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Families of the Hill

Mice are mostly modest, simple folk - they have honorable professions and are proud of their families.
Some though, are touched by the history of the Hill, and are descended from the old noble families of the Hill… whether they hide it or flout it.

To see if you come from nobility, roll 1d100 and consult the Ancestry table:

Ancestry Table

RollResult
01 - 10Roll on the Noble Family Table below
11 - 49Commoner
50 - 55Roll again
56 - 95Commoner
96 - 00Roll again

Noble Family Table

RollFamily
1Whiskerton
2Silvertail
3Furrowbrook
4Grayclaw
5Stonefur
6Thornpaw
7Wildhaven

Noble Family Advantages and Challenges

Since the Great Uprising the noble houses have no ruling authority, although they still enjoy an outsized influence on various parts of Hill society. The Grand Committee membership includes a large majority of Grand Mice from the nobles.

Advantages

Mice from the noble families tend to be wealthy. Nobles generally are wealthier than commoners, and can usually source whatever flakes or equipment they desire.

Noble family mice will automatically be granted membership in the Grand Committee if and when they decide to join.

In houses valuing martial prowess, those with a combined STR + SIZ of 26 or more may be trained in the Royal Guardian Fighting Style.

  • Whiskerton
  • Silvertail
  • Wildhaven

In houses valuing knowledge, those with enough POW + CHA to learn Hedge Magic or enough POW + INT to learn High Magic may be trained in those arts.

  • Furrowbrook
  • Grayclaw
  • Stonefur
  • Thornpaw

Challenges

When any type of dangerous or frightening situation takes place on the Hill, if a known member of a noble family is present they are expected to take charge and deal with the situation. If they don’t, or if they fail to properly handle it, their reputation may suffer.

Many mice on the Hill harbor grudges and resentment against the noble families. A member of one of the noble houses may occasionally find themselves at a disadvantage, perhaps being overcharged or refused service. They may be challenged to duels without any clear offense having taken place. Mice have long memories, and the nobles under the rule of Mus Muridae have much to answer for.

House Whiskerton

The mice of House Whiskerton were the elite guard for the Mus Muridae. Soldiers, knights, and most importantly the Royal Lizard Cavalry were the domain of House Whiskerton. The bannermen of House Whiskerton fought alongside Mus Muridae almost from as far back as their history goes, and they were always trusted allies.

Most leadership positions in the Central Hill Legion of Grand Hill Protection Militia are Whiskerton mice. By default, most scions of House Whiskerton are raised with the idea that they’re better than other mice, and should be in charge of - well, just about everything. They have a reputation for being overbearing and bullies.

There are still a few lizards from the Royal Lizard Cavalry, tended to by members of House Whiskerton.

You career is probably Bounty Hunter, Detective, Merchant, Official, or Warrior.

Roll on the following table if you’re a member of House Whiskerton.

RollBenefit
1You have a cavalry lizard and are a trained lizard rider.
2You’re a Captain in the Central Hill Legion with several squads under your command. You have much leeway in determining your duties.
3You inherited a magic weapon (consult GM).
4Add 1 to STR.
5Add 1 to CON.
6Add 1 SIZ.

House Silvertail

Fearsome warriors and duellists, the Silvertails were Sparrow Riders. They bred, raised, trained, and rode the Royal Sparrows to victory in the Mus Muridae cause.

House Silvertail mice consider themselves the true elite. They feel that orders - regardless of who’s giving them - are suggestions to be followed, or not, at their whim. And they’re happy to tell you just that.

There are still a few sparrow nests under the charge of House Silvertail, nurtured and flown by the daredevils of House Silvertail.

You career is probably Agent, Gambler, Official, Scout, or Warrior.

Roll on the table below if you’re a member of House Silvertail.

RollBenefit
1You have a war sparrow and are a trained rider.
2You are the Captain of a flight of sparrow riders. You have much leeway in determining your duties.
3You inherited a magic weapon (consult GM).
4Add 1 to DEX.
5Add 1 to STR.
6Add 1 to CHA.

House Furrowbrook

Furrowbrook mice were healers and expert practitioners of Hedge Magic. They were loved as a benevolent and generous family - mice would often petition the lords and ladies of House Furrowbrook to advocate for them when in some kind of peril.

If you’re a member of House Furrowbrook and your POW and CHA don’t equal at least 28, add one point to each until they do. You have the Hedge Magic skill, starting at POW + CHA + 20%. You start knowing 1d4 + 1 Hedge Magic spells.

Your career is probably Crafter, Magician, Official, Physician, or Scholar.

Roll on the table below if you’re a member of House Furrowbrook.

RollBenefit
1You know 1d4 additional Hedge Magic spells.
2You are the leader of a coven of Hedge Magic practitioners. The coven has its own purpose and goals: what are they? The coven will actively work to support your plans, as long as they generally support the coven’s goals.
3You inherited a magic weapon (consult GM).
4Add 1 to POW.
5Add 1 Luck Point.
6Add 1 to CHA.

House Grayclaw

House Grayclaw hoarded knowledge of Elemental magic, and were widely regarded as being haughty and arrogant. Some rumors still persist that Grayclaw fancied themselves the true masters of the Hill, and only tolerated Mus Muridae for their organizational and bureaucratic skills.

If you’re a member of House Grayclaw and your POW and INT don’t equal at least 32, add one point to each until they do. You have the High Magic skill, starting at POW + INT + 20%. You start knowing 1d3 + 1 High Magic spells. Additionally, you know the spell Summon Elemental for two types of elementals of your choice.

Your career is probably Crafter, Magician, Official, Physician, or Scholar.

Roll on the table below if you’re a member of House Grayclaw.

RollBenefit
1You know 1d3 additional High Magic spells.
2You have 1d3 Compelled elementals of your choice (they must be of the types you know how to summon); they are bound to your service for one year.
3You inherited a magic weapon (consult GM).
4Add 1 to INT.
5Add 1 to POW.
6Add 1 Luck Point.

House Stonefur

The lords and ladies of House Stonefur were the stewards of ancient knowledge and history of the Hill. They were often sent on diplomatic missions to other lands and kingdoms, and were known to be on good terms with various squirrel, rat, bird, and lizard settlements and factions.

You start out with the Oratory skill at POW + CHA + 20% and the Politics skill at INT + CHA + 20%.

Your career is probably Agent, Magician, Official, Physician, or Scholar.

Roll on the table below if you’re a member of House Furrowbrook.

RollBenefit
1If you are a user of magic, add 20% to the magic skill of your choice. Otherwise, add 20% to the Fighting Style of your choice.
2You are a diplomat of the Hill; you can draw from the Grand Committee’s bank for a reasonable amount, and can requisition squads from the Grand Hill Protection Militia to accompany you on diplomatic missions. Are you a spy? A peacemaker? Who knows!
3You inherited a magic weapon (consult GM).
4Add 1 to POW.
5Add 1 Luck Point.
6Add 1 to CHA.

House Thornpaw

House Thornpaw were known and feared as the masters of High Magic and Binding. Thornpaw kept their own citadel on the border between the Central Hill and the Eastern Ridge, a place modest mousefolk feared to visit.

If you’re a member of House Thornpaw, and your POW and INT don’t equal at least 36, add one point to each until they do. You have the High Magic skill, starting at POW + INT + 20%. You have the Binding skill, starting at POW + INT + 10%. You have the Hedge Magic skill, starting at POW + CHA + 20%. You know 1d3 + 1 Hedge Magic spells and 1d2 + 1 High Magic spells.

Your career is probably Crafter, Magician, Official, Physician, or Scholar.

Roll on the table below if you’re a member of House Furrowbrook.

RollBenefit
1If you are a user of magic, add 20% to the magic skill of your choice. Otherwise, add 20% to the Fighting Style of your choice.
2You have a Bound magic item; roll randomly from Bindable Hedge Magic spells to determine the spell. See below for Magic Points required to use it.
3You inherited a magic weapon (consult GM).
4Add 1 to INT.
5Add 1 to POW.
6Add 1 to CHA.

Magic Points for Bound Item

RollRequired Points
110
28
36
44

House Wildhaven

Wildhaven were far-ranging scouts, explorers, and travelers. Wildhaven lords and ladies were often seen as protectors of the land, keeping watch across the bordering regions of the Hill.

 


Based on Mythras Imperative, Written by Pete Nash and Lawrence Whitaker, and published by The Design Mechanism, Copyright 2023.

Material on this site not covered by other ownership or copyright statements is Copyright © 2024 Robert Prince.