Mark of Detection

Mark of Detection

The Mark of Detection gifts the marked with the ability to ferret out danger whether from an ambush or a cup of poisoned wine.

Virtue: Observant
Vice: Inaction

The House Medani half-elves are the bearers of this mark. The house began as a mercantile organization and is one of the youngest of the Dragonmarked Houses. Despite the fact that they have been in operation for many centuries some of the older houses still view them as upstarts. Unconcerned with the opinions of its peers, House Medani controls the Warning Guild, which offers services related to personal protection. House Medani originated in Breland and continues to concentrate its efforts in the central region of Khorvaire.

The Mark of Detection observes and reports. It sees all, and gives others the knowledge and insight they need to act appropriately. The Mark of Detection rarely acts directly. In some stories, it is because it is an agent of law—an investigator—who solves a mystery so that the appropriate authorities may act. In others, it is paralyzed by a desire to maintain its neutrality, or by knowledge of the potential harm of its own actions.

Lesser and Greater Manifestations: Investigation, Lore, or Notice.

The Pieces of the Puzzle (Lesser): When you take a few minutes to study a particular item and its position, you can reasonably reconstruct the chain of events that led to it being there. This reconstruction will be accurate, though it will not reveal any more than the necessary details. For example, it might reveal that it was carried by hand at some point, but not by whom.

The Vault of the Eye (Greater): You may look at a scene and recall it in perfect detail. In practice, this allows you to ask the GM questions about that memory long after the fact, and take your time performing Investigation rolls. This includes anything you might ask about if you were still in the same place and time, such as the contents of containers. If the answer to the question would require a skill roll—such as picking a lock to see a chest’s contents—you may try normally, as if you were still there.

You may keep more than one scene in memory, but the cost of doing so is one fate point per scene already memorized.

The Blessing of a Thousand Tongues (Lesser): You may learn any language quickly. With tutelage, it takes only a day. With only the opportunity to read or listen, it takes a week. If the source material is especially sparse, it may take as long as a month.

The Eye Sees All Paths (Greater): You may not know everything, but you always know how to find out. When looking for a fairly specific piece of information, you may give the GM a fate point to be told the closest place you can go to find out, no matter how obscure or lost the information is. In short, you can never hit a wall when trying to find something out.

There are no guarantees of how easy it will be to get the knowledge, but that’s what adventure is for.

The Eye Gazes in All Directions (Lesser): You are never surprised. Even if it’s only by a moment, you are always forewarned of the unexpected.

Stars Illuminate the Night (Greater): So long as there is the faintest amount of light, you can see as if it were a bright day. In the rare case of utter darkness, you can see as well as if you had a light source.

Mark of Detection

Discover your Eberron Fate djkester anarkeith