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Twelve extended families with "dragonmarks"
that grant them magical abilities based on a certain theme. The houses act as the Fantasy Counterpart to Mega Corps
, controlling all the major guilds related to their mark's functions. Despite there being thirteen official houses, there are currently only twelve types of dragonmark in existence - the Mark of Shadow is carried by two competing houses, while the carriers of the Mark of Death are thought to have been wiped out.Dragonmarks outside of these are referred to as "aberrant marks", granting unique powers which are evil or destructive in nature; most were wiped out in the War of the Mark (which also established the Houses), though weak aberrant marks still pop up on random individuals throughout Khorvaire.
Tropes common to all houses:
- Amplifier Artifact: Many magic items created by the houses function by amplifying the powers of their specific dragonmark (or are simply more effective when used by someone with that dragonmark), allowing them to be created much more easily than normal. This is how items such as teleportation circles can exist in settings where high-level wizards are rare.
- Feuding Families: Comes up at times when the fields of two houses overlap. The families themselves are large enough that there's more rivalry between regional branches.
- Hybrid Overkill Avoidance: While the only mechanical requirement for gaining a dragonmark is being the same race as the house, members of subraces (eg. drow elves, whisper gnomes) are considered too genetically distant from their houses to have had a member as an ancestor. Likewise, anything which changes your race (such as becoming an undead or dragonborn) disables your dragonmark. Cross-breeding two dragonmarked lines just creates an aberrant mark with apparently random powers.
- Subverted with Erandis d'Vol (see House Vol below).
- Loophole Abuse: A growing number of members of the Houses are starting to behave this way regarding the Edicts of Korth, which are the ancient agreements between the Houses and the Kingdom of Galifar that establish their trade monopolies in exchange for restrictions prohibiting them from owning land or maintaining military forces (except House Deneith). Since the rulers of the Five Nations legally dissolved the Kingdom of Galifar, many House members feel that the Edicts no longer apply and are either flouting the rules secretly (House Cannith) or fairly openly (House Lyrandar).
- Power Tattoo: The dragonmarks.
- Star-Crossed Lovers: Marriage between Houses is forbidden, since mixing the potential for two dragonmarks creates a child with the potential for an aberrant mark.
- Superpowerful Genetics
- The Call Put Me On Hold: A rare few of the house members who never develop a normal dragonmark will eventually manifest an incredibly powerful Siberys dragonmark.
A human dragonmarked house with the Mark of Making, who come up with all the magic ideas and are the main reason why the setting has Magitek
. Their House's original headquarters was in Cyre, but it was lost on the Day of Mourning. They also run the Tinkers Guild and the Fabricators Guild.
- Alternate Character Interpretation: The world’s best war profiteers or a bunch of raving lunatic scientists doing what they do to just to push SCIENCE forward.
- Merrix d'Cannith, head of one of the major factions in the house, manages to be both of these things at the same time.
- Corrupt Corporate Executive: Pretty much all the Cannith barons, more so than most Houses. However, it is really scary when you consider that they worked behind the scenes to try to prolong the Last War just because it was so profitable.
- The Engineer
- For MAGIC!: Merrix and many other Cannith are motivated by this, and couldn't care less about ethics or the law.
- Goggles Do Something Unusual: Cannith Goggles help in magic item creation.
- Magic Tool
- Magitek: The primary source of it on modern Khorvaire.
- Mechanical Monster: The early models of warforged.
- Ridiculously Fast Construction: Cannith can, and does, engage in factory-style production of many goods (including weapons). The Creation Forges also allowed for whole armies of warforged to be produced at a rate impossible under the normal rules for building magical constructs.
- Robot Master: Before the creation of new warforged was outlawed. Nowadays it's mostly just Merrix, who maintains a secret warforged Creation Forge.
- Science Hero or Science Is Bad.
A human dragonmarked house with the Mark of Sentinel, they work as mercenaries. They run the Blademarks Guild and the Defenders Guild for bodyguards.
A halfling dragonmarked house with the Mark of Hospitality, they keep your hero sheltered and fed. They run the Hostelers Guild.
- Trauma Inn: It's their job. Some of them can even summon inns.
A halfling dragonmarked house with the Mark of Healing, they heal your team when they are down. They run the Healers Guild, which has managed to displace clerics as the populace's go-to source of healing magic (Eberron temples generally only offer healing in emergencies or for those working for them).
- Healing Hands: They do have the Mark of Healing, you know.
- Loophole Abuse: Jorasco is supposed to not offer healing without payment in cash (with the exception of for other members of House Jorasco, and things like helping your colleagues in an adventuring party is generally overlooked), no 'do us a favour' or other things like that allowed. So what does Jorasco do when people with useful skills but not enough money to pay for healing services show up? Lend the required money (which they are allowed, so long as it is strictly for the purposes of paying for healing services) and then set a service as a possible repayment of the loan.
A dwarven dragonmarked house with the Mark of Warding, they run the Banking Guild and the Warding Guild.
- The Alcatraz/Prison: The large island prison of Dreadhold.
- The Caper: Their magically-guarded bank vaults seem to exist primarily to enable these.
- Dungeon Crawling: They've been building vault complexes/deathtraps for so long that they've lost the details on what some of them are for (or in some cases that they exist at all), requiring them to send teams to investigate every so often.
- Dug Too Deep: An ironic example, in that they tend to have put the underground dangers there in the first place, then lost the records.
- Secret Government Warehouse
- Swiss Bank Account: They can provide the setting equivalent.
A half-elven dragonmarked house with the Mark of Storm, they run the Raincallers Guild and the Windwrights Guild.
- Blow You Away: The dragonmark of storm.
- Cool Boat and Cool Airship: They run them both.
- Global Airship
- Half-Human Hybrid
- Loophole Abuse: Owns considerable land in Valenar (formerly part of Cyre), which is illegal under the Edicts of Korth. But the Valenar elves couldn't care less about laws passed by long-dead human monarchs and employ the House to administer the more mundane aspects of their realm, such as agriculture. Lyrandar also amassed an enormous fleet during the Last War, with the full approval of the rulers of the Five Nations, because the warring kingdoms did not want to have spend resources maintaining their own merchant marine fleets.
- Weather Control Machine
A half-elven dragonmarked house with the Mark of Detection. They work mainly as watchmen, detectives (er, inquisitives
) and intelligence officers. Though hundreds of years old, they are still considered upstarts by the other houses.
A human dragonmarked house with the Mark of Passage, they are the control (land) travel and teleportation. They run the Couriers Guild and the Transportation Guild.
An elven dragonmarked house with the Mark of Shadow, they work in entertainment and espionage.
A gnome dragonmarked house with the Mark of Scribing, they help work on translation and long-distance communication.
- Communications Officer: They are messengers in every sense of the word, from the mundane post office to the use of the whispering wind spell to communicate long-distance.
A human and half-orc dragonmarked house with the Mark of Finding. Their main business is as prospectors, locating dragonshards and veins of precious metals, though they can locate people as well.
- Half-Human Hybrid: The only house which includes members of two races (half-orcs being considered a distinct race).
- Loophole Abuse: Acts as an agent for those looking to hire monsters as mercenaries. While this is technical House Deneith's monopoly, Tharashk contends that the monsters don't actually work for them, they merely help negotiate the contracting of their services for a fee.
- Private Detective
An elven dragonmarked house with the Mark of Shadow, which split from House Phiarlan some time ago.
A human dragonmarked house with the Mark of Handling, they help in the breeding and controlling of animals and magical beasts.
- Attack Animal
- Cool Horse: But not quite cool enough in their eyes, since they haven't managed to "reverse engineer" the Valenar elves' uniquely awesome breed.
- Ultimate Life Form: Some of their creations verge on this.
An unofficial house made up of bearers of aberrant dragonmarks, who sell their skills as thieves and assassins. Their headquarters are in Sharn. The original members came from an experimental aberrant unit in The King's Dark Lanterns (Breland's intelligence agency), who turned resentful after their superiors tried to abort the project. By killing them
- Adaptational Villainy: Inverted. In fourth edition, Tarkanan is portrayed in a far more positive light.
- Bad Powers, Bad People / Bad Powers, Good People: while the former are the ones you'll usually encounter in a fight, the House also consists of people who are actually decent people, whose only fault is that they bear the Aberrant Dragonmark.
- Combo Platter Powers: Unlike standard marks, the powers granted by aberrant dragonmarks rarely follow any theme other than being destructive.
- Genocide Backfire
- Legacy Character: They named themselves after the leader of the aberrant forces in the War of the Mark, and seek to resume his work.
- Mama Bear: The house's leader Thora Tavin sees all those with aberrant dragonmarks as part of her family (even if they're not members of her House), and won't stand for anyone trying to hurt them.
- Nebulous Evil Organization
- Sins of Our Fathers: They hate the present dragonmarked houses because their ancestors killed those with aberrant marks in the War of the Mark.
A (now extinct) elven dragonmarked house with the Mark of Death, whose specialties included contacting the spirits of the dead and creating undead creatures. In an attempt to bring peace between the then-warring elves and dragons, they produced a half-dragon elf girl named Erandis d'Vol. They succeeded in bringing the races together... to exterminate House Vol so that that such an abomination could never be born again.
Erandis still exists in hiding, her mother having saved her by transforming her into a lich
. As a half-dragon her dragonmark is mutated into a unique form with world-shattering power, but due to her being Undead she can no longer use it. At the same time remnants of House Vol in Khorvaire have created a religion called The Blood of Vol, which Erandis secretly controls.
- Big Bad: Erandis was designed to be a villain for mid-high levels.
- Broken Angel: Erandis is the all that is left of her bloodline. Her lich status prevents her from using her bloodline.
- Dark Is Not Evil: What exactly the Mark of Death did isn't clear, but it was something that contributed to society rather than just being destructive.
- Last of Her Kind: Erandis is all that is left of her bloodline. Due to being a lich she can't revive it the conventional way either. Pulling off resurrection grows harder the longer someone has been dead, and the house has been dead for a really long time, so that's probably not going to happen. She has tried some experiments to bring her bloodline back, but they have failed. To make things worse Keith Baker has stated that the true nature of the mark will not be revealed, practically guaranteeing any attempts in supplements she may attempt will fail. Some aberrant dragonmarks (whose wielders are reviled on a level to be decided by the DM) might be descended from the Mark of Death, but figuring out which and how would be extremely difficult. All we know from the game mechanic books (including supplements) is that in the fluff Erandis' mom used the mark to turn Erandis into a lich, and even that is stated that it might not be true. There is also what we have in the Matt Forbeck's novel series The Lost Mark.
- Names to Run Away From Really Fast: If you shorten Erandis the lich's name, it would be E. Vol.
- Ninja Pirate Zombie Robot: Vol is a half-elf/half-green-dragon who became a lich.
- Not-So-Harmless Villain: Relatively speaking. Erandis doesn't directly control most of the Blood of Vol cult, her actual minions are fewer still, and while pretty high level she's too weak to fight the Chamber or the Lords of Dust directly. However, if she were to find a way to regain access to her dragonmark then her power would skyrocket, making her one of the strongest beings in the setting. Plus Word of God says that fighting Vol in her own sanctum is near-suicide - while she's there she can do insane things like summon Future Badass ghost versions of anyone who attacks her.
Tropes common to all religions in Eberron
- Clap Your Hands If You Believe: Clerics cast divine magic through their faith in a deity, rather than a deity bestowing power on them like in most Dungeons & Dragons settings. This allows for clerics to follow a distorted version of their church's teachings (such as a Chaotic Evil cleric of a Lawful Good religion or vice versa) without losing their powers, and for beings who are not deities to have clerics.
- Corrupt Church: Without direct divine supervision, it's much easier for this to happen than in most settings.
- The Nothing After Death: Dolurrh, the Realm of the Dead. "It is not a reward. It is not a punishment. It simply is."
The Sovereign Host
The Sovereign Host
The most commonly-worshiped pantheon in Khorvaire.
- Fantasy Pantheon: Other than the fact that their existence is unproven, this is what they are. Notably, their religion has grown largely by assimilating believers in other gods, usually convincing them that their deity is simply one of the Sovereigns using a different name.
- Saintly Church: ...usually. They have corruption problems here and there.
The Dark Six
The Dark Six
A group of evil deities (with the exception of The Traveler
) who serve as counterparts and sometimes foils to The Sovereign Host. Commonly worshiped among monstrous races. Even ostensibly good people will also sometimes offer them respect in secret to avoid trouble (sailors appeasing the Devourer to prevent storms while at sea, for instance).
- Evil Counterpart: To the Sovereign Host. In-universe, some scholars theorize that they were originally a single pantheon.
- Fantasy Pantheon: Like Sovereign Host.
The Church of the Silver Flame
Worshipers of an enormous silver fire which burst from the ground in a battle between a demon lord and human paladin named Tira Miron, assisted by a couatl. The Silver Flame is currently located in the enormous cathedral of Flamekeep, which also serves as the theocratic capital of Thrane. The head of the church is the Keeper of the Flame, a Holy Child
with the ability to communicate with it.
- A Child Shall Lead Them: The current Keeper of the Flame, eleven-year-old Jaela Daran (aka "Loli Pope")
- The Atoner: There are many members who feel the Lycanthrope Purge went too far.
- Barrier Maiden: The Keeper of the Flame, as well as the Voice of the Flame (Tira Miron herself) who occasionally speaks to its worshippers.
- Church Militant: Thrane managed to match the magical and martial firepower of the other nations during the Last War largely on the strength of it's clerics and paladins.
- Corrupt Church: The Council of Cardinals
- Crystal Dragon Jesus: A pretty obvious expy of the Roman Catholic Church.
- Demon Slaying: One of their specialties.
- Evil Counterpart: The Shadow in the Flame, the voice of its sealed demon, which has its own worshippers and even its own more powerful version of the Keeper of the Flame (who is currently imprisoned in Dreadhold).
- Fantastic Racism: The church is historically suspicious of shifters due to The Purge, though many members are apologetic about the whole thing. As a result, shifters who worship the Flame tend to be unusually devout in order to prove themselves.
- Field Power Effect: The Keeper of the Flame gains a massive power boost while within Flamekeep. Jaela is an 18th-level cleric inside (possibly the only 18th-level cleric in the world), but only a 3rd-level cleric outside.
- Hollywood Exorcism: Worshippers have access to the unique "Exorcist of the Silver Flame" Prestige Class.
- Knight Templar: The religion most prone to lapse into this.
- Lawful Good
- Light Is Not Good: In addition to Tira, the demon (who is evil) and the coautl (who is theoretically good, but not human) can speak through the Flame and grant powers to worshippers. Exactly how much control they have is left up to the Game Master.
- Memetic Mutation: "Loli Pope" and "No one expects the Thranish Inquisition!"
- Noble Savage: The Ghaash'kala tribe of the Demon Wastes, who independently worship the Silver Flame under the name of "Kalok Shash, the binding flame". Interestingly, they have been worshiping it for a lot longer than the people of Thrane.
- Physical Religion: The Silver Flame manifests in the city of Flamekeep on the spot where Tira Miron and the unnamed couatl bound the demon that threatened the region. The great temple of the faith and the surrounding city grew up around this holy site.
- Playing with Fire: Some members of the church actually have fire-based powers.
- Sealed Evil in a Can: The Silver Flame was originally created by the couatls sacrificing themselves to imprison the rakshasa rajahs, ending the Age of Demons.
- Skunk Stripe: Jaela Daran, as a sign of her connection to the Flame.
- The Thranish Inquisition/Witch Hunt: The Purge, in which warriors of the church exterminated most of Eberron's lycanthropes and many misblamed shifters.
- The Purge itself was not entirely a bad idea and was prompted by a genuine threat - with Eberron's twelve moons, that's a full moon every couple of days. So every couple of days, just about every afflicted lycanthrope (the ones who can't control their changes or what they do while changed) in the world is going on a rampage.
- The Theocracy: In Thrane.
- Token Mini-Moe: Jaela Daran.
The Blood of Vol
The Blood of Vol
An ancient religion which eschews external deities, instead focused on reaching "the divinity within" through the power of the worshipper's blood. Its present form was created by remnants of House Vol, with Erandis d'Vol (aka "Lady Vol") as its secret leader. Due to its individualist nature, sects vary wildly in practice and attract members of all races and backgrounds.
- Corrupt Church/Religion of Evil: The higher ranks of the church serve Erandis d'Vol, but most members are normal people who don't even know she exists.
- Dark Is Not Evil: The majority of members.
- Immortality Seeker: The ultimate goal of an adherent.
- Jerkass Has a Point: Their methods may seem creepy and disturbing, but considering what can be proven about the afterlife in this world, trying to avoid it (even through undeath) isn't actually a bad idea.
- Lawful Evil
- Nay-Theist: Some sects see the gods as tyrants who created death as a curse upon the world.
- The Undead: Becoming a sentient undead is seen as a form of martyrdom in the church, sacrificing your own chance at divinity in order to help others. Animating corpses as mindless zombies, meanwhile, is just pragmatism; they're excellent workers, and it's not like the spirits of the deceased need them any more.
The Cults of the Dragon Below
Various cults who worship Khyber.
- Chaotic Evil
- Non-Indicative Name: Not all Cults of the Dragon Below actually worship the Dragon Below. The term is used as a catch-all term for any underground cults, and includes demon and Xoriat cults.
- We ARE Struggling Together: There are almost NO unifying tenets of the Dragon Below cultists besides claiming to worship Khyber (and some don't even do that). Combine that with a depressingly high rate of insanity and any two given cults are as likely to be killing each other as they are anyone else.
The Path of Light
The Path of Light
A meditative religion practiced by the kalashtar, who seek to change the nature of the universe and usher in a golden age through the power of positive thought.
The Undying Court
The Undying Court
A religion practiced by the elves of Aerenal, who worship their deathless (think "anti-undead") ancestors as unliving gods.
The Becoming God
The Becoming God
A loose group of warforged tribes, found mostly in the Mournland, who feel there is no place for them in the religions of other races. Instead they plan to build a Physical God
for their race in the same way they were built. Their clergy are often encrusted in scrap metal and bits of magic items. Their reactions to the Lord of Blades are mixed, with some seeing him as a madman and others as a prophet of their faith. An alliance between the two, propelling him to godhood, is presented as a worst-case scenario.
King Boranel (Breland)
The well-loved king of Breland, known for such feats as defeating an ogre in single combat.
- Asskicking Equals Authority: he became a general through merit alone.
- 100% Adoration Rating: He's astoundingly popular a monarch in his own country and even abroad. Partially it is what helped him become the engineer of the current peace. He's so popular that many of the setting's resident chessmasters hone their plans to begin after he dies of old age, because his popularity is such that it's better to not have to deal with it. Incidentally, the fact that none of his sons share his popularity has been noted by many. Even the people who desire to make Breland a democracy realize that their idea has no chance of passing during Boranel's lifetime.
- Boisterous Bruiser: Sadly not as young as he used to be...
- Cool Old Guy: ...but he's awesome enough to get away with it.
- Fluffy Tamer: Even in his old age, he still keeps two pet magebred ghost tigers.
- Retired Badass: He used to be an adventurer, leading two expeditions into Xen'Drik before he ascended to the Throne, where he was also active on the field during the Last War.
King Kaius III (Karrnath)
The iron-fisted king of frozen Karrnath. He's actually King Kaius I, turned into a vampire by Vol. When he refused to do her bidding any more, she triggered his bloodlust, forcing him to kill his wife. He eventually retook the country from his own grandson, and is now working to purge all of the lich's influences from the land, including both the Blood of Vol and its militant arm, the Order of the Emerald Claw.
Aurala ir'Wynarn (Aundair)
The friendly, compassionate ruler of Aundair...who wants to take over Khorvaire.
- More Dakka: Has her artificers and wizards working on the various flavors of this. Having performed fairly poorly on the battlefields of the Last War, Aurala wants to switch to overwhelming magical firepower in the next round, hoping to quickly force the other nations into submission.
- Take Over the World: She wishes to reunite the Five Nations with her on the throne.
- Well-Intentioned Extremist: She honestly believes conquering the other nations is for the best.
The Lord of Blades
The Lord of Blades
An enigmatic warforged warlord who seeks for his race to rule all of Eberron, said to be building an army of followers somewhere in the Mournland (literally; he has access to the creation forge in House Cannith's old headquarters). It's unknown where The Lord of Blades came from, or even whether "The Lord of Blades" is the name of a specific warforged or just a title; some think he was just invented by dissident warforged as a rallying symbol.