Manifest Zone: Exploring the World of Eberron
03 – Dragonmarks and Dragonmarked Houses
Keith, Scott, and Kristian discuss using dragonmarks and the dragonmarked houses in an Eberron game.
Outline
* Clarifying the scope of the show
* Keith’s articles on dragonmarks
* The Dragonmarked Houses
* Aberrant Marks
* Dragonmarks and the Draconic Prophecy
* History of Dragonmarks
* Manifesting Marks
* More than just spell-like abilities
* Attempts to duplicate dragonmark abilities
* The role of the Twelve
* The influence of the guilds
* Responsibility of having a dragonmark
* Shift of power from nations to houses
* Aberrant marks
* Pillars of Economy
* House Tarkanan
* How GMs can use dragonmarked houses
* Houses as independent powers
* Houses as megacorporations
* Player characters can be a nuetral force
* Rivalries among and within the houses
* Powerful organizations not bound by the laws of the nations
* The Aurum and others hiring PCs
* Gathering of dragonmarked individuals or houses as a prophetic sign
* Dragonmarked player characters
* Using the Mark of Death
* Unusual marks
* Starting play with a dragonmark
* Developing dragonmarks during play
* Players with aberrant marks
* Summary of ways GMs can think about the houses
* Players and dragonmarks
* Being part of dragonmarked houses without having a dragonmark
* Reskinning things
* Enhanced skills from dragonmarks
* Houses testing for bloodlines
* Simplify your stories of intrigue
* Wrap up