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Power in Honor, Serving a Great House

They say Auriga is alive. The Great Houses dominated the Summerwild because they knew this and used it to their advantage. The Great Houses have learned to channel and use Auriga to new levels by monopolizing sources of great power.   Those chosen by a house become Drivers. One who commands and links themselves to the natural elements of Auriga and channel that specific power. A House will grant Driver's further access to this source by the honor of the driver.   -

House Kitsune Drivers

  Alignment: Usually neutral   Suggested Classes: Cleric, fighter, rogue, wizard, bard   Suggested Cleric Domains: Knowledge, Tempest, Trickery   Suggested Backgrounds: Acolyte, outlander, sage, sailor, charlatan   Kitsune drivers typically work on behalf of change, embrace new ideas, don’t automatically defend the status quo, trickery and manipulation such as the pounding waves of the sea.   Kitsune's Favor In much the same way that the sea and its secrets simply exist, Kitsune trusts that the lives and actions of its drivers will serve it's long-term goals because of their connection to it.   Earning and Losing Honor You increase your honor score to Kitsune when you expand the House's influence in the world in a concrete way through acts such as these:  
  • Supporting those who would reform or overturn institutions
  • Preventing cataclysmic change
  • Gather intelligence beneficial to the House or it's allies.
  • Defending or maintaining an area controlled by Kitsune
  Your honor score to Kitsune decreases if you diminish the House’s influence in the world, contradict it's ideal of gradual change, or attempt to impose artificial order through acts such as these:  
  • Trying to keep a secret from Kitsune
  • Destroying without extracting information.
  • Upholding an institution not allied to Kitsune
  • Bowing to the desires or demands of another House
  House Devotee Honor 3+ trait   As a devotee of Kitsune, you have proven yourself accomplished at deception and discretion. You can cast disguise self with this trait. While the spell is active, your shadow still resembles your original form. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.   Kitsune’s Votary Honor 10+ trait   You can cast blink with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.   Kitsune’s Keeper Honor 25+ trait   You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being charmed or restrained.   Samurai of the Celestial East Honor 50+ trait   You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2.   -  

House Qurupeco Drivers

  Alignment: Usually chaotic, often neutral Suggested Classes: Barbarian, bard, cleric, fighter, sorcerer, artificer   Suggested Cleric Domains: Forge (described in Xanathar’s Guide to Everything), Knowledge   Suggested Backgrounds: Acolyte, entertainer, guild artisan   Most champions of House Qurupeco are unswerving advocates of passion and creativity who change the world by doing what they believe is right in the moment. Often not ashamed of involving other houses into their business.   Great House’s Favor Qurupeco is notoriously impulsive, often selecting champions based on momentary whims. Despite this seemingly blasé attitude, it is dedicated to all it's drivers, no matter how they came into it's service. Qurupeco's mood is highly changeable, and having it's favor doesn’t always mean having his attention. But if you follow your passions and do what you believe is right, the house will stay true to you as well.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House’s influence in the world in a concrete way through acts such as these:  
  • Involving others in the fight against those who would rule over others with tyranny
  • Destroying something that has outlived its usefulness
  • Creating something wondrous in Qurupeco's name
  • Encouraging others to break free from tradition
  Your honor score to the Great House decreases if you diminish the House's influence in the world, work against freedom or self-expression, or allow tyranny to take hold through acts such as these:  
  • Following an unjust law despite your misgivings
  • Creating something shoddy or flawed
  • Backing down from a fight or a contest
  • Giving your opponent an advantage
  Qurupeco's Devotee honor 3+ trait   As a devotee of Qurupeco, you have drawn the notice of the industry House with your skill. You can cast shield of faith with this trait, requiring no material components, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   In addition, you know the mending cantrip. Intelligence is your spellcasting ability for these spells.   Qurupeco's Votary honor 10+ trait   You can cast heat metal with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.   In addition, you have advantage on saving throws against being knocked prone.   Qurupeco's Keeper honor 25+ trait   You grow accustomed to the blazing radiance of the factory; you have advantage on saving throws against being blinded, and you have resistance to fire damage.   Champion of the Forge honor 50+trait   You can increase your Strength or Intelligence score by 2 and also increase your maximum for that score by 2. -  

House Kirin's Drivers

  Alignment: Usually chaotic, often neutral Suggested Classes: Barbarian, bard, cleric, druid, sorcerer, wizard   Suggested Cleric Domains: Knowledge, Tempest   Suggested Backgrounds: Acolyte, entertainer, guild artisan, noble, sage, sailor   Most drivers of Kirin are calm under pressure, creative, and clever. They often seek to challenge the status quo and thrill at wielding the power of the storm in imitation of the Elder Dragon. Kirin chooses champions who are deliberate and wise, yet able to bring the storm’s fury when needed. the house expects it's drivers to be aggressive and self-reliant and disdains the lazy and the foolish, who deserve whatever ill fortune befalls them.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House’s influence in the world in a concrete way through acts such as these:  
  • Solving a challenging riddle or puzzle
  • Smiting the unwise and foolish in Kirin’s name
  • Helping the House successfully plan for or adapt to a threat
  • Building or restoring a territory for Kirin
    Your honor score to Kirin decreases if you diminish Kirin’s influence in the world, contradict it's ideals, or make it look ridiculous or ineffectual through acts such as these:  
  • Jeopardizing others through rash or foolish actions
  • Willingly subverting or impeding a wise course of action
  • Failing to plan appropriately for a challenge
  • Giving in to wanton fury and destruction
  Kirin's Devotee honor 3+ trait   As a devotee of Kirin, you have proven your wisdom and your allegiance to the storm Elder Dragon. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 lightning damage to the target. You can use this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Kirin’s Votary honor 10+ trait   When you fail an Intelligence or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.   Kirin’s Keeper honor 25+ trait   The energy of the storm fills your being, granting you advantage on initiative rolls.   Herald of Storms honor 50+ trait   You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2. -  

House Ahtal-Ka Drivers

  Alignment: Usually neutral Suggested Classes: Barbarian, cleric, ranger, warlock   Suggested Cleric Domains: Knowledge, War   Suggested Backgrounds: Folk hero, hermit, outlander, sage   Most drivers of Ahtal-Ka believe it is their destiny to fulfill a particular role or seek answers to natural riddles they struggle to understand. They are passionate about punishing those who violate the natural order.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House’s influence in the world in a concrete way through acts such as these:  
  • Defeating a creature that has stepped out of its place
  • Repairing a significant wound dealt to the natural order by the House’s ambitions
  • Teaching people about the natural order of Auriga, her nature, and her return
  • Destroying Unnatural Constructions that threaten The Great House
  Your renown score to the Great House decreases if you diminish it's influence in the world, contradict it's ideals, or threaten the integrity of the natural order through acts such as these:  
  • Undoing a deserved punishment or curse suffered by another creature
  • Willfully destroying a natural wonder
  • Assisting a creature in undermining the natural order or exploiting it.
  Ahtal-Ka Devotee Honor+ trait   As a devotee of the Great House, you can manipulate the bonds of the natural order that invisibly entangle every living thing. You can cast command with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.   Ahtal-Ka Votary Honor 10+ trait   You can cast clairvoyance with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.   In addition, you have advantage on saving throws against being charmed.   Ahtal-Ka Keeper Honor 25+ trait   You develop a second sense, allowing you to intuit the tug and pull of the natural order. You can’t be surprised, provided you aren’t incapacitated.   Leg of The Walking Fortress Honor 50+ trait   You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2. -  

House Lynel Drivers

  Alignment: Usually neutral, often good Suggested Classes: Barbarian, cleric, druid, ranger   Suggested Cleric Domains: Nature   Suggested Backgrounds: Folk hero, hermit, outlander   Most drivers of Lynel understand the cycles of nature—embracing life, death, and rebirth. They might commit violence when necessary but never revel in it, advocating for the proper treatment of animals, plants, and the natural world.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House’s influence in the world in a concrete way through acts such as these:  
  • Healing a sick or injured wild animal
  • Stopping those who hunt for sport or profit
  • Proving your worth in a contest of archery
  • Slaying an aberration, and terrible unnatural monsters
  Your honor score to the Great House decreases if you diminish House’s influence in the world, fail to defend nature, or offend it's sensibilities through acts such as these:  
  • Assisting poachers or engaging in the act of poaching.
  • Dedicating buildings that would deforest a natural ecosystem.
  • Protecting a city or farm from natural dangers
  Lynel’s Devotee Honor 3+ trait   As a devotee of Lynel, you have proven yourself a guardian of the wilds. You can cast hunter’s mark with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.   Lynel’s Votary Honor 10+ trait   You can cast speak with animals with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.   In addition, you have advantage on saving throws against being poisoned.   Lynel’s Keeper Honor 25+ trait   When a beast is about to attack you, it must make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses you. On a successful save, the creature is immune to this trait for 24 hours.   Harbinger of The Wildhunt Honor 50+ trait   You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2. -  

House Naga Drivers

  Alignment: Usually neutral, often evil Suggested Classes: Cleric, druid, ranger, rogue, warlock, wizard, artificer   Suggested Cleric Domains: Death, Knowledge, Life   Suggested Backgrounds: Criminal, guild artisan, hermit, outlander, sage   Most champions of Naga seek to uncover the world’s greatest secrets through science and alchemy,. They are often enamored with the mysteries of life and death, along with snakes or other venomous creatures.   Earning and Losing Honor You increase your Honor score to Naga when you expand the house’s influence in the world in a concrete way through acts such as these:  
  • Creating a cure for a dangerous affliction
  • Defeating a powerful foe by using poison
  • Discovering or documenting an unknown people or a poorly understood creature
  • Building or restoring House territory, or a site that glorifies serpentine creatures
  Your honor score to Naga decreases if you diminish the house’s influence in the world, contradict her ideals, or make it look ridiculous or ineffectual through acts such as these:  
  • Destroying alchemical, medical, pathological, or similar research
  • Performing a notable act of healing without exacting a significant price
  • Slaying a medusa or serpent
  Naga’s Devotee Honor 3+ trait   As a devotee of Naga, you have power over affliction. You can cast ray of sickness with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.   Naga’s Votary Honor 10+ trait   Serving this House shields you from most maladies. You have advantage on saving throws against being poisoned, and you are immune to disease.   Naga’s Keeper Honor 25+ trait   Your service grants you the technique Najarala's Balm, an effect that can cure or enfeeble. As an action, you can touch a creature and choose one of the following:   The target regains hit points equal to 1d8 + your Wisdom modifier, and you can cure the target of one disease or neutralize one poison affecting it. The target must succeed on a DC 15 Constitution saving throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.   Dalamadur's Affliction Honor 50+ trait   You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2. -  

House Hermitaur's Drivers

  Alignment: Usually chaotic, often good Suggested Classes: Barbarian, cleric, fighter, paladin, sorcerer   Suggested Cleric Domains: War   Suggested Backgrounds: Athlete, folk hero, soldier   Many champions of Hermitaur are warriors for honor and justice. They often seek to embody martial courage and are motivated by strong personal codes of honor.   The Great House has a soft spot in it's heart for underdogs, even if they lack the strength to win the fight. It is easier, they believe, to make a hero from a weakling who has a heroic heart than it is to turn a brute into a defender of justice. What’s more, the victory of the strong gives them glory, but the victory of the weak gives glory to Hermitaur.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House's influence in the world in a concrete way through acts such as these:  
  • Achieving a great victory
  • Overcoming long odds honorably
  • Defeating a skilled foe in single combat
  • Winning a great feat of strength or skill
  Your honor score to the Great House decreases if you diminish the House’s influence in the world, contradict it's ideals, or make it look weak and cowardly through acts such as these:  
  • Showing cowardice in battle
  • Besting an honorable foe through deceit
  • Harming innocents or noncombatants
  Hermitaur's Devotee Honor 3+ trait   As a devotee of Hermitaur, you have earned it's favor through victories won in it'sname. You can cast compelled duel with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.   Hermitaur's Votary Honor 10+ trait   You can cast crusader’s mantle with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.   In addition, you have advantage on saving throws against being frightened.   Hermitaur's Keeper Honor 25+ trait   As a bonus action, you can perform the "Daimyo Style" Technique, gaining the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can’t gain advantage on attack rolls against you. Once you use this trait, you can’t do so again until you finish a long rest.   Beacon of Victory Honor 50+ trait   You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2. -

Drakken's Drivers

  Alignment: Usually lawful, often neutral Suggested Classes: Bard, cleric, monk, paladin, wizard, rogue   Suggested Cleric Domains: Knowledge, Light   Suggested Backgrounds: Acolyte, athlete, guild artisan, noble, sage, sailor, soldier, urchin   Most Drakken drivers believe cities,culture and diplomacy represent the pinnacle of achievement and do what they can to uphold the law and keep society functioning. Some of the House's most dedicated members work as architects, artists, or philosophers, all striving to serve the public good.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House’s influence in the world in a concrete way through acts such as these:  
  • Negotiating a trade route
  • Increasing the areas prosperity through diplomacy.
  • Defeating a tyrant who threatens a city’s freedom
  • Creating a masterwork of culture, such as a building or a poem
  Your honor score to the Great House decreases if you diminish the House’s influence in the world, contradict it's ideals, or let it down through acts such as these:  
  • Betraying one’s trust to commit acts of corruption or tyranny
  • Destroying a civic institution or sowing chaos within a city
  • Willfully breaking just laws for personal gain
  • Damaging a well founded alliance.
  Drakken’s Devotee Honor 3+ trait   Drakkenblood's superior culture grants you insight into how people communicate. You can cast comprehend languages with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.   Drakken’s Votary Honor 10+ trait   You gain advantage on Charisma (Persuasion) checks while you are within a city.   In addition, when you fail an Intelligence check or Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this reroll, you can’t do so again until you finish a long rest.   Drakken’s Keeper Honor 25+ trait   You can cast Mordenkainen’s private sanctum with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.   Cult of Personality Honor 50+trait -

Malfestio's Drivers

  Alignment: Usually neutral   Suggested Classes: Bard, cleric, druid, monk, ranger, wizard   Suggested Cleric Domains: Knowledge, Trickery   Suggested Backgrounds: Hermit, outlander, sage, sailor, criminal(agent)   Most Malfestio drivers seek to learn the secrets of the universe and maintain the balance of the world. They largely view the other houses as petty and seek to separate themselves from political squabbles. it's drivers are less his agents than it's charges, and they are loath to release them. Even those who leave it's service often find themselves unwittingly aiding the House's agenda for years to come.   Earning and Losing Honor You increase your honor score to the Great House when you expand the House’s influence in the world in a concrete way through acts such as these:  
  • Keeping a dangerous secret despite personal cost
  • Revealing a critical truth at an important moment
  • Mediating a major dispute or conflict
  • Aiding the weak or impeding the strong
  Your honor score to the Great House decreases if you diminish House’s influence in the world, upset the balance of power, or make it look biased or petty through acts such as these:  
  • Revealing a secret that should remain unknown
  • Selfishly refusing to share information
  • Showing favoritism toward any other house or group
  • Furthering the aims of another house in defiance of Malfestio’s will
  Malfestio doesn’t care about the righteousness of a cause, only about upholding impartiality in both appearance and action. This sometimes means that it's members stay out of situations that seem morally straightforward, such as refusing to help a squad of samurai finish off a band of vicious minotaur raiders.   Malfestio’s Devotee Honor 3+ trait   You have proven yourself a devotee to reality’s mysteries and laws. You can cast detect magic with this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   In addition, you know the mage hand cantrip. Intelligence is your spellcasting ability for these spells.   Malfestio’s Votary Honor 10+ trait   You can cast detect thoughts with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.   In addition, you have advantage on saving throws against being charmed.   Malfestio’s Keeper Honor 25+ trait   As a true agent of Malfestio, you can use your mage hand cantrip to protect yourself. While your spectral hand is within 5 feet of you, you gain a +2 bonus to your AC against ranged attacks.   Agent of Horizons Honor 50+ trait   You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2.

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