There are nine great Houses in Antra. These ancient and extended families first became established as the stewards of the great estates of the Majzi, and later evolved into hereditary nobility when the estates were elevated to the status of provinces and their stewards likewise raised in position.
At this time, the nine Houses increasingly contest among themselves for power and position. Some seek the favor of the current Regent of Antra. Some believe in the Code of the Majzi and insist on upholding it. Others see times change and their own opportunities. Choosing the house which best fits one as a player is an important first step after joining. House loyalties and rivalries have provided the music for the Dance of Houses, as these fierce political battles are colloquially known.
To see a bigger map of the house territories, click here or on the picture above for a larger view. Desktop-sized maps may be obtained in Maps.
Many of their sons and daughters are sent to Antra for their education. These scions later serve officially in the kingdom's service, influencing things one way or another to the benefit of their own house (and the detriment of other house). Most members of house will be called upon at one time or another to serve the interests of their clan.
There are benefits, however, to offset any onerous service. Members of house may provision themselves from house kitchens at little or no cost. House libraries and armories have been built up through donations of other members for centuries, and from these stores boons and gifts are often granted. Title and land may be obtained for the most generous, supportive and active members.