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#Post#: 1343--------------------------------------------------
Fae Houses
By: whitepaws Date: September 28, 2017, 6:23 pm
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After working with Plot on this I decided to post for discussion
the Fae Houses as they currently stand after talking back and
forth with Plot on them. There are some things about them that I
wanted to note as an introduction that are different from normal
human/other race orders as a primer before starting.
1. The reason some of the Houses are Knightly and Paladinic is
because of the odd situation of having to cater to both Fae,
Changelings, Elves, and High Elves.
2. Orders are aligned based on the Seelie/Unseelie paradigm. The
courts however are not something a character is locked into for
life. They are a set of moral and ethical codes that a character
chooses to adopt and can change with the character. Orders tend
to be more ridged on this change, but simply wont eject members
because of a court change. They will however be treated with
distant and skepticism and will also likely be looked over for
advancement in the House (Farie Law and Codes is in the Players
Guide for Races if I recall).
House Aesin
Unseelie House - Mage Order
In-School Paths: Chronos, Charms, and Matter
Boon: Member of House Ailil take an active role in Faerie
politics because of regardless of actual seniority members of
House Ailil are always seen as the most senior of all the other
faerie at that rank (IE if there are three Squires it doesn’t
matter how long the others have been Squires the member of House
Ailil is more senior and therefor in charge and the highest
ranking of the three). This only affects Faerie nobles.
Flaw: Members of House Ailil are extraordinarily arrogant and
can never admit they are wrong, even when it is obvious to
everyone else including themselves. They rarely back down from a
situation and when they do they get +1 bad bead on all bead
picks until they have some sort of victory that restores their
confidence and their face.
House Beaumayn
Seelie House - Mage Order
In-School Paths: Law, Mind, Nature
Boon: Members of House Beaumayn have a propensity to visions and
divinations. They can easily be taught High Magic: Divination
upon becoming a Full Mage (prerequisites still required to
learn) and can take a -1 CP discount on Astrology.
Flaw: Being mortal enemies of the darker creatures of the Faerie
realm (such as those of the Underdark, etc), these creatures can
sense members of House Beaumayn instinctively. This doesn’t mean
they automatically detected hidden or invisible Beaumayne nobles
but they know that they are in the area or are generally about
them. Nor should they all try to maul the character on sight –
after all, some of the most sadistic methods of inflicting harm
are mental or emotional – but they will do their best to make
the Beaumayn’s life miserable once they discover his/her
identity.
House Daireann
Unseelie House - Knightly/Paladinic Order
In-School Paths: Charms & Blood
Boon: Members of this House can buy Battle Rage and Control Rage
Flaw: House Daireann fae can't keep a secret to save their
lives, literally, and stories of these lapsus lingua is
legendary. They're the ones who, in a series of wild brags,
explain the one way they can be killed, probably to the wrong
person, or share the intimate details of any Geas they're under.
Note that House Daireann fae don't go spilling the beans to
complete strangers, although with a little work, a clever
stranger can become a friend.
House Dougal
Seelie House - Miscellaneous Order
Boon: Members of this House are strong willed and known for
their ability to invest themselves into everything they do.
Member of House Dougal can convert mana, faith, performance or
stamina to increase their production at a rate of 1 mana per
production point or four production points per stamina, faith,
or performance.
Flaw: Physical reality seems flawed to these faerie, just as
they are flawed. Only through hard work can they overcome these
flaws. Members of this House always have some kind of physical
handicap that they must overcome. They could have a gimp leg
that impairs their movement or be missing a leg all together,
they could have poor vision, and so on. This is usually
something that can be corrected by cunning craftwork though not
always. Because of this physical flaw (wither fixed or not) they
can't run (much like dwarves and halflings) and they also can't
take Meditation or Greater Meditation.
House Eiluned
Neutral House - Mage Order
In-School Paths: Chronos, Charms, Matter
Boon: For each character level members of House Eiluned gain two
free points of mana.
Flaw: Members of this House have an overwhelming curiosity and
are attracted to mysteries and conspiracies. An Eiluned has an
unavoidable urge to dabble in mystery or become involved in
plots. Some even have a treacherous streak, hiding their
Unseelie affiliations, in their quest for knowledge. Most Faerie
distrust this house as a rule. Members of House Eiluned also
can’t take Greater Meditation, Meditation is Italicized for
them, and they can’t use Generic Mana Gems (they must be path
specific).
House Fiona
Seelie House - Knightly/Paladinic Order
In-School: Chronos & Charms
Boon: Defiant to the last, Fiona are renowned for their great
courage. Though they understand fear, it does not control them,
even in the face of death. House Fiona members can buy Resist
Fear up to Immune to Fear.
Flaw: Fiona members have an overpowering attraction to danger.
Even if the object of their pleasure is somewhat safe, they can
find a way to make it dangerous. This is especially true of
their romantic trysts, which are usually epic and almost always
tragic.
House Gwydion
Seelie House - Knightly/Paladinic Order
In-School Paths: Law & Charms
Boon: Can buy Natural Sense Truth (as per the Level 1 Law Spell
Sense Truth).
Flaw: Although they are great warriors, members of this House
are prone to great rages. Whenever their honor is insulted the
player makes a bead pick (5 bad beads base, +1 good bead per
level. Plot may add extra bad beads depending on the nature of
the insult). If the pick is a failure, the Gwydion flies into a
frenzy as per battle rage. The difference is that no extra
stamina is granted, no strength bonus, only +1 damage from melee
weapons, and everyone, friend and foe, is considered a target.
The rage continues until the insulter flees, is
killed/unconscious, or the battle rage ends normally (Clear
spell, knocked out, or killed). This rage has no time limit and
leave with their health at where it is upon exiting the rage,
not falling to 0 body unless already at such or -1 body. They
keep all body enhancing spells if they haven’t been used up.
House Leanhaun
Unseelie House - Miscellaneous Order
Boon: Members of House Leanhaun tend to be more charismatic.
Because of this they can take an extra Speak <language> at
creation (This doesn’t count towards Polyglot) and take Merchant
at -1 CP.
Flaw: Because of a cures on their House, members of House
Leanhaun greedily stockpile money. They are like the used cart
salesmen of the world but because of their charisma never seem
to come off as greedy or sleazy as they are. Members of this
House never give charitably and often pinch pennies, hording
money for no discernable reason, unless the coin is absolutely
needed to be used.
House Liam
Seelie House - Knightly Order
Boon: Members of House Liam may take a second free human Speak
<language> (doesn’t count towards Polyglot) and can get a
teacher through House Liam for human languages or human specific
Scholar Skills (Human History, Human Heraldry, etc). It will
take time for this teacher to arrive so it won’t be immediate.
House Liam is looked on more favorably by humans than any other
faerie House or Order.
Flaw: Because of their human affiliations, members of House Liam
are looked on with disfavor by faerie and other faerie Houses
and orders. They are known as Oathbreakers among their own kind
and many often refuse to honor their oathbonds, hospitality, or
justice. Members of House Liam are frequently the targets of
discrimination by their own kind because of this.
House Varich
Unseelie House - Knightly/Paladinic Order
In-School Paths: Matter & Charms
Boon: Members of House Varich receive +1 good bead to any
project in which they are working with another (IE assisting in
a tracking bead pick or on a research project, etc). In combat
they instinctively know where their party members are (or
general area) regardless of darkness, blindness, etc.
Flaw: Members of House Varich can never give a vow of love to
another. They must accept all challenges. A member of House
Varich will receive +1 Bad Bead each game on any bead pick they
make alone or they are the primary picker (IE being the lead
tracker on a tracking pick, resurrection, etc).
Parts still left unresolved:
1. House requirements for ranking up.
2. Converting Houses from source material into the setting.
3. Suggestions?
4. ???
5. Profit.
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