Infopost IV: Spawn of Infopost
Before I get to new stuff, two notes on edits I made to older posts:
1. I realized that all of the art and maps from the Eberron sourcebooks are
available online. In particular, that includes the art in the
Eberron Campaign Guide, which includes depictions of (twelve of) the dragonmarks. I have edited this into the above infopost where relevant.
2. I fixed a mistake in the first dragonmark infopost--I said that only ten of twelve current dragonmarks had appeared at the time of the Korth Edicts, but it was actually eleven (House Kundarak had dragonmarks but the Twelve didn't recognize that until a century after Galifar).
The Thirteen Houses and their Twelve Dragonmarks, Continued
House Tharashk: The Dragonshards Must Flow
On the Surface: The half-orcs and humans of
House Tharashk have an impossible-to-spell name and bear the
Mark of Finding. (As a side note, the Mark of Finding is the only known dragonmark that appears to two "different" "races"; working out what this implies about the relative biology of, say, half-orcs versus half-elves is left as an exercise to the reader.) They run the Finders Guild. As the name of their guild and their mark implies, House Tharashk basically does one thing: they find things. Specifically, they find Eberron dragonshards, especially those near their ancestral home in the Shadow Marches.
Deeper: House Tharashk does one thing
in principle. House Tharashk is the newest of the Dragonmarked Houses: it appeared around the time of Galifar but the House was only recognized five hundred years ago. Of course that still means they've been around for a long time, but the Twelve can be very tradition-bound, especially in dealing with each other, and Tharashk doesn't get a lot of respect. It doesn't help that, even though orcs were on Khorvaire millennia before humans, many of them still aren't viewed as "civilized" in the Five Nations--most of them are viewed as tree-hugging druids. House Sivis "discovered" the Mark of Finding while "exploring" the "unclaimed territory" of the Shadow Marches, and the gnomes were the ones who insisted that the families who bore the mark joined together into a House. Today Tharashk is run more as a family than a guild.
Maybe because of all that, House Tharashk is, in practice, not very good at sticking to one thing. Finding isn't really all that different from Detection, so Tharashk has been challenging House Medani's claim to have the best "inquisitives"--basically, investigating detectives. And after the formation of Droaam, Tharashk exploited their geographical closeness and marginal status in civilization to become the only group the Daughters of Sora Kell allowed into Droaam. That gives them a
de facto monopoly on the resources of a vast part of Khorvaire, and trade with the harpies and knolls and the hags themselves. Even more audaciously, Tharashk has arranged to hire many of the members of these "monstrous races" out as bodyguards or mercenaries in the War. Technically, Tharashk is just the intermediary managing the contracts, so they're neither violating the Korth Edicts by recruiting an army nor challenging Deneith's monopoly on mercenaries. Technically.
House Jorasco: Everyone Needs a Medic
On the Surface: The halflings of
House Jorasco bear the
Mark of Healing. Like all halflings, the families that make up Jorasco trace their ancestry back to the dinosaur-riding nomadic halflings of the Talenta Plains. Those halflings are still doing fine, thank you very much, but the vast majority of the halflings moved out the plains and took to the urban life, and Jorasco is no exception. Unlike Ghallanda, they're not even nominally based in Talenta, but instead operate out of Vedykar in Karrnath. Like Sivis, though, they're spread all over the place--even a small town will have a Jorasco hospital. The one concession they have to their roots is their unusual leadership structure: all members of the House technically have the right to advise the leadership, and more importantly the members choose a matriarch or patriarch by acclamation and can replace them whenever they see fit.
Deeper: Modern magical theory is based on the discoveries of the giants, and ultimately the dragons before them. And one of the (very very) few things nearly all writings on magical theory agree on is that magical healing is fundamentally
divine, not arcane in nature. (Sure, bards are able to use their innate magic to heal, but that merely provides evidence for <insert your pet theory about magic here>.) But the Mark of Healing has no time for your petty theories: as the name suggests, it's all about healing, and it heals in
precisely the same way clerics do. Think about how society on Khorvaire might have developed if clerics in temples or druids in cults were the only source of magical healing. Suddenly religion would go from an occasional source of philosophical debate and a matter of individual aesthetics to a deadly serious matter of life and death. Instead of a well-established schedule of rates and fees from Jorasco healers, divine clerics could withhold their aid to those who didn't share their beliefs! They're might have been
wars over religion! We'd all be like those fanatics in Thrane!
(OOC for those who aren't familiar with D&D tropes: In D&D in general, healers are almost always clerics and druids, and magical healing in society at large comes exclusively from temples. This is not the case in Eberron. Note that the Mark of Healing can't resurrect the dead (the Mark of Death is rumored to have been able to do so, but no one knows for sure), so that's still a divine monopoly, though.)
House Kundarak: They Run the Banks
On the Surface: The dwarves of
House Kundarak have the most metal coat of arms (though Cannith comes close), bear the
Mark of Warding, and run the Banking Guild and the Warding Guild. Before it was a House, Kundarak was the thirteenth of the clans of the Mror Holds (now twelve, since Clan Noldrun vanished mysteriously four hundred years ago, though the Jhorash'tar orcs have long lobbied to be treated as a clan in their own right). Now Kundarak has shifted its efforts from protecting the dwarven clans (what they needed protection from has been learned by very few outside the clans themselves) to protecting people's possessions. In particular, the Bankers Guild coins money (copper Crowns, silver Sovereigns, golden Galifars, platinum Dragons), loans that money, and stores it in conveniently-accessible extradimensional vaults, for a nominal fee.
Deeper: Of course the power of the bankers is obvious. By calling in a loan, or offering a new one, the dwarves can make the nations of Khorvaire dance to whatever tune they desire. And it's well-known that the Dwarves and Gnomes are thick as thieves; the dwarves maintain the vaults, the gnomes keep the ledgers. But don't neglect what else the House of Warding wards: not just coins, but people. And a ward turned inside out is nothing but a jail, those contained within nothing but prisoners. The nations of Khorvaire speak of Dreadhold, a gods-forsaken island off the coast of Cape Far on the northeastern tip of the continent, only seldom, and then in hushed tones. The careful scholar of history might learn much from inspecting the list of prisoners, especially the long-term ones who serve their indefinite terms of imprisonment petrified into stone statues...
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That's all I have time for tonight. Still to come: rival houses of deadly elven assassins! Racist weather-controlling half-elves with zeppelins! And much more!