Prestige classes were, if you recall, a unique invention related to 3e and the d20 era which had half-length classes (or even smaller) that you had to qualify for before you could take levels in that either provided some kind of campaign specific role, or targeted in on a narrower focus mechanically for your character, of some kind. Personally, I don't think that they can really fit in the environment of the game system I'm using, but I do want to look at the classes as roles and archetypes; not necessarily the mechanics, but the concept and see if I can do anything with them. Besides, if I'm going through the entire campaign setting bible, I can't skip a chapter without reading it and evaluating if there's anything in it that's rife for remixing, even if I already presume ahead of time based on my memories that the answer is no.
There's not much preamble, so I won't give one either; let's jump straight into the classes that it provides:
Dragonmark Heir. The Dragonmark Heir is a person with an exceptionally powerful dragonmark and the ability to use it in ways beyond just what the feats provide. It makes a point of saying that having a powerful Dragonmark is certainly a status-improving thing within the Dragonmark Houses, but not necessarily a prerequisite for leadership. Being a leader in a House requires economic and political acumen, not the ability to do more with your Dragonmark. I don't intend on adding to the rules I already have established for Dragonmarks, other than to say that as a GM ruling, dragonshards, schema, or other magical tools can emulate other "plot device" needs of the Dragonmarks that the normal rules cannot, as well as explaining the Dragonmarked wonders that abound in the setting. Any dragonmark prodigy, such as this prestige class represents, would therefore not be something represented with unique mechanics, but rather, more likely a higher level dragonmarked individual who's been very lucky and not had natural 1s on his dragonmark rolls or lost much in the way of sanity.
Eldeen Ranger. This is a character class that swaps out some normal Ranger abilities with sect abilities related to one of the five Eldeen wilderness sects. These are interesting groups that I think merit a brief introduction here:
Ashbound. I'm actually going to amp up the vibe on these guys. This is the Ashbound sect.
Children of Winter. These actually seem redundant with the Ashbound, so I'm going to combine the two.
Gatekeepers. More information available in the Organizations chapter. Well, I'll address it there then as I continue to go through the setting book remixing.
Greensingers. This is the fey-aligned druid hippy stuff. I'm actually not sure that I have much use for them, and I don't really have a robust selection of fey in my monster list anyway. Let's do away with them too.
Wardens of the Wood. Also see the Organizations chapter, it says, although the brief description here makes them sound less like an organization and just "normal everyone else people in the Eldeen Reaches that isn't part of one of the other sects."
Exorcist of the Silver Flame. Keep in mind that I've already remixed the church of the Silver Flame to just be "the Church" more or less as you or I would have known it from a time when America wasn't full of self-loathing for its own traditions and heritage. It does make sense that there might be exorcists or other specialized supernatural monster hunters, outfited with holy or magical items to assist in their task and sent on occasion on specific assignment. Think somewhere between Hugh Jackman's character from the Van Helsing movie and Solomon Kane from the stories by Robert E. Howard. But the distinction in the Remixed game is that the character doesn't have specific mechanics; it's just a roleplaying hook with built in plot devices that any GM worth his salt will salivate over.
Extreme Explorer. This particular prestige class is less focused on an in-game role and more on honing a particular mechanical specialty. Because of that, I don't see any need to attempt to do anything with it.
Heir of Siberys. This prestige class is centered around a character manifesting a particularly and even almost uniquely powerful dragonmark. I don't really want to expand on the mechanics I've already grudgingly had to adapt to represent Dragonmarks as it is, so I'm going to leave this concept as a plot device rather than something that needs mechanical representation in the system.
Master Inquisitive. The prestige class of fantasy Sherlock Holmes. Yeah, I imagine that there are many professional and amateur detectives across Khorvaire; absolutely. They can already be well managed through the Expert class for most of them, though.
Warforged Juggernaut. A class that is focused on allowing warforged characters to sacrifice some of their traits associated with being a living creature in lieu of traits associated with being a traditional construct, such as a golem. I already don't feature a lot of constructs anyway. I'm remixing this concept out except as a personality thing for certain characters, like the Lord of Blades, rather than a mechanical thing.
Weretouched Master. Like the above, this is one that takes a shifter and attempts to make it "grow" into being a genuine werewolf (or werebear or whatever) except less cursed and more just a guy with superpowers. Again; I think the shifters and werewolves are two different things and I prefer to keep a layer of separation between them. In Eberron Remixed if a shifter wants to become a werewolf, he needs to go get bit by a werewolf.