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House Sivis began as an alliance of twelve families of gnomes: Corralyn, Dassakar, Jossalyn, Haskal, Lyrriman, Magan, Santor, Severin, Syrralan, Tarlian, Torralyn, and Wandaryn. Despite constant rumors to the contrary, there is no evidence that there was a thirteenth family that disappeared. On the other hand, Sivis prints the history books, so anything is possible! While many smaller families have risen over the centuries, these twelve families remain the pillars of the House today. As with many Houses, Sivis heirs may draw talented professionals into the House through marriage. It’s rare for non-gnomes to be welcomed in this way, but not impossible; in 997 Salia Syrralan d’Sivis married Quill, a warforged sage celebrated for their remarkable reinterpretations of many historic events. When two or more Sivis heirs wish to marry, there is a complex series of negotiations and challenges that determine both if the marriage will be approved and which family name the newlyweds will carry. 

Each of the founding families is associated with one or more of the branches of the Sivis Guilds, and it’s the duty of that family to oversee the operations of that branch. While all of the families began in Korranberg and still maintain estates in that city, as the influence of the House and demand for its services grew, many of the founding families settled in other major cities. All of the founding families developed traditions and traits tied to their home and their business, and today these are evoked in common stereotypes—Torralyns are dreamers, while Tarlians are dull but reliable. However, all of these things are just that — stereotypes. The Torralyns are based in Zolanberg and known for their work with Tasker’s Dream, but Solirion Torralyn is the cunning Viceroy of Sharn, while Tyrin Torralyn runs a message station on the island of Dreadhold. The Wandaryn are legendary explorers, but the most adventurous heirs of other families take part in Wandaryn expeditions. The descriptions in this section reflect common traits of families, and they’re a reasonable starting point when you’re creating a Sivis character. But you can always make a Sivis heir whose personality, home, and business all differ from the traditional values of their family. Furthermore, House Sivis’s services are in demand everywhere. A family’s seat of power is where you’ll find its elders and its vaults, but Lyrriman barristers and Severin accountants are found across Khorvaire; you don’t have to go to Krona Peak to get a bookkeeper. 

Corralyn 

Guild Influence: The Concord

Seat of Power: Fairhaven

Common Traits: Conciliatory, Empathetic, Kind

If you’ve got a problem, there’s a Corralyn heir who would like to help you solve it. The Corralyn family places great value on empathy and compassion for others, encouraging its heirs to listen more than they talk. The Corralyns are the matchmakers of House Sivis, seeking to help Sivis heirs make romantic connections but also identifying business opportunities or beneficial alliances. For the most part, the Corralyns are truly driven by altruism; but when a Corralyn is in trouble, they usually have a host of favors they can call upon. The Corralyn family is the force behind the Concord, and their enclave in Fairhaven—Old Comfort—is a college that specializes in mediation and negotiation. Corralyns still engage in the inter-family intrigues common to the House, but they seek to act without malice and to extend a comforting hand to defeated opponents. 

Beyond the Concord, Corralyn heirs are often found defending the innocent as barristers or working in message stations; Corralyns are always happy to help people make connections. A Corralyn adventurer might be a Bard who inspires allies with sensible advice instead of through song. 

Dassakar 

Guild Influence:  The Herald

Seat of Power: Metrol (destroyed); Rukhaan Draal (as of 998 YK)

Common Traits: Polished, Polite, Precise

To a Dassakar heir, what you accomplish is less important than the manner in which you accomplish it. It’s better to fail at a task while observing proper form and etiquette than to succeed through sloppy, embarrassing means. Dassakar heirs are supremely comfortable in social situations. A Dassakar always knows the right thing to say, which fork to use, and when it is or isn’t appropriate to use Thaumaturgy to raise your voice. The Dassakar family maintains the Herald, the branch of the Speakers Guild that provides interpreters and heralds; they take pride in helping people communicate with one another and in ensuring that all parties in a conversation are aware of customs and etiquette. While Comprehend Languages and Tongues cover most of their needs, Dassakar heirs are encouraged to learn a wide variety of languages so as to limit their reliance on their magical gifts. Until recently, the Dassakar family and the Herald were based in the city of Metrol. Nearly two-thirds of the Dassakar line died on the Day of Mourning, including the elders of the family and the majority of its young heirs. In the wake of the Mourning, the survivors have regrouped in an unusual place: Rukhaan Draal, the capital of Darguun. While many people only know of the ruling Ghaal’dar, Darguun is a tapestry of different clans and cultures, many of which speak different languages due to the Volaaganti scourge. Dalia Dassakar d’Sivis saw this as an interesting opportunity and linguistic challenge, and led the effort to establish a Sivis enclave in Rukhaan Draal soon after Lhesh Haruuc established his capital. As one of the Viceroys of Darguun, Dalia is one of the most respected and influential heirs of the family to survive the Mourning, and she has helped to reform the Herald in her enclave. Dassakar’s aid has been invaluable as Lhesh Haruuc has worked to unite the diverse dar cultures, and the Darguul Dassakar are an expert source for anyone who needs to learn about Goblin etiquette. 

Due to its losses on the Day of Mourning, the Dassakar are the smallest of the Sivis families. Due to their love of languages, Dassakar heirs who don’t serve with the Herald often work with the Key. A Dassakar adventurer might be charged to recover family relics from the ruins of Metrol, or they might be an expert in Dar customs who’ve helped broker alliances between small Darguul clans. If I was the DM, I’d allow a character with this concept to speak a number of the Volaaganti-derived languages of the Seawall clans as a cosmetic background detail; part of the point of these languages is that each one is only spoken by a single clan.       

Haskal 

Guild Influence: The Key

Seat of Power: Trolanport

Common Traits: Enthusiastic, Hyperfocused, Inquisitive 

The Haskals have always been one of the smaller families, in part because they’ve never been that interested in the intrigues required to expand their influence within the House. Some like to depict the Haskals as absent-minded and eccentric, but the truth of the matter is that most Haskals are driven by a deep curiosity combined with an intense focus on the things that interest them. Harlus Haskal d’Sivis of the Ninth College spent twenty years developing the perfect one-word greeting; he claims to have succeeded, but he’s not yet ready to share his word with the world. Within the Notaries Guild, the Haskals maintain the Key—the branch that focuses on the translation of written materials. Many Haskals are deeply devoted to this work; the challenge is when a Haskal scribe falls too deeply in love with their work and becomes determined not to release it until it’s perfect.   

While the majority of the family work with the Key, it’s the nature of the Haskals to chase whatever interests them and enthusiastic Haskals can be found in every branch of the Guilds. They may not be the best in their respective fields, but they’re always deeply devoted to everything that they do. A Haskal adventurer could be seeking the truth of a particular story, testing a new device or technique for the House, or just trying to get out into the world and make Fetch happen.        

Lyrridan

Guild Influence: The Binding 

Seat of Power: Korranberg

Common Traits: Gloomy, Loyal, Reclusive 

It’s said that the Lyrridan family only exists because of a clerical error—”Lyrriman” misspelled on an ancient document—which was engineered by the Lyrrimans long ago in order to double the influence of their family. Whether or not that’s true, the Lyrridans are closely allied with the Lyrrimans and typically support them in the High Council and all other matters of House business, largely because it means they don’t have to pay any real attention to House business. It’s often said that the Lyrridans prefer books to people, but it’s more accurate to say that they prefer the written word to conversation. Lyrridans are famously reclusive and tend to avoid social gatherings, but they are prolific correspondents and many maintain deep friendships through letters and Speaking Stone messages. Lyrridans are known for their loyalty, both to the Lyrriman family and to their personal friends; Lyrridans may be quiet, but they will fight for the people they care about. 

The Lyrridan family oversees the Binding, producing books and assisting chronicles. Lyrridans also specialize in Library services, and Lyrridan librarians are found in most Sivis enclaves. A Lyrridan adventurer might be searching for a lost book or a legendary tome, or they could be working on the biography of one of the other adventurers!    

Lyrriman 

Guild Influence: The Canon, Oversight

Seat of Power: Korranberg

Common Traits: Charismatic, Manipulative, Strategic 

The Lyrriman family is widely seen as the most powerful family in House Sivis. Lysse Lyrriman Sivis is the latest in a long line of Lyrriman Doyennes that have guided the House over the ages; only the Syrralans have consistently been able to challenge Lyrriman leadership. Of course, one reason the Lyrrimans have been able to hold on to power is because they wield it effectively. Lyrrimans are taught to be careful planners and strategic thinkers, and while they are unquestionably manipulative they generally use these talents for the good of the house. The family’s power is tied to the institutions it manages. The first of these is the Canon, the finest law school in Khorvaire; the Lyrrimans’ mastery of the law is mirrored in their ability to to manipulate the regulations and bylaws of the House for their benefit. The Lyrrimans are also responsible for funding and maintaining Oversight. In spite of this connection, Oversight is an independent agency that has taken action against Lyrriman heirs when they’ve gone too far; at the same time, many heirs believe that Oversight shares information with the Lyrrimans and helps them in other minor ways. 

Lyrrimans are considered to be the finest barristers available. However, many Lyrrimans have a talent for arcane magic, and Lyrrimans have played key roles in the Ninth College and Tasker’s Dream. A Lyrriman adventurer might be a clever strategist who brought the party together; in this case, their adventures could somehow have a secondary benefit to current Lyrriman intrigues. Alternatively, a Lyrriman heir could be trying to redeem themselves in the eyes of the House after making a catastrophic mistake, or they could have fled the House in an attempt to escape the path their parents have planned for them—a tedious climb up the ladder of House administration.       

Magan 

Guild Influence: None 

Seat of Power:  Korranberg

Common Traits: Cheerful, Cozy, Domestic

While the other founding families worked to build a business, building an international empire driven by their powers of communication, the Magans were happy to stay home and keep the hearth lit. Rather than pursuing the business of the Guilds, the Magans focus on the domestic tasks that keep Sivis enclaves running. Magans are cooks, carpenters, masons, janitors and more, taking great pride in their work; the Magans believe that they are the foundation that allows the House to prosper. The Magans cheerfully abstain from the intrigues of the other families and make no effort to steer the course of the House itself; because of this, Magans often find themselves as confidants of gnomes of other families, as they can provide a truly impartial perspective on things. However, the Magans compete with one another within their own tiny kingdoms; the Second Scullery is always striving to be First! Despite this, a word often used to describe the Magans is content. Most heirs of the family love their domestic duties, finding joy in preparing a perfect meal or keeping the enclave pristine. 

The Magans are the most widespread of the Sivis families, as Magan heirs can be found at every Sivis enclave. Most Magans love spending time at home and doing familiar things, and find the idea of adventuring to be horrifying. A Magan adventurer could be pursuing a remarkable recipe, or trying to find a missing relative. An odd option would be for a Magan adventurer to initially be present as a hireling; it’s unusual for Magans to sell their services outside of the House, but a Magan heir could be the personal chef and scribe of an adventurer with the Noble background.          

Santor 

Guild Influence: Aureon’s Scroll, The Ninth College 

Seat of Power:  Korranberg

Common Traits: Cerebral, Erudite, Mystical

While the Santors like to say that they invented the Spell Scroll, this isn’t exactly true. The giants of Xen’drik were scribing (very large) scrolls tens of thousands of years before the first Santor put quill to parchment, and both the Aereni and Dhakaani developed their own forms of Sigilry. Serutan Santor Sivis pioneered the form of Sigilry that’s now taught at Arcanix and used across the Five Nations, but Serutan developed their techniques after studying crumbling Dhakaani scrolls in the vaults below Korranberg. Nonetheless, the Santors have always had a talent for Sigilry. The Torralyns have shown a greater gift for general artifice and the creation of magic items, but no one matches a Santor when it comes to scribing a scroll. This talent is reflected by the Santors’ love of arcane lore and the intricacies of Sigilry and words of power. Most Santors enjoy nothing more than an hour spent discussing which inks are best suited to channeling different schools of magic or the source of the perfect quill. While arcane science is their greatest interest, Santors have a general love of history and philosophy; other heirs dread being caught in a scholarly debate between a Santor and a Syrralan. 

The Santors maintain Aureon’s Scroll, and most of the Spell Scrolls produced by House Sivis are written by Santor scribes. The family also maintains the Ninth College, which is currently led by the Viceroy Kendal Santor d’Sivis, an accomplished Unbound Scroll. In contrast to the Torralyns, most Santors are content to work within the existing bounds of Sigilry and aren’t trying to push the envelope or develop new techniques. However, a Santor adventurer could be searching for scrolls made by other cultures in the hopes of discovering a new technique. Or perhaps a Santor adventurer could be a rare heir who hates Sigilry and arcane theory—a Gnome Fighter who just wants to hit something with a stick! 

Severin 

Guild Influence: The Ledger

Seat of Power: Korunda Gate

Common Traits: Calculating, Greedy, Sharp

Where most Sivis heirs love words, the Severins have always been devoted to numbers. The Severin family maintains the Ledger, balancing books across Khorvaire. Some say that the Severins are closer to House Kundarak than they are to House Sivis, and there’s no question that Kundarak employs more Ledger scribes than any other institution in Khorvaire. Centuries ago, the Severins moved their seat of power from Korranberg to Korunda Gate to facilitate their work with Kundarak, and over the last century Severin accountants and advisors have played a critical role in helping the Mror Lords manage their holdings and maximize their profits, But the Severins are still devoted to their own house and their cousins, and Doyenne Lysse relies on her Severin Senschals for financial guidance. Severins tend not to be as gregarious and talkative as most of the other heirs, but they still participate in the intrigues of the House. Severins are renowned for being careful and calculating, always evaluating the odds and acting only when the time is right. It’s often said that Severins don’t speak often, but you should listen when they do. Due to the family’s deep roots in the Mror Holds, many Severins speak Dwarvish, and a number of prominent Severins have Dwarf spouses. Perhaps this inspired the common view that Severins are greedy. Faced with such a claim, an heir of the family would surely reply that it’s their job to maximize profits for their clients; why wouldn’t they seek to be equally efficient in their own life? More than any other family, the Severins understand the power of wealth and what can be done with it, and Severin heirs generally will do what they can to ensure their own financial security.  

Most Severin heirs are happy to serve with the Ledger. This work takes them all over Khorvaire; anywhere you find great wealth, there’s likely a Severin scribe helping to manage it. Severin adventurers are rare, and are usually driven by profit; a Severin heir could be pursuing a legendary treasure, already planning how they’ll invest the profits when it’s recovered. On the other hand, a Severin heir could be traveling with a party as the accountant for another adventurer—especially a Mror dwarf or a character with the Noble or Merchant background. Are you certain you need Aristocratic accommodation tonight, sir? The Comfortable room is ninety percent of the space for a fifth of the price. 

Syrralan 

Guild Influence: The Quill

Seat of Power:  Wroat

Common Traits: Ambitious, Artistic, Ruthless

The Syrralans are known for their ambition. From childhood, Syrralans are encouraged to devise a dream—a goal to chase throughout their life. This could be a position within the House, a skill they wish to master, a place they want to visit—anything that will drive them forward, pushing them to hone their talents and to do better. Should a Syrralan ever achieve their dream, then it’s time to find another; there should always be something to strive for, a reason to reach toward the horizon. The house also teaches its heirs to be ruthless in the pursuit of their goals. All Sivis families engage in schemes and intrigues, but most heirs consider the Syrralans to be the most frightening family to match wits with. They may not have the resources or deep influence of the Lyrrimans, but any battle with a Syrralan is sure to leave lasting scars. Long ago, the Syrralans shifted their seat of power to Breland, and many say they’ve absorbed the Brelish character; certainly, many Syrralans are willing to cultivate shady connections and to bend rules to get what they desire. With all that said, the Syrralans are still loyal to the House and devoted to its overall success—and any Syrralan who steps too far out of line will face the wrath of Oversight. 

Syrralans are also known for their artistic impulses. Most Syrralans have some sort of creative hobby. Many write poetry or prose; others sketch, using a quill to craft remarkable images. Typically this is just a pastime, something done for the heir alone. But some Syrralans have published their work, and the family has old ties to House Phiarlan. 

The Syrralans maintain the Quill, and nobles and Dragonmarked Houses rely on Syrralan scribes to handle their correspondence and to keep their records. While many Syrralans embrace this work, others are drawn down different paths by their ambitions and their dreams. Next to Lyrriman, Syrralan produces the most barristers in the House; some say this reflects how much Syrralans enjoy quarreling with Lyrrimans. Artistic Syrralans sometimes take easy jobs—such as maintaining a Speaking Stone in a small town—in order to have time to focus on their hobby. A Syrralan adventurer will surely be driven by their dream; the first step in making a Syrralan character is to decide what that ambition is, and what they’re prepared to sacrifice to achieve it. 

Tarlian 

Guild Influence: The Stone

Seat of Power: Zolanberg

Common Traits: Dull, Reliable, Stoic

The Tarlians manage the Stone, and many say that suits them—that the Tarlians are like stone themselves, solid, reliable, and exceptionally dull. The family has been intertwined with the Torralyns since House Sivis began, and the two provide balance to one another. The Torralyns are imaginative, romantic, and often impractical; the Tarlians are grounded in reality and ensure that things get done. Not that long ago, the Tarlians had no Guild branch of their own; they served with all the other branches, typically doing the entry level work but doing it well. When Tasker Torralyn’s invention of the Speaking Stone revolutionized communication, the Tarlians stepped in to fill the void—devoting themselves to the tedious work of establishing and maintaining thousands of Speaking Stones across Khorvaire. The Tarlian lack of curiosity serves them well as stonespeakers; Tarlians simply have no interest in the messages they deliver, and are happy to forget them once sent. 

Today, Tarlian heirs are largely found working in message stations, but they can still be found in the lower echelons of any Guild branch. The Tarlian family also has a love of history and a few heirs have devoted themselves scholarly pursuits; the general consensus is that the only thing more tedious than a conversation with a Tarlian heir is a lecture given by one. Of all of the families of House Sivis, Tarlians are the least likely to become adventurers… but perhaps an heir will be forced down a path they’d never have chosen, driven by a destiny writ within the Draconic Prophecy. 

Torralyn 

Guild Influence: The Hidden Word, Tasker’s Dream

Seat of Power:  Zolanberg

Common Traits: Imaginative, Romantic, Tempermental

The Syrralans may have ambition, but it’s the Torralyns who are known for their dreams. The Torralyns are a small family that’s never had much of a gift for the intrigues that determine power and position within the House. But what the Torralyns have in abundance is imagination. Where the Haskals often become obsessed with very specific goals, the Torralyns look for ways to improve entire systems, or to do things that have never been done. Torralyn inspiration can strike at any level of the House. The Torralyns have never been exceptional barristers, but a thousand years ago Tokar Torralyn played a critical role in developing the Code of Galifar. The first Wordbinder was produced by Dorra Torralyn, and of course, Tasker Torralyn created the Speaking Stone and inspired the creation of Tasker’s Dream. These are the highlights of Torralyn history, but it’s important to recognize that for every brilliant breakthrough there’s a thousand ideas that didn’t pan out. Torralyns are never happy following established traditions. Sometimes this leads them down a brilliant new path, but more often they reach a dead end and have to come up with a new dream to chase. 

Where the Syrralans excel at Sigilry, the Torralyns have a knack for artifice. While every Torralyn artificer dreams of following in Tasker’s footsteps, most devote their skills to maintaining Speaking Stones, Wordbinders, and the other tools that are vital to the functioning of the House guilds. Every heir hopes to be part of Tasker’s Dream, but the Dream is a selective institution that only takes on the best of the best. The other branch managed by the Torralyns is the Hidden Word. Where other heirs are content to copy and translate, the Torralyns love weaving puzzles with words, finding ways to conceal meaning and to unravel it again. Torralyn imagination also leads heirs to write fiction. Few have the patience to actually finish a novel, but many Torralyn heirs have a dozen that they’ve started. Poetry is a better match for the Torralyn temperament, and the family has produced a number of remarkable poets.  

Torralyn adventurers are likely chasing a dream—not an ambition of power or position as a Syrralan would, but an idea for something they want to create or a breakthrough they want to make. Perhaps the adventurer is searching for exotic components they’ll need for their work, or maybe they feel that they need unexpected inspiration for their work, the same way the elemental binders were inspired by a discovery in Xen’drik.      

Wandaryn 

Guild Influence: The Atlas

Seat of Power: Trolanport

Common Traits: Bold, Dramatic, Impatient

House Sivis discovered the Mark of Finding in the Shadow Marches and the Mark of Hospitality in the Talenta Plains. Throughout history, there have been Sivis heirs combing the world seeking discoveries that could help the House or the Twelve. But given that Sivis is a house of bookkeepers, scribes, and stone-tenders… who’s making these discoveries? That’s the work of the Wandaryns. Since the first days of House Sivis, the Wandaryns have been searching for the unknown. Where most Sivis heirs work with words, the Wandaryns love maps—and they love nothing more than adding something new that’s never been on a map before. Wandaryn heirs are known for their remarkable courage, which is often balanced against an unfortunate lack of patience. Wandaryn heirs are always willing to take risks and try things that have never been done… which is one reason the house is relatively small. On the other hand, Wandaryn explorers have made remarkable discoveries that have dramatically increased the wealth and influence of the House, and the High Council has been happy to fund the family’s expeditions. 

The Wandaryn maintain the Atlas, producing the most trusted maps in Khorvaire. While many heirs end up working as scribes, every Wandaryn heir dreams of working in the field and going somewhere that’s never been explored. In 998 YK there’s fewer and fewer places left to explore, but there’s still mysterious parts of Khorvaire, not to mention Xen’drik, Sarlona, and dare we say it, Argonnessen! The Wandaryn enclave in Trolanport has a wall of names—explorers who’ve sought to reach Argonnessen and never returned—but the family knows that some day, a Wandaryn heir will map this forbidden realm. While it is the Wandaryn family that drives and organizes these expeditions, heirs from other families are always welcome to participate. Wandaryn adventurers are relatively rare simply because most adventurous heirs can chase these dreams working within the House. But perhaps a Wandaryn adventurer is trying to complete a map started by an ancestor—a location the House has deemed too dangerous and forbidden for exploration. Maybe they inherited a map to a treasure that for some reason they wish to keep for themselves. Or perhaps the adventurer was forbidden from going on expeditions by overprotective parents or due to some early blunder—and striking out on their own (with a group of other adventurers, of course) is the only way to chase their dreams. The Cartographer Artificer subclass introduced in Forge of the Artificer is an excellent match for a Wandaryn heir; their cartographic magic can be depicted as a unique way of harnessing the Mark of Scribing!  

FINAL THOUGHTS

Whether it’s the instant communication of Sending or the merely swift missives of Speaking Stones, Sivis services make the world a smaller place. Sivis allows a patron to communicate with a party of adventurers in the field; likewise, heroes may need to stop a minion from reaching a message station before they can send word of their defeat to their master. On the other hand, if adventurers acquire information they desperately need to share while out in the wilds, the race to find a Message Station can be an exciting story. On the other side of things, if adventurers run afoul of the law they may need a good barrister to represent them—will they work with the Lyrriman or the Syrralan? 

Beyond the services it can provide, House Sivis is one of the most adventurous houses. Sivis has always sought to discover new Dragonmarks and to find ways to help the Twelve. Tasker’s Dream is brainstorming new forms of communication, while the Ninth College is pushing the limits of Sigilry. The Wandaryn yearn to fill in the blank spots on their maps, a quest that could lead Sivis cartographers to the Demon Wastes, Riedra, or even Khyber! Any of these efforts could use the assistance of adventurers… or unleash threats heroes will have to deal with.     

The Families section provides a host of ideas for Sivis characters, but here’s a few more Sivis heirs you could play or meet. 

Oversight. House Sivis has a leak. A handful of private communications have been released—and this can’t be allowed to continue. Whatever cover you choose, you’re actually an agent of Oversight. You don’t know why, but your superiors are convinced that the path of this party of adventurers is going to intersect with the source of the leaks—and when it does, you are going to deal with it. You receive your orders through a Telepathic Bond… are you sure you can trust your handler? 

The Lyrriman Lawyer. In Lower Dura, the Watch is corrupt and the good people can’t afford a Sivis barrister. That’s where you come in. Your parents are reputable, wealthy lawyers and they expected you to follow in their footsteps. But you’ve chosen to help the people of Malleon’s Gate and Callestan, to challenge the corrupt system under the eye of Aureon. Your actual adventures may involve action packed dealings with Daask and the Boromar Clan, but during downtime you may resolve loose ends in the courtroom, defending the innocents you helped in the previous session.

The Magic Mouth. Successful Sending requires the sender to know the target or at the least to have a very good description of them. Sometimes that's not available—but a message still needs to be sent as quickly as possible. In other cases, the sender may not want the message to be delivered telepathically; they might want it to be delivered in song, or with flowers. That's where Sivis uses a Magic Mouth—an heir who's out in the field. Every so often, you receive a message via Sending, along with the name and address of the person you're to deliver it to and any special instructions (Singing? Flowers?). After you deliver the message, you can collect your small fee at any Sivis message station. It's a job that can take you to some very interesting places and bring you into contact with surprising people; hopefully the rest of your adventuring party will be willing to join you for these little detours!

The Novelist. You served the House for a century. Perhaps you’re fully retired, or perhaps you still work as an occasional notary or translator. But what drives you is your novel. You’re working on a work of fiction, but you need inspiration—and this group of adventurers is just what Jorasco ordered. Is this book your first novel, or do you have a force of dedicated fans waiting for your next release? 

The Retainer. You’re an employee of another adventurer. You could be a biographer recording their heroic deeds in real time, an interpreter providing translation and etiquette advice, or even a lawyer kept on hand just in case. Following in the model of Jeeves and Wooster, you may have kept your employer out of countless scrapes. Are you actually working for the adventurer, or are you employed by their parent or patron? Are you just in this for the steady paycheck, or are you actually fond of your hapless charge? 

The Tester. Tasker’s Dream and the Ninth College are always developing new tools and techniques. A Telepathic Bond that transmits smells as well as words. A scrying focus that allows the Atlas to map the area around you. A portable Speaking Stone—can they hear you now? Whatever they come up with, it’s your job to test it in the field. All too often these things don’t work out quite as planned, but that’s why they pay you… occasionally. 

That's all! The complete article will be posted on the Blog tomorrow. Happy holidays!

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Comments

Joseph Blazer

Good stuff! Is there an Eldeen faction of family Corralyn now?

hyperewok1

Can't wait to do something suitable to impress Harlus Haskan and all he says is "Yo"

Matt Dance

“The Lyrriman Lawyer. … Your actual adventures may involve action packed dealings with Daask and the Boromar Clan, but during downtime you may resolve loose ends in the courtroom, defending the innocents you helped in the previous session.” Omg - make them a blind monk and you’ve got Satt Sivis, Daredevil

Kristen Farebrother

Is Jossalyn's omission an accidental transcription error or a clever misdirect?