House Dynami

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One of eleven Houses in Sornieth.

## House Colours

* **#1D2224**
* **#73C4C4**
* **#2B768F**

## Members

> "*I wanted to live the life, a different life. I didn’t want to go to the same place every day and see the same people and do the same job. I wanted interesting challenges."*
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House Dynami love to explore with their hands and their eyes, touching and examining the world around them with cool rationalism and spirited curiosity. Moving from project to project, building the useful and the superfluous for the fun of it, and learning from their environment as they go. Often mechanics and engineers, House Dyanmi find no greater joy than in getting their hands dirty pulling things apart and putting them back together, just a little bit better than they were before.

> *"I never set out to be weird, and yet..."*
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House Dynami explore ideas through creating, troubleshooting, trial and error and first-hand experience. They enjoy having other people take an interest in their projects and sometimes don’t even mind them getting into their space. Of course, that’s on the condition that those people don’t interfere with their principles and freedom, and they’ll need to be open to House Dynami returning the interest in kind.
House Dynami enjoy lending a hand and sharing their experience, especially with the people they care about, and they’ll often be seen as tomboys from a young age.

> "*Dare to differ."*
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While their mechanical tendencies can make them appear simple at a glance, House Dynami are actually quite enigmatic. Friendly but very private, calm but suddenly spontaneous, extremely curious but unable to stay focused on formal studies, they can be a challenge to predict, even by their friends and loved ones. They can seem very loyal and steady for a while, but they tend to build up a store of impulsive energy that explodes without warning, taking their interests in bold new directions. Rather than some sort of vision quest though, they are merely exploring the viability of a new interest when they make these seismic shifts.

House Dynami’s decisions stem from a sense of practical realism, and at their heart is a strong sense of direct fairness, a "do unto others" attitude. Instead of being overly cautious though, avoiding stepping on toes in order to avoid having their toes stepped on, they are likely to go too far, accepting likewise retaliation, good or bad, as fair play.

The biggest issue House Dynami are likely to face is that they often act too soon, taking for granted their permissive nature and assuming that others are the same. They’ll be the first to tell an insensitive joke, get overly involved in someone else’s project, roughhouse and play around, or suddenly change their plans because something more interesting came up.

> *"Nothing is as boring as everyone agreeing with you."*
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Most houses have much more firmly drawn lines on rules and acceptable behavior than they do. However, their tendency to explore their relationships through their actions rather than through empathy can lead to some very frustrating situations. People of House Dynami struggle with boundaries and guidelines, preferring the freedom to move about and color outside the lines if they need to.

House Dynami is an environment where they can work with good friends who understand their style and unpredictability, combining their creativity, sense of humor and hands-on approach to build practical solutions and things, building useful boxes – and admiring them from the outside.

## Skills and Equipment

In addition to the benefits of membership within a house, allegence to house Dynami provides:

* **Skill Proficiencies:** Investigation and Athletics.
* **Tool Proficiencies:** Tinkerer's Tools, and one other Artisan's Tools
* **Equipment:** A set of common clothes, one type of artisan's tools you are proficient with, a book on Engineering, a Tiny or smaller invention made by you, and a pouch containing 10 gp.
* **Unlock Feat "Incredible Inventor":** Your knack for creation has lead to you creating companion constructs. You may choose any beast with a challenge rating of 2 or less. The companion uses that beast's statistics, but are considered constructs. They don’t need to eat or breath, they are immune to poisoned/charmed/exhaustion and are immune to poison damage. The companion obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. Over the course of a long rest, you can repair a slain construct with 5gp if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the construct is beyond recovery, you may build a new one over the course of a week (8 hours each day) using 300gp of materials.

## Leadership

Energy is the spark of all life, and the mother of life's own creations... This quick thinking clan is a bundle of energy. The Dynami Clan generates much of its power from its own members and gains strength in numbers. Join the Dynami Clan if you enjoy working as a team with your fellow members. It's crowded, but undoubtedly electrifying.

## Other Houses

House Dynami's hands on approach lends them to be naturally close to other practicality focused houses like House Igneus and House Gryffindor. They also work well with House Crag.

On the other side of the spectrum, relationships with Houses with a much less physical approach to life such as House Sylvan and House Avia are much more difficult for House Dynami to maintain. Their relationship with House Zhentarim is often awkward, but some have managed to blend the crafts of engineering and magic.

### List of Houses

 House Avia House Crag House Dynami House Glacius House Greenleaf House Gryffindor House Igneus House Lucian House Nautica House Yaksha House Zhentarim