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Source of Inspiration
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NOT official material, and may be contradicted in future Eberron
sourcebooks or articles. My answers are in this forum my
opinions and reflect how I might run a situation in MY personal
campaign – nothing more.
September 6, 2006
Q:
Why did you decide
to make House Cannith human instead of Dwarf? The dwarves seem to fit a
'crafty' type house a little better than humans. What was the reasoning
to not make House Cannith either Dwarven or even Gnomish?
There are so many different ways to
answer this question that I'm honestly not sure how to begin.
First, I'd have to challenge the concept
that humans are not "crafty". After all, if you look at OUR history,
you'll find that almost every brilliant discovery or innovation has been
made by a human! Looking to myth and folklore, dwarves and elves are
often presented as having skills beyond those of any human artisan. And
even in Eberron, the Mror dwarves are said to be master smiths and
masons. But while humans may not have the same exacting attention to
detail that Aereni or Mror craftsmen do, humans are more likely to
innovate… to break traditions. And that's a significant part of the idea
of House Cannith. From Edison to Einstein, humans are capable of doing
great things – and the artificers of House Cannith are amazing
innovators, if not necessarily the best craftsmen.
By contrast, the Mror Dwarves are skilled
with hammer and forge, but are not presented as being especially
innovative. They are stoic, standoffish, concerned with defending their
vast wealth from outsiders. In part, I personally was inspired by
Tolkien's words in The Hobbit: "… a fierce and a jealous love,
the desires of the hearts of dwarves." The Mark of Warding allows the
dwarves to protect what is theirs, both the golden hoards that lie under
the mountains and their mines and fortresses.
And gnomes? Despite their talents for
alchemy and elemental binding, the gnomes are not the tinkers found in
other settings. First and foremost, the gnomes are concerned with
knowledge… and communication is a vital part of that. Words are the
weapons of the gnomes, and as such, the Mark of Scribing is a good match
for the Zil.
And with THAT said, it was never the
intention to match the marks to create some sort of super
race-class-mark synergy. After all, the archetypal rogue is a halfling…
but it's the elves who get the Mark of Shadows, while halflings have
Hospitality and Healing (both of which are quite useful for primitive
nomads!). Frankly, I like the fact that there is no single perfect
artificer. Play a human artificer and you have the chance to be in
Cannith and take the Mark of Making. Play a warforged artificer and you
can infuse yourself, and explore the idea of the construct that is
studying the principles that give it life. Play a dwarf artificer and
you can be the magical smith you have in mind. All three are equally
valid… though as Charisma is a useful ability for artificers, both dwarf
and warforged take another slight hit there.
The races of Eberron diverge from
traditional archetypes. Halfling barbarians. The militant Tairnadal
elves. The orc Gatekeepers. The image of the dwarf mage-smith has mythic
resonance, and there are gifted dwarf artificers and magewrights
in Eberron; if you check the features page, the magewright Golan Dol is
a dwarf, and he's one of the best smiths of the age. But House Cannith
is a house of innovation and change – and humans have always had a knack
for that.
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