About this episode
Keith, Scott, and Kristian discuss using dragonmarks and the dragonmarked houses in an Eberron game. Time Markers 00:00:00 – Introduction 00:00:43 – Clarifying the Scope of the Show 00:01:32 – Keith’s Articles on Dragonmarks The Dragonmarked Houses Aberrant Marks 00:03:07 – Dragonmarks and the Draconic Prophecy 00:05:01 – History of Dragonmarks 00:07:34 – Manifesting Marks 00:13:55 – More Than Just Spell-like Abilities 00:16:00 – Attempts to Duplicate Dragonmark Abilities/The Role of the Twelve 00:18:50 – The Influence of the Guilds 00:22:26 – Responsibility of Having a Dragonmark 00:24:01 – Shift of Power from Nations to Houses 00:26:56 – Aberrant Marks 00:31:13 – Pillars of the Economy 00:32:46 – House Tarkanan 00:41:35 – How GMs Can Use Dragonmarked Houses 00:41:54 – Conflicts with and among the Houses 00:43:25 – Running them as Megacorporations 00:49:20 – Events of Prophetic Significance 00:51:39 – The Mark of Death as a Plot Hook 00:53:02 – Manifesting a Mark is a Story Hook 00:58:28 – More on Aberrant Marks 01:00:52 – Potential Patrons and Enemies 01:02:29 – Biographical Backgrounds for Players 01:08:08 – Being marked is more than just the powers 01:10:42 – Feeling overwhelmed by complex intrigue 01:13:08 – Wrap up