House Cannith

From a few bands of roving artisans and tinkers, House Cannith has risen to dominate commerce and industry in Khorvaire. For every advance made in magic, odds are good that Cannith had a hand in it—from everbright lanterns to the lightning rail, from the warforged to the secret experiments now lost deep within the wastes of the Mournland.   With its power and creative genius, the house commands both respect and fear. Despite its accomplishments, however, Cannith stands in turmoil. Unable to agree on a new ruler in the aftermath of the Day of Mourning, the house splintered into three factions, each with its own agenda. This rift has caused unease among the houses and beyond, giving monarchs and entrepreneurs pause even as they cautiously back one of three would-be leaders.

Culture

You are a proud member of the leader of all dragonmarked houses and the creator of the wonders of modern Khorvaire. Your social standing is exceeded only by that of the nobles of the realm—and not always by them. You owe no allegiance to anyone outside the house, and it took all Five Nations together to put a leash on the Gorgon, the symbol of your line. Some might call you arrogant, but arrogance and self-assurance are often confused by the envious.   The wonders of Cannith are known throughout the world, and you feel responsible for continuing that legacy. Whether you have a dragonmark or not, you are expected to contribute to the success of your house through invention, scholarship, business, or diplomacy. Even more is expected of the dragonmarked heirs of Cannith, who serve apprenticeships in the guilds during their training, then move up into house business as their talents are honed.   However, beneath your pride lurks a lingering concern. No matter where your loyalty lies, you know a house divided against itself inevitably falls, and you cannot help but feel bitterness toward those who follow these pretenders to the seat of the Gorgon. When your chosen leader takes command of the house, supporters of the would-be usurpers will be dealt with. Until then, it is up to your side to keep Cannith’s glory from degenerating further.

Public Agenda

Wherever magical power can be gained, House Cannith is nearby. Not content to let the Twelve do their work for them, the scions of the house claim any resource that might help them regain their former glory or exceed their previous achievements—as quietly as possible, of course. Though the house is not wholly evil, many within Cannith can hardly be called souls of truth and righteousness. As a base of operations, a bastion against truly dark forces in the world, or an evil empire, House Cannith can be a powerful force in any campaign.   The last patriarch, Starrin d’Cannith, left a lasting imprint on his house. Though Merrix and Aarren created the warforged, Starrin engaged the warring sibling kings of the Five Nations, persuading them both of Cannith’s neutrality and of the warforged’s usefulness in battle. His death was a blow from which the house has yet to recover.   Instead of a single patriarch, Cannith currently has three descendants claiming the title of baron, each managing a portion of the house’s concerns. Though a council of lords seneschal would typically reign over the viceroys, Merrix, Jorlanna, and Zorlan’s nominal status as the heirs to the seat of the Gorgon effectively makes them a triumvirate, over which the lords seneschal have little control.

Assets

Though Cannith lost Whitehearth, Merrix d’Cannith’s enclave in Sharn has taken over the house’s creative work. The Sharn enclave is the practical headquarters for the business of the house, but those with political or investment interests more often approach Jorlanna or Zorlan.   Many look to Sharn for new wonders, but Cannith is not limited to one facility. The house has holdings across the continent, and beyond. Though Sharn has the only current forgehold, Cannith estates are found in Fairhaven, Flamekeep, Korth, Throneport, and Trolanport, with small outposts at Regalport and Varna. Abroad, the house has holdings in Pylas Talaear on Aerenal and in Stormreach on Xen’drik. The Tinkers Guild and Fabricators Guild are found in every major city in the Five Nations, and in larger centers in the lands beyond.

History

Since its incorporation prior to the War of the Mark, House Cannith has been a leader among the dragonmarked houses. It pioneered the marriage of magic to the needs of daily life, and members of the house are the foremost experts on the use of dragonshards. Along with the gnomes of Zilargo, the house created the elemental ships that cross the seas. In partnership with House Orien, it forged the lightning rail that once spanned Khorvaire.   Cannith’s most indelible mark on history was made in 965 YK with the creation of the warforged. The mastermind behind the warforged was Merrix d’Cannith, who set out to create a sentient construct that could fight in place of living creatures. First commissioned by King Jarot, the last king of Galifar, the warforged instead went to battle on behalf of his children during the Last War.   Merrix’s son Aarren gave sentience to these living constructs. For thirty years, the sale of warforged kept Cannith prosperous, with each of the Five Nations commissioning troops from Whitehearth, Cannith’s ancestral forgehold. The house seemed destined to prosper as the Last War dragged on. Then came the Day of Mourning.  

Paradise Lost

  On the Day of Mourning, a blast of arcane power obliterated Cyre, leaving empty wasteland. Most Cyrans perished that day, including the patriarch of House Cannith: Baron Starrin d’Cannith, known as “the Gorgon” for both his intimidating manner and the symbol of his house.   What caused the Day of Mourning, none can say. It seems that of the cities of Cyre, Eston suffered the greatest damage. Whitehearth’s destruction claimed the life of not only the baron, but also many of the house’s prominent leaders and dragonmarked heirs.   Almost as great as the loss in blood was the loss of the forgehold itself. Whitehearth had been the center of Cannith ingenuity and invention for centuries. Only projects concurrently researched in Sharn by Merrix d’Cannith, grandson of the fi rst Merrix, survived. Whitehearth is never far from the minds of House Cannith’s leaders, with Merrix in particular striving for its recovery. Increasingly, though, the cost associated with that recovery effort has exacerbated the rift within the house. Some seek to resurrect Whitehearth one day; others wish to turn their backs on the tomb of the past and focus instead on the future.  

The Treaty of Thronehold

  Two years after the loss of Cyre, the Treaty of Thronehold was signed, putting an end to both the war and the nation of Galifar. No one profi ts during war like a weaponsmith, and no one suffers as much from war’s end.   For House Cannith, the treaty brought more than the end of a profitable market: The signatory nations recognized the warforged as a free people, due the same rights as other sentient races. The treaty also forbade Cannith from creating more warforged, ensuring that the house’s crowning achievement would be remembered as little more than a bloody postscript to past glory.   Having no choice but to agree to the treaty’s terms, the heads of the fractured house returned to their respective homes, plotting in silence while they went through the motions of retooling House Cannith for peace. Merrix, however, never intended to let his grandfather’s legacy pass away. His stronghold in Sharn holds a secret creation forge, known only to the sworn heirs of his line.   Today, those who gain entry to the Sharn forgehold see significantly newer warforged. Unaware of their rights as sentient beings, these warforged serve the artificers, who seek the next evolution of design. This secret rebellion leads Cannith along a dangerous path. Should Merrix’s deception be discovered, Breland and the other nations will have to enforce the treaty—even if it means striking the blow that shatters House Cannith for all time.

Disbandment

When Starrin d’Cannith died, he left no direct heir or immediate relations, but it did not take long for claimants to the house leadership to appear. Typically, upon the death of the patriarch, the title goes to either his closest living relative or his named successor. Starrin’s named successor was his only son Norran, who died with his father in Cyre and left no children of his own.   When succession becomes murky, the elders of the house interpret the will of the former patriarch and choose a successor. However, with the ranks of the house leadership decimated, no effective or fair vote could be held. Cannith was paralyzed, with three heirs emerging to claim leadership: Merrix d’Cannith, Jorlanna d’Cannith, and Zorlan d’Cannith. Though each had a valid claim to the patriarch’s seat, a more problematic set of candidates would be hard to find.
DISBANDED/DISSOLVED

My house built the modern world. Smith, carpenter, alchemist--the best all carry my seal.

Type
Geopolitical, Great house
Alternative Names
Human House of Making
Subsidiary Organizations
Controlled Territories
Related Species