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House Services. When you require the services pro­
                              VOICE  OF                       vided by your patron house, you can secure them at
                      l � ' l A N lO                          a discounted rate (10 percent off the normal charge).
                                                              You might also be able to trade in a favor to get ex­
                                                              traordinary services or a larger discount.
             B L O O D   A D D I C TS'                       Independence. Each member of your group is issued
                                                              papers that identifies you as agents of your patron
                                                              house. Because the dragonmarked houses are bound
               D R A O N   D R U G                            to political neutrality by the terms of the ancient Korth
                         G
                                                              Edicts, these papers guarantee you the right to travel
                                                              freely across national borders on the business of your
                                                              patron house. (If you assert that you are on the busi­
           Imagine it:  a long-lasting state of euphoria, a feeling
           of power and energy,  a measurable impact on certain   ness of the house, even if you aren't, border agents are
           magical powers,  and the risk of addiction and deadly   unlikely to challenge you.)
           overdose with every use.  That's the thrill  of the drug   BUILD Y O UR GROUP
           called dragon's blood, which currently enjoys skyrock­
           eting popularity in Sham.  Every day the death  toll  from   Dragonmarked houses employ adventurers who suit
           this  mysterious  substance rises  among  "blood  addicts."   their needs. The roles characters play in a group with a
           And no wonder, as it's produced in Droaam and sold in   dragonmarked house patron often have more to do with
           drams or "veins" by the monstrous thugs of Daask, who   their relationship to the house than with the specific
           surely  seek  nothing  less than to destroy the  prosperity of   roles in the party. Consider some or all of these roles for
           Sham but targeting its most precious resource: its sober,   your characters:
           hardworking people. Remember friends,  "Stay on the
           wagon.  Say NO to dragon "                       Adventurer. Some characters are associated with your
                               !
                                                              patron house because of their connection to its ruling
                                                              family or its businesses. The Adventurer, though, is
            Running  Y o ur Own.  Rather than join  n   existing   hired by the house for more traditional adventuring
                                           a
          syndicate, you can start your own. You need to establish   skills-usually capabilities that the house's other
          your own headquarters and direct the activities of the   agents lack. The Adventurer might have a wide range
           3d6 criminals who work for you. By claiming a 15 per­  of abilities, particular to whatever needs the House
          cent share of their take, you can rely on an income that   has at the time. Many with peculiar skills or highly
          will sustain you at a modest lifestyle, plus an additional   specific fields of expertise find themselves in the em­
           ld6 gp in profit per week. You can access contraband   ploy of dragonmarked houses or house members with
          and fences as described earlier in this section, but you   eccentric interests and deep pockets.
          don't get a discount at syndicate-owned businesses un­  Guilder. Every dragonmarked house is more than a sin­
          less you acquire some businesses of your own. You can   gle family. Each house encompasses at least one guild
          also use the Running a Business downtime activity to   that operates just like a traditional craft or trade guild,
          direct the activities of your syndicate.            and hundreds of people associate with these guilds
                                                              while having no other relationship to the houses that
          D  R AGONMARKED HOUSE                               oversee them. The Guilder is among these, perhaps
          Your group works for one of the most influential or­  being a skilled physician or cleric in Housejorasco's
          ganizations in Khorvaire: the dragonmarked houses.   Healers Guild, for example, or an inquisitive associ­
          Whether or not any member of your group carries a   ated with House Tharashk's Finders Guild. The Guil­
          dragonmark or is even related to one of the houses by   der might have the guild artisan background or some
          blood, you act on behalf of a house to advance its inter­  other set of skills suited to the specialties of your pa­
          ests. You might function openly as representatives of the   tron house's guilds.
          house, wearing its badge and exerting its authority, or   Heir. The Heir is a member of your dragonmarked
          you could be covert or unacknowledged agents.       house patron, related by blood and carrying the house
            The thirteen dragonmarked houses are described in   name. This character most likely chooses the race that
          detail earlier in this chapter.                     matches the bloodline of the house. The Heir can be
                                                              dragonmarked (with the appropriate marked subrace
          PATRON BENEFITS                                     or racial variant) or unmarked. The house agent back­
          With a dragonmarked house as your group's patron, you   ground (described in this chapter) proves particularly
          gain the following benefits:                        appropriate for this character.
          Compensation. Your patron house pays you for the   HOUSE MISSIONS
            work you do on its behalf. On average, the house pays   Your group and your DM should decide together which
            each member of your group an amount equal to 10   house employs you. The nature of the missions you un­
            gp x  the average level of your characters per day you   dertake depends in part on the house or guild you work
            spend on the mission.                           for, but there are general categories of work that every
                                                            house needs agents to perform on its behalf. The House





          CHAPTER 1  I  CHARACTER CREATION
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