you or take a penalty on
attack rolls, skill checks, and saving throws.
N ew Spells and Infusions
The spells herein are presented in alphabetical order
(with the exception of those whose names begin with
NEW RANGER SPELLS greater).

2nd Level BANISH DRAGONMARK


Dragonmarked Weapon: Weapon deals +1d6 damage to Abjuration
dragonmarked foes, hardness increases by 50%. Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M, Dr
4th Level Casting Time: 1 standard action
Dragonmarked Weapon, Greater: Weapon deals +2d6 Range: Close (25 ft. + 5 ft./2 levels)
damage to dragonmarked foes, hardness is doubled. Target: One dragonmarked creature
Mark of the Wild: Animals do not attack or threaten you. Duration: 1 day/level

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Saving Throw: Will negates DRAGONBLOOD BEAST
Spell Resistance: Yes Transmutation

MAGIC AND DRAGONMARKS


Level: Druid 6
You utter a harsh incantation and point a nger at the target. Suddenly, Components: V, S, M, Dr
your foes dragonmark begins to writhe and separate from its body. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
If the target fails its save, its dragonmark is stripped away Target: One animal
for the spells duration. The affected subject cannot use Duration: 1 hour/level (D)
any of its dragonmarked spell-like abilities (or other Saving Throw: Fortitude negates
abilities that rely on dragonmarks) during this time. Spell Resistance: Yes
If the target creatures dragonmark is one step more
powerful than yours, the creature gains a +2 bonus on its You toss a pinch of dragonshard dust into the air and call upon the power
Will save. If the target creatures dragonmark is two steps of the constellations. Motes of light, colored like your dragonmark, swirl
more powerful than yours, the creature gains a +4 bonus around the target creature as it assumes a more dragonlike form.
on its save.
Material Component: A pinch of Eberron dragonshard The subject gains the dragonblood subtype (see page 140)
dust. as well as one or more of the following physical traits
Dragonmark: Any true or aberrant dragonmark. chosen by you at the time of casting.
Dragons Scales: Dragonlike scales give the target
CURSED DRAGONMARK a natural armor bonus equal to +1 per two caster levels
Necromancy (maximum +10). If the animal already has scales, its own
Level: Cleric 3, sorcerer/wizard 4 scales become more resilient.
Components: V, S, Dr Dragons Teeth: Damage from the targets bite
Casting Time: 1 standard action attack increases by one step, as if the creatures size had
Range: Close (25 ft. + 5 ft./2 levels) increased by one category. To determine the amount of
Target: One dragonmarked creature the increase, nd the bite attacks damage on one of the
Duration: Permanent two progressions given below and improve it to the next
Saving Throw: Will negates higher die value.
Spell Resistance: Yes Progression 1: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6,
6d6, 8d6, 12d6.
You trace a pattern in the air with your hand as this spell is cast. In response, Progression 2: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
the targets dragonmark seems to twist and curl in. If the target does not normally have a bite attack, it
does not gain one from this spell.
Every time the target creature attempts to use or expend Dragons Wings: These wings give the target a y
one of its dragonmark powers, there is a 50% chance that speed of 90 feet (poor). If the target already has wings,
the attempt fails, wasting that use of the mark. A cursed they transform to look more like dragons wings, but its
dragonmark can be restored to normal with a break enchant- y speed and maneuverability remain unchanged.
ment, limited wish, miracle, remove curse, or wish spell. Special: A character with any Mark of Handling casts
Dragonmark: Any true or aberrant dragonmark. this spell at an increased caster level. The increase in caster
level depends on the strength of the casters dragonmark.
DANCING DRAGONMARK
Transmutation Dragonmark CasterLevel
Level: Bard 2 Least +1
Components: V, Dr Lesser +2
Casting Time: 1 standard action Greater or Siberys +3
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one dragonmarked creature per level, all Material Component: A pinch of Siberys dragonshard dust
within 30 ft. of each other (if the caster has a true dragonmark) or Khyber dragon-
Duration: Concentration shard dust (if the caster has an aberrant dragonmark).
Saving Throw: Will negates Dragonmark: Any true or aberrant dragonmark.
Spell Resistance: Yes
DRAGONMARK DEMESNE
You recite a lyrical verse. Suddenly, dragonmarked creatures in the Evocation [Force]
area become nauseated as their marks begin to writhe and dance on Level: Bard 5, sorcerer/wizard 5
their skin. Components: V, S, Dr
Casting Time: 1 standard action
A creature affected by dancing dragonmark is nauseated. Range: 0 ft.
If the target creatures dragonmark is one step more Effect: 20-ft.-radius sphere centered on your location
powerful than yours, the creature gains a +2 bonus on its Duration: 2 hours/level (D)
Will save. If the target creatures dragonmark is two steps Saving Throw: None
more powerful than yours, the creature gains a +4 bonus Spell Resistance: No
on its Will save.
Dragonmark: Any true or aberrant dragonmark. A 20-foot-radius sphere of force, in the colors of your dragonmark, shim-
mers to life around you.

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When you cast this spell, you create an opaque sphere of Effect: One symbol
shimmering force. The upper half of the sphere proj- Duration: 10 minutes/level (D)
MAGIC AND DRAGONMARKS

ects above the ground, and the lower hemisphere passes Saving Throw: Fortitude negates
through the ground. Once created, the dragonmark demesne Spell Resistance: No
cannot move. The top hemisphere can hold as many as
twenty- ve Medium creatures. Creatures outside the You use a dragonshard to trace a copy of your dragonmark on a surface.
sphere cannot enter it without your permission, but any The shard disappears as you complete the rune, which glows momentarily,
creature inside the sphere can move freely out of it. You then fades away.
can remove yourself from the sphere without ending the
spell, but while you are outside the dragonmark demesne, you This spell functions like symbol of death (PH 289), except
cannot use any of your dragonmark powers for as long as that each creature within the radius of a dragonmark symbol
the sphere persists. must attempt a Fortitude saving throw each round at the
The temperature inside the dragonmark demesne is a beginning of its turn. Failure means that a creature is
steady 70 F. The sphere also provides protection against nauseated. These effects end after the creature moves
the elements, such as rain, dust, and sandstorms. The farther than 60 feet from the symbol.
sphere withstands any wind of less than hurricane force, Unlike symbol of death, dragonmark symbol has no hit point
but a hurricane or stronger wind destroys it (DMG 95). A limit; once triggered, a dragonmark symbol simply remains
disintegrate spell also destroys a dragonmark demesne. active for 10 minutes per caster level.
The interior of the sphere is brightly lit. Although Creatures possessing the dragonmark of your house do
the sphere is opaque from the outside, it is transpar- not trigger the symbol and are unaffected by it if it is trig-
ent from within. Missiles, weapons, and most spell gered by others. However, they sense its presence if they are
effects can pass through the sphere without affecting it, within 60 feet. Because aberrant dragonmarks are unique,
although the occupants cannot be seen from outside the a dragonmark symbol spell cast by a character with an aberrant
sphere (they have total concealment). dragonmark affects all creatures except the caster.
You must be standing at ground level to cast this spell. You can make a dragonmark symbol permanent using a
Dragonmark: Any true or aberrant dragonmark. permanency spell (CL 14th, 3,000 XP).
Note: Magic traps such as dragonmark symbol are hard to
DRAGONMARK SHIELD detect and disable. A rogue (only) can use the Search skill
Abjuration [Force] to nd a dragonmark symbol and Disable Device to thwart it.
Level: Sorcerer/wizard 1 The DC in each case is 25 + spell level, or 31 for dragon-
Components: V, Dr mark symbol.
Casting Time: 1 swift or immediate action; see text Material Component: A Siberys dragonshard (if you pos-
Range: Personal sess a true dragonmark) or a Khyber dragonshard (if you
Target: You possess an aberrant dragonmark) worth at least 1,000 gp.
Duration: 1 round; see text Dragonmark: Any true or aberrant dragonmark.

A translucent shield of turquoise energ y shaped like your dragonmark DRAGONMARK WHIP
springs into existence to protect you. Transmutation
Level: Sorcerer/wizard 3
The dragonmark shield hovers in front of you and moves with Components: S, Dr
you. It negates magic missile attacks directed at you. In addi- Casting Time: 1 swift action
tion, it provides a shield bonus to AC and a bonus on Reex Range: Personal
saves based on the strength of your dragonmark. Effect: One 10-foot-long whip
Duration: 1 round/level (D)
Dragonmark Bonus Saving Throw: None
Least +2 Spell Resistance: Yes
Lesser +3
Greater +4 Your dragonmark begins to writhe and uncoil, springing from your hand as
Siberys +5 a 10-foot-long whip of scintillating energ y.

The shield bonus to AC applies against incorporeal A dragonmark whip is treated as a magic weapon for the
touch attacks, since the dragonmark shield is a force effect. purpose of bypassing damage reduction. It has a 10-foot
The dragonmark shield has no armor check penalty or arcane reach, but you do not threaten the area into which you
spell failure chance. can make an attack. You are considered proficient in
If you use an immediate action to invoke the dragon- its use, and it cannot be targeted by sunder or disarm
mark shield, it disappears at the end of your next turn. attempts. Each successful melee attack with a dragonmark
Dragonmark: Any true dragonmark. whip deals 1d8 points of damage +1 point per caster level
(maximum +10).
DRAGONMARK SYMBOL You can use a dragonmark whip to deliver touch
Abjuration spells of 4th level or lower instead of actually touching
Level: Cleric 6, sorcerer/wizard 6 your target. This is treated as a normal touch attack, but
Components: V, S, M, Dr uses the whips reach and your attack bonus with the whip.
Casting Time: 10 minutes On a successful attack, the whip does no damage. You
Range: 0 ft.; see text cannot hold the charge if you miss with a dragonmark whip.

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If a dragonmark whip fails to penetrate
the spell resistance of a chosen target,

MAGIC AND DRAGONMARKS


it cannot damage that target for the
remainder of the spells duration.
While a dragonmark whip is uncoiled,
you appear to have no dragonmark
on your body, but you can use any of
your dragonmark spell-like abilities
as normal.
Dragonmark: Any lesser or greater true
or aberrant dragonmark, or any Siberys
dragonmark.

DRAGONMARK WHIP, GREATER


Transmutation
Level: Sorcerer/wizard 6
Components: S, Dr

As dragonmark whip, except that the whip has a


reach of 20 feet, deals up to 1d8+20 points of
damage, and can be used to deliver touch spells
of 7th level or lower.
Dragonmark: Any greater true or aberrant
dragonmark, or any Siberys dragonmark.

DRAGONMARKED WEAPON
Transmutation
Level: Articer 3, cleric 3, paladin 2, ranger 2, sorcerer/
wizard 3 A wizard of House Cannith WM
Components: V, S, Dr casts dragonmark whip
Casting Time: 1 standard action
Range: Touch A s dragonmarked weapon, except that
Target: Weapon touched the weapon deals an extra 2d6 points
Duration: 1 minute/level of damage to any dragonmarked creature
Saving Throw: Will negates (object, harmless) whose mark does not correspond to the casters dragon-
Spell Resistance: No marked house. In addition, the weapons hardness is
doubled for the spells duration.
You imbue the touched weapon with the power of your dragonmark, a Dragonmark: Any greater true or aberrant dragon-
ghostly likeness of which appears on the weapons surface. mark, or any Siberys dragonmark.

A weapon under the effect of this spell deals an extra 1d6 ENTANGLING DRAGONMARK
points of damage to any dragonmarked creature whose Transmutation
mark does not correspond to the casters dragonmarked Level: Articer 1, sorcerer/wizard 1
house. Because aberrant dragonmarks are unique, a Components: V, S, Dr
dragonmarked weapon created by a caster with an aberrant Casting Time: 1 standard action
dragonmark deals its extra damage to all dragonmarked Range: Medium (100 ft. + 10 ft./level)
creatures (except the caster). In addition, a dragon- Target: One dragonmarked creature
marked weapons hardness increases by 50% for the Duration: 1 round/level (D)
spells duration. Saving Throw: Fortitude negates
A mundane weapon under the effect of this spell is Spell Resistance: Yes
treated as a magic weapon for the purpose of bypassing
damage reduction. With a simple gesture and utterance, you entangle the target in strands of
Casting this spell on a bow, crossbow, or sling energ y that erupt from its own dragonmark.
bestows the extra damage benefit upon the weapons
ammunition. A target that fails its saving throw is entangled for the
Dragonmark: Any true or aberrant dragonmark. duration of the spell.
Dragonmark: Any true or aberrant dragonmark.
DRAGONMARKED WEAPON, FORTIFY DRAGONMARK
GREATER Abjuration
Transmutation Level: Cleric 2, paladin 2, sorcerer/wizard 2
Level: Articer 5, cleric 5, paladin 4, ranger 4, sorcerer/ Components: V, S, Dr
wizard 5 Casting Time: 1 standard action
Components: V, S, Dr Range: Personal

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Target: You MARK OF THE WILD
Duration: 1 round/level Transmutation
MAGIC AND DRAGONMARKS

Level: Druid 5, ranger 4


Your dragonmark tingles as its energ y blocks the most potent attacks of Components: V, S, Dr
your adversaries. Casting Time: 1 standard action
Range: Personal
Any critical hit or sneak attack made against you has a chance Target: You
to be negated so that damage is instead rolled normally. The Duration: See text
chance depends on the strength of your dragonmark.
Your dragonmark grows warm. Dangerous animals nearby no longer regard
Dragonmark Normal Damage you as a threat.
Least 25%
Lesser 75% For the duration of the spell, no animal threatens or
Greater or Siberys 100% attacks you unless you attack it rst. The spells duration
depends on the strength of your dragonmark.
The benets of this spell do not stack with any other
effect that grants a percentage chance to negate extra Dragonmark D uration
damage from a critical hit or sneak attack. Least 1 min./level
Dragonmark: Any true dragonmark. Lesser 10 min./level
Greater or Siberys 1 hour/level
HIDE FROM DRAGONS
Abjuration If you attack any animal, the spell ends immediately.
Level: Sorcerer/wizard 3 Dragonmark: Any true or aberrant dragonmark.
Components: S, Dr
Casting Time: 1 standard action MARKED PULSE
Range: Personal Evocation [Force]
Target: You Level: Sorcerer/wizard 3
Duration: 1 minute/level (D) Components: V, S, Dr
Casting Time: 1 immediate action
You trace a pattern in the air, and a faint aura the same color as your Range: 20 ft.
dragonmark appears around you. Targets: One creature/level in a 20-ft.-radius burst
centered on you
While you are under the effect of this spell, dragons Duration: Instantaneous
cannot see, hear, or smell you. Even extraordinary and Saving Throw: Fortitude half; see text
supernatural sensory capabilities (including blindsense, Spell Resistance: Yes
blindsight, scent, and tremorsense) cannot detect or
locate you. If you touch a dragon or attack any creature You unleash a pulse of bluish-green energ y that slams into your foes.
(even with a spell), this spell ends. If a dragon learns of
your location by other means (for example, if another Creatures you select within the spells area take force
creature tells it where you are, or if you disturb its trea- damage based on the strength of your dragonmark.
sure hoard), it can attempt to attack you. However, you
still have total concealment against it. Dragonmark ForceDamage
Dragonmark: Any true or aberrant dragonmark. Least 2d6
Lesser 3d6
IGNITE DRAGONMARK Greater 4d6
Transmutation [Fire] Siberys 5d6
Level: Articer 2, cleric 2, druid 2, sorcerer/wizard 2
Components: V, S, Dr If you possess a greater or Siberys dragonmark, any crea-
Casting Time: 1 standard action ture that fails its Fortitude save is also knocked prone.
Range: Medium (100 ft. + 10 ft./level) Dragonmark: Any true dragonmark.
Target: One dragonmarked creature
Duration: Instantaneous MASK ABERRANT DRAGONMARK
Saving Throw: Will half; see text Transmutation
Spell Resistance: Yes Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V, S, Dr
With a soft utterance and a sharp thrust of your hand, you cause the targets Casting Time: 1 standard action
dragonmark to burst into ame. Range: Personal
Target: You
The targets dragonmark ignites momentarily, dealing Duration: 1 minute/level (D)
it 1d6 points of re damage per caster level (maximum
5d6). In addition, the target cannot use any of its dragon- You reshape your aberrant dragonmark to make it look like a true dragonmark.
mark powers for 1 round per 5 points of damage taken
(rounded down). This spell physically alters your aberrant dragonmark
Dragonmark: Any true or aberrant dragonmark. to look like one of the twelve true dragonmarks (your

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choice). You do not gain any of the spell-like abilities of cast that has a casting time of 1 round or less. Only one
the true dragonmark, but you are treated as having that such spell can be stored in your dragonmark at any time,

MAGIC AND DRAGONMARKS


particular dragonmark for the purpose of being able to and the maximum level of the stored spell depends on the
cast spells or use magic items that require you to have a strength of your dragonmark.
mark of that type. You can continue to use your aberrant
dragonmark spell-like abilities as normal. Dragonmark Maximum Spell Level
If you have a base aberrant dragonmark, you can reshape Least 1st
it into the form of any least true dragonmark. If you have a Lesser 3rd
lesser or greater aberrant dragonmark, you can reshape it Greater or Siberys 5th
into a lesser or greater true dragonmark, respectively.
This spell taxes the body. At the end of the spells The spell stored within your dragonmark can be cast as
duration, you are nauseated for 1d10 rounds. an immediate action and does not count against your
Dragonmark: Any aberrant dragonmark. normal limit of spells per day. Any necessary material
components for the stored spell are consumed when the
RAY OF RETALIATION spell is stored.
Abjuration [Force] A spell bound to your dragonmark cannot be lost or
Level: Articer 2, bard 2, sorcerer/wizard 2 stolen by any effect that affects spells prepared or avail-
Components: S, Dr able spell slots.
Casting Time: 1 immediate action Focus: A Siberys dragonshard (for casters with true
Range: See text dragonmarks) or a Khyber dragonshard (for casters with
Target: See text aberrant dragonmarks) worth at least 500 gp per level of
Duration: Instantaneous the bound spell.
Saving Throw: None Dragonmark: Any true or aberrant dragonmark.
Spell Resistance: Yes
SUMMON LIVING DRAGONMARK
You raise your hand to block an incoming ray attack and absorb the energ y Conjuration (Summoning) [Force]
into your dragonmark. An instant later, a ray of force, colored like your Level: Bard 3, cleric 3, sorcerer/wizard 3
dragonmark, springs from your outstretched hand and races back toward Components: V, S, Dr
your attacker. Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
When you are hit with a ray attack, you can cast this spell Effect: One summoned living dragonmark
to negate the rays effect and turn its energy back against Duration: 1 round/level (D)
its caster. You must be aware of the ray attack and not at- Saving Throw: None
footed. Casting this spell is an immediate action that does Spell Resistance: No
not provoke attacks of opportunity. You must succeed on
a ranged touch attack. If the ray hits and penetrates the You summon a writhing mass of energ y with a vaguely dragonlike form, not
targets spell resistance (if any), you deal an amount of force unlike a three-dimensional version of your dragonmark.
damage determined by the strength of your dragonmark.
A living dragonmark appears where you designate within
Dragonmark ForceDamage the spells range and acts immediately, on your turn. It
Least 1d6 per 2 caster levels (max. 5d6) attacks your opponents to the best of its ability, and you
Lesser 1d8 per 2 caster levels (max. 5d8) can direct it to attack particular enemies. It cannot per-
Greater or Siberys 1d6 per caster level (max. 10d6) form any other actions.
You can summon only one living dragonmark at
Your ray is a force effect with the same range as the origi- a time.
nal ray. You cannot use the ray to attack any target other Dragonmark: Any lesser, greater, or Siberys true
than the caster of the original ray. dragonmark.
Dragonmark: Any true or aberrant dragonmark.
LIVING DRAGONMARK CR
SPELL HAVEN N Medium ooze
Transmutation Init +4; Senses blindsight 60 ft.; Listen +0, Spot +0
Level: Bard 5, cleric 5, sorcerer/wizard 5 AC see below
Components: V, S, F, Dr hp see below (6 HD); DR 10/magic
Casting Time: 1 standard action Immune acid, cold, electricity, re, sonic, positive and nega-
Range: Personal tive energy, ooze immunities
Target: You Fort +2, Ref +6, Will +2
Duration: Permanent until discharged (D)
Speed y 60 ft. (perfect)
You touch a dragonshard to your forehead and concentrate, causing your Melee force slam +8 (see below)
dragonmark to tingle as it transforms into a receptacle capable of storing Base Atk +4; Grp +8
a single spell. Atk Options constrict, improved grab
Abilities Str 18, Dex 18, Con , Int , Wis 11, Cha 10
This spell allows you to store another spell within your SQ ooze traits
dragonmark. You can store any spell you can normally

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AC In addition to its +4 Dexterity bonus to AC, a living SUMMON MARKED HOMUNCULUS
dragonmark gains a deection bonus to AC equal to its Conjuration (Summoning)
MAGIC AND DRAGONMARKS

summoners Charisma modier. Level: Articer 1, sorcerer/wizard 1


Hit Points A living dragonmark summoned by a caster with Components: V, S, M, Dr
a lesser dragonmark has 33 hit points. If its summoner Casting Time: 1 round
bears a greater dragonmark or Siberys dragonmark, it Range: Close (25 ft. + 5 ft./2 levels)
has 48 hit points. Effect: One summoned homunculus
Force Slam (Ex) A living dragonmarks slam attack deals Duration: 1 hour/level (D)
an amount of force damage based on the strength of the Saving Throw: None
summoners dragonmark. Spell Resistance: No

Dragonmark Damage You throw a pinch of dragonshard dust into the air, which swirls about and
Lesser 1d6+6 coalesces into a miniature construct.
Greater 1d8+6
Siberys 2d6+6 This spell allows a caster with the Mark of Making to
summon a special homunculus. If you possess a least Mark
Improved Grab (Ex) To use this ability, a living dragonmark of Making, you can summon a dedicated wright, expeditious
must hit with its slam attack. It can then attempt to start messenger, or furtive lcher homunculus (ECS 284286), or
a grapple as a free action without provoking attacks of an arbalester homunculus (Magic of Eberron 152). If you possess
opportunity. If it wins the grapple check, it establishes a a more powerful Mark of Making, you can instead summon
hold and can constrict. a true homunculus (MM154), an iron defender (ECS 287), a
Constrict (Ex) On a successful grapple check, a living dragon- packmate (MoE 153), or a persistent harrier (MoE 153).
mark deals normal force slam damage (see above). It cannot A small glyph resembling your dragonmark appears
constrict creatures larger somewhere on the homunculuss body. If the homunculus
than itself. is reduced to 0 hit points, it explodes in a burst of blue,
green, and purple light that deals 1d6 points of damage
to all adjacent creatures except you.
Material Component: A pinch of dragonshard
dust.
Dragonmark: Any Mark of Making.

TAUNT DRAGON
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 4, paladin 4
Components: V, Dr
Casting Time: 1 swift action
Range: Long (400 ft. + 40 ft./level)
Target: One dragon
Duration: 1 round/level (D); see text
Saving Throw: Will negates
Spell Resistance: Yes

Your dragonmark ares to life, and with a shout, you draw the
instant ire of a dragon.

This spell tricks a dragon into focusing all its fury on


you. You must have line of sight to the dragon, and it
must be able to see you. If the dragon fails its save and
does anything except attack you or move to attack you,
it takes a penalty on attack rolls, skill checks, and saving
throws based on the strength of your dragonmark.

Dragonmark Penalty
Least 5
Lesser 10
Greater or Siberys 20

The spell ends abruptly if line of sight between you and


the dragon is broken, or if you are disabled, dying, or
dead. A dragon under the effect of multiple taunt dragon
spells takes the penalties only if it fails to attack or move
toward the caster who affected it last.
Dragonmark: Any true dragonmark.

A cleric of House Thuranni


summons a living dragonmark

620_95380720_Ch4.indd 154 8/28/06 1:40:56 PM


Activation: Activating a serpentine mirror is a standard
D ragonmarked Items action that requires the character to expend one use of a

MAGIC AND DRAGONMARKS


The dragonmarked houses are constantly developing dragonmark powereither scrying (lesser Mark of Shadow)
new items that augment or improve the powers of the or greater scrying (Siberys Mark of Shadow).
dragonmarked. Effect: A serpentine mirror duplicates the effect of greater
scrying (DC 18). Once it is activated, a serpentine mirror remains
DRAGONSHARD FOCUS ITEMS active for as long as the user is conscious and within 1 foot.
These items take the raw power of dragonshards and The user can change the target of the mirror as a standard
shape it in unusual and useful ways. action, and so can scry on any number of targets with a
single use of the Mark of Shadow. The image fades if the
Crown of High Dominion user moves more than 1 foot away from the mirror, and
Control of the weather is one of the most important powers he must expend another use of a dragonmark power to
of House Lyrandar. The crown of high dominion enhances the reactivate it.
wearers ability to inuence weather patterns, and these Aura/Caster Level: Strong divination. CL 13th.
items play an important part in the work of the Rain- Construction: Craft Wondrous Item, greater scrying,
callers Guild. creator must possess the lesser Mark of Shadow or the
Description: This thin circlet of metal is the size and Siberys Mark of Shadow, 45,500 gp, 3,640 XP, 91 days.
shape of a crown. It is made of mithral but covered with Variants: Some serpentine mirrors allow the user to send
blue and white enamel whose pattern suggests a cloudy sky. a brief message to a creature pictured in the mirror.
The shade of blue changes depending on the weather it is Sending a message is a standard action and duplicates
used to generate: light for fair weather, dark for storms. the effect of a message spell. (Faint transmutation, message,
Prerequisite: A crown of high dominion can be used only +10,000 gp).
by an elf with the lesser or greater Mark of Storm. Weight: 400 lb.
Activation: A prospective user must bond with the Price: 91,000 gp.
crown by wearing it for a period of 24 hours. Thereafter,
the crown activates any time the wearer uses the appropri- Shadow Eye
ate dragonmark powers. The character can remove the Scrying allows the caster to target a known creature, but the
crown without losing the bond, but he loses his connection work of the Houses of Shadow often involves spying on
if anyone else forms a bond with the crown. unknown creatures or in areas that are unoccupied. A
Effect: The crown of high dominion enhances two powers character who holds one of these jewels can automatically
of the Mark of Storm. target the matching eye with the scrying powers of the Mark of
If the wearer uses the control weather power of the Shadow, allowing Phiarlan or Thuranni agents to monitor
greater Mark of Storm, the radius is increased to 6 miles any location where an agent can place an eye.
and the duration is maximized to 48 hours. Description: Each of these jewels appears to be two
Alternatively, the user can expend one use of any slivers of translucent golden dragonshard bound together
power of the lesser Mark of Storm to generate light rain. by copper bands. Studying a jewel more closely reveals a
This effect lasts for 1 hour and covers a 1-mile-radius single hair pressed between the two shards.
area centered on the user. This rain imposes a 4 penalty Prerequisite: Shadow eyes can be used only by an elf
on Spot and Search check, as well as any other effects with the lesser Mark of Shadow (scrying), or the Siberys
determined by the DM. Mark of Shadow (greater scrying).
Aura /Caster Level: Strong conjuration. CL 13th. Activation: A shadow eye has no inherent power of its own:
Construction: Craft Wondrous Item, control weather, it is simply a target. Shadow eyes are not active magic items, and
creator must possess the greater Mark of Storm, 9,000 as such are not revealed by detect magic or detect scrying.
gp, 720 XP, 18 days. Effect: A character touching one shadow eye can target
Weight: 1 lb. the matching shadow eye with the scrying power of the lesser
Price: 18,000 gp. Mark of Shadow or the greater scrying power of the Siberys
Mark of Shadow with no risk of failure.
Serpentine Mirror Aura /Caster Level: None.
These massive mirrors are one of the key tools of the Construction: Craft Wondrous Item, scrying, crafter
intelligence networks of House Phiarlan and House must have the lesser Mark of Shadow or the Siberys Mark
Thuranni, allowing heirs with the lesser or Siberys Mark of Shadow, 200 gp, 16 XP, 1 day (produces one linked
of Shadow to engage in extended scrying. Such treasures pair of eyes).
are often hidden away in the houses greatest enclaves. Weight:
Description: What at rst glance appears to be a small, Price: 400 gp/pair.
low table has a thin layer of mithral on its surface, polished
to a mirror nish. The reection it casts is astonishingly
sharp and clearalmost more real than the mirrors actual
surroundings. Four silver snakes are carved into the rim
A berrant Marks
The twelve true dragonmarks are central to life in Khor-
of the table, each holding a glittering golden dragonshard vaire. Even those who have never seen one firsthand
in its mouth. The pedestal supporting the mirror is made know of the dragonmark powers and the exploits of the
of stone, and it is heavy and difcult to move. heirs who carry them. However, few know that not all
Prerequisite: A serpentine mirror can be used only by an the dragonmarks of Khorvaire t within the hierarchy
elf with the lesser Mark of Shadow (scrying), or the Siberys of the twelve housesand those who do know have reason
Mark of Shadow (greater scrying). to keep such knowledge to themselves.

155

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To those versed in the lore and legends of the Five parents might develop an aberrant dragonmark, but if
Nations, aberrant dragonmarks conjure up images of so, it could bestow any of the aberrant powers. There is
MAGIC AND DRAGONMARKS

monsters in human formterrifying creatures driven no Mark of Fire or Mark of Fear, and this lack of a clear
mad by their own powers, who can kill with a touch or lineage is a de ning element of the aberrant marks.
control the forces of re and fear. In Sharn, mothers
still frighten their children with tales of the Lady of HIDDEN HISTORY
the Plague. Even the most reasoned people whisper that Who was the rst person to manifest an aberrant dragon-
aberrant dragonmarks are signs of the Dragon Below, mark? Did he consider his power to be a blessing or a
and that those who bear these symbols are cursed souls curse? The answers will likely never be known. Over
who spread misfortune wherever they go. the course of centuries, the archivists and bards of the
dragonmarked houses have carefully compiled a one-
DARK REFLECTIONS sided version of history. The aberrants slain in the War
On the surface, aberrant dragonmarks are similar to of the Mark never had a chance to tell their story, and fact
their true counterparts. An aberrant mark allows its can no longer be distinguished from superstition.
bearer to make use of a spell-like ability once per day. It Aberrant dragonmarks appear to have come into
appears as a mark on the skin that grows warm when its existence at the same time as the true dragonmarks. The
ability is used, and a mark that is damaged or removed rst records of aberrant marks refer only to individuals
eventually returns. The design of the mark is a sinuous as opposed to families. Scholars believe that aberrant
pattern of lines, often with a vaguely draconic shape. dragonmarks appeared sporadically and were only rarely
However, thats where the similarities end. passed to children. Fragmentary histories paint a grim
The true dragonmarks have a standard form. Two picture of the children of Khyber, attributing all
characters with the lesser Mark of Passage have exactly manner of depravity to the bearers of aberrant marks. Of
the same design on their skin, and each mark is drawn course, these tales also attribute astonishing powers to the
in lines of vivid blue and green. A child of two dragon- early aberrants, such as the story of one who burned down
marked heirs has a good chance of manifesting a mark, an entire thorp with a wave of his hand because he desired
and all dragonmarks of a particular type bestow the same warmth. Whether these stories have any grain of truth or
range of powers on those who bear them. not, tales of aberrant activity grew more frequent over the
None of these things holds true for aberrant dragon- centuries. Approximately fteen hundred years ago, the
marks. No two aberrant marks are identical. Certain stan- appearance of aberrants reached an apexand the bearers
dard patterns provide hints as to the powers they grant, but of the true marks decided it was time to act.
two aberrant marks that grant the same power can be wildly
divergent in appearance. Aberrant dragonmarks come in a THE WAR OF THE MARK
wide range of colors, including oily black, blood red, and The War of the Mark transformed the dragonmarked
vivid green. The esh around an aberrant dragonmark is houses into their modern form. It solidified the early
often covered with welts and boils, and marks related to inf luence of House Cannith and House Deneith, both
re sometimes leave scars or burns on the skin. of which brought signicant military force to bear in the
This has contributed to the dark reputation of struggle. House lore presents the war as a bold struggle to
aberrant dragonmarks, with observers often mistaking eliminate the deadly threat posed by those bearing aber-
such disfigurement as a symptom of disease. However, rant dragonmarks. A close study of historical documents
this scarring is usually confined to the mark, and has suggests that aberrant dragonmarks began to appear in
no adverse effect on the bearer. The child of aberrant far greater numbers in the century prior to the war, and

MIXED MARKS
While the true dragonmarks are bound to specic blood- generation of aberrants. In the past, such relationships
lines, aberrant dragonmarks can appear without warning. were grounds for excoriation, but the War of the Mark
One cannot predict whether a child from an unmarked was long ago and fear of the aberrant dragonmarks has
family will manifest an aberrant dragonmark, but one begun to fade. Interhouse liaisons are still taboo, but
well-known source of aberrant dragonmarks exists: the they do occur. Heirs who stray are often allowed to keep
mingling of bloodlines that carry true dragonmarks. their statusas long as they are willing to abandon their
When heirs of two different dragonmarked houses tainted children.
produce children, those children are much less likely to Aside from the color of the mark and the impact it
inherit the dragonmark of one a parent than to manifest an has on a characters backstory, no signicant differences
aberrant dragonmark. The marks produced in this manner exist between a mixed mark and any other form of aberrant
are referred to as mixed marks. Like other aberrant dragon- dragonmark. A handful of scholars have attempted to map
marks, mixed marks have unpredictable shapes. However, mixed marks to predict what aberrant powers a specic
they can be recognized by their color, since they alone house pairing might produce, but no clear correlation
share the blue-green tone of the true dragonmarks. has yet been found. However, this might simply be due to
Following the War of the Mark, intermarriage a lack of available data, since the dragonmarked houses
between houses was forbidden to prevent the rise of a new have little interest in discussing their aberrant heirs.

156

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that many of these marks carried great destructive power. Many think that The Lady of the Plagues death-curse still
However, revisionist scholars claim that the so-called war lingers in the depths of Sharn, the source of creatures such

MAGIC AND DRAGONMARKS


was largely fought to secure the power and prominence as the feral spirit, roach thrall, and rancid beetle swarm
of the true dragonmarked bloodlines, and to eliminate (see the Sharn: City of Towers supplement).
a possible source of competition.
Whatever the rationale behind the con ict, its rst
few years were one-sided. Spread across the Five Nations,
ABERRANT DRAGONMARKS
the aberrants were hunted down and exterminated by IN THE MODERN DAY
their better-organized and well-disciplined foes in the After the fall of Tarkanan and the aberrant armies, aber-
dragonmarked houses. The war might have ended then rant dragonmarks were all but lost to history. The houses
if not for Halas Tarkanan. Tarkanan organized the sur- strictly forbade any liaisons between their members, and
viving aberrants into an army. Under his leadership, the children of such pairings were often killed at birth. The
aberrants proved a surprisingly resilient foe. number of aberrant dragonmarks appearing among the
Tarkanan, known as The Earthshaker, possessed general populace dropped dramatically. In the aftermath
a dragonmark with great inuence over natural forces, of the War of the Mark, the propaganda of the dragon-
but his strategic brilliance often played a greater role in marked houses depicted aberrants as terrifying monsters.
battle. His consort, an enigmatic woman known only as Many aberrant children among the general population
The Lady of the Plague, was considered an even greater are thought to have been killed by their own parents.
threat. Though she is commonly depicted as a monster The rise of the Kingdom of Galifar placed limits
in folktales, many scholars have observed that she seems on the power of the dragonmarked houses. Over the
to have used her powers only when forced to, and might centuries, the nobles of the Wynarn line forbade the
even have despised her giftfacts carefully omitted from killing of aberrant children, and it soon became clear
the ofcial Sivis histories. that the aberrant dragonmarks of the present day lacked
Though Tarkanans efforts extended the con ict, the the power or malign inuences of their predecessors.
aberrants fell in the end. Tarkanan himself was trapped in An aberrant heir might possess the power to feather fall or
the siege of Sharn, where the last of his forces had taken detect secret doorsa far cry from the power to spread plague
refuge. When it became clear that he and his followers were or destroy a city.
doomed, Tarkanan and his lieutenants unleashed the full The old superstitions remain, but they are losing
power of their aberrant dragonmarkspower sufcient to their power. Few believe the old claim that the aberrant
destroy the entire city. Earthquakes shattered its towers, dragonmarked are the children of the Dragon Below, as
hordes of vermin rose from the depths, and terrible the horrors of the Last War have driven such concerns
plagues ravaged those who ventured too close to the ruins. from the mind of the common folk.

WHAT DO YOU KNOW?


Knowledge (arcana) DC 30: Characters who achieve this level of success can
DC 10: Aberrant dragonmarks are similar to the marks learn important details about aberrant dragonmarks,
of the dragonmarked houses, but carry different powers including the sorts of powers that might be wielded by
and are less predictable. Superstition once held that those who possess lesser or greater aberrant marks.
aberrant dragonmarks are a source of misfortune, mad-
ness, and death. Those who are known to possess aber- Knowledge (history)
rant marks are sometimes shunned. This prejudice has DC 10: The War of the Mark occurred fteen hundred
lost much of its power in the modern age. years ago, when the dragonmarked houses banded together
DC 15: Aberrant dragonmarks occur frequently when to ght a common foe.
heirs of different dragonmarked houses have children; DC 15: The War of the Mark was what caused the modern
these are called mixed marks. Despite the common fears, dragonmarked houses to take shape. The war was fought
aberrant dragonmarks are not especially powerful, and against those who possessed aberrant dragonmarks
there is no conclusive evidence that an aberrant mark has twisted marks that carry dangerous powers and are said
any harmful effect on its bearer. Aberrant dragonmarks to cause madness.
appeared around the same time as true dragonmarks, but DC 20: The war was largely a one-sided purge, as the
the dragonmarked houses sought to exterminate those who dragonmarked houses systematically exterminated those
bore them in a con ict known as the War of the Mark. with aberrant marks. Eventually, a leader named Halas
DC 20: It is clear that the aberrant dragonmarks that Tarkanan brought the most powerful aberrants together
existed prior to the War of the Mark were more powerful in an armed resistance. Tarkanans army took refuge in
than those found in the present day. Thus, it is likely that Sharn, but when it became clear that they could not win,
the paranoia and superstition surrounding the marks he and his lieutenants destroyed the city by unleashing
are holdovers from another age. Contemporary rumors the full power of their marks.
of powerful aberrant dragonmarks arise from time to DC 30: Characters who achieve this level of success
time, but no clear evidence supports this or suggests what should be able to acquire considerable information about
could be causing it. the important events of the War of the Mark.

157

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However, change is in the wind. For over a thousand A DM could also decide to make aberrant dragon-
years, aberrant dragonmarks have been weak and trivial marks a central theme of a campaign. An adventuring
MAGIC AND DRAGONMARKS

things. Now the marks are appearing more frequently, party could be formed from aberrant dragonmarked char-
and rumors speak of aberrant dragonmarked with acters seeking allies in a hostile world. Whether working as
unusual and potent powers. independents or in the service of House Tarkanan, such a
These new aberrants are often drawn to the Cults of group could be outlaws ghting to undermine the power
the Dragon Below, providing a signicant boost to the of the dragonmarked houses or to reclaim the lost trea-
power of these fringe sects. Meanwhile, an organization sures of the rst War of the Mark. If the houses decide to
known as House Tarkanan combs the land for aberrant move against aberrants againor to seize power from the
heirs, training them in the use of their abilities. Even as it nobility of the Five Nationsthis band of aberrant heroes
builds power in the criminal underworld, House Tarkanan could become leaders in the new War of the Mark.
combs ancient ruins for aberrant treasures: the weapons
and tools wielded in the rst War of the Mark. ADVANCED MARKS
To date, no child of Khyber has manifested powers Chapter 3 presents new feats that build on or enhance
on a par with Halas Tarkanan or the Lady of the Plague, the Aberrant Dragonmark feat from the EBERRON Campaign
but the leaders of House Tarkanan believe that it is only Setting. This material supersedes the statement made in
a matter of time. They believe that a second War of the the EBERRON Campaign Setting that You can never improve [an
Mark is inevitable. This time, they intend to be ready. aberrant dragonmark] in any way. For the past thousand
More information about House Tarkanan can be found years, this has been the casebut no longer.
in the Sharn: City of Towers supplement. Lesser and greater aberrant dragonmarks are
extremely rare. They are more likely to inspire fear in the
THE ABERRANT ADVENTURER superstitiousand are a source of grave concern among the
Before a player character takes an aberrant dragonmark, leaders of the dragonmarked houses. Though these marks
both player and Dungeon Master should discuss the idea. can hold tremendous power, they have drawbacks. The
How does the player want the mark to affect the characters strength of an aberrant mark is inherently unnatural, and
life? Does he like the notion of being an outcast, feared those who channel such energy might become dazed.
for who he is? Or does he simply want to be able to use As indicated in the EBERRON Campaign Setting, once a
shield as a spell-like ability? character has taken the Aberrant Dragonmark feat,
It is possible to minimize the impact of aberrant he can never possess a true dragonmark. As with true
dragonmarks in a campaign. If a characters mark is hidden dragonmarks, taking the Lesser Aberrant Dragonmark or
on his body, if it holds a passive power such as shield or feather Greater Aberrant Dragonmark feat improves all aspects
fall, and if he avoids aberrant feats, people might never even of a mark. When a character gains one of these feats,
know he bears an aberrant dragonmark. The DM might the caster level of all his aberrant dragonmark powers
also decide that in her campaign, the majority of the popu- increases, and he gains an additional daily use of his
lation have let go of old prejudices, and that the character lower-level abilities.
can reveal his mark without fear. A few common themes run through the aberrant
One place where prejudice against aberrants remains dragonmarks, including cold, re, fear, death, and the
in full force is the dragonmarked houses themselves. ability to inuence the minds of others. However, one of
With the exception of House Ghallanda, dragonmarked the de ning elements of an aberrant dragonmark is that
houses rarely accept members with aberrant marks and, it follows no set progression. A child of Khyber could have
especially in those houses central to the War of the Mark, the power of burning hands, scorching ray, and ame strikebut
hatred of aberrants runs high. Occasionally, unmarked he could just as easily possess shield, sleet storm, and confusion.
heirs of a dragonmarked house manifest an aberrant Aberrant dragonmarks are always unpredictable.
dragonmark. Such characters are almost always forced
from their house, especially if they are children of Aberrant Treasures
marked parents or scions of well-established dragon- Though Halas Tarkanan did not possess the resources
marked families. As a result, house heirs who manifest of House Cannith, legends of the War of the Mark sug-
aberrant dragonmarks often go to desperate lengths to gest that he and his lieutenants wielded magic items that
conceal them. enhanced the powers of their aberrant dragonmarks,
A character whose mark is clearly visible must deal similar to the dragonshard focus items used by the
with the consequences of carrying it, as determined by dragonmarked houses. Such tools might still be found
the DM. If a character with an aberrant dragonmark can in the battleelds of the War of the Mark, especially the
expect to receive a consistently hostile or unfriendly reac- ruins beneath Sharn. House Tarkanan is actively seek-
tion from NPCs, a DM might want to consider treating ing these treasures, but a party of adventurers might nd
the aberrant dragonmark as both a aw (as described in them rst.
Unearthed Arcana) and a feat. This effectively allows a char- Items designed for use with true dragonmarks (chan-
acter to take Aberrant Dragonmark as a bonus feat because neling rods, dragonshard reservoirs, dragonshard focuses, and so on) do
he suffers a signicant social penalty for doing so. not work with aberrant dragonmarks. However, variations
Regardless, such a character can be an interesting of these items could be created with Khyber dragonshards,
one. How does he deal with the fear and superstition producing identical powers and effects that work only in
he encounters on a daily basis? Is he a bitter antihero, conjunction with aberrant marks. Greater aberrant focus
withdrawn and grim? Or does he meet the darkness with items can take as many forms as those associated with the
light, repudiating the fears of those around him through true marks. Players and DMs should refer to pages 261263
his noble actions? of the EBERRON Campaign Setting for inspiration.

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