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  1. Eberron: Adventures in Khorvaire
  2. Lore

Dragonmarked houses

In the world of Eberron, magic is not merely the domain of wizards and sorcerers—it is woven into the very fabric of society, commerce, and politics. Nowhere is this more evident than in the existence of the dragonmarked houses, ancient and powerful dynasties whose influence stretches across continents and whose magical gifts shape the daily lives of millions. These houses are not noble families in the traditional sense, though they rival kings in wealth and power. Instead, they are mercantile empires, each built around the unique magical abilities granted by the mysterious phenomenon known as the dragonmark.

A dragonmark is a magical sigil that appears on the skin of certain individuals, passed down through bloodlines and manifesting in adolescence or early adulthood. These marks are not tattoos or brands—they are living symbols, glowing faintly with arcane energy and granting their bearers supernatural abilities tied to a specific theme. There are twelve recognized true dragonmarks, each associated with a particular domain of magic and a corresponding house. These domains range from healing and hospitality to transportation, espionage, and elemental control. The marks are hereditary, but not every child born to a dragonmarked family will manifest one. Those who do are often groomed for leadership or specialized roles within their house.

The origin of the dragonmarks is shrouded in mystery. Some scholars believe they are gifts from the Draconic Prophecy, a vast and cryptic force that shapes destiny across Eberron. Others see them as natural magical mutations, or even divine blessings. Whatever their source, the dragonmarks have become the foundation of a complex and far-reaching system of power. Each house has built its fortune around the abilities granted by its mark, creating monopolies over essential services and industries. House Cannith, for example, with the Mark of Making, dominates the fields of crafting and magical item creation. House Orien, bearing the Mark of Passage, controls land transportation and teleportation services. House Lyrandar, with the Mark of Storm, commands the skies with its elemental airships and weather manipulation.

These houses are not bound to any one nation. Instead, they operate as transnational corporations, maintaining neutrality in political conflicts and focusing on profit and influence. This neutrality is enforced by the Korth Edicts, a series of laws established centuries ago to prevent the houses from becoming ruling powers in their own right. The edicts forbid them from holding noble titles, maintaining standing armies, or directly governing territory. In practice, however, the houses often skirt these restrictions, using private security forces, political leverage, and economic pressure to achieve their goals.

Each house is governed by a council of elders and led by a patriarch or matriarch, though internal politics can be as cutthroat as any royal court. The houses maintain guilds that regulate their industries, enforce standards, and train new members. These guilds are often the public face of the houses, and many citizens of Khorvaire interact with them daily—whether staying at a Ghallanda inn, hiring a Deneith mercenary, or receiving healing from a Jorasco clinic.

Despite their power, the dragonmarked houses are not without conflict. Rivalries between houses are common, especially when domains overlap. The most infamous example is the schism between House Phiarlan and House Thuranni, both bearers of the Mark of Shadow. Originally one house, they split after a bloody internal purge, with Thuranni forming its own faction and taking control of the more covert and deadly aspects of the mark—espionage and assassination. Tensions between houses can escalate into sabotage, espionage, and even open violence, though such conflicts are usually kept hidden from public view.

Beyond the twelve true marks, there exists a darker and more feared phenomenon: the aberrant dragonmarks. These marks do not follow bloodlines and often manifest in individuals with no connection to the houses. They are unpredictable, often dangerous, and historically associated with calamity and madness. In ancient times, aberrant marks were hunted and purged in a brutal campaign known as the War of the Mark, led by the houses to preserve their dominance and eliminate perceived threats. The legacy of that war still lingers, and those who bear aberrant marks are often ostracized, feared, or hunted. Yet in recent years, aberrant marks have begun to appear more frequently, and some whisper that a new age is dawning—one in which the old order may be challenged.

The dragonmarked houses also play a role in the broader metaphysical landscape of Eberron. Their connection to the Draconic Prophecy suggests that their actions may have cosmic significance. Some believe that the houses are pawns in a greater game played by dragons, fiends, and other ancient powers. Others see them as agents of change, destined to reshape the world. This tension between mundane commerce and epic destiny gives the houses a unique place in the setting—they are both grounded and mythic, practical and prophetic.