HotB: History Lesson

Those who don’t know it and all that.

Three important events in ven history.

200 Years Ago: The Betrayer War
Two centuries past, the ven were ruled by an Emperor. His name was Jayman Steele, Earl of Blayloch, Blooded of the Elk, primarch of the Steele family. His rule was hard, but not harsh. Crime was punished severely, but justice was a slow process, giving the accused opportunities to defend themselves. His mercy was rare, but predictable. He was, by all accounts, a good Emperor. He was also the last.

As his Solace approached, Steele began to seek ways to delay the great sleep, or prevent it entirely. This single occupation eventually turned into a passion, then an obsession. An obsession that drove him willingly into the arms of madness.

The Betrayer War brought together the combined forces of all Houses against the Emperor. So great was his power, even those in his own House turned against him, and even that great strength was barely enough to defeat Steele. Decades of sorcerous research empowered him beyond imagination. When he was defeated, a council of nobles gathered to determine the course of the future. It was determined that no ven should ever again be declared Emperor. Moreso, that no member of the House of the Elk should ever hold any title greater than that of Baron. Sorcery was outlawed, except for the Blooded of the Serpent who were allowed to study the forbidden art for the purposes of never allowing any future abuse of power.

The Betrayer War forever changed the face of Shanri. Steele’s researches unlocked old doors that should have never been opened. The land was filled with ancient horrors, terrible and unspeakable. The Blooded of the Falcon gave up their own lands to serve as rangers and sheriffs, protecting the common people against the horrors unleashed by Steele’s ambition. The House of the Bear, most deeply wounded by the war, retreated to the mountains to heal.

150 Year Ago: The Quiet Poison
Over the next century, the Blooded of the Wolf moved quickly to consolidate their power and fill the vacuum left behind by an empty throne. The House of the Fox did the same, but met with quick resistance from the Adrente wolves. A second war erupted, but it did not find its end on the battlefield. Instead, the war was ended on the floor of the newly created Senate.

The Senate passed what would come to be known as the War Amendment forbidding any noble from gathering armies. The nobility was permitted to keep “a small personal guard for the purposes of security and protection,” but otherwise, no soldiers, no garrisons, and no armies. Needless to say, the ven reacted to the amendment in their own way. They started gathering armies.

Because a noble was allowed a “small personal guard,” the ven began acquiring soldiers for that very purpose. The definition of “small” varied from noble to noble, from twenty armed men to as many as two hundred. After all, according to the law, nobles were also required to protect their vassals. Because vassals are property, they are—legally—an extension of the noble’s person. And so, in a moment of pure irony, “personal protection” became the key phrase that allowed the nobility to raise armies.

But waging war was still illegal. And in reaction to that clause, espionage and assassination became the primary cause of death among nobles in Shanri. For seventy-five years, the death toll became almost epidemic. The primary method of assassination was poison, providing an anonymous method of doing away with powerful enemies.

Thanks to another amendment passed by the Senate, dueling transformed from a messy and bloody exercise into pure ritual. The Dueling Act forbid casual swordplay, requiring proper procedure for the ven’s most deadly art.

From all this bloodshed, the Wolf and Fox developed the rules for duels, refining them as they murdered each other. Warfare occurred in the courts, civilized and ritualized, but still just as bloody. Finally, the Senate passed even more amendments restricting duels. Just in time for the Fox and Wolf to grab up the land left behind by the Falcon and Elk.

100 Years Ago: The Anguish
“This storm knows us,” Uvand Philo wrote. “It knows our names.”

The Storm, dubbed “the Anquish” by those who lived through it, ravaged all of Shanri. It first appeared a century ago, seemingly willful, seemingly knowing, all too deadly. A murderous Storm. It did indeed seem to know their names.

Ever since that day, the Storm returns, seeking the blood of the ven. At first, they were unprepared, their homes and villages and crops wrecked. With no foreknowledge or understanding of what they were dealing with, the ven suffered. Their only warning a distant howling wind like the cry of a wounded animal and the slowly darkening sky.

Many ven moved into the ancient ruins of the sorcerer-kings for shelter. For generations, those buildings remained empty out of fear of what may lay within, but the ven moved in out of necessity, cleaning out the vast hallways and rooms seeking shelter from the Storm.
But one ven sought truth rather than shelter. “The Storm knows our names,” he wrote. “We shall return the favor.” His name was Uvand Philo. Blooded of the Serpent, Duke of Ychara, Philo spent all his waking days searching for the origin of the Storm and all his nights communing with the suaven, seeking their wisdom. It took him fifty years, right up to the edge of Solace, but in the end, he found what he was looking for. He went to a particular aelven danna ruin with three others. Of the four, only one returned. Danaria Del, Blooded of the Falcon. She knew the Storm’s name and she brought it back… but only for those of her Blood.

Since then, the Blooded of the Falcon alone know the Storm’s name. They call upon the Storm and send it back, although sometimes its fury is too great for even those who know its secret.

Houses of the Blooded: Romance, Part 2

This one is very long. Enjoy it.

The Rules of Romance
Characters with the Romance skill may participate in the Game of Love. If a character does not have the Romance skill, he is unaware of the delicate rules and pitfalls that await him. He is encouraged to study first before endeavoring to play.

The First Game
A Romance begins with a flirtation, a test of wits to see if a potential lover has the required skill. This is called “the First Game.” The flirtatious banter begins and continues in a kind of sing-song, with each trying to keep up with the beat of the conversation. The loser is the first to miss a beat. The winner sets the level of the tasks for the Romance.

Now, for our example, let’s watch Lady Shara as she sees a potential lover and approaches…

Shara knows his name, this man standing close to the fire. The man with eyes like the fire, with black hair spilling over his shoulders. His wide, wide shoulders. His name is Valin, and he is the prize of the court. She approaches him, touching his hand. Her fingers close over his, and she squeezes. She meets his eyes and smiles. The game has begun.

If you have read the rules for inflicting Insult, the Romance rules will be very familiar.

Initiating the Romance
To initiate the First Game, Shara must make a Beauty + Romance risk. The risk is 10.

If her roll is successful, she has initiated a request for romance successfully. He may choose to reciprocate, or not. If he does not, he politely declines with the proper compliment. That’s the end of that.

Raising the Stakes
If he chooses to reciprocate, he makes a Beauty + Romance risk, except with one wager. If the roll fails, his response is out of time, or not equal to her flirtation.

“I see you carry a sword,” Valin says to Shara. “Can you use it?”

“As well as any man,” she replies. Then, her gaze lowers to his hips where his own sword rests. ”Can you use yours?”

“As well as any woman,” he says.

This continues with each character raising the stakes. Each retort increases the wager. At each opportunity, either participant may concede or up the wager.

The tests continue, with both Shara and Valin testing each other’s verbal skills until one of them fails. In this case, its Shara who misses the roll…

“I’ve heard many women have trained with that blade,” she says, reaching forward, touching the pommel. “I hope it hasn’t gone dull from over use.”

“Quite the opposite,” he says, looking down at her. “And the quality of the blade is only one factor.” He touches her fingers resting on his pommel. “The fingers are the true test of a swordsman.”

His fingers touch hers and a little gasp escapes her lips. She misses a single beat, and the first round of the game is over. She breaks away, withdrawing her hand quickly. “Perhaps you are not ready for my training,” he tells her.

“Perhaps,” she whispers.

“Perhaps I need to see your skills first.”

She looks up. “A test?” she asks.

He smiles. “A test.”

Determining the Winner
If a character misses his roll, his wit has failed him, he has spoken out of time, fumbled his response, or has failed in some other way. This establishes the winner of the exchange. The implied premise is that the loser must prove their worth to the winner.

This exchange is important because it determines a crucial factor. The number of wagers made sets the potential of the romance. The number of wagers made in the exchange determine the potential rank of the romance on the two character’s sheets. If three wagers were made, the romance can grow to a rank 3 Romance. If only 2 wagers were made, it can grow to a rank 2 Romance.

The Spoils of Victory
Because Shara lost the First Game, Valin gets to set the first task, thus setting the level and pace of the Romance. If she accomplishes the task, the game continues, this time with roles reversed. Since she has proven her own worth, it’s time for him to prove his.

Beginning tasks are simple favors. A woman may drop a fan, look at the prospective lover and ask him to retrieve it for her. Likewise, most men ask for a drink from the cask or misplace a glove. Shara and Valin have different ideas about starting tasks…

“That man,” he says, pointing across the room. Shara looks. A bloated beast of a man from a minor house.

“I see him.”

“He carries a sword.”

Shara nods, understanding. “I see.” She bows slightly and retreats, crossing the room, her hand resting on the sword at her side. The noble sees her at the very last minute, just before her hand slaps his face and she takes her defensive stance. He draws his own blade and the duel begins.

A few thrusts and parries pass, everyone holds their breath, and when it’s done, there’s blood on the floor. He’s holding his wrist, looking at her, his sword on the marble with his blood.

She walks back across the floor, her heels clicking on the marble. The blood on her blade drips behind her. She steps up to him, holds the sword out before her… and with a dramatic pause, drops it. It clatters loud on the marble floor.

“I dropped my blade,” she says. “Would you mind picking it up?”

His eyes never leave hers. “Of course,” he says, kneeling down, his hand on the pommel of the blade. “Most women would have dropped a handkerchief,” he says.

She almost laughs. “’Most women.’”

Assigning Tasks
A lover must take care when assigning a task. If her task is too simple, she’s implying she doesn’t have much confidence in her lover’s ability to perform. If the task is too difficult, she’s setting him up for failure, implying she isn’t interested in playing anymore.

A beginning task should be simple, but relative to the skill of the lover. If uncertain, keep the task to something that can be accomplished quickly, to test the lover’s skill.

As the affair continues, the tests become more demanding. They also test the lovers by putting them in situations requiring each other to acknowledge the other in a public way. Each lover continues to trade challenges, the romance becoming more serious with each test. Gifts become touches, touches become kisses, kisses become caresses. Most romances end here, with both parties unwilling to take the next step. It’s a threshold that turns the romance from a flirtatious game into a treasonous crime.

If a lover is successful in his task, he’s awarded merca. Merca depends on many factors, including the lovers involved, the court where the game takes place, and the degree of difficulty of the task. At the beginning of an affair, merca can be a small gift (“Oh, no. You can keep the handkerchief.”) or the right to use a kiss as a greeting. A kiss on the hand, of course. As the tasks become more difficult, the merca also becomes more rewarding.

Rewards
There is another reward for all this nonsense: aspects on your character sheet.

Lovers gain a rank 1 Romance aspect. At the end of each Season, the aspect gains one rank. Romance aspects continue growing until they reach their potential, then they lose one rank until the Romance runs its course.

Naturally, lovers can invoke their Romance aspects for bonus dice: one die per rank of the Romance. But Romance aspects can also be tagged by other characters… if they know about the Romance, that is.

Ending the Affair
Sooner or later, a Romance must end. That’s the way of things. A Romance begins with the heat and intensity of spring; moves into the long, lazy warmth of summer; but then slides into the chilly days and nights of autumn; and finally succumbs to the bitter cold of winter. There are many ways for an affair to end. Some Romances end sadly, some happily, some end in tragedy. There are also honorable ways to bring an affair to an end and less-than-honorable ways to do it.

The most honorable way to end an affair is to accomplish a task and not ask for merca. This informs your lover the affair has run its course and cannot continue. By refusing merca, you have accomplished her request and graciously bow out of gaining the fruits of your labor.

The second honorable way of ending the affair is by not assigning a task. Once again, you feel the affair has gone far enough and any merca granted by a further task would be inappropriate for the romance.

Finally, you can end the affair poorly. There are many ways to do this, but here are two examples.

First, there’s ending the affair by refusing to grant merca. This earns the lover a new aspect: sauginue (saw-gee-new; “savage”). equal to the score of the Romance’s potential. A sauginue is one not to be trusted: an animal driven solely by desires. Of course, that title attracts as many lovers as it does drive them away.

And the most abrupt (and rude) way to end the affair is a public display of scorn or choosing the favor of another over your lover’s favor. Not only does this end the affair and gain you the sauginue aspect, but it may bring bloodshed to your household.

Most husbands or wives try to ignore a spouse’s romance, but no one ever takes kindly to a lover who so shames their marriage by ending a romance poorly. Such behavior is just (and legal) cause for a duel.

Dangerous Liaisons
By the strictest definition, adultery is engaging in activity that could cause an illegitimate heir. Until that line is crossed, all of this romantic talk is relatively harmless—as far as most nobles are concerned. But once that line is crossed, it ceases being a romance and becomes a liaison. The romance has become a danger to the marriage. Most ven understand this and end a romance before it gets that far. Others, however, are so caught up in the passion of the affair, the lovers are willing to risk anything—even their lives—to continue to the passionate conclusion.

Lovers discovered in such a compromising position risk much. They risk loss of reputation, loss of status and—depending on the severity of the court—loss of life.

A liaison may begin as soon as the Romance reaches its potential—reaches its romantic peak. There is only so much satisfaction to be gained from flirting and games until someone finally has to cross the line. So, the Romance reaches its potential, but instead of decreasing next Season, it continues to increase. Except now, it is no longer a Romance, but a Liaison.

Being discovered in a liaison is dangerous. It gives your character the aspect yvaltae (ee-val-tay; dangerous). The aspect is equal to the potential of the Romance. This damages your opportunities to begin new Romances and effects your interactions with anyone with the Romance skill. A liaison is also grounds for divorce in many courts (but not all). The adulterer loses any titles gained from the marriage as well as land and moneys. Finally, most courts punish adulterers in some fashion. Some are branded on the back or legs. A few courts are more sympathetic to the rights of lovers and punish them with banishment. The challenge of a duel most surely will follow any such discovery, from either the wife or the husband; this is high fantasy, after all.

Houses of the Blooded: Romance, Part 1

She steps into the room and every set of eyes turns her way, as expected. They all want to see what she’s wearing tonight. Daro stands behind her, to the left, like a shadow of muscle and iron. It’s the first night she’s worn the sword belt. Everyone’s eyes fall a little lower than usual.

The silence breaks. Conversations resume. An older woman approaches, smiling wide and friendly.

“Lady Shara,” she says, and they touch fingertips. “I’m glad you could make it.”

“Only the suaven themselves could keep me from one of your parties, Duchess.”

More pleasantries are passed, and one by one, they approach, giving their regards. Most only touch her fingertips, the most polite greeting. A few allow her fingers to rest in their palm. The most daring give a gentle squeeze. She remembers their faces and their names, those that dare an invitation to Romance.


Poets have been put to death for writing of it. Men and women alike have been punished horribly for believing in it. The Senate has condemned it, calling it a mortal sin.

That crazy little thing called love.

The ven were thunderstruck by this motion of personal love; their social structure completely unequipped to handle it. In a world of arranged marriages—where the bride and groom rarely met before their wedding day—such a notion undermined the entire social order.

Imagine for a moment a world devoid of the notion of love. Not saying love didn’t exist, but our current notion of romantic love is a foreign and alien concept. Love at first sight, falling in love, flirting, dating, the first kiss—all of these notions we take for granted—simply did not exist.

For the ven, that was true. But things have changed…

As the title subtly suggests, this chapter is about romance. We’ll take a look at the history of romance (from a historical point-of-view), then discuss the current state of affairs (pun intended) in the courts of Shanri. Lastly, we’ll look at the rules of romance and how they affect your character.

Go to your bookshelf. Go pull down your favorite fantasy novel. It could be Tolkien, it could be Zelazny, it could be anything with “fantasy” on the spine.

One hundred years ago, a book like the one you’re holding wouldn’t be called a “fantasy,” it’d be called a “romance.” A work of romantic notions like heroes, heroines, acts of daring-do, swashbuckling and something called “true love.” Romantic notions. The novels of Alexandre Dumas were romances, the Arthurian myths were romances, and yes, the War of the Ring was called a “romance” in the time the Professor wrote them. Not a fantasy, but a romance.

(Technically, he called it a “history,” but we’re willing to allow the Professor a mistake or two now and then.)

And with that in mind, look through the pages of that fantasy novel of yours. Look at the passion of the characters, willing to throw their lives in the way of danger for romantic ideals. Romance can be silly, but it can also be dramatic, subtle, and even tragic. Romance can be an adventure in itself, or it can be the springboard for adventures, giving your character a reason to act as he does. Greed only carries a man so far; what happens when he collects his 100,000 gold pieces? He retires from the dangerous profession of adventuring, gets married and has a few kids, opens a blacksmithy and spends the rest of his life in relaxed luxury. But a man in love will do just about anything, even don that armor one more time, kiss his wife and children goodbye and go out into the wild world to protect everything he’s built. Love is the greatest motivator in the world, and it can provide a hero with powers he never knew he had. As we’ll see later in this chapter…

The Very First Romantics
In the minds of the ven, “love” is a dangerous thing. It makes you act against your own best interests, against your family, against your friends. It is a kind of loyalty that your superiors cannot control. Remember: the word the ven use for “love” is the same word they use for “revenge.” ˆDangerous obsession.

Likewise, romance is deadly. It’s only asking for trouble. You know how things will go when you get involved in a romance. The heat of passion makes you stupid. Makes you ill. You feel sick when your lover isn’t around and when she is around, you feel giddy. How can this be anything but dangerous?

Ven scholars denounce romance and love for these reasons. Of course, that doesn’t stop love and romance. In fact, making it forbidden just fans the flames.

Athreda and Ylvayne
Romantic notions started nearly three hundred years ago, inspired by the tales of a particular Baron and Baroness. Athreda, Baron of Tyme and Ylvayne, Baroness of Dren were drawn to each other the moment their eyes met. She was older, wife of a man falling into the deep sleep of Solace. He was a composer, looking for inspiration. They spent a winter together in the Duchy of Pathrena, and while there, they fell deeply in love.

Athreda composed his first great opera that winter, dedicating it to “My Winter Rose.” The veiled romance between the two was obvious to any who sat in attendance and it scandalized both of them. They denied any wrong-doing, the Baroness swearing everlasting loyalty to her husband, but few believed her. The way she looked at him. The way she wrote about his music. It was obvious she was deeply and passionately in love. A crime of adultery by any account.

When brought to court, she admitted her love for the young composer, but refused to admit consummating the affair. A clever move on her part, knowing that the actual crime she was accused of was adultery. The court’s judgment: “Adultery is a crime; love is not.”
Ylvayne was acquitted and half the Senate cheered. A new idea had taken root in the ven consciousness: a separation of the ideas of love and marriage.

That year, nearly three hundred volumes were published, plays were written, and operas performed, all advocating the virtues of love. Husbands were drawn as grim and dour monsters, old men marrying young women, trapping them in gilded cages. Then, along comes The Lover: young, robust, creative, and ready to save the poor, suffering wife from the trap of marriage. Of course, none of these books, plays or operas was there any sex. The law was clear: romance is legal; sex is not. But that would also change.

Return of the Winter Rose
Ten years after his first Winter Rose opera was performed, Athreda composed a sequel. The hero and heroine, both much older, reunited after many years of separation. The affair, once thought dead and forgotten, awakened once again. And this time, the lovers consummated their affair.

Once again, Athreda’s opera scandalized Shanri, but this time, it was he, not the Baroness, who was brought to trial. The crime was subverting public morals and encouraging illegal activity. The lords set to charge the case presented the opera’s libretto as evidence and the courts waited to see what defense Athreda would take. The Baron’s defense surprised the world.

He announced that he was guilty as charged. Guilty of subverting the public’s idea of marriage, guilty of encouraging love, and guilty of being helplessly in love with Ylvayne. But he refused to admit the play had anything to do with reality. “We have never consumed our love,” he confessed. “And I shall die with that shame.”

Having confessed to his crimes, he was publicly castrated, then hanged, then burned at the stake. The public was surprised that Ylvayne never attended the trial nor his execution. The day after his execution, her husband found her dead by her own hand. Poison. Legend says she left behind a letter, but that he destroyed it after reading it.

Athreda confessed his own honesty at the trial would help liberate Shanri from the prison of marriage. To a certain extend, it did. Romance has become an undeniable part of ven culture, despite those who would see it castrated, hanged, and burned as its champion was. But there is no definitive vision of love or romance. Instead, plays, books and operas continue to debate its meaning and purpose in ven life. And, of course, the ven call any such work that explores the meaning of love a vrentada. A romance.

The Courts of Love
Many of the early vrentada were expressions of romantic theories. What is love? What is the proper procedure for lovers? When has a man gone too far in expressing his love?

Almost all romances take place “once upon a time,” in a semi-fictional, semi-historical Shanri with veiled names and circumstances. Most of the time, only slightly veiled. Okay, maybe not veiled at all. Either way, these stories tell of knights wooing ladies’ hearts, their successes and failures. Some end well, but most end in tragedy—reflecting the view of this new idea. In the courts (and in the Senate) the ven openly discussed the stories, debating the nature of love and its place in the world. All the discussions were theoretical, of course—these stories were never about real people, but only fictional lords and ladies and their fictional adventures. Never did poets or playwrights use real people as models for their adventures. No, nay, never.

Every court had its own opinions, its own rules. With this attitude, romance evolved into a kind of game, with lovers finding ways of openly declaring their love in complicated codes. The courts were completely distracted by the elaborate games, trying to identify couples by their riddles.

In the beginning, these affairs were completely chaste—a kiss was a daring gift, and if discovered, could lead to banishment, or even death. Then, as the concept of courtly romance became more popular, the lady’s rewards became more… rewarding.

Eventually, romantic sentiments overcame the power of tradition, and we have the beginnings of what we have now: flirting and courtship as tests to finding your one true love. But in the world of the ven, love is still a dangerous philosophy, practiced at risk, in secret, away from the eyes of those who would ruin the greatest game ever created.

Question: “Isn’t this all adultery?”
As long as no sex is involved, the answer to that question is a definite “No.”
Well, maybe. Ah, actually, yes. Perhaps.

Years ago, the Senate passed a law that they thought would put an end to romance once and for all. It explicitly forbid any endangerment of dynastic lineage. If dynastic lineage is not endangered—in other words, as long as there’s no chance of a bastard child—most consider courtly love a harmless pastime.

There are others, however, who view such activities as spurious at least, and in extreme cases, dangerous. In the romantic ballads, the husband is often referred to as “the jealous one,” and he’s depicted as the villain, standing in the way of true love.

Romance causes men and women to doubt the authenticity and authority of their marriages, putting a dangerous strain on this all-important social contract. Defenders of romance argue love is jus as important as marriage, a vital relationship marriage can not provide. Love is choice. Marriage is force. It is a debate that continues even to this day.

The Rules of Love
In Shanri, every court views romance differently, approving of some, disapproving of others. A romance is born out of impulse, lives through the energy of immediacy, and fades when the fires burn too low. Let’s take a look at how a romance is born, lives, and eventually dies.

Beginning the Affair
It begins with a glance, a single look. If the glance lingers for more than a breath, something has happened. A chance for romance.
It is the man’s role to initiate contact, approaching with hints and signals. The woman, then, must either encourage his flirtations or discourage them, letting him know her intentions. All signs of romance must be subtle, a gesture of respect for the institution of marriage. Those who do not show such respect, flaunting their affairs, show contempt for the institution, and thus, show contempt for all married persons, as well as Manna Renay (the suaven [patron saint] of marriage).

If a woman accepts a man’s offer of romance, she determines how far the affair will go and to what degree she tests her lover’s devotion. After all, she must know his affection is true, and not just some randy brute looking for a roll between the sheets. Each test has a reward, called “merca” (pronounced “meer-sah”).

(A rough translation comes to “thank you,” although it is more delicate, more respectful. Think of someone doing you a favor that you did not ask for. Think of the way you would say the words. That’s the context.)

The degree of merca depends on the test, the lovers and the court. For some courts, an appropriate reward is a piece of clothing, a lock of hair or even a kiss on the back of the hand.

Sidebar: Seven Kisses
There are many kinds of kisses, each more intimate than the last. The courts of love determine what kisses are appropriate and which are considered “too romantic.” The first kiss is to the hand, on the fingertips. The second kiss is to the wrist; kissing the inside of the wrist is considered a more intimate reward. The third kiss is to the inside of the hand. The fourth is to the chest, just at the breast bone. The fifth kiss is to the neck, just under the chin. The sixth kiss is to the nape of the neck, just under the hairline. Finally, the last kiss is to the lips.
The delivery of each kiss is also important, and a matter for debate. Some courts insist the kiss be what is called a “quiet kiss,” delivered with closed lips. The “willing kiss” involves lips and tongue. Finally, the “cruel kiss” employs the teeth.

____

And you’ll get more later.
I’m dancing as fast as I can. A little “thank you” would be appreciated. 😉

HotB: “Would you like some Insult with your Injury, sir?”

We’ve talked about Injury. Now, let’s talk about Insult.

Ven dueling ritual is precise and exacting. Every movement means something. Of course, for the ven, there is always a right way to do anything.

That includes throwing insults.

The ven treat verbal duels with the same dignity and respect. There is a right way to do these things. Doing it the wrong way brings disgrace and shame to your family. Doing it the right way brings disgrace and shame to someone else’s family. Let’s take a look at the fine art of the ven insult.

Someone says the wrong thing at the right time. That’s how it begins. Small. Like distant thunder. A hint of malice. Only a hint. But then someone raises the question: “Was it intentional?”

Insult always begins with insinuation, never with outright accusation. A sideways compliment or a bit of sarcasm. The uncouth beast who steps up to a Baron or Duke and blabbers, “You’re fat!” does not understand nuance or style. Any ven so assaulted with such a vulgar misunderstanding of the proper manner these things is carried out is obliged to ignore it. Such an insult is considered vulgar (the ven say, vaga) and leaves a stain on the reputation of the one who uttered it.

However, if the insult is fair (the ven say, altrua), the challenged party is obliged to accept or deny the insult. Now, this is tricky. For the ven, accepting the insult means you want to fight about it. Denying the insult, on the other hand, means that you deny the opportunity to dispute it. It’s a little confusing, but that’s the way the ven language works sometimes: saying the exact opposite of what they mean.

Casting an insult (the same word the ven use for “casting a fishing line”) uses Beauty + Manners. The risk is 10. You cannot wager at this time. It’s a straight roll: did you cast the insult in such a subtle way that you captured the attention of your target and the audience around you.  If you make the roll, your target is obliged to either accept or deny it. If you did not make the roll, you gain a rank 1 Insult on your sheet. We’ll talk about how that works in a moment, but first, denying and accepting Insults.

Denying the Insult
This is easier, so we’ll do it first.

If you have been insulted and you deny the opportunity to defend yourself, it means the insult sticks. You don’t want to fight about it and you’re willing to let it fall on your head. You gain a rank 1 Insult on your sheet with a short description of the insult. Again, we’ll talk about how that works in a second.

Accepting the Insult
If you accept the insult, it’s time to throw down. The duel uses Beauty + Manners. Each contestant in the duel begins a battle of cruel witticisms, the banter going back and forth until someone either falters or concedes.

Let’s start with you. You were just insulted and you’ve accepted it. You must throw back an insult of your own. This time, it does not have to be so subtle. With each progressive insult, the stakes increase. The insults become less subtle and more forthright. Roll your Beauty + Manners, except you must make one wager. The risk is still 10.

If you succeed your risk, the contest continues and your opponent must make another Beauty + Manners roll, making two wagers. Then, back to you, and you have to make the risk… with three wagers.

This goes back and forth until one of two things happens. First thing: one of the contestants concedes. He receives an Insult equal to the last wager made. If the last wager he made was three dice, he receives a rank 3 Insult. Second thing: one of the contestants fails the roll. If this happens, he blunders, makes a fool of himself, and loses the contest. He gains an Insult equal to the last wager made plus one. If the last wager made was three dice, he receives a rank 4 Insult.

Tagging Insults
As you may have suspected, Insults on your sheet can be tagged like aspects. (In fact, they’re just a very specific kind of aspect.) You can tag an Insult to gain a number of dice equal to the Insult. If you’re fighting an enemy in a duel, tag his Insult to remind him of his shame. You get dice equal to the Insult on your next risk.

Getting Rid of Insult
Shame is a hard thing to live with… it’s even harder to get rid of.

The only way to get rid of Insult is to take actions–public actions–that directly contradict the nature of the Insult. If you’ve got a Cuckold Insult (look it up, kids), you’ve got to find ways to prove the Insult wrong. Of course, that will probably involve your wife in some way, which means you’ll have to depend on her good will and generosity.

Oh, damn. You have to socially interact with NPCs to get a penalty off your sheet. Don’t you hate it when that happens?

HotB: Dragons

There are moments for which words fail. The limitations of language simply cannot contain the truth of the moment.

A soldier looks up on a battlefield and sees his best friend cut in two.

A woman watches a ship leaving port, her own true love watching from the deck.

Brothers separated for years are reunited at their father’s funeral.

The first kiss of an affair that lasts for decades.

These moments–these precious moments–when all the world falls away, all time falls away, when the moment rests for a thousand years, lifting all the weight from your heart, that we can feel the lingering afterpresence of a dragon.

Dragons are not physical creatures, but the manifestation of moments. Moments of power, moments of grief, moments of love, moments of hate, moments of hope. Some ven scholars speculate that the ven themselves create dragons: the raw emotional energy given off by the ven summons an aura of power so palpable all who stand in its aura can feel it. Like an ache in the bones. A lightning bolt down the spine.

A ven can live his whole life without ever knowing that sensation, but once it happens, there is no forgetting it. It remains, a reminder of the split second when the world paused, took a deep breath, and let wonder seep into its skin.

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There are times at the game table when something happens… something so profound that all the players can do is sit with their jaws wide open and wonder. When what their characters feel is exactly what they feel. When the wall between imagination and reality isn’t just blurred, but knocked down, leaving nothing but rubble in its wake.

This is the dragon. That moment.

When it happens, any player can call, “I see the dragon.” (Or something likewise thoughtful.)

Seeing a dragon is no small affair. It is a life-changing event. As such, seeing the dragon changes everyone involved. Any players involved in the scene may then nominate an aspect and change it to reflect the current moment.

Some involved in the scene may not see the dragon. Their aspects are not changed. But those who have seen it are altered, their destinies turned.

Forever.

HotB: Injury

Just a quickie. I have job interviews this afternoon.

Getting Hurt
When you’ve been hit by a sword, knife, or any other kind of weapon, you will sustain an Injury.

Injuries are like other traits: they have ranks. When you’ve sustained an Injury, the player who gave it to you gets to describe what kind of Injury it is: a cut over the eyes, a slice on the hand, a broken lip, what have you. Injuries can also get quite severe: a broken arm, a bleeding eye, a severed finger. It all depends on the rank of your Injury.

When you’ve been hit, the effect of the roll determines the rank of your Injury. A simple hit with no wagers has one effect, giving you a rank 1 Injury. One wager creates two effect, and thus, a rank 2 Injury. As the wagers increase, so do the ranks of Injury. Use the chart below to see how Injury increases.
 

Rank 1: Minor Injury   
Shallow cut, black eye, broken lip

Rank 2: Small Injury   
Deep cut, swollen eye, torn lip

Rank 3: Serious Injury   
Puncture wound, crippled limb, broken bone

Rank 4: Dangerous Injury
Severed limb, compound fracture

Rank 5: Fatal Injury   
Mortal wound

The Effects of Injury
Injuries are like aspects: other characters can tag them for bonus dice. Injuries do not affect your own dice pools in any way. In other words, Injuries don’t make it harder for you to do things, they just make it easier for other people to continue hurting you.

If you tag another character’s Injury, you get a number of bonus dice equal to the rank of the Injury. Under normal circumstances, you may only tag one Injury per risk… but those circumstances can change.

A Fatal Injury (rank 5) is enough to incapacitate a combatant. He is considered “helpless,” although not yet dead. Killing a foe who is helpless requires a single action (it is not dangerous enough to be considered a risk).

Recovery

The ven heal quickly. The sorcerer-kings designed them that way.

Minor Injuries heal overnight. Small Injuries heal over the course of two days.

Serious Injuries take a little longer. One week to recover a Serious Injury.

Dangerous and Fatal Injuries require an entire Season to heal.

Scars
The ven do not grow back severed limbs, eyes, fingers, or any other permanent Injury. Rank 4 and 5 Injuries always leave some kind of scar: a permanent reminder of the painful moment. This is reflected by a Scar Aspect.

Scars are considered rank 1 Injuries. They remain with you forever. They can be tagged by any opponent for a bonus die.

Examples of Scar Aspects include: missing eye, missing hand, missing fingers, scarred face, permanent limp.

HotB: Sorcery

It is unclear when the ven began using sorcery. Official records do not give us any clues. It is clear that, since the Fall, ven leaders have expressly forbidden use of sorcery by any of their subjects under penalty of death. Of course, this did little to hinder ven nobles’ research of the topic.

The earliest histories always make mention of the House of the Serpent’s deep association with sorcery. From the very beginning, journals and other records make note of “the sorcerous serpents.” The Senate records do note that almost two hundred years after the founding of the body, various members—often associated either directly or indirectly with the House of the Serpent—made attempts to make any use of sorcery illegal. While this may seem contradictory, it only adds to the Serpent’s strength as a House. For the Serpent, the cat was already out of the bag: nearly every member of the House was well associated with the rituals of the sorcerer-kings. Making the art illegal would only strengthen their position.

Since then, use of sorcerous rituals has become almost commonplace in the courts of Shanri, although it is still considered a crime on the streets and in the fields. In fact, it is still considered a crime anywhere, but the dark art has become so commonplace among the nobility, any condemnation of it would only point out one’s own hypocrisy. Blood swords are everywhere, carried by almost every swordsman. Nobles use blood oaths to maintain alliances between Houses. Espionage using various sorcerous tools is an everyday occurrence. If any noble was to dare accuse another of using sorcery, he had better have his hands clean of blood.

Neeldess to say, some Houses keep such a minor noble around for just such a happenstance: a young ven who has never cast a ritual, never been the target of a ritual, and never makes use of any blooded tools. In the current social climate, however, this is incredibly dangerous. Not utilizing the benefits of blood magic puts one at a significant disadvantage. However, it also keeps a ven’s conscience clear when he makes an accusation of sorcery.

The Rituals
Using blood magic is not difficult. It requires only two things: knowledge of the ritual and enough blood to make it work. If a noble knows the proper ritual, he can perform it. All he needs then is the blood.

Each ritual listed below has a specific description detailing exactly how the ritual is performed and the requirements to perform it correctly. Any deviation from these requirements causes the ritual to fail. There is no standard for rituals: all of them are very different. Each one makes different demands. Like the ven researching them, you must learn the ritual itself to master it.

A ven character may learn any ritual whenever he likes. You can find out how to learn rituals in the Seasons chapter. In short, a ritual takes a Season to learn. Some take longer—see each ritual for details.

The Circle
An old ritual originally associated with hedge wizards and wise women, the blood circle creates a ward against hungry spirits. The name is a bit misleading for the ritual does not create a circle, per se, but a zone of protection against the invisible world.
The ritual must be performed upon a door. The sorcerer cuts his hand or wrist and spills enough blood to make a mark on the door. He then shuts the door behind him, locking it with his bloody hand, leaving some drops on the lock.

As long as the door is not opened, nothing from the invisible world may enter. The ritual lasts until dawn.

The Curse
A blood curse requires only one sorcerer and one target. The target must be within sight and must be able to hear the sorcerer. The sorcerer cuts his skin, letting his blood flow. He takes one Injury (“severe cut”) at least. He may take as many as five Injuries before the curse kills him.
The curse puts an aspect on the target. The rank of the aspect is equal to the number of Injuries the sorcerer is willing to take. Yes, this ritual can kill you. The aspect must specify a thing the subject must or must not do and begin with the phrase “You will always” and “You will never.” For example, the following curses are appropriate:

•    “You will never sleep in the same bed twice.”
•    “You will always lie to the ones you love.”
•    “You will never hold your father’s sword again.”
•    “You will always betray your family.”

Whenever the target goes against a “You will never” curse, those that oppose him may tag that aspect, gaining dice as appropriate.

Whenever the subject follows the dictates of a “You will always” curse, he may invoke that aspect for bonus dice as appropriate.

For example, a character with the “You will always lie to the ones you love” blood curse lies to his brother about a delicate affair (sleeping with his brother’s wife). “No, brother,” he says. “We have never lay together.” Following the dictates of his curse, he gains bonus dice.

As another example, a character with the “You will never sleep in the same bed twice” blood curse decides to ignore his restriction and do as he wishes, sleeping in the same bed two nights in a row. As soon as he does, his curse becomes an aspect that others may tag. There is no restriction to the number of times this aspect may be tagged.

A blood curse may only be removed by the sorcerer himself or by a blood relative of the sorcerer (father, mother, son or daughter). It must be removed voluntarily and not under any kind of duress.

The Eye
This ritual is known only by the House of the Serpent. Those outside the House who have used it in the presence of the Blooded of the Serpent usually find themselves at mysterious ends rather quickly.

This ritual requires only a bit of blood: a few drops. The sorcerer makes his cut, chanting the words of the ritual as he does, placing his wounded hand over his own left eye. Blood oozes into the eye, making it red. The sorcerer may now look upon any individual and see if he is using any blood rituals or carrying any blooded items. No test is involved.

The ritual lasts for one night, and all the while, the left eye remains a deep crimson: no pupil, no iris. Just blood red.

The Familiar
Rumors of this ritual among the Blooded of the Bear were rampant in the courts. It was not until two generations ago that evidence of its use finally found the light of day. The ritual bonds an animal to the sorcerer, making the beast a companion for life.

The animal must be fed the sorcerer’s blood (usually mixed with milk) when it is an infant. As the beast grows, at least one Injury’s worth of blood (“cut hand” or “cut wrist”) is fed for one Season. When the beast matures, the blood merges the sorcerer’s soul with the animal, creating a powerful bond.

The sorcerer always knows the location and general emotional state of the beast.

While they cannot communicate directly, the beast can share what it has seen with the sorcerer. It may share one day’s worth of sight and hearing. It cannot communicate language—animals cannot understand ven language.

If the beast is ever killed, the sorcerer receives a rank 3 Injury: “Lost Familiar.”

The Mirror
Making a blood mirror requires an ornate and intricate mirror of at least 3 Style. The sorcerer uses his own blood in the creation of the mirror, mixing it with the sand. Making a blood mirror requires one Season of work.

When finished, the sorcerer can use the blood mirror to spy on others. He must gain something personal from the individual he wishes to spy upon. It could be a page from a diary, a comb, a glove, or any other object that belongs to the target. The sorcerer holds the item and bleeds onto the mirror. He may observe his target until dawn.

Oath of Fealty
This ritual requires the blood of two individuals, leaving a rank 1 Injury (“cut hand” or “cut wrist”) on both. One participant is “the sovereign” and the other is “the subjugate.” The two participants cut their hands or wrists and bleed into a cup. The sovereign and subjugate make pledges: one to protect and the other to serve. When the ritual is done, both drink from the cup. The sovereign takes one sip while the subjugate finishes off the blood.

When the ritual is finished, the subjugate gains a new rank 3 aspect: “Blooded Sovereign.” Whenever he is serving his sovereign or protecting him from harm, he may call upon that aspect. On the other hand, the sovereign may tag that aspect as well, forcing the subjugate to serve. The subjugate has no choice: he must obey his sovereign’s command or all actions lose 3 dice until he does so.

This ritual lasts as long as the sovereign and subject deem it lasts. The duration is agreed upon before the ritual takes place and cannot be changed during or after the ritual.

Oath of Fellowship
The Oath of Fellowship may be the most common ritual in ven society. Young nobles use it to create bonds between each other, protecting themselves from the various treacheries of the court. It is a variation of the Oath of Fealty ritual (above).

A group of nobles bleeds into a cup, each receiving a single rank 1 Injury (“cut hand” or “cut wrist”), then, each drinks from the cup as a promise is made. Each ven then receives a rank 1 aspect: “Blood Oath.” The aspect may have additional ranks for additional Injuries. For example, if the ven choose to take a rank 2 Injury, the Blood Oath aspect is also rank 2. The limit on this is rank 3.

The nobles of the Oath may invoke or tag this aspect, but no other. Anyone outside the Oath may not tag the Blood Oath aspect. Invoking or tagging the aspect gains specific effects, listed below.

•    You may invoke your own aspect for three bonus dice.
•    If you are protecting someone within your own circle, you may tag their aspect for bonus dice.
•    You may invoke your aspect to know the emotional state of someone within your Oath.
•    You may invoke your aspect to know the general direction and distance of someone within your Oath.

While the Oath of Fellowship is a powerful tool, it also bears a heavy cost. If you ever betray any member of the circle, the Oath is broken for all of you. Also, the word “traitor” burns onto your forehead for a year and a day. Within that time, you may make no Oaths.

The Quill
The Bloody Quill is used most often by the House of the Falcon. Rumor has it the ritual was developed by a Falcon, although the House historians deny this claim. The ritual requires a few drops of blood be dropped into an inkwell. The ink in the well must be fresh. The sorcerer recites the ritual as the blood drops and as a quill stirs the ink and blood together. While the ritual is active (until dawn), anyone writing with the quill cannot write a lie. If the inkwell is spilled, the ritual ends.

The Rose
This ritual was developed by a Fox sorcerer many generations ago. The sorcerer uses a rose—any rose will do—to perform the ritual. He cuts his hand or wrist, bleeds a few drops onto the petals, and places the rose on a table. As many as four may sit at the table. As long as they sit at the table, anyone not sitting at the table hears nothing but gibberish sing-song from those sitting at it. The ritual lasts until dawn, until the rose is removed, or if someone leaves the table.

The Sword
Another very common ritual, the Sword requires an entire Season to perform. The sorcerer must either employ a blacksmith or be a blacksmith himself for this ritual to succeed.

The ritual requires at least one Season to perform. The sorcerer and blacksmith work together forging the sword. The sorcerer’s blood is used in the process, requiring one rank 1 Injury (“cut hand” or “cut wrist”) per Season. The blood is mixed with the iron as it is red hot, the sorcerer chanting as the blacksmith does his work.

When the work is done, the blood sword remains. It is a powerful weapon, bonded to the sorcerer. A blood sword gives many benefits, but only to the sorcerer who created it.

It is said blood swords sing to their wielders and that using a blood sword is much like dancing with a brilliant partner. When using his blood sword, the wielder gains a number of bonus dice equal to the number of Seasons used to prepare it.

A blood sword can cut through iron, stone and even marble. It may only be broken by another blood sword. Breaking through iron with a blood sword requires 3 effect. Breaking through stone requires 4 effect. Breaking through marble requires 5 effect. Breaking another blood sword also requires 5 effect.

When a blood sword is broken, it bleeds like an open wound. Those who have watched such an event felt a profound sense of sorrow and some have even claimed to hear weeping.

Vendetta
A very dangerous ritual, the blood vendetta is also the oldest. The ritual requires two participants: the sorcerer and another. A knife tastes the blood of both and then each subject puts his hand on the knife, making a promise to kill the other.

Once completed, the ritual gives each participant an aspect: “Vendetta (X).” This aspect can be invoked for three bonus dice, but only for actions that lead to the death of the other. Also, the subjects of the ritual always know where the other is and what emotional state he is in. He also becomes aware of all his enemy’s aspects.

If a Season passes and the vendetta has not been fulfilled, both participants receive a rank 1 Injury, “Vendetta Pains.” They begin as a low ache near the heart, a constant reminder that the vow has not been fulfilled. If another Season passes, the aspect gains another rank. Now, the pains are sharp, piercing the heart. This continues until the vendetta has been fulfilled.

HotB: Economics 101

In D&D, money is not important. Specifically, economy is not important. PCs start with enough money to retire. That’s just silly. And so, in keeping with the theme, let’s look at how the ven economy works and how the players can manipulate it.

Yeah, there’s a mechanic. A big bad doozy of a mechanic. Wait for it.

First, there is no money. No coin, no paper. The ven do not have currency.

Gold is abundant. So is silver and platinum. The mines left behind by the sorcerer-kings make digging these things out of the soil easy, but other resources–such as lumber, food, and stone–are more difficult to acquire. You see, the sorcerer-kings populated the world with monsters. (The ven word for “monster” is ork. Everything that is not ven is ork.) Outside the protective walls of the cities, the forests and fields teem with unspeakable horrors. Villages often suffer from ork attacks, making the need for sheriffs and rangers essential. (Of course, this is where the Blooded of the Falcon come in to the picture.)

Farming, fishing, mining, and other “common work” is dangerous. The peasants expect the nobles to keep their end of the “feudal compact” alive: I will serve you if you protect me.

But there is no money. No coin, no paper.

Ven economy is based entirely on trade and promise. Although, the ven are self-aware enough to realize just how much a promise is worth. That is why every barter and bargain is written down and signed by both parties. This has created an incredible amount of bureaucracy: contracts are the standard for all ven interactions. Some of those contracts involve blood–but we don’t talk about that in public.

Let’s look at an example. The farmer comes to town with his seven bushels of wheat. In town, there is also the fisherman, the tailor, the baker… almost everything you could want. The farmer knows he needs a new plow, the wheel fixed on his cart, and getting his wife a bolt of material for a new dress would make her very happy indeed. He goes to the blacksmith first. He produces the contract he has with the blacksmith, outlining the bargain they made two summers ago. The blacksmith takes wheat in exchange for a new plow. The blacksmith isn’t very happy–there is too much wheat in market this season, making it easy to get–but the contract is for one more season. Next season, he’ll renegotiate. Next is the carpenter who is in a similar situation. He can get wheat wherever he wants it, so he tells the farmer he isn’t interested in trading this season. So much for that new wheel. The tailor, on the other hand, is getting as much wheat as he can. Nobody’s really sure why. But he’s more than willing to honor his contract with the farmer and take all the wheat he can get in exchange for a bolt of fine cotton fabric.

Meanwhile, the farmer has to renegotiate his contract with the baker. The contract he signed is up this season and it is time to settle on a new deal. The farmer and baker sort it all out and settle their new contract with an exchange of wheat and pastries. The pastries will go good with that bolt of cotton. His wife will be very happy this season.

There is no money. No coin, no paper. But there is barter and trade. And contracts.

And yes, there is a mechanic. A big doozy of a mechanic. I’ll get to that later on this afternoon.

HotB: (An Old Friend) Advantage Dice

Fans of Enemy Gods, Cat and The Secret Lives of Gingerbread Men will recognize these guys. They’re Advantage Dice. I’m stealing them for Houses of the Blooded for two reasons. First, because they really do encourage player input; and second, because as “Style Dice,” they’ll encourage players to act like the ven.

For those of you who do not know what I’m talking about, here’s Advantage Dice.

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One of the most important elements of the Houses of the Blooded system is Advantage Dice. These are dice the GM hands out to players for showing initiative and for good roleplaying. Each Advantage Die is another die the player can roll for a chance of getting more effect.

Advantage Dice represent advantages your character has in any given risk. GMs should not be shy about giving Advantage Dice; they are here to reward good roleplaying, planning, and innovative thinking.

For example, a player says, “I have three advantages over my opponent. My character has a sword. Also, I’m on higher ground. Finally, my character has the sun behind him, shining in my opponent’s eyes.”

The GM agrees and says, “Okay. I’ll count the fact that you are armed and your opponent isn’t and the sun behind your back, but leave that ‘higher ground’ nonsense with Anakin at the lava. You have two advantages. You can roll two additional dice on your attack.”

In many ways, a character’s Virtues and Skills are like permanent Advantage Dice. Because a character has a past, he can use the skills he learned from that past as Advantage Dice.

A Note for GMs

Advantage Dice came out of a response to watching another system in action. (The system shall remain nameless, but its initials are DAD.) In that system, all the advantages a character could have were preloaded: right there on his sheet. The player didn’t have to think about how to gain bonuses because all his bonuses were already in front of him. Besides, the wimpy circumstantial bonus (+2) didn’t match the Feats he had on his sheet.

This led to the classic “I roll to hit” syndrome that drives me crazy. So, I decided to come up with something I liked more.

Advantage Dice make the player engage the world around him, make him look for any advantage his character can get. Rather than rely on his sheet, the player has to think outside his sheet and think of ways to gain advantages. The advantages aren’t front loaded and calculated ahead of time.

When all the thinking is already done for the player, he resorts to “I roll to hit.” He doesn’t even address the situation with an in-character voice. “I roll to hit.”

With advantage dice, he must think about the fight in-character. He must address the situation going on. If he just “rolls to hit,” he’s missing out on all the goodies. As the GM, it is your job to reward his creativity. Do it. You might be surprised at the response.

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Advantages in HotB
I’ll be changing the name of Advantage Dice to “Style Dice.” You get Style when you do cool shit. They don’t keep like Drama Dice from 7th Sea; they’re fire and forget. If you do something cool, I give you Style for that risk.

However…

Someone on RPG.net asked about clothes. Yes, your wardrobe is important. You can invest it with Style…