Dragonmarked Houses
A halfling healer touches a dying man; the mark on her forehead blazes with blue fire as his wounds close and vanish. A half-orc 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, as summarized in the Dragonmarks and Their Houses table. 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.
Dragonmarks and Backgrounds
Dragonmarks are bound to certain bloodlines, and by choosing a mark, you are establishing your character’s blood connection to one of the families in the dragonmarked houses. It’s up to you to define your relationship to the house. Were you brought up in the house? Or are you independent from it? This is best represented by your background. Consider the following options:- Agent. You have a close, ongoing relationship with your house. The house agent background is a good choice if you are actively working for the house. Alternately, you could take the noble background to reflect a blood tie to the leaders of the house.
- Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you don’t have many special privileges, but you also don’t have responsibilities. Guild artisan is a good choice to reflect basic house training, but you could choose entertainer for the Mark of Shadow, sailor for the Mark of Storms, soldier for the Mark of Sentinel, sage for the Mark of Scribing, and so on.
- Excoriate. When a dragonmarked heir defies their house, they might be cut off from their family. In the past, your mark would be flayed from your body. Although this mutilation is no longer practiced, such exiles are still called excoriates. If you’re an excoriate, consider what you did to deserve this punishment. Were you a criminal? A charlatan? Or perhaps a sage who engaged in forbidden research?
- Foundling. Your ancestors left the house long ago. You have no ties to the house and may not have known you were connected by blood before you manifested your dragonmark. As an outlander or an urchin, you might know nothing about the houses. As an acolyte or a hermit, you could have put your faith ahead of worldly things, choosing not to pursue a connection with the houses. Whatever you decide, this is an opportunity to talk with your DM about the role you’d like the house to play in a campaign. Do you want them to be your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider?
Dragonmark Appearance
A dragonmark appears on the skin. There are twelve known dragonmarks, each unique in design and power. A dragonmark can appear on any part of the body. One half-elf could have the Mark of Detection across an eye, while another has it in the palm of the hand. Dragonmarks appear with vivid shades of blue and purple and shimmer or even move slightly. When used, they grow warm to the touch and sometimes glow (though this doesn’t produce useful illumination). A dragonmark can’t be removed—even if a limb bearing a dragonmark is cut away, the mark eventually manifests on another part of the bearer’s body. All dragonmarks share a similar initial appearance, but a dragonmark can grow in size and complexity as a character gains levels and uses it to cast more powerful magic. While dragonmarks share the same general appearance, your dragonmark could have a unique qualityAberrant Dragonmarks
Your sigil creates, child of Cannith. Mine holds the power to destroy. —Rotting Bal, Tarkanan enforcerThe twelve dragonmarks are predictable, and their powers are generally constructive. But there is another kind of dragonmark, which is dangerous to both the bearer and the people around them. Aberrant marks often appear when people from different dragonmarked families produce a child, and for this reason such unions are forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline. No two aberrant dragonmarks are exactly alike—even if they grant the same power, they might manifest in different ways. It usually takes time for a character to learn to control an aberrant mark, and in time, people might be hurt by it. This factor has led to the general superstition that people with aberrant dragonmarks are dangerous. Aberrant marks are feared for another reason, too. Long ago, aberrant marks were more common and some held great powers. Aberrant leader Halas Tarkanan could devastate cities with powerful earthquakes. The Lady of the Plague wielded disease and commanded hordes of vermin. The dragonmarked houses united in an inquisition called the War of the Mark. Some say this was a persecution of innocents, but most feared the aberrants and stood by as the houses hunted them down. Following the War of the Mark, aberrant dragonmarks were few in number and relatively weak. But since the Mourning, aberrant marks have been appearing in greater numbers.
Structure
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. Each house’s emblem appears along with the related dragonmark on the following pages.
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.
Type
Alliance, Generic
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