5. Major and Minor Houses
The World of Vala’s nations is divided between hundreds of noble houses of various sizes. There are a multitude of Great Houses, and each of them has 3 minor houses (sometimes also referred to as lesser houses) in their liege. The most powerful vassal houses may themselves field armies of a few thousand and control large regions, while the smallest houses may be little more than impoverished landholders with only a few men to their name. Members of the nobility are called “highborn,” in contrast to lowborn commoners.
Players may choose to play a member of a major house, a minor house, or decide to make a commoner character. But be warned, it requires additional commitment to role-playing these characters within the system. Your starting point in the social hierarchy determines your starting wealth as well as additional traits and attributes you may get.
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Major Houses gain the Following Traits:
Starting Currency: 10 Gold
Major House Bloodline Ability. Every major house has a bloodline ability that has made them famous.
The Price of Fame (Major House.) While being Highborn eyes are always on you. . As a member of a major house your family is well known within the world of Vala. As a member of nobility you are the center of attention wherever you go, you gain a +2 to your Charisma. If you are caught committing a crime you will roll a d100 if you roll 25 or higher you will be disowned by your family. While disowned you will have a negative -4 penalty will be added to your charisma attribute, as you are labeled a black sheep of your family. To be welcomed back into your house you must pay a offering of 20 gold to them.
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Major Houses gain the Following Traits:
Starting Currency: 5 Gold
The Price of Fame (Minor House.) While being Highborn eyes are always on you. As a member of a minor house your family is well known within your nation. As a member of nobility you are the center of attention wherever you go, you gain a +1 to your Charisma. If you are caught committing a crime you will roll a d100 if you roll 50 or higher you will be disowned by your family. While disowned you will have a negative -2 penalty will be added to your charisma attribute, as you are labeled a black sheep of your family. To be welcomed back into your house you must pay a offering of 10 gold to them.
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Commoners gain the Following Traits:
1 Gold
+3 to any Attribute of your Choice.
There are several different ways in which a commoner could ascend to a Major or Minor House:
They can marry into the Major and Minor houses.
They can build their own Major or Minor house.
Major House Creation:
Must Have a Bloodline Ability unique to your House.
Must have a renown level of Legendary.
Must have 1,000 Gold to Start the Major House.
Must have all Positions filled at the Start of the Major House Creation:
Commander
Divine Slayer
Marshall
Spymaster
Sage
Successor
Minor House Creation:
Must serve a Major House.
Must have a renown level of Loved.
Must have 500 Gold to Start the Minor House.
Must have all Positions filled at the Start of the Minor House Creation:
Commander
Divine Slayer
Marshall
Spymaster
Sage
Successor
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House Ryu: House Ryu is a major house of Alexandria, being one of the first at it’s founding. House Ryu is a family of dragons that decided to break free from the traditional dragons. As they were one of the groups to start Alexandria the family is more concerned with amassing power and consolidating it within the family to do much else.
Physical Traits: Ryu are known for their opaque irises, pale skin, and dark almost pitch black hair. In their dragon forms they’re scales are pure white almost blinding and without imperfection.
Bloodline Ability: Dragon’s Eye. Also known as “God’s Eye” is the bloodlne ability of the Ryu clan. Upon activation the pupils of the Ryu is changed to a pitch black as they gain an advanced vision. As a bonus action you can activate or deactivate your Dragon’s Eye. While your Dragon’s Eye is active, you can see call around you in a 30 foot radius, and you can not be surprised while conscious. At the end of each turn you have your Dragon’s Claw active, you must spend 5 mana. You must activate your Dragon’s Eye to activate the following abilities:
Search. When you take the search action while your Dragon’s Eye is active, you may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected mana source and what type of mana the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 20 feet of stone, 10 feet of metal, or 40 feet of wood or dirt.
Focused. As a bonus action for an additional 5 mana while your Dragon’s Claw is active, you may focus it. Your ability to sense mana is doubled, and your search range is doubled. You gain a +4 bonus AC until the end of your next turn.
Dragon Fist. You can spend 1+ mana to active this effect. As an action, you make a single unarmed strike as you directly inject mana into a a creature’s body. On a hit, the target is stunned until the end of their next turn. You deal 2 force damage for every additional mana point spent.
Mana Blocking Strike. As part of an unarmed strike, you strike with fingers extended, piercing the opponent’s mana and temporarily blocking its flow. On a hit, the target loses a number of mana points equal to the amount of mana spent and regain the mana lost at the end of this duration or by a casting of this spell.
Minor Houses of House Ryu:
House Kaneko. A famous House from Alexandria. They are famous for their natural talent for hand-to-hand combat. There are many stories of members of House Kaneko reacting to attacks and other kinds of danger that they should have no knowledge was coming making them very annoying to face.
House Sun. A nomadic house that serves underneath House Ryu. The house would become nomadic over the century, learning from the land and communing with the Spirits.
House Kyne: The Kyne family isn’t one for many glaring traditions like many notable royal families such as the Ryu, but nonetheless are known to be quite isolated from the rest of the World, only getting involved when the risk of mortals is at stake. Examples of such is hunting down the cause of calamities across the world. All of the instances in which they have involved themselves in worldly affairs great political strife follows with multiple illegal individuals as well as high society bureaucrats seeking their destruction.
Physical Traits: Those with Kyne blood who are chosen by birth to become knights, are adorned, adored, and trained to become those who represent the House in the years to come. Their clothing shows their power and their resolve. Often dressed in beautiful flowing kimonos and hakamas, many in particular tend to straw away from formal attire when conducting business; this said, the only consistent article of clothing among their knights and medics is a red or golden sash (used to indicate rank) and a white haori lined with golden fabric.
Bloodline Ability: Natural Vitality. One of the reasons that the Kyne family have been able to survive for as long as they have is because of the natural vitality of their bodies. They are able to naturally regenerate both their body and mana. They gain the following benefits:
As a bonus action for 5 mana points, they may regain a number of hit points equal to 1d10 + their Constitution modifier.
As a bonus action, you may regain mana equal to double their level and gain 1 level of exhaustion.
Minor Houses of House Kyne
House Brisk. Known for there skill in blacksmiths and trading. There is almost no section of Alexandria that doesn’t have Brisk pawn shop or smithy.
House Emcee. The House consists of high-level skilled knights. These knights tended to use music in combat fighting to the rhythm of their songs.
House Silva: The decedents of the marriage of: Sparrow Silva, Fenris Seor, Julia Shaw. This legendary team fell in love and decided to take the last name of Silva to create an entirely new House. Despite coming from one of the most physically powerful Knights of all time this family is known for their intelligence. By tradition, the founders of Alexandria charged House Silva with protecting the history of the world.
Physical Traits: The members of House Sigma carry the amethyst eyes and white hair. But are cursed with nearsightedness. So they all must wear glasses.
Bloodline Ability: Seor’s Will or Shaw’s Mind. House Sigma has two bloodline abilities that descend from two of the founders of the house. Members have a 50% chance to inherit either one. Roll a d100 if 1-50 the Sigma unlocks Seor’s Will if 51-100 the Sigma unlocks Shaw’s Mind.
Seor’s Will. This bloodline ability costs 5 mana and has a range of 30 ft. As an action, your will is made visible as it stretches from your body in a straight line contesting against a target creature’s Will. The target must attempt a Constiution roll contsted contested against your Wisdom roll. On a failure, it becomes restrained and mimics your actions while restrained in this way. The target can attempt a Constiution roll contested against your Wisdom roll at the end of each of its turns, ending this effect early on a success. You must spend 5 mana at the beginning of each of your turns to maintain this effect. If circumstances change so that the target is outside of your range, you must spend twice as much mana, or the target will have advantage on the contested roll. If the target is beyond twice this spell’s range, it ends immediately.
Shaw’s Mind. This bloodline ability has a duration of 1 minute. costs 5 mana and has a range of 60 ft. As an action, you attempt to force your consciousness into one creature within range, who must attempt a Constitution roll contested against your Wisdom roll. On a failure, you become unconscious and you enter a physical version of the target’s mind. You may attempt to search their mind, learn about their memories, or even converse with the target telepathically. You may also choose to control the creature but you receive an equal amount of damage whenever they are dealt any damage. While controlling their body you can’t use any of their abilities or traits unless you know how to do them. The target can attempt a Constitution roll contested against your Wisdom roll at the end of each of its turns, ends this effect early on a success.
Minor Houses of House Silva.
House Batista. Members of the Batista clan are medical specialists and sealing experts. They often farm out their incredible sealing abilities and sealed products for fair exchange. They manufacture everything from bombs to medical seals which can be used in place for minor injuries. They also lease out their talents as record keepers and couriers of sensitive and top secret information.
House Lum. The clan is known for being ancient and having a founding that supposedly spans further back than other known Houses, as well as having a generally pacifistic nature.
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House Grendel. The Grendel House is said to owe its origin to a Daimon Lord who attempted to enter the World of Vala. It is said no one knows where the Grendel House came from except the Grendel House themselves, but even that knowledge has seemed to be forgotten.
Physical Traits: The Grendel family have skin that comes in various shades of indigo and small sharp-horns that protrude from the top of their head. The Grendel usually has a jacket on with the family crest of two horns. They usually use this jacket’s hood to cover their horns.
Bloodline Ability: Consumption. Due to their alleged daemon origins the Grendel family possess a powerful bloodline ability known as Consumption. With this ability they are able to absorb the mana of another creature. Potentially killing them if the Grendel member decides to absorb all of the mana of a creature. One creature within a 5 ft. must succeed on a Constitution roll contested against your Wisdom roll. On a failure, their mana is reduced by 3d6 and the Grendel house member can regain a number of mana points equal to the amount absorbed.
Minor Houses of House Grendel.
House Wolf. Is a famous family of swordsman and warriors who are known for their great skill and discipline. Many members are spread out and don’t interact with each other, but many pockets of close family members exist.
House Sidos. Known for their ruthless and what could possible be considered sadistic nature. They are known for mutilating their enemies and tearing them to shreds creating scenes which can only be described as a blood bath of mindless bloodshed and violence.
House Vesta. The Vesta House is a family of extremely skilled illusion users. This talent in illusion is due to the bloodline ability that the house possesses. However, once every few generations, a house member will be born with such enormous skill in illusion that their illusions cause the brain to make anything that happens to the victim within the illusion physically real, allowing the house member to potentially kill their opponents with pure illusion.
Physical Traits. The Vesta’s are known for their unique golden deep-set eyes and naturally muscular body.
Bloodline Ability: Absolute Illusion. A rare trait of House Vesta. Only 1/10 of this family will be born with an incredible talent for illusion. In order to determine if a player has this ability they must roll a d100 and roll a 90-100. The house member’s prowess in that field is so absolute that even without proper training, their illusion is simply overwhelming. Furthermore, the illusion is so powerful that it causes the brain to believe anything that happens to the victim to the point where the illusion physically harms the victim’s body in the same manner they envisioned. This fearsome ability allows the house member to potentially kill their opponents with illusion. In order to activate this trait one creature that a Vesta can see must attempt a Wisdom roll contested against the Vesta’s Wisdom roll. On a failure the technique is activated. On a success they are immune to the technique for 24 hours and are aware of the Vesta member and their attempt at an illusion. The target is taken to an illusory realm where they feel as if they were there for 1 day. In this world the user can exchange information with the subject, or mentally and physically torture it endlessly. While in the illusory world, the user and their target do not need to breathe, eat, drink or sleep (although the user can give the subject the illusion that it is starving as a method of torture). The illusion appears to last for 1 day but in reality lasts for a short moment (1 Round). The user can choose to extend the feeling of days by 30 mana per day. The user can decide to communicate with the target normally or torture them.
Messenger. The user is able to converse with the subject normally while in the illusory world. The subject will suffer no aftereffect after waking from this illusion.
Torture. The subject will undergo extreme torture either at the hand of the user or an illusion of his choosing, either physical or mental, or both. A message can still be relayed, but the illusion is incredibly taxing for both the user and even more so the subject. The subject’s perception of time is heavily distorted during torture, both because of the user’s control and because of the madness it causes; a day under torture may very well feel like a week. Each day under this illusion deals the subject 1d4+2 points of permanent Wisdom damage, negated by a successful Wisdom rool contested against the user’s Wisdoms roll. Regardless of the result of the save, the subject will suffer 4d6 points of damage, plus 1d6 points of damage each round for 1 round afterwards, cumulative for each additional day. If the subjet’s Wisdom score is reduced to 0, it will fall in a coma and remain unconscious until its Wisdom score is brought back to 1 or higher. If the subject’s Wisdom score wasn’t reduced to 0, the permanent Wisdom damage is removed after 24 hours but the subject suffers 1d4 points of temporary Intelligence and Charisma damage from the debilitating torture.
Minor Houses of House Vesta.
House Angel. The people of House Angel are generally peaceful and kind, usually seen with smiles on their faces and animals at their sides. They often keep animals at their sides, as companions in and outside of battle.
House Moss. A famous house from Hellion. Its members are known for their rejuvenation techniques and manipulation of genetics.
House Makki. The Makki house is an old and well-known house in Hellion. The house has had a very prolific history due to its belligerent disposition. When most of the other houses were falling underneath the banner of Hellion, the Makki house stubbornly fought to maintain its independence. The Makki house has a reputation as a stubborn, Warlike house that is often hostile towards outsiders. They are renowned for their brutal fighting style and naturally strong bodies. They also possess a bloodline known as Hero’s Fury. While it is powerful most Makki disapprove of its use.
Physical Traits: House Makki is known for having severe eyebrows that tend to cover a large portion of their foreheads.
Bloodline Ability: Hero’s Fury. The house’s relationship with its bloodline is somewhat complicated. Members of the house who are born with the ability to use Hero’s Fury are considered to be destined for greatness. However, the family highly discourages using Hero’s Fury, and using it in actual combat is considered reckless. Hero’s Fury operates by converting all of the user’s mana into physical energy. That energy is then directed towards the muscles, causing a phenomenal increase in strength in speed. While Hero’s Fury is activated, the user’s mana is converted and consumed at an extremely rapid rate. The Body temporarily increases mana production to compensate, but ultimately the rate of consumption far outpaces the rate of production. The Sharp increase in power can be a serious boon in battle, but the drawbacks to using Hero’s Fury are extremely severe. The user’s mana is consumed so fast that under ideal conditions, the state can only be maintained for about a minute on average. In addition, the time limit depends on the physical state of the user. A user that has a weak constitution will not be able to maintain Hero’s Fury as long as a user with a strong, healthy body. In addition to this, the amount of time Hero’s Fury can be maintained decreases if the user is wounded or tired. The longest recorded use of Hero’s Fury was one minute twenty-eight seconds. In addition to this, Hero’s Fury can not be deactivated by the user once activated. Hero’s Fury only deactivates once the user’s mana has been utterly drained, stopping only just before the point of death. Once Hero’s Fury has ended, a Makki is deprived of all their energy reserves and is effectively helpless. A toddler could walk up and strangle them to death and they would not be able to do anything about it. It takes a full day to recover, and it can be even longer if the user was severely wounded during, or prior to using Hero’s Fury. This is because the energy that the body usually uses to heal wounds was also expended during Hero’s Fury.
As an action you can activate your Hero’s Fury your mana burns extremely quickly and is pushed out of your body like a white light. This form lasts for an initial duration of 60 seconds and your mana drains by 5 for every turn. While it’s activated you are at the absolute peak of your physical capability and gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage.
You score a critical hit on 15 instead of a natural 20.
You gain immunity to the incapacitated, paralyzed, and stunned and unconscious conditions.
If you drop to 0 hit points or start your turn at 0 hit points, you can choose to immediately reduce your hit point maximum by 10 in order to extend its duration until the end of your next turn. When you do so, you remain conscious even if you’re at 0 hit points. Once Hero’s Fury is over you drop unconscious for 1d6 days due to your body attempting to heal itself from the damage.
Minor Houses of House Makki
House Yarrow. House Yarrow was formed by locksmiths and inventors of weapons. Although a minor house, its importance to Hellion was big because the largest share of arms created for the nation came from the House’s blacksmiths.
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House Heart. The most powerful organized crime family within the World of Vala. They are a ruthless organization who’s main goal is to bring their influence over the other nations of the World of Vala. They are a ruthless group that cuts out any weakness presented to them.
Physical Traits: Every member of House Heart has a rune of a Heart placed on a prominent part of their body. Ensuring the world knows of their affiliation to the family.
Bloodline Ability: Heartbreaker. House Heart was once a minor house in service to the former Don of the Ader. It wasn’t until they unlocked Heartbreaker that House Heart became a major force within Ikarus. It is said that the leaders of the house sold the family to a daemon for wondrous power. It is said the daemon cut one of it’s hearts out and cast it from the sky. The heart plummeted to the ground, and after the impact was recovered by the House Heart, aiding them in their battles for control. The member of House Heart has the following benefits constantly activated:
Your Constitution score becomes 20, unless it is already 20 or higher, and you become immune to disease.
Your unarmed strikes deal slashing damage, with a damage die of 1d8. You also can produce small bone projectiles, which you can use to make ranged attacks at the range of 0/60 feet, that deal 1d6 piercing damage on hit.
When you make melee attacks or ranged attacks using your natural weapons, you deal additional 1d8 damage.
Minor Houses of House Heart:
House Dino. Also know as the Grave Diggers. They have a fearsome reputation as a group of assassins.
House Strange. Infamous for its questionable scientific experiments. They conduct experiments using children of the family as “guinea pigs.”
House Oni. A Major House from Ikarus. Followers of the Oathkeeper started the Oni House. This house views using Mana as dishonorable and offers their services as assassins and spies. The Oni, despite not using mana, are highly skilled and battle-trained due to the constant warfare they embroiled themselves in. They often wear theater still masks and bandages to cover their bodies; when not in combat, they wear simple attires and their masks and bandages on their hands and feet.
Physical Traits: The Oni’s are known for their unique silver eyes and Tusk-like canine teeth that jut from their mouths.
Bloodline Ability: Unnerving. There is something seemingly off about House Oni. They have an unnerving presence that makes other creatures uncomfortable. Any creature that enters an area of 60ft around the Oni, or begins their turn within it, must make a Charisma roll contested against the Oni’s Charisma. On a failure, the creature is frightened until the beginning of their next turn.
Minor Houses of House Oni.
House Narces. An elusive house who prefer to keep to themselves instead of engaging in the affairs of the other houses, they are nonetheless a powerful force within Ikarus.
House Wixx. A powerful minor house. They have a history of producing talented Wizards of brilliant mind and power.
House Fabrizio. House Fabrizo was created in response to the organized crime within Ikarus. From then on, each generation of the Fabrizio house has donned formal attire when risking their lives to fulfill this duty.
Physical Traits: The Fabrizio family is known for their incredible calm in the face of danger. The Flame of Hope is regarded as the symbol of the Fabrizio family. Like fingerprints or voices, each Flame of Hope has a different shape and distinct characteristic.
Bloodline: Flame of Hope. House Fabrizio is able to activate a Flame of Hope. It is often described as a high-density form of energy that is refined from one’s own lifeforce. A person’s Flame appearance is determined at the moment of their birth. Upon activation it appears on the brow and takes the appearance of spectral flame. You may use an action to activate your Flame of Hope. You may go into Flame of Hope once before needing to finish a long rest to use it again. This mode lasts until it is dismissed using a bonus action or the character is knocked unconscious and while in this mode, you gain the following features:
Resistance to all incoming damage.
+2 to AC
+2 to Attack and Damage Rolls
You gain a flight speed of 60ft.
Minor Houses of House Fabrizio:
House Amos. Amos They are known for their rich history and mastery of mana control. dominant trait amongst the clan members is White Hair with Blue eyes.
House Elrod. A house steadily gaining prominence due to its skill with Wizardry. It should be noted that the Elrod is strictly matriarchal; ever since the clan was founded, the leaders have been female- the males of the clan have shown no bitterness about such a fact.
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House Folgore-Talon. The Founding Family of Kirin. They have the rare ability to become a storm cloud at will and still be able to interact with the world around them physically. However, this ability was imperfect, causing them to occasionally transform unintentionally. In their storm cloud form, they were vulnerable to wind as it caused them to disperse permanently and die. This bloodline ability eventually developed into the ability of creating clouds at will. The family used this ability to expand their influence over the nation of Kirin.
Physical Traits: The Folgore family is known for its lean body type and inability to grow a massive musculature. Folgore members also have lightning that tends to flow throughout their body.
Bloodline Ability: Kingdom of Clouds. This bloodline ability gives a Folgore the ability to make solid clouds which can fly or hover at your command and bear the weight of many individuals. As an action, you can spend 5 mana points to create a 60-foot radius cloud which moves according to your mental directions, flying at a speed of 60 feet. The cloud remains for 1 hour or until you dismiss it as a bonus action. As a bonus action, you can command the cloud to pour rain in a 60-foot radius cylinder directly underneath it, or order it to stop raining. The rain is clean, drinkable water and doesn’t go bad; you can produce up to 1,131 cubic inches of rain per round, which amounts to 1 inch of rainfall per minute. Such a quantity of rain would leave the area heavily obscured for the duration.
Minor Houses of House Folgore-Talon
House Sinjh. A lesser house that held prominence among different professions throughout Kirin. Its members were generally proud of their family name and have been known to butt heads against the other major houses of Kirin.
House Dagon. A calvary focused house of Kirin. Responsible for many of the Kirin Horses within the nation. This House in status due to the merit of their skills.
House Tharros: House Tharros descends from tree spirits from eons ago. A secluded house that prefers to stay on the outskirts of society preferring to tending to the destroyed lands of Kirin. As they are used to live in isolation, most of their teachings are based on Pure Nature Mana. Members of House Tharros are especially powerful sensors. Many House Tharros members take up with the bow, preferring it to other projectile weapons, and are noted to be exceptional marksmen.
Physical Traits: Members of House Tharros all have birthmarks in the shape of branching-out roots as a result of their blood’s exposure to tree spirits, though where it is imprinted typically depends. When they are using the clan’s bloodline ability, the patterns spread out and become pronounced.
Blood Ability: Zen. The user is capable of interconnecting their mana with multiple other creatures through physical touch. Following the connection with another’s mana, the user can now effectively track down that person until the connection is released. By entering a meditative state as a bonus action, the user can then emit mana from themselves in the form of a near-invisible mist that would serve to regenerate the mana supplies of creatures they have previously made a connection with. As an action the user can touch a willing creature and interconnect their mana. Allowing each other to use the combined mana of both. As a bonus action the user may send a pulse of mana and restore the mana reserves of a connected creature.
House Haddon. House Haddon is an old House back from the Land of Lightning, before it was dissolved. They are known as some of the most talented swordsmen in Kirin.
Physical Traits: House Haddon are known for their raven-black hair and their viper-like emerald eyes.
Bloodline Ability: Blue Blade. The members of House Haddon have gained an ability to force their mana into their blade. Making the blade an extension of themselves. When this bloodline ability is active it gives the user enhanced blade skills. Improving their swiftness and power of the blade. This also increases the reaction speed of the user.The blade glows a deep blue with the mana that courses through it. As a bonus action you may activate this bloodline ability for 1 minute. This gives you a +3 to Strength, Constitution, and Dexterity as well as a an additional +5 bonus to attack and damage rolls with your blade. You will also roll Intimidation with advantage, and your movement speed increases by 20. You gain two levels of exhaustion after each use.
Minor Houses of House Haddon:
House Amana. House Amana bear no connection to the other noble families of old, but instead hold much ill will toward them for keeping the wealth of Nobility for themselves.
House Damaris. A reclusive clan, down to their last retainers, to the point that to arrange semi-public ceremonies once a year has become an effort to soothe recurring ‘wild rumors’ that used to claim that the noble family doesn’t even exist.
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House Samoon-Atlas. The founding family of Luloba carries a legacy that stretches back to the first Human civilizations. The founders of the Samoon-Atlas family are known for leading mortals through the apocalypse started by Rokander, the God of Death. Reputed to be the strongest because of their Eclipse bloodline and their natural battle prowess.
Physical Traits: The Samoon-Atlas are known for their bright blonde hair and ruby red eyes.
Bloodline Ability: Eclipse. The Eclipse is a genetic trait of the eye that is transferred from generation to generation, not all who inherit it are able to activate it to its full potential. There have been rumors that the Eclipse can be transferred to anyone whether they be a Samoon-Atlas, but the receiver’s offspring will not be able to inherit it. Only a Samoon-Atlas have the ability to transfer it to their children. The Eclipse is said to have three levels of maturation and three evolutions, the most basic just giving a slight advantage, and as the wielder masters the eye they gain powers beyond any normal mortal. To gain the Eclipse the wielder must awaken it. The awakening can be achieved only if the wielder suffers a powerful emotional condition. Upon awakening, the wielder can activate the Eclipse as a bonus action. The Eclipse upon first awakening takes on the appearance of a waxing crescent moon. The phase of the moon indicates the level of the wielder. On further training, you gain additional phases. Upon maturation, you reach the final phase: a full moon. Generally, a person can only reach the full moon phase but there is evidence that Remus Atlas, first patriarch of the Samoon-Atlas family, awakened the final version of the Eclipse: Blood Eclipse in which the eye takes the form of a dark sun. Remus seemingly took the secret to receive the Final Eclipse to his grave.
Eclipse Phase 1 - Crescent Moon (Unlocks at Level 2)
The wielder can detect magic in the range of 120 ft.
You gain +1 bonus Perception.
The wielder has an advantage on Perception Rolls
Enemies that are actively seen by the user have a disadvantage on attack rolls.
The user can only keep the Eclipse on for two minutes. If the Eclipse remains active after the end of the two minutes the user gains one level of exhaustion and the Eclipse automatically deactivates at the end of the next turn.
Eclipse Phase 2 - Half Moon (Unlocks at Level 4)
The wielder can detect magic in the range of 120 ft.
Enemies that are actively seen by the user have a disadvantage on attack rolls.
The user can cast an illusion upon eye contact but this illusion only affects one person it is casted on at a time.
The illusion remains active until the target passes a Constitution roll contested against your Wisdom roll.
The illusion can make a false copy of the user that cannot inflict damage but otherwise do everything else the user is capable of.
The user can also use the abilities granted by the illusion to alter the environment or objects no larger than an area of 4 feet.
Lip Reading: The User can read the lips of people and creatures within 60ft.
You gain +2 bonus to Perception.
The wielder has an advantage on Perception Rolls.
Eclipse Phase 3 - Full Moon (Unlocks at Level 6)
The wielder can detect magic in the range of 120 ft.
Enemies that are actively seen by the user have a disadvantage on attack rolls.
The user can cast an illusion upon eye contact but this illusion only affects one person it is casted on at a time.
The illusion remains active until the target passes a Constitution roll contested against your Wisdom roll.
The illusion can make a false copy of the user that cannot inflict damage but otherwise do everything else the user is capable of.
The user can also use the abilities granted by the illusion to alter the environment or objects no larger than an area of 25 feet.
Lip Reading: The User can read the lips of people and creatures within 60ft.
Move Prediction. While looking at a targe the user is granted a plus 4 to AC when the target makes attacks against the player.
You gain +3 bonus to Perception.
The wielder has an advantage on Perception Rolls
Minor Houses of House Samoon-Atlas.
House Sierra. They were originally ordinary herb-sellers that, though poor, lived happy lives filled with laughter. When they showed extraordinary kindness to Queen Santana Samoon-Atlas’s adopted child. The queen raised them up as her direct vessels, making the family extremely rich.
House Gilgamesh. A nobel house sworn to the Samoon-Atlas. Many of the elite Mymirdons come from this family. The “Moon Knight” title is given to a Gilgamesh warrior who is considered worth of wielding the greatsword, Twilight, a blade said to be created from the heart of the moon. The sword when drawn shown with the radiance of the moon.
House Barberi: A house created by the God of Chaos, Angelo Barberi. Made up of groups of people who were experimented on by both Angelo’s father and younger brother. Despite their origin, the Barbari are generally a happy people, often found smiling and laughing with various animals at their sides. Even in times of war, the Barberi have always managed a smile. While they do experience grief and sadness, they simply believe that it is better to “wash one’s hands with happiness.” Much of the happiness comes from the use of the family’s Bloodline, the Tongue of Beasts, which enables the bearer to communicate with beasts of any sort, both verbally and mentally. Every member of the house possesses this ability, and due to this on missions, they often speak to amongst themselves in the language of their animal of preference to prevent orders or delicate information from being intercepted by spies of opposing forces.
Physical Traits: The dominant hair color of the Barberi is a deep black, although the occasional blondes and brunettes have been known to appear. The Barberi themselves vary greatly from member to member in terms of physical appearance, some are towering giants while others stand far below average height. The Barberi tend to have physical traits similar to that of various animals. On Top of gaining the bloodline ability members of the Barberi family also carry many different animal like characteristics that grant them additional traits.
Adlet. Adlets are Barbari members with ears and senses of canines.
Digger. You have a burrowing speed equal to your standard speed.
Sniffer. Wolves and dogs have keen noses. You have advantage in Wisdom (Survival) checks using your nose.
Bubbit. Bubbits are rabbit like Barberi clan members.
Quick as a Bunny. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Apeling. A nimble and strong ape-like Barberi.
Adept Climbers. Your natural agility gives you a climbing speed of 30 feet. You can also climb across ceilings, as long as you have something to hold on to.
Skills of the Primate. You have proficiency in either Acrobatics or Athletics. You can use your feet and tail as if they were hands.
Bloodline Ability: Tongue of the World. The bloodline of the House Barberi is known as the “Tongue of the World,” which enables every member to communicate with any spirit or beast of any species both mentally and verbally. While every member is born with the “Tongue of the World,” each adapts differently and, as such, possesses differing levels of skill. There have been notable cases of house members losing their hold on their sanity due to either being unable to cope with the constant voices and thoughts of the animals and insects around them or being unable to shut the voices out of their minds. While this occurrence isn’t exactly commonplace, it is prevalent enough for each child to be under close scrutiny during their beginning years to monitor how they fare. Due to its constant activation a Barberi clan member must roll a d100 after every long rest. The DC for this is your current sanity percentage. If you reach 0% sanity you will take 1d6 chaos damage every 10 seconds unless you are actively concentrating on ignoring the sheer amount of voices that are assaulting your mind. While concentrating you can not take an action in combat. Despite gaining benefits from your bloodline ability whenever you benefit from an effect from it you take 1d4 points of chaos damage. You gain the following benefits:
When you speak, you can choose for your words to be understood by all creatures that know a language, even you do not otherwise share a language with them. Similarly, you can understand any words spoken by another creature, even if you cannot understand the language being spoken.
You can communicate with creatures without the use of your mouth. You can communicate with any creature you see by speaking directly into their mind.
You can read the surface thoughts of every creature around you. Due to the overload of information this is both a benefit and detriment. For every roll a Barberi makes they must roll a d100 first. If the role is 51 or above they make the following roll with advantage. If it’s 50 or under the Barbari will make the roll with disadvantage.
House Albion. One of the major houses of Luloba. The house was once one of the most feared houses in the region. Attempting to cause a rebellion against the ruling Samoon-Atlas family. This rebellion gained traction until they were directly opposed by Remus Samoon Atlas, who put them down forcefully but still allowed them to keep their power. They are known for their megalomania and intelligence as they attempt to take Luloba for their own.
Physical Traits: Each member of the family has a X shaped rune on their chest. A sign of their betrayal against the Samoon-Atlas family.
Bloodline Ability: Enlightened. Your eyes seem to glow an intense white, more accurately the glow comes from the brain as the heightened activity shines through their eyes. As an action you may overclock your brain as you enter a high processing state in which you gain the following benefits for the next 2 minutes. When the time is up or you decide to end the ability you gain 2 levels of exhaustion.
Your Intelligence score goes up by 10.
As a bonus action, you can reduce the mana cost of your next spell you cast by half of your of your Intelligence score (rounded down)
You can use Intelligence instead of Strength or Dexterity for the attack and damage rolls of your attacks.
As a reaction, when you cast any spell, you may take any amount of damage and reduce the cost of the spell by the damage you took.
Minor Houses of House Albion.
House Callisto. A ruthless and aggressive family. All of its known members appear to have shark-like features such as sharp, pointed teeth and facial features that resemble gills.
House Bovine. The Bovine House is known as a weak family but they are known for having access to a powerful firearm arsenal.
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House Rose. House Rose is a major family that was originally located in the nation of Luloba but was forced to flee from the Samoon-Atlas family. Ambitious rogues, House Rose, has become proficient in poisons—so proficient that their bodies naturally produce poisons.
Physical Traits: Once the bloodline is awakened (which occurs early in adolescence), House members form green lines that descend from their eyes, making it appear as if they are crying.
Bloodline Ability: Spikes of Rose. A member of House rose can absorb, manipulate, and create poisons within their body. Your body can devour and generate poisons. You gain immunity being poisoned and gain advantage on contested rolls to resist the effects of poisons. When you succeed on a contested roll against a poison, you may absorb it. You may deal the effects of the poison you absorbed at a target as you secrete that poison from your body. You pay cote the poison on a weapon or an unarmed attack.
Minor Houses of House Rose.
House Jade. A minor house from Spheris. Far from a benevolent group, the Jade are notorious for conducting both revolting and captivating experiments on willing and unwilling subjects. As a result they have archived countless volumes of data on all sorts of things, producing medicines, poisons and valuable scrolls that are highly coveted.
House Marsh. Herbalist from Spheris. No one truly knows where the clan originates from; members are historically nomadic, traveling about to peddle their medicinal goods and services. It is rare, despite all their skill and capability, that they become knights, however.
House Winter. House Winter are a secretive house of Spheris. They mostly hide in the snow-capped mountains of the floating nation. Nobody knows where their exact compound is but if it they are needed, they will find those who seek them. This House is known for their skills in reconnaissance and long-range assassinations and are capable of stealthy eliminating half an army if need be. Individual House members are trained in survival skills and using the environment and whatever they have as a weapon and are trained to blend into the environment. In combat the House focuses on archery and wrist-mounted blades.
Physical Traits: Every member of House Winters have tints of blue along their face as if they were slowly being frozen over.
Bloodline Ability: Visions of Winter. Winters have a bloodline ability that allows them to determine friend from foe. The user can use a bonus action to activate this enhanced visual skill for one minute. While Visions of Winter is active, creatures and objects that you can see are covered in a color of light that corresponds with their personal relationship towards you, regardless of any attempts a creature makes to deceive you. Creatures that are covered in a red hue are creatures that are hostile towards you or creatures that you’ve targeted for assassination, blue-hued creatures are creatures that are friendly towards you, and objects covered in a golden hue are objects that are of interest to you. Additionally, you can always see a creature that you’ve targeted for assassination with this feature, even if they enter a building or use magic to conceal their location.
Minor Houses of House Winter.
House Cortez. is a combat-oriented clan where those in control only value and respect power. The warriors of House Cortez place an emphasis on talent in sorcery above all else to the point where they will oppress even their own relatives. Their ideology is self-righteous and archaic but the fighting strength of the clan is very potent.
House Jaeger. Was infamous for its old practice of taking pleasure from the torture of their enemeis. They have since given up the this tradition but a sadistic streak still runs strong through this family.
House Machuca. An elite family that has been running affairs in Spheris since before it’s founding. They are known as aggressive businessmen always looking for the opportunity to spread their business influence while consolidating tons of governmental, militaristic, and magical power.
Physical Traits: All members of House Machuca have a golden hue to their skin tone
Bloodline Ability: Perfectionist. The Machuca are perfect in everything they do, including killing. They can see the quickest most efficient ways to end a target. If you reduce a creature to ¾ of health may use your bonus action to make an attack to finish them off. The trait can only be used equal to their Wisdom modifier.
Minor Houses of House Machuca.
House Veleno. A collection of noblemen that own various mines around Spheris. They work closely with a multitude of different business and houses to ensure their hold of power.
House Solace. House Solace are known for their almost unmatched skill in battle, they are known for almost never using spells in battle, relying instead on their martial skill. Members of the House can only use spells if the battle is dragging on too long, or if their martial skill isn’t enough. They contract themselves out to the Machuca and Veleno family as bodyguards.
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House Nyte. House Nyte’s history is shrouded in mystery. There are different stories on House Nyte’s origins. The most popular theory, is that the Nytes originated from the “Nightlords”, an ancient and mythical race of the men that were consumed and corrupted by the eternal darkness of the Void. Even the Nytes themselves have no clue by who and how their house was founded, as there are no official documents or transcripts left that hold any credible evidence of House Nyte’s origin. As far as anyone knows, the Nytes have always existed since Year 0.
Physical Traits. House Nyte is known for its thick black rings around its eyes.
Bloodline Ability: Tormented Domain. House Nyte brings the night to all of their enemies. As your bonus action, you spread a wave of mist over a 30 ft area. The duration of the mist is 1 minute, and you can only use this ability a number of times equal to 2 + your Charisma modifier per short or long rest. Inside the mist is considered dense darkness, and you gain the following benefits:
Your speed increases by 20 ft.
You can make one more additional attack.
You are considered “invisible” to creatures that do not have True Sight or Darkvision.
You can naturally see inside your mist.
Enemies not within 5 feet of you can not see you.
Minor Houses of House Nyte.
House Luzano. Knowledge seekers constantly in search of various worlds wanting to expand their knowledge of the universe.
House Aurora. All members of the Aurora are, from a very young age, taught to respect and admire nature. Members hunt only for food and take offense towards those who merely hunt for sport, showing much disdain towards hunters and poachers. They believe that killing and consuming one’s prey falls within the order of nature, and to kill animals beyond a means of survival disrupts that very balance.
House Akheron. House Akheron is a house that has thoroughly embraced the dark side of magic and understands the hard pressed concept of Shadowmancy. To practitioners of Shadowmancy the Akheron are the beacon of darkness and are a milestone of achievement in the art of Shadowmancy. The members of this house carry a deep understanding of the barrier between life and death. House Akheron members also display a lust for forbidden knowledge and the unmistakable ambition to defy death.
Physical Traits. The Akheron’s are known for their stinger-tail that hangs from their waist
Bloodline Ability: Netherworld. Netherworld is an advanced bloodline ability of House Akheron, This ability can be used to absorb, manipulate, and release mana taken from an opponent. Mana absorbed can also be added to the users mana pool. As an action you may use your tail to attempt to drain mana from a target. As a weapon the tail itself deals 2d8 piercing damage and if it hits he gains the piercing damage result in mana.
Minor Houses of House Akheron
House Undergrove. An ancient house describe themselves as caretakers of the Void. They believe they were it’s protectors and had to ensure it’s growth over the world.
House Nyx. Warmongers who from their origins those of the clan have been skilled war-making people whose tempers fuel the flames of conflict all throughout the history of Rokander.
House Noctis. House Noctis is a clan of traveling merchants, widely known for their high-grade weapon-crafting skills. As such, they have not affiliated with a certain town or village for a century, although their lineage and heritage could be traced further back, with the help of a handful of heirlooms and religious paintings in their possession, to the Land of Earth prior to its destruction. Now, the Clan moves from town to town within the badlands of Nocterra every few months for trade in order to gain coin. Trade, however, was not their only way of making money, as the more physically-skilled members of the Houseoften took missions from civilians, or even offered help to villages in exchange for money. House Noctis often switches sides, stabbing employers and allies in the back for even more well-paying jobs. Due to this, the Noctis were dubbed as greedy monsters known not to be trusted. Despite their infidelity, their trade still boomed, as villages all over the country paid for the Noctis-made weaponry the Clan was famous for.
Physical Traits: House Noctis members, being notorious for their almost identical appearances, share many similar attributes. Their long black hair, for one, is a feature shared by most of the clan. Perhaps their most defining qualities, however, are their eyes. A great deal of the clan possess irises of numerous shades of teal, though there are some outliers.
Bloodline Ability: Gift of Chaos. A unique bloodline that passes on from parent to child. The Gift is inherited upon the death of the previous wielder, passing onto the youngest living relative of the deceased wielder. Wielders of The Gift have been often spotted talking to themselves. This weird habit often starts shortly after they acquire the The Gift. After some investigation, it becomes apparent that they are not actually talking to themselves, but to a person only they could see. Though the purpose for this being is a mystery, its origin is more familiar. The power of the The Gift presents itself to the wielder in a friendlier form, often guiding the user in battle. The Gift takes on the form of a young man, going by the name of Bell. The Gift of Chaos while taxing in mana, gives its wielder a list of powerful abilities.
Enhanced Internal Mana Reserves. Upon acquiring The Gift, the user’s mana reserves expand enormously, though their mana takes on a more unstable and destructive form. Thus, users have a much harder time controlling mana, and the slightest mistake can cause irreparable devastation. As an action the user gains 50 x their Level of mana added to their mana pool. The mana is so destructive to the user and any target, that if they miss a spell or attack the spell backfires on the user dealing double damage. If the attack hits the spell deals double the amount of damage to the target.
Mana Sense. The mana-sense allows users the ability to detect others by tracking their mana. The difference, however is that the mana-sense gives the user a more intricate sense of the mana that surrounds them, be it running through rivers, or pulsing through creatures, the user can also recognize the type of mana. This sense has multiple effects on the user, considerably facilitating the wielder’s understanding of the elements. It also allows the user to absorb mana from their surroundings, helping them to knead mana into their body instead of out of it. As a free action the user senses the location of every creature within the user’s movement speed. Until the end of his turn, creatures that were within the area can not be invisible to you. You learn how many mana points and hit points the creature has, as well as its AC.
Minor Houses of House Noctis.
House Ivy. House Ivy are potion-makers and medicine-sellers. They are acclaimed for their unequaled knowledge in herbs and anatomy while their nefarious mixtures and concoctions hold them in high demand.
House Iron. A former civilian family that has been elevated to minor house. While normally such a status would have not been granted to a clan without any ties to the noble court, their unprecedented prowess on the battlefield earned them a unwavering spot among the leaders of the nation. In fact, their skill in combat, partnered with their peerless understanding of the mountainous terrain.