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# Culture Khorvaire is a big place with many peoples and a long history. This document attempts to give a quick overview of the lore of the setting in a digestible fashion.
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Table of Contents
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Dragonmarked Houses
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Nations
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Religion
## Dragonmarked Houses The Dragonmarked Houses control most of trade on Khorvaire. Each has special powers that make their services better on a broad scale. Dragonmarks are hereditary, but not all members manifest the mark and it can often skip a generation or six. ### Quick Overview **House Cannith (Mark of Making, Humans)**: Having profited immensely from arms dealing during the Last War, the house had three major losses at the end of the war. The Day of Mourning killed its patriarch and destroyed its main base of operations, and then the Treaty of Thronehold ended the war and shut down the Creation Forges. Three main people claim to be the rightful heir: Jorlanna, Zorlan, and Merrix d’Cannith. The two guilds today are the Tinkers Guild and the Fabricators Guild. **House Deneith (Mark of Sentinel, Humans)**: House Deneith performed primarily mercenary services during the Last War. Their patriarch is Baron Breven d’Deneith. Their three services are the Blademarks Guild, the Defenders Guild, and the Sentinel Marshals. **House Ghallanda (Mark of Hospitality, Halflings)**: House Ghallanda provides the best inns and restaurants across Khorvaire and remains popular due to the strict neutrality of its inns, with governments having no power in a Ghallanda house. Their patriarch is Baron Yoren d’Ghallanda. Their service is the Hostellers Guild. **House Jorasco (Mark of Healing, Halflings)**: House Jorasco provided the best battlefield medics during the Last War, and as such was indispensable. Their matriarch is Baron Ulara d’Jorasco. Their service is the Healers Guild. **House Kundarak (Mark of Warding, Dwarves)**: House Kundarak has control over the majority of Khorvaire’s banking industry, and used that status to acquire a significant amount of wealth during the Last War. Their patriarch is Lord Morrikan d’Kundarak, and is the only leader to remember life before the Last War. Their services are the Banking Guild and the Warding Guild. **House Lyrandar (Mark of Storm, Khoravar)**: House Lyrandar runs the seas and skies of Khorvaire, with the majority of Khorvaire’s ships and all of its skyships belonging to Lyrandar, in addition to the valuable weather service it provided during the last war to facilitate farms and ample food. Their matriarch is Baron Esravash d’Lyrandar. Their services are the Raincallers Guild and the Windwrights Guild. **House Medani (Mark of Detection, Khoravar)**: House Medani are the private investigators of Khorvaire, and profited off of its counterintelligence operations during the Last War. Its patriarch is Baron Treblin d’Medani. Medani offers protective services through the Warning Guild, while the Basilisk's Gaze hunts down war criminals. **House Orien (Mark of Passage, Humans)**: House Orien provides most land transport in Khorvaire, but lost its main interchange and thousands of miles of lightning rail during the Day of Mourning. Its patriarch is Baron Kwanti d’Orien. Its services are the Couriers Guild and the Transportation Guild. **House Phiarlan (Mark of Shadow, Elves)**: House Phiarlan provides the best travelling entertainment in Khorvaire, with carnivals of unmatched size and skill being its main attraction. Since Thuranni broke off, House Phiarlan has had little success in Eastern Khorvaire Its patriarch is Baron Elvinor Ellorenthi d’Phiarlan. Its main service is the Carnival of Shadow and the Entertainer’s Guild. **House Sivis (Mark of Scribing, Gnomes)**: House Sivis provided most of the messenger services during the Last War. It is ruled by the council of nine, whose leader for the last 90 years has been the Doyenne, Lysse Lyrriman d’Sivis. Its services are the Speakers Guild and the Notaries Guild. **House Tharashk (Mark of Finding, Orcs)**: House Tharashk is relatively new, emerging out of the people of the Shadow Marches and acting as a liaison to the monsters of Droamm. It is ruled by a council of representatives from the three major clans, Daric Velderen, Khandar’aashta, and Maagrim Torrn. Its services are the Finder’s Guild and the Liondrake’s Roar. **House Thuranni (Mark of Shadow, Elves)**: House Thuranni broke off from House Phiarlan during the Last War and took with it the house's clientele in Eastern Khorvaire. Its patriarch is Baron Elar d’Thurrani. **House Vadalis (Mark of Handling, Humans)**: House Vadalis provides most of the work with beasts of burden in Khorvaire, becoming invaluable for its lines of superior Magebred animals. Its patriarch is Baron Dalin d’Vadalis. Their service is the Handlers Guild. \pagebreakNum ## Nations ### Quick Overview ##### Aundair Aundairians are a spirited, intelligent people that value wizardry and their distinct culture. **Major Cities**: Fairhaven (Capital, Cannith West), Passage (House Orien), Stormhome (House Lyrandar), Arcanix (Prestigious institute of arcane magic) **Government**: Monarchy. Queen Aurula ir'Wynarn sits upon the throne, ambitious and proud. **Important History**: Lycanthropic purges, The loss of Thaliost, Secession of the Eldeen Reaches **5 things residents know**: 1. The names of fine wines and other liquors, as Aundair's rolling hills are ideal for growing grapes 2. Some signature dueling moves, even if they can't perform them, they have a move from their favorite duelist 3. A bit about horses 4. Several "add-a-verse" songs, from children's songs to drinking chanties 5. The Epic of Valiant and Vigilant, a tale of two star crossed lovers caught on opposite sides of a battlefield ##### Breland The Brelish are a people of independent and free thinkers. **Cities/Locations**: Wroat (Capitol, House Medani), Sharn (Biggest city, Cannith South, House Phiarlan), Starilaskur (Trading hub), Galethspyre (Textile Center), Xandrar (Trading hub for Aundair and Eldeen Reaches) **Government**: Monarchy, King Boranel ir'Wynarn rules but a strong democracy movement is bubbling up **Important History**: Sharn's Rise and Fall, Seccession of Zilargo, Seccession of Droamm. **5 things residents know**: 1. The Galifar code of Justice 2. That different is just different 3. Something about the weather 4. The virtues of democracy 5. The wisdom of Beggar Dane ##### Cyre (The Mournland) Cyrans represented the best of Galifar, the seat of power that mixed the talents of the other nations. **Cities/Locations**: Metrol (Capitol), Making (House Cannith industrial center), Eston (House Cannith headquarters), Tronish (Major lightning rail stop) **Government**: Monarchy. Queen Dannel ir'Wynarn used to rule, now Prince Oargev rules over the survivors. **Important History**: The Mourning, Secession of Valenar, Secession of Darguun **5 things residents know**: 1. Where they were on the Day of Mourning 2. Some form of artistic expression 3. The Cyran appreciation 4. What happened on the Day of Mourning. 5. How to perform a Cyran tago \columnbreak ##### Karrnath The Karrnathi are a grim and martial people. **Cities/Locations**: Korth (Capitol, Cannith East, The Twelve), Karrlakton (House Deneith headquarters), Atur (Blood of Vol stronghold), Vedykar (House Jorasco headquarters), Rekkenmark (Prestigious military academy). **Government**: Monarchy. Kaius ir'Wynarn III keeps a strong thumb on both the warlords and the Blood of Vol. **Important History**: Karrn the Conquerer, Destruction of the White Arch Bridge, Secession of the Lhazaar Principalities, Secession of the Mror Holds, Secession of the Talenta Plains. **5 things residents know**: 1. How to play Conquerer 2. Their own family trees, going back at least four generations. 3. A bit about military organization. 4. An appreciation for art. 5. A keen sense of the weather. ##### Thrane Thranes are a devoted and kind people that shun materialism and other vices. **Cities/Locations**: Flamekeep (Capitol), Aruldusk (Major lightning rail stop), Sigilstar (Trading hub), Thaliost (Occupied Territory) **Government**: Theocracy. Jaela Daran, Keeper of the Silver Flame is the official head of government. **Important History**: Tira Miron and the Founding of the Silver Flame, The Occupation of Thaliost **5 things residents know**: 1. Trust in the Silver Flame 2. Heed the words of the Keeper 3. Fight evil in all its forms 4. Lead a noble life, and encourage others to do the same. 5. Share the Faith. \pagebreakNum ## Religion ### Common Faith Overview Most citizens of Khorvaire follow one of the following three, dominant religions **The Sovereign Host** is a pantheon of nine "Sovereigns" and The Dark Six. Most who follow the Sovereigns worship the pantheon as a whole but make specific offerings to the relevant deity in times of need. **The Church of the Silver Flame** is based in Flamekeep, founded upon where the paladin Tira Miron sacrificed herself to imprison the ancient demon Bel Shalor. **The Blood of Vol** believes that mortality is a curse, and that true divine power comes from within. ### Exotic Faiths Separate from the majority of Khorvaire, some faiths are only popular among specific peoples. #### Elven Faiths Due to their long lives, Elves have established an obsession with and fear of death. **The Undying Court** rules the continent of Aeranel. Elves deemed worthy to join the court are effectively mummified then revived as Deathless, drawing upon the positive energy of Irian rather than the negative energy of Mabar. **Keepers of the Past** worship their ancestor spirits, emulating their past champions. Upon adulthood, members of the Tairnadel are chosen by a spirit, whom they are responsible for keeping from fading into Dolurrh. **Soul Eaters** believe that the limitations of the Undying Court and Keepers of the Past are weakness. Soul Eaters instead believe all people have a right to seek immortality through undeath, and that self preservation is justified by any means necessary. #### Sarlonan Faiths Sarlona is home to the ancient empire of Riedra, where the Inspired rule with the guidance of otherworldly spirits. The Path of Inspiration believes these spirits to be benevolent, while the dissident Path of Light disagrees. **The Path of Inspiration** is the dominant religion of Riedra, placing the blessed Inspired at the top as supernaturally wise and gifted rulers. Worthy and faithful souls are reincarnated in higher forms, from monster to human to changeling to inspired. Unworthy or unfaithful souls are cast down in this chain of spiritual purity. **The Path of Light** believes that the otherworldly spirits guiding Riedra are not as benevolent as they claim, and believe that a lifetime of meditation and spirituality will weaken and turn away the otherworldly spirits worshipped by the Path of Inspiration. > ##### Physical Manifestations of Deities > > Unlike other settings, the gods of Eberron generally cannot be contacted or found like the deities of other settings. Rather, gods like the Host are believed to live on a higher plane of being, and their existence is taken as a matter of faith. #### Warforged Faiths The uncertain nature of warforged souls has created a number of philosophies amongst the living constructs. **The Lord of Blades** is a charismatic leader who lives in the Mournland, preaching that the Warforged represent a new and higher level of existence, destined to replace the weak races of flesh and blood. The Lord of Blades is rumored to own a creation forge, but most dismiss this as a self-serving rumor started by the Lord of Blades himself. **The Becoming God** believe that warforged were granted souls be an otherwise unknown deity, and believe that it is their sacred duty to create a body for this deity in return for the gift of life. **The Reforged** embrace the living half of their living construct nature, seeking to more thoroughly integrate themselves with the web of life around them that they replace metal with wood. ### The Sovereign Host in Detail #### The Host Collectively, the Host are positive and good deities, representing the positive aspects of civilization. While usually worshipped as a whole, some devotees of the Host pledge themselves to a specific deity. **Arawai** is the goddess of the harvest and fertility, representing the positive relationship between the natural world and civilization. **Aureon** is the god of knowledge and magic, representing the good of mortal magic **Balinor** is the god of beasts and the hunt, representing the primal cycle of life and death and the struggle for survival. **Boldrei** is the goddess of community and the hearth, representing the simple bonds between people. **Dol Arrah** is the goddess of honor and the sun, representing righteous and just conflict. **Dol Dorn** is the god of physical prowess and duty, representing competition and warfare. **Kol Korran** is the god of wealth and commerce, representing trade and business. **Olladra** is the goddess of luck and plenty, representing the boons of civilization. **Onatar** is the god of fire and the forge, representing craft and industry. #### The Dark Six Counter to the civilization-focused Sovereign Host, the Dark Six represent the darker aspects of civilization and the wilds against which civilization struggles. Unlike the Host, the Dark Six are worshipped individually rather than as a group. **The Devourer** is the god of storms and the deep, representing the dangerous aspects of wind and water. **The Fury** is the goddess of rage and passion, representing the danger of uncontrolled emotions **The Keeper** is the god of death and greed, representing the dark aspects of material desire. **The Mockery** is the god of of dishonorable conflict and betrayal, representing victory by any means necessary **The Shadow** is the god of uncontrolled magic and forbidden lore, representing dark arcana. **The Traveler** is the goddess of chaos and change, patron deity to shapeshifters of all kinds. \pagebreakNum #### Mythology The Sovereign Host and Dark Six collectively represent fundamental aspects of reality. In the modern age there is no definite proof of the Sovereign's existence beyond the divine magic drawn from intense faith, however myth and legend hold they once walked the face of Eberron. Some academics believe that these sovereigns never physically existed, but are still important aspects of reality. The three faces of war, Dol Arrah, Dol Dorn, and The Mockery, are believed to be siblings. Legend says The Mockery was once known by another name, but after betraying his brother and sister was disowned and transformed into his current state. Similarly, Balinor, Arawai, and The Devourer are believed to be siblings, representing different aspects of the natural world. Myth holds The Devourer raped his sister Arawai and conceived The Fury, actions which triggered the Schism where The Host disowned the Dark Six and cast them out. Finally, Onatar and Aureon are each brothers, married to Olladra and Boldrei respectively. Aureon made a cosmic deal for arcane secrets, which spawned The Shadow, a cruel reflection that seeks to misuse the gifts of power and knowledge. Onatar and Olladra are parents to Kol Korran and The Keeper, but cast The Keeper out on account of his gluttony for mortal souls. The Traveler has no mythological relation to the other deities, but is well known in many tales for her tricks and deception. Such tales typically end with the same moral: Beware the gifts of The Traveler. Vassals, as worshippers of The Host are known, believe that upon dying and going to Dolurrh, the fading of their soul is not some permanent end but an ascension into the otherwise impermeable realm of the sovereigns.