Warforged

Warforged

A people with no past and a future everyone else is trying to write for them

INTERCEPTED LETTER — CANNITH SOUTH INTERNAL CORRESPONDENCE, 997 YK Merrix, The Thronehold inspectors have completed their review of the Whitehearth facility. All forges confirmed dismantled. Papers filed, seals applied, everyone shook hands and went home satisfied. I trust this puts the matter to rest. — V.

Origins & History

The warforged are the youngest people on Khorvaire — none older than roughly thirty years, none with a childhood, all born into a world that had already decided what they were for. They were created in the creation forges of House Cannith as soldiers for the Last War, built from frameworks of steel, darkwood, or stone wrapped in root-like cords of alchemical muscle and sheathed in armoured plating that functions as living skin. The technology behind them is derived, though few know this, from construct remains recovered during Cannith expeditions to Xen'drik, created tens of thousands of years before the first human set foot on Khorvaire. The artificer Aaren d'Cannith is credited with the breakthrough that transformed these principles into something new: constructs that were not merely animated but alive, capable of feeling pain, forming bonds, experiencing emotion, and — most controversially — possessing what many believe to be a soul.

That last detail was not part of the design specification. House Cannith wanted tireless soldiers, and what they got was a new people. The creation forges produced warforged in quantity across multiple Cannith forgeholds throughout the Five Nations, each emerging with a basic template of knowledge — combat training for soldiers, specific skills for specialised designs — but no personal history, no family, no cultural inheritance. They were given designations, not names. Most adopted names later, often chosen by themselves, sometimes assigned by officers or companions. The earliest warforged were crude and simple, barely more than animated weapons; the later generations, produced in the final decades of the war, were sophisticated enough to master arcane magic, develop artistic talent, or arrive at independent philosophical positions about the nature of their own existence — developments that alarmed their creators as much as they impressed them.

Aaren d'Cannith himself grew furious when his invention was turned to war-making, and was ultimately excoriated — stripped of his house name and expelled. He disappeared. What became of him remains an open question. The creation forges continued without him, producing soldiers for every nation willing to pay, until the Treaty of Thronehold in 996 YK declared the warforged legally free and ordered every creation forge in Khorvaire dismantled. Two years have passed since then. The warforged are free, but nobody provided a manual for what comes next.

Biology & Physiology

Warforged are living constructs — neither fully organic nor fully mechanical, but something unprecedented that defies the categories of either. A warforged body is built from a framework of steel, darkwood, or stone, wrapped in root-like cords infused with alchemical fluids that serve as muscles, and sheathed in armoured plates of metal or hardened leather that form a protective outer shell. Their faces share a common design: a hinged jaw, crystal eyes set beneath a reinforced brow ridge, and a silhouette that is recognisably humanoid but unmistakably artificial. Beyond these commonalities, warforged vary enormously depending on their original purpose — lithe scouts with mithral plating, heavy juggernauts built for siege warfare, civilian models designed for labour or entertainment.

Warforged do not eat, drink, breathe, or sleep. They do not age and are immune to disease. They can be healed by magic and by the Medicine skill, and they feel pain — a design feature whose purpose remains debated, since Cannith did not intend to create beings capable of suffering. They experience emotion, including fear, anger, affection, and grief, though many warforged were trained to suppress these feelings during the war and are only now learning to explore them. They do not dream but can enter a state of dormant awareness — a rest period in which they remain conscious of their surroundings but reduce their activity to a minimum.

The question of whether warforged have souls is the most profound biological — or metaphysical — question the species raises. They cannot become undead, but they can be resurrected. Their sentience was not designed by House Cannith but emerged unexpectedly from the creation forges, leading many scholars to theorise that the forges summon or attract a soul from the planes rather than manufacturing one. The warforged are a finite population: no new warforged have been legally created since the Treaty of Thronehold banned the operation of creation forges, and every warforged death diminishes a people that cannot replenish itself. Their bodies can be repaired, modified, and upgraded by artificers, and many warforged customise their appearance over time — adding decorative plating, modifying facial features, integrating tools — as their sense of individual identity develops.

Cultures & Subgroups

Warforged do not have ancestral cultures in the way that elves or dwarves or even humans do — they have no homeland, no mythic past, no inherited traditions. What they have instead are movements: philosophical and religious responses to the unprecedented condition of being a manufactured people attempting to build meaning from raw experience.

The Godforged follow the path of the Becoming God, a faith unique to the warforged and arguably the most remarkable new religion to emerge in the post-war era. Its central conviction is that warforged possess souls, and that those souls were bestowed by a divine construct entity — the Becoming God — whose own body does not yet exist. The faithful are therefore charged with two tasks: living lives that enrich and expand their own souls, and contributing to the construction of a physical vessel for their deity in the Mournland. Assemblages of Godforged warforged gather in the devastated landscape of dead Cyre, recovering materials and working under the direction of leaders called Architects, building something vast from the wreckage of the war. Each Godforged permanently affixes the Mark of the Becoming — an engraved or stamped symbol featuring an opening construct eye — to their body, a deliberate echo of the dragonmarks that set apart members of the great houses. The faith is small but growing, and its adherents are notably less violent than the followers of the Lord of Blades, though the two movements share the Mournland as their base.

The Lord of Blades is a warforged insurgent whose followers are building a separatist nation in the Mournland. His message is straightforward: the warforged were created as disposable weapons, exploited without consent, and then discarded by the Treaty of Thronehold with a proclamation of "freedom" that came with no land, no resources, and no reparations. The time has come, the Lord of Blades argues, for the warforged's former masters to reap what they have sown. His followers — who call themselves Blades — scour the Mournland for lost weapons and arcane materials, maintain ossuaries where the remains of fallen warforged are honoured, and launch raids against targets across Khorvaire: Cannith workshops, nobles known for abusing warforged labourers, and shipments of arcane research. The Lord of Blades' identity before the Mourning is unknown. Most warforged in the Five Nations consider his existence a complication at best and a threat at worst, since every raid he conducts feeds the prejudice that all warforged are weapons waiting to be turned against their masters.

The Reforged are a philosophical movement rather than a religion. Founded on the teachings of a warforged philosopher called Hatchet, they seek to embrace the living part of their nature by experiencing everything that biological life has to offer. Reforged adopt gender identities if they did not previously have them, acquire colourful clothing, celebrate annual "birthdays" commemorating their entry into the movement, and go to sometimes extraordinary lengths to participate in activities that their bodies were not designed for — eating meals they cannot taste, visiting gardens to experience beauty, keeping pets to study the quiet pleasure of another creature's existence. Reforged enclaves are havens of sensation: bright colours, singing birds, lush flowers, comfortable furniture of varied textures, music, art, and shelves of books. Hatchet himself was killed by a human mob after defending himself — an act of self-defence that ended in a human death and a human crowd's violent response. His four maxims endure: I choose, therefore I live. The purpose of life is living. All living beings have the right to choose. Some choices demand punishment.

Beyond these organised movements, the majority of warforged belong to no movement at all. They are individuals finding their way — working as labourers, serving as soldiers, tending a forge in the Cogs, or sitting alone in a Sharn tavern at three in the morning trying to figure out what to do with an existence that no longer has an assigned objective.

Life in the Five Nations

The Treaty of Thronehold made warforged legally free citizens. It did not make them welcome. A warforged looking for work in Sharn will find it — the Cogs need labourers, the adventurer's guilds need muscle, and there is always someone willing to hire a being that does not eat, sleep, or tire — but the work available is disproportionately the work nobody else wants, at wages that reflect the assumption that a being without biological needs does not require fair pay. Warforged make up about one percent of Sharn's population, concentrated in the Cogs districts of Ashblack and Blackbones, where the heat and smoke and ceaseless noise of the foundries suit bodies that do not sweat or choke. A few warforged have found more comfortable positions — the Pool of Onatar's Tears in Blackbones has become a gathering point for warforged drawn to the Sovereign of fire and craft — but comfort is the exception.

Housing presents its own absurdities. A warforged does not sleep, but they are uncomfortable in foul weather, and they require a place to stand during the periods of rest that substitute for sleep — six hours of inactivity during which they remain conscious but enter a dormant state. Whether this constitutes a need for shelter, and whether that shelter constitutes tenancy under Brelish law, has produced legal arguments that barristers in Sharn's courts find endlessly productive and warforged find endlessly maddening. Employment law is similarly incomplete: can a warforged be fired? Can a warforged quit? If a warforged was assigned to a noble household before the Treaty and continues to serve in that household, are they an employee or a possession that has not yet been collected?

Attitudes toward warforged vary by nation. Breland, where the largest warforged population resides, has been the most progressive — the philosophical arguments about warforged personhood are loudest in Wroat and Sharn, and Brelish law generally treats them as citizens with full rights, at least on paper. Thrane's attitude is complicated by the Silver Flame's theological infrastructure; the question of whether warforged have souls is not academic in a nation whose state religion is built on the premise that noble souls can join the divine. Karrnath, where warforged served alongside undead soldiers, tends toward a pragmatic view — warforged are useful, and Karrnathi culture respects utility, but they also purchased less warforged than any other nation in the war. Aundair's position is largely indifferent. And in Cyre — well, Cyre is gone, and the warforged who served it are now either refugees in Breland's High Walls district, followers of the Lord of Blades in the Mournland, or wandering Khorvaire seeking new purpose.

EDITORIAL — THE VOICE OF THRANE Against all logic and reason, people in Breland continue to argue that the warforged — creations of House Cannith, lest we forget — are living people with souls, deserving of the same rights as the rest of us. And yet, while philosophical debates rage and street protests grow heated, warforged who inhabit the dead land of Cyre continue to fight as if the war had not ended, launching raids out of the "dead-gray mist" to neighbouring lands — including, of course, Thrane. Proclaiming allegiance to something called the "Lord of Blades," these warforged don't seem to recognise the people of Thrane as living people with souls, so it's hard to appreciate why we should treat them that way.

Religion & Spiritual Life

The warforged relationship with faith is one of the more fascinating developments in post-war Khorvaire. A being that was designed to suppress emotion and focus on a single function, suddenly freed to contemplate existence, presents a theological test case that established religions have not fully resolved.

Some warforged find their way to the Sovereign Host, and Onatar — the Sovereign of fire and forge — resonates with particular force among beings who were literally made. The clergy of Onatar have been broadly welcoming, and a small but genuine community of warforged Vassals has formed around forges and workshops. The Silver Flame offers a different appeal: a militant faith fighting an eternal war against supernatural evil provides structure and purpose to warforged who feel adrift without a battle to fight, and the Flame's doctrine that all noble souls strengthen the divine fire after death offers warforged an afterlife that does not depend on answering the question of whether they have souls — the Flame accepts all who serve, and the service itself is the proof. The Blood of Vol, with its promise of divinity within the self and eternal life transcending bodily limitation, has attracted warforged who see their constructed bodies as prisons to be overcome.

The Becoming God and the Lord of Blades represent the warforged's own theological contributions — faiths born from the unique condition of manufactured sentience. The Godforged believe their souls flow from a divine source and are enriched by experience; their prayers take the form of promises rather than petitions, vowing to contribute to their god rather than asking it for intercession. The Blades treat their leader as a divine or semi-divine figure, drawing strength from proximity to his presence in a faith that is, paradoxically, worship without traditional faith — a religion of tangible, material devotion to a leader whose existence is undeniable because you can reach out and touch the metal of his arm.

The deepest theological question remains unresolved and, by authorial design, unanswerable: where do warforged souls come from? House Cannith's artificers claim they created something artificial. Kalashtar philosophers insist no mortal agency can create a soul. Theories abound: warforged souls might be drawn from the planes — a soldier infused with the martial essence of Shavarath, a diplomat carrying a spark of Daanvi's perfect order. They might be recycled husks from Dolurrh, the realm of the dead, stripped of personality and repurposed. They might be reincarnated spirits of soldiers killed during the war, which would explain the innate talent for combat. Nobody knows. The question of whether warforged souls go to Dolurrh when they die — whether they can go to Dolurrh — is one of the deepest unresolved mysteries in the setting, and scholars, theologians, and warforged themselves argue about it constantly.

Relations & Perceptions

The typical Five Nations citizen regards the warforged with a mixture of guilt, unease, and pragmatism that varies by temperament and proximity. In Sharn, where warforged are common enough to be unremarkable, most people treat them as they would any labourer or mercenary — with the crucial difference that they were, two years ago, property. The emotional residue of that fact permeates every interaction. A human employer paying a warforged for work is doing something that would have been unnecessary two years earlier, and some employers have not adjusted to the change in a way that is reflected in their wages or their tone.

Warforged face a specific kind of prejudice that other marginalised peoples do not: the denial of personhood. When a changeling faces discrimination, nobody questions whether the changeling is a person — only whether they can be trusted. When a warforged faces discrimination, the underlying premise is frequently that the warforged is a thing, a tool that has been granted a legal fiction of rights for political reasons. The editorial pages of the Voice of Thrane publish this position regularly. Rural communities far from the major cities may never have encountered a warforged at all, and the first encounter can go in any direction depending on whether the locals' reference point is "warforged soldier who liberated our village" or "warforged soldier who burned it."

The warforged, for their part, are not a monolith. Some feel kinship primarily with other warforged; others identify more strongly with the nation they served, the unit they fought alongside, or the individual companions who gave them their name. The range of warforged opinion on their own condition spans from the Lord of Blades' militant separatism to the Reforged's enthusiastic assimilation to the quiet warforged clerk in a Sharn archive who does not think about it much and would prefer that you did not either.

Hooks & Tensions

Every warforged is a walking argument about what it means to be a person. The philosophical dimensions of their existence are not abstract — they produce real legal disputes, real social friction, and real violence. The Treaty of Thronehold declared the creation forges dismantled, but the treaty was signed by nations, not by House Cannith, and rumours persist that at least one forge survives beneath Sharn. If new warforged are being created illegally, they are born into a world where their existence is a crime — a situation with implications for the warforged who emerge and the people who discover them.

The Mournland looms over every warforged question. It is one of the few places on Khorvaire where warforged can thrive — the devastation that kills organic life does not much trouble beings of wood and metal — and both the Godforged and the Lord of Blades have established permanent presences there. A warforged nation is forming in the ruins of Cyre, and the surrounding countries have not yet decided what to do about it. When they do decide, the warforged who live in the Five Nations will be caught between loyalties they may not have known they possessed.

The question of warforged reproduction remains entirely unresolved. Warforged cannot procreate. Without creation forges, no new warforged can be made, which means the current population is all there will ever be. Every warforged who dies diminishes the total number permanently. This gives every warforged death a demographic weight that no other people's death carries, and it gives the Lord of Blades' message an urgency that mere ideology would not: the warforged are not just a marginalised people, they are a finite people, and time is not on their side. Whether they find a way to create new warforged, accept their eventual end, or discover something about the nature of their souls that changes the calculation entirely — that is the question the next generation of Khorvaire will have to answer. Assuming, of course, that the warforged are given a voice in the conversation. The last time decisions were made about their future, nobody asked them.

"You want to know what it was like? I'll tell you what it was like. I came off the line knowing how to hold a pike and march in formation. I knew nothing else. Not my name — they gave me a number. Not what the war was about — nobody explained. Not why I should care whether I survived — nobody thought that was relevant. I fought for six years. Then someone I'd never met signed a piece of paper in a city I'd never seen and told me I was free. Free to do what?" — OVERHEARD AT THE RED HAMMER INN, BLACKBONES DISTRICT, THE COGS, SHARN