The character creation rules in Traveller allow for the possibility of one of the PCs being from, or rising into the ranks of the Imperial Aristocracy. I suspect the authors had in mind Poul Anderson's stories of Dominic Flandry and his beloved Terran Empire in developing the setting for Traveller this way.
As I have noted elsewhere on this blog, the rules are sketchy on what it means to be of the Nobility. There is a table of noble titles correlated to SOC scores, and a vague paragraph about owning land. How much? Does it mean the PC has political power? Does this give the PCs access to more money?
Nobles are the movers & shakers of the Imperium, and above the rank of Baronet the titles are inheritable, which means that there are Noble families who are & have been in the business of running things. Erin Smale at the Welsh Piper blog wrote up some tables for generating Noble Houses in a fantasy setting. He's allowed me (Thanks, Erin!) to adapt those tables for the Far Future of the 3rd Imperium - and they can be easily tweaked for a non-OTU setting. Also check out the link (on the WP page too) to Inkwell Idea's Design a Coat of Arms studio!
The tables are:
- Head of House
- Influence
- Loyalty
- Holdings
- Recent Activity
- Current Ambition
- Family Secret
Head of House (1d6)
1 Young
2-4 Adult
5-6 Retired
Young: The age of majority may be different in the Imperium, but whatever it is, the person currently holding this position hasn't made it yet. Usually there is a regent (family member or not) making the decisions.
Adult: This character can be generated by using the modified Noble career tables I wrote up here. Cap generation at 7 terms.
Retired: This character can be generated as with Adult, but ignore re-enlistment rolls until term 8. Roll 4+ on 1d6 for the Head of House to be using anagathics.
Influence (2d6)
Knight: DM -3 Baron/Baronet DM -2 Marquis DM +1 Count DM +2 Duke DM +3 Archduke DM+4
2-
|
None
|
8
|
Jump-2 range
|
3
|
None
|
9
|
Jump-3 range
|
4
|
Regional
|
10
|
Jump-4 range
|
5
|
Continental
|
11
|
Subsector-wide
|
6
|
Continental
|
12
|
Sector-wide
|
7
|
Planetary
|
13+
|
Emperor’s Adviser
|
Houses that have influence above the Continental level are likely to have smaller Houses in their sphere of influence; either as direct vassals, or by other means determined by the referee.
Loyalty (1d6)
1 Completely Loyal to the Imperium
2 Loyal to the Imperial Status Quo
3 Loyal to the Imperial Status Quo
4 Loyal, but seeking change
5 Would support a rebellion
6 Engaged in rebellion (overt or secret)
Holdings
Rank
|
Charge
|
Typical estate
|
Typical value
|
Knight
|
-
|
-
|
-
|
Baronet
|
-
|
10 sq. km
|
MCr5
|
Baron
|
Part of world
|
100 sq km
|
MCr50
|
Marquis
|
One world
|
1000 sq km
|
MCr500
|
Count
|
Several worlds
|
10,000 sq km
|
MCr5,000
|
Duke
|
Subsector/sector
|
100,000 sq km
|
MCr50,000
|
Archduke
|
Domain
|
Entire world
|
MCr500,000
|
Recent Activity (2d6)
2
|
Political Scandal
|
8
|
Usual social/political
activity
|
3
|
Put down a revolt
|
9
|
Gained new holdings
|
4
|
New heir to the title
|
10
|
Lost holdings
|
5
|
Brokered a new trade route
|
11
|
Conflict with another
house, locally resolved
|
6
|
Usual social/political
activity
|
12
|
Conflict with another
house, Imperial
|
7
|
Usual social/political
activity
|
Forces called in to settle
|
Current Ambition (2d6)
2
|
Recover from a financial
loss
|
8
|
Gain wealth
|
3
|
Gain Imperial favor
|
9
|
Develop local culture and
arts
|
4
|
Settle a new world
|
10
|
Resist encroachment on
their holdings
|
5
|
Drive out pirates
|
11
|
Increase land holdings
|
6
|
Increase area of influence
|
12
|
Create their own Empire
|
7
|
Maintain the status quo
|
Family Secret (1d6) If loyalty is 6, DM +3
1 Psionic talent
2 Religiously unorthodox
3 None
4 Piratical connections
5 Criminal connections
6 Extra-Imperial ties
7 Rebellion
Psi talent: Some or all members of the family are psionics. The family supports the local Psionic Institute.
Religiously unorthodox: The family is devout in an agnostic/atheist society, or atheistic/heretical in a religious society. (See my post here about a Religion Index for Traveller worlds).
None: This family keeps to the morals and manners of their society.
Piratical connections: The family does business with, or provides cover for pirate crews.
Criminal connections: The family has ties to the criminal underworld networks in their area of influence.
Extra-Imperial ties: The family has unacknowledged ties with a political power outside of the Imperium.
Rebellion: The house is engaged in overt or covert rebellion against the Imperium.
Why should you do this? Defining noble houses develops your campaign setting, giving it texture, a bit more 'reality', and most importantly, gives the referee lots of potential patrons, allies, opponents and political events to build adventures upon. A noble house has a story, that can become part of the PCs stories.
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