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
- 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
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