Dune Adventures in the Imperium: Building Your Noble House Step by Step
By Modiphius US | Published: 2026-09-14
Category: How-to Guides
Learn how to build a noble house in the Dune Adventures in the Imperium RPG with this step-by-step guide covering concept, domains, and campaign setup.
Quick answer
Building a noble house in Dune: Adventures in the Imperium is a collaborative, step-by-step process. Start with a shared house concept, then define your domains, choose traits and enemies, and finally create your characters. This guide walks you through each step so your group can start playing with a house that feels alive and tied to the Imperium.
In Dune: Adventures in the Imperium, your house is more than a backdrop—it's the engine of your campaign. Whether you're a first-time group or seasoned roleplayers, the house creation system ensures everyone has a stake in the story. This guide breaks down the process into clear, actionable steps.
You'll need the core rulebook, a session zero, and a willingness to collaborate. We'll cover concept, domains, traits, and character creation, plus tips to avoid common pitfalls. By the end, you'll have a house ready to navigate the dangerous politics of the Known Universe.
Step 1: Establish Your House Concept
Before you roll dice or assign traits, gather your group and decide on a unifying concept. Are you a minor house struggling for relevance, or a fading power seeking to reclaim glory? Your concept should answer three questions: What is your house known for? What is its current status? What is its ultimate goal? This foundation guides every later decision.
Avoid the mistake of skipping this step or letting one player dominate. The house belongs to everyone, so ensure each player contributes at least one idea. If you're stuck, think about the factions in Dune—do you want to emulate the honorable Atreides, the ruthless Harkonnen, or something entirely new? Write down a one-sentence summary to keep everyone aligned.
- Tip: Use the house creation questions in the core rulebook to spark discussion.
- Checkpoint: Can everyone state the house's goal in one sentence?
Step 2: Choose Your House Domains
Domains represent your house's primary assets and specialties—such as industry, military, politics, or espionage. In Dune 2d20, you'll pick a primary domain and a secondary domain, which grant specific benefits and define your house's strengths. For example, a house with a military domain might have a trained standing army, while a political domain gives you leverage in the Landsraad.
A common mistake is choosing domains that don't fit your concept or overlap too much. If your house is known for trade, picking 'Industry' and 'Politics' makes sense; picking 'Military' and 'Espionage' might feel disjointed. Discuss how each domain manifests in your house's history and current operations. This step also determines your house's starting resources and influence.
- Tip: Check the domain descriptions in the core rulebook for mechanical benefits.
- Checkpoint: Does each domain have a clear example of how your house uses it?
Step 3: Select House Traits and Enemies
Traits are descriptive tags that further customize your house, such as 'Honorable,' 'Ruthless,' or 'Innovative.' They provide narrative hooks and can be invoked for bonuses. You'll also choose an enemy house—a rival that opposes your goals. This adds immediate tension and gives the GM material for conflicts.
Don't treat traits as mere labels; they should influence how your house acts. If you're 'Honorable,' you might refuse to use certain tactics. Similarly, your enemy should be a genuine threat, not a paper tiger. Work with your GM to integrate the enemy into the campaign from the start. Avoid picking traits that contradict your concept or domains.
- Tip: Choose traits that create interesting dilemmas, not just bonuses.
- Checkpoint: Can you describe a recent conflict with your enemy house?
Step 4: Create Your Characters
With the house established, each player creates a character who serves the house. In Dune 2d20, character creation involves choosing a role (like Noble, Mentat, or Swordmaster), skills, and talents. Your character should have a reason to be loyal to the house and a personal goal that ties into the house's ambitions.
A frequent mistake is creating a character in isolation. Ensure your character complements others and fills a needed niche. For example, if no one has social skills, your house will struggle in political encounters. Also, remember that characters can be from different backgrounds—a house isn't monolithic. Use the house concept to guide your choices.
- Tip: Coordinate roles to cover combat, social, and exploration challenges.
- Checkpoint: Does each character have a connection to at least one other character?
Step 5: Launch Your Campaign
Once your house and characters are ready, the GM can start the first session. Begin with a situation that immediately involves the house's goals and enemy. This could be a diplomatic mission, a trade dispute, or a covert operation. The house creation process gives you built-in stakes, so use them.
Avoid the trap of a slow start. Jump into the action and let the players make decisions that affect the house. Remember that Dune is about intrigue and consequences; every choice should have ripple effects. Keep the house's traits and domains in mind as you play, and don't be afraid to invoke them for drama.
- Tip: Start with a scene that forces the players to act as a house, not just individuals.
- Checkpoint: Does the first session end with a clear next step for the house?
House Creation Checklist
- Define the House Concept: Gather your group and agree on a one-sentence summary of your house's identity, status, and goal. Checkpoint: Everyone can recite the house goal without looking.
- Pick Domains: Choose a primary and secondary domain that align with your concept and grant useful benefits. Checkpoint: Each domain has a concrete example of use in the house's history.
- Choose Traits and Enemy: Select traits that create narrative tension and define an enemy house that opposes your goals. Checkpoint: You can describe a recent conflict with the enemy.
- Create Characters: Build characters with roles and skills that complement each other and tie into the house. Checkpoint: Every character has a personal goal linked to the house.
- Start the Campaign: Begin with a scenario that puts the house's goals and enemy front and center. Checkpoint: The first session ends with a clear direction for the house.
Dune RPG Products to Enhance Your Game
- Dune - Adventures in the Imperium Dice Set: Arrakis Melange: A set of five custom twenty-sided dice, colored translucent blue with silver numbering, each carrying a custom symbol of Shai-Hulud on one face. These dice add thematic flair to your Dune 2d20 rolls and make it easy to spot the special symbol results that drive the game's momentum.
- Dreams and Machines: Setting Guide - Broken Steppes: A setting guide detailing the Broken Steppes, an arid and forbidding wasteland of dust and secrets in the Dreams and Machines universe. While not Dune-specific, this guide offers inspiration for creating harsh, resource-scarce environments that can inform your house's homeworld or the challenges it faces.
Building a noble house in Dune: Adventures in the Imperium is a collaborative journey that sets the stage for epic intrigue. Follow these steps, involve everyone, and let the house's story drive your campaign. With a solid foundation, your group will be ready to navigate the treacherous politics of the Imperium.


