House Creation
Players in The Burning Isle don't just create a character to play; they also work with the rest of the group to create The Sixth House, a noble family of Banteave that has recently risen to prominence. Your family may stretch back generations, but they now have the holdings and influence to be considered one of the major movers and shakers among the other Great Houses of Banteave.
To make your noble house, create the following
A House has three Attributes: Physical, Mental and Social. Each begin at a d8. If one is stepped up, another must be stepped down. PHYSICAL SKILLS
Logistics Ability to keep supplies moving; roads, carts, horses, ships. Sample assets would include well-worn road networks, a caravaneer's guild, or intricate supply lines.
Craft The might of your industries. Sample assets might include a renowned shipyard, a network of blacksmiths, or a masons guild.
Security The strength of your militias, law and order. Assets might include a secret police force, a cunning bailiff, or just courts and travelling judges.
Might The raw effectiveness of your armies. Assets might include companies of cavalry, famed infantry, or a legendary general. MENTAL SKILLS
Perception The skill of your spies and informants. Assets might include a network of court informants, a master spy, or blackmail material.
Knowledge The puissance of your scholars and learned ones. Assets might include a famed scholar, a large library, or the wisdom of the druids.
Morale Your houses internal enthusiasm to continue the war. Assets might include a charismatic leader, a sense of fanaticism, or an ancient grudge.
Piety Your houses standing and influence with the church. Assets might include high-ranking priests, sworn declarations of faith or generous contributions to Church coffers. SOCIAL SKILLS
Connections Ability to forge and keep alliances. Who you know. Assets may include persuasive diplomats, embassies in distant lands and a respected diplomatic corps.
Relations Ability to change public perception. Assets may include savvy propagandists, town criers and tactically deployed gossip.
Wealth Liquid assets, capital, natural resources. Assets may include farmland, logging camps, deep mines or a war chest full of gold.
Legitimacy The strength of your houses claim to the throne. Assets may include semi-legitimate heirs, records of lineage, or the support of the Lower Nobility. STRESS
When a House suffers a consequence, it typically becomes Stress, which is applied to their the Physical, Mental or Social stress tracks. Just like Player Characters, Stress tracks top out at d12, and further hits to their Stress track becomes Trauma. If a Houses Trauma exceeds d12, they have been effectively removed from play. A Physical loss means the House has been wiped out. Any surviving members are scattered to the winds for their own safety, and will be unable to recover in time to reassert their Houses position and make a claim for the throne.
A Mental loss means the House is destroyed from within via mutiny and betrayal. It can no longer function effectively, as its members are either too broken or suspicious of the others motives to cooperate effectively.
A Social loss means it has been stripped of standing and power. The people of Banteave have turned on them, and any surviving members are likely to be imprisoned or executed if found.
- Write Three Distinctions at d8; your Defining Statement, your strength or ambition, and your hindrance or flaw
- Your Attributes all begin at d8. You may step up one Attribute by stepping down another.
- You have 15 points to spend on your Skills, which all begin at d4. No Skill may be rated about d10 at House creation.
- Spend additional points on Assets, Specializations and Holdings. You have five points to spend on your Holdings, and it's recommended you have at least a d8 Stronghold for the seat of your family's power.
A House has three Attributes: Physical, Mental and Social. Each begin at a d8. If one is stepped up, another must be stepped down. PHYSICAL SKILLS
Logistics Ability to keep supplies moving; roads, carts, horses, ships. Sample assets would include well-worn road networks, a caravaneer's guild, or intricate supply lines.
Craft The might of your industries. Sample assets might include a renowned shipyard, a network of blacksmiths, or a masons guild.
Security The strength of your militias, law and order. Assets might include a secret police force, a cunning bailiff, or just courts and travelling judges.
Might The raw effectiveness of your armies. Assets might include companies of cavalry, famed infantry, or a legendary general. MENTAL SKILLS
Perception The skill of your spies and informants. Assets might include a network of court informants, a master spy, or blackmail material.
Knowledge The puissance of your scholars and learned ones. Assets might include a famed scholar, a large library, or the wisdom of the druids.
Morale Your houses internal enthusiasm to continue the war. Assets might include a charismatic leader, a sense of fanaticism, or an ancient grudge.
Piety Your houses standing and influence with the church. Assets might include high-ranking priests, sworn declarations of faith or generous contributions to Church coffers. SOCIAL SKILLS
Connections Ability to forge and keep alliances. Who you know. Assets may include persuasive diplomats, embassies in distant lands and a respected diplomatic corps.
Relations Ability to change public perception. Assets may include savvy propagandists, town criers and tactically deployed gossip.
Wealth Liquid assets, capital, natural resources. Assets may include farmland, logging camps, deep mines or a war chest full of gold.
Legitimacy The strength of your houses claim to the throne. Assets may include semi-legitimate heirs, records of lineage, or the support of the Lower Nobility. STRESS
When a House suffers a consequence, it typically becomes Stress, which is applied to their the Physical, Mental or Social stress tracks. Just like Player Characters, Stress tracks top out at d12, and further hits to their Stress track becomes Trauma. If a Houses Trauma exceeds d12, they have been effectively removed from play. A Physical loss means the House has been wiped out. Any surviving members are scattered to the winds for their own safety, and will be unable to recover in time to reassert their Houses position and make a claim for the throne.
A Mental loss means the House is destroyed from within via mutiny and betrayal. It can no longer function effectively, as its members are either too broken or suspicious of the others motives to cooperate effectively.
A Social loss means it has been stripped of standing and power. The people of Banteave have turned on them, and any surviving members are likely to be imprisoned or executed if found.