Professional Documents
Culture Documents
Z
“He’s gone”
These words mark the beginning of our History. They were uttered
by Benjamin Hearthworth, also known as Big Ben, when
he realized the House was empty and there was no sign
of the Master and his Family.
Z
WRITTEN AND DEVELOPED BY:
Riccardo Sirignano and Simone Formicola
r 4 s
Household WHAT ARE WE PLAYING?
Players of Household take on the role of littlings and
Household is a Role-Playing Game filled with ad- retrace their steps over the span of five Chapters, each
venture, intrigues, and social interactions set in representing one year in the History of the Household.
a large abandoned House. It takes place in a world The game is mainly focused on the Characters, their
that resembles the first years of our XIX century, in relationships, and their linear or non-linear growth.
which each room constitutes a proper nation you can During each Chapter, some historical events will
explore. take place, changing the House and its inhabitants
forever and possibly impacting the Characters’ story
Players of Household take on the role of littlings, to varying degrees.
little beings of the Little Folk from European folk-
lore. Together, these littlings will go on to live lit- Typical adventures in Household might be:
tle great adventures that span over five of the most
troubled years in the history of the House, beginning ӵ Investigating the disappearance of a precious
at the end of the First Household War and living in bumblebee
the shadow of a new threat. It was a magical period ӵ Taking part in the great ball on the
when all Folks came together in new alliances despite Chandelier
old disagreements, a time of ideological and industri- ӵ Exploring the lair of a spider
al revolutions. All this, while always on the brink of a ӵ Crossing the Long Hallway and facing its
diplomatic incident. pitfalls
ӵ Stealing the turban of the Sultan of Piping
GAME SYSTEM
Household is an RPG that uses small pools of six-sid-
ed dice (from now on d6) to determine the outcome of
uncertain actions and events.
Pictured here:
Jemma Reed,
Boggart Soldier
r 5 s
r 6 s Pictured here:
Two littlings admiring a
painting of the House.
Pictured here:
Herasmo J. Hemingway
My dearest reader,
My name is Herasmo J. Hemingway, and I am an old After the war, I finally had a chance to travel. And
boggart. I say old because as I sit down to write this travel I did: I went far and fast, moved by the fire
summary of the History of the House, too many old that nips at the heels of people with more debts than
memories come back to mind. friends.
A littling who’s lived as long as I have, who’s been to I shared meals and drinks with more littlings than
as many places and met as many famous and brilliant I can hope to remember today, and eagerly listened to
and interesting little people as I have, cannot be any- the story of their lives. And when I learned how to
thing but old. read, I was shocked to find their names hadn’t made it
into the history books. And neither did mine.
In my younger years I used to live from day to day.
Rarely thinking about tomorrow. That is why I decided to write this book. I want to take
I never looked back, and even if did, I would have all my recollections and notes, all the stories and tran-
seen only a jumble of lines where now I can catch a scripts I gathered through the years, and pass them
glimpse of a design. Back then it was surely easier to be on. My hope is, as old alliances falter and new enemies
ignorant: I was tall and strong, after all, and I had the draw near, as borders get blurred and the memory of
beauty of youth on my side. the past fades, this summary will inspire the younger
I know it must be hard to believe. It’s even hard to re- folk and help them learn from our mistakes.
member sometimes, especially since Mr. Bilibinsky in-
sists on painting me with such a moon face. Honestly, You don’t have to believe everything I’m about to tell
those cheeks are excessive! you. Please, doubt everything you read, as doubt is
the root of all knowledge. At the same time, whenev-
As with many Boggarts of my generation, I was born er these stories seem too impossible to believe, when
outside the House. I made it in just in time to enjoy you find yourself wondering if maybe I’m just a tall
the last days of my late youth near the Steps of the Boggart telling tall tales, rest assured that these sto-
Hearth. Many of us had nothing but the clothes on ries go way beyond my imagination. Everything I am
our backs. And when you have nothing, and there’s a about to report in this book is very true. Apart, of
war, you end up a soldier soon enough. course, from what is not.
So, I found myself at the front one day, waiting to Herasmo J. Hemingway
fight an enemy I didn’t really know. 124 M.g.
r 7 s
I. Folks of the House
Origins of the choose their fate. Some of them wanted to move on
Little Folks the Inside, while others much preferred life on the
Outside. Some of them had seen how Big the Master
was, and they wanted to serve him. Others feared
Legends tell of an ancient time before time and of the him and wanted to leave his place.
Building of the House. In that time all littlings lived Days and nights passed, but the Little Folk could
together as equals, and they were called the Little Folk. not find a solution to satisfy all the different wants.
And so, they made the difficult decision to split up.
When the Building of the House was finally com-
pleted, all the members of the Little Folk gathered to
Z
Trust a sprite if you pay them
A boggart if they give their word
A fairy if they sign their name
And a sluagh when they say
“you should never trust me”
Household proverb
Z
The Little Folk scattered, each group struggling to
face dangers far bigger than themselves. In their des-
Pictured here:
peration, they each turned to an Ancestral Force that
A Boggart cutting
mushrooms. could safeguard them and preserve their lines.
r 10 s
Create your And those from the Hearth are just farmers, uncul-
SETTING
PRECONCEPTIONS ASIDE
I know many of you probably think you already know
the Little Folks. You may have met some Faeries, seen
your fair share of Sluagh, and formed your opinions
of them. Maybe you have even developed preconcep-
tions based on those few individuals. An old proverb
of the House says "ab uno disces omnis" (“know one,
know them all”) but nothing could be further from
the truth.
r 11 s
Faeries
The Ancient Fae Folk, mostly known today as the sions such as “blue eyes”, is considered disrespectful
Fairy Folk, became part of the Household after the and could easily offend a Fairy.
fall of their ancestral home, the Dendronaos Tree. The facial features of Faeries are so perfect that
littlings of other Folks sometimes have a hard time
Known to most for their beauty, grace, and exquisite telling them apart.
proportions, Faeries are also characterized by charm-
ing wings like those of a conceited dragonf ly, made of
a translucent and see-through membrane, that takes
on many different shades. According to popular be-
lief, the hue of the wings goes hand in hand with the
hair color of the Fairy. It seems that black hair is of-
Culture
ten associated with green or bluish wings, while red Fairy culture celebrates and cultivates all that is pleas-
or yellow wings are more common for Faeries with ant, satisfying to the senses, and all around beautiful.
blond or coppery hair. But in all confidence, if you’ve Among other Folks it is common to hear “they look
ever been near Faeriyev you probably have met your like a Fairy” to describe especially charming or beau-
fair share of exceptions to this old superstition! tiful individuals. As such, I think it fair to say that
Faeries represent the canon for all that is elegant and
Most Faeries are tall and slender, usually standing be- pleasant in the Household. They are known to be polite
tween 1.5 and 1.8 minimeters. Their skin is proverbi- and generally welcoming, but do not expect warmth or
ally radiant, free of imperfections, and silky smooth friendliness in their homes, and don’t be offended by
as a spider silk. this lack. Fae hospitality is very different from that of
the other Folks, but just as sincere and authentic.
Faeries are also known for their icy, almost expres-
sionless eyes. To my knowledge there is no limitation You probably have heard Faeries described as ar-
to the color of their irises. It’s not uncommon for fairy rogant, superficial, and distant when it comes
travel documents to use peculiar expressions such a to relations with strangers. This deeply-rooted
“eyes like sunshine through molasses” or “silvery-teal prejudice was, in my humble opinion, born of the im-
iris”. Though this may seem funny, in Fairy culture perialistic approach typical of the rule of late Oberon
it is very important for the color of the eyes to be Trismegistus. At the time, Fae culture tried to im-
properly recognized and named. Likewise, to trivial- pose itself on all others. It is however true that Faeries
ize the topic by using inappropriately generic expres- have a very rigid etiquette system, a jungle of strict
r 12 s
requirements and taboos that can prove extremely It is thanks to this Contract that Faeries are born
hard to navigate. with wings, as well as being able to hover, and even
As such, it is safe to assume that most etiquette-sen- f ly. Clearly, this feature inf luences greatly the every-
sitive Faeries are always somehow offended by a terri- day life of Fae people: before the Fragile Peace was
ble faux pas we have involuntarily made while speak- signed, for example, most Fae homes had no stairs.
ing with them. If you want to make an impression at your next par-
lor chat, try pointing out that the frontier post of
La Ruelle is the only Ground-level settlement ever
founded by Faeries.
Pictured here:
The Faerie Folk.
r 13 s
Boggarts
Boggarts were the first Little Folk to step into the If you’ve ever met a Boggart, you probably thought
House back when the Master and his Family still in- they were tall. It is common knowledge that most of
habited its Rooms. them stand above 1.8 minimeters in height, but if you
Oral tradition tells us about a time when the first ever get to visit old Wallford or the Fireplace region,
Boggarts faithfully served the Master. Their duties I’m pretty sure you’d stumble into some Boggarts
were keeping the House clear of insects and pro- who exceed 2 minimeters, sometimes by a lot.
tecting the Family. In exchange for their service, the
Master granted them shelter and allowed them to
enjoy the warmth of the Hearth.
r 14 s
their problems with brute force rather than
reason. Once again, I have to denounce
these allegations as baseless and false.
Pictured here:
The Boggart Folk.
Hereditary
Contract to focus it, growing up to twice their size for short
periods. This practice is commonly known as going
Juggernaut, and there’s an interesting anecdote about
Upon birth, all Boggarts inherit the Contract first that nickname. But it’ll have to wait.
established between the ancient Boggarts and the
Household Fire. All littlings of this Folk can proudly The counterpart to this agreement is that all Boggarts
say they’re Dear to the Hearth. are bound by their Word of Honor. All littlings of
the Folk can never withdraw from a commitment or
The Contract grants all Boggarts the unparalleled promise after giving their word, lest they incur in
strength typical of their Folk, as well as the ability Terrible Terrible Things.
r 15 s
Sprites
The Sprite Folk have been living in the House since minimeters to very short, and as a rule they’re extremely
a time before memory, even before the Master disap- slender, which makes them excel in all performing arts.
peared. To this day, there are many theories on the Slanderous gossips also maintain that, that same
birth of Sprites, and past years have seen a heated de- physicality, means all Sylphs are suspiciously good rob-
bate on whether Sprites or Boggarts were the first Folk bers and thieves. Their hair is puffy and voluminous,
to ever enter the Household. Nowadays, most people a great source of pride for many women. Men grow no
agree, though with some irony, that Sprites walked beard and prefer keeping their hair tied in braids or
through the Threshold the day after the first Boggart. buns, with some even choosing to shave completely.
Sprites are largely regarded and regard themselves Sylph blood is blue-green in color, a hue that per-
as one Folk, however it is both clear to the discerning meates in varying degrees through their pale skin,
eye and traditionally recognized by their culture, that inf luencing the tone of it.
they are divided into three distinct groups. These are
Sylphs, Undines, and Salamanders.
All Sprites share an ancestral bond with one of
the Household Forces, be it Air, Water, or Fire. UNDINES
Over time, this bond has left a clear mark on their Out of the Drain rose the Undines, who, in contrast,
physical appearance, but despite their visual differ- are usually short and stout, with shiny bulging muscles
ences, Sprites share a common culture and medical due to their natural water retention. The bowed posture
literature. They all follow the same customs, share of their backs does no favor to the already short stature
gastronomic traditions, and celebrate the festivities of this ethnicity, usually standing between 1.4 and 1.7
in either identical or inextricably interwoven ways. minimiters, and gave way to the cliché that Undines
Their shared cultural heritage has been regarded as should be measured by width rather than height. Many
far more important than the different hues of their Undines have thin light hair that according to some,
skins throughout history. At least by wiser littlings. looks like foaming water, but a few grow black hair with
greenish tints. Men usually boast wide beards, impos-
ing sideburns, or a twirling mustache.
Their blood and skin are usually dull blue in color.
SYLPHS Many Undine families settled near the Tub and have
Out of the Draft came the Sylphs, who stand out among been working there for generations as carpenters and
other Sprites because of their thin, hollow bones and laborers. They are the main reason people believe
proverbial lightness. Their height varies from up to 1.9 Undines to be practical, industrious people.
r 16 s
SALAMANDERS
Out of the Spark, Salamanders were born.
They stand out among other Sprites because
of the warm tones of their skin and hair. Their eyes
are deep and bright, considered by many as a sign of
intelligence and charm.
In common perception, all Salamanders wear glasses.
This is more than just prejudice, you see, as this group
of Sprites is statistically prone to developing nearsight-
edness. As a consequence of this tendency, they also
developed a fascination with the accessory that means
many Salamanders wear glasses with showy frames,
whether they need them or not. As you certainly know,
this group has historically been known for their great
minds who worked in sciences and politics and is on
average less prone to the military life. Perhaps because
of their delicate frame.
Hereditary
Contract
Upon birth, all Sprites inherit a Contract that first
tied their ancestors to the Household Forces.
Each Sylph knows they came Out of the Draft and
is granted by their bond to Household Air both the
lightness of their Folk, and the gift of Bloating.
Each Undine knows they came Out of the Drain
and is granted by their bond to Household Water
both the heftiness of their Folk, and the gift of Water
Retention.
Each Salamander knows they came Out of the Spark
and is granted by their bond to Household
Fire both the promptness of their Folk, and
the gift of Enlightenment.
The Sluagh Folk arrived in the House more than fifty But inside, all Sluagh are the same. They indeed all
years after the Master’s disappearance. Treaties tell us have the same tacky blood f lowing through their
that they came from a place so far away that nobody veins, a peculiarity that makes them extremely resis-
even remembers it, and they call it “the Farbeyond”. tant, if not even immune, to most known poisons and
The day the Sluagh entered the House is known as illnesses.
“Samhain”, but some traditions also refer to it as “the Their thick blood has sadly also been interpreted by
Wild Hunt”. many busybodies as a sign of evil character. In some
As we all know, the first period of coexistence be- areas, less cultured people still use this Folk as the
tween the Sluagh and the other Household Folks was evil character of stories, a threat to scare children into
less than peaceful, and to this day, the many preju- good behavior because “The Sluagh will come and get
dices, rumors, and falsehoods against this Folk have you”. This reproachable habit helps to fuel ten-
proven hard to eradicate. sions among Folks and is an indecorous
hurdle to Sluagh integration even
It is hard to define what Sluagh are, as possibly their amongst the younger generations.
main trait is their heterogeneity.
The smallest of them can measure as little as 1
minimeter, while the tallest stand above 2. Their
skin can go from ghostly white to shiny black, and
spans many hues of green, brown, purple, and red.
As a rule, Sluagh have long pointy ears that can ei-
ther stand straight and rigid or droop downward, and
dark eyes that are either extremely small or way too
large for their face.
The one thing one should never expect in a Sluagh’s
appearance is moderation. It is very rare that littlings
from this Folk adhere to common proportions and
standards of beauty.
r 18 s
Culture Hereditary
Sluagh culture is extremely complex and different
from that of other Folks, which has caused many mis-
Contract
understandings and diplomatic incidents throughout Upon birth, all Sluagh inherit a Contract signed in
History. times before memory with a great and ancient Force
I even find it hard to give you an overall picture of that has no name. In virtue of this deal, each of them
this Folk, as its endless subcultures each have a myriad received the strength to survive and prosper in the
of rules, a myriad of customs, and a myriad different Farbeyond. In exchange, they had to forfeit all chanc-
traditions in regards to food, language, and arts. es to leave their scores unsettled.
The one thing that all Sluagh cultures share, if you Still today all Sluagh are known to be Revenant from
can forgive me this gross generalization, is their great Farbeyond in memory of the long journey that led
respect for the past. them back in the House. Thanks to this Contract
Many homes and towns are still decorated with they gained the ability to regenerate even deadly
statues or images of various idols of their ancient wounds, a gift that made them terrifying warriors
cults from Farbeyond. A vast majority of Sluagh during the First Household War.
still feel a very strong bond with the teachings of
these golden figures, usually represented as beasts The counterpart of their Contract is Debt. All Sluagh
or monsters like the Spider, the Scorpion, and even must repay any debt incurred after losing a bet if they
the mythical Snake. wish to avoid Terrible Terrible Things.
Pictured here:
The Sluagh Folk.
r 19 s
FORCES OF THE HOUSE
Air, Water, and Fire, these Forces dominate over the House since the Master
disappeared.
We will probably never know for sure which one of them is the oldest – and
thus most powerful – but there are some theories.
According to some, the Fire was burning in the Fireplace when the Master
disappeared. Its f lames were strong, its embers hungry, and it ruled undis-
puted for three days and three nights… before it started choking. Without the
Family to open doors and windows, there was no more oxygen to satiate its
burning lungs, and on the fourth day, the Fire was coughing and sputtering
dark, billowing smoke.
It was then that the Fire blew with all its might, sending Soot, its servant, up
the chimney. The black ambassador sought out the Air, which in turn signed
a Contract with the Fire and came back to live in the House. But as days went
by, the Air fell ill. She went to the bed of coals where the Fire was resting, fat
and bright, and pleaded with it to quell its hunger. The Air was coarse, dry,
and almost spent, and the Fire feared for its life. In the end, it had to grant a
Contract to the Water, so it could heal the Air, and it’s easy to believe those
who say it first tried with oil, ink and even wine before stooping to this!
According to others, Water was the one to remain, headstrong and patient,
in the Pipes and drains, holding the House in its damp fingers. But Water
was both master and prisoner, trapped in the cold metal and locked in the
walls of its dominion.
It was then that it sent the Mold, its servant, to seek out the Fire, and signed
a Contract with it. The Fire’s heat made Water light, turning it into a thin
mist, smaller than any dewdrop, which could waft to freedom. But the Water
loves and wants all that is low, and deep, and below: everything that depress-
es. In its vapor form, stuck on the ceiling, Water called unto the Air, allowing
it to enter, and the Air cooled the House in exchange, so that water could
return to f low, and defy the Fire, that wanted to keep it prisoner up above.
By now you already guessed that there are some that say the Air was the first
true inhabitant and master of the House, so I’ll just tell you why. They say
the Master had created the House to host Water and Fire, but to his own
liking. As such their presence was welcome, surely, but limited in time and
season, subject to his whims. But the Air was no guest, it was a resident. No
time, no place, no secret was kept from it.
When the House was left vacant, the Air inherited it as new master, and it
lightly caressed every memory in its rooms and hallways, sweeping them in
the Fall with warm leaves. They also say it granted contracts and shelter to
Water and Fire, maybe to honor the old times, maybe out of laziness.
But if you’ve lived long enough to hear all three of these stories, sooner or
later you end up asking the right people to tell you more. Maybe the wrong
people? Maybe simply weirder people.
I once was told that Water, Air, and Fire, are all equally ancient Forces,
and they are all equally bound by Contract to another Force, their superior.
When the Master disappeared, they said, the House remained empty. The
Fireplace was ashen, the Pipes dry, the Windows closed. No Force could enter
the abandoned domains, life itself had forsaken these rooms. Then it came.
It’s useless to ask me what I believe: I’d answer that, when nobody can know
the truth, each story is as good as the next and four stories are better than one.
Those who believe everything may be wrong, but those who don’t believe
anything at all can’t possibly be right.
r 21 s
Contracts
r 22 s
Pictured here, from left to right:
A salamander, a sylph and a
undine shows the evident signs
of their Hereditary Contracts.
r 23 s
Terrible Hereditary
Terrible Things Contracts
When children first learn about Contracts in school, When choosing your native Folk, you immediate-
they will always, without exception, end up pestering ly gain a Hereditary Contract. This is an extraordi-
a poor teacher with questions like “But what if I don’t nary, almost supernatural power stemming from an
do it?” All parents and pedagogues usually answer ancient deal struck by your forebearers with one of
curtly “Terrible Terrible Things!”, and the expression the Household Forces.
quickly became part of the common vernacular.
You’ll find four Hereditary Contracts in Household,
Littlings who disobey a Counterpart immediate- one for each Folk of the House.
ly lose the Concessions of the Contract, but also be-
come victims of a series of bizarre, extremely unlikely Ӵ Starchild, Hereditary Contract of the Faeries.
events, almost all dangerous and harmful, and that Ӵ Dear to the Hearth, Hereditary Contract of
grow ever more cumbersome as the days go by. Some the Boggarts.
have been attacked by a huntsman spider in the mid- Ӵ Out of the Draft, the Drain, or the Spark,
dle of a great gala, others ended up tongue-tied in Hereditary Contract of the Sprites.
the middle of an important speech, or had their legs Ӵ Revenant from Farbeyond, Hereditary
paralyzed in the middle of an escape. The only way to Contract of the Sluagh.
put an end to such Terrible Terrible Things is to rem-
edy your breach of Contract. Here are some examples of Hereditary Contracts.
Pictured here:
A boggart goes
juggernaut
against a fairy.
r 24 s
STARCHILD
HEREDITARY CONTRACT OF THE FAERIES
“Like stars ever in the sky, weightless and fearless,
shining sovereigns of the night, bright heart of the
day. Like stars, unmovable and unwavering, with
ever-true names travelers can rely on.”
Concession: Wings
Upon birth, each Fairy gains a set of beautifully
colored wings much like those of dragonf lies. With
these wings, Faeries can f ly easily.
Counterpart: Name
All Faeries are bound to honor agreements they vol-
untarily undersign with their name.
If they ever fail to do so, they’ll inevitably face
Terrible Terrible Things.
Concession: Unbleeding
All Sluagh are born with an unbelievable regenera-
tion factor, and they can easily shake off even deadly
wounds.
Counterpart: Debt
When a sluagh accepts a bet and loses, they’re
forced to honor their debt. If they ever fail to do so,
they’ll inevitably face Terrible Terrible Things.
r 26 s
Pictured here, from left to
right, top to bottom:
The sluagh Qamar, the
faerie Icarus, the boggart
Humphrey and the
salamander Litha.
SOLDIERS
There are many ways to make an honest living in the
House. One of them is becoming a soldier and taking
on a military career.
Soldiers are strong, competent littlings who aren’t
afraid to face grueling training to prepare for an even
tougher profession.
Some of them are descendants of multi-decorated
families, eager to honor a long military tradition.
Others come to this profession out of poverty or look-
ing for a chance to travel and become independent.
Whatever the reason, enlisting has always been
easy and, sadly, it probably will be for a long time.
SCHOLARS
While it is true that soldiers and hunters defend our
nations, scholars are the ones who lead them forward.
This is the profession of all littlings who focus on
studying one or more subjects in depth.
Some examples are dignitaries, ambassadors,
and diplomats working either in their homeland or
abroad; as well as doctors and surgeons, engineers,
architects, botanists, and alchemists, but also phi-
losophers, cartographers, and historians. We can’t
of course forget to mention artists and art theorists,
critics, and stylists of renown; composers, musicians,
gastronomes, and gourmets, as well as forensic ex-
perts and great detectives.
CRIMINALS
This is the profession of swindlers, dodgers, and
scam-artists of all sorts, with their wide smiles and
open pockets, eager to be lined.
It’s the field of quick-fingered thieves ready to un-
burden us of our purses, but also of cheats who, after
all, do just the same.
There are some who sneak into houses and man-
sions leaving no trace behind, there are those who
operate on locks and strongboxes with the precision
of a surgeon; the sweet courtesans, and the apothe-
caries with their invisible poisons. Finally, there are
bandits, cutthroats, and assassins who, unsatisfied
with money, also steal lives.
r 28 s
DUELISTS
Duelists are the keepers of an ancient art handed
down in old academies, an art of war that originated
when war was a cleaner, more romantic affair, when
the fighter’s skill really made a difference on the
battlefield.
Everyone loves them because they are the last ves-
tiges of a simpler time, bringing our minds and hearts
back to an age of fairy tales and grand deeds and un-
dying loves.
This is the profession of all the people who have
learned the art of dueling, either in a school or from a
master, and made it their lifestyle.
HUNTERS
The valiant hunters are littlings who dedicate their life
to driving rats, centipedes, and spiders of all shapes
and sizes out of our land, and they’re never short of
work. In many cities there are even taverns or stables
where groups of hunters spend their days drinking and
laughing as they wait for the work to find them.
This is the profession of freelance hunters and of
those who work as members of a den, but also of
rangers in many police forces and poachers looking
for easy money. Many of the sentries patrolling the
borders and Hallways are skillful hunters, trained
in tracking and navigating through the molds and
mushrooms without being noticed.
ANIMAL HANDLERS
If hunters are tasked with exploring the wild lands
and defending the general population from aggressive
beasts, handlers devote their lives to rearing, looking
after, training, and taking care of animals and insects
who can coexist peacefully with littlings.
r 29 s
Pictured here, from left to
right, top to bottom:
The faerie Jocelyne, the
boggart Sienna, the sluagh
Micah and the sylph
Gunter.
Traits You’ll learn more about Aces and how to earn them
further on.
Traits are talents you can always rely on, they grant
useful advantages and unique proficiencies. In the beginning, you’ll have to choose one of the
Here are some examples of Traits: Moves tied to your Vocation. As you progress through
Chapters, you’ll be able to choose additional Moves.
ӵ Polyglot
You know an additional language.
ӵ Heartbreaker
You get a Free Re-roll whenever you try to
seduce or charm people.
Animal Companion
If you choose Animal Handler as your Profession,
You’ll find more than forty unique Traits in you gain the Trait Animal Companion, which allows
Household. In the beginning, you’ll have to choose you to pick a cute animal to follow you around and
one of the Three traits tied to your Vocation. As you grow with you.
progress through Chapters, you’ll be able to choose
your Traits among all available options. You’ll find four types of animal companions in
Household: the Bumblebee, the Beetle, the Mouse,
and the Gecko
ӵ Defensive Stance
All your friends gain +1 to their next
Reaction Roll in combat.
ӵ I heard a rumor!
You spread a scandalous rumor or learn a
piece of confidential information.
r 31 s
r 32 s
II. Welcome to the House
r 33 s
The House everything in this place has been created to scale for a
Family that has vanished mysteriously.
I’m especially fond of this chapter because it allows No one can claim to have seen every corner of this
me to go back with my mind and retrace with my vast world, and the billions of atlases and maps and
pen all the wonderful places where I’ve been in my breathtaking pictures we have can barely scratch the
youth, and that now are just memories, postcards in surface of the multifaceted wonder we are so lucky to
a drawer. inhabit.
Part of me would love to go back, to see Highlight or Who knows how big it is, how long it has been stand-
the Great Blade again, and I’d love even more to go ing. Perhaps we will never find an answer to these
shopping among the market stands of Beddingham questions, but one thing is so self-evident that we can
or looking for molds in the wild Hollows, but then I never doubt it: us littlings may come and go, kingdoms
remember that those places have probably changed a and empires may rise and fall, but the House will al-
lot since I last visited, and I choose to stay here. ways exist, and it will go on forever to tell us its History.
My study is warm and cozy, my armchair is soft,
things that hardly suit the adventurous littling I am, Over the next pages, I’ll do my best to describe all the
the one I was, but at least here I can find one last little domains and Rooms of the House as they were in the
window on a different World, one that is long gone. years of the Fragile Peace. In this endeavor I’ll gladly
call on the beautiful art and faithful replicas by Mr.
The House is vast and dangerous, full of pitfalls and Bilibinski.
traps, it has seen thousands of battles, but it’s always
beautiful and majestic. Its tall Walls decorated with Once again for your convenience, I attach here on
ancient motifs shine with all the colors of the Master, the next page a nice, detailed map of the House, this
the Carpets with their thick, tall tufts stretch out to unique piece has been painted by hand by a Boggart
the horizon, endless, then there are the unreachable cartographer by the name of Percival “Percy” Potton,
Ceilings that humidity has painted with indoor-stars, whom I thank for his contribution.
r 34 s
Pictured here:
Wallford, capital of the Hearth.
r 35 s
The Dining Hall Mount Guignol was built. You may reach the city
by climbing the Ivory Perron, built with the Keys
Wide and bright, the Dining Hall and its green walls that were torn down by cannonballs in the terrible
are a symbol of the timeless beauty that permeates Tristarred Rebellion. If you wish to spare your feet,
the House. you may also enjoy the climb by escargot, traveling on
Root domain of the Realm and home of Faeries, the back of one of the painted snails that go up and
the Dining Hall is a wealthy, lush paradise, tempting down the Stool.
even the most austere littlings with its luxuries and Standing in the center of the Room and sprawling
frills, whispering in their ears about costume balls, over the entire surface of the Table, the city of Astraviya
court intrigues, and shining lights ref lecting in the extends upwards onto the Highlight Chandelier, with
crystals of Astraviya. the palace of Tsarina Arcadia Oberonovna. From
After stepping into the Dining Hall through the there you may take in the view of the Great Window
Pale Threshold, any littling would be left in awe by and its sugar glass panes, and even enjoy a scenic ride
the panorama spreading before them: on one side, in the most unique means of transportation of the
the dark mountain of Blackshine, on the other, the Household: a soap bubble! The Cupboard stands in
sturdy Cupboard, and in the middle, the Highlight the darkest corner of the Dining Hall. Inside its low-
Chandelier standing out against the light of the er belly there’s the poor town of Unter, with a crime
Great Window. rate beyond hopes of control. Higher up, among finely
crafted plates and cups, there’s Glasburg, pride of the
The region of Blackshine takes its name from the nation and hometown to the prestigious Accademy for
beautiful Piano inside which the gloomy city of the Great Imperial Army.
r 36 s
Pictured here:
The Dining Hall, domain of the Realm.
Realm
Twenty years after the Master disappeared,
Dendronaos (the Temple Tree) fell, and the Faeries
were forced to undertake a massive exodus.
Tsar Oberon Trismegistus, whom some call dear
departed, led his People through the Great Window
and to the Dining Hall, where they founded the
Realm.
Z
The victorious eyes
of the Fairy Folk
brightly shine filled
with beautiful Starlight
Oberon Trismegistus
Z
It is organized as a hereditary monarchy, led by
Tsarina Arcadia Oberonovna, who also holds the
prestigious title of Ruling Empress of the Household.
The national emblem is an eight-pointed star, the Pictured here:
same symbol that led Oberon to the location of his The eight-pointed Star,
national emblem.
new palace, according to tradition. On medals and
ribbons, the emblem is often accompanied by five
smaller stars representing Arcadia Oberonovna and
the other four members of the imperial family.
The national motto of the Realm is Custodire et
Capere (To Protect and Conquer), and it also appears
on the banner of the Golden Backs.
The National Bank of the Realm on Mount
Guignol mints plates and crystals with the profile of
the Tsarina on one side, and the eight-pointed star on the Household Empire. The imperialistic politics on
the other. the late Oberon Trismegistus and the sensible leader-
The national language is Fae. ship of his daughter, Arcadia, kept most of the Realm
safely away from the horrors of the War. Nowadays,
For decades, the Realm has been the core of the Fae the Realm is widely regarded as the cradle of classical
Empire and to this day, still plays a pivotal role in culture, literature, and art.
r 37 s
Pictured here:
The Living Room, domain of the Hearth.
The Living Room On one side, the tufts of the prairie turn to needles as
you reach the tangled Pinewood Forest, a wild land
The Living Room is conserved almost in its original located inside the Yule Tree.
state by the constant work and zeal of good Boggarts.
Covered in a shade of nostalgia, it inspires calm like On the other stands the Sofa, under which you’ll
no other Room can. find the beautiful Chesterfield by-the-fire, a quick-
Home of the Hearth and hard-earned promised ly growing town well known throughout the House
land of the Boggarts, the Living Room reminds every for the Faculty of Gastronomy masterfully lead by
littling of the simpler times we had before War and Professor Flanagan.
Peace, with its rural settlements and wide plains for
lone heroes. Further on, there’s the Fireplace Hollow, cradle of
the Household Fire and burning sanctuary of the
The frontier into the Living Room is old Doorkeep, Cinder Order.
built under the Open Threshold and in front of the Just next to this symbol of the undying bond be-
great mouse ranches that skirt along Stairside tween Boggarts and the Master there’s an opening in
From there, the vast Carpet Plains extend as far as the Wall, a simple hole leading to the capital city of
the eye can see, a colorful and dusty expanse home the Hearth: Wallford, lovingly known to its inhabi-
to roaches, earwigs, and bandits with itchy trigger tants as “The Burrow”.
fingers.
r 38 s
The Hearth
Before it ever became a nation, the Hearth was
the collective name for all Boggarts who proud-
ly served the Master in exchange for a place in the
House. After his disappearance, the Boggart lead-
er Benjamin Hearthworth, the same “Big Ben” fea-
tured in many stories, established the Hearth as a na-
tion with the aim of keeping the House safe until the
Master’s return.
r 39 s
The Upper Floor of the House. From there, nimble merchant ships
transport goods to the Faucet. Under that artificial
The Ground Floor of the House is huge, but you just waterfall there’s a whirlpool leading down through
need to climb up the steep mountain range known as the Piping, which littlings use to move goods to the
the Great Stairs to reach the Upper Floor and see that it Ground Floor.
is, unsurprisingly I’m sure, just as vast. It is the land of
the Free Dominions, proud nation founded by Sprites.
The Top Hallway is mostly covered in a wonderful-
ly lush mushroom thicket, that, according to some, THE BEDROOM
grows around the place where Wise Paracelsus began When stepping into the Master Bedroom you are
planting the very first household mushrooms. On greeted by the light ref lected by the Vanity, where
one side of the Hallway there’s the threshold to the tireless littlings and beetles work day and night to
Bathroom, and on the other there’s the one leading to mine precious numismatic metal that is then sold at
the Master Bedroom. a high price.
Beyond the Blue Carpet you can already see the
enormous Bed of the Master, under which sprawls
wonderful Beddingham. This city is the capital of
THE BATHROOM the Free Dominions, but also a cultural melting pot
The Bathroom is, understandably, the dampest Room with bazaars and mundane events alternating under
in the House. It hosts the Great Bowl, where littlings the colorful lights that once decorated the Yule Tree
mine the white enamel used to create the cuirasses for and now hang under the Slats.
the Porcelain Army. Beside the Bed there’s the Clockminster district,
The central hub of the Room is the city of Tuberdam, named after the tall Grandfather Clock above which
build on the edge of the Bathtub, proud main harbor is found Wise Paracelsus’ private study.
r 40 s
Pictured here:
The Bedroom, one of the Rooms of the Free Domains.
The Free
Dominions
Since the agreement with then Emperor of the House
Oberon Trismegistus, whom some call dearly depart-
ed, Sprites have full control over the Upper Floor.
They founded the Free Dominions on the ideal of
equality among all Folks and ethnicities.
Z
United we advance!
Dr. Werner Reinhardt
Z
The Free Dominions are ruled by a small circle of
scholars known as the Symposium. The esteemed
Rector of the Symposium is Professor Werner
Reinhardt, a brilliant Undine who takes on the man- Pictured here:
tle of primus inter pares. Three crossed keys,
symbol of the nation.
Despite having stepped down long ago from his
seat at the Symposium, Wise Paracelsus still holds
the title of Spokesperson of the Free Dominions and The cultural melting pot of the Free Dominions en-
representative of Sprites in the High Council, and couraged the birth of many revolutionary artistic
remains an invaluable anchor for the nation. The na- movements. Most notable creators of literature, vi-
tional emblem depicts three crossed keys symbolizing sual arts, music, and theater began their careers here
Sylphs, Salamanders, and Undines. in the Freedomes, and went on to become an example
The national motto of the Freedomes, as carved on for many young littlings who wish to make a name for
the table at the Symposium, is “E Pluribus Unum” themselves and lead a different life from that which
(Out of Many, One). their family business can offer.
The Household Central Bank of the Free Dominions
mints plates and crystals with the national emblem Citizens of the Freedomes usually attend one of the
and motto on one side and various mushrooms or many different performances that pepper the streets
Paracelsus profile on the other. of Beddingham at least once a week.
It is also the place where most of the banknotes of These are nice occasions to take one’s mind off of
the House are printed. work problems and, most importantly, the best place
The national language is Sprigaelic. to find new friends.
r 41 s
Pictured here:
The Basement, domain of the Horde of the Great Blade.
The Basement Silk Road, an intricate web that rises to the Ceiling,
and the upside-down city of Samaraknid, a sanctuary
After the Long Hallway there’s a short set of Stairs. for all spiders.
Their wooden Steps are full of dents and creak omi-
nously in the dark. Going down the Quivering Stairs, At the opposite end of the Basement, there’s
you’ll reach El Paso de Umbral, a pale and welcoming Penjara: a warm, damp corner where littlings raise
town that leads to the lands of the Horde. the amazing hornets of the Black Legion. And
there, amidst the hives, stands a huge mountain
On one side of the Basement, a hole in the Piping creat- of metal hiding the Deepdown Prison ruled by the
ed a large puddle surrounded by verdant molds. There Skullrider Besan Tuan.
you’ll find the Most Splendid Viletia, a city of narrow
alleys and colorful bridges that will become even more Beyond Deepdown there’s a large Pipe, and inside it
narrow and colorful in the days of its carnival. sprawls the vast market-city of Utu Dasewer, while
further still there’s a huge waste of sawdust: the
And above Viletia stands a tall Pinwheel, a monu- Khashab Desert.
ment the seems to jokingly echo the Great Blade lo- And there, among dusty dunes, in the furthest
cated above the Workbench, symbol of the khanate corner of the Basement and possibly of the House,
once controlled by Kubalai Khan. you’ll find the cradle of the False Fire. A hungry red
In the rusty shadow of the Blade, stands the red Furnace that imposes its sweltering eternal sunset on
city of Al Sehir, the most densely populated city in the entire Room.
the House. And from the tips of the Blade rises the
r 42 s
The Horde
More than fifty years after the Master’s disappear-
ance, on the first night of Samhain, the 27 Sluagh
tribes reached the House.
Years later Kubalai Khan unified the entire Folk
under the same f lag and established the Horde of the
Great Blade.
r 43 s
History of
the House
Our story begins almost a hundred years after the dis- Finding the House empty, Oberon led his good people
appearance of the Master, the fateful morning of the through the breach in the Window. Coming up to the
first Imbolc, when Big Ben Hearthworth woke up to sill, he lifted his eyes to see the Highlight Chandelier
see that the House had been left abandoned. and, since his seal was a crystal star, he thought it a sign.
So he left Puck to hold the line at the Window and left
Boggarts had been living in the Master’s shadow for with his best littlings to conquer the Dining Hall.
a long time, serving him faithfully, fighting spiders When Big Ben was informed of what had happened,
and insects, and watching over the House. Life for the First among Boggarts immediately requested an
the Boggart Folk was good, and the Folk was also audience with the Wise Paracelsus, in which he swore
good, and they loved the Master and his Family. The that he would give the Dust Sprite anything in ex-
Master had a Wife and Daughter, but we won’t talk change for his support against the invader. Paracelsus
about them. agreed to join forces, but he said “thank you, I will ask
In that time, Sprites already lived on the Upper Floor, for nothing in return”.
but they were not servants of the Master. They shared
the yearnings and cravings of the Household Forces The Fae army had gathered on the lowest Steps of the
but were bound to no one. Born Out of the Spark, the Great Stairs as the Boggarts stood on the frontline,
Draft, and the Drain, they had united under the same ready to descend. Alas, what should have been known
flag following the Wise Paracelsus. When they caught as the battle of the Great Stairs turned into a Massacre
wind that the Master was gone, they decided it was when the Sprites attacked the Boggarts from behind.
time for the Little Folks to claim the House as their For Wise Paracelsus had signed a secret agreement
own. And claim it they did. with Tsar Oberon, promising him help in exchange for
the Upper Floor. And so, most adult Boggarts lost their
For years Sprites and Boggarts fought each other, one lives in what is today known as “the Great Betrayal”. Big
side bent on conquering the House, the other fighting to Ben Hearthworth also died that day, and with him, the
protect it. In the end Big Ben and his littlings prevailed, last hope to preserve the House for the Master’s return
and they laid siege to the Sprites under the Master’s Bed. was gone. The survivors were forced into exile in the
To avoid unnecessary bloodshed, Wise Paracelsus was Outhold, where they had to live in the brambles.
granted three days to negotiate the terms of surrender.
That same year, the Dendronaos Tree was struck by The following years passed in glum peace while
lightning and fell against the Great Window of the Oberon ruled with an iron fist, crowning himself
Dining Hall. The Faeries were then deprived of their Emperor of the Household and claiming the title of
home and turned to their Tsar Oberon to lead them Trismegistus, thrice greatest, as he ruled over Faeries,
to safety. Sprites, and Boggarts.
r 44 s
r 45 s Pictured here:
Faeries and Sluagh fighting in
the battle of the Ides of November.
Many years had passed since the First Household War – which back then
was also the only one – and finally the Household could tentatively live a
troubled peace. A peace made possible by the treaties signed among four
factions, now all equally represented on the High Council.
War had managed to curb the excessive power of Oberon, the “Emperor
of the Household” and Tsar of Faeries, who forced his decrees on all Folks
from his crystal throne in Astraviya. And the peace had worked, because
now Arcadia, daughter of Oberon, the “Ruling Empress of the Household”
and Tsarina of Faeries, led the High Council from her crystal throne in
Astraviya, putting forth decrees that would affect all Folks… and everyone
was much happier for it.
Household War elect their new monarch among the imperial can-
didates, and in a turn of events that surprised ev-
eryone, the crown went to young Arcadia, Oberon's
Fifty years after the Master’s Disappearance, on the only daughter.
day of Samhain, the Pipes in the Basement were
swarmed by a multitude of littlings coming from a
place so far, that to this day we only know it as “the
Farbeyond”.
Sluagh were unlike any other creatures to have ever
entered the Household, they made quick work of tak-
The Gift
ing over the Basement and were ready to invade the Not long after Arcadia’s coronation, an enemy came
other Floors. from far away to spread fear among the Folks of the
Household.
The fact that Sluagh were divided into twenty-sev- It was a huge swan, the White Dragon foretold by
en constantly in-fighting tribes is probably the only ancient scrolls, that forced all Folks to call a truce.
reason the House wasn’t completely overthrown and United as one army, littlings faced the white beast in
conquered. the Battle of Quillwaters.
Years went by and a Sluagh warlord began to reunite And the Dragon would have prevailed if Capitano
all tribes under his banner. Kubalai was a dangerous- Rodomonte hadn’t intervened. The up-to-then
ly cunning littling, some sources even maintain he unknown Sluagh seemingly appeared out of thin
could control spiders. air, brandishing a spear made with one long leg of
When all the warlords were united, Kubalai became Longleg the spider.
the Khan of the Horde, and the Sluagh attacks at the
frontiers with the Faeries grew even more violent, as In one strike he pierced the eye of the White Dragon
the Khan demanded an unconditional surrender. and drove him from the Outhold, never to be seen
again.
After facing bitter defeat multiple times, Oberon was
forced to turn to the same Boggarts he had cast out of Ninety years after the Master’s Disappearance,
the House in contempt. Arcadia Oberonovna played upon the victory at
In exchange for their support, Faeries had to prom- Quillwater to end the War. She announced that she
ise Boggarts they’d bring the House back to its orig- was ready to give up her crown if her father’s assassin
inal state when the Master would return. This treaty was brought to justice.
goes down in history as the Restoration Pact.
And so, Capitano Rodomonte traveled to Highlight
The most extensive and important conf lict in house- with the most expensive, most important present to
hold history saw the combined armies of Faeries and ever be given in the Household: Kubalai Khan’s head.
Boggarts facing off against the invading Sluagh while The Sluagh maintained that the Horde’s Khan
Sprites barricaded their frontier on the Upper Floor was indeed Oberon’s murderer and none dared speak
in a hopeless attempt not to be dragged into the fray. openly against him, despite the fact that many doubt-
ed his words.
In the year 83 M.g. at the height of the conf lict,
when the lives lost were already beyond counting,
Oberon Trismegistus was assassinated in his palace
in Highlight, and people said he departed too soon.
r 47 s
Pictured here:
Bravespine and
Arcadia Oberonovna,
r 48 s
according to the imagination
of J.D. Bilibinski.
The Fragile Peace
Your Household adventures will be set in a historical pe-
riod that will sadly be remembered as the Fragile Peace.
These five twisting years begin with the institution
of a so-called High Council of the four Folks and end
when the shadow of a new war appears. All the stories
you will experience, all the stories we're here to tell,
take place in those five years. But first things first.
After signing the famous Astraviya Treaty, each member Her Imperial Majesty
of the council was then pressed to return to their own na- Arcadia Astrid Kalliope Sapphyria Galatea
tion and so they granted Arcadia the right to take “wise Andromeda Heartlight-Eudoxia of Dendronaos,
decisions” in their absence. This would be no burden to daughter of Oberon Trismegistus.
her, since the seat of the High Council was conveniently Tsarina of the Realm, Queen of Highlight and the
located in her palace in Highlight, not far from her usu- Crystal Court, Protector of the Fae, and Ruling
al throne. To leave nothing to chance, the Tsarina was Empress of the Household. Ruler of the Chandelier
further appointed as Ruling Empress of the Household, and the Dining Hall Table, Princess of the Pantries
as she was the most honorable member of the High and Jars, Princess of Curtains and of the Stained
Council, so to speak, and there was a new coronation cer- Glass, Duchess of Chalices, Duchess of Silverware,
emony during which Wise Paracelsus, Bravespine, and and Duchess of the Teacups and Sugar-cubes,
Rodomonte bore witness as Arcadia was once again hon- Marquise of the Carpets and Tapestries, Marquise of
ored with the same crown she had used as Empress. Doors and Handles, Marquise of the Umbrella Stand
In the end, there was no doubt as to which side had and Silver Duck Head, Marquise of Knickknacks and
emerged victorious from the First Household War. Party Favors, Countess of the Fountain, Countess of
Leaves and Dewdrops, Countess of the Mirror and
So imagine that you too are living in these troubled times, of Face Powders, Countess of the Steps and Banister,
when frontiers have finally opened and Folks and nations Countess of Busts and Tassels, Baroness of Inks and
that up to this point have only met on the battlefield can Inkwells, Baroness of the Tower, Baroness of the Little
meet each other as friends, all equally citizens of the great Revolving World, Baroness of Drawers, Baroness
House. Rife with disagreements, revolutions, and dip- of Laces and Trims, Lady of the Places Above and
lomatic incidents, these years will later be known as the Below, Lady of Trophies and Cups, Lady of Faucets,
Fragile Peace. Those were the years when the history of Lady of the Tub, Lady of Perfumes and Salves, Lady
the House was forged: and that’s where you come into play. of Toads, Lady of Soap, and Lady of the Ivory Keys.
r 49 s
III. How to Play
Character Sheet ACADEMIA : You are in the Field of Academia
when you rely on practical or theoretical knowledge
The Character Sheet is an invaluable historical docu- gained through study or experience.
ment that, when filled in, gathers all the information
needed to play your Character. Care: Providing medical, psychological, or
Let us analyze it. emotional support.
Craft: Building, using, or repairing
something.
Culture: General knowledge and education
SKILLS AND FIELDS level.
In your adventures you’ll be able to rely on 20 Skills Insight: Understanding the situation you’re in
representing your proficiency level in different activ- and others’ intentions, detecting lies.
ities. These Skills are divided into 4 different Fields Investigation: Finding clues or hidden objects,
that represent the context where they most often searching a place, gathering information
come into play.
You can have up to two points in each Field and up to WAR : You are in the Field of War when you have
four points in each Skill. When facing an Obstacle, to rely on your muscles, when you fight or when you
you’ll have to roll a number of dice equal to the num- try to impose yourself on others.
ber of points in a Field plus those in the Skill you’ll
call upon. Athletics: Running, jumping, climbing,
For example, if you’re trying to lift a heavy load, you swimming, or riding.
will roll a number of dice equal to your points in War, Authority: Commanding, inspiring,
plus those in Strength. On the other hand, if you’re intimidating.
trying to barter, you will roll a number of dice equal Fight: Fighting in melee or taking part in a
to your points in Society, plus those in Eloquence. brawl.
Strength: Pushing, pulling, lifting, or break-
When creating your Character, the Skill and Field ing something.
points will be assigned depending on your chosen Will: Enduring stress or physical pain, resist-
Profession and Vocation. ing temptation.
r 52 s
TRAITS AND MOVES A Move is a special ability you can normally activate
Traits and Moves are special talents and abilities you only once per gaming Session.
can rely on during the game. In Household, you can Here is an example:
choose among dozens of Traits and Moves to custom-
ize your Character and make them truly unique. Feint
Repeat a Fight Action Roll against a littling Opponent.
A Trait gives you an Advantage in specific circum- You ignore all Conditions.
stances or grants access to exclusive knowledge.
Here is an example: After using a Move, fill in the circle beside it.
Each Move is tied to one or two card Suits. They
Tough as Nails: represent the type of Ace you can play to repeat a
You get a Free Re-roll whenever you try to intimidate Move you have already used.
someone or resist an intimidation attempt.
For example, if you want to re-use your Feint Move
a second or third time in a Session, you can do it by
playing either an Ace of Clubs or Spades .
ETIQUETTE
GRACE
Traits Stress
Academia
CARE
CRAF T Conditions
CULTURE
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME:
HURT POISONED
FOLK:
FRIGHTENED BROKEN
War HOMELAND:
PROFESSION:
ATHLETICS
VOCATION:
AUTHORITY
FIGHT
Moves Contracts LANGUAGES:
STRENGTH
WILL
Memories
P.
Street I.
II.
CAUTION
III.
DEXTERITY
IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT
r 54 s
EQUIPMENT & WEALTH You can spend a number of Coin points equal to your
Dueling clock-hands, thread bobbins, clothes of pre- Wealth points, and if you spend any more, it will put
cious web, and camouf lage capes of wallpaper. You a dent in your Wealth points.
can have many pieces of Equipment with you to offer
benefits and make you ready for anything. In Household you’ll find detailed instructions on
how to use this simple system to manage the wealth
In Household you’ll find an extensive list of equip- and cash you have without having to keep accurate
ment of all kinds, from the greatscissor to the keys- track of all the coins in your pockets.
ket, all the way through mouse saddles and grappling
hook and line.
Coin points are represented by the small coins next In Household you’ll find useful pointers on how
to your Wealth points. Each time you want to buy to move your Decorum level up or down, and the
equipment or use extra services, you have to spend roles it will have in different corners or events of the
Coin points. Household.
r 55 s
Pictured here:
Demetra, a sluagh from STRESS
the Sawdust Desert. Stress is a small section of your Sheet where you can
keep track of your current mental and physical con-
ditions. The scrapes and bruises, the exhaustion, the
tension, and fear that you accumulate on your adven-
ture, these will all be represented here as Stress boxes.
r 56 s
CONDITIONS EVENTS AND MEMORIES
Conditions represent serious injuries, stinging hu- The Achievements, Scars, Bonds, and Reputations
miliations, illnesses, and other noteworthy statuses. you may gain in game should all be noted among the
The four main Conditions are tied to a specific Field Experiences.
each and, when active, inflict a -1 to all rolls in that You or the Narrator may call into play these
Field. For example, when Scared you always have a -1 Experiences when they could grant you important
to all rolls made in the Street Field. Advantages or impose dangerous Disadvantages.
Other Conditions impose different disadvantages.
For example, the Poisoned Condition prevents you At the end of the Chapter, the most important
from removing any other Conditions unless you re- Experiences becomes a Memory that will follow you
move it first. throughout the Saga, while all others are erased by
time.
You might suffer Conditions after massive failures, or
when you reach the Crucial Box in the Stress section. We will go in further detail on how to gain and use
In some cases, you might even choose to willingly get Experiences and Memories in the Advancement sec-
a Condition in exchange for an important Advantage. tion of this chapter, explaining their importance to
You might have up to three Conditions at a time, and the story and your Character’s growth.
whenever you should add a fourth, you instead suffer
the Broken Condition. When you feel Broken, you
suffer an additional -1 to all rolls and you can no lon-
ger reduce your Stress below the Crucial Box. PERSONAL DETAILS
To remove a Condition, you have to take specific ac- Last but not least, there’s a small section of your Sheet
tions or look for professional help. For example, to re- dedicated to your portrait under which you may jot
move the Scared Condition you need to confide in one down your name and surname, your Folk, your home
of your teammates or face your fears, while to remove nation, and your Profession and Vocation, as well as
the Hurt Condition, you have to find medical care. the languages you speak.
In Household you’ll find all rules regarding Conditions, When playing Household, you may choose between
some tips on how to impose or remove them, as well two different Character Sheets. The one we’ve been
as a list of new additional Conditions to enhance your analyzing now is a shortened version that fits on
gaming experience. one page and is perfect when you’re beginning to
play. There’s also an extended sheet, spanning over
two pages, which can be folded like a booklet. This
sheet is better suited for playing long Sagas, and it al-
CONTRACTS lows you to also keep track of your Prologue and the
You already learned about Contracts and their Chapters already played, of your relationships with
amazing powers. This is the section where you can other Characters, and many other historically rele-
note your Hereditary Contract as well as any other vant details.
Contracts you may strike on your adventures.
The TTT index keeps track of the Terrible Terrible
Things that can happen to you whenever you fall
short in the Counterpart to one of your Contracts.
In Household you’ll find the rules on how to raise
or lower the Terrible Terrible Things index, as well
as useful tables to randomly determine the unfore-
seeable effects.
r 57 s
Playing
Household
r 58 s
DIFFICULTY OF AN ACTION
The Difficulty level indicates how much of a hurdle
an Action Roll is. Dice
There are four Difficulty levels in Household: Household is meant to be played with
a special type of six-sided dice.
Ӵ Basic: Climbing over a wall or stealing a Each face on our Household dice
key from a distracted gendarme. is decorated with a different colored
Ӵ Critical: Seducing a standoffish noble or symbol to make it easier to recognize
wounding a large insect. Successes.
Ӵ Extreme: Convincing a sworn enemy to
cooperate or picking the lock to the safe of a These personalized die are not needed
bank. to play, but the make for a more tai-
Ӵ Impossible: Riding a giant centipede lored experience.
through the Inbetweens. Which, in all
confidence, is more than crazy!
r 59 s
In some cases, an Action Roll could involve sever- RE-ROLLING
al simultaneous Actions. As such, these Action Rolls If, after rolling the dice, you have scored at least one
might have Multiple Difficulty levels like, for exam- Basic Success, you can choose to Re-roll.
ple, 2 Basic or Basic + Critical. We will not look at Re-rolling drastically increases your chances of
these rolls in our Quickstart Guide, but they will be Success, and this means you should always think
discussed in depth in Household. about Re-rolling when you can. Afterall, fortune for-
tunes the brave!
r 60 s
FAILURE MODIFIERS
If you don’t score the needed Success with your dice Before you roll the dice, you might have some modifi-
roll, it means you Failed your Action Roll. ers that make your chances of Success better or worse.
In Household, Failure is never so fatal as to stop the Each +1 adds a die to your pool, while each -1 sub-
story. It is more like an unforeseen event that still can tracts one. All things considered, remember you can
become the next step of your journey. never roll more than 9 or less than 2 dice.
Consequences of a Failure may be: You might get a +1 when you play an Ace, when
you act in the ideal conditions, or plan your actions
Ӵ Facing the Consequences: You only smartly. Similarly, you might get a -1 when you suf-
gain a partial or temporary Success, or you fer from a Condition, when you act recklessly, or find
accidentally cause unforeseen consequences. yourself in less-than-ideal conditions.
Ӵ Succeeding at a cost: You still Succeed, Furthermore, some Traits, Memories, or pieces
but also suffer a Condition, or lose Coins, of Equipment can prove Useful or a Hindrance on
Decorum, or Equipment. your adventures, thus granting you positive or neg-
Ӵ Creating an opportunity: You do not ative modifiers, depending on the circumstances. In
get the Success you were after, but gain an Household you will find rules and tips to best man-
important clue, discover an alternative route, age modifiers and to determine when a resource at
or somehow create a new opportunity to your disposal is Useful or when it is a Hindrance.
keep the story going.
Sometimes, you’ll probably want to attempt Doing Damage Control means using any lesser
Dangerous Actions. These are rolls that put your safe- Success scored to partially alleviate the Stress you
ty and health directly on the line. Dangerous Actions would suffer.
and the relative Dangerous Action Rolls are marked
by the symbol . With a Basic Success, you can avoid 1 points of
For example, jumping over a chasm, trying to tame Stress, and with a Critical Success, you can avoid 3
a rearing beetle, or performing surgery on a head of points of Stress.
state who was hit to the heart are all Dangerous rolls Anyway, when you do Damage Control you can
that require Action Rolls . never reduce the Stress you suffered below 1.
All rolls in which you could easily end up hurting For example, if you fail a Critical Action Roll to
yourself are considered Actions . However, the jump down from a balcony to escape your pursuers,
Narrator is tasked to determine case by case which you may use a Basic Success to curl up as you fall, or
Actions entail concrete Dangers, depending on the to try crashing into the roof of a market stall below
circumstances. to soften the impact. This means you only suffer 2
For example, if you try to lift someone’s purse, points of Stress instead of 3.
you’ll have to make a normal Action Roll. However, if
you are trying to swipe a dignitary’s necklace during
a gala in their honor, that is clearly an Action .
ACCUMULATING STRESS
When you go for an Action Roll and Fail, on top
of the normal consequences to your Failure, you also
accumulate a certain amount of Stress.
Any time you suffer Stress, you must fill in the ap-
propriate number of Stress boxes on the Sheet. When
all the boxes are filled in, it means that you are
Overstressed.
At page 56 of this Quick Start, you’ll find addition- Pictured here:
al information on Stress. A keysket and
a greatscissor.
r 62 s
Reaction Rolls SUCCESS & FAILURE
If you get a Success equal or greater than the Difficulty
When something unfortunate or downright terrible of the Reaction, you successfully avoid the negative
is about to happen to you, the Narrator might ask you consequence.
for a Reaction Roll.
For example, the Narrator could ask you for a As usual, you can use additional or greater Successes
Reaction Roll to notice the dangerous insect that has to do something more, and sometimes even to try and
been stalking you, to dodge the bullets f lying in your obviate the Failure of a teammate.
direction, or to answer an uncomfortable question For example, if you make a Reaction Roll with Basic
while you are being interrogated. Difficulty to dodge some bullets and score two Basic
Successes, you can use the second Success to draw
Reaction Rolls are carried out more or less like Action your weapon, duck behind cover, or even grab one
Rolls, with some key differences. of your teammates to prevent them from being hit.
When facing a Reaction Roll, the Goal is always We’ll go more in depth on the topic in Household.
to avoid some negative event that is about to happen.
For this reason, in most cases it is up to the Narrator If you Fail your Reaction, you will have to face a neg-
to establish the Field to use for a Reaction Roll. ative consequence instead.
Additionally, the Narrator also has the option to choose Consequences of a Failure may be:
a specific Approach for the Reaction Roll, thus also
choosing the Skill to roll. As an alternative, the Narrator Ӵ Dealing with Accidents: Something
can leave it up to the Player to choose the Approach. goes wrong or unexpected negative conse-
quences develop.
For example, if a centipede hidden in the shad- Ӵ Paying a price: You suffer a Condition, or
ows is stalking you, the Narrator might ask you for lose Coins, Decorum, or Equipment.
a Reaction Roll that uses the Caution Skill in the Ӵ Creating a Danger: You draw a Danger
Street Field. or unexpected Opponent toward you.
On the other hand, if you are under enemy fire, the
Narrator might ask for a Reaction Roll in the War
Field and leave you free to choose the Approach you
prefer. In this case, you could opt for the Elusion Skill DANGEROUS REACTIONS
to try and hide, or for the Strength Skill to use a large Just like there are Actions , there are also Reactions
table as an improvised shield, etc. that you take when running a Danger.
When you face a Reaction Roll you always risk
suffering Stress as you do for Action Rolls .
r 63 s
Conflicts
r 64 s
ACTION & REACTION Usually, Action and Reaction Rolls alternate regu-
During a conf lict or a memorable Scene, Players larly. However, there may be conf licts entirely com-
will take turns in declaring and making their Action posed of Action Rolls, like when the Crucial Goal of
Rolls. After all Players have made their roll, the the group is to build a well-fortified camp; and even
Narrator can choose to ask them for a Reaction Roll others entirely made of Reaction Rolls, like when the
relevant to the circumstances, and then again from Crucial Goal is resisting to the elements on a danger-
the top. ous crossing.
If the Crucial Goal of a scene is to steal an extreme- The Successes and Failures of all these Action and
ly valuable crystal jewel straight off of the neck of a Reaction Rolls might not lead to immediately clear
Cupboard baroness, the Players can use their Action consequences. It’s up to the Narrator to keep track
Rolls to try and get closer to her without raising sus- of all the result of these rolls and decide whether the
picions, to create a distraction, and to finally make group successfully reached their declared Crucial
the extremely ambitious sleight of hand swipe. Goal, and how.
In the meantime, their actions will be spaced out
by Reaction Rolls called for by the Narrator, maybe We won’t go into details about how to define and
because there is a gendarme who could notice what’s face Crucial Goals in this Quickstart Guide, but
happening, or because one of the Characters risks in Household you will find everything you need to
bumping into a clumsy waiter as they cross the room make sure that Successes and Failures made during a
with a whole tray of delicious pastries. Scene eventually come together to decide the fate of
a Crucial Goal.
r 65 s
Pictured here:
A dance in the Chandelier in Astraviya.
Combat FACING OPPNENTS
When facing an Opponent, all Players have a right to
The most common type of conf lict sees the Characters a turn in which they act freely.
face their Opponents in physical combat, either During this turn, if your Goal is to strike the
bare-handed or with weapons. In these circumstanc- Opponent, you can make an Action Roll with
es, the Crucial Goal is to defeat the enemy or, more a Difficulty level equal to the Difficulty of the
plainly, to survive. Opponent. For every relevant Success you score, the
Narrator must fill in a Stress box for the Opponent.
In most cases, your Opponent will be a gendarme or a Inf licting Stress to an Opponent means you suc-
criminal, or maybe a hungry rat or a centipede. cessfully hurt or wounded them physically.
In Household you’ll find dozens of Opponents for
you to face. As you’ll understand soon, each Opponent When the Narrator fills in a Crucial Box, the Opponent
is unique, and they’re all created to keep your gaming immediately uses one of their Moves as explained on
experience diverse and fresh. their Sheet. These Moves can be especially bother-
some like the “Call for backup!” Move, which immedi-
Each Opponent has a small Opponent Sheet that lists ately raises the Difficulty level of the Opponent.
their name, Difficulty level, their Stress boxes, the
list of possible Actions, and any Traits or Moves they When all Players have had their turn, the Narrator
can rely on. All this, plus a short description. determines the Opponent’s Action. To do this, they
may choose freely among the Actions on their Sheet,
Ӵ Name: For example, “Group of mercenar- or rely on the roll of a die to choose.
ies”, “Rat”, or “Wasps”. The Opponent’s Action determines the Reaction
Ӵ Difficulty: The Difficulty level of an Roll the Players must make in order to avoid Failing.
Opponent. Unlike the Action Roll, this Reaction Roll must
Ӵ Stress: Like you, Opponents have a always be made using the War Field.
set number of Stress boxes. When the
Narrator fills in the last of these boxes, your Every Opponent always acts against all Characters at
Opponent is Defeated. the same time, and all the Players must respond with
Ӵ Actions: Six actions the Opponent can a Reaction Roll .
choose from. Each turn, the Narrator can All Reaction Rolls against an Opponent should
choose which of these Actions to take. be considered Dangerous.
Ӵ Traits: Abilities the Opponent can always
rely on to gain an edge.
Ӵ Moves: Special Actions the Opponent
may take when their Stress reaches a WEAK SPOT
Crucial Box. Some Opponents may have a Weak Spot, and
learning about it may help you come out on top. You
Here you can see the Wasps Sheet, they are an espe- may find the Opponent’s Weak Spot by forgoing one
cially tricky Opponent. of your attacks and rolling the Investigation Skill
instead or by using specific Moves, like the Duelist
Move “Tactical Combat”.
In Household you’ll find tables dedicated to the
Opponents, which you may use to randomly deter-
mine their Weak Spot.
r 66 s
Wasps m basic opponent
STRESS: MOVES: WAR BUZZ
ACTIONS :
1 - The Wasps attack you with their stingers. React with Elusion.
2 - The Wasps grab you and try to pull you up in the air. React with Strength.
3 - The Wasps buzz loudly trying to confuse you. React with Caution.
4 - The Wasps come at you trying to bite you. React with Fight.
5 - The Wasps dive down, trying to slam into you. React with Athletics.
6 - The Wasps f ly around you, studying your moves. They don’t attack.
Wasps are violent and territorial creatures. They hang around beehives hunting out bees and trying to steal
their honey. Wasps will attack on sight anyone who makes too much noise or looks threatening and they
are especially tough Opponents. Their stinger is as sharp as a needle.
r 67 s
ON THE SUBJECT OF SPIDERS
Out of all the creatures in the Household and Outhold few could boast the
same respect afforded to Spiders. To be absolutely clear, we are talking of
the off-putting kind of respect usually reserved for the most disgusting
and terrifying creatures. Spiders lived in the bedtime stories for unruly or
naughty children, they haunted the nightmares of those who crossed their
path, and generally represented the ideal benchmark for everything ugly,
unpleasant, and evil.
So came to be idioms like “son of a spider” and “ugly as spiders” and other
expressions that would be unf it to repeat here.
Safe to say that nobody – and I mean nobody – liked spiders, with the only
exception of those Sluagh who had learned the proper husbandry to raise
them for their milk, poison, meat, and in some rare instances, as steeds.
Among these “Arachnight” we remember Mortimer Arluino, who was thrown
from the saddle and eaten by his mount; Agatone aka the Silk Knight, whose
mummified half-digested body still proudly sits on his spider; Collerio “two-
and-half-tooth”, poisoned by his fierce steed; Ethereus Horatius Snowsong,
who mysteriously vanished after aiding his spider mare during delivery; as
well as others.
While people generally avoid speaking about spiders long enough to separate
them by name or species, every littling knows the most feared spiders in the
House are three, and that there are only two people to have – allegedly – seen
them all: Kubalai Khan and Capitano Rodomonte.
Undoubtedly the most infamous of them all spiders was Reginella, the ev-
er-pregnant mother of spiders and keeper of all manner of Contracts signed
with the Household Forces. Some say she once was a tiny spider, smaller
than a speck of dust when she came to the House, and that Khan himself
had brought her along from the lost regions of Farbeyond.
Regardless of the truth, it was determined that killing her would put an
end to the spider scourge, and many Golden Backs went to challenge her
over the years. That is probably the reason why her lair is also known as
the Golden Hell.
The tallest and smartest spider was no doubt Longleg, who was defeated
and maimed in single combat by Rodomonte. Everyone knows that the
Capitano took the spider’s leg and turned it into a lethal spear like the
Household has seldom seen. Longleg’s Longleg went on to strike through
and chase away the White Dragon in the Battle of Quillwaters, but that is
a different story.
Finally, there was the biggest and strongest of all spiders, known as
Ratchomper for pretty obvious reasons. Nobody knew the location of his lair,
indeed few cared to find out. They agreed he probably slept for long periods
at a time and that he only awoke to eat – undoubtedly in abundance – once
every six or seven years, but people met him even more sparsely than that.
At the time of the Fragile Peace many had begun to believe he never existed,
but they would soon be proven wrong.
Any way, if you consider that in the end Longleg decapitated Kubalai Khan
– certainly under orders of the Capitano – you can safely state with approx-
imate certainty that Rodomonte was the only littling in History and in the
Household to have seen the three great spiders and survive.
This is why many referred to him as “Spider Lord”, “Stodgy”, “Half-
spider”, and – more quietly, if I may – “The next meal”.
Saga
Now you know how to play the role of a littling, how CHAPTERS AND PARAGRAPHS
to face any Obstacle, how to survive any Threat, and A full campaign of Household is called a Saga. Each
even how to best any Opponent in a Conf lict. But Saga has 5 Chapters.
Household is much more than this. Each Chapter you play through roughly corre-
sponds to a year in the life of the Household, and
Household is the first Collaborative Universal History each begins with a unique Historical Event that will
Book, and yes, I’m proud of it! upset your entire world.
When playing Household, you are more than For example, Chapter I, the first you’ll play through,
Players. You are Historians, tasked with piecing to- begins with the frontiers throughout of the House fi-
gether the lives of your littlings over the most com- nally opening and littlings finally being able to
plicated five years in the History of the House: the travel from one Room to the next without
Fragile Peace. many hurdles: a truly exceptional Event!
Chapter III, on the other hand, opens with the terri- Each Chapter is divided into Paragraphs following
ble Deepdown Breakout, in which dozens upon doz- this outline:
ens of criminals and alleged criminals escape from
the biggest prison in the Basement and spread out Ӵ CHAPTER I: 1 Paragraph
over the entire House. Ӵ CHAPTER II: 2 Paragraphs
Ӵ CHAPTER III: 2 Paragraphs
Your purpose in the game, and the reason I’ve com- Ӵ CHAPTER IIII: 3 Paragraphs
piled this book, is to piece together the events that Ӵ CHAPTER V: 3 Paragraphs
marked the lives of your littlings during each of the 5
Chapters, adding another key piece to the History of You may notice that I use the lettering “IIII” as a
the House. Together, we may finally give a voice to all “4” as happens on the Great Clock in Clockminster.
the less historical Characters that, while never mak- Please indulge the whim of an old Boggart and allow
ing their way into history books, still played a role in me this sentimentalism.
our History. And that’s amazing to me!
Each Paragraph in the game corresponds to an
Each Chapter may include one or more Adventures we Adventure, which could last one or more Game
will call Paragraphs. After finishing all Paragraphs in Sessions depending on your needs and personal taste.
one Chapter, we go on to the Next Chapter. Between Paragraphs in the same Chapter may be tied to one
Chapters, if History so requires, Players may change another, but it’s not always so.
Characters and even pass the Narrator’s hat to some-
one else. This is only a Quick Start, but in Household you’ll also
find many pages devoted to the Historical Events that
mark each Chapter, as well as many narrative hooks
you may use to build your Paragraphs and Saga.
Pictured here: The book Saga of the Fragile Peace already includes
The 24 Characters from
the Saga of the Fragile Peace. an entire Saga of more than 60 Adventures and 24
Characters who met, interacted, got acquainted, bid
farewell, and fell in love during the five long years of
their dramatic and moving adventures.
Pictured here:
r 74 s
Two littlings bidding farewell
at a Fork in the road.
Advancement There are four types of Events in Household:
At the end of a Chapter, that is, after playing through Ӵ Accomplishment: You learned a lesson or
the Paragraph or Paragraphs it’s composed of, you can achieved something.
Advance to the next Chapter. When all five Chapters Ӵ Scar: You suffered either physically or
have been brought to completion, it’s time for you to emotionally, you survived a trauma.
play the Epilogue, the very last Adventure of your Ӵ Bond: You developed a bond with someone.
Saga of the years of the Fragile Peace. You made a friend, a lover, or an enemy.
Ӵ Reputation: You earned a good or bad
In between Chapters there’s space for what I like reputation. People might have heard of you.
to call the Historians’ Debate. During this Debate,
Players and the Narrator compare and contrast their When the Narrator thinks that one of the Experiences
notes to sum up what happened and choose how the on your Sheet could affect the outcome of your ac-
story will progress. Between one Chapter and the tions for better or for worse, they may give you +1 or
next, several months could go by, and the Players -1 based on the circumstances.
may choose or need to leave their previous Character
(maybe temporarily) and follow another one. For During the Historians’ Debate, each Player should
example, if a Chapter ends with the group parting discuss with the others which of the Experiences for
ways, the Players and Narrator can use the Debate to their Character will become a Memory and last over
choose which Characters to follow, and if they want time. The other Experiences remain in the past and
to add new ones. get erased.
Memories work like Experiences, but they never go
During this Debate, Players should also Advance away.
their Characters and choose which Experiences will
become Memories. While this Quickstart Guide will focus mostly on
how to play in Chapter I, in Household you’ll find ev-
erything you need to make the best out of Memories
and wield them as powerful tools to enrich your gam-
EXPERIENCES AND MEMORIES ing experience, making the adventures lived by your
At the end of each Chapter, Characters gain 2 Skill Characters even more meaningful.
points that symbolize the experience gained on their
adventures. Additionally, Characters gain a new Trait
or Move among those available to them.
However, the Characters’ experience can’t be
summed up by something so trivial as numbers and
talents. That’s where Chapter Events and Memories
come into play.
r 75 s
r 76 s
IIII. Your First Adventure
r 77 s
To the Narrator SHEETS AND EQUIPMENT
The following Adventure was written for a group
Dear Narrator, this chapter is for your eyes only, of four Players and one Narrator. In the next few
as it contains everything you need to play through pages, you’ll find a short but detailed description of
an Adventure by the title of “Pride & Prejudice & six Characters ready for action, as well as their best
Centipedes”. equipment.
So, dear reader, if you are not a Narrator, I sug-
gest you move forward, lest you spoil the story for At the end of the chapter you will also find the pre-
yourself! filled Sheets for those same Characters and their
Opponents. That’s all you need to start playing!
In “Pride & Prejudice & Centipedes”, the Characters
all convene at the Blue Rat, a small tavern in Stairside,
where they’ll be involved in an investigation of the
Great Imperial Army.
Pictured here:
An Undine and a large centipede have been steal- Litha and Tubo
ing food and livestock from barracks and embas- at the Blue Rat.
sies, bringing the town on the verge of a diplomatic
incident.
Lieutenant D’Arcy is desperately searching for the
thief, hoping to placate the angry townsfolk, while
Miss Elizabeth Abbott is certain the culprit must be
a wild beast.
This means the Characters will have
to help the resourceful Elizabeth
and the upstanding D’Arcy to
solve the mystery, and maybe
discover their love.
Keysket
A keysket is composed of a key and a powerful musket combined together. Useful both in close-quarter and
ranged fighting.
Firearm: Allows you to shoot. Must be reloaded after each shot by using an Action.
Heavy Bolt
This large bolt with a square head must be wielded with two hands. It’s about as wieldy and elegant as a
barstool, but hits much harder.
Martial Weapon: Needed to make Soldier Moves.
Lancetta
The lancetta (lit. Clock hand) is the heaviest of all dueling swords, but in the hands of an expert duelist it’s
as light as a rat’s whisker. It favors a versatile style, moving between offense and defense.
Dueling Weapon: Needed to make Duelist Moves.
Walking Toothpick
A walking stick for classy littlings that joins elegance and practicality. Can be used as a weapon.
Simple Weapon: The littling wielding it is considered armed.
�ailtip
Small and wieldy, the nailtip is an easily concealable weapon you can always keep on you.
Thrown Weapon: This weapon can be thrown at a short distance.
Bumblebee
Sweet and cuddly, but with a fearsome stinger. A Bumblebee is able to make specific Moves
and cooperate with its Handler to act as a decoy, retrieve small objects, or help them keep
balance thanks to its strong wings. The Bumblebee can also f ly at very high speed, but
when doing so, it emits a loud buzzing sound.
When together with their Bumblebee, an Animal Handler is always considered armed.
r 79 s
HANNAH BLAUM
FAIRY ANIMAL HANDLER
Sweet, polite, beautiful, caring, and supportive:
young Hannah has always been a polestar for her lit-
tle siblings.
Her life-long dream is to become a famous animal
handler, and sometime ago she left the family farm
near Glasburg together with her adorable bumblebee
Bonbon to chase it.
LITHA FLAMMEL
SPRITE (SALAMANDER) HUNTER
Litha always wanted to become a hunter just like her
beloved father and brothers. But they would always
make fun of her for being too small and clumsy.
After leaving her father’s house in Bookshire, she
met good Tubo, and they’ve been inseparable travel
companions since. Together, they try to make their
fortune as guides and bodyguards for rich littlings.
TUBO
SLUAGH SOLDIER
For many years, Tubo was forced to work as a body-
guard for an old, evil littling. The good Sluagh want-
ed to leave that life behind him, but he sadly had no
choice, as he was bound by a great Debt. When fate
finally gave him a chance, Tubo rescinded his Contract
and finally began his new life, swearing that he would
only use his strength to defend those in need.
r 80 s
PIERRE DELACROYANCE
FAIRY SCHOLAR
Pierre is the son of the son of the youngest of four
sons of an ancient family of Fae nobles. This may not
be enough for him to have a noble title, but he is al-
ways eager to make it known.
Pierre is a demanding and confident littling who
loves and knows everything about good taste and
good food, and he made a name for himself as pre-
ceptor for the most famous families of the Piano.
SIENNA BLACKWELL
BOGGART CRIMINAL
Like many Boggarts in her generation, Sienna had to
grow up fast. She learned growing up that you have to
seize the moment, and if you really want something,
you just have to take it for yourself. Her smug de-
meanor cost her the love of her girlfriend, but Sienna
still believes that it’s better to ask for forgiveness
rather than for permission.
SANTIAGO VILAR
SLUAGH DUELIST
Like all dashing heroes, Santiago is daring, hand-
some, and dirt poor. If you believe him, he is the only
son – illegitimate son – of Don Ramiro Vilar, the leg-
endary duelist. After studying the art of the lancetta
at the Viletia Accademy, Santiago set out in search of
adventures, trying to make a name for himself and
reclaim his inheritance.
r 81 s
Pride & Prejudice
& Centipedes
You don’t have to be detailed and exact in this phase “Please, everyone, remain seated and cooperate
of the story. You just have to make sure that every- with us. We are here to investigate under orders
one has a moment to introduce themselves and enter from the Gamekeeper General Jean Claude Van-
into character. Claude of Mount Guignol.”
Be patient and try to involve everyone in the narra-
tion. When the mood is set, adventure begins! D’Arcy hands Mr. Abbot a search warrant and then
turns to scour the tavern with an air of superiority,
looking down on each patron.
r 82 s
The soldiers approach the Characters, asking them The two begin to quarrel, as the embarrassed troop
to show their identification papers. The polite but of guards tries to continue their job. The argument
cool tone of their requests perfectly mirrors the gets so heated that it’s impossible to understand what
Lieutenant’s attitude. is going on. If any Character tries to intervene or un-
derstand something about the situation, they’ll have
And now, dear Narrator, give your Players a chance to first pass a Basic Action Roll.
to speak. How do they react when asked for their Since this is probably the first time a Player takes
papers? Do they feel accused, treated as criminals, the dice, it’s the perfect moment to review the rules of
or are they willing to cooperate? Is anybody hiding this system with everybody else.
something? Don’t rush it, leave them time to interact. Explain that each Player can choose how to inter-
Afterall, this is their story! act, which Skill to use and in which Field.
Here, I’ll give you some examples:
“Lieutenant D’Arcy, this attitude is insulting, you
should leave our tavern this instant!” ӳ The Character tries to focus to follow what
the arguing parties are saying (roll Insight +
A young Boggart, the feisty granddaughter of Old Academia)
Abbot, barges out of the kitchen and up to face ӳ The Character butts into the conversation
the lieutenant. He stares at her coldly, absolutely (roll Authority + War)
unimpressed. ӳ The Character tries to mediate between the
two (roll Eloquence + Society)
“Miss Elizabeth, please refrain from making a ӳ The Character takes advantage of the confu-
scene. We are here on official business.” sion to “borrow” the warrant (roll Dexterity
+ Street)
r 83 s
When tensions reach their peak, D’Arcy takes the “D’Arcy is only looking for some country littling
first chance to move away from Elizabeth to speak he can push the blame on, that’s what soldiers like
to the Characters. Without standing on ceremony, he him want! He just won't listen."
bluntly asks them if they’re involved in the theft: this
calls for a Basic Reaction Roll. Elizabeth is certain that she’s heard the call of some
And now it’s up to you, dear Narrator, you have large beast: a snarl, a roar, or something un-littling-
to ask the Players to React by rolling Will + Society like echoing through the streets on the night of the
in order to resist the pressure of the Lieutenant’s theft. She states that no littling could have carried
accusations. away all that livestock unseen. Where would they
Those who Succeed will remain cool as a coin, while hide it? No way, this is certainly the work of a large
those who Fail will suffer the Frightened Condition: beast. But there’s only one way to learn the truth: go-
the situation is just too tense! Lucky for them, conse- ing to the crime scene.
quences won’t be too hard, as none of the Characters
is involved in the theft, and D’Arcy understands this Pictured here:
immediately. All in all, he seems to be a reasonable Miss Elizabeth
Abbott.
littling, if a bit rude.
As the situation calms down, the Lieutenant leaves.
THE KITCHEN
If the Characters choose to follow Elizabeth, they’ll
find her in the kitchen of the Blue Rat, as she stains
her apron, burns her fingers, and keeps ranting
against the Lieutenant.
When she sees the Characters, she proves distant,
and even incensed, especially if they didn’t openly
disagree with D’Arcy.
But if the Characters offer their help, she has a
sudden change of demeanor and quickly shows the
same resourceful and brilliant nature that keeps her
grandfather constantly worried.
r 84 s
THE STATION
If the Characters choose to follow D’Arcy, they end
up at the Great Imperial Army barracks. The place is
surrounded by an angry mob of littlings of all Folks,
many of them in uniform, all of them elbowing each
Memories
other to enter. The Lieutenant is forced to march All Characters have a Memory
through them quickly as his soldiers remain behind tied to their Prologue, for example
to keep the crowd at bay. an Accomplishment, a Bond, or a
If the Characters question him about it, D’Arcy will Reputation.
prove once again cold and stiff as usual, before finally Remember that whenever they seem
conceding. relevant, either you or the Players can
call these Memories into play to grant
“They're all furious. I know Miss Elizabeth be- a +1 to the Character.
lieves me to be a heartless soldier. But if I don’t For example, Hannah’s Bond with
find the culprit, I fear we're risking a diplomatic Bonbon may grant her a +1 to an ac-
incident.” tion that involves the bumblebee.
The Crime The crime scene is chaotic. The dusty stables appar-
ently used to host several smaller mice, but now every-
Scene thing is in disarray: the main door is off the hinges, the
animal feed scattered around, the water tin spilled. As
soon as they enter, the Characters must make a Critical
The latest theft happened in the Horde Embassy sta- Reaction Roll using Grace + Street. If they Fail, the
bles, a wooden building not too far from the Blue Rat Character trips toward a muddy puddle, soiling their
under the constant supervision of a troop of Soldiers of shoes and trousers, and losing one level of Decorum.
the Great Blade.
These littlings wear helmets or turbans and sport After entering the stables, the Characters can search
mustard-colored uniforms. They also don’t look very for clues or tracks: this is a Basic Action Roll. If
eager to let people through. they get a Basic Success, they indeed find a series of
dragged tracks that could have been left just as easily
If the Characters accompany D’Arcy here, they can by a littling or by a beast. If a Character rolls a Critical
rely on his influence to gain undisturbed access to the Success, on the other hand, they’ll be able to solve the
crime scene. If they come here with Elizabeth, on the mystery: those are the tracks of a littling, together with
other hand, they’ll have to make a Basic Action Roll to those of a beast! Time to see where they lead.
r 85 s
Up the Wall Fortunately, the training and good ref lexes of
Lieutenant D’Arcy can grant a +1 to everyone.
The tracks leave the stables and continue until out-
side of the village. If the Characters are traveling with Once the worst is done, the climb goes on with-
Elizabeth, they can easily follow them, but if they’re out further hiccups. This, dear Narrator, is the per-
accompanied by D’Arcy they’re going to hit a snag. fect occasion to have the littling traveling with the
The Character leading the way risks a close encoun- Characters, either Elizabeth or D’Arcy, open up a lit-
ter with a bucket-full of mold and dew. An old lady tle. Either of them discloses they’re saddened by the
recognized the Lieutenant’s uniform and decided fact that they’re going on this investigation without
to show her dissatisfaction with the Great Imperial the other’s approval.
Army by targeting the group. The Characters must Elizabeth keeps repeating how much she wishes the
make a Critical Reaction Roll of Caution + Street. Lieutenant would have listened to her, but her tone
If the roll is Successful, the Character will be hit head- isn’t quite as angry... Maybe even tender? As if she
first only by the insults of the disgruntled lady, but if the wanted him there. And what to say about D’Arcy, his
roll is a Failure, they both suffer 3 Stress and lose one grouchy, detached frown cracks for a moment when
level of Decorum. If they score a Basic Success they can he sighs: if she only trusted him!
choose to either do Damage Control or avoid the loss of
Decorum.
r 86 s
In there, the Characters finally find the thieves: a This conf lict will kickstart a memorable Scene in
squat Undine with a sad but approachable expression, which the Characters will be forced to either reason
and a black centipede as long as ten littlings curled up with Austin or fight the fearsome centipede.
around him like a pet gecko.
You don’t see that every day!
r 87 s
During the debate, the Narrator must keep track of If half of the Characters gets defeated, D’Arcy will
the Successes and Failures rolled by each Character, sacrifice himself to let them escape, only asking them
and use them to decide how the Scene will end. to bring Elizabeth back to safety. In the general cha-
os, the group can only do as they’re asked while ev-
If he is convinced, Austin will realize he can’t hide erything crumbles around them.
the centipede any longer and, with a broken heart,
he’ll decide to turn in to justice both himself and his
friend. D’Arcy will take the prisoners to justice, and
his soldiers will meet them halfway back to town.
You can find the Centipede’s Sheet on the next page. If D’Arcy and Elizabeth are both alive and well, they
will prove beyond hope and immediately go back to
If they manage to defeat the centipede, as it thrashes their bickering. Any Character brave enough to step
in pain for its wounds, it causes an earthquake that in between the two fiery young littlings and try to
could bury them in the Inbetweens. make them realize that they are actually in love with
each other will have to succeed in a Basic Action Roll.
Running away requires passing a Critical Reaction
Roll made with Athletics + Street. After the disas-
ter, nobody will hear from Austin or the centipede
ever again.
r 88 s
Centipede m c ritical opponent
STRESS: MOVES: ENCIRCLE
ACTIONS:
1 - The Centipede hurls itself toward you. React with Strength.
2 - The Centipede quickly slithers between you. React with Athletics.
3 - The Centipede circles around you and pounces suddenly. React with Caution.
4 - The Centipede unleashes a terrifying and deafening scream. React with Will.
5 - The Centipede stabs at you with a myriad of pointed legs. React with Fight.
6 - The Centipede thrashes about, causing a small earthquake. React with Grace.
WEAK SPOT: There is an unstable structure you can knock over (Craft + War).
If you’re Successful, the Centipede fills in 2 Stress boxes.
r 89 s
Society Aces up the sleeve Decorum
ART
CHARME
FILTHY DECENT POMPOUS
ELOQUENCE UNCOUTH ELEGANT
ETIQUETTE
GRACE
Traits Stress
Pet Bumblebee: You own a Bumblebee that can distract,
Academia fetch or be a bait. If there are sweets around roll a die.
CARE If it lands on , the Bumblebee ignores any orders to eat it.
CRAF T Adorable Antennae (Bumblebee Trait): You gain +1 to all Conditions
CULTURE rolls made to make a good impression when the Bumblebee
EMBARRASSED TIRED
INSIGHT is with you.
CONF USED SICK
INVESTIGATION
NAME: Hannah Blaum
HURT POISONED
FOLK: Fairy
FRIGHTENED BROKEN
HOMELAND: Realm
PROFESSION: Animal Handler
War
ATHLETICS
VOCATION: Veterinarian
AUTHORITY
Moves Contracts LANGUAGES: Housan, Fae
FIGHT
STRENGTH Cuteness Overload: Bumblebee Move. A Character loses STARCHILD
WILL the Embarassed or Scared Condition. Concession: Wings. A fairy can fly thanks to
a set of dragonfly wings. A flying Fairy suffers
Memories
a -1 when trying to dodge projectiles and P. Bond: Bonbon
automatically fail any stealth approach. I.
Street
Counterpart: Name. All Faeries are bound to II.
CAUTION
honor agreements they undersign with their name. III.
DEXTERITY
IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT
ETIQUETTE
GRACE
Traits Stress
Good shot: You get a Free Re-roll whenever you shoot or
Academia handle Firearms.
CARE Pathfinder: Gain +1 to follow trails or to find your way in
CRAF T the wild. Conditions
CULTURE
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME: Litha Flammel
HURT POISONED
FOLK: Sprite (Salamander)
FRIGHTENED BROKEN
HOMELAND: Hearth
PROFESSION: Hunter
War
ATHLETICS
VOCATION: Guide
AUTHORITY
Moves Contracts LANGUAGES: Housan, Heartish
FIGHT
STRENGTH Sharp eye: Find an opponent’s Weak point, or any other OUT OF THE SPARK
WILL information you can obtain thanks to your sharp sight. Concession: Enlightment. Once per session a
salamander can use their acumen to predict the
Memories
outcome of an event and repeat a dice roll. P. Achievement: I can do it!
Counterpart: Coin. A sprite is bound to stay true I.
Street
to any agreement in which they accept a sum of II.
CAUTION
money. III.
DEXTERITY
IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT
ETIQUETTE
GRACE
Traits Stress
Master at Arms: You get a Free Re-roll for all rolls made
Academia with your Bolt.
CARE Big and Strong: Gain +1 to lift, carry or break something.
CRAF T Conditions
CULTURE
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME: Tubo
HURT POISONED
FOLK: Sluagh
FRIGHTENED BROKEN
HOMELAND: Horde
PROFESSION: Soldier
War
ATHLETICS
VOCATION: Guardian
AUTHORITY
Moves Contracts LANGUAGES: Housan, Slugan
FIGHT
STRENGTH Defensive stance: All your allies gain +1 to the REVENANT FROM FARBEYOND
WILL next Reaction Roll during a fight. Concession: Unbleeding. Once per Session,
a sluagh may choose to avoid getting the
Memories
Condition Hurt, or to not fill in up to P. Experience: I make my own choices
3 Stress boxes. I.
Street
Counterpart: Debt. When a Sluagh accepts a bet II.
CAUTION
and loses, they’re forced to honor their debt. III.
DEXTERITY
IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT
ETIQUETTE
GRACE
Traits Stress
Know-it-all: You get a Free Re-roll for all rolls about
Academia history, politics, or prominent personalities of the House.
CARE Well-mannered: You get a Free Re-roll whenever you’re
CRAF T trying to show good manners or interacting with polite Conditions
CULTURE society.
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME: Pierre Armand Delacroyance
HURT POISONED
FOLK: Fairy
FRIGHTENED BROKEN
HOMELAND: Realm
PROFESSION: Scholar
War
ATHLETICS
VOCATION: Diplomat
AUTHORITY
Moves Contracts LANGUAGES: Housan, Fae, Sprigaelic
FIGHT
STRENGTH Do you know who I am: When facing a littling you may STARCHILD
WILL react rolling Authority +1, instead of the requested Skill. Concession: Wings. A fairy can fly thanks to
a set of dragonfly wings. A flying Fairy suffers
Memories
a -1 when trying to dodge projectiles and P. Reputation: Esteemed preceptor
automatically fails any stealth approach. I.
Street
Counterpart: Name. All Faeries are bound to II.
CAUTION
honor agreements they undersign with their name. III.
DEXTERITY
IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT
ETIQUETTE
GRACE
Traits Stress
Stealthy: You get a Free Re-roll whenever you’re trying to
Academia hide or tail someone in an urban setting.
CARE Pickpocket: Gain +1 Dexterity to steal something from
CRAF T someone. Conditions
CULTURE
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME: Sienna Veronica Blackwell
HURT POISONED
FOLK: Boggart
FRIGHTENED BROKEN
HOMELAND: Hearth
PROFESSION: Criminal
War
ATHLETICS
VOCATION: Thief
AUTHORITY
Moves Contracts LANGUAGES: Housan, Heartish
FIGHT
STRENGTH Your Loss, My Gain: You can choose an ally that will suffer DEAR TO THE HEARTH
WILL the consequences of a failure instead of you. This includes Concession: Juggernaut. Once per session, a Boggart
any Stress suffered. may go juggernaut, doubling in size for 3 turns and
Memories
growing their muscles. When they do this, Boggarts P. Experience: I can take care of myself
lose one level of Decorum but gain +1 to all rolls in I.
Street
the Field of War and can ignore Conditions. II.
CAUTION
Counterpart: Word of Honor. Boggarts are bound to III.
DEXTERITY
honor all commitments they take by giving their word. IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT
ETIQUETTE
GRACE
Traits Stress
Swordfighter: You get a Free Re-roll for all rolls made with
Academia your Lancetta.
CARE Acrobat: You get a Free Re-roll whenever you’re
CRAF T Performing feats of agility or trying to break a fall. Conditions
CULTURE
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME: Santiago Vilar
HURT POISONED
FOLK: Sluagh
FRIGHTENED BROKEN
HOMELAND: Horde
PROFESSION: Duelist
War
ATHLETICS
VOCATION: Swashbuckler
AUTHORITY
Moves Contracts LANGUAGES: Housan, Sluagn
FIGHT
STRENGTH Feint: Repeat an Action Roll against an Opponent. You REVENANT FROM FARBEYOND
V.
SHOOT
ETIQUETTE
GRACE
Traits Stress
Academia
CARE
CRAF T Conditions
CULTURE
EMBARRASSED TIRED
INSIGHT
CONF USED SICK
INVESTIGATION
NAME:
HURT POISONED
FOLK:
FRIGHTENED BROKEN
HOMELAND:
PROFESSION:
War
ATHLETICS
VOCATION:
AUTHORITY
Moves Contracts LANGUAGES:
FIGHT
STRENGTH
WILL
Memories
P.
I.
Street
II.
CAUTION
III.
DEXTERITY
IIII.
ELUSION
EXPLORATION TTT I II III IIII V
V.
SHOOT