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House Cannith is an alliance of four ancient families: Juran, Harn, Vown, and Edoro, each with a web of smaller families in their orbit. While each family is famously associated with a particular craft and region, Cannith heirs often follow their interests and talents instead of simply embracing their family traditions. The Edoro family of Fairhaven were the first Cannith Alchemists, and today many of the greatest Alchemists in the House—including Baron Jorlanna—are Edoro. But there are also Edoro smiths working in the Cogs of Sharn and Edoro wandcrafters carving Siege Staffs in Korth. Family provides a basic blueprint that some heirs choose to embrace, but many heirs prefer to chart their own course and most Cannith enclaves and forgeholds have workers drawn from a wide range of families. This can also be seen in the factions aligned with each of the Barons. Merrix is Vown, Zorlan is Harn, and Jorlanna is Edoro, but each of them have supporters from all four families. When it comes to bringing outsiders into the House, Cannith looks for talent. Remarkable artisans, artificers, or inventors may be invited to join House Cannith through marriage, and there are apocryphal tales of “Shockrod Weddings” in which magewrights who’ve made remarkable breakthroughs are compelled to marry into the House. 

In the following discussion of the four families, the suggestions for “Harn Characters” reflect the archetypal traditions associated with each family. However, as described above, Cannith heirs aren’t bound to follow the traditions of their families. So while the Battle Smith is an iconic role for a Harn Artificer from Making or Starilaskur, if they grew up in Fairhaven they might just as easily be an Alchemist. 

Harn 

Traditional Role: Armorers and Weaponsmiths 

Ancestral Seat: Making

Common Traits: Martial Skill, Stamina, Strong Will

Lesser Families: Brass, Cavren, Marharn, Smith 

Long before Galifar, Harn was a weaponsmith in the Sarlonan empire of Nulakesh. The Iron Emperor had heard of the riches of Lhazaar’s land, and yearned to stake his own claim in this new realm. The Emperor had infernal allies—devils from Daanvi, Shavarath, and Khyber—and through foul bargains he acquired the plans for a ship of Shavarath, a warship that sailed through the air. The Iron Emperor orders his smiths and artificers to construct this vessel, warning that those who failed to meet his expectation would fuel the engines with their souls. Harn built the weapons of the Ship of War, completing a siege staff of unprecedented power… but Harn warned the Emperor that the weapon was so powerful that only he could keep it running. And so Harn was assigned to accompany the Ship of War, chained to his cannon. But Harn had tricked the Emperor. He had long sought to escape the cruel empire… but he had no intention of allowing the Iron Emperor to claim another land. The Ship of War sought out the finest realm in Khorvaire, but when it sailed over the green valleys of what would one day be Cyre, Harn turned his weapon on the ship itself. The ship broke apart and rained down upon the earth, but Harn was chained to his staff—and the mystical shields designed to protect the weapon saved him from the fall. Harn gathered other survivors who despised the Iron Empire. They found a settlement where the fire burned with the heat of Fernia, a place where a smith could craft wonders. There they prospered, and when the time was right, the descendants of Harn claimed that place and called it Making.

This is an apocryphal tale, and no evidence of an infernal airship has ever been found. But it’s unquestionably true that the Harn family are exceptional weaponsmiths with roots that run back to Nulakesh. They settled in the city-state of Tolan, which contains a manifest zone tied to Fernia. And some time after manifesting the Mark of Making, the Harns seized control of Tolan and changed its name to Making. So who knows? Perhaps the wreckage of a Shavaran airship is buried somewhere in the Mournland…

The Harn family are renowned armorers and weaponsmiths. This includes weapons of steel and weapons of wood; the Harns have always been known for their wands and staffs. While many Cannith heirs abhor physical violence, the Harns often train with martial weapons and armor, and casual sparring matches are common in Harn-dominated enclaves and forgeholds. But the Harns value strength of will over physical strength. Some might say Harns are stubborn; they would respond that they refused to be swayed from the path they choose. The Harns are also celebrated for their stamina and endurance, and some say “The Harns are forged from steel.” While the city of Making has always been the heart of the Harn family, they spearheaded Cannith expansion into Karrnath and have always had the strongest presence in Cannith’s Karrnathi enclaves. In general, Harn heirs get along well with heirs of House Deneith. However, the alliances that created the Harn line of Deneith took place before the War of the Mark, and mixed marks long ago severed the Deneith line from the Mark of Making. As such, the Cannith Harns and Deneith Harns have no close bond in the present day.       

Harn Characters. Harn traditions split down two paths—weapons of steel and weapons of woods. Harn adventurers who work with metal typically embrace martial training as Battle Smiths or Armorers, while those who work with wood become deadly Artillerists or Wizards. Some split the difference and become Eldritch Knight Fighters, equally comfortable fighting with sword or wand. Many Harns believe their line carries the blessing of both Onatar and Dol Dorn, and while there is no entrenched sect within the House, the family has produced a handful of Forge or War Clerics in the past.     

Notable Harns. Baron Zorlan Harn d’Cannith leads Cannith East from his stronghold in Korth. Zorlan has made remarkable breakthroughs with arcane artillery and necromancy, and has embraced the Blood of Vol. Zorlan is a cold man who argues that the best weapon is the one that breaks the spirit of the enemy—should you terrify them into surrendering, there’s no need to shed their blood. Delara Harn d’Cannith is a legendary champion better known as The Shield of Making. Active in the Seventh Century, Delara was a Battle Smith who protected the city of Making but also fought for the greater good of Galifar; she clashed with Cults of the Dragon Below and helped capture Castal Vown d’Cannith. Dela Harn d’Cannith is a Maverick Artificer in the present day, part of the band of adventurers known as The Badgers; she is inspired by the legends of the Shield of Making and seeks to follow in her footsteps. 

Edoro 

Traditional Role: Alchemists and Herbalists

Ancestral Seat: Fairhaven

Common Traits: Cunning, Diplomacy, Empathy 

Lesser Families: Candelyn, Idola, Rosewater, Talo

The Alchemist Edoro claimed to have walked in “a world beyond this one” where she learned the true names and properties of plants and minerals, and how to transmute one into another. Cannith sages continue to debate whether Edoro explored Lamannia or Thelanis. Whichever plane she visited, Edoro used the knowledge she’d gained to establish the basic principles of alchemy as it is typically practiced in the Five Nations. Edoro established a small school in the Rhiavhaaran colony of Fair Haven. The legend of Edoro’s wisdom spread, and her children and grandchildren continued to build on her work. In time Edoro—who had extended her life with powerful potions—was approached by Baron Adalan Vown. The Cannith patriarch was impressed by the family’s accomplishments, and initially sought to marry the widowed Edoro. After long negotiation, it was agreed that Edoro’s entire family would join House Cannith, maintaining its own identity. This came to pass, and while the founding Edoro were unmarked, their children with the heirs of other families brought the Mark of Making into the bloodline. Today the Edoro are considered the equals of the original founding families. 

Today, the Edoro family continues to produce the finest Alchemists in the Five Nations. While the Edoro produce powerful potions, their most crucial contribution to House Cannith is collaborative. Alchemy is used to produce many vital components and reagents used by other products of the House. Edoro’s work is equally important to other Houses they collaborate with through the Twelve. Edoro works with House Jorasco to produce medicinal potions. Edoro alchemists have developed products that help Vadalis with its innovative magebreeding. House Ghallanda has worked with Edoro to develop additives that enhance flavor, add color, preserve food and more. With this in mind, the Edoro teach their heirs to be excellent collaborators. The Edoro value empathy and diplomacy, recognizing the motives and capabilities of others and rallying teams to accomplish their goals. They typically appear to be humble, eschewing the spotlight and never acting solely for glory. However, there is a sharper side to these virtues. While the Edoro strive to achieve success through cooperation, they’re taught to try to ensure that they reap the greatest benefits from that shared success. There is also a general drive to see others as tools. Edoro empathy is about recognizing what others are capable of and knowing how to convince them to work towards your goals. Beyond this, while the Edoro don’t chase fame and glory, this seeming humility is also a shield that allows them to shift blame for failures or negative consequences of success onto other members of a team. So the Edoro seem to be kind, humble, and always working toward shared goals, and some truly are all these things; but others are making cold calculations behind their warm smiles. Urban legends maintain that the Edoro have developed a wide range of subtle poisons—many nonlethal, but able to disorient a rival or otherwise weaken them at a critical moment. 

As an Edoro heir, you likely appear to be a humble team player. It’s up to you to decide if you’re exactly who you appear to be, or if your humility masks a scheming mind.  

Edoro Characters. The iconic Edoro adventurer is an Alchemist Artificer. However, there’s a variety of other ways someone could reflect the diplomatic Edoro and their talent for Alchemy. An Edoro Bard could present their Bardic Inspiration as an invigorating pill, and describe their spellcasting as being delivered through a medium of potions or poisons—perhaps using a vaporized mist. An Edoro Barbarian could take a Jekyll and Hyde approach, saying that they’ve created a serum they ingest when they Rage (the formula is tailored specifically to them, so they can’t share it with others).    

Notable Edoros. Baron Jorlanna Edoro d’Cannith leads Cannith West from Fairhaven. A daughter of Starrin d’Cannith by his second wife, Jorlanna chose to embrace her mother’s Edoro heritage and grew up at The Font; she was never close to her father. There the other aspiring barons have oversized personalities, Jorlanna is quiet and competent. Of the three, Jorlanna has the best head for business and the sharpest sense of what will ultimately benefit House Cannith. Canon sources suggest that Jorlanna is being manipulated by an agent of the Lords of Dust, but DMs should consider the possibility that Jorlanna is no unwitting pawn. She may be fully aware of the true nature of the rakshasa in her orbit. If so, she could be pretending to be duped while advancing her own agenda, or she could be actively negotiating with the fiend and using the connection to achieve her goals. 

Juran 

Traditional Role: Tinkers 

Ancestral Seat: Central Cyre

Common Traits: Genial, Resourceful, Whimsical 

Lesser Families: Dovelys, Greenway, Mendalyn, Rolling 

Juran the Mender didn’t come to Khorvaire on a boat. Born in the Sarlonan nation of Rhiavhaar, he was a restless child who was always wandering the woods. One day he followed a path that hadn’t been there the day before and found himself in a vast and wondrous workshop—the domain of the archfey known as Mother of Invention. The Mother told the child that he was trespassing, and that this crime was punishable by death; but she would spare him if he could fix a Music Stone that had fallen silent before the sun rose on the following day. This continued every day, with the Forge Maiden offering the boy another day of life as long as he could repair something that was broken. Day after day, Juran succeeded at his task; and day after day, he learned something from watching the Mother of Invention at her work, and from studying the tools and plans spread around the workshop. One morning he said “What must I fix today?” and the Mother of Invention said “You must fix your world, for it’s filled with sorrow and pain. It will take more than one day and more than one lifetime. But you must take what you have learned here and mend what’s broken, wherever you can.” When Juran left the workshop he found himself in a different land, far from his home. He began to walk, and soon he found a teamster crying by the side of the road, for her wagon had a broken wheel; Juran mended the wagon and she rewarded him with a smile. He walked further, and found a farmer with a broken fence; Juran fixed it and the farmer laughed with joy. Juran walked the world, fixing broken objects and lifting wounded spirits. And when he finally died, his children carried on, and their children after them. We continue his work today. And someday, perhaps, we shall fix the world. 

The Jurans are a founding family of House Cannith; some scholars believe the Jurans were the first family to manifest the Mark of Making. And yet, they have never truly fit within the House itself. While Vown and Harn were influential and wealthy families with deep roots in thriving cities when they manifested the Mark of Making, the Jurans were wanderers traveling a circuit between farms and villages, fixing things and sharing stories. While they weren’t wealthy or powerful, the Jurans were beloved by the people they worked with. When Dedra Vown imagined her House of Making, she was determined to create a monopoly of power—uniting all those who carried the Mark of Making. She won the Jurans with promises both of the wonders they might create working together—things that could make the world a better place—and the promise of security for the traveling tinkers. Over the centuries, Jurans have helped with some of Cannith’s greatest creations. But most Jurans aren’t interested in wealth or glory, and they don’t want to work in a forgehold doing the same thing day after day. Most of the resources of House Cannith are focused on the Fabricator’s Guild, and most of the profits of the House flow from it. But the Jurans maintain the Tinker’s Guild. They may not bring much gold to the coffers of the House, but in small towns and villages, people are always happy to see a traveling tinker, and that itself has value. 

The Jurans are the smallest of the founding families. While they’re famously traveling tinkers, Jurans often settle in small villages or towns to raise their children and some prefer this life to the road. As such, when Cannith heirs are found in small towns—such as “Jury” d’Cannith in Frontiers of Eberron: Quickstone—they’re typically Jurans. As a whole, Jurans are known for being amiable and kind; while most could make more gold working in forgeholds, they prefer the satisfaction of helping to fix people’s problems. As suggested by their founding story, the Jurans are also known for being whimsical, and they often cultivate relationships with minor fey along their routes. In a twist that still mystifies modern scholars, there’s a branch of the Juran family that manifests Khoravar traits—pointed ears, large eyes and darkvision—despite having no records of an elf ancestor; and stranger still, these “fey-touched” Jurans can manifest the Mark of Making. Khoravar Juran are rare to begin with, and very few manifest the Mark of Making, so this has had little impact on the world as a whole—but a Juran adventurer could be a Khoravar with the Mark of Making. 

As a Juran Cannith, consider what you’re seeking in life. Are you trying to find problems to solve, or is there a specific thing that is broken that you’re hoping to mend—whether that’s the pieces of a legendary magic item or a damaged relationship with a former friend? Jurans are rarely driven by profit or fame, but they enjoy fixing things that are broken.  

Juran Characters. While Juran Artificers can follow any path, the Maverick from Exploring Eberron is a solid choice. Jurans are renowned for their resourcefulness and their ability to make remarkable things without access to the resources of a forgehold. Aside from Artificer, College of Lore Bard is a solid option for a Juran adventurer. While they aren’t typically musical, Juran tinkers often fill the traditional role of the bard, sharing stories and lifting spirits wherever they go. Bardic spellcasting allows the character to use their Spells of the Mark, and other spells could be described as tinkered devices. A Juran could also choose to embrace their storied roots as an Archfey Warlock, whether they have a pact with the Mother of Invention or a different fey.    

Notable Jurans. The Juran family has no candidate vying for leadership of House Cannith, and most Juran heirs aren’t that interested in the struggle. Jury d’Cannith is an inventive tinker who co-owns The Anvil in Quickstone. She worked with a Cyran unit during the Last War, which is where she met her partner Bel Thiel. “Jury” is a nickname derived from her being Juran, but she doesn’t share her true name; the reasons for this reticence remain a mystery. Marudrix Juran d’Cannith, better known as “Drix,” was a wandering tinker in Cyre who stumbled upon the feyspire of Shae Tiraleth. Marudrix is a talented artificer and one of the rare Juran Khoravar who carry the Mark of Making; his adventures are chronicled in the novel The Fading Dream. 

Vown 

Traditional Role: Jewelers and Construct Makers

Ancestral Seat: Eston 

Common Traits: Ambitious, Charismatic, Innovative

Lesser Families: Crown, Ester, Golden, Travor

The Vown family were powerful and wealthy before they ever set foot on Khorvaire. They were part of what scholars call the Sovereign Surge—a wave of settlers from the Sarlonan nation of Pyrine. The high priest Gallus Adon, better known to history as The Speaker of the Nine, declared that it was the duty of the Pyrinean Vassals to spread their faith to distant lands, and that those most blessed by the Sovereigns should lead the way. The Vowns were accomplished jewelers, but they didn’t merely produce mundane ornaments. The Vowns wove both divine magic and arcane magic into their creations, and most Pyrinean priests wore Vown Octograms. House records claim that Onatar guided the settlers to a blessed valley, and this became the colony of Eston. Initially, the Vowns were deeply devout and proclaimed the Mark of Making to be proof of Onatar’s favor. Over the course of generations, the religious fervor of the Vown family faded. In part this was due to the shift in location. The ancestral home of the Vown family was an Irian manifest zone which made it easier to bind celestial energies to objects, while Eston is in a Fernian zone that facilitates the creation of arcane magic items. But more than that, with each century Vown’s growing ambition and hunger for worldly success undermines their spirituality. Divine magic can’t be harnessed and industrialized as easily as arcane power, and Vown focus slowly shifted to forces they could absolutely control as opposed to powers that relied on faith. Most Vown Cannith are still casual Vassals, holding to the broad idea that their family is blessed by Onatar and Aureon… but few have deep faith, and the House as a whole doesn’t produce divine magic items. The Travors are the exception to this rule. An offshoot of the Vown family, the Travors maintained their deep devotion to the Sovereigns. Some Travors focused on Onatar and the act of creation, while others were devoted to Kol Korran and worked on the mercantile aspects of the House. The Travors were a small family based in Eston, and most died on the Day of Mourning. Some may have survived, though the Mourning may have shaken their faith. 

The Vown family have always played an important role in the leadership of House Cannith. It was Dedra Vown who drove the initial unification of the House, and Hadran Vown was instrumental in establishing the Twelve. A majority of the Barons of House Cannith have been Vown, including Starrin, who lead the House on the Day of Mourning. There’s no rule about this; even now, only one of the three rivals vying for power is a Vown. It’s simply that the Vown have a hunger for power and they’re effective leaders. Where the typical Juran is looking for things they can fix and the typical Harn is thinking about the next weapon they themselves will build, Vowns are taught to think big—to come up with ideas that might require dozens of Magewrights working together—and then to rally the people they need to see it through. While the Edoro are also inclined toward collaboration, Vowns aren’t content to lead from the background; they want to be seen and recognized for their genius. So Vown heirs tend to be charismatic and dynamic. They’re always ready to seize the initiative and to set plans in motion.

The Vowns have a diverse range of talents when it comes to artifice. They’re well known for the creation of Wondrous Items and Eldritch Machines… both things that can take many forms and produce a broad range of effects. But the Vown family has also long been known for the creation of constructs. The Clockwork Menagerie and the Steel Gardens are two of the wonders of Eston; both involve imbuing metal with a sort of life. The Warforged were an exponential advance in previous work, being both truly sentient and able to be produced in large quantities, but Vown heirs have always had an interest in homunculi, golems, and other forms of constructs. 

In creating a Vown character, consider their ambition. What is the dream they wish to make real? Do they seek personal power, perhaps a leadership role within House Cannith? Or is their ambition tied to something they wish to create—a glorious invention that could change the world, if only they had the vast resources needed to see it through. How do they feel about the warforged? Some Vowns feel empathy for the warforged and regret how they were used by the House; others see them purely as tools.      

Vown Characters. The Vowns are another family with a diverse range of talents, and there’s no single path that defines them. The Battle Smith Artificer is a sound option for a Vown with an interest in constructs. The Maverick is another good option for a Vown Artificer. Where a Juran Maverick comes up with ways to solve problems, a Vown Maverick is typically bursting with so many ideas they can’t commit to a single path. The Travor family is an option for a Cannith Vassal Cleric or Paladin. 

Notable Vowns. Baron Merrix Vown d’Cannith leads Cannith South from his tower in Sharn. Merrix is part of an arcane dynasty; his grandfather and namesake created the Warforged Titans, while his father Aaren Vown made the breakthroughs that produced the Warforged. Merrix is brilliant and ambitious, and wants to leave his own mark on the world. It’s up to the DM to decide if that leads him down a dark path. Starrin Vown d’Cannith, also known as “The Gorgon,” was the sole Baron of House Cannith until he died on the Day of Mourning. Elaydren Vown d’Cannith is a House Agent working to advance the cause of her faction, and she has been known to employ adventurers in pursuit of her goals; Elaydren appears in the 3.5 adventures “The Forgotten Forge” and “Shadows of the Last War.” Castal Vown d’Cannith is believed to be the most brilliant artificer the House has ever produced; some claim that he’s “The Traveler incarnate.” Born in 645 YK, Castal produced items of artifact quality; even today, his arcane techniques have yet to be replicated. However, he used his gifts to sow chaos and proved to be a threat to Galifar itself. He was petrified and imprisoned in the Stone Ward of Dreadhold in case his knowledge is ever needed again. Castal has been revived twice over the last three centuries. The first time he helped deal with planar instability that threatened to collapse Sharn into Syrania. The second was to deal with a threat that’s been stricken from the records (... in order to allow you, the DM, to make it whatever suits the needs of your campaign), and while he helped resolve the threat, he nearly escaped. Castal remains in the Stone Ward today, but anyone who releases him is taking a terrible chance. 

FINAL THOUGHTS

House Cannith is an important part of everyday life in Khorvaire. Beyond serving as a source for adventuring equipment and magic items, House Cannith facilitates the services of many of the other Dragonmarked Houses. In its quest to profit off of the Last War, Cannith engaged in its own personal arms race, forever seeking to create the next must-have weapon or defense. And of all the Houses, Cannith was hit the hardest by the Mourning. All three of these elements can influence how the House appears in a campaign. Cannith is a ubiquitous presence that adventurers can deal with purely as a provider of goods; in a Quickstone campaign, Jury d’Cannith can be an invaluable source of equipment. On the other hand, Cannith forgeholds lost to the Mourning can drive a story; can the adventurers stop the Emerald Claw or the Lord of Blades from finding a terrible weapon that should never have been created? Cannith can be helpful, or it can be presented as a ruthless force determined to maintain its monopolies and oppress independent innovators. Or it can be both of these things at once: if one of the three Barons is called out as wanting to take the House in a positive direction while the others will be cruel, adventurers could play a critical role in shifting the balance of power!

The creations of House Cannith are an easy way to add powerful magic into a story. Adventurers can always stumble across an Eldritch Machine Cannith was developing during the Last War. An enemy faction that needs a power boost could be receiving items from a Cannith patron; can the adventurers expose this connection? On the other hand, House Cannith can also be a powerful resource. If a player character is an heir of the House, they could gain vital arcane knowledge from their elders. And House Cannith is always eager to study ancient and forgotten artifacts. If adventurers find items from the Age of Demons or the Cul’sir Dominion, Cannith will pay handsomely for them… making sure that they’ll be safely handled by top men in the field.  

Here’s a few ideas for Cannith characters you could play or meet. 

The Eager Explorer. This is fascinating! The Dhakaani Daashor used techniques to create and shape adamantine that we’ve never been able to replicate. Just look at the patterning on the blade. It’s completely different from adamantine created using the Colari Technique. You’re fresh out of the enclave, you’ve got proficiency with Arcana, and you are excited about EVERYTHING. You want to study every magic item you’ve never seen before, and to explain the finer points of arcane history to all your friends. Feel free to make up a lot of arcanobabble. 

The Unhinged Excoriate. You were on the verge of revolutionizing the basic principles of Siberyan science when you were cast out of the House and excoriated. The fools! If you only had access to a Creation Forge and a thousand pounds of residuum, you could change everything! You’re a genius who was thrown out of House Cannith for pursuing dangerous research, and whatever you might say, they might have been right to do so. Now,  instead of changing the thrice-damned world, you’re working with this band of ratcatching adventurers for a measly handful of gold. But someday, someday you’ll show them all! 

The Fugitive Inventor. You still see their faces—all the people that died because of the weapon you created. You can’t undo what was done, but perhaps an act of great good can balance the scales for the evil you unleashed upon the world. During the Last War you played a key role in developing something terrible. Perhaps it was a weapon of mass destruction that was used to kill thousands of innocent civilians. Perhaps—with the DM’s permission—you know what caused the Mourning, because you were part of it. Now you’re seeking some kind of redemption. The question is whether your work is known only within House Cannith—in which case you’ve cut ties with the House, but no one else is hunting you—or if you are wanted as a war criminal. If so, you’ve surely changed your name and had cosmetic transmutation to conceal your appearance, but the Basilisk’s Gaze still has you on their list. 

The Travor Zealot. Praise Onatar! No one realizes that all of these tools that support the everyday life we’ve become accustomed to are gifts of the Sovereigns. Let Onatar guide my hands and Aureon enlighten me, and I shall do what must be done. As a member of the Travor family, you blend artifice with deep devotion to the Sovereigns. Make sure that people remember that arcane science itself is a gift of the Sovereigns, and that they appreciate the hand of the Sovereigns guiding them in everyday life. 

The Big Dreamer. You can fix the Mournland. You know it. It’s just a simple equation. Yes, it’s probably going to take a series of Eldritch Machines, each one built in a different manifest zone, each burning a massive amount of residuum, but it’s POSSIBLE. You have an idea  that could change the world. Perhaps it’s a way to restore the Mournland. Maybe it’s a source of infinite food and water, or a way for the Warforged to reproduce. It’s beyond your current skills and resources, but it’s your arc over the course of a campaign, as you slowly get closer and closer to achieving your dream.  

The Warforged Advocate. You worked with Warforged during the Last War, and you know your House was wrong to sell these sentient beings as weapons. You may have a particular Warforged companion you care about, but you also want to do what you can to help the wider warforged population. If you wanted to go down a darker path, you could be a supporter of the Lord of Blades; you believe that your House, and perhaps humanity itself, needs to be punished for what was done to the Warforged.  

The House Agent. You believe in House Cannith. Your House and your family have made the world a better place, and they’re far more efficient than the ridiculous monarchies. What’s good for Cannith is good for the world, and you’re going to do whatever they need done. You’re Burke in Aliens: the corporate representative who’s always looking out for things that could profit House Cannith. You’re happy to work with these adventurers, especially because your Cannith faction might have a use for their talents in the future. But your loyalty to the house comes before everything else. 

A number of these character concepts are implied to have scientific skills that may seem beyond what you’d expect from a low-level Adventurer. The idea here is to separate academic skill from practical skill. The Unhinged Excoriate, the Fugitive Inventor and the Big Dreamer may have the ability to design weapons of mass destruction or Eldritch Machines, but doing so would require a year of intense research in a top-notch Cannith facility with unlimited resources. Their Class Features reflect what they’re capable of doing out in the wild; their other skills are purely part of the story, because they can’t be put into practice under their current circumstances. 

This is the final piece of House Cannith. The full compiled article will be available at Keith-Baker.com.

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Comments

Micaerys

This is such an extraorinary piece, it gives me so many ideas for Cannith characters! And I love that Drix got a mention, I loved his character so very much! I have a small question regarding the families and their structure: when a particular surname isn't under the four main branches (like Tellic or Aurora, mentioned in canon), does that mean that they are simply smaller families still under the main branches, or are they meant to be seen as more independent (the descendants of a foundling who returned to the house, for example) Thank you in advance, these articles are such a joy to read!

Sims

I know you’re working on Eberron Expanded right now and maybe Atur is next in the queue, but if you ever convert these articles into a Kanon Dragonmarked book, I’ll buy it for sure

Matt Dance

“Top. Men.” Love it.

man-of-bvz1n3ss

Okay, the quotes from each sample Cannith character are kinda hilarious to me.