Dragonmarks Species in Eberron x Acq Inc | World Anvil
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Dragonmarks

A halfiing healer touches a dying man; the mark on her forehead blazes with blue fire as his wounds close and vanish.  A half-ore bounty hunter reaches out with the power of his mark to find his prey.  A human artificer touches a creation forge, and the symbol on her hand flares as the eldritch machine rumbles to life.  Each of these people possesses a dragonmark, a symbol etched on the skin in colors more vivid than any tattoo, magical power made flesh. A dragonmark enhances the user's ability to perform certain tasks. For example, the Mark of Making guides the hands of the smith, while the Mark of Shadows helps its bearer avoid enemies. The power of a dragonmark can also manifest in more dramatic ways. The Mark of Storms can scatter enemies with a blast of wind, while the Mark of Shadows can weave illusions. You can't buy or choose to develop a dragonmark; each mark is tied to bloodlines within specific species. A dragonmark appears on a person around adolescence, though not every heir manifests the mark. Long ago, the families that carry the marks joined together to form the dragonmarked houses. Over the course of centuries, these houses have used their gifts to establish powerful monopolies. For example, only House Lyrandar heirs with the Mark of Storms can pilot airships. This control over vital services gives the houses tremendous power. In the past, the dragonmarked houses were held in check by the united kingdom of Galifar. But in the wake of the Last War, people wonder if any nation has the power to enforce its wishes on the houses.   ALL ABOUT THE HOUSES Every dragonmarked house has traditions and secrets. Here's a few facts that apply to most of the houses:
  • Enclaves. Most dragonmarked houses maintain enclaves in major cities. These serve as strongholds and hubs for house businesses. A city may also have any number of businesses tied to the house, but these are simply providing services and don't have any direct connection to house leadership.
  • Names and Ranks. Any heir of the house who develops a dragonmark is allowed to add the d' prefix to the house name: for example, Merrix d'Cannith. Despite the Korth Edicts' proscription against house members holding noble titles, regional leaders within the houses are called barons. Most houses are led by a matriarch or patriarch, though some are led by a council.
  • Emblems. Each dragonmarked house has an emblem, a distinctive symbol that features on their heraldry, official seals, crafted goods, and anything else that warrants the house's stamp of authenticity.
  • The Twelve. The Twelve is an organization that facilitates cooperation among the dragonmarked houses. 
  • Excoriates. Excoriates are dragonmarked heirs who have been cut off from their houses. 
  • Foundlings. Foundlings are people who have a dragonmark yet have no tie to a dragonmarked house.
  • Test of Siberys. Dragonmarks manifest around adolescence. Each house puts its heirs through a trial called the Test of Siberys. The specific trials vary by house, but they place the heir in circumstances where they are likely to manifest the mark, if they have it. About half of the members of a bloodline manifest the mark.
  • Korth Edicts. The Korth Edicts prevent the houses from owning land, holding noble titles, or maintaining military forces (with an exception for Deneith). The edicts were established when the Five Nations were united. Today, many in the houses feel the edicts have become obsolete in the wake of the Last War.

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