Houses of the Blooded: Advantages

Behind this here cut text are the rules for Advantages (which is pretty much spending BG Points). This is also where you’ll really start seeing that annoying (see X chapter for more information) text. I apologize in advance. We’re getting there, step-by-step.

More about systems next week.

Advantages represent your character’s unique qualities, things that set him apart from other characters. Your character has a number of BG Points for each phase of his life. You may use these BG Points to purchase the following Advantages. Remember, BG Points do not carry over; you cannot save them from one phase and use them in another.

There are two kinds of Advantages: Intrinsic and Personal.

Intrinsic Advantages are innate abilities that cannot be taken away from your character. You may lose the ability to use them from time to time, but they are always yours. Examples include being Large sized, having a Fearless heart, or even being a Born Leader.

Personal Advantages are people, places and things that are linked to your character. Again, while you may lose these Advantages, they are considered a part of your character and you may not lose them permanently. These include a family sword, a track of land, or a personal servant.

Requirements
Some Advantages have requirements: you need to meet the requirements to take the Advantage. If you don’t meet the requirements, you cannot add the Advantage to your character sheet.

Phase
If an Advantage has a phase requirement, you must add this Advantage to your character sheet during that phase or a later phase. Some phase restrictions list “X phase only.” In that case, you may only take that Advantage during the listed phase.

Virtue
If an Advantage lists a Virtue and a rank, you must have at least that many ranks in the listed Virtue to take that Advantage.

Intrinsic Advantages
All Intrinsic Advantages must be purchased in the first two Phases: Youth and Adolescence.

Animal Ken (2 BG Points; 1 for Falcon)
Your connection with the animal kingdom is more powerful than most. You gain 2d on all risks involving animals.

Beauty (2 BG Points; 1 for Fox)
All ven have a particular beauty, but yours shines brighter than most. Gain d2 on any risks where beauty would be an influencing factor.

Black Heart (2 BG Points; 1 for Elk)
The ven are trained from birth to manipulate the hearts and minds of others. You, on the other hand, are particularly immune to such tactics, not because of a strong will, but because you just don’t care about others. Gain 1d on any contested risks that attempt to convince or seduce you. Lose 1d on all attempt to do the same to others.

Blackmail (1 BG Point per Blackmail)
You own dangerous information that would ruin the reputation of an important noble. You can use this information to your advantage, but abusing your advantage always has the potential of turning against you. The danger of exposing you as a blackmailer is always present; something that would not benefit your own reputation. This Advantage represents a Minor Favor. Once it’s been cashed in, it goes away.

Born Leader (1 BG Point)
You have a natural affinity for inspiring others. When you assist others or someone assists you (see Assisting Others), you gain an additional die.

Connoisseur (2 BG Points)
You have impeccable tastes… and the stomach to indulge in all of them. Gain 1d on all Indulgence risks.

Danger Sense (2 BG Points; 1 for Wolf)
Some little voice always warns you when danger is around the corner. Add 1d to your initiative pool when fight scenes begin.

Dodgy (2 BG Points)
Your reflexes seem tuned to keep you away from the business end of weapons. Gain 1d for active defense.

Empathy (1 BG Point)
Your sense for what others want and need is strong. Strong enough to give you +1d on any such risks.

Expertise (1 BG Point)
You are particularly keen in a specific Skill. Nominate a Skill and gain one free wager when using that Skill. You may only purchase this Advantage once per Skill.

Fearless (2 BG Points)
Nothing can shake your courage. Gain 2d on all Fear risks.

Fine Amor (1-3 BG Points)
Requirements: 1 Beauty; Phase: Adolescence)
You have begun a romantic relationship (see Romance chapter). Spending 1 BG Point gives you a rank 1 romance. You may spend up to 3 BG Points on this Advantage; each increases your romance an additional rank.

Healthy (2 BG Points; 1 for Bear)
Sick? Hurt? Never. Gain 1d for all Health risks.

Iron Hands (2 BG Points)
Your hands are hard. Hard enough to crack bones. +1 effect on all barehanded damage.

Large (3 BG Points)
The size of an average ven adult… is about one foot shorter than you. +1 effect on all damage. However, you also lose 1d in all social situations because you make others uncomfortable. You cannot purchase the Small Advantage.

Legendary Trait (2 BG Points)
The blood of your House runs strong in your veins. Unlike others, your Favored Virtue may be increased to 4 with experience points. (The regular maximum is 3.)

Noble Blood (0/3 BG Points—see below)
Restriction: Phase: Youth
You have been born into a noble family. You gain access to all the benefits of nobility as well as the Noble Advantages (see below). It is assumed all characters have this advantage at character creation. For campaigns where nobility is not assumed at character creation, this Advantage costs 3 BG Points.

Poison Resistant (1 BG Point)
A standard treatment for noble children is the gradual immunization from poisons. For some reason, your blood is particularly resistant to venoms. You gain 1d on all Poison risks.

Quick (2 BG Points)
Whenever you are tied for initiative, you break the tie, going before anyone else on the same phase.

Sinister (2 BG Points)
You are left-handed. This gives you a 1d advantage in duels with right-handed opponents.

Small (2 BG Points)
The size of an average ven adult… is about one foot taller than you. You add 1d to all defense risks but lose one effect on damage. You cannot purchase the Large Advantage.

Spirit Touch (3 BG Points)
You have been blessed with the talent to touch items and gain a sense of their past. When you touch an item, you may spend a Chance or Fate Point and gain a hazy picture of who held it last and what they did with it.

Still Mind (2 BG Points)
While the ven find it difficult to concentrate on single subjects for too long, you have a much easier time of it. You suffer 1d less for distraction penalties.

Personal Advantages
Personal Advantages are not intrinsic. While your character is born with an Intrinsic Advantage, Personal Advantages can be bought, used, spent, stolen, or must be learned over time.

Note: Noble characters should immediately look at the Domain Advantage below.

Some Advantages have an upkeep cost. This is the cost, per Season, you must pay to maintain this Advantage. The upkeep cost is always equal to the BG cost you pay for the Advantage. For example, if you spend 6 BG Points on an Advantage, you must pay 6 upkeep per Season to maintain the Advantage. For more, see Seasons later in this book.

Blooded Sword (2/1 BG Point per Bonus Die/1 BG Point per other bonuses)
Restriction: Noble Blood
Using the ancient blood magic rituals of the sorcerer-kings, you have bonded your soul with a sword. It is now a part of you, like your hand or your heart, and will forever be a part of you unless it is somehow broken. While the Senate has declared blood magic illegal, blood swords have become an exception to the rule. Most ven turn a blind eye to such violations of the law. A blood sword is undistinguishable from other weapons and can only be detected by a ritual that identifies it. Therefore, as long as you remain silent, so will everyone else who is carrying one of these weapons. Most of the time. But remember, the ven will use any advantage they can against an enemy. Carrying a blood sword is a crime… it just happens to be a crime most of the ven nobility are breaking at this very moment and nobody wants to look like a hypocrite in public.

A blood sword costs 2 BG Points to own. It gives you one bonus die for any combat related risk during fight scenes (see Fight Scenes later in this book). Additional bonus dice cost 1 BG Point per die.
The following bonuses can also be added to your blood sword for 1 additional BG Point:

  • A sword blooded to you only gives its advantages to you. Anyone else trying to use it will find it difficult to use, losing half your bonus dice to any risk. For example, if you own a blood sword that gives you 3 bonus dice, anyone else trying to use it loses 2 dice (3 divided by 2 = 1.5; rounded up = 2).
  • You always know where your blood sword is and who is holding it.
  • The sword gives you the Advantage Danger Sense (see above).
  • The sword gives you the Advantage Healthy (see above).
  • The sword gives you the Advantage Quick (see above).

Blood swords are difficult and costly to create. For more information, see Blood Magic later in this book.

Domain (3 BG Points)
Restriction: Noble Blood
You are the lord or lady of a personal domain. You own one province that is under your direct control. From this Province, you gain a degree of wealth and responsibility. You also gain the title “Baron” or “Baroness,” and a seat in the Senate.
If you purchase the Noble Blood Advantage and do not purchase this Advantage, you are considered a knight or lady: a titled noble without land who serves another noble who does.

You may purchase this Advantage multiple times, adding additional provinces to your personal domain. See Seasons for more information on domains and how they work.

Elite Guard (1 BG Point per Guard)
Requirement: Personal Guard; Upkeep: 1
Elite Guard are a step above their regular counterparts. One point gives you 1 elite guard.

Elite guards have the following traits:

Virtues
Personal guard have rank 1 in two Virtues, rank 2 in three Virtues, rank 3 in your House Virtue.

Skills
3 The Sword, 3 Athletics, 3 any other Skill

Aspects & Advantages
Large, Healthy, or Quick

Fencing Master (Senvu) (2 BG Points)
Requirement: Steward; Upkeep 2
You have a senvu (fencing master) in your employ, bringing two important benefits. First, he remains in your household, serving as a personal bodyguard. Second, with him around, training is easier. See Seasons for more information.

House Assassin (Shosha) (2 BG Points)
Requirement: Spy Network; Upkeep 2
A shosha is a valuable asset. Trained in the holy art of revenge, he brings his unique expertise to your court, to your hand. He brings you many benefits. First, he can carry out revenge for you during downtimes, and second, he makes any revenge attempts against yourself more difficult. Finally, he can make training in his art easier. See Seasons for more information.

Master Spy (Ysild) (2 BG Points)
Requirement: Spy Network; Upkeep 2
Intrigue is a delicate game requiring a master’s touch. Employing an ysild not only keeps you well aware of everything that happens in your domain, he also makes sure others don’t discover anything you don’t want them to know. A ysild gives you bonuses against espionage actions against your domain, allows you to carry out espionage missions against other nobles and makes training in the arts of Intrigue easier.

Personal Guard (1 BG Point per 5 Guards)
Restriction: Domain; Upkeep 1 per 5 Guards
While nobles are not allowed to raise armies, the law does allow them to keep a “personal guard.” The definition of this term fluctuates from noble to noble, but none dare define it out of fear of losing any advantage they already have. As a young noble, you have your own personal guard, made up of strong, healthy (unBlooded) warriors.

One point gives you 5 guards.

Personal guard have the following traits:

Virtues
Personal guard have rank 1 in all Virtues (save one; you get to pick) and rank 2 in your House Virtue

Skills
2 The Sword, 2 Athletics, 2 any other Skill

Aspects & Advantages
None

Road Master (Uravan) (2 BG Points)
Requirement: Steward; Upkeep 2
Every lord needs a man who knows the land. An uravan will keep your roads clear of bandits, poachers and other less civilized dangers. An uravan bring you two benefits. First, he decreases the chance of mischief on your roads. Second, he can help you train in the secret ways of the Road. See Seasons for more information.

Seated (1 BG Points per Seat)
Restriction: Domain
You have more than one seat in the Senate, giving you votes to bargain with. Having multiple seats gives you better control over the way the Senate votes. See The Senate for more information.

Secret Levies (1 BG Point per 100 Levies)
Restriction: Domain; Upkeep 1 per 100 Levies
The Senate forbids standing armies. Of course, the Senate doesn’t need to know about everything, does it? You have a secret army of men. They aren’t very well trained or equipped, but they could march with very little notice. Getting caught with a secret army is a serious crime.—ven have been poisoned for such a crime—but the protection they provide is almost worth the cost. See Battles for more information on how to use your secret army.

Seneschal (Ushana) (2 BG Points)
Restriction: Noble Blood; Upkeep: 2
An ushana keeps track of your income, expenditures, and other boring tasks you wish you didn’t have to do. Having an ushana means you gain an additional action during downtime. You may have only one Seneschal per domain. See Seasons for more information.

Sorcery (1 BG Point per Ritual)
Restriction: Noble Blood; Adulthood
You have learned one of the forbidden sorcerous rituals of the aelva danna. The Senate has forbidden such knowledge, but then again, most Senators are carrying around blood swords openly and without fear of reprisal. Almost all bargains made in the Senate use Blood Oaths… they just do so out of sight. Sorcery is the great and open secret that no one is talking about.
There are many sorceries. This is the list.

  • Circle – This ritual protects you from supernatural creatures such as wraiths and ghosts. It also protects you from sorcerous observation.
  • Curse – Typically the last ritual a sorcerer ever casts, this puts a curse on the head of the person you target that lasts until specific terms are met.
  • Familiar – A ritual that bonds an animal to you; you may see through its eyes, feel what it feels… including pain and death.
  • Initiation – A ritual that brings an “unBlooded” ven into the family, making them Blooded.
  • Mirror – You may view another from a distance through a prepared mirror.
  • Oath – The most common ritual, blood oaths bind the parties. If anyone breaks the oath, a harsh penalty falls upon him.
  • Pen – While holding a blooded pen, the person writing cannot lie.
  • Sword – Blood swords are dangerous and valuable weapons.
  • Tattoo – A blood tattoo works exactly like an aspect; you may invoke it by using blood rather than Fate or Chance Points.
  • Vendetta – A special kind of oath that binds two ven together, swearing to kill each other.
  • Window – Like a mirror, a window allows you to look at a fixed place rather than follow a specific person.
  • There are many other blood rituals, most of them known only by the Blooded of the Serpent, which we will discuss later. See Blood Magic for more details.

Spy Network (Ysi) 2 BG Points)
Restriction: Domain; Upkeep: 2
You have eyes and ears everywhere. A spy network allows you to make Intrigue actions against other domains and makes spying on your own domain more difficult. See Seasons for more information.

Steward (Tavan) (1 BG Point)
Restriction: Domain; Upkeep 1
Having a large staff requires management—something you don’t always have time for. A steward manages your staff and makes sure everything is in order.

Wealth (1 BG Point)
For whatever reason, you have access to a private store of funds. Each BG Point you spend in this Advantage allows you to start the game with one additional Wealth Point. See Wealth for more information.

Houses of the Blooded: Phases and Aspects

In the cut text below, you’ll find all the information you need for the next step of character creation: Phases and Aspects.

Phases
While creating a character, you won’t just look at who he is, but you’ll also take a look at who he was.

Your character’s past is told in a series of phases. A phase represents a certain amount of time in your character’s past. For example, the Youth phase embodies your character’s youngest years: from birth to pre-adolescence.

For each phase, your character gets:

•    Aspects
•    Skill Points, and
•    Background Points

Each phase is different, representing a different time in your character’s life. The more phases you choose for your character, the older your character becomes. Age brings advantages but also carries the weight of certain disadvantages. See each phase below for details.

Also, it should be explicitly stated that you do not have to use all five Phases for character creation. You can stop whenever you like.

Phase 1: Youth

  • 2 Aspects
  • 3 Skill Points
  • 5 Background Points

Phase 2: Adolescence

  • 2 Aspects
  • 3 Skill Points
  • 3 Background Points

Phase 3: Adulthood

  • 2 Aspects
  • 4 Skill Points
  • 3 Background Points

Phase 4: Maturity

  • 1 Aspect
  • 1 Solace Aspect
  • 5 Skill Points
  • 2 Background Points

Phase 5: Solace

  • 1 Aspect
  • 1 Solace Aspect
  • 3 Skill Points
  • 2 Background Points

Aspects
Aspects best sum up your character’s experiences and life lessons. An aspect could be a single word (Strong, Weak, Dutiful, Charming, Alert, Dramatic), a career (Swordsman, Mercenary, Yvarai Witch, Assassin) an important (magical or otherwise) personal item (Family Sword, Mother’s Broach) or even a quote (“Why won’t you die?!?”). Aspects may be good, bad or both but they should always reflect some important element in your character’s past.

When an aspect is chosen the character gains one rank of that aspect, noted as follows:

    1 Swordsman

An aspect may be chosen again on a subsequent phase, in which case it goes up a rank and is noted as:

    2 Swordsman

And then

    3 Swordsman

Aspects can also take the shape of plot hooks. For example, a sworn enemy would make a wonderful aspect. Choosing the Baron of Shavalay as an aspect (reflecting the fact that he killed your mother in a duel) gives you bonus dice whenever he shows his cowardly face. If you challenge him to a duel, invoke your aspect, you gain two dice on your first risk against him. (That first hit really matters.)

True love is another example of a great story-based aspect. If your character has fallen in love, any risks involving that love are worthy of being invoked for bonus dice.

Negative Aspects
You may want to choose an aspect that is not entirely beneficial. For example, you could choose “bad temper” as an aspect or even “too vengeful for his own good.”

Picking negative aspects does put your character at a disadvantage. Any other player or the GM can “tag” a negative aspect. If one of your aspects gets tagged, you must play along with the consequences. For example, if you choose “bad leg” as an aspect, you’ve deliberately chosen a negative aspect. If your character tries a physical risk, such as climbing a fence, and someone tags “bad leg,” you lose two dice from that risk. At the end of the risk, however, you gain a Fate or Chance Point.

Aspects not only influence physical actions, but your character’s behavior as well. For example, if you choose “too vengeful for his own good” as an aspect and your character gets challenged to a duel with a superior opponent—superior opponent who happened to kill your father, let’s say—anyone can tag that aspect, invoking your unhealthy sense of vengeance. Instead of showing the better part of valor, your character pulls out his sword and throws away the scabbard (a sign that he is willing to fight to the death). Of course, you lose two dice on your first risk (not the entire fight scene), and after the risk is completed, you get a Fate or Chance Point.

The disadvantage in taking negative aspects is that you lose dice and a certain amount of control of your character. The benefit is that negative aspects give you Fate and Chance Points. I’d recommend taking at least one negative aspect. Negative aspects add a lot of color to characters and allow you to choose your weakness. Also, negative aspects can help the GM shape a campaign.

Solace Aspects
One particular kind of aspect no character can avoid are solace aspects. As your character grows older, he gains aspects that reflect the slow decline to the inevitable. These could be anything from “slow reflexes,” to “poor perception,” or any other physical or mental symptom of solace.

Any other character may tag your solace aspects. In order to do so, they have to give you a Fate or Chance Point. If the GM tags one of your solace aspects, he also gives you a Chance or Fate Point.

The mechanical disadvantage of solace aspects is that they cost you two dice from your next roll—if the aspect is appropriate. In other words, if you are about to get involved in a duel and someone tags your slow reflexes solace aspect, you lose two dice from your next roll. You also get a Fate or Chance Point. If someone tags one of your solace aspects and it does not apply to the risk you are about to take, you do not lose dice nor do you gain a Chance or Fate Point.

Be creative with your aspects. This is where you really get to make your character different from everyone else’s. A fun aspect can really make the game shine, even if it costs you dice or influences your character toward danger.

Skill Points
Each phase gives you a number of Skill Points spend on your character’s Skills. Skills represent your character’s knowledge and abilities he learned during each phase of his life. Choose from the Skill List provided below.

Each phase, you may only spend one skill point per Skill. That is, you may spend a skill point to either increase a Skill’s rank or add a new Skill to your character sheet. Adding a new Skill costs one Skill Point. You may not spend more than one skill point on any Skill. In other words, you may not spend two or more skill points on any one Skill per phase.

Skill points may not be “saved” to be used in future phases. Any unspent skill points are lost at the end of the phase.

The Skill List
Art
Athletics
Bureaucracy
Intrigue
Performer
Revenge
Romance
Scholarship
The Road
The Sword

Art
The ven celebrate all intellectual endeavors, and in their academies, students are taught the seven great arts: grammar, logic, rhetoric, arithmetic, music, geometry, and astronomy. With this knowledge, they create haunting poetry, heartbreaking operas, and tragic plays. Of course, they also use this knowledge to study the universe around them, calculating the distance of stars, forecasting weather, and inventing tools to help them in their daily lives. Art is the beginning of understanding, the first step on the road to wisdom.

Any creative or scientific endeavor uses Art as the most appropriate Skill.

Athletics
Physical training is part of any young noble’s life. In fact, it nearly dominates every moment of his life. The mind must be rigorously trained, but so must the body if he is to survive the life awaiting him in court. He is taught gymnastics and calisthenics to keep his body physically fit, trains in long distance running, sprinting and climbing. A whole body is the perfect compliment to a sophisticated mind.

Any physical endeavor uses Athletics as the most appropriate Skill.

Bureaucracy
When it began, the bureaucracy was small and required little effort to understand. Now, it is a massive industry all unto itself. People spend years learning its ins and outs, its loopholes and traps. With this knowledge, you can bypass all of that and get what you need when you need it.

Any attempt to navigate the difficult terrain of the Senate’s system of paperwork uses Bureaucracy as the most appropriate Skill. See “Systems” for more information on how to use this Skill.

Intrigue
Rumors and unspoken truths are part and parcel of the ven courts. What is not being said is far more important than what is being said. The ven are trained to pick up even the slightest nuance—the smallest wince, blink or grimace—and know exactly what it means.

Any attempt to lie or hide the truth uses Intrigue as the most appropriate Skill. Detecting that lie or attempt to hide the truth also uses the Intrigue Skill.

Manners
Knowing the right thing to say at the right time is important in the courts. A well-placed compliment or appropriate courtesy can win all sorts of favors. Knowing the rules also means knowing when you can break them to the best advantage, but abusing the delicate rules of etiquette can prove most disastrous. You must take care.

Manners is a Skill that is used with the Etiquette System. When you abuse one of the rules of etiquette, you must make a Manners risk. If you succeed, you have successfully broken the rule. If you fail, your Manners rank goes down by one for the rest of the night. See “Etiquette” for more information on how to use this Skill.

Revenge
Sometimes, actions must be taken that are beyond the pale. The ven do not deny this. In fact, they embrace it. When a ven declares revenge (in the appropriate and acceptable way), the burden of the law is lifted from his shoulders. Of course, the burden of the law is lifted from his target’s shoulders as well. All is fair once revenge is declared, and remains fair until it is settled.

Forgery, breaking and entering, and other less honorable acts fall under the domain of this Skill.

Romance

Lingering looks, a subtle flirtation, an invitation to dance. Like every aspect of ven culture, romance is highly ritualized, full of pitfalls waiting those who try to enter the game without understanding the rules.

All attempts to engage with Shanri’s difficult and complex rules of romance use this as the default Skill. See “Romance” for more information.

Seneschal
Maintaining a domain is no easy task. It requires a steady mind and a detail for attention (something the ven find very difficult). While there is little honor and glory in such activities, they are still necessary. Someone has to take care of things. It may as well be those who have the head for it.

Seneschal is an important Skill in downtime actions. It makes staff perform more efficiently and makes domain management easier. See “Seasons” for more information.

The Road
Outside the city, Shanri is waiting. Waiting with claws and teeth and wily eyes. To travel outside the protection of the city requires a specific knowledge, a specific set of skills. Hunting, trapping, moving through the wilderness without leaving a trace. These are the skills of the Road. And without them, you might as well stay home.

All “outdoors” activities use The Road as the default Skill.

The Sword
No weapon is its equal. Any other weapon would dishonor the hand of the wielder. The sword is the only weapon of honor a ven would allow in his hand, and since he could first hold it, he has studied it, earned its trust, earned its respect. This is the weapon of a noble.

The Sword is the most appropriate Skill to use when wielding a sword.

Background Points
Each phase, your character gains a number of background points. These can be spent on your character’s Skills, Advantages and Secrets. Background points may not be “saved” to be used in future phases.

Skills
Background points may be spent to buy new skills or to improve existing ones. You may increase one Skill by one rank with background points. Like regular skill points, more than one background point may not be used to increase the rank of an existing skill per phase.

Advantages
Advantages are elements of the character outside the scope of skills and aspects. Some examples of Advantages include:

  • A magic sword
  • A loyal servant
  • Knowledge of an enemy’s weakness
  • A castle

Advantages are purchased with background points. Advantages fall into three main categories: Intrinsic, Personal and Shared. Intrinsic Advantages are permanent parts of the character, like “ambidextrous” or “dangerous beauty.” Personal extras are those things within the character’s control, like equipment or servants. Shared extras are elements of the game environment the character cannot fully control, like resources and contacts.

Find the list of Advantages in the boxed text below. Note that some Advantages have restrictions. If you want to add that Advantage to your character sheet, your character must meet those restrictions.

That’s it for today. Tomorrow, the Advantages List!

Houses of the Blooded Preview: Character Creation, Part 1

“Isn’t this where we came in?”

Way back in the ’60’s, Michael Moorcock created Elric. He did so with a specific purpose: to create a hero who was the polar opposite of Conan.

Conan is big and strong.
Elric is an albino who needs drugs to live.

Conan fears magic and sorcery.
Elric is a sorcerer who makes bargains with demons.

Conan is a barbarian, uneducated and savage, who wins his own kingdom by his own hand.
Elric is an Emperor who throws away his kingdom because he’s bored.

And that’s how Elric was born. Inspired by Mr. Moorcock’s lead, I wanted to design a fantasy game. Specifically, I wanted to design a fantasy game that was the polar opposite of D&D. A game that would address all the things I thought were vital, and yet missing, from the world’s most famous fantasy game. Specifically, I wanted to make mechanics out of things that weren’t important in Dungeons & Dragons.

I’ve played a lot of D&D. Probably more than I should have. I took a long, cold, objective look at it, found the things I thought were missing, and went at it.

I took the same philosophy I had with Wilderness of Mirrors. I looked at the other spy games, found what I felt was missing, and made mechanics out of them.

And here’s what I came up with.

In D&D, there are certain elements of your character that just aren’t important. You can tell because they don’t give you any kind of bonus on your rolls. Your character’s name. Your character’s gender. Your character’s family. Your character’s past.

I played in a weekend of RPGA events with a character named “Fighter.” (Pronounced “Fite-Or.”) Fighter was a Thief. (Not a rogue. I hate rogues.) Fighter’s gender was “thon.” An old White Wolf April Fool’s Day joke. Fighter spoke in third person (like Cerebus and The Rock) so I never had to refer to Fighter’s gender at all. And whenever we encountered anything that was threatening, Fighter killed it and took its stuff.

I played in a whole series of RPGA events this way. Not once did anyone say anything about my character’s oddities or behavior… because they were never an issue. Not once. Fighter was a nameless, sexless killing machine with no past, no friends, no family, no history. And Fighter thrived.

I also noticed the characters were, essentially, psychopaths who killed their way through life for gold and profit. Their actions had little, if any, consequences. There were no laws, let alone law enforcement, and the world’s “culture” was anything but. Regardless of their alignments, my playmates were, for all intents and purposes, chaotic evil. Chaotic neutral, at least. They did what they wanted, when they wanted, how they wanted to do it and there was no authority at all to stop them.

No magistrates, no sheriffs, no upper class at all. The only people we ever encountered were serfs and peons. The entire upper class was gone. MIA. Vanished. Invisible.

The money we acquired had nothing at all to do with the economy. In fact, the world had no economy. Just piles and piles and piles of gold. And it seemed we had all of it. As soon as Fighter acquired enough gold to buy a castle (by the end of one weekend of gaming), I said, “Fighter retires.” The rest of the group looked at me strangely. “Fighter takes Fighter’s gold, buys land, builds a castle around some farms, and declares himself King of Fighterland.”

There was no system in place to handle this choice. The other players just looked at me strangely. But I had enough gold to last the rest of my life and no real need to put myself in physical danger ever again. Fighter retired to the Bahamas and was never seen again.

I came away from the experience with the following conclusions. My game needed the following things:

  • Your character’s name is a mechanic that gives bonuses to your rolls.
  • Your character’s background is a mechanic that gives bonuses to your rolls.
  • Your character’s family is a mechanic that gives bonuses to your rolls.
  • Gender is (if not a mechanic) a crucial element of play.
  • Economy is a mechanic your character can interact with and influence.
  • The upper class is the focus of the game and crucial to the world’s survival.
  • The law is not only present, but a mechanic players can interact with and influence.

These were my starting goals.

I was also inspired after playing Spirit of the Century (a great &^%in’ game) to employ the open licensed FATE system. While I’ve taken many liberties with it (which I shall be making OGL myself), the system of Aspects and Phases was so much fun, I just had to use it.

Based on all of that, behind this cut-text link is the beginning of the character creation system for Houses of the Blooded. I hope you enjoy it.

1. System Intro
Before we begin, let’s take a quick look at the game system. This way, you will know a bit about how the system works, so you’ll understand what all those words and numbers mean on your character sheet.

Risks
Whenever your character takes an action that is risky, the GM may ask you to roll dice. This adds an element of suspense and surprise into the game as neither the GM nor the players truly know how the roll may end up.

When taking a risk, you roll dice. The higher you roll, the more successful your character was in completing his risk. If you roll low, your character was not successful in completing his risk. Here’s how the details work.

Traits & Ranks
Your character sheet has a whole bunch of spaces for words and numbers. Any word on the sheet is a trait. Any number on your sheet is a rank. Traits and ranks generally work together. If your character has a trait of Strong 1, he is stronger than the average character. If he has a trait Strong 3, he’s even stronger than someone with Strong 1. Strong 5, meanwhile is someone really pushing the limits. Any trait with a rank above 5 is moving some seriously supernatural power.

How Many Dice?
When you take a risk, you may roll up to a number of dice equal to the rank of any traits appropriate to the risk. For example, if you want your character to lift something heavy, any traits that denote “strong” or “athletic” would be appropriate.  Add up the ranks of those traits and that’s how many dice you get to roll for that particular risk.

Target Number
To determine a character’s success or failure, the GM uses a target number: a value set between 5 and 50 (sometimes higher). If the player’s roll is equal to or greater than the target number (TN), his character succeeds. If his roll is lower than the TN, his character fails.

Effect
After the success of a risk is determined, it is time to determine the full effect of the success. Most of the time, just determining success or failure is enough, but there are times when the effect of a success is important.

Usually, when your character succeeds, he has an effect rank 1 (ER1). Success has gained him what he needs. But there are ways of increasing the ER of your success. The easiest way is through wagers.

Wagers
Consider this. You are looking at the number of dice you are rolling for a risk. The risk is low and you have a handful of dice. You can easily beat the TN. So, what do you do?

You wager.

Setting dice aside before your roll is called “wagering dice.” A wagered die does not get rolled with your other dice. If you beat the risk, a wagered die is added to the effect of your success. Each wagered die adds one effect rank to your success.

Wagering dice makes your roll less likely to succeed, but also gives you a better effect.

Contested Risks
Sometimes you have to roll dice against another character. This is a contested risk. The GM determines the TN for both characters and they roll. The player who rolls higher wins the contest.

If both players beat the TN, the loser can subtract his effect ranks from the winner’s effect ranks. If the loser does not beat the TN, he cannot apply any effect ranks at all.

Fate & Chance
It is said that the sisters Fate and Chance, at the beginning of the world threw dice to see who would direct the lives of the ven. Fate knew the outcome, but Chance got to roll the dice.

You must choose whether your character is directed by Fate or Chance. Either way, you will receive ten Fate or Chance points at the beginning of each game. Players spend Fate and Chance points in different ways.

Both Fate and Chance Points may be used to tag aspects. You’ll read more about those in a moment. When you tag an aspect, one of two things happens, depending on whether you are a pawn of Fate or a pawn of Chance.

If you are a pawn of Chance, you may spend your Point after the roll to re-roll up to 3 dice.

If you are a pawn of Fate, you may choose, before you roll, to make two of your dice roll 4. Roll the rest of your dice, but those two are fixed at 4.

Other mechanics in the game use Fate and Chance Points, but use them in the same way. In other words, the mechanics say “You must spend a F or C Point.” You’ll find them as we go through the book.

Apsects
Aspects are words, phrases or even quotes that represent your character’s past. Your character could have all of the following aspects:

  • Assassin
  • Blooded Sword
  • Duke of Aljenbe
  • “I never promised you anything!”

Aspects are important because you can “invoke” them for effects (as illustrated above). If you find yourself in a situation where an aspect is appropriate, spend a Fate or Chance Point, call out your appropriate aspect, and you gain the appropriate bonus.

Aspects can also be “tagged” by other players or the GM. If another player or GM tags your aspect, they draw upon the negative connotation of the aspect, forcing your character to do something against his better interest. Whenever anyone tags one of your aspects, you gain a Fate or Chance Point, as appropriate.

Conclusion
That’s it. That’s everything you need to know to understand the character sheet and get going on making your character. Now, get to it!

2. Character Creation
Creating a character is a social exercise. In other words, you should not do it alone. In fact, you cannot take advantage of certain benefits and bonuses if you create your character in a vacuum.

So, be sure to get together all your fellow players, get character sheets, pencils, snacks and drinks, and get ready to make characters.

Character creation takes place over a series of steps.

  • High Concept
  • Phases and Aspects
  • Skills
  • Advantages
  • Promises and Secrets

High Concept
Character creation begins with the GM and players talking about what kind of game they want to play. This can be as simple as the GM deciding what kind of game he wants to run, the players telling the GM what kind of game they want to play, or both parties coming to a conclusion.

Once the players and GM have an understanding of what the game will be like, they can begin creating characters appropriate to that story. While many things can happen during character creation (as you will soon see), having an end goal is a good compass to get you through the morass of the creative process. Making characters is often a laborious experience, but it doesn’t have to be. Having a good idea before you begin writing down numbers and words can make that experience faster and more fun.

House
Next, you must pick which House you were born under. Even if your character is only a peasant farmer, the influence of the Houses stretches beyond just the political sphere. Being born under the shadow of a House influences your character on a spiritual level as well.

Your choice of Houses will influence every other step of character creation, so choose wisely. There are currently six unveiled Houses in the Senate. What follows are simple illustrations of the six Houses. They give you a basic understanding of each. You can read a deeper history of each House (and how they got the way they did) later in the book.

House of the Bear
The embodiment of self-determination, the Blooded of the Bear live alone in the mountains. They are not isolationists, nor do they shun the company of their cousins, but prefer to remain above such petty matters as politics. The Blooded of the Bear have been known to use intrigue to solve matters, but prefer to deal with such issues up front, in the open, and with brutal honesty. The virtue the Bear value above all others is strunaga: “strength.” The ability to stand alone.

House of the Elk
The Elk are a shunned House, but their banner has not yet been veiled. Once the most powerful House, the Blooded of the Elk were banned by the Senate from holding land (but not title). All of their lands have been redistributed to the other Houses. Now, the Elk maintain their titles, but serve as advisors to the other Houses. The masters of politics and intrigue have become the ultimate power behind the throne. The virtue the Elk most reveres is inguin: “cunning.” To see beyond what is visible and present.

House of the Falcon
It could be said that, like the Elk, the Blooded of the Falcon own no land. The Falcon would disagree. “We are the land.” After the fall of the Empire, the Blooded of the Falcon gave up their lands to wander Shanri. They have the closest bond with the common folk and are familiar with the ways of the Road. A wandering Falcon noble is called a “Roadman,” a noble who dispenses noble justice, but not for the cause of House or kin, but for the cause of those who cannot protect themselves. The virtue the Falcon reveres is talanday: “fortitude.” To maintain virtue above all temptations.

House of the Fox
With voices like choirs, they announce their arrival. The Blooded of the Fox are the shining jewels of the court. They are masters of all the arts, but they are best known for the fine art of seduction. Music and romance are in their blood and they ache to share their arts… but only with you. Of course, only with you. The virtue the Fox reveres is yvaytha: “beauty.” To bring sublime majesty to all things.

House of the Serpent
Mysterious servant of the underworld, he is a symbol of knowledge… and the price is carries. The Blooded of the Serpent know this price. They have paid it well. And now, they wield the benefit. The House of the Serpent are keepers of all manner of esoteric knowings, including mastery of the forbidden blood magic of the sorcerer-kings. If you want to know a secret, the best place to start is with the Serpent… but be prepared to pay a heavy price. The virtue the Serpent reveres is uvaltua: “wisdom.” To suffer painful knowledge.

House of the Wolf
“Are you tool or weapon?” This is the question the Blooded of the Wolf ask their children. Just before they throw them into the pit. Brutal taskmasters, the House of the Wolf does not suffer those who show weakness. All their lives, they study strategy and tactics, learning the subtle art of advantage. They are taught to see advantage in all situations, for in the eyes of the Wolf, every moment is war. The virtue the Wolf reveres is wavenda: “prowess.” To find advantage.

Name
One of the most important traits on your sheet is your character’s name. The ven have a complicated naming tradition, and names have a great deal of power in Shanri. Your character’s name has a deep history; you walk in the footprints of those who carried your name before.When you choose your character’s name, you choose a destiny.

Your name has three parts. The first part is your family name. This is based on which House you belong. These are the most prominent family names. If you like, you may choose a different family name. Just make sure you talk it out with your GM first.

Bear Burghe
Elk Steele
Falcon Tsura
Fox Yvarai
Serpent Silua
Wolf Adrente

The second name is your birth name. This is a secret. Do not divulge it to anyone. Keeping this name secret keeps you safe from the more dangerous and deadly sorcery. The reason the name is secret is so your full name can never be revealed. If someone discovers your full name, you will be at the mercy.

Finally, you have your personal name. This is the public name you use from day to day. The name everyone knows you by. This name is also your character’s first aspect. You may use it in the same way as any other aspect. Of course, like other aspects, your name must be appropriate to the action.

Virtues
Your character sheet shows six Virtues. There is a check box next to each one. Here’s where you make your first choice. You must choose which of these Virtues your character does not have. That’s right. You only get five of them. The Virtue you do not have is called your weakness. You may never have ranks in your weakness. Not now, not ever. Remember: if you cannot roll dice for any risk, you automatically fail that risk. Not having any ranks in your weakness means you can never roll dice for that weakness. You may have a Skill that compensates, but unlike your other Virtues, this one will always hold you back.

So, read through the Virtues. Each is associated with a specific House. In case you’re wondering, you may choose your House’s Virtue as your weakness… that’s a valid choice. And a risky one.

Bear’s Strength
Strength represents your character’s sheer physical power. Lifting, pushing, tearing, pulling, and punching through walls are all determined by Strength.

If you choose Strength as one of your character’s Traits…
… he can always lift more, push more, pull more, and inflict more damage with weapons.

If you do not choose Strength…
… your character is a weakling. He won’t be able to pick up most heavy weapons, let alone use them properly. He can’t wear heavy armor, can’t shove heavy (or jammed) doors open, can’t bend bars, and certainly can’t lift gates.

Elk’s Cunning
Cunning is a measure of your character’s ability to find creative solutions for difficult problems. You know how to put together elaborate plans from disparate parts and how to see patterns where others cannot.

If you choose Cunning as one of your hero’s Traits…
… your character is always thinking outside of the box. He doesn’t go for traditional solutions, turns disparate advantages into delicate and detailed plans.

If you do not choose Cunning…
… your character is overwhelmed by obstacles, cannot think quickly on his feet, or improvise around unexpected hindrances.

Falcon’s Fortitude
Fortitude represents your character’s physical stamina and endurance. Whenever you engage in drawn out physical tasks, your Fortitude determines how long you last before you give out.

If you choose Fortitude as one of your Traits…
… your character is a powerful workhorse. You can take long treks without a break, hold up heavy weights for minutes and stay awake for days on end.

If you do not choose Fortitude…
… your character cannot perform long, arduous tasks. You don’t have any midnight oil to burn and you can’t ride a horse for more than a few miles before you need to get your hands on some ice.

Fox’s Beauty
Beauty represents your hero’s creativity, expression, and natural charm. Whenever your character embarks on a creative endeavor, his Beauty determines his ability to create works that resonate.

If you choose Beauty as one of your Traits…
… you’re character knows and understands the finer points of sophistication and culture. He can debate, paint, sculpt, write music and plays, or conduct an orchestra.

If you do not choose Beauty…
… your character does not care for the finer parts of culture—probably because he does not understand them. He cannot interpret poetry, appreciate music, or enjoy the subtle nuances of any of the arts.

Serpent’s Wisdom
A character’s Wisdom represents his memory and learning ability. When you have to recall facts or memorize charts, you call upon your Wisdom.

If you choose Wisdom as one of your Traits…
… the amount of information you carry is immense. You know something about everything and can talk for hours about even the most trivial matters.

If you do not choose Wisdom…
… your character is very naive about the world around him. He won’t be able to draw on any experiences, won’t know what berries are poisonous, and has problems making change between the different currencies.

Wolf’s Prowess
Prowess reflects your character’s martial training. Using weapons, surviving on a battlefield, understanding strategy and tactics all fall under the purview of Prowess.

If you choose Prowess as one of your hero’s Traits…
… a sword feels like a natural extension of his body. He will dodge deadly blows, maneuver through battlefields, and understand the philosophy of warfare.

If you do not choose Prowess…
… your character has never even been in a fist fight, let alone  held a sword. He cannot stand on his own against a trained opponent and will likely break at the first sign of danger.

Virtue Ranks
Your House Virtue is rank 3.
Choose two other Virtues at rank 2.
Choose two other Virtues at rank 1.

(If, for some reason, you choose your House Virtue as your weakness, choose one Virtue at rank 3, two Virtues at rank 2 and two at rank 1.)


And that’s it for today.

If you would like a copy of the playtest character sheet (I am no Daniel Solis), e-mail me and I’ll send it out to you. “john at wicked dash dead dot com.” (Thanks Scott!)

See you tomorrow when we go over Phases and Aspects!

Houses of the Blooded: Virtues & Lessons

VIRTUES & LESSONS
The best of us are always looking to take care for the worst of us.
–    Virtues, Cassias Aldophus

Everyone is always looking for a place to put the knife.
Lessons, Cyrin Ildelvi
 

The virtues of chivalry can be traced back to the dark times after the fall of the Old Empire. They were rules to guide the fighting man, to give him a sense of right and wrong. What they have developed into is a way of life to guide those who hold thousands of lives in their hands.
When questions of honor arise, the ven turn to a single book, the official treaties on the subject. Virtues, a treatise on honor and chivalry was written by a man named Cassias Aldophus. A document over two hundred years old, Virtues directs nobles through the dark morass of moral ambiguity.

(You can read the entirety of Aldophus’ text later in this book.)

The purpose of chivalry is to maintain society, to inhibit the wicked, and empower the righteous. It is a goal, not a destination. The ven are flawed, imperfect creatures, and chivalry gives them an ideal to aspire to. The notions of chivalry can be traced to those dark times when no government or social order stood, when warrior-kings ruled at whim. Thus, chivalry is in direct opposition to “might makes right.” Instead, chivalry espouses the notion of “noble obligation,” that is, the strong have an obligation to protect the weak.

Only the ruling class is expected to be chivalrous; the peasant out in the field is too busy to concern himself with matters of honor and duty. But to what was quickly becoming known as the “nobility,” this code of ethics was seen as the only thing keeping them from falling back into a world of chaos.

In the courts of the ven, they tell stories of noble knights and modest ladies. Tales of chivalry and romance. Stories. But we all know the difference between stories and reality.

Knights are trusted to self-monitor their behavior, the ultimate “honor system.” The truth of the matter is far from the ideal. Knights and ladies operate under the veneer of chivalry, but in fact, the realities of court life demand an entirely different kind of code.

This alternate code was first publicly addressed in an anonymous book entitled Lessons. The sheer boldness of the volume caused a near panic in the Senate as the nameless author used real Senators (under thinly veiled pseudonyms) to illustrate his points. The book advocated a philosophy we would call real politic. It advocated dishonesty, deception, and even murder. While Virtues clearly stated that one’s methods were just as important as the outcome, Lessons disagreed entirely. The ends were all and the means were nothing.

The anonymous author of Lessons was eventually revealed after his death. His name was Cyrin Ildelvi, a man with no title or claim of Blood: he was a lowly clerk working in the Senate. His position gave him the means to learn all manner of secrets and his lowly position gave him perfect anonymity. His daughter found her father’s original papers and delivered them to the Senate, hoping to gain some manner of favor for her discovery. She died shortly thereafter with no official investigation.

Since then, the Senate and courts have played out their dramas with two philosophies, using them both as weapons in their private wars.

Houses of the Blooded: The Visible World

AELDANA DE SHANRU TALA
“The world has no mercy.”

The world that surrounds the ven is full of danger. The jungles are populated with deadly creatures—some of which defy reason. The Season of Storms lasts more than half the year. Skimming the seas are leviathans, just waiting for the unwary sailor or fisherman. Travel requires bodyguards, roadmen, trained in the ways of the world.

When the ven speak of the world, they call her Shanru Tala, “the merciless mother.” The ven pray to many spirits, but not to Shanru Tala. She will not hear prayers. Scholars cannot agree on whether or not she even cares for her children. Some say she treats them harshly so they may grow strong. Others argue that she cast her children from her bosom because she hates them and wants them to suffer before they die. Petitioning her with prayer is useless. Only fools whisper her name for help.

This attitude of self-reliance has found its way into the very heart of ven culture. Every child is expected to stand on his own. Those who rely on others are weak and worthy of ridicule, scorn and even violence. Those who cannot protect themselves do not deserve mercy or justice. Even the ven legal system reflects this callous attitude (see below).

Those who are strong, those who grow from their suffering, those who prove themselves worthy may gain a blessing from the cruel mother, but none dare thank her. Speaking her name will only draw her attention and no sane man wants that.

While Shanri is filled with exotic fauna and flora, most of it is incredibly dangerous. Knowledge of what a ven can and cannot eat, where he should and should not go are invaluable. Fruits and vegetables are in abundance although collecting seeds is a risky venture. Also, mining is much riskier on Shanri than it is over on our side of the pond. Things live in the ground, drawn by sound and vibration. This makes most precious and semi-precious stones and minerals incredibly rare. Iron is a luxury as are gold, silver and copper. Most stones strong enough for architecture are also in scarcity. Not because they are hard to find, but because the world does not give them up without a fight.

Fortunately, the remains of the sorcerer-kings take up the need for most architecture. The ven prefer living in the ancient mansions of their masters, reveling in the homes where once they were slaves. The buildings themselves stand with the aid of sorcery unknown to the ven. Hallways that seem to go on forever, rooms too large for the structure to hold, secret passages, invisible doors. The buildings have secrets the ven are only beginning to discover.

Houses of the Blooded: The Invisible World

VANLU DE URAN
“History is watching.”

What the ven can see is only half the world. There is also the uran shanvu, “the invisible world,” the world of ghosts, spirits and specters. The ven know these things surround them all the time. The invisible world influences the visible world in real and powerful ways.

When the ven say their history is watching them, it is not a colorful metaphor. Unless a ven is murdered, he does not truly die. Instead, as he ages, his blood cools, his reflexes slow, his mind becomes jumbled with dreams, and his body begins secreting a thick substance not unlike a spider’s web. The ven call this process “seeking solace.” Ven lifespan is about 150 to 200 years. Solace begins anywhere within that time.

The process can take anywhere from a year to fifty years. When it is complete, the ven is wrapped in a thick cocoon, completely cut off from the rest of the world… except for his mind. A mind under the effects of solace is powerful—more powerful than before—but it is also in a different state. The solace mind speaks in metaphors and symbols, unable to utilize waking speech. But it can communicate, and often does, to family members and friends through visions and dreams. A ven who is trained to do so may send signals back to a mind in solace, although communication is difficult at best.

To a ven, one of his foremost concerns is keeping the favor of his ancestors whom he feels watch him from solace. The power of their semi-conscious minds can bless him or curse him, depending on his behavior and how he maintains the good name of his family. As such, the ven practice elaborate rituals to keep those in solace happy and content. Letting an ancestor go without praise or worship is a sure way to draw that ancestor’s wrath.

The presence of such beings deeply influences ven culture. They use rituals to please kind spirits and wards to keep evil spirits at bay. The ven have enormous tomes of spirit names, giving them access to powerful magics, binding spirits to objects and places, whether they are cooperative or not.

Houses of the Blooded: Love and Revenge

VRENTAE
“Holding my heart.”

The word vrentae is best translated as “obsession,” although the literal meaning is “holding my heart.” Depending on the accentuation, the word has two connotations. The first is “love.” The second is “revenge.” If the first syllable is accented—vren-tay—it means “love.” If the second syllable is accented—vren-tay—it means “revenge.”

In the minds and hearts of the ven, these two things are nearly identical.

First, let us explore “revenge.”

The concept of war, as we understand it, is completely alien to the ven for many reasons. First among them is resources. While the ven are not a culture of scarcity, there is not enough dry land to support a standing army. The ven did inherit the ideas of warfare from the aelva danna, but it is no longer considered a practical method of resolving dispute. The ven adapted and evolved, developing a style of warfare that fit their circumstances.

Unable to wage war on a large scale, the ven have mastered waging war on a small scale. The most common way to settle a dispute is private duel. One-on-one combat. The two combatants agree on terms through a disinterested third party, meet at a predetermined time, select weapons, then ceremoniously try to kill each other. The winner is considered “correct” in the dispute.

However, despite all of this formal combat, deaths occur outside the parameters of legal duel all the time. We would call this “murder.” The ven call it uvanla: “a moment of opportunity.” When a ven is killed outside the scope of legal murder, the relatives of the deceased are obliged to call vrentae. The process for calling vrentae is complicated and must follow the correct procedure. If it is not correctly followed, the vrentae is not considered “official” and may carry dire consequences.

When a ven calls for vrentae, he marks himself in a distinct manner—usually with the color red—and is considered immune to almost all other procedures and bureaucracy. No other matter is more important than avenging the wrongful death of a relative. He is considered free of sin until the vrentae is carried out. However, if he fails to carry out the vrentae in the proper amount of time, or does not carry it out in the proper fashion, his reputation will be severely damaged. More on duels and formal combat can be found in a later chapter.

And now, let us talk about the other side of vrentae. Let us talk about “love.”

While many have translated vrentae as “love,” it is not a fully correct translation. “Romantic love” is closer, but still not completely correct. The ven do not view love as eternal, nor do they understand the concept of a “soul mate.” Marriage does exist in ven culture, but as a bargaining chip for settling land disputes, inheritance and for making heirs. All of this is rather cold, but vrentae is anything but. It is hot. It is the passion that drives men and women mad. As one ven poet wrote, “It is the sickness for which the only cure is the cause.”

For the ven, vrentae is a cause for poetry, for song and for story. It makes us unwise, drives us to tragedy, and blinds our reason. This is vrentae. And, just as those who are driven by revenge wear a color to distinguish themselves, so do those who have fallen under the mad spell of love. While wearing such a distinction, a man or woman may expect a bit more tolerance from those who understand the sickness of love. Those under its sway act madly and do foolish things. They cannot be held responsible for what they do: they are in love!

But love, like revenge, does not last. It fades like the seasons. Eventually, an affair grows cold and becomes like the marriage the lovers fled from. Marriages last forever, but affairs come and go. This is the way of love: powerful but fickle, passionate but passing. And while it may make us mad for a time, we cannot be fools forever.

Houses of the Blooded: The Ven

This chapter details the ven and their culture, giving you an idea of what it is like to live in the courts of Shanri, under the shadow of the Houses. I have taken this information from various ven documents, translating them as faithfully as possible.

Translating this text from the original ven has proven difficult for a few reasons. The ven often sacrifice grammar for poetry, a stylistic choice many readers find confusing and disorienting. Also, simple ven words often carry immense meanings, depending on the context. While translating these documents, I have found one small fact most useful in illustrating this curiousity.

The ven have only one word for both “love” and “revenge.”

That should be enough to get you started.

Ven society is rife with contradictions. On one hand, they espouse virtue and chivalry, but on the other, they practice deceit and treachery. They are ruthless, yet deeply religious. They love with all their hearts and hate with equal passion. They are a complicated people, easy to misunderstand, but I have done my best to present them here as accurately and fairly as possible.

To explain the world around them, the ven use a sophisticated and nuanced language, reflecting their complicated culture. Like most languages, ven words and phrases have deep history, often explaining the context of seemingly simple turns of phrase as what they truly are: the keystones to ven philosophy.

Instead of presenting a long, dry diatribe on ven culture, I’ve organized a series of phrases and words key to understanding the ven and their world. I believe the best way to understand a foreign people is by understanding their language. For example, you could illustrate much about American culture just by giving a lengthy description of the various meanings and usages of the word “cool.”

The words and phrases listed below are not in alphabetical order, but instead, in contextual order. Starting at the beginning—with aelva danna de nuru—you will begin to see the world through their eyes, hopefully giving you a living understanding of their complicated and amazing culture.

AELVA DANNA DE NURU
“The wicked ones are only sleeping.”

The history of the ven is tied into the demise of Shanri’s previous masters: the mysterious aelva danna (aelva meaning “wizard” or “sorcerer” and danna meaning “ruler”). Aelva danna can also be translated as “the wicked ones,” and is sometimes used as a pejorative against those who study the forbidden art of blood sorcery. These “sorcerer-kings” ruled Shanri for… well, no ven knows for certain how long they ruled Shanri. For all the ven know, the aelva danna have always been. And for all they know, they will return again one day to rule again.

Before the ven had a culture of their own, these sorcerer-kings ruled Shanri. The ven were nothing more than a servant race, created by sorcery to fulfill specific roles. The ven were soldiers, servants, and lovers—all tailor-made to task. And they served the sorcerer-kings as the aelva danna made unspeakable war upon each other on an unimaginable scale. Using vast armies and eldritch sorcery, the sorcerer-kings almost destroyed the world, but instead, destroyed themselves. What they left behind was a shattered remnant of the world they created.

The servitor race called dug themselves up and out of the rubble. The world they found was nothing like the world they knew. At long last, they were free from the aelva danna, free from magical slavery, free to make their own destiny, but the world they found was dangerous and deadly.

The Shanri of today looks completely different from the world of the sorcerer-kings. During their time, the land was rich and plentiful, a vast pangaea full of life and wonder. Now, the world is shattered, torn and mutated by sorcerous warfare. All that remains is a spiraling chain of archipelagos filled with mutant flora and fauna: the remains of sorcerous experiments, some of which went horribly awry.

Since then, the ven have reconstructed the world around them, although vast tracks of unexplored wilderness remain. The ven live in the ruins left behind by the sorcerer-kings: incredible mansions and castles kept standing by a fading sorcery. On the outskirts of civilization, the beasts bred during the wars lurk in the shadows. And the ven whisper that perhaps the aelva danna are not dead at all, but merely sleeping, trapped in magics to great for them to break. Perhaps one day, the sorcerer-kings will return, enslaving the ven once again.

Perhaps…

HotB: Loyalty & Treachery

from the forthcoming Houses of the Blooded, I give you…

Loyalty & Treachery

For the ven, few virtues are as sacred as loyalty. Because they are creatures driven by desire and temptation, loyalty is valued highest in the courts… even treasured in some circles.

Like traits and Desires, your character has a number of Loyalties on his sheet, and like traits and Desires, each Loyalty has a name and a rank. Again, you have ten points to spend on Loyalties, but this time, the names you can give a Loyalty are a bit more strict.

You may only be loyal to people, not ideals or Houses or any other abstract thing. You cannot be loyal to your sword or your own word or “justice.” Just people. You may be loyal to people outside or inside your House, to nobles or commoners, but you must have ten points of Loyalties on your sheet before your character can come into play. And, like Desires, no Loyalty can begin higher than rank 3.

Using Loyalty

Whenever your character takes an action that supports another character you are Loyal to, you may choose to gain a number of dice equal to that Loyalty. This is called invoking Loyalty.

Whenever you invoke a Loyalty, put a check next to it in the box provided on the character sheet. At the end of each Season, any Loyalties with checks next to them go up by one rank. Any Loyalties without checks next to them do not advance, but if a Loyalty does increase by one rank, you must decrease another Loyalty by one rank. Here’s how it works.

Start with your highest Loyalty. If it has a check, it goes up by one rank. You must then decrease your lowest Loyalty by one rank. Go to your next highest Loyalty and go through the same process. If a Loyalty ever goes to rank 0, you lose that Loyalty.

Treachery

As Lessons teaches us, “A stranger cannot betray you; only a friend can do that.” There may come a time when your character has to betray a beloved friend. If you ever take an action against a character who has Loyalty toward you, you gain a number of dice equal to the Loyalty. For example, if another character has a rank 3 Loyalty towards your character, if you actively betray that character, you gain three dice for that risk.

Whenever you take such an action, record it on your sheet under “Treachery.” Each Treachery you have subtracts one die from any risk involving trust, but adds a die for each risk involving further treachery. For example, if you have two Treacheries on your sheet and you betray a friend who has a rank 2 Loyalty to you, you gain two dice for the Loyalty plus two more dice from your Treacheries for a total of 4 dice added to the risk.