WARNING! Possible unmarked spoilers.
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 worlds 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 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
- Magitek: The primary source of it on modern Khorvaire.
- Mechanical Monster: The early models of warforged.
- 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.
A human dragonmarked house with the Mark of Sentinel, they work as mercenaries. They run the Blademarks Guild and the Defenders Guild for bodyguards.
- Hired Guns: For the Blademarks Guild.
- 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.
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: 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 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 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.
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.
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 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.
- Private Detective: Particularly when looking for something, or someone, who is missing.
An elven dragonmarked house with the Mark of Shadow, which split from House Phiarlan.
- Feuding Families: With House Phiarlan.
A human dragonmarked house with the Mark of Handling, they help in the breeding and controlling of animals and magical beasts.
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.
- 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.
House VolA (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 all that is left of her bloodline. Her lich status prevents her from using her dragonmark.
- 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.
- 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?
- 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 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
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).
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 child with the ability to communicate with it.
- A Child Shall Lead Them: The current Keeper of the Flame, eleven-year-old Jaela Daran
- 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, with the Silver Flame being a stand-in for the Force.
- 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. Sadly, he's also the raksha overlord of Xenophobia, so it's really hard to tell who's corrupted and who's not.
- 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.
- Sealed Evil in a Duel: How the manifestation of the Flame in Flamekeep came to be.
- 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. It also addresses the moral implications of lycanthropy changing a character's alignment as part of the justification for the purge-the Church of the Silver Flame places a lot of emphasis on the sanctity of the soul, so they fear that lycanthropy changes that.
- The Theocracy: In Thrane.
- Token Mini-Moe: Jaela Daran.
The Blood of Vol
The modern incarnation of the Seekers of Divinity Within, 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. Subverted, in that Erandis is so distant from the church that she actually lacks a lot of influence; her revealing herself would result in her being publicity respected, but the Seekers wouldn't regard her as automatically their leader.
- 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: With emphasis on the Lawful part; the Blood of Vol is a highly community-focused religion that scorns outsiders and ignores moral boundaries on the path to immortality.
- 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. Hell, to the average Seeker, knowing their body would serve their living relatives is a great honor.
The Cults of the Dragon Below
Various cults who worship Khyber.
- Always Chaotic Evil: While you can technically have a Lawful Good Dragon Below cultist, in practice, veneration of evil powers and weird monsters tends to push you away from that.
- 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
A meditative religion practiced by the kalashtar, who seek to change the nature of Dal Quor, the realm of dreams, which they believe will result in a positive entity called Il-Yannah, the light, instead of the current evil entity Il-Lashtavar, the darkness that dreams. The majority of the followers of this religion believe they can do this through meditation and the power of positive thought.
The Undying Court
A religion practiced by the elves of Aerenal, who worship their deathless (think "anti-undead") ancestors as unliving gods.
- The Chessmaster: Most of the undying councilors qualify.
- Neutral Good
- Physical Religion: The Undying Court is very much an active presence in Aerenal, and indeed its greatest defense against the dragons.
- Society of Immortals
- Time Abyss: Feared by the dragons as one of the few factions who can manipulate events over a longer scale than they can.
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.
- Expy Of Theodore Roosevelt
- 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.
- Adaptational Villainy/Motive Decay: While he's introduced as a sympathetic character whose vampiric impulses disturb him, some of the later writers tend to depict him as a straightforward Evil Overlord who enjoys them.
- Deal with the Devil: Dammit Vol.
- Even Evil Has Standards: He is one one the main proponents for peace in Khorvaire.
- Friendly Neighbourhood Vampire: Well, kinda. He keeps a harem of males and females so he can drink blood without causing trouble, and does seem to want what's best for his nation.
- Hidden Backup Prince: Used this as his cover when retaking the throne.
- Identical Grandson: ...actually, no, that's just how he hides that he was actually King Kaius I.
- Interspecies Romance: Kaius is a human vampire, his wife is a living elf. She does know what he is and accepts it.
- Man in the Iron Mask: The real Kaius III is locked up in Dreadhold.
- My Grandson Myself: He's impersonating his grandson, yes.
- Shoot the Dog: Presided over a lot of very harsh decisions during the war.
- Tragic Monster: Given his backstory, it's hard not to feel bad for the guy.
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
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.
- A.I. Is a Crapshoot: Reconstructed. They're much more comparable to Hitler than they are to GLaDOS or the Terminators.
- Blade on a Stick: The Adamantine Six-Blade the Lord of Blades is usually shown wielding, though his followers prefer greatswords.
- Blades of Villainy: Most warforged juggernauts grow spikes from their bodies, but he uniquely has blades instead.
- The Dreaded
- Fantastic Racism: He regards all organic races as worthless inferiors.
- Fan Nickname: The LoBster
- Humans Are the Real Monsters: Given his views are based and influenced by the final years of the Last War and The Mourning, he despises the other races for using warforged as weapons for a hundred year war. He also blames them for The Mourning and Mournlands, though it isn't confirmed whether he believes this for real or just uses it as convenient propaganda, given that no one is sure what caused The Mourning.
- Living Legend: To the point that some Warforged outright consider him their god.
- Malcolm Xerox: Although he is not black, he fills a similar archetype as a member of an oppressed race who, in his struggle to uplift his people, ends up becoming just as hateful and bigoted as the oppressors.
- Multiple-Choice Past: Evidence has been put forward for multiple figures who could have become the Lord of Blades. Not all of them are even warforged. Of the most common rumors, three particular ones stand out; the first notes he may have been a veteran or even commander of Cyre's warforged in the Last War, the second has his "birth" off the assembly line right at the end of the war, and the last is a fantastical theory that claims the original creator of the Warforged, Aaren d'Cannith, uploaded his consciousness to the warforged that would become known as the Lord of Blades in protest at his creations being treated as little more than disposable weapons and the deathtoll the war was causing.
- Razor Wings: Usually depicted with them; they appear to be purely decorative. Until 5th Edition's Eberron: Rising from the Last War changed that.
- The Remnant: Many of his followers are warforged who were unable to adjust when the Last War ended.
- The Revolution Will Not Be Civilized: Embraced without hesitation by the Lord of Blades. The message he spreads to his followers and potential new recruits is that Humans Are the Real Monsters, and that everything he and his warforged do against those of flesh and blood is simply humanity getting its "just deserts" for the Last War and treating warforged merely as weapons and the refusal or slow acceptance of their sentience. He and his followers make use of prison-labor death camps in the Mournlands, forced human experimentation conducted in the Mournlands, and outright genocide and world domination.
- Shrouded in Myth: No one is sure of his origins, some of which have multiple interpretations. Some aren't sure if he even actually exists and think he's just a "boogeyman" story that others tell.
- Then Let Me Be Evil: A mindset fully embraced by the Lord of Blades and his followers; if people are going to see and treat them as machines of war and give them no value beyond that, then it is their intention to make those people eat their words.
- Turned Against Their Masters: A classic example, leading a Magitek robot revolution.
- Wolverine Claws: In some depictions. An image of his clenched fist has even been used as a holy symbol.