You may have 1 active character per active DM.
Each active player character must belong to a different House.
Each Player can only found one House. Being a co-founder does not count against this total.
Any DM who goes 30 IRL days without running a game is considered inactive. If 30 IRL days pass and a Player Character has not adventured, they are rendered inactive.
Players cannot choose to make a character inactive, that character must be timed out by not adventuring for IRL 30 days.
To found a House you will need:
1 founder
2 co-founders
House Charter
All Houses must honor the standard Valorian House Rules (Outlined throughout this document)
Outlines dispersion and management of wealth and resources.
Outline how character medical care & death is handled by the House.
Outline how a Head of House is determined.
Outline any Hierarchy present.
Heraldry Design
1 tent or 1 wagon
Prove your qualifications by completing a quest given by the Guild Office.
The only required position within a House is The Head of House. Ultimately the Head of House must settle any inter-house conflicts or disputes. A good charter can make this job easier. A good charter can share the burden of leadership be created officer positions to support the Head of House.
A House must always have a Head of House. If the Head of House dies, retires or quits a new Head of House must be chosen before members of the House can continue adventuring. Each House decides how the next Head of House is determined. A smart House outlines this in their charter.
1gp per total ACTIVE character levels every 30 IRL days. A House that cannot pay its dues is disbanded.
A House is responsible for feeding, housing, clothing, and equipping its members. Houses should be prepared to pay wages to both PC and NPCs who support them. Often, this will be more expensive that your active character dues.
A House is responsible for maintaining whatever promises and standards were laid out in their charter.
You gain +2% xp for each member of the adventuring party who is from your House. (You do not count yourself) For example if you adventured with 2 other House members you would gain a 4% bonus.
You gain +2% renown for each member of the adventuring party who is from your House. (You do not count yourself)
Members of the same House may share magical items between House members. Magical items cannot be sold or given to anyone outside of the house you are currently a member of. This does not change the original claimant of the item. If the original claimant leaves the house, they take their magical items with them. A claimant who dies passes claim to their magical items onto a new claimant through their will.
If you die, you can leave your current wealth and equipment to your next character, but only if that character will be a member of the same House. You can also leave wealth and equipment to other members of your house as outlined in your will.
Houses can train their own members. If they do, the cost of training is reduced for both money and time. You must be higher level than the person you are trying to train and of the same class.
Retired House members provide an even larger discount for training.
House members can earn renown through adventuring. Renown is a currency used to bolster the strength and prestige of a House and its members.
Rules for this can be found here.
A House can earn renown through accomplishing in game milestones and each House member can earn renown by adventuring. Only the Head of House may spend renown.
A member reaches level 5
A member reaches level 10
Winning the monthly House challenge.
Completion of a major Event.
House members earn Titles. Titles are earned through in game and meta achievements.
Renown can be spent in several ways.
Stronghold & Followers Stuff
Starter Packages for New Members
Stables for buffing House owned mounts
NPC craftsmen
Medical Insurance
Legal Protection
Consumables
Flasks, Oils, Potions, Scrolls, etc.