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Dragonmarked Houses

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.


    Dragonmarked Houses as a whole 
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Dragonmarks are magical tattoos, inherited through specific bloodlines, that give magical powers to their bearers. These bloodlines have organized themselves into great Houses that control whatever industry is most relevant to their mark. The Houses are:

  • House Cannith, the Mark of Making, human. Controls crafting, artifice, and industry.
  • House Deneith, the Mark of Sentinel, human. Controls mercenaries, bodyguards, and boots-on-the-ground security.
  • House Ghallanda, the Mark of Hospitality, halfling. Controls hosting, food, and shelter.
  • House Jorasco, the Mark of Healing, halfling. Controls medicine, healing, and disease control.
  • House Kundarak, the Mark of Warding, dwarf. Controls security, vaults, and banks.
  • House Lyrandar, the Mark of Storms, half-elf. Controls air and sea shipping, as well as the weather manipulation industry.
  • House Medani, the Mark of Detection, half-elf. Controls information, private inquisitives, and bounty hunters.
  • House Orien, the Mark of Passage, human. Controls land shipping, specialized delivery, and the lightning rails.
  • House Phiarlan, the Mark of Shadow, elf. Controls entertainment and espionage.
  • House Sivis, the Mark of Scribing, gnome. Controls messages both mundane and magical.
  • House Tharashk, the Mark of Finding, human and half-orc. Controls prospectors, inquisitives, and bounty hunters.
  • House Thuranni, the Mark of Shadow, elf. Controls entertainment and espionage. Split off from House Phiarlan and a direct rival.
  • House Vadalis, the Mark of Handling, human. Controls animal husbandry, magebreeding, and animal training.
  • House Vol, the Mark of Death, elf. A lost house destroyed on Aerenal. Only Erandis d'Vol remains.

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.
  • 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).
  • Muggle Born of Mages: As with most inheritable characteristics, Dragonmarks sometimes skip a generation, resulting in some members of the Houses never manifesting one.
  • Playing Both Sides: During the Last War, the Houses remained neutral, serving all sides equally. This lead some of them to actively trying to prolong the war.
  • Power Tattoo: The dragonmarks are inherited by members of each House, and provide special power and skills depending on the mark. They also come in four variations; Least, Lesser, Greater, and Siberys. Least and Lesser dragonmarks may cover small patches of skin, akin to a regular tattoo, Greater cover a large patch, while Siberys may cover the entire body.
  • Religion of Evil: A fairly typical plot seems to be various cults springing up with the Houses. Additionally, some groups within the Houses belong to more obscure religions, such as a cult of the Traveler within House Cannith, or its eastern branch embracing the Blood of Vol.
  • 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: Dragonmarks are inherited, and some houses arrange marriages between their powerful scions to breed powerful dragonmarks. Mixing dragonmarks, on the other hand, never turns out well.
  • 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.

    House Cannith 

House Cannith

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House Cannith
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The Mark of Making

Race: Humans
Mark: Mark of Making
Current Head: Zorlan d'Cannith (Cannith East); Jorlanna d'Cannith (Cannith West); Merrix d'Cannith (Cannith South)
Headquarters: Cannith East, Korth Enclave (Karrnath); Cannith West, Aundair Enclave (near Fairhaven, Aundair); Cannith South, Cannith Tower (Sharn, Breland)

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. Historically, they were the most powerful house - and managed to profit massively off the Last War, during which they created the first modern warforged - but their original headquarters was in Cyre, so it was lost on the Day of Mourning and the remnants of the house split into three. They also run the Tinkers Guild and the Fabricators Guild.
  • 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: The Mark of Making makes Cannith scions capable of understanding technology on a more fundamental level.
  • Feuding Families: In an interesting case of an inverted Cutting Off the Branches, the main branch of House Cannith got wiped out during the Day of Mourning. This left the three remaining regional branches jockeying for control of the House.
  • For Science!: Or "For MAGIC!" in this case. 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: Often employed.
  • Magitek: House Cannith is the primary source of it on modern Khorvaire.
  • Mechanical Monster: The early models of warforged resembled beasts and monsters more than humanoids.
  • Ridiculously Fast Construction: The Creation Forges allowed for whole armies of warforged to be produced at a rate impossible under the normal rules for building magical constructs. Cannith also can, and does, engage in factory-style mass-production of many goods (including weapons), putting them well into a Dungeon Punk version of the Industrial Revolution.
  • 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: Depending entirely on the individual member of the House.
  • War for Fun and Profit: While they didn't cause the war, house Cannith still grew filthy rich from the Last War. They would be the most powerful group in Khorvaire if their headquarters hadn't been in Cyre.

    House Deneith 

House Deneith

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House Deneith
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The Mark of Sentinel

Race: Humans
Mark: Mark of Sentinel
Current Head: Breven d'Deneith
Headquarters: Sentinel Tower (Karrlakton, Karrnath)

A human dragonmarked house with the Mark of Sentinel, they work as mercenaries. They run the Blademarks Guild and the Defenders Guild for bodyguards.
  • Barrier Warrior: In 5th edition, they gain access to defensive spells like shield or shield of faith.
  • Fantastic Racism: Invoked by House Tharashk, who paint House Deneith as less monster-friendly to Drooamish mercenaries.
  • Hired Guns: For the Blademarks Guild and many others.
  • Law Enforcement, Inc.: Legally allowed to act as law enforcement by some of the nations that were formerly part of the Kingdom of Galifar. Although in practice this is closer to bounty hunting unless they are under contract.
  • Private Military Contractors: Mercenaries for hire.

    House Ghallanda 

House Ghallanda

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House Ghallanda

Race: Halflings
Mark: Mark of Hospitality
Current Head: Yoren d'Ghallanda
Headquarters: Gatherhold (Talenta Plains)

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.
  • Truce Zone: Enclaves of House Ghallanda are beyond the legal reach of any nation or the other dragonmarked houses.

    House Jorasco 

House Jorasco

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House Jorasco

Race: Halflings
Mark: Mark of Healing
Current Head: Ulara d'Jorasco
Headquarters: Vedkyar Enclave (Vedykar, Karrnath)

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).
  • Does This Remind You of Anything?: House Jorasco is pretty obviously meant as commentary on the American healthcare system.
  • Extraordinary World, Ordinary Problems: Jorasco can heal any illness with a simple spell, but that costs money. If you can't afford it, they'll also offer mundane healing.
  • 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 favor' 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.
  • The Mafia: They are not one themselves, but they have close ties to the criminal Boromar Clan, with the current leaders wife being a Jorasco heiress.

    House Kundarak 

House Kundarak

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House Kundarak

Race: Dwarves
Mark: Mark of Warding
Current Head: Morrikan d'Kundarak
Headquarters: Korunda Gate (Mror Holds)

A dwarven dragonmarked house with the Mark of Warding, they run the Banking Guild and the Warding Guild.
  • The Alcatraz: 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: Kundarak stores a lot of stuff, and even governments may call on their services.
  • Swiss Bank Account: They can provide the setting equivalent.

    House Lyrandar 

House Lyrandar

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House Lyrandar

Race: Half-Elves
Mark: Mark of Storm
Current Head: Esravash d'Lyrandar
Headquarters: Stormhome (Aundair)

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 allows control over, among others, wind.
  • Cool Boat and Cool Airship: They run them both.
  • Feuding Families: The introduction of airships saw them entering the competition with House Orien for overland trade.
  • Global Airship: A major bone of contention between House Lyrandar and House Orien, especially since key Lightning Rail routes were severed during the war. Lyrandar provides transportation not only along the coasts and to other continents, but also between locations on Khorvaire as well.
  • Half-Human Hybrid: Though half-elves (also called "Khoravar") are a true-breeding race in Eberron.
  • 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 to spend resources maintaining their own merchant marine fleets.
  • Weather Manipulation: The true potential of the Mark of Storm, and the bread and butter of the Raincallers Guild.

    House Medani 

House Medani

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House Medani
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The Mark of Detection

Race: Half-Elves
Mark: Mark of Detection
Current Head: Baron Trelib d'Medani
Headquarters: Tower of Inquisition (Wroat, Breland)

A half-elven dragonmarked house with the Mark of Detection. They work mainly as watchmen, detectives (er, inquisitives) and intelligence officers. Though their House is hundreds of years old, they are still considered upstarts by the other, older, houses.
  • Half-Human Hybrid: Again, centuries of true-breeding half-elves.
  • Supernatural Sensitivity: The Mark of Detection provides this.
  • Super-Senses: The Mark of Detection is great for detecting things, which mainly manifests like this. In 5th edition, Mark of Detection bearers can cast Detect Magic, Detect Poison and Disease and See Invisibility.
  • Surveillance as the Plot Demands: 5th edition Mark of detection bearers can cast several scrying spells, such as Clairvoyance and Arcane Eye, assuming they can cast magic at all.

    House Orien 

House Orien

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House Orien
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The Mark of Passage

Race: Humans
Mark: Mark of Passage
Current Head: Kwanti d'Orien
Headquarters: Journey's Home (Passage, Aundair)

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.
  • Cool Train: The Lightning Rail runs across Khorvaire and is powered by lightning elementals.
  • Feuding Families: Since the invention of the Airship, they have to compete with House Lyrandar for overland trade.
  • Unicorn: The symbol of house Orien is the unicorn. 5th edition implies that there has been some debate on this, as a scion is quoted as arguing for it to change to the Pegasus.
  • Punny Name: House Orien runs the Lightning Rail, which one might think of as an expy of the Orient Express.
  • Teleporters and Transporters: The main thing that allows them to continue to compete with House Lyrandar.

    House Phiarlan 

House Phiarlan

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House Phiarlan

Race: Elves
Mark: Mark of Shadow
Current Head: Elvinor Elorrenthi d'Phiarlan
Headquarters: the Demesnes (various)

An elven dragonmarked house with the Mark of Shadow, they work in entertainment and espionage.
  • Casting a Shadow: Provided by their dragonmark of course.
  • Covert Group with Mundane Front: To most people, they are just a family of various entertainers. The existence of spies and killers among them is only known to a select few.
  • Femme Fatale Spy: Given their covers as entertainers (plus a charisma boost), female members often work in this fashion.
  • Feuding Families: With their offshoot, House Thuranni.
  • Master of Disguise: With their background in both entertainment and espionage, this one is a given.
  • Master of Illusion: The mark of Shadows can increase illusionist abilities, which are put to use in the entertainment industry.
  • Spy Versus Spy: The so-called "Shadow Schism" saw House Thuranni break off from House Phiarlan. Nowadays they mostly keep to their respective territories, but sometimes spies of both Houses engage in rivalries.

    House Sivis 

House Sivis

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House Sivis

Race: Gnomes
Mark: Mark of Scribing
Current Head: Lysse Lyrriman d'Sivis
Headquarters: The Labyrinth (Korranberg, Zilargo)

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.
  • Supernatural Phone: Well, supernatural telegraph, but a similar principle. Their signature magic item is the speaking stone, which can send messages to any other such stone in the world, but requires the Mark of Scribing to operate.

    House Tharashk 

House Tharashk

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House Tharashk

Race: Humans and Half-orcs
Mark: Mark of Finding
Current Head: The Triumvirate (Maagrim Torrn d'Tharashk, Khandar'aashta, and Daric d'Velderan)
Headquarters: Zarash'ak, Shadow Marches

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.
  • Ancient Order of Protectors: The Valshar’ak Seal within Clan Torrn consists of devoted Gatekeepers.
  • A Little Bit Beastly: According to Word of God, humans bearing the Mark of Finding still have traces of orcish blood, manifesting in traits like yellow eyes, pointy ears or pronounced canines.
  • Half-Human Hybrid: The only house which includes members of two races (half-orcs being considered a distinct race).
  • In Harmony with Nature: The 5th edition Mark of Finding allows its bearer to cast a number of druidic spells like speak with plants, locate animals or plants, and commune with nature.
  • Invented Linguistic Distinction: Instead of regular Goblin (the language of the region) Clan Velderan and some members of Clan Torrn speak Azhani, a blend of Goblin, Riedran and the old orcish language. In-game it is treated like a special accent of Goblin.
  • Loophole Abuse: Acts as an agent for those looking to hire monsters as mercenaries. While this is technically 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.
  • Nice Mean And In Between: The three clans that make up House Tharask: Clan Velderan is open-minded and progressive, handling mostly diplomacy and inquisitive work. Clan 'Aashta is ruthless and agressive, providing mercenaries and bounty hunters. And Clan Torrn is more stoic and traditionalist, handling Dragonshard-mining and infrastructure.
  • Private Detective: Particularly when looking for something, or someone, who is missing.
  • Religion of Evil: A huge part of the House (mostly aligned with the Aashta Clan), follows the "Old Ways": they venerate the Daelky. Downplayed in that they view these practices more as cultural traditions, but it still causes tensions with the members of Clan Torrn who follow the Gatekeepers.
  • Tracking Spell: The Mark of Finding allows its bearers to cast spells like locate object and locate creature.

    House Thuranni 

House Thuranni

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House Thuranni

Race: Elves
Mark: Mark of Shadow
Current Head: Elar d'Thuranni
Headquarters: Regalport (Lhazaar Principalities)

An elven dragonmarked house with the Mark of Shadow, which split from House Phiarlan.
  • Feuding Families: With House Phiarlan. They broke off after a Noodle Incident called the "Shadow Schism".
  • Murder, Inc.: As a rule of thumb, Thuranni agents make better assassins than their Phiarlan cousins.
  • Spy Versus Spy: Downplayed with House Phiarlan. They mostly keep to their territories, but occasionally agents from both Houses engage in rivalries.

    House Vadalis 

House Vadalis

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House Vadalis

Race: Humans
Mark: Mark of Handling
Current Head: Dalin d'Vadalis
Headquarters: Foalswood (near Varna, Eldeen Reaches)

A human dragonmarked house with the Mark of Handling, they help in the breeding and controlling of animals and magical beasts.
  • Attack Animal: Magebred animals were used extensively during the Last War.
  • Cool Horse: But not quite cool enough in their eyes, since they haven't managed to "reverse engineer" the Valenar elves' uniquely awesome breed.
  • Religion of Evil: Rising from the Last War includes an article reporting the uncovering of a Cult within the Fairhaven branch of House Vadalis trying to recreate the old Kingdom by creating a literal "heart of Galifar".
  • Ultimate Life Form: Some of their creations verge on this.

    House Tarkanan 

House Tarkanan

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House Tarkanan
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A selection of aberrant dragonmarks

Race: Various
Mark: Aberrant Dragonmarks
Current Head: Thora Tarkanan (real name Thora Tavin), The Son of Khyber (real name Daine Halar Deneith)
Headquarters: Sharn (Breland)

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 Heroism: 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.
  • Depending on the Writer: The leader of the house fluctuates with editions. It was originally Thora Tavin, but 4th edition had her relinquish her position to the mysterious Son of Khyber. This was quietly ignored in 5th edition, and Tavin is back in charge.
  • Genocide Backfire: Tarkanan was formed both from lingering resentment by aberrant dragonmark holders after the other houses tried to wipe them out, and more directly from a group employed by the Dark Lanterns after their handlers tried to kill them.
  • 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: With emphasis on "nebulous". Some aberrant dragonmark holders are legitimately evil and corrupt, while others are just trying to live and earn coin.
  • Sins of Our Fathers: They hate the present dragonmarked houses because their ancestors killed those with aberrant marks in the War of the Mark.

    House Vol 

House Vol | Erandis d'Vol

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Erandis Vol

Race: Elves
Mark: Mark of Death
Current Head: Erandis d'Vol (only member)
Headquarters: Illmarrow, Farlnen (Lhazaar Principalities)

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, half-elf girl named Erandis d'Vol, with a greater Mark of Death than had ever been seen before. They succeeded in bringing the races together... to exterminate House Vol so 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 a miraculous hybrid of dragon and elf, and has both wings and horns to show for it. She's also a rotting lich.
  • 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. Keith Baker suggests spells like speak with dead, deathwatch, and create undead (hey, it's creative!). The mark is about understanding death, not killing.
  • The Extremist Was Right: Keith Baker semi-jokingly suggests that maybe if she finally succeeds in her goals and revives the power of her mark, she actually will bring about a utopia through the epic power of her mark. Probably not, though, and this is mostly predicated on the kind, sheltered Erandis still existing somewhere inside the screaming monster that is Illmarrow. Maybe if she gets everything she wants, Illmarrow will disappear and Erandis will come back... or not.
  • Freudian Excuse: Erandis was a sheltered prodigy result of a breeding program, and then when she manifested her mark, her entire culture was exterminated, leaving her alone and without even the power that her family sacrificed so much for her to have. According to Keith Baker, more than anything else, she feels like a failure, and she's been desperately trying to fulfill her primary purpose for centuries.
  • 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".
  • Necromancer: This might be the use of the dragonmark of Death. Even if it isn't, Erandis is an accomplished necromancer, as befits a lich.
  • 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 summoning Future Badass ghost versions of anyone who attacks her.
  • Two Aliases, One Character: Erandis Vol also calls herself Lady Illmarrow in 5th Edition after her keep, to hide that she is the undead bearer of Mark of Death and seeking to revive it somehow.
  • Woobie, Destroyer of Worlds: Erandis Vol herself. As she was created as a sort of peace offering between the dragons and elves, only to be hated and rejected by both, is it any wonder she became a villain?


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