05 – Daelkyr and Cults of the Dragon Below

Keith, Wayne, Kristian, and Scott discuss the Daelkyr and cults of the Dragon Below.

Outline

  • Introduction
    • Dragonmarks: The Daelkyr and their Cults
    • Comparing to Lovecraft and Far Realms
    • Xoriat
    • Random detail: mind flayers
    • Daelkyr
    • Good starting villains
    • Each daelkyr lord has unique powers
    • Cults of the Dragon Below are unique
    • Why do people join a cult of the Dragon Below?
  • For GMs
    • Incomprehensible plans as an advantage for GMs
    • Daelkyr as hackers or masterminds that tinker
    • Strange effects on PCs as story elements
    • Granting PCs abilities or powers with consequences
    • Example adventure plot
    • Gate seals in various forms for plot
    • Create new monsters
    • Cults don’t have to be evil
    • Different domains for each cult
    • Madness mechanics in 5e and other systems
    • Symbionts as treasure
    • Organic docents that attach to living beings
  • For Players
    • Presume you don’t know; give GMs breathing room
    • Think about your character’s experience
    • Be comfortable with running away
    • Take new flaws or hindrances
    • Mutation Deck for Savage Worlds
    • Develop the world around your PC; friends, family, and community

04 – Religion

Keith, Kristian, and Wayne discuss religion in the world of Eberron.

Outline

  • Dragonshards – Religion in Eberron
  • Dragonmarks 4/11: Religion, Faith and Souls
  • Clergy vs. divinely empowered
  • Religion is about faith; both are subjective
  • Temples are for spiritual guidance, not healing
  • The Sovereign Host
  • The Silver Flame and other ‘forces’
  • Other faiths
  • For GMs
    • What story are you telling?
    • The role of religion in your campaign
    • Just incorporating religions culturally
    • Misusing the Silver Flame
  • For players
    • Faith as a source of divine power
    • Evidence or weakening of faith
    • Dragonmarks 6/18/16: Faith and Wisdom, Arcane and Divine
    • Divine power vs. non-divine religious characters
    • Interacting with established religions
    • Details of religions don’t have to be developed at the start
    • Roles and relationships of religious characters
    • Safely exploring religious issues
  • Easter Egg
  • Wrap up

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
  • 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