House Artemel Organization in Not Forgotten Realms | World Anvil

House Artemel

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Noble House template  

Heraldry (Arms)

  X  

Motto

  X  

Livery

  X  

Ethnicity

  xxxx  

History

  X  

Founded

  xxxx DR  

Information about House in 1492 DR

  X  

Members of the Family

  Patriarch: XXX Consort: XXX Heir: XXX Membership (Nobles): XXX

Main branch

 

Name

  Title • Role (Rank 8) • Age  

Other branch

 

Name

 

Holdings

  Interests Trade & Interests: Hunting (boar, monsters), money-lending  

Noble estate

        Wingseat (Villa) Sul Street, Sea Ward
A chest-high stone wall surrounds the Artemel villa, with a tall fence of wrought iron rising another three feet above that, with vines growing up the wall within the compound to entangle the fence and block views from outside.   Artemel Seat: Two stories in height, the Artemel Seat house is the domicile of the patriarch and his family, a tradition that goes back multiple generations. The Seat's only concession to the size of a noble house is in the very large dining hall, with room for dozens of diners, and the lord's table upon a dais overlooking the hall. The rest of the structure has living spaces for the lord and his immediate family: parlors, den, offices, and conservatory on the first floor, kitchens and pantry in the cellars, and a second floor given over solely to housing for the family, with a small collection of guest spaces for their visitors. The Antler House: In many ways, the Antler House is considered more of the Artemel villa, at least by outsiders, for it is this structure that they see the most of. The ground floor is rich with spaces for socializing, on both a small, intimate scale, and in a much larger capacity, with a ballroom that stretches the entire back of the house overlooking the garden. The upper floor (that is not taken up with the upper reaches of the ballroom) has housing for other members of the house, divided mostly into individual chambers. The Antler House does not have a set of basements, nor kitchens: its members are expected to dine in the Seat. Hunter's Respite: A single story building with a bit more utilitarian purpose, the Respite serves two purposes, both imagined to be of utmost relief to those returning from a long hunt. The Respite holds the villa's stables, with household mounts cared for here, and the house's carriages stored in a space down the middle of the building. On the other side of the carriage-way is a large set of baths. Most of the House bathes here (save the servants, who have a baths in the cellar of the Servant Quarters). It is tradition that those returning from abroad – not just hunting, but any distant travel – do not dare to enter any other part of the villa before they have cared for their mount and scrubbed the road from their bodies. Heir's Hall: By tradition, an heir of legal age is given the lush apartment suite on the second floor of this building. The heir is made master of this structure, able to extend invitations to others of the family to take up rooms here. The rooms here are a bit more lavish than those in the Antler or Hardride Houses, so the jockeying to win the heir's favor is notable. Generally speaking, most heirs invite those of their generation who share the same interests. Taldiruth has taken great delight in denying his old tormentors this favor, while giving others (like Buildon) all the space they like. He has set aside rooms for his mother, hoping she will join him there, but she has thus far demurred. The first floor has garden-facing apartments, and a modest party hall, with an attached kitchens mostly used for party foods and the like. The upper floor is usually considered the heir's domicile entire, with apartments he may hand out to his favorites. Hardride House: Two stories in height, Hardride House is traditionally the place where older and infirm members of the House are given residences. There is a residence for a physician, although there hasn't been call to have one on hand in many years so far. The apartments here are comfortable, well-suited for those with a life's worth of aches and pains, or even the limitations that a hunter's life can inflict on Artemel scions. Servant Quarters: A dignified and comfortable space, the Servant Quarters is two stories, mostly divided into living spaces, with several work areas for sewing, baking, laundry, and the like.  

Waterdhavian Properties

 

Other Land

 

Other Investments

 

Faction

  X  

Overview

  X  

Goals and Philosophy

  X  

Activities

  Quests undertaken by agents of House NAME might include the following:   X  

Faction Ranks

 

Favored: Rank 1

  You are a favored member of the House. If you are a scion of the House, you have pleased the patriarch sufficiently to gain his notice. If you are an agent or retainer of the House, your efforts to aid the House have gone well-noted.  

Lynchpin: Rank 3

  You are given a position of some responsibility in the House's operations. If you are a scion of the House, the patriarch considers you one of the favored scions of the House, and consults with you on matters of House importance. If you are an agent or retainer, your contributions and skills in service of the House have won you a position of no small regard and respect in the patriarch's eyes - although that may earn you the jealousy of his blood kin who are less favored than you.  

Matriarch/Patriarch: Rank 10

.   You are the acknowledged and legal head of the household.  

Known Faction Perks

  Scions and agents of House XXX in good standing might receive the following benefits:

Living Quarters: Rank 1+.

  Those in good standing with the House are given quarters within the House's Waterdhavian villa appropriate to their role in the House.  

Living Expenses/Salaries: Rank 1+.

  Those in good standing with the House also receive a stipend of 1gp plus 5sp per day per point of Rank. This is not actual cash, but simply familial credit towards payment of Lifestyle costs. This stacks with the same kind of familial credit received from the Waterdhavian Noble Background.  

Business Opportunities: Rank 3+.

  Lynchpins to the House's operations receive access to a variety of business opportunities within the House's money-making endeavors. This is handled as "Running a Business" in downtime months. This does not incur a business expense, but if too many of the character rolls results that end in a loss of money, he can and will find his Rank in the House reduced.  

Heir or Consort (Title): Rank 3+.

  The holder of one of the legal titles Heir of House and Consort of House, as recorded with the city of Waterdeep, is entitled to an additional 2gp per day in familial credit, per the "Living Expenses/Salaries" entry above. The heir is also accorded certain privileges within the legal system of Waterdeep, including the ability to speak on behalf of his House in some legal proceedings and the like.  

Wealth of the House: Rank 10.

  The patriarch of the House is in total control of the House's finances and various holdings, established by the laws of Waterdeep.  

Rumors About House XXX

  X   Personages Patriarch: Arneth Artemel Consort: None Heir: Taldiruth Artemel (thirdborn son) Membership (Nobles): 18 Predominant Faith: Malar, Waukeen Faction Details Common Descriptors: Greedy, violent, slightly wild Primary Classes: Ranger, fighter, rogue Alignments: CN, N, NE, CE Faction Ranks • Favored: Rank 1. You are a favored member of the House. If you are a scion of the House, you have pleased the patriarch sufficiently to gain his notice. If you are an agent or retainer of the House, your efforts to aid the House have gone well-noted. • Lynchpin: Rank 3. You are given a position of some responsibility in the House's operations. If you are a scion of the House, the patriarch considers you one of the favored scions of the House, and consults with you on matters of House importance. If you are an agent or retainer, your contributions and skills in service of the House have won you a position of no small regard and respect in the patriarch's eyes - although that may earn you the jealousy of his blood kin who are less favored than you. • Matriarch/Patriarch: Rank 10. You are the acknowledged and legal head of the household.   Interests Trade & Interests: Hunting (boar, monsters), money-lending Holdings: Waterdeep History Ethnicity: Illuskan Founded: 1233 DR Previous Eras: 1354 DR A family of hunters and money-lenders, the Artemel have always had a reputation as being somewhat...uncivilized. They seem to take great delight in less-than-polished manners, and often seem contemptuous of Waterdhavian social mores. In all honesty, there are only two things that have kept them from being outright pariahs: their willingness to lend some of their ample money to their peers, and their reputation as ferocious, vibrant lovers.

 
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