At the conclusion of the War of the Mark, Lord Hadran d’Cannith suggested that the houses formally cement their alliance by creating a citadel—a center for research and study of both arcane magic and the potential of the dragonmarked. Though there were only ten dragonmarked houses at the time, the architect and artifi cer Alder d’Cannith convinced the committee to name the institute the Twelve, based on his belief that there were twelve true dragonmarks in addition to the shattered Mark of Death. Alder was a brilliant man whose works had played a critical role in the War of the Mark, and the members of the committee humored him—though few expected the remaining two marks to appear. (The remaining two marks, Warding and Finding, were not “discovered” until after the creation of the Kingdom of Galifar.)
In the beginning, the Twelve played a critical role in shaping the dragonmarked houses, but as the houses have grown in power and spread across the land, its influence has diminished. Nonetheless, the institute remains one of the premier centers for magical research in Khorvaire. By combining the skills and mystical talents of the different marks, the wizards and artificers of the Twelve have created remarkable items. It took the combined skills of House Orien, House Cannith, and House Kundarak to create the safe-deposit vaults that allow Kundarak customers to deposit goods at one bank and withdraw them across the continent. Airships, the lightning rail, even the warforged—these marvels could not have been accomplished without the spirit of cooperation and discovery found among the Twelve.
Should you rise high in the favor of a dragonmarked house, you might be able to call on the resources of the Twelve. This institute possesses impressive mystical workshops, vast arcane libraries, and the talents of some of the most gifted artificers and wizards in Khorvaire—all of which could prove quite useful to an adventurer.
In theory, the Twelve is a neutral foundation: a resource serving all houses equally. However, some speak of a secret cabal at the heart of the Twelve that seeks a return to the days when the institute shaped the future of Khorvaire. Such a group might hope to overturn the Korth Edicts and see the dragonmarked houses rival Khorvaire’s nations in strength. Only the DM can decide if this secret society exists—and how much power it wields.
Dragons and The Twelve
The leaders of the Dragonmarked houses aren’t fools. Over the course of centuries, they realized the dragons were watching them. It took time, but eventually they discovered the reasons for this observation. The lords of the Twelve learned of the connection between the dragonmarks and the Prophecy, and found out that many dragons believed the dragonmarked should all be destroyed, eradicated as thoroughly as the line of Vol and the Mark of Death. They knew that it might be only a matter of time before the dragons took action.
The barons chose not to share this terrifying discovery with the rank and file of their houses. Two centuries ago, they created a secret division of the Twelve dedicated to draconic affairs. This Wyrmwatch Council pursued a number of paths. Some members focused on the draconic Prophecy, trying to discern if their dragonmarks could directly influence the Prophecy. Others were dedicated to studying dragons and locating or developing spells, tools, or strategies that could give the houses a fighting chance in a war with Argonnessen. The irony of the situation is that these efforts to interfere with the Prophecy are the very acts that could start such a war.
With the onset of the Last War, resources were redirected to take advantage of the confl ict. The work of the Council lay idle for almost a century. But now, as peace returns to Khorvaire, the lords of the Twelve have reactivated this unit. Time will tell if this decision was a wise precaution or the prelude to disaster.
ADVENTURE SEEDS
The PCs might become entangled with the Twelve in a couple of ways.
Mysterious Attack: After the party recovers a portable Prophecy mark, it is ambushed by a covert strike force of the Twelve. The attackers employ advanced dragonmark powers but use merciful weapons and nonlethal spells. Will the PCs pry into the secrets of the Twelve, or leave well enough alone?
Doomsday Device: The Twelve is building an eldritch machine that will channel the power of thousands of dragonmarks in an effort to shift the course of the Prophecy. A dragon prophet warns the PCs of the threat, telling them that if they don’t destroy the machine, the dragons will—and the Twelve along with it.