Ever wondered what would happen if the sweeping, dynastic intrigue of Dune collided with the honor-driven culture of the Klingon Empire in Star Trek? That’s exactly the journey I embarked on, merging Dune – Adventures in the Imperium RPG, Star Trek Adventures 2nd Edition, and the Star Trek Adventures Klingon Core Rulebook (KCR) to craft a vibrant Klingon House. Along the way, I also used the Captain’s Log Solo RPG and Starforged Solo RPG to flesh out the world I was building.

My goal was ambitious: to take inspiration from Dune: The Great Game, Houses of the Landsraad (Chapter 4) and adapt its house management rules to create a long-lasting legacy for my Klingon warrior. While the KCR offers a foundation for crafting a Klingon House, I wanted to go further—delving into the intricate layers of dynastic drama we see in Dune.
This meant not just creating a simple backstory but designing a thriving House with industries, rivals, and systems for tracking its progress. The aim was to showcase the diversity within the Klingon Empire, reminding players that not every Klingon is a warrior, and to provide opportunities for periodic check-ins on how the House was faring economically, socially, and politically.
Houses Great and Small
Similar to Dune, Klingons have Great Houses. These are Houses akin to dynasties that have risen to such power that they have earned a seat on the High Council. These are much sought after positions. It takes decades of political posturing, back alley deals, favors, and power brokering to nab a seat for your House on the Council.

Major Houses hold power through a mixture of tradition and resources, often holding territories like star systems, planets and moons under their jurisdiction. Many Major Houses have existed for hundreds, if not thousands, of years. Great Houses seek to control and influence as many Major Houses as possible since being able to manage fleets and large populations can be key to succeeding with huge political gambits or triumphing in military campaigns.
Minor Houses are more plentiful than Major Houses. Most Minor Houses are attached to a Major House, though not required. A Minor House may control some smaller but significant resource, governing part of a planet, a small moon, based, or colony. They might manage a particular industry or be experts in a specific area of the arts or sciences. Minor Houses can be key to a Major Houses controlling their assets and interests.
Nascent Houses usually have a small land holding on a planet of the Major House they serve. They often have the goal of acquiring more land and/or growing their industry in order to become a Minor House.
New Houses can be created when a person gains enough resources, influence, or reputation to gain the notice of a Klingon High Council. Only Houses recognized by the High Council are considered legitimate. Great and Major Houses can endorse the creation of a Minor House.
The High Council, Great and Major Houses can also strip a House of its glory and honor, which usually includes absorbing its assets, resources, and wealth into itself or redistributing such to other Houses to pay off debts or to earn favors.
A character could be the ruler of a Minor House while serving in one of the roles of a Major House, like as a scholar or warrior. The ruler of a Major House could be viewed as a general, with rulers of Minor Houses serving as lieutenants during war campaigns.
As your House grows, it can move up the ranks with the goal of one day having a representative on the Klingon High Council!
Here’s the step-by-step process I followed to bring House Hoh’HurQ to life. Discover how you can adapt these ideas to add layers of depth and drama to your RPG campaigns.
Step 1: Creating the Legacy of House Hoh’HurQ
The foundation of any great character lies in understanding their roots. To craft a compelling Klingon warrior, I first focused on creating the House into which my character would be born. A person’s upbringing shapes their identity, whether they embrace or rebel against it. For my Klingon campaign, this meant designing a legacy that would carry influence, challenges, and drama.
While the Star Trek Adventures Klingon Core Rulebook (KCR) provides guidance on House Creation and Development, I wanted more depth. Specifically, I asked, what makes this House significant in the Klingon Empire? What industry defines its value and influence? The KCR offered a starting point, but I needed something richer.
That’s where Dune: Adventures in the Imperium came to the rescue. Using Chapter 3, “Creating Your House” (page 85), I imagined a Minor Klingon House with distinct domains:
- Primary Domain: Archaeology, focusing on uncovering the ancient origins of the Klingons and their ties to the Hur’Q. They serve as experts the Klingon High Council (or others) can call on matters of history, or to research the origin of artifacts.
- Secondary Domain: Data management, acting as a training center for data analysts and technicians. This positioned the House as a critical player in integrating Starfleet information technology with Klingon advancements—a key advantage in the post-Khitomer Accords era.
This strategic combination allowed me to build narrative opportunities that intertwined science, history, and politics. Archaeology, supported by expertise in Science (Understanding), could drive storylines about uncovering ancient Hur’Q artifacts, while the data management domain promised intrigue in technology and espionage.
Naming and Identity: House Hoh’HurQ
The House needed a name as rich as its purpose. I chose Hoh’HurQ (“Kill Hur’Q”), honoring Kahless’s mythic battle against the gods and the extermination of the Hur’Q.
Their quest for Hur’Q technology mirrored the Klingon Empire’s early history when stolen Hur’Q ships shaped their spacefaring legacy. By intertwining mythology with tangible goals, House Hoh’HurQ will be a vehicle for exploring the Klingons’ rich history and their ambitious future.
The resulting House is more than just a backdrop—it will become a dynamic force in the narrative, ready to inspire loyalty, foster rebellion, and provoke fierce rivalries.
Step 2: Defining the Home Planet and Roles for House Hoh’HurQ
With the legacy of House Hoh’HurQ established, I turned to the question of where this House would reside and how its members would fit into the narrative structure. Using the map provided in Star Trek Adventures Second Edition, I zeroed in on B’Moth, a planet on the Klingon Empire’s eastern borders. Its position offers strategic storytelling potential—a location at the fringe of Klingon territory, ripe for political and cultural tension.

The Traits of an “Old and Fallen” House

To add depth, I used the KCR probability matrix “House Status” and rolled Old and Fallen. This result sparked immediate intrigue: why was this House disgraced?
I envisioned a backstory tied to my character’s father, a QuchHa—the human-like Klingons resulting from the Augment Virus. This trait added a layer of social stigma, influencing both internal dynamics and external perceptions. My character, inheriting some QuchHa traits such as less-prominent ridges, became a symbol of both the House’s struggles and its potential resurgence.
Aligning Roles with House Dynamics
To flesh out the House’s structure, I borrowed from Dune’s Chapter 3 (page 85) and mapped its roles to Klingon traditions using a chart that aligned Dune’s roles with the KCR’s House Legacy roles (page 138). This hybrid approach allowed me to maintain the richness of Dune’s structure while honoring Klingon culture.
Here’s the comparison chart I developed. These titles could be interchangeable during gameplay.
| Role (Dune) | Legacy (Klingon) | Possible Focuses |
|---|---|---|
| Ruler | Head of Klingon House | Diplomacy, Klingon Politics, Lead by Example |
| Consort | Consort (or heir) | Bureaucracy, Persuasion, Rites of Succession |
| Heir | Heir | House Management, Student of War, Leadership |
| Advisor | Scientist/Engineer/ Spacefarer | Communications, Strategy, Federation Tactics |
| Chief Physician | Physician | Any medical focus |
| Councilor | Scientist/Spacefarer | Astronavigation, Galactic Law, R&D |
| Envoy | Spacefarer | Helm Controls, Piloting, Stellar Cartography |
| Marshall | Warrior | Security Protocols, Law Enforcement |
| Scholar | Engineer/Scientist | Archeology, Chemistry, Warp Field Dynamics |
| Spymaster | Warrior | Espionage, Stealth, Assassination |
| Swordmaster | Warrior | Martial Arts, Phasers, Bladed Weapons |
| Treasurer | Engineer/Scientist | Business, Resource Management, Trade Routes |
| Warmaster | Warrior | Fleet Formations, Squad Tactics, Strategy |
This chart gave me the flexibility to assign roles that aligned with the House’s domains of Archaeology and Data Management, while also allowing NPCs (and future PCs) to take on meaningful roles.
Flexibility and Adaptation
This framework encouraged customization. For example:
- A PC who’s an expert on Romulan technology could become an Advisor.
- A character familiar with Romulan subterfuge and machinations might instead serve as a Councilor.
- Focuses and talents can be tailored to fit a specific character’s expertise, ensuring every member of the House contributes uniquely to its legacy.
Step 3: Rivals, Drama, and Roles in House Hoh’HurQ

No great House exists without enemies, and for House Hoh’HurQ, I rolled an enemy. This enemy house would be at the rank of “Dislike” with the reason being debt. The result was the creation of House Krell, a Minor House with a grudge. Their animosity stems from a historical agreement: during the QuchHa’s time of shame, House Krell granted House Hoh’HurQ land on B’Moth to escape persecution. That debt remains unpaid, a constant source of tension.
To make matters worse, House Krell is tied to the Augment Virus that created the QuchHa, which makes the animosity between the Houses all the more personal. Krell also loaned Hoh’HurQ a spaceship, adding another layer of leverage over the House. This rivalry promises rich storylines centered on repaying the debt—or dealing with its consequences.
The Leadership Structure of House Hoh’HurQ
With House Krell established as an antagonist, I turned back to completing the leadership structure for Hoh’HurQ. Here’s what I developed:
- Ruler: My character’s father, Sogar, who is both disgraced and grappling with his QuchHa heritage.
- Consort: Currently vacant following the death of my character’s mother, leaving room for future drama.
- Heir: My character, the next in line to lead the House, navigating the weight of expectations and the family’s tarnished legacy.
Using Dune’s rules for Minor Houses, I could assign four additional roles beyond Ruler and Heir. I chose to add:
- Advisor: Lla’raan (she/her), a brilliant encryption and decryption specialist, essential for the House’s data management endeavors. I decided she will also be the daughter of RoTaQ, the character I am rolling up.
- The remaining roles I left open, giving players the option to step into those positions as fellow members of House Hoh’HurQ.
Some Other House-Related Housekeeping
(Refer to GG)
- Status: Respected 25 (page 90). They have the House trait of Faithful, so this is the basis of their reputation.
- Military Power: Ground Defense (Difficulty 2, Wealth Upkeep 10) This is enough to dissuade most ground-based assaults, but a significant strike force or invasion fleet would probably wipe them out. They only have one ship to their name.
- Population: Loathing (Wealth Upkeep 5). In addition to being QuchHa’, they also focus on sciences instead of being warriors. The population doesn’t hate them, but they do not regard them as significant and might be easily influenced by a more powerful or ruthless leader. Many are looking for a better life and honor.
- Lifestyle: Poor (Wealth Upkeep 5) House Hoh’HurQ devotes most of its energies on research. They live a middle-class existence and advanced technology is hard to come by. Favors go farther than their funds.
Integrating Players into the House
As the GM, my goal is to create an immersive experience where the players feel invested in the politics and drama of Klingon culture. To achieve this, my character, the Heir, will remain an NPC. This allows me to steer the narrative while ensuring players have agency to either join the House or forge alliances with it.
This setup invites players to explore the dynamics of Klingon society—honor, rivalry, and intrigue—without feeling constrained. Whether they align with House Hoh’HurQ or operate as independent agents, the richness of the House’s story will draw them into the campaign.
Next Step: Designing the Heir
With the House structure and rivalries in place, it was time to create the Heir—the NPC who would embody the promise of a brighter future for House Hoh’HurQ while bearing the scars of its past. This character would serve as a source of drama and stakes for the campaign, bridging the gap between the players and the House’s overarching narrative. (In the game I will be running, this character will serve as an NPC captain. Give my players a position to vie for. 😈)
Step 4: Crafting the Heir and Adapting Mechanics
To breathe life into the Heir of House Hoh’HurQ, I turned to the BC Holmes Character Creator for Star Trek Adventures (STA). This online tool provided a strong foundation for creating my Klingon character, RotaQ.
While the STA sheet offered great depth, I quickly realized it needed to be translated into a format more aligned with the cultural and educational structure of Klingons in 2293.
Translating to a Dune-Compatible Sheet
The STA character sheet assumes that characters are Starfleet-trained, with six core departments: Command, Conn, Engineering, Medicine, Science, and Security. However, Klingons of this era—especially those from noble Houses—are shaped by the industries and traditions of their lineage rather than Starfleet Academy. Some enter the Klingon Defense Forces (KDF) for military training, while others, like members of House Hoh’HurQ, inherit specialized roles within their House’s domains.
To better reflect this cultural difference, I adapted the character to Dune’s Drives and Skills system. This allowed for nuanced storytelling while retaining STA’s mechanical integrity for specific scenarios.

Example of Using Drives and Skills from Dune:
- Arguing with a Parent: RotaQ might use Duty (Drive) + Understand (Skill) to reason with his father, Sogar, about supporting the Khitomer Accords.
- Space Confrontations: Facing off against a Federation captain, RotaQ may switch to STA mechanics, utilizing Presence (Attribute) + Command (Department).
Mixing Mechanics between Dune and STA:
- Convincing a Rival House: Use Truth (Drive) + Engineering (Department) to prove that a Starfleet scientist understands warp engines better than Klingon peers.
- Barroom Intimidation: Combine Presence (Attribute) + Battle (Skill) to intimidate Starfleet cadets trying to pick a fight.
This hybrid approach allowed for flexibility in gameplay, ensuring players could seamlessly shift between systems depending on the narrative needs.
However, I would stipulate that when dealing with Klingon matters with fellow Klingons only the Dune stats would apply.
Rolling Up the Ship for House Hoh’HurQ
No Klingon House is complete without a ship to call its own. Going back to BC Holmes Character Creator for Star Trek Adventures (STA), I generated a vessel that would be functional enough to support its missions. The ship became a physical extension of the House’s legacy—its scars and strengths reflecting the struggles and triumphs of its people.
Why This Approach Works
By integrating Dune’s Drives and Skills with STA’s Attributes and Departments, I created a dynamic system that honors Klingon culture while preserving gameplay variety. RotaQ and his ship are not just tools for storytelling; they are living representations of House Hoh’HurQ’s past, present, and future. This flexibility also provides opportunities for players to experiment with mechanics, enriching their immersion in Klingon politics and honor-bound drama.
Step 5: Developing the Homeworld and Campaign Structure
This jungle-covered planet became a critical backdrop for the campaign, offering both rich storytelling opportunities and tactical challenges.
B’Moth: A Planet of Wonders and Struggles

B’Moth is a habitable jungle planet characterized by breathtaking natural features:
- Massive Canyons and Sinkholes: These dramatic geological features make for unique exploration opportunities and defensive strongholds.
- Jungle Settlements: Thousands of communities, tucked along the canyons and hidden within dense foliage, form the heart of B’Moth’s social fabric.
- Social Stratification: The planet has a distinct hierarchy, primarily because it became a refuge for QuchHa and their descendants, resulting in a history of shame and marginalization.
Governance on B’Moth falls to House Veq’BaH, a Major House with two primary domains:
- Cargo Ship Construction: Essential to Klingon trade and logistics.
- Magnesite and Tellurium Mining: Vital resources for both economic and military pursuits.
House Hoh’HurQ exists as a Minor House under Veq’BaH’s jurisdiction, navigating this stratified society while striving to reclaim its honor and influence.
Facilities and Strategic Assets
Using GM prerogative, I gave House Hoh’HurQ several starting facilities to enhance storytelling and gameplay:
- Universities of Archaeology: Supporting the House’s primary domain.
- Data Management Training Camps: Key to their secondary domain of technological expertise.
- Mines: Two mining facilities providing a steady—if modest—income.
- Military Base: Equipped with sentries and shielding to defend the House’s interests.
- Hur’Q Museum: Highlighting their archaeological pursuits and cultural legacy.
- Pleasure District and Space Port: Offering both economic opportunities and a means to foster political connections.
For added intrigue, I included a hidden storage facility near the ruler’s stylish appointment to house the House’s wealth, setting the stage for possible heists or betrayals.
House Management: Drama Between Missions
To keep the campaign dynamic, I implemented periodic House Management sessions, inspired by Dune: The Great Game (Chapter 4). These sessions allow players to track the economic, social, and political progress of House Hoh’HurQ while creating dramatic interludes.
During these sessions, players might encounter:
- Political intrigue, such as rival House machinations.
- Economic challenges, like managing mining operations or trade disputes.
- Social drama, such as assassinations, betrayals, or romantic entanglements.
Campaign Structure
Here’s how the campaign flows, integrating Klingon politics with action-packed adventures:
- House Management Session: Begin with “News from the Empire,” highlighting political updates and House events.
- Mission Selection: Play through an STA module or mission brief to advance the story.
- Rewards and Penalties: Assign consequences for success or failure based on KCR Reputation rules (page 130), supplemented by custom, homebrew effects impacting the House.
- Follow-Up House Management Session: Reflect on mission outcomes and adjust the House’s status.
- Repeat Steps 2–4: Continue building the legacy of House Hoh’HurQ while exploring new challenges.
Endless Potential for Drama
By weaving Dune’s legacy mechanics with Star Trek Adventures, this campaign offers an engaging mix of intrigue, exploration, and action. Whether through the jungle canyons of B’Moth, the halls of the House’s universities, or the corridors of a Klingon starship, every moment is steeped in the drama of honor, rivalry, and ambition.
Watch for Inspiration
If you’re curious about melding Dune’s mechanics with Klingon culture, check out episodes of Continuing Missions, where we delve into these themes and more. Qapla’!


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