Feedback Requested Expanded House Description

So, in order to help some new players with trying out the game, I wrote up some expanded House descriptions that take in notes from the Houses of Hermes book. One of these players has skimmed over some books and two of them are brand new. I'll post the Houses one post at a time and please let me know if you think there's any information that would improve my descriptions. Thanks to everyone who replies in advance.

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BONISAGUS
The is the house of the founder of the Order of Hermes, Bonisagus and his apprentice,
Trianoma. The house has two main lineages in the house, that of researchers (Bonisagus),
and that of politics and intrigue (Trianoma). They are united by their desire to strengthen
the Order of Hermes by gaining and sharing new knowledge (Bonisagus), or by eliminating
threats and/or mediating between divisions (Trianoma).
Common Magics: Bonisagi magi tend to specialize in one or two different types of magic.
Notes: Bonisagi magi are able to claim an apprentice from another magi if needed to
strengthen the order.
Example concepts: Researcher, Seeker of ancient magics, discoverer of knowledge,
political mediator, spymaster devoted to the Order

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BJORNAER
The secretive Bjornaer are considered by some other magi to be practitioners of ancient
magic and by some magi to be 'noble savages'. It is hard, however, to find a member of the
house that fits these stereotypes. Bjornaer was a maga from a remnant tribe of the
Gothic people who once occupied northeastern Germany. The Bjornaer use what they
call a 'heart beast' which is an animal form they change into that reflects the true persona
of the magi. The Bjornaer combine their ancient practices and Hermetic magic to produce
effects that cannot be replicated by Hermetic magic alone.
Common Magics: There is a bias towards Muto ('Change') magic but all types are found.
Notes: Bjornaer have the Heartbeast which allows them to change into an animal and access
their Mysteries. This, however, precludes them from having a familiar.
Example concepts: Defender of the wilderness, hermit, mystic, warrior, explorer

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CRIAMON
The inscrutable Criamon magi are focused on solving something they call the Enigma. While
the Criamon are open to teaching other magi about the Enigma, anyone who is not initiated
into their Mysteries is unable to understand them. Mostly pacifistic and possessed of
strange spiritual beliefs, the Criamon do have a subgroup that seeks out conflict. Their
founder, Criamon, was just as mysterious as his followers are and the only agreed upon fact
is that he followed the beliefs of the Greek philosopher, Empedocles. Wearing tattoos the
Criamon refer to as stigmata, the Criamon are able to achieve feats through their Mysteries
that other Hermetic magi have been unable to replicate.
Common Magics: There is a tendency to study any of Creo (Create) (or Perdo (Destroy) but
usually not both), Intellego (Discover/Know), Rego (Control), Corpus (Body),
Imaginem (Illusions), Mentem (Mind), and Vim (Magic).
Notes: Criamon magi are more likely to experience Twilight but also more likely to have a
good experience from it.
Example concepts: Mystic, monk, pious follower, demon hunter, warrior, avenger

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EX MISCELLANEA
Founded by Pralix, an apprentice of a necromancer who contined her studies under Tytalus
and was initiated into House Tytalus as a full maga, this is the both the largest House in the
Order, the least cohesive, and the least respected. The reason for this is seen in its name and how it was founded. Pralix, at the time a pupil of Tytalus, led a group of disparte hedge
wizards and magical traditions to war against a non-Hermetic warlock known as Damhan-Allaidh,The Spider', who had constructed his own group of followers to fight against the Order.

Eventually victorious, although many of the Order of Hermes who had sworn to fight in the
battle had either retreated or left, Pralix took a look at her coalition of hedge wizards whose
powers were considered too paltry for the Order, followers of magical traditions and ways
who were disrespected for their traditions that had nothing to do with Rome, and those
formerly persecuted by the Order and formed her own order, Ordo Miscellanea, to possibly
serve as a counter weight to the Order of Hermes. Many called for the destruction of Pralix
and this order but cooler heads, noticeably Hariste, the successor to Tytalus, and Trianoma,
who came from a pagan, cthonic magical tradition herself, argued for the inclusion of these
wizards as their own separate House.

Doubling the size of the Order when it joined, House Ex Miscellanea has kept up its size and variety of magics with practitioners ranging from holy magicians to pagan cthonic mages to magical traditions from exotic lands. This makes it both the most versatile house but also the least cohesive with each tradition identifying mainly with their own tradition. If there is a mage whose magic does not fit within the Order and the mage wishes to join, a home can be found for them here.
Notes: In addition to the regular allotment of Virtues and Flaws, magi from here pick
up a Major Virtue, a Major Hermetic Flaw and the regular one point virtue which is not
uniform but rather specific to their tradition.
Common Magics: It is impossible to make any generalizations about the magics studied
by the House. The magical traditions in the house have their own varying practices.
Concepts: Beast Master, Storm Mage, Diviner, Life Stealer, Entrancer, Diviner, Giant magi, Fertility Mage, Witch of Thessaly, Summoner, Banisher, Siren, Magical Bard, Fey Mage, etc

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FLAMBEAU
Founded by the Flambeau, the preeminent fire mage of his time, the followers of Flambeau
are warriors and knights. An honorable, independent, adventerous and brave warrior,
Flambeau set forth the ideals that his followers emulate. While many Flambeau are
passionate and the House is heavily involved in life, its followers are currently divided
with tensions between the Christian, Muslim, and Roman Pagan members of the House.
Common Magics: Ignem (Fire) is the most popular with Perdo (Destroy) being in
second place although all magic that allows one to overcome an opponent is in high usage
within the house.
Notes: Status in the House is determined by magical combat, tourneys, and other ways to
display magical combat prowess.
Example concepts: Enforcers for the Order, Crusaders, Demon Hunters, Exorcists, Duelists,
Champions, Mercenaries, Adventurers, Statesman, Oraters, Hunters, Dragon Slayers,
Brigands, Outlaws

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GUERNICUS
Founded by the principled Terram magus Guernicus, his followers attempt to emulate his
path. A cynic who thought the Order was doomed without a legal code that would allow
for the magi to work together, Guernicus was charged by Trianoma to create the Code of
Hermes; a legal document that outlines what are crimes and punishments. It is also from
House Guernicus that the majority of the Quaesitori, the judges and lawyers, of the Order
of Hermes come from. Involved in maintaining the security of the Order, those who break
the Code dread the eyes of the Quaesitori as they are said to have secret investigation
magics of which the other magi know nothing about.
Common Magics: Intellego, Mentem, Vim, Terram
Notes: The Guernicus are mainly, but not all, Quaesitori and they do have access to Quaesitori
magic.
Example concepts: Judge, scholar, investigator, enforcer of the Code, lawyer, spy

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JERBITON
If House Bonisagus can be said to display the pure intellect of the Order of Hermes, House
Jerbiton represents the beauty of magic and the Order. House Jerbiton is the most involved
in mortal affairs of any of the Houses. Founded by a descendant of a Roman soldier who was given land in an isolated Alpine valley, Jerbiton was both a expert in art and reknowned for his mastery of magic that affects the mind and illusions.

Tied to ideals formed in the Eastern Roman Empire (which became the Byzantine Empire), House Jerbiton binds its members together not though a political structure but through a culture. A great emphasis is placed on living tastefully, pursuing art and education, seeking beauty, and travel.

It is to be noted, however, that there are many Jerbiton who are very skilled in
intrigue and this is the House that keeps pushing the definition of what it is to interfere
with the mundanes. The House also regularly forms leagues of magi with similar goals and
desires to help each other achieve these goals. The Fall of Constantinople to Christian
crusaders has shook the House, however, and it is rumored that House Jerbiton is now more
involved in taking a proactive approach to mundane civilization and guiding it than it had
before. While there are magical traditions that are more spiritual, on the House level
House Jerbiton has the most spiritual magi as befitting the House most concerned with
mundane affairs.
Notes: The most prized virtue for the House, bar none, is the Gentle Gift. Other than that,
virtues relating to creativity, expression, and scholarship are also highly valued.
Common Magics: While Jerbiton magi have a wide diversity in their practices, many study Imaginem and Mentem magics. However, any magics that would help Jerbiton create art,
interact with the mundanes, or aid them in urban life would be studied.
Example concepts: Dilettante, artist, lawyer, politician, mundane scholar, bard, minstrel,
wanderer, monk, cult leader, author

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MERINITA
The followers of Merinita were founded by a nature maga, Merinita, but owe their current
chaotic structure more to Quendalon; the magi who returned from the homeland of the Fey
and converted most of the House to the study of faerie magic. With their study of faerie
magic, these magi are able to duplicate many of the feats of magic the faeries produce but
Hermetic magic has not learned to incorporate yet. The followers of Merinita study the fey
where they can from the weak brownies and spriggans to pagan gods such as Zeus, Apollo, and
Chernebog. Many of these magi are descended from the fey, including those who are
descended from the old gods.
Common Magics: All magics are found within Merinita but Imaginem (Illusions) definitely
has its adherents.
Notes: An apprentice to Merinita needs to have a tie to Faerie, such as faerie blood or
being touched ('warped') by Fey in order to learn the House Virtue.
Example concepts: Faerie raised mage, diplomat to the fey, researcher, explorer, poet,
dreamer, worshipper of an ancient god

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MERCERE
A house of heralds, heroes, mercenaries, and merchants House Mercere is both exotic but
traditional, loyal but self-centred and proud but humble. Founded by Mercere, a Mercurian
mage with great knowledge of fertility rites, its Founder lost his Gift and became unable to
work magic after joining the Order. There are two groups of Mercere in the house, those
without the Gift and those with the Gift. Those without the Gift serve as the backbone of
the Order of the House, delivering messages to Covenants, learning about news and
informing the Order, and trading and discovering sources of vis. Those with the Gift help
support the Order and their House through both their traditional magic and their work on
magic descended from the Mercurian magi, their exploration of the magics associated with
the Roman gods, and their helping the unGifted find descendants of the gods and heroes of
legend.
Common Magics: Each Mercere magi has their own interests but those that can manufacture
magical items, longevity rituals, and aid in the duties of House Mercere see more usage.
Notes: The section on House Mercere has Heroic Virtues and Flaws that can also be taken
by magi of any House IF they have mythic blood. There are magical virtues specific to House
Mercere and the unGifted members of this House are Companion characters; only those
with the Gift are magi.
Example Concepts: Messenger, Shapeshifter, Animalist, Champion, Healer, Rogue, Teacher,
Scholar, Researcher, Explorer, Wanderer, Seeker of Ancient Mysteries.

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TREMERE
If the followers of Flambeau can be said to be warriors, the the followers of Tremere are the
soldiers of the Order of Hermes. This House, founded by Tremere, an apprentice to a
necromancerr along with Tytalus and Pralix, has a hierarchical order and is the most well
organized, efficient, and militarily formidable House of the Order. Apprentices are measured
by their capacity to serve as a soldier in times of crisis and these magi are expected to remain battle worthy. The followers of Tremere tend to be practical, disciplined, and ready for war. They are also decidedly secular as the Tremere view the gods as swindlers who will take from their followers and then abandon them. While there are many that follow the Christian religion asa god that has sacrificed for their folowers is an inversion of most practices, the House as a whole is non-spiritual and any successful Tremere places their House above any other master.

While many are leery of Tremere as their Founder unsuccessfully attempted to rule the
Order, House Tremere has proven itself through its bravery and duty to the Order since.
Known as diligent and reliable, a Tremere will follow through with any agreements made as
they are a representative of their House and the House takes a dim view on those that would
damage its reputation (with unpleasant consequences to those who damage the House).
Common Magics:Popular choices are Muto (Change), Rego (Control), Animal, Corpus (Body),
Mentem (Mind) and Imaginem (Illusions). Tremere magi do have access to necromantic
magics as well. Commonly, Tremere have one strong Form and Technique accompanied by
another Form and Technique that is typically half as strong as their main focus.
Notes: Typically, House Tremere will ask for one season of service per year doing something
that will aid the House. In return, magi of House Tremere receive an amount of support that
is not seen in any other House (eg. longevity rituals, monetary and magical aid, being loaned
magical books and texts, etc). The House develops its loyal members. Also, before
being able to vote a Tremere must beat their parens in a contest of Certaman.
Example Concepts: Soldiers, Necromancers, Researchers, Experimenters, Champions, Duelists, Assassins, Spies, Lawyer, Politicians, Merchants, Explorers, etc. Basically any concept that would help the House as a whole is a viable concept.

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TYTALUS
There is no House in the Order of Hermes that embodies the concept that from adversity
comes strength as House Tytalus. Perceived as troublemakers, cunning politicians, and
masters of clandestine plots, the followers of Tytalus are all of this and more.

Founded by Tytalus, a leper who was apprenticed to the same necromancer as both Tremere and Pralix, and Tytalus brought his command of magic, his skills at intrigue, and his cunning at politics to the Order.

Tytali magi seek conflict not because of malice or envy, but rather because conflict is how they believe one perfects the self. Other magi find them hard to understand as Tytali magi will engage in intrigue and plots against each other that non-Tytali would only do to hated enemies and then greet each other with genuine love and affection.

House Tytalus is also the only House to have dual House membership as Tytali have
been known to torment other magi, and when those magi strike back, to announce that the
tormented magi has just been awarded membership in House Tytalus and refer to the magi
as a Tytalus much to the vexation of the magi who has been given this often unwanted honor.
For all of this, House Tytalus is also the House that gives the most attention to equality as
prestige in the House comes not from race, sex, social class, economic status, or any such
distinction but rather from the capabilities of its members.
Common Magics: House Tytalus is too diverse to form any generalizations. With that
said, there is a lineage of magi who are also all lepers who show great skill in magic related
to Corpus (Body). There is also rumored to be a group within this House that deals with
powers that were old before the ancient gods came to be.
Notes:The leper magi lineage is actually a major Hermetic virtue. Tytali also have virtues
specific to their House that aid them with Intrigue.
Example Concepts: Spymaster, Plotter, Assassin, Lawyer, Theologian, Politician,
Warrior, Hunter. Any concept that involves seeking out conflict will fit within this House.

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VERDITIUS
Master enchanters who can trace their magic back to the ancient Greeks who learned their
smithcraft from Hephasteus, the god of smiths, House Verditius is reknowned for being
able to create magical items that are more powerful than the other Houses. Crafts mages
first and foremost, smiths of all types, architects, boat builders, book binders, jewelers,
masons, sculpters and all other types of craftspeople and many artists can be found in this
House. This versalitity and powerful enchantments stem back from the skill of their
founder, Verditius, who had ten magical rings that were reknowned to be the most powerful
magical items made by a mortal mage. The followers of this House take after their founder
with their skill at their chosen craft. It has been noted, however, that their Founder perished
at the end of a vengeance ridden plot and his pride and intrigue also grow to affect the
members of this House.

As well, the followers of this House have inherited their Founder's needto use casting tools to cast spells other than enchantments that no other Hermetic House needs and many members of this House are particularly bad at spontaneous spellcasting. Their skill at enchantments cannot be denied, however, and their magical items are the most in demand.
Notes: Taking full advantage of their House virtue requires taking a Crafts skill. Without
this Craft skill, these magi have relatively very few advantages.
Common Magics: All magics are needed to create the most versatile amount of enchanted
items. With that said, many Verditius do specialize with the sub groups within this House
specializing in Terram (Earth), Ignem (Fire), Imaginem (Illusions), and Mentem (Mind).
Example Concepts: Smith, warrior, trader, merchant, artist, boat builder, architect,
tailor, book binder, illuminator, etc. In addition to crafts, House Verditius has magic
rooted in ancient practices that they explore.

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Bueller? Bueller? Anyone?

Seriously, does it seem like these descriptions would be helpful for new players? Is there something I'm missing? Does it all look decent?

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There isn't anything obvious missing. It's down to how much you think your players want to read versus how much they need to get a handle on the houses.

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Whether they are useful or not depends very much on the saga the newbies are preparing for. It depends on how much you tailor the story to the houses and character backgrounds, and it depends on whether they are stuck with the choices for many gaming years, or if they will start over after having made their beginner's mistakes.

I miss the distinction between Mystery Cults and other houses. To me it is important to emphasise, because a player not reading up on the mysteries ahead of time will often find their magus maldesigned. Players who want to read less may want to avoid mystery cults.

Other than that, I do not see any omissions. I prefer to talk to new players, though, rather than giving them written descriptions. What they need to know depends very much on what they want from roleplaying.

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Thanks everybody for the feedback!

I found them all concise, inspiring and totally worth stealing :grinning:

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I'm glad to hear that!