House Creation

House Creation

The House is the cornerstone of society in the Realm. They are the prime movers and shakers, and their drama, plots, tragedies and machinations are what drive the story.

All Characters belong to the same House; before the start of the game, the players come together to flesh out their House: the type of House it is, its history, what it stands for and what it has to work with. Through this, a unique and interesting House emerges.

Starting House Characteristics

Throughout this page, you will find references to two things of note: House Influence and Demesne values. House Influence is a measure of the sum of wealth of the entire House, and measures its ability to levy resources on a grand scale. The Demesne, meanwhile, represents the details of all the land under the House's direct control.

Houses start with 10 House Influence.
House Demesnes start with 4 Size, 5 Happiness, 5 Order, 5 Productivity, 5 Loyalty and 5 Defense.

House Features

All Houses are created using the following 7 fields. At each step, the players decide which option they want to take, paying a cost in House Points as they do so. All Houses begin with 13 House Points to spend as they like. Each option grants specific benefits and sometimes penalties to reflect the impact the House has on its members.

Name House Solar Cost 0
Description
This House is one of the Houses Solar. The Houses Solar are dedicated to energy production, predominantly solar power but also wind, geothermal and tidal. Because many forms of energy production tend to be best suited to remote, inhospitable areas, the Houses Solar are often located in burning deserts, stormy coasts and craggy mountain ranges. Compared to the Houses Verdant, there are fewer individual Houses Solar, but on average they tend to possess geographically large territories. Typically, Houses Solar thus tend to emphasise self-reliance and preparedness as goodly virtues.
Effects
Extreme Environs All characters begin play with one of the following talents of their choice: Always Prepared, Die Hard, Elite Athlete.
Rugged Wariness Interaction tests made by non-Solars toward Solars take a -10 penalty.
Survival Skills All Characters begin play with the Survival skill.

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Ideology

All Houses are divided into semi-specific categories based on shared beliefs about how the Kingdom should work and their House's role within it. This influences the expectations of the House's behaviour as well as how others treat them.

At this step, you must choose one Ideology for your House.

Name Communalist Cost 0
Description
Communalist Houses advocate for peace within the realm. This is peace between Estates, peace between rivals within Estates, peace between the Estates and the King, and of course peace between the realm and other realms. Communalists then do whatever they can to establish a broad network of connections across society. When conflicts break out, Communalists are often brought in to adjudicate: to draft agreements and observe that they are followed. Although they aim to end conflicts, Communalists are satisfied with simply ensuring that the rules of engagement are maintained, and if pushed, will lend military support to whichever side is most able to deliver stability quickly. Communalists tend to play the long game in this regard. Communalists know that often all they can offer is their word, and so they endeavour to ensure it keeps its worth. To that end, Communalist Houses endeavour to keep their own members honest and scrupulous, and they consider breaking agreements and deals to be a Cause of Dishonour.
Effects
Ideological Relations All Characters gain the Peer (Communalists, 1) and Enemy (Dominionists, 1) talents.
Honourable Peace All Characters gain honesty, negotiating peace and stabilising actions as Causes of Honour, whilst dishonesty, breaking agreements and fuelling disagreements are Causes of Dishonour.
Valued Connections All Characters gain an extra +5 bonus from each rank of the Peer talent. Furthermore, they gain a +10 bonus to deceive because no one expects them to lie.

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Aspect

Houses are often defined by the context of their geography, their deeds, great events or by happenstance. Through this, two Houses that share the same type and ideology can still be contrasted through their 'aspect', the context in which they exist.

At this step, you must choose one Aspect for your House, and may choose two if so desired.

Name Bereft Cost 1
Description
Bereft Houses are poor in resources, funds and equipment. The equipment they do have is often unusually old, their manses are starting to crumble, and their Modular Suits are not well-maintained. The reasons for this vary. They might simply occupy poor territories, or they are in the process of recovering from a debilitating war. Either way, Bereft Houses are often desperate for expansion and possess an ambition to match.
Effects
Poor Territory The House Demesne has a -4 Productivity penalty.
Ambitious Whenever Characters from Bereft Houses gain Honour Points, they gain two extra.
Antithesis This Aspect may not be taken with the Wealthy Aspect.

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History

All Houses consider their history to be highly important. History allows them to record great deeds, nurse grudges, investigate old claims and inspire the youth of the House. Some rare Houses can be very old, whilst some are shockingly fresh.

At this step, you may choose one History for your House.

Name The Founding Cost 2
Description
Founding Houses are not only old, they are the oldest, dating back two hundred years, although many claim pedigrees to heroes and notables of the old eras of the Commonwealth and the Gorging. The first lords of Founding Houses were those who established the Realm itself, fighting alongside the King to bring the Glorious Restoration and all of its fruits to the land. Founding Houses are proud, stately and possess a grand prestige that has a power all its own. However, it is inevitable that such an old House has made many enemies in its history. Furthermore, such Houses have waxed and waned throughout their period, and although some are quite powerful now, others might only be a shadow of their former selves. Of the sixteen Founding Houses that made up the Kingdom of Australia two centuries ago, only three now survive. The Houses' thick, bulging Chronicles are rivalled only by the sizes of their family trees: trees numbering in the hundreds or even low thousands are not unknown.
Effects
Grand Legacy All Characters begin with a single Heroic Deed which can never be removed so long as they belong to the House.
Prestige of Legend House Influence increases by +5.
Old Grudges The House begins with -3 Satisfaction with five factions. Furthermore, any Lord Solar or Verdant characters gain the Enemy (2) talent with these factions.

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Lord Senior

Lord Senior' is a title given to whoever is the head of the House. Although the Lord may possess a land title such as 'Count', 'Duke' or 'Marquis', to those in the House they are known as the Lord Senior. The attitude and ability of the Lord Senior can have wide-ranging effects on their House. This is represented in skills or talents; these apply to all members of the House, including servants or foot soldiers.

At this step, you must choose one personality trait for your Lord Senior, who is the character considered to be in charge of your House. Note that for some games, especially ones dealing with small or depleted Houses, the Lord Senior may actually be a PC. In this case, the PC in question may decide the trait. Note: if the Lord dies or is replaced, any skills or talents persist as they are now a permanent part of the character's experiences.

Name Cost Description Effect
Administrative Genius 2 The Lord Senior is a brilliant administrator capable of processing a simply enormous amount of work each day. All members of the House increase the in-Demesne Acquisition Bonus by +5. The Demesne gains +2 Productivity.
Ambitious 1 The Lord Senior strongly desires to improve the power of the House by any means necessary. This sense of motivation can be very powerful, but it can mean a great deal of trouble for the lord's subjects as they go through hell for the Lord's goals. All members of the House gain the Die Hard talent. The Demesne gains +2 Productivity and -1 Happiness.
Arbitrary 1 The Lord Senior is ruled by their whims, paying little attention to precedent or written law. All members of the House gain the Deceive skill. The Demesne gains -1 Order.
Attentive 2 The Lord Senior is an attentive individual who pays a great deal of attention to the details of the world around themselves. All members of the House gain the Foresight talent. The Demesne gains +1 Order.
Beloved 2 The Lord Senior is able to inspire a great sense of faith and love in their subjects and vassals. All members of the House gain the Unshakeable Faith talent. The Demesne gains +2 Loyalty.
Cruel 1 The Lord Senior is cruel and sadistic, often delighting in finding excuses to inflict pain or make someone miserable. The people hate the Lord fiercely. All members of the House gain the Intimidate skill. The Demesne gains +1 Order and -1 Happiness.
Cunning 2 The Lord Senior is cunning and sly, and knows how to use information and espionage to all sorts of ends, including against their own people. All members of the House gain the Scrutiny and Stealth skills. The Demesne gains +2 Order and -1 Happiness.
Decisive 2 The Lord Senior is decisive and active, able to respond dynamically to any situation. However, the Lord can be quite quick to anger and rashness. All members of the House gain the Rapid Reaction talent. The Demesne gains +2 Defense.
Dignified 2 The Lord Senior is dignified and regal, and has a sheer air of presence that is reflected in their vassals. All members of the House gain the Air of Authority talent. The Demesne gains +1 Order and Loyalty.
Gentle 1 The Lord Senior is a gentle soul, one who despises violence. This makes the Lord loved, but their gentleness can lead to leniency when firmness is expected. All members of the House gain the Charm skill. The Demesne gains +1 Happiness and -1 Order.
Incompetent 0 The Lord Senior is incompetent at the day-to-day running of a House. The Demesne gains -2 Productivity.
Indecisive 0 The Lord Senior is indecisive, taking far longer than is necessary to come to a decision, much to the consternation of the Lord's subjects. The Demesne gains -1 Happiness, Order and Productivity.
Inflexible 1 The Lord Senior is fixed in their ways, and tends to react slowly to new encounters, instead enforcing the status quo ever harder. All members of the House gain the Command skill.
Insane 0 The Lord Senior has fallen into a madness that not even University Psychologists can cure. This renders the House effectively leaderless. The Demesne gains -1 Order and Productivity.
Martial 2 The Lord Senior is always thinking about war and conflict, and ensures that the House forces are always prepared to fight. All members of the House gain the Awareness and Martial Lore (Any one) skill. The Demesne gains +1 Order and +1 Defense.
Maverick 2 The Lord Senior is fearless and wild, always leading from the front; others might see the Lord as boorish or rude, but to the House officers, the Lord is an inspiration. All members of the House gain the Resistance (Fear) talent. All House Squads gain +1 Morale.
Paranoid 2 The Lord Senior is defined by a strong sense of paranoia; they are suspicious of friends, enemies, underlingsā€¦ Such an atmosphere quickly encourages all to be a little more 'careful'. All members of the House gain the Paranoia talent. The Demesne reduces penalties to Order by 1 to a minimum of 1.
Proud 2 The Lord Senior is deeply proud and headstrong; the Lord expects all to recognise it, and incidents where others do not can cause great trouble for the House. All members of the House gain the Nerves of Steel talent. The Demesne reduces penalties to Loyalty by 1 to a minimum of 1.
Wise 2 The Lord Senior is wise and sagacious, and when confronted with a problem, draws upon prodigious expertise and scholarly learning to find the best way to solve the problem. The Demesne reduces penalties to Happiness, Order and Productivity by 1.

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Doctrines

Doctrines represent the combat training and traditions of the House. Often this weaves into the identity of the House: some are known for producing breathtakingly precise sharpshooters, whilst others might produce brutal warriors who overwhelm the enemy with rapid assaults.

You must choose one Doctrine at this step. You may have a maximum of three. All members of the House, including foot soldiers and other low-ranking subjects, benefit from the effects.

Name Cost Description Effect S-Equipment Kit Effect P-Equipment Kit Effect
Assault Tradition 4 The House's combat traditions involve heroic assaults against the enemy in close combat, defeating them with superior hand-to-hand skills and strength. All members of the House gain the Weapon Skill Aptitude and the Berserk Charge talent. Exchange the kit's Main Weapon with a Common Melee Weapon of Scarce or higher availability. Exchange the kit's Main Weapon with a Common Melee Weapon of Scarce or higher availability.
Auxilia Tradition 2 Vehicles such as tanks and APCs are often seen as secondary on the battlefield, but this House understands how useful these humble craft can be. All members of the House gain the Operate (Surface) skill. - Add one Tank, APC or IFV-type vehicle, plus two clips of ammo for all vehicle weapons, per group, to the kit.
Defenders 4 The House has fought many battles on the Defensive. Most of them have been victories, as well. All members of the House gain the Defense Aptitude, the Nerves of Steel talent and the Martial Lore (Defense) skill. Add one Cretic Bulwark Set per warrior to the kit. Add one full suit of Thinsteel Platemail, Cretic Bulwark Set and Entrenching Tools per warrior to the kit.
Demolishers 2 The House ensures that its warriors have good access to explosives and the skill to use them. All members of the House gain the Demolitions skill and a +10 to Acquisition tests to acquire explosives, grenades and missiles. Add one Frag and Sunder Grenade per warrior to the kit. Add one Frag, Sunder Grenade and Demo Charge per warrior to the kit.
Energy Tradition 2 The House specialises in the use of energy weaponry, such as the trusty Sunrifle. All members of the House gain the Energy Proficiency talent and a +10 to Influence tests to acquire Energy Weapons. Exchange the kit's Main Weapon with a Common Sunrifle or Sun Carbine with 4 clips of ammo. Exchange the kit's Main Weapon with a Common Sunrifle or Sun Carbine with 4 clips of ammo.
Grenadiers 4 The House are experts at assaulting enemy forces, especially those well-dug in. All members of the House gain the Offense Aptitude, the Cover Killer talent and the Martial Lore (Offense) skill. Add two Frag Grenades and one Sunder Grenade per warrior, and one Mortar per group, to the kit. Add two Frag Grenades and one Sunder Grenade per warrior, and one Mortar per group, to the kit.
Hardened Discipline 3 The House has a sense of discipline most uncommon to a Soldalistic warrior caste; this not only sets it aside from its rivals, but often proves most unnerving to enemies. All members of the House gain the Willpower Aptitude and the Intimidate skill. - -
Hated Foe 2 The House has a tradition of often having to engage a specific type of foe. This sort of tradition is often the result of intense rivalries between two Houses. Choose one group, which should be an enemy House, foreign Realm or similar. All members of the House gain the Scholastic Lore (Enemy) skill and the Favoured Foe (Enemy) talent. - -
Heroic Resistance 3 The House is famed for its enduring warriors who resist well past beyond what is expected, or indeed sane. All members of the House gain the Toughness Aptitude and the Hardy talent. - -
Infiltrators 4 The House is reknowned for its deadly warriors, who are capable of sneaking in behind enemy lines and surviving in drastic environments. All members of the House gain the Agility Aptitude and the Stealth and Survival skills. Add one Camo-Pattern Cloak, one Smoke Grenade and one Photon Grenade per warrior to the kit. Add one Camo-Pattern Cloak, one Smoke Grenade and one Photon Grenade per warrior to the kit.
Marksman Tradition 4 The House is well-known for producing highly proficient warriors with great skill with ranged weaponry. All members of the House gain the Ballistic Skill Aptitude and the Deadeye Shot talent. Exchange the kit's Main Weapon with a Common Solid or Energy Weapon of Scarce or higher availability, plus four ammo clips. Exchange the kit's Main Weapon with a Common Solid or Energy Weapon of Scarce or higher availability, plus four ammo clips.
Medical Training 2 Often overlooked by many, this House ensures that its warriors understand the basics of medical aid. All members of the House gain the Medical skill. - Add one medikit and a shot of biogel per warrior to the kit.
Officer Training 4 The House places a heavy emphasis on ensuring that all of its soldiers are able to understand the principles of command thought. This makes them well-led and dynamic forces. All members of the House gain the Resolution Aptitude and the Command and Martial Lore (Any one) skills. - Add one War Manual (specialisation of your choice) per warrior to the kit.
Raiders 2 The House excels in mobile combat, striking quickly and fading before retaliation. All members of the House gain the Dodge and Navigate (Surface) skills, plus the Sprint talent. Add one Smoke and Photon grenade per warrior to the kit. Add one Smoke and Photon grenade per warrior to the kit.
Rider Tradition 2 Some Houses, especially Verdants, favour the use of animals in combat, due to their lack of electricity signals and their ability to be maintained with food. All members of the House gain the Animal Handling (Choose two) skills. - Add one riding animal per warrior to the kit.
Scouting Vanguard 4 The House never goes into a battle without knowing as much as possible about the foe. All members of the House gain the Perception Aptitude, the Awareness skill and the Combat Formation talent. Add one set of Binoculars per warrior, and one Comm-Raider per group, to the kit. Add one set of Binoculars per warrior, and one Comm-Raider per group, to the kit.
Sergeant Tradition 2 The House employs a larger stock of Sergeants than usual, often a result of a Cataphract shortage or a particularly hardy people. Increase the Sergeant UP limit by +3. All Sergeants gain +300 starting XP. Exchange the kit's Main Weapon with a Common Weapon of Scarce or higher availability, plus 4 Main Weapon ammo packs per warrior to the kit.. Add one full suit of Thinsteel Platemail per player to the kit, and exchange the kit's Main Weapon with a Common Weapon of Scarce or higher availability, plus 4 Main Weapon ammo packs per warrior to the kit..
Solid Tradition 2 The House specialises in the use of solid projectile weapons: detguns, magrifles and other nasty weapons. All members of the House gain the Solid Proficiency talent and a +10 to Influence tests to acquire Solid Weapons. Exchange the kit's Main Weapon with a Common Magrifle or Mag Dragoon with 4 clips of ammo. Exchange the kit's Main Weapon with a Common Magrifle or Mag Dragoon with 4 clips of ammo.
Well-Provisioned 2 The House emphasises the importance of having a wide reserve of resources for its forces. - Add two Main Weapon clips and Reactor Cells, plus one of every common grenade type, per warrior, to the kit. Add two Main Weapon clips and ration packs, plus one of every common grenade type, per warrior, to the kit.

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Standard S-Scale Equipment

All Houses maintain a basic standard equipment level for all of its Officers. This is true for both its Modular Suit forces and its ground forces. By and large, the core elements of kits are common from House to House, but Doctrines, resource availability and idiosyncratic choices can also influence the kit.

This field is for S-Scale kit, so primarily deals with Modular Suit combat.

This lists a collection of items that are standard for all fighting members of the House. Not only do they begin with the following items, it is also assumed that, so long as a member has uncomplicated access to the requisition stores of their House, they can restock any missing or damaged items automatically and without cost.
Note that some of these will go to players who, most of the time, have no need for them. For example, a Cataphract Knight has their Cataphract and will probably never use their standard-issue Modular Suit. Nonetheless, it remains in the Kit, and can be accessed by them in emergencies.
The list is as follows. All items are Common Quality unless otherwise specified.

  • One Modular Suit, of a model preferred by the House.
  • One Main Weapon and two ammo packs. By default, this is a Sunpistol, but Main Weapons can be replaced by Doctrines or other options.
  • One Mineral Dagger.
  • Two MS Power Batteries.

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Standard P-Scale Equipment

All Houses maintain a basic standard equipment level for all of its Officers. This is true for both its Modular Suit forces and its ground forces. By and large, the core elements of kits are common from House to House, but Doctrines, resource availability and idiosyncratic choices can also influence the kit.

This field is for P-Scale kit, so primarily deals with individual ground combat.

This lists a collection of items that are standard for all fighting members of the House. Not only do they begin with the following items, it is also assumed that, so long as a member has uncomplicated access to the requisition stores of their House, they can restock any missing or damaged items automatically and without cost.
Note that some of these will go to players who, most of the time, have no need for them. Nonetheless, it remains in the Kit, and can be accessed by them in emergencies.
The list is as follows. All items are Common Quality unless otherwise specified.

  • One House Field Uniform
  • One set of poor weather gear
  • One Sunpistol (Main Weapon) with two ammo packs
  • One Mineral Dagger.
  • One Hardwool Vest
  • One Rucksack
  • One Toolkit
  • One Mess Kit and Water Canteen
  • One Blanket and Sleeping Bag
  • One Solar Lamp
  • One Grooming Kit
  • One Timewatch
  • One Comm Bead
  • One Set of House Identitags
  • Two weeks' supply of combat rations
  • Two Standard Fuel Cells

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The Final Step

The last step on the path of creating a House is to flesh out its details in-universe. The following details are essential:

  • What's the House's name? This acts as the family name for any characters born into the house, as well!
  • Every House possesses a set of House Colours: a coat of arms that visually differentiates them from the other Lords. What colour are your House Colours? Does it have a pattern? What about a special emblem? Note that Houses Solar frame their coat of arms in gold, Verdants in dark green.
  • What's the name of your Lord Senior? What sort of person are they? What goals might they have, and what relationship do they have with your characters?
  • Where is your House located geographically? Does the House possess a Duchy or a County? If a County, to whom does it swear fealty?

The following details are recommended:

  • What is the House's motto? Many Houses possess special mottoes, sometimes in foreign languages.
  • What has been the House's history up to now? What are its greatest deeds? Its worst defeats? Its legendary heroes?
  • What does the House believe in? What are its core ethics? Does it have a House religion, and if so, what is it?
  • Who are some major members of the House? The heir? The chief steward? The Marshal?
  • What are the House's goals? How far are they willing to go to obtain them?

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Example Houses

House Type House Solar
Ideology Nobilist
Aspect(s) Core (3 pts), Wealthy (3 pts)
History The Founding (2 pts)
Lord Senior Ambitious (1 pt)
Doctrine(s) Grenadiers (4 pts)
House Influence 35
Demesne Characteristics 5 Size; 5 Happiness; 5 Order; 13 Productivity; 5 Loyalty
Political Sway This House begins with a single Prestige Point.
Rugged Wariness Interaction tests made by non-Solars toward Solars take a -10 penalty.
Grand Legacy All Characters begin with a single Heroic Deed which can never be removed so long as they belong to the House.
Favoured S-Weapons: Detgun, Grenade Launcher, Missile Launcher
Favoured P-Weapons: Grenade Launcher, Missile Launcher
Starting Aptitudes: Offense
Starting Talents: One of the following (Always Prepared, Elite Athlete, 200 XP), Cover Killer, Die Hard, Peer (Nobilists 1), Enemy (Royalists 1). Lords Solar or Verdant also gain Enemy (House Huang 2; House Fraser 2; House Deakin 2; House Marshall 2; House Enfield 2)
Starting Skills: Survival
Starting S-Kit: One Bombardier-class Modular Suit; One Best Quality Magrifle with 2 ammo packs; One Mineral Dagger; Four MS Power Batteries; Three Frag Grenades; One Sunder Grenade; One Mortar per group; One Terraclad for the House
Starting P-Kit: Two House Namatjira Field Uniforms; One House Namatjira Dress Uniform; One Magrifle with 2 ammo packs; One Mineral Dagger; One Thinsteel Platemail Set; One Rucksack, Toolkit, Messkit, Water Canteen, Blanket, Sleeping Bag, Solar Lamp, Grooming Kit, Timewatch, Comm Bead; One set of House Namatjira Identitags; Four Standard Fuel Cells; Five Weeks' Supply of Combat Rations; One Stillsuit, Climbing Harness and Rebreather.

HOUSE NAMATJIRA
House Colours: Golden Grenade Fired Proper with seventeen flames on a dark blue background.
House Motto: Warm In Peace, Cold in War
Lord Senior: Henry IV, Duke of Capricornia and Earl of Diamantina
The richest House in the Realm, House Namatjira has been part of the fabric of the Realm since its very inception. Lord Alec Namatjira served as one of King Peter I's most trusted marshals; whenever a fortress had to be taken or an entrenchment overrun, the job of siege work fell to Namatjira. It is a tradition that has kept on to this day, and all acknowledge that House Namatjira trains some of the best siege forces in the Realm.

Siege expertise, however, is not where House Namatjira's true claim to fame lies; that honour sits with its massive wealth. Indeed, House Namatjira is the wealthiest House in the entire Realm. Through producing 21% of the Realm's energy, rich mineral deposits and shrewd deals with major Capital producers in every city on the continent, House Namatjira has become truly prosperous, much to the envy of all of its neighbours. The House Manor at Bedourie is a grand sight, richly adorned with many tapestries and banners, truly the size of a small city. Within its walls are gardens and clear pools of water, highly expensive to maintain in such an arid region.

The current Lord Senior of House Namatjira is Lord Henry IV, a tall, serious man in his early fifties. Henry became Lord Senior of the House during the brutal Timor War. He and his father, John III, were fighting at the Battle of Emerald. Although they were holding their own, one of their allies- a Sergeant-Captain and his fresh squad- unexpectedly withdrew. The Javenese overwhelmed the isolated Namatjiras, and in the fighting John III perished. The Sergeant-Captain in question was a young Capital named Roger Enfield; this man would go on to volunteer his services to King Malcolm's final desperate effort against the Javanese, for which he was ennobled and made Marquis of Timor. This act infuriated Henry IV, leading to bad blood with House Enfield ever since. Henry also could not help but interpret the ennobling as a personal insult from the King, especially considering how much House Namatjira had bankrolled the King's waste of a war. This matured into resentment, and in the years since Henry has taken his House deeper and deeper into the folds of Nobilist thought. Nonetheless, his wealth and his title meant that he was summoned to serve on King Alexander's regency council during the King's minority years. The council eventually named Henry as Chancellor, putting control of the Royal Court and the affairs of the Realm in his hands. This worries many nobles, who are not quite convinced by Henry's claims to be just another loyal servant of the Crown.

House Namatjira are engaged in Dreaming faith, although a large minority of the House's members apparently care little for the practice.


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