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== Introduction ==
== Introduction ==


Dawnish Noble Houses are ancient and proud, and from the outside, may appear to be little more than noble families passing down titles. Look more closely, though, and the foreigner quickly discovers how little blood means to the Dawnish - until it is spilt. It is meaningless to talk of the "Earl's family" - every noble member of the House bears the same surname, and ties of blood are treated just the same as ties of adoption or fostering, or the ties of family honour to an unrelated noble who has passed his or her Test of Mettle.
Dawn is home to dozens of noble houses which represent the best - and occasionally the worst - of what the Nation has to offer. These are not traditional noble families - many of the members are not related to one another by blood. While  every noble member of the House bears the same surname it is the shared experience of the Test of Mettle that truly unites a house.


The Noble House, seated in its ancient castle, provides a training-ground for young Nobles, a retreat and food-reserve for the local [[Yeoman | Yeomen]] in times of trouble, a centre for local art and culture, and a seat for the local bureaucracy and justices. The castle itself is inhabited by both yeomen and nobles, and each member has their role to play.
Many noble houses are based around one or more castles, estates or manor houses. They tend to be surrounded by villages or small towns made up of [[Dawnish Yeomen|yeomen]] who look to the noble house for leadership and, where neccessary, protection.


The [[Earl]] is the head of the household, the wisest and most honourable member of the House, whose duty it is to uphold the honour of the House while advancing its interests. The methods by which the Earl is chosen vary from House to House. The Earl is typically supported by a [[Seneschals and Retainers|Seneschal]]. Other trusted yeomen in the personal service of the House are known as [[Seneschals and Retainers#Retainers|Retainers]], and their responsibilities vary by the organisation of the House.
At the head of each noble house is an [[Earl]], whose duty it is to uphold the honour of the house while advancing its interests. The methods by which the Earl is chosen vary widely from house to house. The business of how an earl is selected is very much that of the household, and it is generally considered rude for outsiders to attempt to intrude on or influence their decision - several enduring feuds have started this way.  


While the squire of a knight is a younger man or woman set to train with, aid and accompany that knight, an Earl's Squire is a close and life-long friend, chosen for the advice that she can offer and the strength - martial, psychological and spiritual - that she can lend. The Senschal's work is more practical: he deals with the House's financial matters and its relations with the Imperial bureaucracy, carries out the will of the Earl in civil (non-military) matters, and makes sure that the needs of the House's nobles are catered for in the manner they have earned. Woe betide the noble of the House who disrespects either; he may often find that the Earl considers disrespect to such a close friend to be a personal insult. Other Retainers may serve smaller roles in the household, but to be trusted in an Earl's household enough to be brought to events signifies a close bond. A Retainer's relationship with his Noble is rarely <i>simply</i> that of master and servant.
The Earl typically determines the broad strokes of house policy, often supported by a yeoman [[Seneschals and Retainers|Seneschal]] who sees to financial matters and other ignoble concerns. Most Earls are advised by the other nobles of their house, but at the end of the day it is usual that the Earl makes the final decision about how to proceed on any matter.  


Lesser Nobles of the House spend their lives seeking glory in their chosen path, most commonly on the field of battle as [[Knights]] and [[War Witches]], and when at the castle, spend their time training and celebrating the trappings of nobility, which they have earned through their Test of Mettle and their achievements since. Each Noble House also usually has at least one [[Troubadour]] resident within, to act as the House's storyteller (and, sometimes, its conscience) - there needs to be <i>someone</i> to record the glory, after all.
More importantly (for Dawn), the Earl sets all Tests of Mettle and Tests of Ardour. This gives them a great deal of control over who is allowed to enter their noble house. Some noble houses use traditional, publicly known tests. For example, House DuPont of Astolat traditionally demanded the head of an orc shaman or warlord, taken in battle. Other houses tailor the test to the candidate, either to help them create their own glorious tale ... or to set them up for failure.


The Earl's judgement is final, and though impassioned argument is appreciated, once word has been given, it is rare and potentially dangerous to disobey an Earl - to do so invites an honour duel, at the least.
Most nobles within a house spend their lives seeking glory in their chosen path, most commonly on the field of battle as [[Knights]] and [[War Witches]]. They should never forget that they represent their fellow nobles in everything they do or say, and bringing disrepute or shame to the house is a serious matter.
 
Very few noble houses do not have some level of martial support. They might be able to field small armies of yeomen, bringing the best and brightest to the field to engage in vital support actions during events. These yeomen support the house's Knights and War Witches, who in turn fight for personal glory and the honour of Dawn. By no means are all Dawnish nobles martially inclined - there are noble houses who focus their efforts exclusively in the Synod, for example - but the majority possess some sort of military capability, the better to seek glory in battle.


== Creating a Noble House ==
== Creating a Noble House ==
The noble house is intended as the simplest way for most groups of players to create a Dawnish group. Dawnish Noble Houses are in constant pursuit of glory and honour, encouraging members to get stuck in to many areas of the game with equal gusto. Noble houses can easily include almost any character concept, with the possible exception of a [[Weavers|Weaver cabal]].
Some noble houses are very large, others are quite small. The house may include off-screen noble members who never attend events, or it may be that you and your friends' characters are the only noble members. Regardless, it can be assumed that there are a number of NPC yeomen who help the house to operate and do not attend events, and for whom the noble house is responsible. You might want to represent these using personal resources - farms and small military units in particular suggest the presence of yeomen.
Every character is likely to have their own story of how they joined the house, whether they are blood-relatives or fosterlings; newcomers who specifically sought out your house to petition for entry; ennobled yeomen who won recognition for their glorious deeds; a character from another Nation inspired by the Dawnish way of life to become a noble; a noble from another house who married into the house as the result of a failed Test of Ardour; or some more exotic tale of nobility and glory.
Some "noble" characters, especially younger characters, might technically be yeomen who are currently embarking on their Test of Mettle, have yet to ask for one or who have already tried and failed. These characters enjoy the prestige of being "part" of the house without having the rights - or responsibilites - of a true noble.
Yeomen appear to take subordinate roles to the nobles, and to a degree this is true,. However, a Seneschal might wield more subtle influence in a house than is obvious, while the traditions of service in the Empire mean that even yeomen should not be taken from granted.
Most noble houses will have one or more associated [[Troubadour|Troubadours]]. These priestly characters help to promote the glorious deeds of the nobles, provide spiritual guidance where it is needed, and may aspire to represent the noble house in the Synod.
Dawnish nobility are a little suspicious of ritual magic, which often seems to favour the group over a glorious individual. Having said that, you may wish to create a noble house with a tradition of magical prowes, a house of War Witches lead by a powerful Enchanter. Alternatively you want to consider creating a [[Weavers|Weaver Cabal]] instead, for a slightly different experience of Dawn.
At the end of the day, Dawn is about glorious deeds. Every member of the house should be looking to make a name for themselves, whether they are noble or not.


The Noble House is intended as the simplest way for most groups of players to create a Dawnish group. Dawnish Noble Houses are constantly engaged in a fierce struggle for honour and glory, giving players a chance to construct a group with significant interests and powerful capabilities in the game-wide martial and magical theatres, who can put on great displays with fantastic kit and costume, and who can charge headlong into danger because it's the right thing to do.
You'll want to pick a territory for your house to hail from. While individual members may come from any part of Dawn - or even beyond - its likely that your personal resources will be based in this territory. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. After all, Dawn has never lost territory to the barbarian forces outside the Empire, and you're going to need to make sure it stays that way.


A Noble House group can be of any size. House members should all bear the same surname, and may be related by blood or marriage, though they don't need to be. The House may include dozens of off-screen noble members who never attend events, or it may be that you and your friends' characters are the only members of the noble House at all, but the high status of the group in Dawn means that it certainly has numerous NPC yeomen working for it behind the scenes.
== Heraldry ==
Every noble house in dawn has a device that it uses on flags, banners, shields, surcouts ... indeed, pratically anywhere it can find a flat surface that will hold some pigment! This device is the focus of much of the pride of the house, and the symbols of the greatest noble houses will quickly come to be recognised not only by fellow Dawnish characters and characters from other Nations.


The Nobles of a Dawnish house concern themselves with winning glory - mainly in battle, as Knights or as War Witches, although there is glory to be found in peacetime too. Whatever else your House does, it should always be on the lookout for the best chances to show off its skill and Virtue. The yeomen attached to your House are no exception to this, and the Dawnish should respect any (Virtuous) display of skill, whether it is in sword-and-shield fighting or cooking the perfect boar for a House of twenty. Every character should be looking for the chance to show off <i>something</i> in the name of the group.
When picking your heraldry, it is probably best to go for something simple and striking. Empire does not have the complex rules of heraldry that exist in the real world, so the simplest way to make a device is to pick a symbol in one [[Dawn Look and Feel#Colours|striking colour]] and put it on a background of a contrasting colour. The most common devices in Dawn are mythical beasts - gryphons, lions, unicorns, dragons, wyverns, winged serpents, chimera and even fantastical beasts that exist only in the imagination - rather than the more mundane beasts favoured by the rival Marches.


Within the House, the Nobles represent powerful figures, who may own land and command military forces in Dawn. They are the Senators and Generals who make the major decisions which affect the House and its holdings, and which may affect the future of the Empire. The price they pay for their luxuries is the responsibility of defending and guiding the yeomanry. The yeomen with the Noble House group are there to make things happen at their Nobles' commands, and are often close companions to them - it's their job to deal with money and politics and generally to keep the world turning.
Even though the time of the Kings and Queens of Dawn has gone, their device - the golden sun-in-splendour against a blue field - remains as the image of the Nation as a whole. Any noble house can bear this device with pride.


The individualistic nature of Dawnish glory-seeking doesn't lend itself to the group practice of ritual magic; if you and your friends are enthusiastic about this, and/or if you have craft skills which you want to employ making kit and costume, consider creating a [[Weaver Cabal]] instead.
A neat trick would be to pick your heraldry with an eye to your costume (or vice versa). Arranging for your nobles and yeomen to wear colours that match their device will create a dramatic impact on the field, and can be done relatively through the use of surcoats and cloaks.


The role of Troubadour is the best way to play a Dawnish priest-type character - as the group's myth-historian and teller of tales, it's often their job to make sure that glory doesn't get in the way of Virtue. However, if you'd rather have the simplicity of questing and fighting with a Troubadour by your side, without worrying about politics, then consider creating a [[Knights-errant]] or [[Knights-errant#Questing Knights|Questing Knights]] group.


You'll want to pick a territory for your House to come from, and most or all of its members should come from that territory. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. After all, Dawn has never lost territory to the barbarian forces outside the Empire, and you're going to need to make sure it stays that way.


[[Category:Dawn]]
[[Category:Dawn]]
[[Category:Nations]]
[[Category:Nations]]

Revision as of 18:36, 18 July 2012

This is a placeholder page for content that PD are actively working on.

A noble house is the basic concept for a group of Dawnish characters. Lead by an Earl, it is composed of nobles who have passed the Test of Mettle set by the house. It may also include some yeomen retainers, or a Seneschal.

Introduction

Dawn is home to dozens of noble houses which represent the best - and occasionally the worst - of what the Nation has to offer. These are not traditional noble families - many of the members are not related to one another by blood. While every noble member of the House bears the same surname it is the shared experience of the Test of Mettle that truly unites a house.

Many noble houses are based around one or more castles, estates or manor houses. They tend to be surrounded by villages or small towns made up of yeomen who look to the noble house for leadership and, where neccessary, protection.

At the head of each noble house is an Earl, whose duty it is to uphold the honour of the house while advancing its interests. The methods by which the Earl is chosen vary widely from house to house. The business of how an earl is selected is very much that of the household, and it is generally considered rude for outsiders to attempt to intrude on or influence their decision - several enduring feuds have started this way.

The Earl typically determines the broad strokes of house policy, often supported by a yeoman Seneschal who sees to financial matters and other ignoble concerns. Most Earls are advised by the other nobles of their house, but at the end of the day it is usual that the Earl makes the final decision about how to proceed on any matter.

More importantly (for Dawn), the Earl sets all Tests of Mettle and Tests of Ardour. This gives them a great deal of control over who is allowed to enter their noble house. Some noble houses use traditional, publicly known tests. For example, House DuPont of Astolat traditionally demanded the head of an orc shaman or warlord, taken in battle. Other houses tailor the test to the candidate, either to help them create their own glorious tale ... or to set them up for failure.

Most nobles within a house spend their lives seeking glory in their chosen path, most commonly on the field of battle as Knights and War Witches. They should never forget that they represent their fellow nobles in everything they do or say, and bringing disrepute or shame to the house is a serious matter.

Very few noble houses do not have some level of martial support. They might be able to field small armies of yeomen, bringing the best and brightest to the field to engage in vital support actions during events. These yeomen support the house's Knights and War Witches, who in turn fight for personal glory and the honour of Dawn. By no means are all Dawnish nobles martially inclined - there are noble houses who focus their efforts exclusively in the Synod, for example - but the majority possess some sort of military capability, the better to seek glory in battle.

Creating a Noble House

The noble house is intended as the simplest way for most groups of players to create a Dawnish group. Dawnish Noble Houses are in constant pursuit of glory and honour, encouraging members to get stuck in to many areas of the game with equal gusto. Noble houses can easily include almost any character concept, with the possible exception of a Weaver cabal.

Some noble houses are very large, others are quite small. The house may include off-screen noble members who never attend events, or it may be that you and your friends' characters are the only noble members. Regardless, it can be assumed that there are a number of NPC yeomen who help the house to operate and do not attend events, and for whom the noble house is responsible. You might want to represent these using personal resources - farms and small military units in particular suggest the presence of yeomen.

Every character is likely to have their own story of how they joined the house, whether they are blood-relatives or fosterlings; newcomers who specifically sought out your house to petition for entry; ennobled yeomen who won recognition for their glorious deeds; a character from another Nation inspired by the Dawnish way of life to become a noble; a noble from another house who married into the house as the result of a failed Test of Ardour; or some more exotic tale of nobility and glory.

Some "noble" characters, especially younger characters, might technically be yeomen who are currently embarking on their Test of Mettle, have yet to ask for one or who have already tried and failed. These characters enjoy the prestige of being "part" of the house without having the rights - or responsibilites - of a true noble.

Yeomen appear to take subordinate roles to the nobles, and to a degree this is true,. However, a Seneschal might wield more subtle influence in a house than is obvious, while the traditions of service in the Empire mean that even yeomen should not be taken from granted.

Most noble houses will have one or more associated Troubadours. These priestly characters help to promote the glorious deeds of the nobles, provide spiritual guidance where it is needed, and may aspire to represent the noble house in the Synod.

Dawnish nobility are a little suspicious of ritual magic, which often seems to favour the group over a glorious individual. Having said that, you may wish to create a noble house with a tradition of magical prowes, a house of War Witches lead by a powerful Enchanter. Alternatively you want to consider creating a Weaver Cabal instead, for a slightly different experience of Dawn.

At the end of the day, Dawn is about glorious deeds. Every member of the house should be looking to make a name for themselves, whether they are noble or not.

You'll want to pick a territory for your house to hail from. While individual members may come from any part of Dawn - or even beyond - its likely that your personal resources will be based in this territory. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. After all, Dawn has never lost territory to the barbarian forces outside the Empire, and you're going to need to make sure it stays that way.

Heraldry

Every noble house in dawn has a device that it uses on flags, banners, shields, surcouts ... indeed, pratically anywhere it can find a flat surface that will hold some pigment! This device is the focus of much of the pride of the house, and the symbols of the greatest noble houses will quickly come to be recognised not only by fellow Dawnish characters and characters from other Nations.

When picking your heraldry, it is probably best to go for something simple and striking. Empire does not have the complex rules of heraldry that exist in the real world, so the simplest way to make a device is to pick a symbol in one striking colour and put it on a background of a contrasting colour. The most common devices in Dawn are mythical beasts - gryphons, lions, unicorns, dragons, wyverns, winged serpents, chimera and even fantastical beasts that exist only in the imagination - rather than the more mundane beasts favoured by the rival Marches.

Even though the time of the Kings and Queens of Dawn has gone, their device - the golden sun-in-splendour against a blue field - remains as the image of the Nation as a whole. Any noble house can bear this device with pride.

A neat trick would be to pick your heraldry with an eye to your costume (or vice versa). Arranging for your nobles and yeomen to wear colours that match their device will create a dramatic impact on the field, and can be done relatively through the use of surcoats and cloaks.