(Wayfinder's Guide to Eberron)
Humans have dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan--or perhaps because of it--humans are innovative, adaptable, and aggressive, always pushing their limits and pursuing new ideas.
Humans are extremely diverse; a barbarian from the Demon Wastes has little in common with a Brelish rogue and their kind has also given rise to a wide range of Dragonmarks. House Cannith is one of the most powerful houses, creating both magic and mundane items with the Mark of Making. House Orien maintains the Lightning Rail and trade caravans that run across the continent. House Deneith brokers the services of bodyguards and mercenaries. House Vadalis uses the Mark of Handling to breed fine mounts and other creatures. Housee Tharashk produces bounty hunters, prospectors, and inquisitives.
(Eberron: Rising from the Last War)
My ancestors used their gift to track beasts in the swamps. I use mine to find fugitives in the slums of Sharn. I’m still a hunter. I always find my mark.
—Hondar’Aashta, Tharashk bounty hunter
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.
House Tharashk
Leader: The Triumvirate (Maagrim Torrn, Khandar’aashta, and Daric Velderan)
Headquarters: Zarash’ak, Shadow Marches
House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragonshards are the lifeblood of the magical economy, the house’s talent has given them new wealth and influence.
Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as tradition dictates. Each of the three major clans—the Aashta, the Torrn, and the Velderan—has a representative on the Triumvirate that governs the house, and the city of Zarash’ak in the Shadow Marches. Together, they stand as one under the emblem of the dragonne (a lion-dragon hybrid).
If your Human has the Mark of Finding, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.
| Spell Level | Spell |
|---|---|
| 1st | Faerie Fire, Longstrider |
| 2nd | Locate Animals or Plants, Locate Object |
| 3rd | Clairvoyance, Speak With Plants |
| 4th | Divination, Locate Creature |
| 5th | Commune with Nature |
(Eberron: Rising from the Last War)
Don’t get sentimental. A beast is a tool. Our role is to find the right tool for the task and to make sure they’re of the finest quality. Nature is our kingdom; never forget that we were born to rule it.
—Dalin d’Vadalis
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.
House Vadalis
Leader: Dalin d’Vadalis
Headquarters: Foalswood (near Varna, Eldeen Reaches)
Represented by the hippogriff, House Vadalis plays an important role in daily life, offering meat, mounts, and more. Vadalis isn’t one of the most powerful houses, but its barons are generally content; they’re more interested in discovering new monstrosities than engaging in politics. The current head of the house, Dalin d’Vadalis, disdains the use of a title and has no aspirations to nobility or greatness for himself or his house.
House Vadalis breeds and trains beasts for a wide range of purposes. While the house maintains vast cattle ranches and trains horses and hounds, the Mark of Handling allows Vadalis to work with more exotic creatures as well. Griffons, hippogriffs, and even bulettes can be bred and trained. Even with the Mark of Handling, this is dangerous work; there’s a lot of turnover at the bulette ranch. But these exotic creatures aren’t enough to satisfy the most innovative members of the house, leading to the practice of magebreeding. Using dragonshard focus items, Vadalis has found ways to create magical creatures. Typically, this results in a superior version of a creature—an animal that is stronger, faster, and smarter. But rumors claim that Vadalis has crafted monsters of its own. Some rumors even insist that Vadalis is trying to magebreed better humans.
If your Human has the Mark of Handling, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.
| Spell Level | Spell |
|---|---|
| 1st | Animal Friendship, Speak with Animals |
| 2nd | Beast Sense, Calm Emotions |
| 3rd | Beacon of Hope, Conjure Animals |
| 4th | Aura of Life, Dominate Beast |
| 5th | Awaken |
(Eberron: Rising from the Last War)
My house built the modern world. Orien may drive the lightning rail, but it’s Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns hold the night at bay. Smith, carpenter, alchemist—the best all carry my seal.
—Baron Merrix d’Cannith
The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.
House Cannith
Leaders: Cannith East, Zorlan d’Cannith; Cannith West, Jorlanna d’Cannith; Cannith South, Merrix d’Cannith
Headquarters: Cannith East, Korth Enclave (Karrnath); Cannith West, Aundair Enclave (near Fairhaven, Aundair); Cannith South, Cannith Tower (Sharn, Breland)
House Cannith dominates all forms of manufacturing, both mystical and mundane. Gorgon-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.
The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.
If your Human has the Mark of Making, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.
| Spell Level | Spell |
|---|---|
| 1st | Identify, Tenser's Floating Disk |
| 2nd | Continual Flame, Magic Weapon |
| 3rd | Conjure Barrage, Elemental Weapon |
| 4th | Fabricate, Stone Shape |
| 5th | Creation |
(Eberron: Rising from the Last War)
We get things where they need to go. It doesn’t matter if it’s a letter, a person, or a hundred tons of steel. Whether we have to cross mountains, rivers, or the Mournland itself, Orien finds a way.
—Bali d’Orien, veteran courier
The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the mark can even slip through space in the blink of an eye.
House Orien
Leader: Kwanti d’Orien
Headquarters: Journey’s Home (Passage, Aundair)
The House of Passage manages land transportation. The lightning rail is the house’s most dramatic tool, but Orien also runs caravans and coaches across the length of Khorvaire. Dragonshard focus items ensure that the fastest vehicles are those driven by heirs with the Mark of Passage, but the house also licenses unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries.
Orien has dominated transportation for centuries, but now the house is facing challenges. The Mournland is a dramatic obstacle for ground transportation, and Baron Kwanti d’Orien has had tremendous difficulty securing funds to rebuild the lightning rail line across the blasted landscape. Indeed, he spends most of his time away from his headquarters in Aundair, trying to raise funds for the project while keeping an eye on house operations. He travels across western Khorvaire in his personal lightning rail coach, the Silver Unicorn—a reference to the house’s unicorn emblem.
House Orien’s problems don’t end with the Mournland, though. The expanding role of Lyrandar airships threatens the house’s business. Baron Kwanti would like to be able to offer more instantaneous transportation, but long-distance teleportation is a service only the strongest Orien dragonmarks can provide. So the house is working with House Cannith in an effort to unlock and enhance this gift of the Mark of Passage. Orien heirs might be caught up in these experiments or in the rivalry with House Lyrandar.
If your Human has the Mark of Passage, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, and Size.
| Spell Level | Spell |
|---|---|
| 1st | Expeditious Retreat, Jump |
| 2nd | Misty Step, Pass Without Trace |
| 3rd | Blink, Phantom Steed |
| 4th | Dimension Door, Freedom of Movement |
| 5th | Teleportation Circle |
(Eberron: Rising from the Last War)
Protection is my purpose. I defend the innocent from those who would do them harm. For my siblings, this is a job; for me, it’s a calling.
—Harric d’Deneith, Sentinel Marshal
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
House Deneith
Leader: Breven d’Deneith
Headquarters: Sentinel Tower (Karrlakton, Karrnath)
House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of Sentinel are among its most elite forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations.
Despite its might and the desire of some house members to flex their military muscles, House Deneith has always maintained absolute neutrality, selling its services to all sides of a conflict. Baron Breven d’Deneith shows no inclination of using the massive, chimera-marked military forces of his house for his own ends, but he’s surrounded by aggressive advisors who would like to see a Deneith ruling all Khorvaire. House Deneith is also caught in an escalating rivalry with House Tharashk, as it edges into the mercenary trade.
If your Human has the Mark of Sentinel, replace all Racial Traits found in the Player's Handbook with these, except for Age, Alignment, Size, and Speed.
| Spell Level | Spell |
|---|---|
| 1st | Compelled Duel, Shield of Faith |
| 2nd | Warding Bond, Zone of Truth |
| 3rd | Counterspeell, Protection from Energy |
| 4th | Death Ward, Guardian of Faith |
| 5th | Bigby's Hand |