The Noble Houses of the Evergild Fae

The noble houses of the Evergild Fae rule through mastery of commerce, knowledge, and influence. Each house specialises in a different domain, ensuring their legacy remains entwined with the realm’s fate. Though some houses remain strong, others struggle against shifting priorities and internal rivalries.

Each Head of House form part of the The Evergild Council.


1. House of Scholars – Keepers of Knowledge & History

  • Role: Guardians of knowledge, researchers, and historians who preserve the realm’s intellectual wealth.
  • Home: The Library
  • Influence: Control vast archives, scholarly institutions, and historical records.
  • Notable Subsections:
    • The Archivists – Masters of history and ancient records.
    • The Arcanists – Scholars of magic and arcane law.
    • The Orators – Experts in rhetoric, law, and diplomacy.
    • The Lexicists – Linguists and translators of lost texts.
  • Current State: An extremely influential house, though the history section is often overlooked.

2. House of Coin – Lords of Wealth & Trade

  • Role: The financial heart of the Evergild Fae, controlling commerce, banks, and markets.
  • Home: The Argent Vault & Veylmark
  • Influence: Regulate trade agreements, wealth distribution, and economic power.
  • Notable Subsections:
    • The Guildkeepers – Ensure fair trade and merchant law.
    • The Bankers – Oversee vaults, loans, and investments.
    • The Appraisers – Determine the worth of rare artifacts and magical items.
  • Current State: Arguably the most powerful house, feared and respected in equal measure.

3. House of Craft – Masters of Artisanship & Innovation

  • Role: The artisans, smiths, and creators who supply the realm with luxury goods and masterwork creations.
  • Home: Glimmerhold & Aurenmere
  • Influence: Control the production of enchanted items, fine weapons, and rare materials.
  • Notable Subsections:
    • The Forgemasters – Blacksmiths and weapon artisans.
    • The Gilded Hands – Jewelers and goldsmiths of unparalleled skill.
    • The Tailors of Fate – Clothiers who weave enchanted garments.
  • Current State: Respected but constantly at odds with the House of Coin over fair trade.

4. House of Spires – Guardians of Magic & Arcane Law

  • Role: Regulators of magic, ensuring that its use aligns with noble interests and does not disrupt order.
  • Home: Astravayne & Sanctum Arcanum
  • Influence: Control access to magical education, spellcraft, and enforcement of arcane contracts.
  • Notable Subsections:
    • The Starborn – Celestial scholars who study cosmic magic.
    • The Hexwrights – Magical enforcers who regulate spellcasters.
    • The Spellforged – Masters of enchanting and magical artifacts.
  • Current State: A powerful yet secretive house, often clashing with the House of Scholars over arcane knowledge.

5. House of Steel – Commanders of War & Strategy

  • Role: The noble commanders of armies, mercenary companies, and royal guards.
  • House: Bastionhold
  • Influence: Control military strategy, defense forces, and elite warriors.
  • Notable Subsections:
    • The Blademasters – Experts in combat and dueling traditions.
    • The Strategists – Tactical minds who plan wars and defenses.
    • The Ironbound – Loyal enforcers of noble rule.
  • Current State: A necessary power, but often seen as a tool of enforcement rather than true nobility.

6. House of Whispers– Lords of Secrets & Espionage

  • Role: Masters of intrigue, spies, and manipulators who control the flow of information.
  • Home: Gloamhall
  • Influence: Trade in secrets, blackmail, and political manipulation.
  • Notable Subsections:
    • The Shadowtongues – Spymasters and secret-brokers.
    • The Veilweavers – Illusionists who shape perception and deceive.
    • The Black Ledger – Keepers of debts, favors, and hidden truths.
  • Current State: Feared and distrusted, but no one dares ignore their influence.

7. House of Beasts – Keepers of Nature & Creatures

  • Role: The rulers of land, animals, and natural resources, ensuring balance between civilization and the wild.
  • Home: Greenmire
  • Influence: Control hunting grounds, rare creatures, and the production of herbal and alchemical goods.
  • Notable Subsections:
    • The Huntmasters – Elite hunters and tamers of legendary beasts.
    • The Beastcallers – Fae who can communicate with and tame wild creatures.
    • The Verdant Order – Herbalists and alchemists who cultivate rare plants.
  • Current State: Essential to the realm’s survival, but often seen as more primal compared to other noble houses.

House Rivalries & Power Struggles

  • House of Scholars vs. House of Spires – A long-standing feud over the control of magical knowledge.
  • House of Coin vs. House of Craft – Constant debates over fair pricing and trade control.
  • House of Steel vs. House of Whispers – A rivalry between brute force and subtle manipulation.
  • House of Beasts vs. House of Coin – Tensions arise over the exploitation of nature for profit.