HOUSE PATRONAGE

Far more likely for PCs than joining a house is receiving the patronage of one. Noble and merchant houses offer fi nancial and political assistance to individuals—normally artisans, but sometimes researchers or adventurers— whom they wish to see succeed. For instance, a house interested in fi ne art might pay a particularly talented artist, so she can develop her work without having to worry about earning a living. Of course, the house expects something in return for its patronage, which can serve as a fulcrum for numerous stories and adventures during the campaign.

GAINING PATRONAGE

If a character has grown famous for her accomplishments or activities, a house might offer her patronage. If the character’s activities benefi t that house directly—whether or not she intends them to—then the likelihood of such an offer increases signifi cantly.

More proactive characters might actively seek out the patronage of a noble or mercantile house. Start by deciding what skill the PC wishes to offer the house. (Most PCs will likely approach a house as adventurers, but one with high skill ranks might attempt to gain patronage as an artist or performer.) To determine which house is most likely to offer patronage to someone with her skills, the character must succeed on a DC 10 Knowledge (nobility and royalty) check or a DC 15 Knowledge (local) or Knowledge (history) check.

Once the character has chosen which house to approach, she must arrange a meeting with someone of standing within it; the precise details depend on the city and the political situation, but doing so likely requires at least a DC 15 Diplomacy check. Several days might pass before even a low-ranking house noble can meet with the character. Once she finally obtains her meeting, she must convince the individual that her services are worth supporting. If she seeks patronage for a craft, she must produce a sample product or performance of masterwork quality or its equivalent. (In other words, she must succeed on a DC 20 check using the appropriate skill.) If she is instead selling her services as an adventurer or the like, she must succeed on a DC 20 Bluff or Diplomacy check to convince the individual that her deeds are of sufficient merit. If the PC has already performed great deeds of note, reduce the check DC by 5 or even 10. If the individual becomes convinced, the PC has gained the patronage of the house.

Certain houses might have other requirements as well, such as offering patronage only to individuals of a particular race, profession, social status, or the like. The DM should determine such requirements as he sees fit, based on the persona and nature of the house.

BENEFITS OF PATRONAGE

House patronage grants a character several valuable advantages.

First, the house pays for the PC’s room and board, up to that allowed by a common lifestyle (DMG 130). This outlay is not actually paid to the character, and thus it cannot be used for anything other than living expenses.

Second, the character gains one free contact from among the house members.

Third, the house occasionally helps supply the PC for a task, whether creating a fantastic piece of art or setting out on an adventure to rid the highways of marauding ogres. The house supplies the PC with equipment, the total value of which never exceeds the normal amount owned by a 6th-level NPC (DMG 127) or an NPC of one level lower than the PC’s level, whichever is smaller. The precise nature of the equipment—weapons or tools, mystical or mundane—depends on the nature and resources of the house itself. The house expects this equipment to be returned within a week or two, and offers such assistance only twice per year (or a third time with a successful DC 25 Diplomacy check).

Finally, the PC can use her affiliation with the house to open doors and cut through bureaucracy. By using the house’s name, she can add a +2 circumstance bonus on any Diplomacy or noncombat Intimidate checks made against anyone familiar with the house’s clout (except as noted below), and a +4 circumstance bonus on any Diplomacy or Gather Information checks made while dealing with members or employees of the house.

DRAWBACKS OF PATRONAGE

While patronage has many advantages, it includes its share of drawbacks as well.

First, the PC is expected to regularly publicize her affi liation with the house—and even if she doesn’t, the house will, hoping to make her famous and thus increase its own glory. The PC takes a –2 penalty on all Disguise checks, and on any Bluff checks made to hide or downplay her affi liation with the house. Similarly, when dealing with anyone who considers the house an enemy (such as a major political rival), the PC takes a –2 penalty on Diplomacy checks instead of gaining the usual +2 bonus.

The house expects the PC to do favors and perform tasks for it. In the case of an artist, such obligations might involve creating a particular work as commissioned by one of the house members. Adventurers might be asked to undertake specific quests, or provide protection for house members. Whatever the specific requirements, the PC must spend, on average, at least 10 hours per week working on tasks assigned by the house. Failure to do so results in loss of patronage, as described below.

The PC is forbidden from developing close alliances or contacts with anyone the house considers an enemy or rival. Similarly, unless the house has criminal ties, the character is forbidden to fraternize or develop contacts within the underworld.

LOSS OF PATRONAGE

Should the character ever fail in an assigned task—or in any task that garners public awareness (such as an attempt to rid the city of a haunting, or to successfully open an art gallery)—the house immediately withdraws its patronage, not wishing to be associated with failure. Similarly, the house cuts all ties if the PC ever falls out of public favor, such as being convicted of a major crime (whether truly guilty or not), or makes an enemy of a public fi gure the house cannot afford to alienate (such as a monarch).


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