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King Kaius. Not every nation shares the same goodwill
              toward the T w elve, but the institutes's location above
              the city of Korth makes its relationship with Karrnath
              particularly important. The kings of Karrnath have
              regularly sought council from the Twelve, and Kaius
              has not abandoned this practice. Agents of Karrnath's
              government are inclined to trust agents of the Twelve
              and side with them in times of trouble.
            Manifest Institute. In the city of Sharn, the Twelve
              sponsors the research of a number of scholars who
              make a study of the manifest zone that links the city to
              the plane of Syrania. Loosely organized as the Man­
              ifest Institute, these researchers include representa­
              tives from House Cannith, House Lyrandar, House
              Orien, and others, as well as those who work directly
              for the Twelve. The institute evaluates ways that the
              manifest zone might improve life in Sharn, seeks a
              deeper understanding of manifest zones in general,
              and plans contingencies in the event that the manifest
              zone ever evaporates.
              Enemies.  Most enemies of the T w elve are individuals
            with grudges against the institute, which often stem
            from hurt feelings over being excluded from it. Those
            noted here number among the Twelve's fiercest foes:
            Arcane Congress. Established by King Galifar I ex­
              pressly to serve as a political answer to the T w elve,
              the Arcane Congress competes with the Twelve over
              resources and students. Some would argue that the
              ongoing rivalry encourages both institutions toward
              more and better arcane discoveries, but the animosity
              sometimes escalates to sabotage and researchers tak­
              ing excessive risks.
            Mordain the Fleshweaver. Not many personal grudges
              jeopardize the Twelve, but when a powerful wizard
              feels slighted, the impact can be significant. The elf
              wizard Mordain was banished from the Twelve more
              than two centuries ago because of his disturbing
              experiments related to the magic of the daelkyr. He
              dwells in Droaam now, focused on his research and
              plotting revenge. His reach isn't long, but agents of the
              Twelve avoid Droaam if at all possible.
            E  S PIONAGE AGENCY

            Secret agents, spies, undercover operatives-your group
            is part of an organization engaged in espionage. Most
            such agencies are attached to governments or dragon­
            marked houses, gathering information on the activities
            and plans of rival nations, houses, and businesses.
            Naturally, your affiliation with an espionage agency is
            a secret; you can't advertise that connection, and if you
            get in trouble with law enforcement forces (especially in
            foreign nations), your home nation will disavow you and
            deny any knowledge of your activities.
              It's said the Last War was fought as much by spies as
            by armies. Espionage agencies in every nation sought
            secrets to bring military supremacy to their own lands
            and provide dominance over their neighbors. In the
            years since the end of the war, a clandestine struggle
            among these agencies (which the K o rranberg Chronicle
            dubbed the Shadow War) has continued unabated, just
            outside of the public eye.


                                                  fiEADQUARTERS OF
                                                      THE TWELVE
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