House Darklight
Requirements
Lawful Evil alignment
Must have at least 1 cantrip or the Arcana skill
Overview
Focused on discovering how Arcane and Divine magic and be bend and reshaped into new ways
Perk
Darklight Influence - Contacts of the Darklight Family are automatically friendly towards you.
Light and Darkness – For 1 minute any spells you cast that deal necrotic or radiant damage can be switched to deal the opposite type of damage. This can only happen once per long rest.
HOUSE THANE
Requirements
Good alignment
Must have have an armor proficiency or unarmored defense
Overview
Focused on protecting those who cannot protect themselves regardless of how bad the odds are.
Perk
Thane Influence - Contacts of the Thane Family are automatically friendly towards you.
Protective Aura – For 1 minute, you and all allies within 30 ft of you gain a +1 to AC for a max of 20. This can only happen once per long rest.
HOUSE BRONZEBEARD
Requirements
Lawful, Non-Evil alignment.
Must have proficiency in 1 artisan tool set
Overview
Create the more perfect items that a mortal can create
Perk
Bronzebeard Influence - Contacts of the Bronzebeard Family are automatically friendly towards you.
Exceptional Crafters – When downtime days are used to craft you have advantage on all rolls made regarding the quality and success of the crafting.
House Gull
Requirements
No alignment requirement
Must be proficient in Navigators tools, Cartographers tools, or Air or Sea vehicles.
Overview
They hold a virtual monopoly over large scale sea and air vessels and pride themselves on meeting all of Az’mar’s needs.
Perk
Gull Influence – Contacts of the Gull Family are automatically friendly towards you.
Passport – You are able to book passage with any of these vessels for yourself and one guest for free. Any additional guest are guaranteed passage on the same vessel but must pay the discounted rate. This can be used once per day.
House Hardcastle
Requirements
No alignment requirement
Must be proficient in History and one other intelligence-based skill
Overview
The past holds many secrets which we strive to discover.
Perk
Hardcastle Influence – Contacts of the Hardcastle Family are automatically friendly towards you.
Artifact Affinity – Your common use of ancient artifacts makes you able to wield and attune to any magical or technological item regardless of any requirements, except for level.
House Glaive
Requirements
Chaotic Alignment
Proficiency with simple weapons, martial weapons, unarmed strikes, or improvised weapons.
Overview
Might Makes Right! Only the strong can rule.
Perk
Glaive Influence – Contacts of the Glaive Family are automatically friendly towards you.
Put the Pressure On – You can call in a favor with your house to pressure those you choose with violence. Doing so guarantees success on the next intimidation roll. This can happen once per day. You also have advantage on all intimidation checks made within the city of Az’mar.
House Lindholm
Requirements
No alignment requirement
Proficiency in one set of artisan tools or the technology skill
Overview
Further scientific advancement and create new and marvelous wonders
Perk
Lindholm Influence – Contacts of the Lindholm Family are automatically friendly towards you.
Clockwork Servant – You can call upon your family to loan you a mechanical servant to follow you around. This servant and be borrowed for up to 24 hours before needing to return. It has the same abilities as a familiar of the Pact of the Chain Warlock. Once used this cannot be used again for 24 hrs.
Universal Noble House Mechanics
• Nobility Pays – When you accept a job for your house you will be paid better than your guild companions. The die size of the payment goes up by 1. A job that pays 1d4 instead pays 1d6.
• Ranks - When you join the Noble you start at Rank 1. Once you have completed a certain number of jobs and are a certain level you can gain ranks. When you rank up you gain one additional favor that you can store. You also receive 1 addition payment die when you rank up. A rank 1 that gets paid 1d4 will instead get paid 2d4 at rank 2.
Rank Requirements
Rank 1 – starting rank
Rank 2 – Level 5 and 3 rank 2 house jobs
Rank 3 – Level 10 and 5 rank 3 house jobs
Rank 4 – Level 15 and 7 rank 4 house jobs
Rank 5 – Level 20 and 9 rank 5 house jobs
Favors – Each house allows for favor points to be stored and used when needed. You have 1 favor point for each rank in the house. Favors can be spent to cause different things to happen. They require different amounts of time to activate. You can also purchase items from the house with favor points. You can only get favor points with the house you belong too.
Favors per rank – You can store a number of favor points per rank. You gain points for doing jobs for the house. Once spent you lose the points until you earn more. If you have the maximum number of points for you level and you complete a job that earn you additional points, you lose the additional points.
Rank 1 – 1 point
Rank 2 – 2 points
Rank 3 – 3 points
Rank 4 – 4 points
Rank 5 – 5 points
Favor Types – Noble houses do not have specific favors however they do have access to all the universal favors. These take different forms and have different costs depending on how powerful they are. Players will only have access to the lower level favors until they rise in rank.
1 Point Favors
Healing Potion or Medicine - You can possession of a Potion of Healing or Vial of Medicine. It functions as a standard potion and heals 2d4 + 2.
Minor Forgiveness – You have wronged your house in a nonviolent minor way. You are not punished or penalized this time.
Weapon Sharpening or Weighting – You take your weapon in to be honed or temporarily improved. You gain a +1 to damage rolls until your next long rest. You can instead gain a sharpening stone or some other appropriate item that will last for up to 10 days and can be applied during a short rest.
Weeks Room and Board Modest Living – You get room and board within the house for 1 week at a modest living level.
2 Point Favors
Magical Healing – You are magically healed as if by the lesser restoration spell. This occurs at the house.
Moderate Forgiveness – You have wronged the house in a violent way. You are not punished or penalized this time.
Protection Talisman – You have a talisman that increases your AC by 1 to a max of 20 or you Dex Save by 1 for a max of +10. It lasts up to 1 week without being activated as an action. Once activated it lasts until your next long rest.
Weeks Room and Board Comfortable Living – You get room and board within the house for 1 week at a comfortable living level.
3 Point Favors
Extreme Healing – You are magically healed as if by the Greater Restoration Spell. This occurs at the house.
More to come later.