DM Note: This page will be written out of character. I did start by writing the lore in-character given only what the Circle of Eight would know, but gave up on that for two reasons. First, they wouldn't know or care about a lot of crucial things in the world for you to build characters around. Second, they would know things that would spoil the main plot I have planned. To give you enough information to create characters, this page will be presented OOC. However, it will only include widely known information, and may include misinformation if such lies are widespread.
In the beginning, legends tell of three mystical dragon gods that created the universe: Siberys, Khyber, and Eberron. They formed the planes, the sun, the moons, and spawned the initial stages of life. However, as the world neared completion, tensions arose between the dragons from disagreements on the finishing touches. These tensions rose to conflict, and at the center of all they had created, Khyber and Siberys fought. Khyber won, shattering Siberys' body into millions of crystalline shards, and claimed the universe for her own. Eberron then clashed with Khyber, though she knew she did not have the strength to overpower her. Instead, Eberron managed to restrain Khyber, wrapping herself into a sphere and trapping Khyber within her body as she petrified herself. Over time, Khyber starved and her body rotted away, leaving a massive hole beneath the surface of Eberron's corpse.
Siberys, The Dragon Above, is said to be the source of all magic. The shattered remnants of his body orbit at the planet's equator, known as the Ring of Siberys.
Eberron, The Dragon Between, is said to be the source of all life. Her petrified corpse is the planet you now walk on.
Khyber, The Dragon Below, is said to be the source of darkness, insanity, and corruption. The empty space where her corpse used to be is sometimes referred to as the underdark.
Again, this is just a myth - not all creatures take this legend as fact. In fact, most in the modern age see this story as metaphorical, if not outright fictional.
Eberron sits at the center of the material world. Through the astral sea, 12 other planes orbit around the material plane - and 1 other plane used to, but its connection to Eberron was severed by the giants of Xen'drik when the Quori started invading them.
Each time an orbiting plane becomes close to the material, it is said to be "coterminous" with Eberron for a short time. When a plane is coterminous, the aspects that plane represents are heightened on Eberron. There are also areas on Eberron where the border is naturally thin with one of the planes. These areas are called manifest zones.
Daanvi is a plane of perfect order and harmony.
Coterminous: Superstitions claim that Eberron becomes more stable.
Dolurrh is where the souls of most mortals go after death. Visitors are slowly overcome with apathy and despair.
Coterminous: Spirits can temporarily pass back onto Eberron; resurrection spells become stronger.
Fernia is a continually burning landscape, almost entirely composed of liquid flame.
Coterminous: Intense heat, increased volcanic activity.
Irian is a plane of pure positive, radiant energy.
Coterminous: Life blossoms, senses are more vibrant and intense
Kythri is a rolling mass of land, water, air, fire and all other manner of elemental forces.
Coterminous: Superstitions link this to periods of unrest or war.
Lamannia is a realm of raw, unbounded nature.
Coterminous: Animals breed prolifically, plants grow more verdant.
Mabar is a blackened realm where the faintest spark of light is quickly devoured by the darkness.
Coterminous: The nights grow darker, and one may accidentally end up in Mabar if they walk in the wrong shadow.
Risia is a constant blizzard laying down layer upon layer of snow and ice.
Coterminous: Frigid regions are subject to intense cold, and cold-related spells are stronger.
Shivarath is a region ever gripped in the throes of war between archons, devils, and demons.
Coterminous: Offensive spells becomes stronger, defensive spells become weaker.
Syrania is an endless expanse of sky, with floating angelic cities dotting the skyline.
Coterminous: The skies become bluer, and portals may appear high in the sky.
Thelanis bears untamed expanses of beautiful natural regions dotted with small fey settlements.
Coterminous: Faerie rings and mounds can be seen, often accompanied by mysterious lights brought to lure people onto the plane.
Xoriat is a plane beyond description, shattering the minds of non-native creatures.
Coterminous: Madness pierces through the planar walls, and alien creatures can appear.
Dal Quor is a plane of thought, that mortal minds project into when they dream. The plane is home to the Quori, living psychic embodiments of dreams and nightmares.
Coterminous: Last time Dal Quor was coterminous, the Quori attempted to invade the giant empire on Xen'Drik. The giants fought back by breaking the connection between Dal Quor and Eberron. Since then, the plane has never been coterminous.
The planet Eberron has 12 moons, though some myths tell of a 13th moon that disappeared some time in the distant past. No verifiable historical records of a 13th moon have been found.
Each moon is said to be tied to one of the planes which orbit the material plane around the world axis, and also to one of the 12 dragonmarks.
Each moon has a 28-day period in which it is unusually bright - called its "ascendant phase." These phases define the 12 months of Eberron's calendar year. During a moon's ascendant phase, it is said that those with the moon's connected dragonmark grow more powerful. Superstitious individuals believe that children born during the ascendant phase of their dragonmark's moon will develop a stronger-than-average dragonmark.
The moons are listed here in order from closest to furthest away. Due to size differences, this may not line up with the size they appear from Eberron's surface.
Color: Pearly White
Associated Plane: Kythri, The Churning Chaos
Associated Dragonmark: Storm
Color: Pale Orange
Associated Plane: Lamannia, The Twilight Forest
Associated Dragonmark: Sentinel
Color: Pale Gray
Associated Plane: Syrania, The Azure Sky
Associated Dragonmark: Healing
Color: Silver-Gray
Associated Plane: Fernia, The Sea of Fire
Associated Dragonmark: Making
Color: Pale Lavender
Associated Plane: Risia, the Plane of Ice
Associated Dragonmark: Handling
Color: Pale Yellow
Associated Plane: Daanvi, The Perfect Order
Associated Dragonmark: Hospitality
Color: Dull White with Black Slit
Associated Plane: Xoriat, The Realm of Madness
Associated Dragonmark: Detection
Color: Pale Gray
Associated Plane: Irian, The Eternal Day
Associated Dragonmark: Finding
Color: Pale Blue
Associated Plane: Thelanis, The Faerie Court
Associated Dragonmark: Scribing
Color: Smoky Gray
Associated Plane: Mabar, The Endless Night
Associated Dragonmark: Shadow
Color: Orange-Red
Associated Plane: Dolurrh, The Realm of the Dead
Associated Dragonmark: Passage
Color: Gray, Pockmarked
Associated Plane: Shavarath, The Battleground
Associated Dragonmark: Warding
Unlike most DnD settings, the gods are very hands-off. Even clerics do not generally have a direct line of contact with the deities, instead drawing their power passively through the combined faith of all members of their religion. This has led some to believe that Eberron has no gods, or even if they do, the gods are irrelevant to daily life. Still, most people on Eberron do belong to some religion. Most religions take a specific pantheon of gods, while others may eschew the gods entirely. Either way, their most devoted worshipers may gain divine powers.
There are two concepts that tend to appear in most religions in some form or another: The Draconic Prophecy, and the numbers 12 and 13.
The Draconic Prophecy is a mystical record of all things to come, bound into the fabric of the world itself, that has supposedly been playing out since creation. It can be "read" by studying all of existence - everything from the position of the moons and stars to the physical manifestations of dragonmarks, and making predictions off of that information. A few among the scholarly study bits and pieces of the massive work, but only the extremely long-lived have the ability and patience to see the prophecy for what it truly is. Each religion has a different interpretation of the true nature of the prophecy, and how to view it, but all religions recognize that it exists.
In addition, every religion respects 12 and 13 as holy numbers. Different religions view the numbers differently, but all religions recognize the fact that patterns of "thirteen minus one" or "twelve plus one" occur in nature much more frequently than any other number.
The Sovereign Host is the dominant religion of Khorvaire. Worshipers are called "vassals" and typically worship the pantheon as a whole rather than the deities individually. Their pantheon includes nine gods:
Arawai, the Sovereign of Life and Love
Aureon, the Sovereign of Law and Lore
Balinor, the Sovereign of Horn and Hunt
Boldrei, the Sovereign of Hall and Hearth
Dol Arrah, the Sovereign of Sun and Sacrifice
Dol Dorn, the Sovereign of Strength and Steel
Kol Korran, the Sovereign of World and Wealth
Olladra, the Sovereign of Feast and Fortune
Onatar, the Sovereign of Fire and Forge
The Dark Six are a pantheon of six gods cast out of the Sovereign Host in an event known as The Schism. While the Sovereign Host represent positive aspects of life, the Dark Six represent forces of nature that people typically shun and fear. While dedicated worship of the Dark Six is taboo across most of Khorvaire, worshipers of the Sovereign Host will often pray to members of the Dark Six in an attempt to avoid their wrath. As the name suggests, they recognize six gods:
The Devourer, Sovereign of Wave and Whelm
The Fury, Sovereign of Rage and Ruin
The Keeper, Sovereign of Death and Decay
The Mockery, Sovereign of Betrayal and Bloodshed
The Shadow, Sovereign of Magic and Mayhem
The Traveler, Sovereign of Chaos and Change
The Silver Flame is the quintessentially pure abstract deity of goodness and law. It was supposedly born during the Age of Demons, when the couatls combined the souls of their race into a spiritual force powerful enough to bind even the demonic Overlords. The Church of the Silver Flame is the state religion of Thrane, but has followers across Khorvaire.
The Blood of Vol is an idiosyncratic and decentralized religion that worships the 'divinity within,' rather than an external higher power. Worshipers are known as "Seekers," short for "Seekers of the Divinity Within." They teach that other faiths are lies, that if the gods exist then they are cruel, that death is oblivion, and all we have is our life and each other - so make it count.
On the continent of Aerenal, the lines between life and death are blurred, and the living converse freely with the dead on a daily basis. The elves who live here do not pray to distant gods, but pay respect to their individual and common ancestors. The combined spiritual power of the deceased ancestors of the Aerenali elves makes up the Undying Court.
The Keepers of the Past are an elvish faith that has split off from the Undying Court. In regions which follow the religion of the Keepers, each adult member of the church is ceremoniously chosen by an ancestor spirit, who becomes that person's guide and guardian.
The Cults of the Dragon Below are not a unified religious doctrine. Instead, this term encompasses all religions that worship the progenitor dragon Khyber or any beings tied to her. These cults find their strongest worship in the western regions of Khorvaire, especially in the Shadow Marshes.
The Path of Inspiration is the state religion of The Unity of Riedra, and the faith forms the backbone of their nation. The main precept of their faith is that devotion to the Quori comes first and foremost. They believe these great spirits are opposed by evil gods and fiends, and that those who obey the will of their masters can be reincarnated into more and more powerful forms, eventually joining the Quori.
The Path of Light is a religion practiced primarily by kalashtar. It is most prevalent in Adar, in the southeast of Sarlona, but many kalashtar across Eberron belong to this religion. Those who follow the Path of Light believe that a powerful force lies at the heart of the plane of Dal Quor, and that they can help bring about a shift in that force to usher in a new age of the Dreaming Light to banish the current age of nightmare.
The Lord of Blades is an enigmatic figure who rapidly rose to power in the Mournlands. Some speak of him as a scholar and philosopher dedicated to the liberation of the warforged race, while others perceive him as a power-mad tyrant hell-bent on the destruction of the "fleshborn" races. Either way, one thing is clear - he has many zealous warforged worshipers who wander through the Mournlands, acting in his name.
The Becoming God is a very recent religion invented by the warforged following the Last War. With no claim to a religion of their own besides the Lord of Blades, some warforged have begun a pilgramage to create their own god - by building one. Devoted warforged scavenge for parts and holy relics across Khorvaire, in the hopes of eventually coming together to create a deity of their own.
There are a number of Druidic sects across Eberron, each with their own specific beliefs and traditions. Anywhere the wild calls, one can find druids of any species. Druidism is common among the lizardfolk of Q'barra as well as among the fey in Thelanis, and even the drow among the ruins of Xen'drik hold on to some ancient druidic traditions.
Regardless of their differences, most druidic sects share one belief in common: that the power inherent in the bond between the bodies of the Progenitor dragons should be used to protect the natural regions of the world from destruction and corruption.
Thir is the name for the religion followed by most dragons. The name of the faith is the draconic word for "Three" - referring to both the three Progenitor Dragons as well as the three levels of divinity in their eyes: the Progenitors, the Dragon Gods, and the Sovereigns.
Adherents to this religion believe that the Progenitor Dragons were the sole forces responsible for the world's creation and inhabitants, and the Draconic Prophecy is a reflection of the Progenitors' plans for creation. However, all three Progenitors are effectively dead, and cannot hear prayers and worship. So instead, they worship their own pantheon, known as the Dragon Gods:
Io, God of Magic and Knowledge
Aasterinian, God of Invention and Trade
Astilabor, God of Wealth
Bahamut, God of Protection and Good Fortune
Chronepsis, God of Fate and Prophecy
Falazure, God of Death and Decay
Garyx, God of Chaos and Destruction
Hlal, God of Humor
Lendys, God of Justice and Law
Tamara, God of Life
Tiamat, God of Greed and Power
The planet Eberron has seven continents on its surface: Khorvaire, Aerenal, Xen'drik, Sarlona, Argonnessen, Everice, and Frostfell. It also has a deep and wide-spanning underdark known as Khyber. Khyber has its own set of nations and factions, but in this summary, it will be treated like a separate continent.
Note that while you can be from anywhere on Eberron, the campaign will start on Khorvaire.
Khorvaire is the most diverse and advanced continent on the planet. The Last War, the greatest conflict seen on Eberron in a long time, was fought between the nations of this continent when the Kingdom of Galifar collapsed. While the borders are still disputed despite the current peace, the continent's many large cities are home to numerous different species and cultures.
Aerenal is an island continent primarily occupied by elves, having settled here over 20,000 years ago when the giant nation of Xen'drik collapsed. Aerenal is its own nation, and is overseen by the Undying Court. Devotion to one's family is an extremely strong cultural ideal in Aerenal, being the central focus of their religion. The elves here pray not to the gods, but to their own ancestors.
Xen'drik is the homeland of the giants, who built one of the most powerful civilizations in Eberron before the continent was devastated in a war between the giants and the Quori. This war also severed the plane Dal Quor from the material. The giants attempted to rebuild after this war, but a combination of slave revolts and an invasion from the dragons of Argonnessen brought the last remnants of the giants' once great empire to its knees. Now, the continent is sparsely populated by various races, and is nigh impossible to navigate. Some adventurers refer to a "Traveler's Curse" that makes Xen'Drik supernaturally hard to explore.
Sarlona is the continent from which humans and kalashtar originated, though the continent is home to quite a few other peoples. The majority of Sarlona is ruled by the Unity of Riedra, which is controlled by the Quori. While various tribes and city-states dot the uncontrolled areas, the only real opposition to Riedra's vast empire is the small mountain enclave of Adar.
Argonessen is the home of the dragons, and is the oldest known civilization in the world. The continent is almost totally unexplored by outsiders.
Everice is a shifting sea of ice covering Eberron's south pole. It is said that several large land masses exist beneath the ice, though none who have gone seeking evidence have ever been seen again.
Frostfell is a frozen wasteland covering the north pole of Eberron. It is extremely cold, with numerous manifest zones connected to Risia, the Plane of Ice.
Khyber is a massive subterranean realm beneath the surface, said to be the the remnants of the body of the Progenitor Dragon of the same name. The upper layers are traditional caverns made of stone and dirt. However, the lower levels link to a vast array of demiplanes with all sorts of strange contents. Khyber's residents include fiends, aberrations, extraplanar creatures, imprisoned demons, and many other monsters.
Much of the continent of Khorvaire was once united as the Kingdom of Galifar. However, due to a succession crisis, the kingdom collapsed into 5 nations, who went to war with each other. This century-long war, known as The Last War, changed the face of the continent permanently. After Cyre was destroyed in the Mourning, the surviving four nations signed the Treaty of Thronehold, ending the war and granting independence to many former vassals of Galifar.
Aundair was the northwest region of Galifar before the Last War. Although much of its western forest territory has now gained independence, becoming the Eldeen reaches, Aundair still possesses swaths of fertile fields that supply the nations of Khorvaire with good and fine wines, while large universities produce scholars and knowledge.
There is a sharp split in the population of Aundair between rugged agriculturalists and learned scholars. Either way, Aundair has a strong culture of competition and stubbornness, and public duels have become a staple of their society.
Breland was the southwest region of Galifar before the Last War, and now is one of the largest of the remaining nations/territories. Breland is a mix of open farmland, woodland, and sprawling metropolises - the largest and most famous of which being Sharn, the City of Towers.
Sharn is the largest and most populous city on Khorvaire. It looms atop the cliffs overlooking the 'Hilt' of the Dagger River. The city has no room to expand outwards, so it expands upwards - in some areas, the towers reach over 1 mile tall. They stay upright predominantly due to the fact that Sharn is built in a manifest zone linked to Syrania, The Azure Sky.
Sharn is the most racially and culturally diverse cities on Eberron. Some describe it as practically an entire nation in and of itself.
Karrnath was the northeastern region of Galifar before the Last War. The nation is particularly noted for its widespread use of undead soldiers during the war, and the ruthless dictatorship of its monarch and royal family. Being covered in vast and dense forests, wood and paper products are Karrnath's biggest export.
One of the oldest human nations on Khorvaire, Karrnath was built on strong military traditions, which carry on to this day. Every Karrnathi citizen is forced into compulsory military service for at least two years as soon as they come of-age. While some restrictions have been lifted after the Last War, martial law remains in place to this day.
Thrane is located in central Khorvaire, between Aundair and Breland. Both Karrnath and the Mournland now border it on the right, though this was not the case pre-war in the kingdom of Galifar. Thrane is notable in that it has replaced its monarchy with a theocracy. Unlike most nations on Khorvaire who worship the Sovereign Host, Thrane's state religion is the Silver Flame.
Thranish culture is conservative in that they are devoted to religion, family, work, and their puritanical ideals. Thranes are hard-working, and once they accept a task, they devote themselves to its completion. Despite common belief, however, the majority of common Thranes are not zealots, and are at least somewhat tolerant of all religions.
Cyre was once the southeastern region of Galifar before the Last War. It was described as being the Jewel of Galifar, the brightest and most beautiful of the five nations. However, it suffered greatly during the war, and was dragged down into ruin and desperation before eventually being destroyed in a cataclysmic event known as The Mourning. Now, the remnants of Cyre's territory are known as The Mournland.
In a single day near the end of the Last War, known now as the Day of Mourning, a thick gray mist spread through Cyre's borders, killing or horrifically transforming all living creatures within. The lands inside were also transformed; entire cities shifted and terrain was raised/lowered or even transformed entirely.
Only the bravest adventurers gear up to venture into the mists - whether to plunder the treasures left behind by Cyre, or to try and discover the origins of the catastrophe. The few who make it out alive tell of a dangerous magical wasteland, with regions of chaotic wild magic and bands of warforged zealots led by an enigmatic legendary figure known as the Lord of Blades.
To this day, nobody knows exactly what caused the Mourning. The primary reasoning behind most nations signing the Treaty of Thronehold was the fear that it could happen again somewhere else if the war kept going.
The Demon Wastes are a wasteland in far far northwest corner of Khorvaire. Tribes of human, tiefling, and orc barbarians eke out a living here between regions of mountain, badlands, and plains.
The Eldeen Reaches are a forest-filled landscape in northwestern Khorvaire. They used to be part of Aundair before the Last War. While some cities have formed around the borders of Aundair and Breland, most of the territory is inhabited by various druidic sects or agricultural groups.
The Shadow Marshes are fetid blackwater swamps at the western edge of Khorvaire. Orcs make up most of the population, and they have a reputation for xenophobia. Outsiders are rarely welcomed.
Droaam is a nation ruled by monsters, established a decade before the end of the Last War. The area is nigh inhospitable, being mostly barren plains. Few of the "civilized" races dare to test its borders. As low as it is in arable land, however, it is high in mineral resources.
Zilargo is a gnomish nation on the southern coast of Khorvaire. It was once a province within the Kingdom of Galifar, but became an independent nation once again upon the signing of the Treaty of Thronehold. The nation is best known for its national newspaper, elemental bindings, bards, the Korranberg Library, and their diplomatic expertise.
Darguun is a nation that broke off from Cyre during the last war, when goblinoid mercenaries seized the region for their own. The region has become a host for many members of their race seeking a homeland, including hobgoblins and bugbears.
The Talenta Plains are a large grassland stretching from the Blade Desert at its eastern edge to the borders of Karrnath and the Mournland. It is the home of wandering herds of buffalo-sized dinosaurs and tribal halflings remaining true to their ancient nomadic way of life.
Before the Last War, the area was split between Karmath and Cyre, but during the war, the halfing tribes united to drive back the forces of both nations. At the treaty of Thronehold, the tribes presented a united front and were granted their autonomy.
Valenar is a nation that broke away from Cyre during the Last War when the elvish mercenary group called the Valaes Tairn claimed the land for themselves. Refugees fleeing from Cyre after the Mourning that attempted to seek asylum in Valenar were mercilessly slaughtered out of fear that they would overwhelm the mercenaries' claim to the region.
Q'Barra is a temperate region on the southeastern corner of Khorvaire. While Cyre attempted to explore and settle the region, the few dots of human civilization pushing into the edge made little progress through the steamy jungles and sprawling swamplands, especially with the native lizardfolk defending their home.
The Mror Holds are the homeland of the dwarves. The region is relatively small, but the 12 clans are incredibly wealthy, and that wealth buys quite a bit of political influence. They declared their independence from Galifar near the start of the Last War, but it was only officially recognized with the Treaty of Thronehold.
The Lhazaar Principalities is a country comprising a small strip of land on the northeastern coast of Khorvaire, as well as a collection of islands nearby. Pirates, sea barons, merchant traders, and all others with a love of sailing find their home here.
The Dragonmarked Houses are extended families, usually of a single race, whose members sometimes manifest Dragonmarks. They often have a near-monopoly on certain kinds of businesses and are usually considered neutral in any affairs between the nations of Khorvaire. Oftentimes, members of the family will use the house name as their last name, with the prefix d'. For example, someone from the ruling family of House Cannith would have the last name "d'Cannith."
Each house may hire workers of any race, but the families at the core of each house tend to be very proud of their racial heritage. It is extremely rare for a Dragonmarked person to have romantic relations with someone outside their own race. Even in half-elven or half-orc houses, those houses are proud of having a mixture of both human and elven/orcish traits, and consider the mixture to be superior to either race on its own.
In the extremely rare circumstance that a person of a different race to the main family has a dragonmark, such as with the Reincarnate spell, it may be possible for someone to have a dragonmark of an incompatible race. In this case, one of two things tend to happen: either their True Dragonmark transforms into an Aberrant Dragonmark as their body changes, or they keep their True Dragonmark but cannot pass it down through their bloodline.
Race: Human
Dragonmark: Mark of Making
Headquarters: Sharn, Breland; Fairhaven, Aundair; Korth, Karrnath
House Cannith is known primarily for their innovations and advancements in technology. During the Last War, they gained monumental amounts of political power by selling weapons and warforged soldiers to all five nations. However, after their leader and his appointed successor died in the Mourning, the house split into three separate but close factions:
Cannith South, based out of Sharn in Breland
Cannith West, based out of Fairhaven in Aundair
Cannith East, based out of Korth in Karrnath
Race: Human
Dragonmark: Mark of Sentinel
Headquarters: Karrlakton, Karrnath
House Deneith was once just a militant noble family in northeastern Khorvaire, until they developed their dragonmark. With the mark of sentinel, they waged a campaign of conquest throughout the region now known as Karrnath. During the Last War, House Deneith refused to take sides despite their close connection to the government of Karrnath. It instead earned its status as a mercenary house by offering soldiers to all nations for hire.
Race: Halfling
Dragonmark: Mark of Hospitality
Headquarters: Gatherhold, Talenta Plains
House Ghallanda is one of the few dragonmarked houses that are not involved with some form of arms dealing or mercenary work. Instead, Ghallanda specializes in hosting, providing food and shelter for travelers. They run hundreds of inns and taverns across Khorvaire. Their primary contribution to the Last War was in logistics, supplying magically created food and shelter for the various armies.
Race: Halfling
Dragonmark: Mark of Healing
Headquarters: Vedykar, Karrnath
House Jorasco runs the Healers Guild, providing magical and mundane healing for those who can afford it at their hospitals and enclaves across Khorvaire. Members of the guild include herbalists, alchemists, physicians, as well as some clerics and adepts of the Sovereign Host and the Silver Flame. Few seek healing from the church, and only the most devout or well-respected within a religion will usually receive any healing from them. Instead, people go to House Jorasco to buy medicine and treatment.
Race: Dwarf
Dragonmark: Mark of Warding
Headquarters: Korunda Gate, Mror Holds
Members of House Kundarak are experts in security, with their mark allowing them to build formidable vaults to store money, items, and information in. They are the foremost bankers of Khorvaire, though they also provide private security services to those that can afford it.
Race: Human, Half-Elf, Elf
Dragonmark: Mark of Storm
Headquarters: Stormhome, Aundair
During the Last War, House Lyrandar made their money primarily via targeted weather manipulation. However, as House Orien's trade network deteriorated, House Lyrandar picked up the slack with sea-based trade routes. Their true economic breakthrough came with the invention of the first elemental airships. No longer limited to the seas, House Lyrandar became a shipping powerhouse, with a massive fleet of airships on standby for hire.
Race: Human, Half-Elf, Elf
Dragonmark: Mark of Detection
Headquarters: Wroat, Breland
While House Medani is currently the smallest existing dragonmarked house, they provide an immensely valuable service in many fields. Their members can be found seemingly anywhere, working as guards, advisors, researchers, inquisitives, and spy-catchers. Unlike most dragonmarked houses, House Medani almost exclusively operates out of Breland. During the Last War, they worked directly for the Breland government in counter-intelligence, though they never directly supplied infiltration services.
Race: Human
Dragonmark: Mark of Passage
Headquarters: Passage, Aundair
House Orien specializes in courier services and land-based travel. Although House Cannith invented the lightning rail, House Orien are the ones who operate and maintain the rails connecting the major regions of Khorvaire. House Orien was hit the hardest by the war, as their infrastructure was strategically destroyed by all sides in an attempt to slow down enemy advancements. In an effort to regain control, the house has begun to focus on teleportation business and research, though it remains too expensive to become mainstream as of yet.
Race: Elf
Dragonmark: Mark of Shadow
Headquarters: Sharn, Breland
To the public, House Phiarlan is a house of entertainment moguls, composed of bards, actors, artists, and acrobats. In secret, however, their specialty is spy work. During the Last War, they offered their infiltration services to all nations. However, this brought members of the house into a complex web of plots against each other, and this led to conflicting loyalties erupting into a civil war known as the Shadow Schism. As a result, House Thuranni was founded as a splinter group from House Phiarlan.
Race: Elf
Dragonmark: Mark of Shadow
Headquarters: Regalport, Lhazaar Principalities
House Thuranni was founded as a result of the Shadow Schism, becoming direct rivals to House Phiralan. Similar to their original house, they appear to the public as a house of artists, entertainers, and courtiers, while secretly offering more clandestine services. House Thuranni's specialty is in assassinations.
Race: Gnome
Dragonmark: Mark of Scribing
Headquarters: Korranberg, Zilargo
House Sivis are experts in language and communication, maintaining infrastructure that allows for information to reach across great distances. They run both the Notaries Guild and the Speakers Guild, and they also provide translation services for diplomats and dignitaries. While most are suspicious of the devious and conniving nature of gnomes, the members of House Sivis have cultivated a reputation for staunch neutrality.
Race: Human, Half-Orc, Orc
Dragonmark: Mark of Finding
Headquarters: Zarash'ak, Shadow Marches
The members of House Tharashk are renowned prospectors, bounty hunters, and inquisitives, with a reputation for being able to track down just about anyone or anything. They are also notable for being the only dragonmarked house willing to hire monstrous laborers and mercenaries, and they have a tenuous alliance with the nation of Droaam.
Race: Human
Dragonmark: Mark of Handling
Headquarters: Foalswood, Eldeen Reaches
House Vedalis' most significant trade is in the breeding and training of animals. Everything from mounts to guards to pets can generally be purchased from Vedalis stables. Besides this, they also run a capable hunter's guild, known as Balinor's Blessed, who specialize in live capture of animals.
Race: Elf
Dragonmark: Mark of Death
Headquarters: None
The House of Vol, along with the Mark of Death, was wiped out thousands of years ago. The allies of the house that fled the conflict are believed to be the progenitors of the Blood of Vol religion.
Race: Any
Dragonmark: Aberrant Mark
Headquarters: Sharn, Breland
House Tarkanan is a criminal organization founded relatively recently. While it presents itself as being equivalent to the other dragonmarked houses, the other houses do not see it that way. House Tarkanan has a reputation for assassination, thievery, and other forms of organized crime. They will allow anyone with an Aberrant Dragonmark to join without question, but others have to prove their skill and loyalty first.