House Cannith was born in the city of Eston. Over centuries, this alliance of tinkers became a powerful guild of artificers and magewrights. Their ancestral city was a place of wonders. Clockwork birds sang in trees of steel and leather. Skycoaches carried smiths from forge to forge, and an iridescent dome deflected storms and harsh wind. The sounds of battle rose from the proving grounds, where cadres of newborn warforged prepared for active duty.

Then came the Mourning. Every mortal in Eston died that day . . . and the magic truly came to life.

Source: Dragon 411


Once the seat of House Cannith, this was a place of wonders—a city where “magic comes to life.” Marvels of the city included the Clockwork Menagerie, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges , and the miraculous Steel Gardens, an early breakthrough that paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston.

Source: Rising from the Last War Chapter 2


House Cannith was born in Eston, and the house’s labors transformed the city into a place of wonders. Clockwork birds perched and sang in silvery trees covered in steel bark. Skycoaches carried smiths and magewrights from forge to forge, and an iridescent dome protected the city from storms and harsh winds. On the proving grounds of the Cannith creation forges, cadres of newborn warforged learned the combat skills that would prepare them for active duty.

Eston began as a successful mining settlement, extracting iron and rare ores from the nearby hills. Drawing on these resources, the Cannith artificers in Eston spent decades researching all sorts of artificial creatures, which eventually gave rise to the warforged.

Because of these wonders, Eston is an irresistible attraction for treasure hunters hoping to access the vaults of House Cannith. Reports suggest, however, that it has become a strange and deadly place. It’s said that the city is overrun by living spells. In addition to the remnants of damaging spells, there are stranger phenomena: living continual flames that crawl along the streets, cling to lampposts, and flee from strangers, and living scrying spells that shift and shimmer, displaying distant scenes on their amorphous skin.

Eston was renowned for its clockwork menagerie and its steel gardens, a showcase that chronicles House Cannith’s centuries of work developing constructs and homunculi. These creatures have been twisted by the Mourning and have become deadly monsters. Stories tell of an enormous gorgon golem, of razor-winged swarms of silver songbirds, and many other equally strange things.

Source: Rising from the Last War chapter 4


Eston, a successful mining settlement, once held the heart of House Cannith. Nearby hills fell into the city’s mines and numerous underground passages on the Day of Mourning, and the wracked earth shook Eston to the core. The ground swallowed whole areas of the city, leaving collapsed and ruined buildings all about.

Lost treasures of the Cannith holds still await the bold within Eston. House warehouses hold precious metals, including adamantine, from its mines. These stores make the city a prime site for looters, as well as for warforged serving the Lord of Blades. The warforged are even said to have reopened some of the mines. They and the monsters of the Mournland make sure few treasure hunters return from Eston.

Source: Eberron Campaign Guide


The throne of House Cannith, Eston was the face of its research and development. The city contained the residence of not only Starrin d’Cannith, but the heads of each of the major Cannith families - except for the wandering, tinkering line of Juran.

Eston is a disaster zone. The Mourning triggered a series of arcane catastrophes, collapsing the top levels of the city into its network of tunnels. The adjacent Brey River has flooded much of the city, burying key facilities in aquatic tombs. Despite this destruction, new life has emerged in Eston, as the Mourning brought the magic of the city to life – granting increased life and intelligence to the constructs and freeing the enchantments on magic items into the shape of living spells.

Source: Politics of Cyre