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