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D R AG N M A R K E D HO S E S ARCANE WORKSHOP FEATURES
Arcane workshops have many features in common,
No other group exerts as much influence over the Five from workbenches and tools to diagrams etched into
Nations as the combined membership of the dragon the floors and walls. Although most workshops are
marked houses. Each dragonmarked house is part noble controlled by House Cannith, that house is not the only
family and part business cartel, involved in businesses group of artificers who build and operate such locations.
ranging from hospitality to espionage-for-hire. Zil gnomes who bind elementals and Mror dwarves who
The reach of the houses is so yxtensive that they have forge powerful weapons and armor must have spaces
interests in every facet of life in the civilized lands of devoted to that work. The wizards of Arcanix in Aundair
Khorvaire and beyond. Those interests often bring them who create magic items and test new spells build spe
into conflict with local rulers and national governments. cialized workshops for those purposes.
Unified Galifar had the strength and influence to impose
its will on the collected dragonmarked houses, but in ARCANE WORKSHOP ADVENTURES
the wake of the war it remains to be seen if any single Characters might find their way to an arcane workshop
nation has the resources to challenge them. for a variety of reasons. Some possibilities are outlined
Although most houses have distinct spheres of inter in the Arcane Workshop Adventures table.
est, their concerns overlap just enough to cause friction.
House Orien's control of transportation and shipping is ARCAN E WOR K S H O P AD E N T U R E S
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threatened by the growing reach of House Lyrandar's d l 2 Adventure Goal
airships. House Tharashk's arrangement with Droaam
threatens House Deneith's monopoly on providing mer Steal a pattern for creating a magic item, before the
cenary services. House Cannith lost its leadership in the workshop's artificers finish making the item.
Mourning, and rival barons are fighting for control of 2 Petition the ranking artificer for access to the work
the house. shop's specialized library.
An organization called the Twelve seeks to medi- 3 Use the workshop to create a crucial magic item.
ate disputes and encourage cooperation between the 4 Locate a stolen construct that has been modified for
houses. Adventurers could be caught up in the rivalries use as a servant in the workshop.
and schemes of the houses, or they could work with the 5 Storm the workshop before the artificers complete a
Twelve in an effort to resolve these feuds.
doomsday weapon.
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THE HOUS S I N T H E W A R 6 Investigate the workshop for signs of the l legal
creation of warforged.
The dragonmarked houses generally thrived during
the Last War. Each house's unique talents were easily 7 Defend the workshop against an invasion while the
adapted to the war effort. Ostensibly neutral in the con artificers try to repair a magic item.
flict, the houses made huge profits by selling services 8 Bring an unknown artifact to the workshop so the
and material to every nation involved in the war. For all artificers can identify it.
the houses, ultimately, the war years were a time of vig 9 Convince the owners of the workshop to give up one
orous growth and increased influence. of their subordinates, who is wanted for crimes in
In some ways, though, the dragonmarked houses another nation.
did feel the brunt of the conflict. House Cannith, for in 10 Escort a newly discovered bearer of the a rk of a k
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stance, suffered great setbacks near the end of the war.
Many of its foundries and factories were destroyed, and ing to the closest Cannith workshop.
the Treaty of Thronehold forced the house to dismantle 11 Seek assistance from the workshop's masters to
the creation forges that produced the warforged. Worst determine why a young artificer's magic is producing
of all for the house, the destruction of Cyre left Cannith unpredictable, often dangerous results.
without a clear leader, resulting in the house being frag 1 2 Request assistance from the artificers in recovering
mented into three semi-independent branches. crucial memories from a destroyed construct or
In another major development, House Thuranni broke warforged.
away from House Phiarlan during the war, in part be
cause of the conflicts of interest that arose within an D R AGON MARKED P C s
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espionage organization that was being called on to serve
multiple sides in a complex conflict. The reach and influence of the dragonmarked houses
means that they can play many roles in a campaign.
ARCANE WORKSHOP Dragonmarked heirs can be valuable patrons.
Map 4.1 depicts an arcane workshop, of a sort com
monly constructed by the fabricators of House Cannith.
These facilities are well stocked with raw materials,
artisans' tools, and magical reagents. Most of them have
small libraries containing works related to the work
shop's signature creations.
C H APTER 4 I BUILDING EBERRON ADVENTURES
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