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| + | /* À completer */ | ||
| + | ====== Les Maisons de Marques ====== | ||
| + | Les **Maisons de Marques**, ou également appelés **Maisons Marquées Du Dragon**, sont des familles élargies d'une seule race dont les membres manifestent parfois des [[dracomarques]]. Ils ont souvent un quasi-monopole sur certains types d' | ||
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| + | Autrefois, les Maisons de Marques étaient tenues en échec par le Royaume unifié de Galifar. Mais suite à [[La Dernière Guerre]], on se demande si une nation a le pouvoir d' | ||
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| + | Voici les Maisons de Marques existantes : | ||
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| + | ^ Maison | ||
| + | | [[Maison Bombardier]] | ||
| + | | [[Maison Garda]] | ||
| + | | [[Maison Normandin]] | ||
| + | | [[Maison Brunet]] | ||
| + | | [[Maison Kundarak]] | ||
| + | | [[Maison Lyrandar]] | ||
| + | | [[Maison Médani]] | ||
| + | | [[Maison Orléans]] | ||
| + | | [[Maison Phiarlan]] | ||
| + | | [[Maison Siri]] | ||
| + | | [[Maison Tharashk]] | ||
| + | | [[Maison Thuranni]] | ||
| + | | [[Maison Létourneau]] | ||
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| + | Il y avait autrefois une Maison supplémentaire, | ||
| + | |||
| + | =====Noms et titres===== | ||
| + | |||
| + | Tout héritier de la maison qui développe une dracomarque est autorisé à ajouter le préfixe ' | ||
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| + | Titres des membres d'une maison : | ||
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| + | * **Écorchés** : Lorsqu' | ||
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| + | * **Patriarche ou matriarche** : Le chef d'une Maison de Marques | ||
| + | | ||
| + | * **Orphelin** : Les orphelins sont des personnes qui possèdent une Marque Du Dragon mais qui n'ont aucun lien avec la Maison associé. | ||
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| + | La plupart des membres, en particulier ceux de haut rang, portent des [[documents# | ||
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| + | =====Informations communes===== | ||
| + | Chaque Maison de Marques a ses propres traditions et secrets, mais voici quelques faits qui s' | ||
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| + | * **Enclaves** : La plupart des Maisons maintiennent des enclaves dans les grandes villes. Celles-ci servent de bastions et de centre commerciaux. Une ville peut également avoir un certain nombre d' | ||
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| + | * **Emblèmes** : Chaque Maison de Marques possède un emblème, un symbole distinctif qui figure sur son héraldique, | ||
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| + | * **Les Douzes** : [[Les Douzes]] sont un organisme qui facilite la coopération entre les Maisons de marques. | ||
| + | |||
| + | * **Test de Siberys** : Les Dracomarques se manifestent autour de l' | ||
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| + | * **Édits de Korth** : Les édits de Korth empêchent les maisons de posséder des terres, de détenir des titres de noblesse ou d' | ||
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| + | D RAGONMARKS A N D BACKGROUN D S | ||
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| + | Agent. You have a close, ongoing relationship with your house. The house agent background is a good choice if you are actively working for the house. Alternately, | ||
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| + | Independent Scion. You were raised or trained by the house, but you've kept your independence. This means you don't have many special privileges, but you also don't have responsibilities. Guild artisan is a good choice to reflect basic house training, but you could choose entertainer for the Marque de l' | ||
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| + | Foundling. Your ancestors left the house long ago. You have no ties to the house and may not have known you were connected by blood before you manifested your Marque Du Dragon. As an outlander or an urchin, you might know nothing about the houses. As an acolyte or a hermit, you could have put your faith ahead of worldly things, choosing not to pursue a connection with the houses. Whatever you decide, this is an opportunity to talk with your DM about the role you'd like the house to play in a campaign. Do you want them to be your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider? | ||
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| + | Agent. Vous entretenez une relation étroite et continue avec votre maison. La formation d’agent immobilier est un bon choix si vous travaillez activement pour la maison. Alternativement, | ||
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| + | Scion indépendant. Vous avez été élevé ou formé par la maison, mais vous avez gardé votre indépendance. Cela signifie que vous n’avez pas beaucoup de privilèges spéciaux, mais que vous n’avez pas non plus de responsabilités. L' | ||
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| + | Enfant trouvé. Vos ancêtres ont quitté la maison depuis longtemps. Vous n'avez aucun lien avec la maison et ne saviez peut-être pas que vous étiez lié par le sang avant de manifester votre Marque Du Dragon. En tant qu' | ||
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| + | LES POUVOIRS DE LA MARQUE | ||
| + | Chaque Marque Du Dragon confère un ensemble de capacités qui reflètent les pouvoirs inhérents de la marque. Votre course Marqué par le Dragon vous offre un ensemble de traits issus de la magie de votre marque. Si vous êtes un lanceur de sorts, votre Marque Du Dragon alimente ou canalise également certains de vos sorts. La description de chaque Marque Du Dragon comprend une liste de sorts de Marque Du Dragon qui découlent de la magie de la marque. Si vous incarnez un personnage avec la fonctionnalité de classe Spellcasting ou Pact Magic, vos sorts Marque Du Dragon sont ajoutés à la liste de sorts pour chacune de vos classes de lancement de sorts, élargissant ainsi les options de sorts qui s' | ||
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| + | Vous pouvez également considérer votre Marque Du Dragon comme la source de tout ou partie de vos sorts ou fonctionnalités de classe. En tant que prêtre de la Marque de la Guérison, par exemple, vous pourriez dire que votre marque est la seule source des sorts de guérison et de soutien que vous lancez, ou que votre magie pourrait provenir d'une combinaison du pouvoir de votre marque et de votre foi dans les dieux. En tant que démoniste, votre aberrant Marque Du Dragon pourrait en fait être votre patron diabolique, la source de toute votre magie. Ces descriptions ajoutent de la saveur à votre personnage mais ne changent pas ses capacités, au-delà des sorts Marque Du Dragon ajoutés à votre liste de sorts. Au fil des siècles, les maisons ont développé des outils qui améliorent et canalisent les pouvoirs d'une marque, et ces objets (certains apparaissent au chapitre 5) confèrent aux maisons une grande partie de leur pouvoir économique. | ||
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| + | APPARENCE DE LA MARQUE DU DRAGON | ||
| + | Une Marque Du Dragon apparaît sur la peau. Il existe douze Marques du Dragon connues, chacune unique par sa conception et sa puissance. Une Marque Du Dragon peut apparaître sur n' | ||
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| + | TH E POW E R S OF T H E MARK | ||
| + | Each Marque Du Dragon grants a set o f abilities that reflect the inherent powers of the mark. Your Marqué par le Dragon race gives you a set of traits derived from the magic of your mark. If you are a spellcaster, | ||
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| + | You might also consider your Marque Du Dragon the source of any or all of your spells or class features. As a cleric with the Marque de la Guérison, for example, you could say your mark is the sole source of the healing and supportive spells you cast, or your magic might come from a combination of your mark's power and your faith in the gods. As a warlock, your aberrant Marque Du Dragon might actually be your fiendish patron, the source of all your magic. These descriptions add flavor to your character but don't changel your character' | ||
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| + | D RAGONMARK APPEARANCE | ||
| + | A Marque Du Dragon appears o n the skin. There are twelve known Marques du Dragon, each unique in design and power. A Marque Du Dragon can appear on any part of the body. One Demi-Elfe could have the Marque de la Détection across an eye, while another has it in the palm of the hand. Marques du Dragon appear with vivid shades of blue and purple and shimmer or even move slightly. When used, they grow warm to the touch and sometimes glow (though this doesn' | ||
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| + | While Marques du Dragon share the same general appearance, your Marque Du Dragon could have a unique quality. Roll on the Marque Du Dragon Quirks table for inspiration. | ||
| + | DRAGON MARK QUIRKS | ||
| + | d 8 Quirk | ||
| + | 1 Your dragon mark is unusually small or faint. | ||
| + | 2 Your dragonmark is exceptionally large. | ||
| + | 3 Your dragonmark appears somewhere else on your body whenever you finish a long rest. | ||
| + | 4 Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it. | ||
| + | 5 Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark. | ||
| + | 6 When you u se you r dragon mark, it ani mates a n d adopts the appearance o f you r dragon marked h ouse's e mblem for 1 m i nute. | ||
| + | 7 You r drago nmark is an u n u su a l color. | ||
| + | 8 Your drago n m a rk changels size whenever you use it. | ||
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| + | DRAGONMARKED HOUSE S | ||
| + | No other group exerts as much influence over the Five Nations as the combined membership of the dragonmarked houses. Each dragonmarked house is part noble family and part business cartel, involved in businesses ranging from hospitality to espionage-for-hire. The reach of the houses is so yxtensive that they have interests in every facet of life in the civilized lands of Khorvaire and beyond. Those interests often bring them into conflict with local rulers and national governments. Unified Galifar had the strength and influence to impose its will on the collected dragonmarked houses, but in the wake of the war it remains to be seen if any single nation has the resources to challenge them. Although most houses have distinct spheres of interest, their concerns overlap just enough to cause friction. House Orien' | ||
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| + | An organization called the Twelve seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds. | ||
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| + | THE HOUSE S I N THE WAR | ||
| + | The dragonmarked houses generally thrived during the Last War. Each house' | ||
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| + | In some ways, though, the dragonmarked houses did feel the brunt of the conflict. House Bombardier, for instance, suffered great setbacks near the end of the war. Many of its foundries and factories were destroyed, and the Treaty of Thronehold forced the house to dismantle the creation forges that produced the warforged. Worst of all for the house, the destruction of Cyre left Bombardier without a clear leader, resulting in the house being fragmented into three semi-independent branches. | ||
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| + | In another major development, | ||
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| + | ARCANE WORKSHOP | ||
| + | Map 4.1 depicts a n arcane workshop, o f a sort commonly constructed by the fabricators of House Bombardier. These facilities are well stocked with raw materials, artisans' | ||
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| + | ARCANE WORKSHOP FEATURES | ||
| + | Arcane workshops have many features in common, from workbenches and tools to diagrams etched into the floors and walls. Although most workshops are controlled by House Bombardier, that house is not the only group of artificers who build and operate such locations. Zil gnomes who bind elementals and Morin dwarves who forge powerful weapons and armor must have spaces devoted to that work. The wizards of Arcanix in Aundair who create magic items and test new spells build specialized workshops for those purposes. | ||
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| + | ARCANE WORKSHOP ADVENTURES | ||
| + | Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane Workshop Adventures table. | ||
| + | ARCA N E WO R K S H O P ADV E N T U R E S | ||
| + | d l 2 Adventure Goal | ||
| + | 1Steal a pattern for creating a magic item, before the workshop' | ||
| + | 2 Petition the ranking artificer for access to the workshop' | ||
| + | 3 | ||
| + | 4 | ||
| + | 5 | ||
| + | 6 | ||
| + | 3 Use the workshop to create a crucial magic ite m . | ||
| + | 4 Locate a stolen construct that h a s been modified for use as a servant in the workshop. | ||
| + | Storm the workshop before the artificers com plete a | ||
| + | doomsday weapon. | ||
| + | I nvestigate the workshop for signs of the i llegal | ||
| + | creation of warforged. | ||
| + | 7 Defend the workshop agai nst an i nvasion while the | ||
| + | artificers try to repair a magic ite m . | ||
| + | 8 Bring an u n known artifact to the workshop so the | ||
| + | artificers can identify it. | ||
| + | 9 Convince the owners of the workshop to give up one | ||
| + | of their su bordinates, who is wanted for crimes in | ||
| + | another nation. | ||
| + | 10 Escort a newly discovered bearer of the M ark of M aking | ||
| + | to the closest Bombardier workshop. | ||
| + | 1 1 Seek assistance from t h e workshop' | ||
| + | determine why a young artificer' | ||
| + | u n predictable, | ||
| + | 1 2 Request assistance from the artificers in recovering | ||
| + | crucial memories from a destroyed construct or | ||
| + | warforged. | ||
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| + | DRAGON MARKED NPC s | ||
| + | The reach and influence of the dragonmarked houses means that they can play many roles in a campaign. Dragonmarked heirs can be valuable patrons. | ||
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| + | Dragonmarked villains usually covet magical knowledge, wealth, or influence, and their methods are appropriate to the marks they bear. Dragonmarked agents can range from lowly spies bearing the Mark of Shadow hidden within a circus troupe, to a dragonmarked warlord of House Deneith who has decided to establish their own fiefdom. Examples of NPCs from dragonmarked houses appear in the Dragonmarked NPCs table. | ||
| + | D R A G O N M A R K E D N PCs | ||
| + | dl2 N PC | ||
| + | 2 | ||
| + | 3 | ||
| + | 4 | ||
| + | 5 | ||
| + | 6 | ||
| + | 7 | ||
| + | 8 | ||
| + | A renegade from House Bombardier arms a group of band | ||
| + | its with fearsome elemental-bound weapons to prey | ||
| + | on caravans as well as facil ities belonging to other | ||
| + | houses. | ||
| + | A gang from the League of the Bitter Blade in House | ||
| + | Deneith squeezes tribute from local towns i n exchange | ||
| + | for " p rotection." | ||
| + | An heir of House Normandin poisons members of | ||
| + | other d ragonmarked houses who stay in non-Normandin | ||
| + | inns, d iscrediting rival businesses while attacki | ||
| + | n g the houses. | ||
| + | D u ri n g a plague, a House Brunet healer chooses | ||
| + | which victi m s to cure and which to let d ie-and | ||
| + | worse, which ones l ive to spread the plague to the | ||
| + | house' | ||
| + | A H ouse Ku ndarak thief from the Warding G u i ld | ||
| + | breaks into non-Ku ndarak vau lts and banks to discredit | ||
| + | them. | ||
| + | A House Lyrandar airs h i p captain uses the vessel to | ||
| + | terrorize the countryside. | ||
| + | A rogue heir of House M edani starts selling secrets, | ||
| + | effectively establishing a new espionage guild within | ||
| + | the house. | ||
| + | A disgraced caravan leader turns to banditry, hoping | ||
| + | to win back House Orien' | ||
| + | trade along a busy route. | ||
| + | 9 Two elf assass i n s , one from House Ph iarlan and the | ||
| + | other from H ouse Thura n n i , are each working to d iscredit | ||
| + | or slay the other while spyi ng on local nobility. | ||
| + | 1 0 A n heir o f H ouse Sivis starts blackm a i l i ng people | ||
| + | based on the content of intercepted messages. | ||
| + | 1 1 A bou nty hu nter of House Thara s h k h unts one of the | ||
| + | characters or an associate of theirs. | ||
| + | 1 2 A rogue heir o f House Létourneau i s breed ing monstrous | ||
| + | animals and setting them loose in the countryside. | ||
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| + | D RAGONMARKED HOUSE | ||
| + | CAMPAIGN THEMES | ||
| + | The dragonmarked houses provide a n opportunity for | ||
| + | your campaign to explore the role of magic in society | ||
| + | and the power of industry in the postwar world. If the | ||
| + | adventurers are allied with a dragonmarked house, you | ||
| + | can concentrate on the house' | ||
| + | work in moving Khorvaire beyond the feudalism of Galifar. | ||
| + | At the same time, the houses also represent a way to | ||
| + | explore the consequences of corporate greed and unre- | ||
| + | C HAPTER 4 I BUILDING E B E RRON ADVENTURES | ||
| + | strained expansion. This self-interest can be a defining | ||
| + | feature of some or all of the houses, or you can focus on | ||
| + | factions within certain houses, with idealistic leaders | ||
| + | seeking to direct the house along a more responsible | ||
| + | path while barons are driven by greed alone. | ||
| + | As a prominent part of society, the dragonmarked | ||
| + | houses strive to maintain the appearance of respectability | ||
| + | and propriety. Thus, even when a house is utterly | ||
| + | corrupted, any agents who are caught in their evil deeds | ||
| + | are quickly and convincingly disavowed, preserving the | ||
| + | house' | ||
| + | recurring role as a villain in your campaign, the characters' | ||
| + | eventual task will be to prove that these so-called | ||
| + | "rogue agents" | ||
| + | the top of the house' | ||
| + | D RAGONMARKE D HOUSE | ||
| + | ADVENTURE HOOKS | ||
| + | The Dragonmarked House Adventure Hooks table presents | ||
| + | a few ways to pull characters into tales concerning | ||
| + | the houses. | ||
| + | D R A G O N M A R K E D H O U S E A DV E N T U R E H O O K S | ||
| + | d l 2 Adventure Hook | ||
| + | 2 | ||
| + | 3 | ||
| + | 4 | ||
| + | 5 | ||
| + | A Hou se Bombardier artificer h i res adventurers to steal | ||
| + | secrets from a forge associated with a rival branch of | ||
| + | the house. | ||
| + | House Deneith is recruiting adventurers to oppose a | ||
| + | sudden rise in bandit or monster activity in a nearby | ||
| + | forest. | ||
| + | A hostel run by House Normandin has gained a reputation | ||
| + | for being h a u nted, and the disturbances are | ||
| + | growing more dangerous. | ||
| + | People healed at a local Brunet enclave s uddenly | ||
| + | manifest strange a b i l ities they never cou l d beforeand | ||
| + | soon thereafter, a strange cu rse as wel l . | ||
| + | The Kundarak B a n k needs brave adventurers t o test | ||
| + | their new wards by trying to break i nto their vault. | ||
| + | 6 A Lyrandar sky captai n lost much of their crew in a | ||
| + | recent attack by flying monsters, and hires hands to | ||
| + | defend the ship on its return voyage. | ||
| + | 7 A M edani bodyguard is k i l led defending their charge | ||
| + | from assassins, but manages to force the attackers to | ||
| + | d rop a clue to the identity of their employer. | ||
| + | 8 The characters are h i red to protect a crucial shipment | ||
| + | aboard an Orien l ightn ing rai l . | ||
| + | 9 At a carnival run by House Phiarlan, customers begin | ||
| + | acting strangely. They all hum the same song, which | ||
| + | spreads l i ke a virus as more people hear it. | ||
| + | 10 A Sivis translator has gone missing after being h i red | ||
| + | to decipher a trove of scro l l s thought destroyed | ||
| + | d u ring the Last War. | ||
| + | 1 1 A H ouse Tharaskh m i ne col lapses, and time is running | ||
| + | out fo r the trapped m i ners. | ||
| + | 1 2 House Vad a l i s needs help recovering a herd o f magebred | ||
| + | horses stolen from a local ranch. | ||
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