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House Ghallanda: Families and Enclaves

The full Ghallanda article can be found here—including a deep dive into the Cuisine of the Gold Dragon Inn from Rebecca Gray—but this is the remainder that you haven't already seen yet!

When the Mark of Hospitality first appeared on the Talenta Plains, the halflings who bore the Mark came together to form their own tribe. Ghallanda has been united since that day. Ghallanda heirs have no secondary surname. Instead, they choose a personal name after completing the Test of Siberys, as described in the previous section. There are strong bonds between parents and siblings, and many licensed inns and taverns are family businesses, but beyond this direct connection Ghallanda heirs are encouraged to think of every member of the House as part of their extended family. So while Ghallanda heirs are often quite close to their direct family, you don’t have the deep-rooted divisions and traditions seen in some of the other Houses. Instead, Ghallanda heirs are most often influenced by the enclave in which they learned their trade; this reflects the choices they made and the path they originally planned to follow. A few of the best known enclaves are described below, but Ghallanda has many enclaves; the Livery was the premier school for valets before it was lost in the Mourning, but there are other enclaves that teach these skills. 

Ghallanda is a welcoming House, and people of all species and nations serve in the House guilds. Anyone can marry into House Ghallanda, with one exception: Ghallanda heirs are forbidden from marrying heirs of House Jorasco. Ghallanda is sympathetic towards bearers of Aberrant Dragonmarks, and has even welcomed some into the House; but Ghallanda tradition maintains that it is cruel to knowingly inflict this burden on a child. One thing many people don’t realize is that House Ghallanda—like most of the tribes of the Talenta Plains—includes a number of Changelings. The Thelanian energies found in the Plains can affect an unborn child and cause them to be born a Changeling, much as the energies of other planes can produce Tieflings or Genasi. These Changelings have the Fey subtype, and their natural form is that of a halfling with pale hair and clear white eyes; while there are obvious similarities, Talentan Changelings are easily distinguished from the Changelings descended from the Children of Jes. Changelings are typically accepted and embraced by their Talentan families, and their talents are seen as a gift of the spirits; there are a number of famous shapeshifting tricksters in Talentan folklore. To date, no Changeling born in House Ghallanda has developed the Mark of Hospitality. 

Gatherhold

Known for: House Administration, teaches all skills

Located in the Talenta Plains, Gatherhold is the heart of House Ghallanda. Gatherhold is a town, and it’s the Great Hall at the center that is the true enclave—the seat of Baron Yoren, and the structure whose denizens are protected by Ghallanda’s sanctuary. But House Ghallanda maintains the entire town and beyond the enclave there are a host of Ghallanda facilities, including schools for each of the primary career paths associated with the house. The Hosteler’s Guild has its own keep, which contains the archive of licensed businesses. However, Gatherhold is more than just a company town. It’s the traditional meeting place of the Talenta tribes, where chieftains come to register or settle disputes. Dozens of shrines are spread around the periphery of the town, and there is an order of Maskweavers who tend to these and honor the spirits. On any given day, one of the nomadic tribes will be resting in Gatherhold; the town also supports the adventurers, explorers, and merchants who come to explore the Plains. 

Gatherhold is Ghallanda’s largest population center, and teaches the skills needed to follow many different paths. It’s both the administrative center of the House and also its bridge to its past on the Plains. Heirs raised or trained at Gatherhold will be used to working with Clawfeet and Scampers (Scamps are tiny dinosaurs, the only species whose eggs are eaten), working with Maskweavers, and honoring the spirits of the region. As such, Gatherhold heirs are used to walking in two worlds. They’re comfortable in cities or foraging in the wilds, and they are used to arcane science but still respect the spirits.  

Notable Residents. Baron Yoren Kettlewise d’Ghallanda is the patriarch of the house. Yoren is a remarkable leader, combining a disarming charm with a razor-sharp mind. During his tenure he’s managed to balance the demands of the Last War and the increased role of the Dragontail Guild with the everyday needs of the Hosteler’s Guild and the traditional duties of the House in Gatherhold and the Plains. While his administrative duties take up most of his time, whenever possible Yoren enjoys cooking in the kitchens of the Great Hall. Lady Sasza Golden d’Ghallanda is a Lord Seneschal and master of the Hosteler’s Guild. Born in Sharn, Sasza is a pragmatic woman who does her best to ensure the House remains profitable. Alarakan is the Captain of Gatherhold’s Hearth Guard; a former hunter who murdered a treacherous rival, he leads a force that’s largely composed of Talentan warriors exiled from their tribes. Alarakan is grim and deadly, but never starts a fight if it can be avoided. 

Fairhaven: Sconehold 

Teaches: Culinary arts

Ghallanda’s Fairhaven enclave has long been recognized as the premier culinary institute on Khoravaire. While its official name is The Fourth Stone, the Korranberg Chronicle called it “Sconehold” in the article that first declared its prominence, and now even the Baron has adopted the name. In addition to training the cooks of tomorrow, Sconehold is also House Ghallanda’s test kitchen and the workshop where it explores the culinary potential of Prestidigitation, the Mark of Hospitality, and other forms of magic. Sconehold has long had close ties to The Font, the Cannith alchemical center in Fairhaven; a number of unique flavors and techniques have emerged from this partnership. Sconehold’s Gold Seal program seeks to produce the finest chefs in the Five Nations and to foster exciting new talents, but the institute has other paths for those seeking simpler lessons; there’s a track that specifically teaches how to prepare meals at the Gold Dragon Inn. So if a chef is bragging about having attended Sconehold, be sure to check whether they received a Gold Seal or Gold Dragon training. 

Sconehold is primarily a teaching institution. Its dormitories are reserved for students, and if someone wants sanctuary at this enclave, they’ll have to enroll as students or serve in the Hearth Guard. It does have a few embedded businesses. The Mark of Siberys is a small, exclusive restaurant serving food of Wealthy and Aristocratic quality. The Mess Hall is the dining hall for the Institute, but is also open to the public; it serves Modest and Comfortable meals. Fairhaven Rising is the institute’s bakery. In addition, Sconehold has a Magnificent Mansion that rotates through themes tied to the student’s courses of study; sometimes it takes the form of the common room of a very large Gold Dragon Inn! This space is also used to showcase the talents of visiting chefs. If a Ghallanda adventurer is also a chef, they could be invited to have a spotlight night at Sconehold! 

Sconehold heirs in the Gold Seal program are typically haughty, proud of their exceptional skills. Some strive for absolute precision in everything they do; others are so certain of their own brilliance that they believe it bleeds out beyond cooking. Students who train in the other Sconehold programs are generally more grounded and are typically driven by a genuine love of food. An adventurer with a Sconehold background might always be asking their adventuring party to try new things—potentially, using new ingredients found in their adventures. They eat Gelatinous Cubes in Droaam—let’s see what I can do with it!   

Notable Residents. Viceroy Bettia Crockchild d’Ghallanda is the master of Sconehold. She taught for years before taking the administrative position, and still takes the occasional shift in Aundair Rising. Bettia seems like the kindest, gentlest halfling you could meet, but cross her and you’ll find an iron glove in her baking mitt. Gul Fiery d’Ghallanda is a teacher at the Institute and the head chef at The Mess Hall, or as he likes to call it, “The Kingdom of Flavor.” Fairhaven d’Ghallanda doesn’t actually work at the enclave, but she’s the daughter of the Viceroy and has managed to become famous for being famous. Fairhaven’s parents brokered a pact on her behalf with Fortune’s Fool, and Fairhaven has led an astonishing airship wreck of a life ever since, somehow always coming out on top no matter how bad things yet. Recently Fairhaven has declared her intention to become a professional adventurer, possibly working with the Sharn’s Clifftop guild; she’s currently negotiating the crystal rights with House Phiarlan.        

Korth: The Old Cask

Teaches: Brewing, Tavernkeeping

Nightwood Ale is the finest beer in Khorvaire. As Ghallanda hasn’t been able to match it, it buys Nightwood at the source in Karrnath and ships it to Ghallanda businesses. Viceroy Yager is the master of the Old Cask enclave and oversees the Nightwood trade. But the Old Cask is a brewery in its own right. While Ghallanda has never surpassed Nightwood, it has developed two distinctive beers of its own. Black Dog Brew is a lager that’s brewed in a number of enclaves across Khorvaire; beer snobs may sneer at it, but it’s half the price of Nightwood. Swordtooth ale is brewed at the Old Cask and there are a few people who actually prefer it to Nightwood. For the last decade, Brewmaster Jola has been working on a new brew that she’s nearly ready to release to the world; this is a reduced calorie beer she calls “Lightwood Ale.”  

The Old Cask teaches the arts of brewing and tavernkeeping. The River of Gold in the Old Cask is the largest tavern in the Five Kingdoms, while The Graven Griffon is the name of the Cask’s internal inn. In addition to festivals and live music, the Old Cask regularly hosts competitive drinking contests. Ghallanda heirs who choose to train at the Old Cask love beer, and on the whole, love life; they are often seen as carefree and able to lift the spirits of a room. With that said, the Old Cask sees more casual brawls than any other enclave. The Hearth Guard of the Old Cask is exceptional, but in spite of that, bartenders who’ve learned their trade at the Old Cask can usually handle themselves in a tussle. 

Notable Residents. Viceroy Yager Brewmore d’Ghallanda is the master of the Old Cask and manages ale affairs for the Hosteler’s Guild. He’s quite stout for a halfling and has never been defeated in a drinking contest. Lady Jola Fermentation d’Ghallanda is the brewmaster of the Old Cask. Jola studied alchemy at the Font of Fairhaven before devoting herself to brewing, and she’s always experimenting with the intersection between mundane brewing, alchemy, and the powers of the Mark of Hospitality. Some might call Jola a mad scientist, but others would surely call her a genius. She’s always got a few experimental brews that need to be tested!

Metrol: The Livery

Known For: Domestic Service

Some people say that a butler can’t truly be called a butler unless they trained at The Livery. This enclave was Ghallanda’s largest school and brokerage for domestic service. The Livery was located a short distance from Metrol, and was lost on the Day of Mourning. In the aftermath of the Mourning, Ghallanda has declared its Sigilstar enclave, The House of Ten Teas, to be its successor… but there is still a huge demand for Livery-trained valets.  

Sharn: Ghallanda Hall and Havenhold

Known for: Concierge services, Bartending, Gambling (Ghallanda Hall); the Sukalasha (Havenhold)

Sharn is an anomaly in the Five Nations: it has two enclaves of House Ghallanda. In the Dragon Towers district, Havenhold (referred to in canon sources as “the Ghallanda enclave”) is unusual in having no attached tavern or inn. It’s a secure residence for Ghallanda families, and it’s dedicated to administrative work, with offices for the Hosteler’s Guild and the Dragontail Guild. In particular, it is a center for the training and operation of the Sukalasha—the inspectors who ensure that licensed businesses are upholding Ghallanda standards. Because Havenhold doesn’t have guests, it has no means to recruit and maintain Hearth Guards; as such, security is provided by House Deneith and a small, elite force of Talentan volunteers. Quiet and focused, Havenhold is a sharp contrast to the constant chaos and revelry of Ghallanda Hall. Heirs who choose to live and train in Havenhold are more focused on administration and investigation than on entertaining travelers; other heirs sometimes make fun of their serious demeanor.  

Ghallanda Hall is located in the Underlook district. It’s both older and larger than Havenhold. The structure of Ghallanda Hall is unusual: it contains three separate inns, each with their own common room and lodging. The Crooked Tower is austere, designed for maximum affordability; it offers minimal services, simple meals, and shared rooms. Mechanically it is considered Poor quality; however, it’s perfectly safe and meets Ghallanda health standards, it’s simply ascetic. Boldrei’s Banquet offers a more typical level of service, with room and board ranging from Modest to Comfortable. Finally, The Palace is surprisingly luxurious for Middle Dura, with room and board ranging from Wealthy to Aristocratic. The intention of this was to support three different tiers of traveler, with the Crooked Tower being accessible to anyone and the Palace offering a more secure and luxurious experience for those who can afford it. However, because of the appeal of Ghallanda sanctuary, the Hall is often booked to capacity, with people who could normally afford to stay in the Palace sharing a room in the Crooked Tower because that’s all that’s available. If you’re hoping to find a room at Ghallanda Hall, offer a prayer to Olladra and hope there’s something available. Beyond the three inns, the Feast Hall is a grand hall that’s open to all, providing food, drink, and the best live entertainment to be found in Middle Dura. The Feast Hall hosts themed events on festival days, and wealthy clients can rent the hall for banquets, weddings, or other grand events. Finally, Ghallanda Hall has a pop-up Magnificent Mansion that can be reserved for meetings or private parties; at other times it is typically opened as The Bones, a (legal) gambling parlor. One remarkable festival that takes place at Ghallanda is known as The Great Rat Hunt. The death curse of the Lady of the Plague still lingers in Sharn, and managing vermin is an ongoing chore. When it reaches a troublesome level, Lord Keslo calls for a Great Rat Hunt. Teams enter the cellars of the Hall in shifts, and are given 15 minutes to kill as many rats as possible; proof of rat is required for credit, and competitors must be careful not to inflict collateral damage, so no fireballs! Prizes vary, but the winning team gets to appoint one of their members as the Rat King until the next Hunt... and the King drinks for free at Ghallanda Hall.

As has been noted, Ghallanda Hall “holds more fugitives, scoundrels and mysterious strangers per square foot than anywhere else in Eberron.” It’s home to a host of people who have reason to fear the world beyond its walls… along with those who wish to work with these fugitives or to watch them. Combined with the people who come to the Feast Hall and The Bones for entertainment, Ghallanda Hall is the wildest and most chaotic enclave in the House; you never know what will happen on a particular day. For this reason, it’s known within the House for producing the toughest, most capable bartenders and tavernkeepers: if you can weather five years in the chaos of Ghallanda Hall, you can handle anything. It’s also known as producing exceptional concierges, as the heirs who work in the Hall are challenged to handle all sorts of difficult requests—but also have the opportunity to make many interesting connections. Heirs who choose to serve and train at Ghallanda Hall are comfortable with chaos and typically love the thrill of a big city; they may be frustrated should adventurers take them to the countryside. 

Notable Residents. Keslo Patience d’Ghallanda is the Viceroy of Sharn and master of Ghallanda Hall. After spending a lifetime negotiating with powerful people to preserve the sanctity of the enclave, Keslo is a clever diplomat who knows all of the movers and shakers in the City of Towers. His patience is indeed legendary, and he never lets his emotions interfere with his work. Monesti Lanner is the captain of Ghallanda Hall’s Hearth Guard. Monesti is a human who possesses an Aberrant Dragonmark that allows her to cast Charm Person at will and Dominate Person once per day. Monesti despises this gift and only uses it when necessary to deal with malefactors, but it can trigger automatically when she is angry. It’s possible that Monesti was part of the same unit as Thora Tavin, but that she chose Ghallanda sanctuary over a life of crime; if this is true, she may be using the inn as shelter from both the Dark Lanterns and House Tarkanen. Inspector is the master of the Sukalasha in Havenhold. Inspector is a changeling from the Talenta Plains. Some Sukalasha apprentices believe that Inspector is an identity shared by multiple changelings, as they seem to be in many places at once… or at least, to always show up when an apprentice has made a mistake. Inspector is calm, observant, and always focused on details. They typically appear in their natural changeling form… or, more accurately, they never reveal their true identity when not in changeling form! 

Talenta Plains: The Wandering Inn 

Known For: Versatility, Talentan Tradition

The Wandering Inn is where House Ghallanda was born, but today it exists in parallel to the House. In Gatherhold, Baron Yoren oversees the operations of dozens of enclaves, consulting with viceroys via Speaking Stone and Sending, discussing alchemical flavorings with House Cannith and entertainment ventures with House Phiarlan. House Ghallanda is an international enterprise. By contrast, the Wandering Inn maintains traditions older than Galifar—traditions that embrace the unique nature of the Talenta Plains—and largely ignores the world beyond the range of its outriders. Ghallanda heirs from beyond the Plains are always welcome to travel with the Inn for a while and learn its ways, and some stay indefinitely. But the Inn also has a permanent population; one of its wagons is devoted to the elders and the children of the community. 

Each of the wagons of the Wandering Inn is heavily enchanted, imbued with centuries of blessings and rituals. Each wagon is protected by Hallow, and this extends in a 30 ft radius from each wagon; this protects against Aberrations, Fiends, and Undead and also allows any creatures that can understand a language to understand one another. The wagons serve as focus items that allow an attuned heir to create a Magnificent Mansion, and to maintain it as if using a Hosteler’s Anchor. Three wagons are dedicated to the Inn staff, and three serve the needs of the people they meet along the way. Feast hall, dormitory, stage, shrine; there are a host of well established layouts that can be raised as necessary. 

The Wandering Inn serves two functions. The first is to provide respite for travelers. Any traveler who encounters the Inn is welcome to hospitality for a day and a night. The Inn staff provide food, entertainment (music, dancing, storytelling); discussion of dangers along the traveler’s path; and limited healing. There is no charge for these services. It is common courtesy for a traveler to give a gift as thanks; but if they have nothing to give they can pay for their stay with a kind act to someone in need in the future. The Wandering Inn follows a well-established path, but the staff includes a squad of clawfoot riders and a pair of glidewing riders. These scouts ride on a wide patrol, searching for travelers who’ve strayed from the safe paths and foraging for foodstuffs to supplement the meals conjured by the Inn.

In addition to helping travelers encountered at random, the Wandering Inn interacts with the nomadic tribes. When the path of a tribe intersects with the Inn, there is a day and a night of feasting and celebration. The tribe shares stories of its triumphs and losses since last encountering the Inn, and listens to the stories the Innkeepers have to share. At certain points and times, the Wandering Inn remains stationary for five days in order to host a gathering of multiple tribes.

The keepers of the Wandering Inn have to master many talents. They cook and forage. They know the weather and the ways of the Plains and can anticipate dangers. They can entertain in a variety of ways. And they are knowledgeable in matters relating to the spirits of the Plains, knowing how to identify them, how to honor benevolent forces and defend against malevolent ones. An adventurer born in the Wandering Inn would most likely be a Bard—blending a broad set of skills with a knack for performance and a smattering of magic—or a Ranger, if they were focused on scouting. The spellcasting of a Wandering Bard would reflect a blend of primal magic and bargains with spirits; thematically, a sort of blend of Warlock and Druid. (Perhaps in the future I’ll create a subclass to represent this more precisely!) If an adventurer was raised in the Wandering Inn, the key question is why have they left? Did they do something that got them exiled? Are they bound by the geas of a powerful spirit? Are they fulfilling a vow made to a dying traveler (Returning a family heirloom? Pursuing vengeance? Helping a child?)? Or are they purely driven by curiosity? 

The Wandering Inn is a single convoy. However, there are rumors of two additional wagons that have been sent beyond the Plains. Some say that a wagon of the Wandering Inn has been seen in the Mournland! The DM will have to decide if there’s any truth to these tales, and if so, where these two wagons have gone.

Notable Residents. The Wandering Inn is more like an extended family than a business. Gentle Foresight is the head of the household—the first to speak at meetings, and the final word on any change in plans or paths. Foresight is over a hundred and fifty years old, but he is sustained by a number of minor spirits and is still sharp and vigorous. It is Foresight who evaluates any who wish to join the Inn staff; he is an excellent judge of character, and by consulting with the spirits he can cast Augury with a longer reach into the future. Lusa Joy organizes the entertainment and festivals, and strives to bring light to the darkest times. Troupe is a Talentan changeling who is the star of the Inn’s performances. And Galan Wandermore d’Ghallanda is a recent recruit who is eager to master Talentan recipes and foraging; he’s yet to fully learn the dangers of the Plains, and has had a number of brushes with death due to straying from the path. Note that Lusa and Gentle are also Ghallanda halflings; it’s taken for granted that the halflings of the Inn are part of the family, and they don’t feel a need to state it. 

FINAL THOUGHTS

Every adventuring party needs a home away from home, and the questions of Where’s your watering hole? Where do you go after a hard day of adventuring? can help establish the tone of the group and the sort of people they associate with. If a party is tied to a particular location—if, for example, you know the early part of your campaign will be in Sharn—you might want to establish this detail during Session Zero; after all, every classic adventure begins in a tavern. As DM, you might propose a location but then give each player a chance to add a detail to this tavern. What is it they enjoy about it? Is there a particular drink special? Good acoustics for the bard? A warforged bouncer with a hook for a hand? A goal here is to make this imaginary tavern a place you’d like to spend time in, and a place that is a good start to an adventure. Which of course brings us to the bartender. Whether they’re an independent heir or working directly for the House, a Ghallanda bartender wants to make you feel welcome and to ease your burdens. A good Ghallanda bartender will know local news, and if you share your stories, they’ll offer advice. If you’re having trouble finding something or someone you need, perhaps the bartender knows a guy. This in itself may be the start of a new adventure; you’re going to have to negotiate with that mysterious contact. But the bartender will help get the dice rolling. 

In general, when creating a tavern—Ghallanda or otherwise—it’s good to think about why it exists. Why has it prospered? What sort of clients was it aiming for, and is that what it’s actually found? Is it a college bar for Morgrave students, a tavern frequented by the City Watch when they’re off-duty, or a place where the Boromar Clan is always doing business in the back room? Is live entertainment part of the experience? Is there gambling, and if so, is it lowbrow and low stakes (pub trivia!) or sophisticated games for real money? 

While an inn or tavern is the obvious place to meet a Ghallanda heir, don’t forget the Ghallanda valet or the Ghallanda cook in the nobleman’s kitchen. Beyond this, the Hospitable Hall allows adventurers to stumble upon safe havens in the most unlikely places. And when relaxing at an inn, adventurers could be asked to judge a Bake-Off duel between two feuding heirs—or they could be witnesses to a murder by poison, as a Black Dog is targeting a local gang.     

Here’s a few ideas for Ghallanda characters you could play or meet. 

House Ghallanda: Families and Enclaves

Comments

Could the output of a Grease spell be confined to a pot used for deep frying? Probably healthier than animal fats or vegetable oils….

Herbert Helzer

So what enclave would have Old Toby d'ghallanda that produces the pipeweed for the halflings?

Martin Westerberg


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