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Sharn is the most populous city in all of Khorvaire, and arguably all of Eberron. The city literally towers atop a cliff above the mouth of the Dagger River in southern Breland.

Sharn is known as The City of Towers, but has also been called many other names, including The City of Knives, The City of Lost Souls, The City of a Thousand Eyes, the Gateway to Xen’drik, and The Gateway to Perdition.

Date: Sar the 7th of Zarantyr, 998 YK

Game: 1/7/2012

Story: Two years ago the Treaty of Thronehold officially ended the Last War. The nations now at relative peace the powerful Dragonmarked houses now turn to expanding their power in-case another great war is unleashed upon the world.  In Sharn, the City of Towers, our band of heroes celebrate the night at the local tavern. Gleefully getting drunk on wine, ale, and mead, the group of veteran’s from the Last War dine on booze and women completly unaware that outside on one of the many glorious skybridges in Sharn that a foul murder is happening. Bonal Geldem, an elderly human scholar from Morgrave University was the target and victim of the warforged assassin known as Cutter. Shortly after his murder the heroes stumble onto the scene of the grisly murder and inspect the surroundings. Hiding in the shadows Cutter awaits for his moment to strike what he believes to be witnesses to his crime.

Rat’s Market

Sewers

House Cannith Foundry

Tavern

something something something

gold, xp, etc.

Notable NPCs: Elaydren d’Cannith of House Cannith. Elaydren works for Cannith West and hired the heroes to recover a ancient schematic (schema). This ancient creation pattern is a small hand size adamantite plate which emits magical energy and has the image of a star on in. She told the heroes the schema was in a long forgotten House Cannith foundry under one of the massive towers of Sharn. The heroes recovered the plate and returned it to her for a payment of gold.

House Cannith

House Cannith is a human dragonmarked house throughout Khorvaire, although they once were strongly based on Cyre. The artificers and magewrights of House Cannith are responsible for most of the magical innovations of the past millennia. House Cannith made a profit from the Last War by selling arms and warforged soldiers. The house was based in Cyre but because of the Day of Mourning the barons of the house are struggling to take control of the house. House Cannith uses magical research and invention to remain prosperous. Spellcasters are held in high regard. They use wizards to research magic for new ideas. Their Artificers use these ideas to create the items and their Sorcerers represent the house to the world by obtaining people and things needed by the house. House Cannith tries to obtain any magic resource that can help them create new things to sell.

The destruction of Cannith’s ancestral estates in Cyre and the death of the patriarch have thrown the house into chaos. Three leaders have emerged, each intending to lead the house into the future. While the situation hasn’t yet grown out of control, none of the emerging Cannith leaders is willing to accept the others as the new house patriarch. So far, they have reluctantly shared influence in the family by concentrating on their own regions and not attempting to pull the entire family together.

  • Baron Jorlanna d’Cannith: Cannith West, operates out of Fair haven and oversees Aundair, Thrane, and the Eldeen Reaches.
  • Baron Merrix d’Cannith: Cannith South, leads activities in Breland, Zilargo, and Darguun from holdings in Sharn.
  • Baron Zorlan d’Cannith: Cannith East, controls Karrnath, the Mror Holds, and the Lhazaar Principalities from an enclave in Korth.

House Cannith maintains two guilds. The Tinkers Guild serves to maintain society by repairing damaged structures and vehicles, maintaining infrastructures in the major cities, and performing similar crafts. Cannith tinkers often travel on circuits between smaller villages, using magical and mundane skills to assist communities that they pass through. The Fabricators Guild performs the greatest works of craft, artifice, and magic. The guild is divided into dozens of specialties, including architects, elemental binders, alchemists, and armorers. The Fabricators Guild closely guards the secrets of its creation patterns. With one of these patterns each made up of three or more sections called schemas or schematics, a member of the guild can replicate an item faster and with less effort than someone working without a pattern.

The services provided by House Cannith are invaluable, and all the nations and dragonmarked houses have an interest in maintaining friendly relations with the House of Making. House Cannith’s greatest enemy is itself. Both Jorlanna and Zorlan seek to gain control of the entire house, while Merrix is content to rule over the southern interests and continue his secret experiments deep beneath Sharn.