ASoIaF RPG - House & Lands Homebrew - BTB Edition
ASoIaF RPG - House & Lands Homebrew - BTB Edition
ASoIaF RPG - House & Lands Homebrew - BTB Edition
Introduction
So, why the house rules for house creation? Because I'm an incorrigible tinkerer, mostly. There
are tons of little bits of the existing house creation that I feel were untapped, or don't sync well
with what's presented in the novels. I doubt my version will do better for everyone, but it covers
most of the gaps that I see.
I'm also self-aware enough to realize that this is being written partly because I always get
screwed on my own rolls when designing a house, and these rules remove the random factor.
You may very quickly get the niggling feeling that a lot of this seem familiar. That's intentional. A
lot of it is modeled off the character creation system for ASoIaF RPG - just like that system can
make (arguably) balanced characters young and old, from slave to king, my hope is that this
system can make (arguably) balanced houses newly raised or surviving from the Age of Heroes,
from landed knights to the Royal House seated on the Iron Throne... and possibly even other
organizations, such as the Night's Watch or the Iron Bank of Braavos.
Document History
Aegon the Conqueror Initial Draft
Edition
Bran the Builder Edition Changes to Defense Holdings, Banner Houses, some
Realms Benefits, added more Legacies, clarified Espionage
actions and defenses, changed Infamous Dungeon into a
Defense Holding (specifically, Donjon)
Table of Contents
Introduction
Lack of Random Tables?
Document History
Table of Contents
House Creation
House Creation Process
Step One: The Realm
Step Two: House Age
Step Three: House Resources
Step Four: Legacy Points, Legacies, and Tragedies
Step Five: Holdings
Step Six: Details
Legacies and Tragedies
Legacies
Tragedies
Holdings
Defense Holdings
Influence Holdings
Land Holdings
Law Holdings
Population Holdings
Power Holdings
Wealth Holdings
The House In Action
Resource Tests and Passive Values
House Fortunes
Adventuring
House Actions
Warfare
Starting Equipment
Commanders and Orders
Orders
Resolution and Consequences
Special Equipment and Siege Equipment
Destiny & Qualities
Destiny Points
Benefits
Drawbacks
Example Houses
House Targaryen of Dragonstone
House Arryn of the Eyrie
Faith of the Seven
House Creation
House Creation Process
Step One: Choose Your House's Realm
The choice of a realm should mainly be for narrative purposes, but there are some mechanical
advantages to each that are meant to encourage the stereotypical houses of that domain.
Note, much of this document is heavily skewed towards the Vale, particularly during the Wars of
Conquest conducted by Aegon Targaryen - that’s due primarily to the fact that they were initially
written up for a game in that setting, but they have been expanded to include other realms and
timeframes. Note that a Narrator using these homebrew rules might need to rename the Lieges
for the various realms.
There are tons of sources that describe these places in more detail than I'll go into here, but to
summarize:
Dorne
A desert land as yet unconquered by Aegon, and home to those of Rhoynar blood.
Liege: Princess Mariya Martell, Princess of Dorne, called the Yellow Toad
Benefit: Houses from Dorne reduce the Discipline of their Power Units by 3.
Dothraki Sea
A vast plain of multicoloured grass, home to the nomadic and savage and passionate Dothraki.
Liege: None
Benefit: Houses from the Dothraki Sea that have at least 1 Power invested into Horse are
considered to have 1 extra Power invested.
Dragonstone
The lands under the sway of former Valyrian Houses - Dragonstone, Driftmark, Massey's Hook
and Crackclaw Point.
Liege: Aegon Targaryen, King of the Seven Kingdoms, although he is like to move his seat to
the Aegonfort.
Benefit: Houses from Dragonstone that have at least 1 Power invested into Warships are
considered to have 1 extra Power invested.
The North
All the vast lands from the Neck to the Wall, sparsely populated and hewing closely to the ways
of the First Men.
Liege: Torrhen Stark, Lord of Winterfell and Warden of the North.
Benefit: Houses from the North add 2 to the number of domains gained from investing Lands
resources in Terrain Holdings.
The Reach
The fertile south of the Seven Kingdoms, and home to the center of the Faith of the Seven and
the Maesters of the Citadel.
Liege: Lord Harlen Tyrell, Lord of Highgarden and Lord Paramount of the Mander
Benefit: Houses from the Reach may convert Green Horse Units into Trained Horse Units at a
3:2 ratio instead of 2:1.
The Riverlands
The fertile heartlands of Westeros, surrounding and emptying into the Trident.
Liege: Edmund Tully, Lord of Riverrun and Lord Paramount of the Trident
Benefit: Houses from the Riverlands gain a free Stream feature in each domain, and reduce the
House Fortunes penalties from Communities by 1.
The Stormlands
A mountainous and wooded realm of savage weather off Shipbreaker Bay, the lands of the
Storm Kings of old were among the first taken by Aegon.
Liege: Lord Orys Baratheon, Lord of Storm's End and Hand of the King
Benefit: Houses from the Stormlands add their commander’s Will to the Combat Defense bonus
when defending their Defense Holdings.
The Westerlands
A hilly and wealthy region of ports and mines, although constantly under threat of the Ironborn
and the armies of the Reach.
Liege: Loren Lannister, Lord of Casterly Rock and Warden of the West
Benefit: Houses from the Westerlands increase the bonuses to House Fortunes tests from
Wealth Holdings by +1.
Valyria
A broken and ancient land that once dominated Essos. Post-Doom, this realm may not be
chosen as a House's main Realm, but is included for those who are immigrants from Pre-Doom
Valyria.
Liege: None
Benefit: You grant your liege an additional +1B on his House Fortunes tests. You gain an
additional +1 to House Fortunes for each of your Banner Houses.
New
The House is brand new, founded no more than a few years before the chronicle begins, and
likely still led by its first Head of House. A New House gets 10 points to allocate to its starting
resources, and 7 Legacy Points.
Recent
Founded up to four generations before the chronicle begins. The House has existed long
enough that other Houses accept their presence, and more than one member likely figures in
some way of at least the local history. A Recent House gets 15 points to allocate to its starting
resources and 6 Legacy Points, but must start with 1 Tragedy.
Established
Founded up to ten generations before the chronicle begins. The house has strong ties to many
of the other houses in its realm. An Established House gets 20 points to allocate to its starting
resources and 5 Legacy Points, but must start with 2 Tragedies.
Old
Founded up to a thousand years before the chronicle begins. The house is among the most well
known (if not still powerful) of its realm, likely even having ties with well known houses of other
realms. An Old House gets 25 points to allocate to its starting resources and 4 Legacy Points,
but must start with 3 Tragedies.
Very Old
Founded up to six thousand years before the chronicle begins, possibly one of the first Houses
formed after the Andal Invasion. It is one of the houses that steered the way for culture and
reputation for its realm. A Very Old House gets 30 points to allocate to its starting resources and
3 Legacy Points, but must start with 4 Tragedies.
Ancient
Founded in the mythical times of the Age of Heroes, more than ten thousand years before the
chronicle begins. They were likely kings themselves at one point, if only of a petty kingdom or
two. An Ancient House gets 35 points to allocate to its starting resources and 2 Legacy Points,
but must start with 5 Tragedies.
Step Three: House Resources
As with the standard rules for Houses, each house has seven resources. The difference, here,
is one of scale and scope. Each resource is measured on a scale from 0 (non-existant) to 7 or
more. Sound familiar? Well, it's a bit different. 7 is not an absolute cap, and many Houses will
go well above those numbers.
Those points you get from the age of your house? Spend them here on a 1:1 basis. Sure, you
may want to cheat and look ahead at the holdings to get an idea of what you want where. That's
cool. I'll wait.
Ok. That may have been a bit overwhelming. Hope you're still following. Just note that for most
of these, there's a geometric growth of sorts. There is no minimum amount of points you must
assign to a Resource, nor is there a maximum. You may not voluntarily reduce a resource below
0 in order to gain additional points, however, several Resources have zero-investment Holdings
that increase a Resource at some other ongoing cost.
Defense
Used to invest in defensive structures and fortifications. 0 means your House has no home. 1 is
enough for a tower and some outbuildings. The Eyrie comes in at 3.
Influence
Used to invest in your House's position and securing good relations with other Houses. 0 is
smallfolk or minor merchants. 1 is enough to be a landed knight. 8 is enough to be the Royal
Family.
Lands
Used to invest in huge tracts of land. 0 means you might have a small farmers field around the
base of your main defensive holding. 3 is enough for all three of the Three Sisters.
Law
An abstract measure of how orderly and productive your lands are. Low scores mean penalties
to House Fortunes. High scores yield bonuses. A 5 is middle ground.
Population
Used to invest in Community holdings, as well as generic food production for your House.
Power
Used to invest in banner houses and military and naval units. 4 points can be enough to field
over 2000 men.
Wealth
Used to invest in, well... everything else. People, objects, production goods and services, etc.
A House gets a certain number of Legacy Points at House Creation, depending on its Age as
chosen in Step Two. At House Creation, up to 3 Legacy Points may be invested into Legacies -
traits and features that generally describe benefits for your House, family, and retainers. Other
Legacy Points may be invested after completing appropriate story goals, or retained for use by
spending or burning them for immediate effects.
A House's Age also determines how many Tragedies a House must start with. These describe
the penalties from the hardships and losses that House has endured in the past. These
Tragedies do not yield additional Legacy Points. A House may take on additional Tragedies to
earn additional Legacy Points on a 1-for-1 basis, either at House Creation, or at appropriate
times in-game.
So what can you do with them? Spend, burn, and invest, just like with Destiny points, although
some options are different.
Legacies and Tragedies
Legacies and Tragedies represent the prominent traits and historical events - good, bad, and
simply there - that have shaped your House.
Legacies
Legacies grant various traits and benefits to your House, based on its heritage or the actions of
important members of the household. Most Legacies have a descriptor - typically either
Heritage, History, or Holdings. These generally do not have an effect on game play unless
specifically called out by the mechanical effects of other Legacies or Holdings. However, a
House may only have a single Heritage Legacy.
Ambitious [History]
Your House is not content to remain stagnant, and their plans maintain wheels within wheels.
Your House gains an additional House Fortunes test each month.
Andal [Heritage]
Your House is descended from the Andals. Choose one ability. Once per day, blood members
of your House and your Units gain a +1 bonus to tests for that ability.
Conqueror [History]
Your House has been particularly able at getting other Houses to bend their knee to you. You
get an extra +2 eras per rank of Power invested in a Banner House Holding.
Crannogman [Heritage]
Your House is descended from those people who have found means to survive and thrive in the
swamps of the Neck. Your Units do not suffer movement penalties for Wetlands terrain.
Dragonlords [Heritage]
Requires: Valyrian Realm or Immigrant (Valyria)
Your House is descended from the Dragonlords of Valyria. You may invest Power into the
Dragon Unit Type or the Dragon Egg Wealth Holding. This Legacy may only be taken with
Narrator permission, especially depending on the era of the chronicle.
Expansionist [Holdings]
Your House has slowly and steadily taken in surrounding lands, whether by conquest, trickery,
or mutual benefit. Your House gets an extra +1 domain per invested rank of Lands in a terrain.
Favoured [History]
Your House has done great deeds in the past, and is often treated with honour reserved for
those well above your station. The maximum Status of your Household is increased by 1.
Gifted [Holdings]
As reward for a past service, your House was granted a Holding beyond its means. Choose one
Resource. You may spend up to 2 points on Holdings for that Resource. Your rank in that
Resource is unchanged, and these points may not be combined with your normal Resource
rank for larger Holdings. If the Holdings are lost or destroyed, you lose this Legacy and the
Legacy Point invested in it.
Gregarious [History]
Your House is well known as sociable people, patrons of the arts, and fabulous guests and
hosts. The starting Disposition of any opponent to your Household in an Intrigue is one step
more favourable than normal.
Heirloom [Holdings]
Your House has gained or crafted some treasured item that has almost become synonymous
with its history. This Legacy does nothing on its own, but acts as a requirement for some
Influence and Wealth Holdings. This Legacy does not replace the Heirloom Benefit nor act as a
requirement, but only serves as an alternate means for a House to gain such items.
Horselords [Heritage]
Requires: Realm - Dothraki Sea or Immigrant (Dothraki Sea)
Your House is known for lightning horseback raids. During battles, your commander may test
Animal Handling (Ride) in place of Warfare (Tactics) when determining initiative.
Immigrant [History]
Your House was founded in another Realm, possibly not even in Westeros itself. Choose
another Realm. You gain that Realm's benefit in addition to your current one.
Ironborn [Heritage]
Requires: Realm - The Iron Islands or Immigrant (The Iron Islands)
Fighting and living on the deck of a longship is as natural as breathing to your people. Your
Units gain +1B on Fighting and Marksmanship tests while on a longship.
Lowborn [History]
Some Houses attempt to downplay their humble origins, so as to not set themselves below their
fellow nobility. Your House celebrates its origins, remembering its roots and giving hope to all of
its smallfolk for a greater future. Whenever you make a House Fortunes test focusing on
Population (whether a success or failure), your Household gains a +1B on all Persuasion and
Deception tests in Intrigues with characters of Status lower than 3 for the rest of the month.
Moneylender [History]
Your House has a tradition of offering reasonable terms for loans, having a savvy eye for good
investments, and ensuring your money and interest is paid. Every time you invest in a Loan
Wealth Holding, roll 6 + 3d6 to determine the number of months for the term of the loan. When
the loan comes to term and you stop investing in the Loan Wealth Holding, you gain +1 Wealth.
Oath of Service [History]
Order only
Your membership have specific duties as part of their oaths to your Order. Choose one Retainer
Wealth Holding. Your membership are trained to act as those retainers. You may perform any
House Actions made available by that Holding a number of times each month equal to the
number of Membership Holdings you have.
Pious [History]
Your House is particularly known for its religious devoutness and fervor. Choose one religion
(ie. The Faith of the Seven, the Old Gods, the Drowned God, etc.). Your House gains a +1
bonus to House Fortunes for each Holding dedicated to that religion, and the disposition of
those of similar belief to your House is one step better.
Raiders [History]
Your House has traditionally gained most of its good through violence towards its neighbours,
rather than producing much itself, beyond warriors. You gain the Raid House Action.
Sisterman [Heritage]
Requires: Realm - the Mountains of the Moon
Your House was founded on the barren rocks that lie in the Bite, known as the Three Sisters,
and it shares the disreputable nature of the one-time pirate kings. Your Longship and Warship
Units may include Stealth as an option when selecting key abilities, and gain a bonus on their
Stealth tests equal to their commander's Warfare rank.
Victorious [History]
Your House has won notable wars in the past, and those victories are always in people's minds,
spurring your forces to greater achievements and soothing even the harshest defeats. Your
Units get +1D to Unit Casualty tests.
Well-Trained [History]
Your House prides itself on well-rounded troops. Each Unit can have 1 extra key ability.
Tragedies
Although perhaps overstating the name, Tragedies represent the trials and hardships your
House has faced in its history, many of which continue to have lasting effects on your House's
current state.
Accursed
Fate has it in for your house, for a crime known or unknown in your House's past, such as
kinslaying or violation of guest rights. Whenever your House opts to spend or burn a Legacy
Point, roll a d6. On a 6, the point is wasted without effect. On any other roll, it is used as normal.
Bad Debt
Your House has been exceedingly bad at managing its debt in the past. Double the penalty to
House Fortunes from every Debt Wealth Holding and take a -1D penalty on all Wealth tests.
Banditry
Your House has a particular problem with outlaws, robber knights, and bandits preying on your
smallfolk. Reduce the bonus to House Fortunes by 1 for every Occupation Population and
Estate Wealth Holding that does not share a domain with a Fortification Defense or Community
Population Holding.
Corruption
There exists within your retainers many who slip their hands into the pot of your House's plans,
preventing progress unless their needs are met. You cannot use the Begin Projects House
Action in a given month unless your first House Fortunes test that month focused on Influence
or Wealth (regardless of success) and whenever your House Fortunes test focuses on Influence
or Wealth, reduce the number of successful degrees of success by 1 (to a minimum of 0).
Defeated
Your House has lost notable wars in the past, overshadowing any accomplishments it has
earned. Your Units get -2 to Unit Casualty tests.
Disfavoured
For some act in your House's past (marrying below its station, rallying to a rebel's cause,
abhorrent traditions, etc.), your House draws less respect than it should. The maximum Status
for members of your House are reduced by 1 to a minimum of 2.
Disorderly
Your House is ill-suited to command large numbers of troops, either due to a lack of skilled
aides and squires, differing military traditions, or mistrust. Your House gets 1 fewer order in
battles than normal, to a minimum of 1.
Displaced
Your House was founded in another Realm, possibly not even in Westeros itself, and has not
adapted well to the new ways. You lose the benefit of your House's current Realm.
Fairweather House
When things go well for your House, it is as productive as any, but when setbacks occur, its
machinations grind to a halt. If your House fails its first House Fortunes test in a given month, it
may take no House Actions that month (but ongoing projects continue).
Ill-Trained
Your troops routinely lack time to be fully trained. Each of your Units gets 1 fewer key ability.
Infighting
There are two significant factions in your family under the same banner, which may or may not
be visible to the outside world. Both factions put on a show of allegiance to the House (to better
or worse skill), but conspire behind the scenes to control the House instead of the other. Each
month, the two factions must conduct a Standard Intrigue, with the winner getting to choose the
focus of House Fortunes for the next month, as well as any House Actions to be performed.
Injuncted
For their own purposes, a higher authority has decreed that your House may not take certain
actions. Choose one House Action your House would normally have access to (subject to the
Narrator's approval). Your House may never perform that House Action.
Insular
Your House does not deal well with those from other cultures, lands, or allegiances. The starting
Disposition of your Household is one step worse when dealing with those outside your House.
Invaded
Due to past losses and invasions, your House controls less land than it otherwise should. Your
House gets 1 fewer domain per invested rank of Lands in a terrain.
Lesser Claim
At some point in your House's history, a second son inherited before a first, or a suspected
bastard before trueborn, or similar. Whatever the event, the current lineage of your House has a
lesser claim to the House than someone else. Whether the other party knows of their stronger
claim is up to the Narrator, but others do know (or suspect) your lesser claim. You must invest
an extra point of Influence for each Influence Holding.
Outside Authority
Order only
Your Order owes allegiance to someone outside its own membership. Although that authority
does not run your day-to-day affairs, they have a say in your Order's membership, goals, and
plans.
Plague
One or more plagues have ravaged your lands in the past, and even to this day, your smallfolk
have not fully recovered, particularly in communities where pockets may yet fester. Each of your
Community Population Holdings gains a House Fortunes penalty of -1 (or increases the current
one by -1).
Poor Stone
Your lands have a lack of strong, solid stone, requiring most of the needed materials for your
fortifications and castles to be of lesser worth. Reduce the total Combat Defense bonus of each
of your Defense Holdings by 1 per rank (to a minimum of +1 per rank).
Prohibited
Either justly or not, a higher authority has banned your House from owning and commanding
certain types of Holdings. Choose one Resource except Law (subject to Narrator's approval).
Your House may not have any Holdings of that type.
Resource Poor
Whether because of poor quality or poor management, your House is not able to take full
advantage of one of its basic resources. Choose one of Defense, Influence, Lands, Law,
Population, Power, or Wealth. When testing that resource or making a House Fortunes test
focusing on it, you take a -1D penalty.
Rival House
Your House has often found itself in an antagonistic position with another house, justly or not,
and frequently must contend with their attempts to show-up or defeat your House. Work with the
Narrator to develop an NPC House of similar position as your own as your Rival.
Rowdy
The smallfolk of your lands are difficult to manage and organize into military units. All of your
Units have a +3 modifier to their Discipline.
Shabby Equipment
Your forces have little idea how to properly care for their gear. Your Units may not have
Improved Equipment packages and cannot use castle-forged weapons.
Stagnant
Your House does little to improve itself, hampered either by resting on its laurels or a plain lack
of ambition. Your House may not take the normal House Fortunes test at the start of each
month (although it may still make House Fortunes tests from House Actions or Holdings).
Superstitious
Most smallfolk relate fanciful tales of the Children of the Forest, giants of ages past, and the
horrors of particularly villainous persons that parents still use as boogeymen. Your smallfolk
believe them. Choose either Forest or Water; your House cannot have Holdings in any domain
with the selected type of feature.
Treacherous
Your House has a reputation for deception and opportunism that leaves others suspicious of
your goals. The Disposition Rating of your Household's opponents are increased by 1.
Tyrannical
Whether true or not now, your House has traditionally ruled your lands through fear and tyranny
over your smallfolk and vassals. They serve you still, but do as little to help your House as
possible. Apply the Disposition Rating of your smallfolk as a penalty to your House Fortunes
tests and any tests resulting from House Actions, and reduce the difficulty of enemy assassins,
saboteurs, and spies by the same amount. Their Disposition starts at Indifferent, but may be
modified during play or by other Legacies and Tragedies.
Unblooded
Your forces have never been tested in battle, and have few men of skill to call on. Your Units
can only start with Green training.
Unruly Vassal
Whether from mistreatment or past hostilities, one of your Banner Houses retains an
antagonistic attitude towards your House. Ignore the bonus to your House Fortunes from this
Banner House, and its starting disposition towards your House is Dislike.
Vindictive Liege
Your liege harbours a grudge against your House for some slight - real or imagined - and seems
to take perverse pleasure in making your House's existence difficult. Your House tends to get
the raw end of any decision by your liege, and your liege's starting disposition towards your
House is Dislike.
Holdings
Holdings represent all the things your House possesses, from the lands it rules, to the people
who serve, to the infrastructure of its wealth, to its prestige and power over other Houses.
Holdings provide housing for your family, bonuses to House Fortunes, new House Actions, or
any number of other abilities.
Each Resource (except Law) has a list of available Holdings, generally requiring the investment
of 1 or more ranks of that Resource, although some Holdings require zero investment, but have
other ongoing costs. New Holdings are generally gained by using the Begin Projects House
Action to start the Holding, or by conquering and taking the Holdings from another House.
Defense Holdings
Defense Holdings represent all the fortified structures controlled by your House. Many are used
as residences for the House, but they may also serve as watchtowers, outposts, and border
gates. Fortifications are typically defensible structures, and often provide space to house one or
more mustered Units, which negates the penalty to House Fortunes such Units impose.
Castle [Fortification]
Investment: 3+
Time: 72 + 10d6 Months
This is a proper castle, with multiple towers, at least one keep, and a solid wall, typically used as
a fortified residence for a noble. Units defending this Holding gain +6 to Combat Defense, and
up to five mustered Units can be housed in it. For each additional Defense resource invested,
the Castle is expanded with more towers and walls, adding +2 to the Combat Defense and two
to the number of housed Units, but adding 30 months to the time to build/improve.
Donjon [Improvement]
Investment: 1
Time: 12 + 2d6 Months
Requires: Castle or Fortress
There are cells. There are dungeons. Then there’s what lurks beneath your castle. This
structure represents any level of imprisonment or torture beyond simply confining your enemies
into lightless jails. From the open air Sky Cells of the Eyrie, to the narrow Oubliettes of Casterly
Rock, to the flaying rooms of the Dreadfort, these donjons bring an aura of terror even at their
mention. Choose one of your Fortifications. Members of your Household add the investment in
the chosen Fortification to the base influence caused by a successful Influence action using the
Intimidate technique when imprisonment of their opponent is a possible consequence of an
Intrigue. If you lose control of the chosen Fortification, this Holding is lost as well.
Fortress [Fortification]
Investment: 1+
Time: 30 + 10d6 Months
A Fortress is a fortified set of one or more towers, and any associated outbuildings, baileys, and
walls, intended for use as a military outpost. It usually lacks the luxuries of a residence, and is
ill-suited to administration work, but is more capable of resisting attacks than a similarly sized
Hall or Castle. Units defending this Holding gain +3 to Combat Defense, and up to two mustered
Units can be housed in it, however, if the Head of House (or his steward) rules from here, the
House suffers a -4 penalty to House Fortunes. For each additional Defense resource invested,
the Fortress is expanded with more towers and walls, adding +3 to the Combat Defense and
three to the number of housed Units, but adding 24 months to the time to build/improve.
Godswood [Improvement]
Investment: 1
Time: 12 + 2d6 Months
Your House has cultivated a wood dedicated to the Old Gods, either through piety or tradition.
Choose one of your Fortification Holdings to attach the Godswood. As long as you control the
Holding, add 1D6-3 to your House Fortunes.
Hall [Fortification]
Investment: 2
Time: 60 + 10d6 Months
This Holding is a small fortified building, likely with a wall surrounding the main building and
possibly with one or two additional fortified towers. Units defending this Holding gain +4 to
Combat Defense. Up to three mustered Units can be housed in it.
Palace [Fortification]
Investment: 3+
Time: 36 + 10d6 Months
A Palace is a residence for someone of noble birth or wealth that is not intended as a defensive
structure, but may have some defensive capabilities. They are often as elaborate as possible,
intending to show off the owner’s power, prestige, and wealth. Units defending this Holding gain
+2 to Combat Defense, up to three mustered Units can be housed in it, and if the Head of
House (or his steward) rules from here, the House gains a +4 bonus on House Fortunes. For
each additional Defense resource invested, the Palace is expanded with more towers,
outbuildings, and decorative features, adding +1 to the Combat Defense, one to the number of
housed Units, and +2 to House Fortunes, but adding 24 months to the time to build/improve.
Rookery [Improvement]
Investment: 1
Time: 6 +1d6 Months
Requires: Castle, Fortress, or Palace
Choose one of your Fortifications. That Fortification may send and ravens as if a character there
had the Master of Ravens Benefit with a minimum Animal Handling of 3.
Ruin
Investment: 0
Time: Special
At one time, there was a fortification of some sort on your lands, but it has fallen into disrepair -
be it in the distant past, or more recently due to invasion. It may be a completely separate
structure, all but abandoned, or maybe just a portion of a castle you still attempt to keep in vain.
The time required to create a ruin varies - from a few hours to torch a tower, to decades for the
wind to erode an abandoned building. Your House gains +1 Defense. However, ruins -
particularly ill-patrolled ones - often allow banditry, corruption, and laziness thrive. Whenever
you succeed on a House Fortunes test, you gain one fewer degree of success than normal to a
minimum of zero (although 0 degrees of success still counts as a success for other purposes).
On a failure, your House loses an additional degree of success.
You can remove one Ruin Holding at the end of any month in which you attempted a House
Fortunes test focusing on Defense (whether a success or failure), removing the penalty but also
meaning you no longer have the increased Defense. This may cause your House to lose any
Defense Holdings it can no longer pay for (your choice).
Seat [Improvement]
Investment: 1
Time: 2 + 1d6 Months
Requires: A Fortification Holding
Choose one of your Fortification Holdings. Your Head of House has spent significant time
bolstering the infrastructure of this Holding to support the administration of his domains. Add +1
to your House Fortunes for each Fortification you control. If you lose control of the chosen
Fortification Holding, this Holding is destroyed and the invested Defense is lost.
Tower [Fortification]
Investment: 1
Time: 36 + 10d6 Months
This Holding is a simple stone or timber tower, possibly with undefended outbuildings. Units
defending this Holding gain +2 to Combat Defense. Up to one mustered Unit can be housed in
it.
Wall [Fortification]
Investment: 1
Time: 60 + 10d6 Months
This is a massive wall, typically used to defend a mountain pass from one direction, and being
significantly more vulnerable from the other. Units defending this Holding gain +6 to Combat
Defense, and up to two mustered Units can be housed in it, however, if the Head of House (or
his steward) rules from here, the House suffers a -8 penalty to House Fortunes.
Influence Holdings
Most Influence Holdings are House Positions. A House Position Holding denotes the House’s
place in the world of Westeros - be a minor noble such as a Landed Knight or the highest
honour of a Royal House. It is also used to denote a House as an Order (such as the Faith of
the Seven or the Night’s Watch), a merchant prince (like Illyrio Mopatis), a sellsword company
(such as the Second Sons), or something else. A House may only have 1 House Position
Influence Holding.
Some Holdings also have the Noble descriptor - only those House Positions are considered
nobility in Westeros. This does not mean that nobles cannot be found within other Houses, only
that the default member of a non-Noble House is not considered a noble. Each Noble House
Position describes which House Position is above or below as well. All Noble Houses, except for
Royal Houses, are sworn to another Noble House. A House that loses a Noble House Position
without gaining a different Noble House Position is deemed destroyed (although remnants of the
House may attempt to gather in some other fashion, the line of the House’s nobility is ended).
The starting disposition of a Noble House to its liege (and vice versa) is Friendly, although this
may change due to Legacies, Tragedies, Holdings, and/or other events during play.
If a Holding has a requirement of “Complete appropriate story goal”, such requirements may be
met in the House’s backstory at the Narrator’s permission (and likely will be, if the intention is for
the PCs to play noble houses).
If a House’s House Position changes in such a way that household members have a higher
Status than the House Position allows, they take a -1D penalty per excess to all Status tests
until such time as the House’s maximum Status is raised.
In most cases, your new Noble House Position will not allow you to remain sworn to your old
liege. Your old liege doesn't lose any Power invested in Banner Houses, but the eras assigned
to you become unassigned, and may be reassigned to new Banner Houses for the old liege.
You may select a new liege of the Noble House Position allowed by your House Position, and
that liege gain a free increase in its Banner House Holding (and thus to its Power resource) to
cover your House's age. If the increase is more than enough to account for your House, then
your new liege can establish more Banner Houses as desired with the extra eras (see Establish
Banner House House Action). Note, however, that even though the maximum Status of the
household may have gone up, their actual Statuses do not change until the individual characters
spend experience to raise them.
Example: House Mewsly is a Recent Landed Knight (Investment: 1) sworn to House Ashbrooke
(a Minor House). Through conquest, marriage, and service to their Lord Paramount, House
Mewsly is being risen into true nobility, becoming a Minor House. House Mewsly invests the
difference between Landed Knight and Minor House (4-1 = 3 Influence) which is added to the 1
already invested for Landed Knight for a total of 4 invested Influence, but for two months
continues to function as a Landed Knight. At the end of those two months, the benefits of a
Minor House take effect.
Since House Mewsly and House Ashbrooke are both Minor Houses now, House Mewsly's oath
must be given to a Major House now, such as House Belmore. The two eras House Ashbrooke
had assigned to House Mewsly are freed up, allowing House Ashbrooke to gain up to two New
Landed Knights (see Establish Banner House House Action), and House Belmore gets a +1
boost to its Banner House rank (and Power Resource). As a Recent House, House Mewsly
uses 2 of the gained eras, allowing House Belmore to use the others for New Banner Houses.
Alliance
Investment: 1
Time: 1 Month
Requires: Complete appropriate story goal
You have forged close ties with another House, be it through marriage, military benefit, shared
wardship/fostering, or exemplary service. Choose another House, and one of the following:
● Your Household gains +1B on all tests during Intrigues with the allied Household, and
their starting Disposition towards you is one step more favourable than normal.
● You may spend your Power on Units available through your Allied House's Holdings (but
not those made available through Legacies). Such Units do not benefit from your
House's Legacies or Realm's benefit, but do retain the benefits of their own House's
Legacies and Realm (if applicable). If mustered, such Units count towards your
mustering limit, not your allied House’s limit.
● You may use their Land and Population Holdings as requirements for your Holdings (but
your Holdings must fit in the allied House's domains).
A Great House sits above a Major House and below the Royal House. If a House can no longer
afford this Holding, it may immediately invest in the Major House, Minor House or Landed
Knight Holdings, ignoring the time requirement and the normal Begin Projects House Action. If
your House is no longer sworn to the same liege, the Banner House eras your old liege
assigned to you become unassigned, and your new liege gains a bonus to its Banner House
rank to accommodate your House.
Held Captive
Investment: 0
Time: 1 Month
Requires: Noble House Position
One member of your Household is held captive by another House. Your Influence is increased
by an amount equal to the character's Status -3 (minimum 0). While that character remains a
captive of the other House, you treat your Disposition towards that House as if it was the same
as your Disposition towards the character taken (at worse one step better than normal).
If the character is killed while a captive, you lose this Holding and immediately lose that
previously gained Influence. If you negotiate his release (see Hostage Negotiation House
Action), you lose this Holding, but not necessarily the Influence - instead, you lose whatever the
negotiated ransom was; however, the ransom starts at Wealth equal to the character's Status -
3 (minimum 1) rather than the normal 1. If the character is freed through other means (ie,
escaped or sprung), then you lose this Holding, but not the Influence gained.
Alternatively, rather than apply to a person, this Holding may apply to a treasured heirloom of
the House, such as a Valyrian Steel Blade or a Dragon's Egg. In such a case, the Status of the
heirloom is considered to be equal to that of your head of house.
Note that a House does not need to take this Holding if one of their own is taken captive. This
Holding represents a surge of sympathy that the House is able to leverage in the wake of their
kin's capture.
Hostage
Investment: 1+
Time: Immediate
Requires: Complete appropriate story goal
Through means of might, trickery, or finance, you have made a member of an opposed House
your unwilling guest. The captured person can have a maximum Status of 3 plus the amount of
Influence invested in this Holding. While the hostage is in your possession, you may choose to
have other people's Disposition towards your House be treated as if it was the same as their
Disposition towards the hostage.
If the hostage dies in your care, you lose this Holding and the Influence invested in it. If the
hostage is ransomed back to his own or another House, you still lose this Holding, but regain
the Influence invested in it. In either case, the actual Disposition of the hostage's House is
worsened by at least two steps, to no better than Unfriendly (the Dispositions of other Houses
may or may not change).
Alternatively, rather than apply to a person, this Holding may apply to a treasured heirloom of a
House, such as a Valyrian Steel Blade or a Dragon's Egg. In such a case, the Status of the
heirloom is considered to be equal to that of the head of house for the owning House.
Note that a House is still able to take captives even without investing in this Holding. This
Holding only represents that you are able to better leverage possession of that captive.
Example: House Ashbrooke has ambushed House Cassyrion, two Houses normally Indifferent
to each other, and taken Ser Jamyn Cassyrion, heir to Evening's Respite, captive. Everyone
within House Cassyrion adores the Evening's Darling, and thus, House Ashbrooke opts to have
them treat their Disposition as Affectionate towards House Ashbrooke. With that leverage,
House Ashbrooke easily forces House Cassyrion to cede control of a key river ford, and then
returns Ser Jamyn to his family. Afterwards, House Cassyrion harbours ill will, and their
Disposition drops two steps from Indifferent (to Dislike, and then to Unfriendly)
A Landed Knight is the lowest type of Noble House in Westeros, sitting beneath the Minor
Houses. If a House can no longer afford this Holding, it may reduce the required investment by
downgrading the Noble House Position of its liege (this does not change the liege’s position, but
only represents this House finding a new, less powerful, liege). If your House is no longer sworn
to the same liege, the Banner House eras your old liege assigned to you become unassigned,
and your new liege gains a bonus to its Banner House rank to accommodate your House.
In some Realms where knightly traditions are less common, such as the North, Landed Knights
are often referred to as Masterly Houses, with the Head of House using the title Master instead.
A Major House sits above a Minor House and below the Great Houses. If a House can no
longer afford this Holding, it may immediately invest in the Minor House or Landed Knight
Holdings, ignoring the time requirement and the normal Begin Projects House Action. If your
House is no longer sworn to the same liege, the Banner House eras your old liege assigned to
you become unassigned, and your new liege gains a bonus to its Banner House rank to
accommodate your House.
A Minor House is the lowest form of nobility whose Head of House retains the right of pit and
gallows, sitting above Landed Knights and below Major Houses. If a House can no longer afford
this Holding, it may reduce the required investment by downgrading the Noble House Position
of its liege (this does not change the liege’s position, but only represents this House finding a
new, less powerful, liege) or may immediately invest in the Landed Knight Holding, ignoring the
time requirement and the normal Begin Projects House Action. If your House is no longer sworn
to the same liege, the Banner House eras your old liege assigned to you become unassigned,
and your new liege gains a bonus to its Banner House rank to accommodate your House.
The Royal House sits above all of the Great Houses, and beneath none. If a House can no
longer afford this Holding, it may immediately invest in the Great House, Major House, Minor
House or Landed Knight Holdings, ignoring the time requirement and the normal Begin Projects
House Action. Since your House may now need to be sworn to a liege, your new liege gains a
bonus to its Banner House rank to accommodate your House.
Throne
Investment: 1
Time: 6 + 2d6 Months
Requires: A Castle, Palace, or Fortress of rank 3 or higher
Your House has fashioned some impressive throne or high seat for the head of house, setting
him apart from his audience, and giving all who approach a moment's pause. While seated on
his throne, your head of house (or his designated proxy) goes first during Intrigues. If any
opponents have the Eloquent Benefit, but the head of house does not, roll initiative as normal. If
the head of house is both Eloquent and sitting on his Throne, ignore his opponents' Eloquent
Benefit.
Title
Investment: 1
Time: 6 + 2d6 Months
Requires: Heirloom Legacy
Your House has established or holds a title of honour, passed down hereditarily. The maximum
Status of your Head of House (but not the rest of your household) is increased by +1.
Land Holdings
A House's Land Holdings determine the breadth and type of lands directly under the control of
the House. There are two main types of Land Holdings - Terrain Holdings describe the type of
land under a House's control and the number of domains in particular, and Site Holdings either
add new options for domain features, or describe specific places within one of your domains.
Each rank invested in a Terrain Holding grants a House 3 domains of that type. The size of the
domains depends on the terrain and features present. In addition, each terrain type has a
maximum number of Occupation Population, Community Population, Defense, and Estate
Wealth Holdings it may contain. A domain may have any number of features, reducing its total
size by some amount for each one, as long as its final size is no less than 1 square league. A
domain does not need to be a specific shape, but it does need to be contiguous. Most domains
are centered around a primary feature, Holding, or are lined by natural borders, making it
relatively easy to determine the extent of a given domain.
If you are unable to invest in any Terrain Land Holdings, you are allowed a single Defense
Holding and no Population or Estate Wealth Holdings, essentially controlling only a minimum
amount of land outside your Castle's foundation.
Site Holdings represent specific places on your lands. As geological formations, generally
speaking, these places cannot be "built" on the timescale of a single chronicle - they either exist
or not. However, the time listed for each Holding represents how long it takes your House to
make the existing feature actually usable, so even if you haven't invested in such at House
Creation, it does not preclude you from investing in one at a later time.
Cavern [Site]
Investment: 1
Time: 6 + 2d6 Months
Requires: Hills or Mountains
Your House has discovered a large cavern, large enough to serve as a small fortification.
Choose one of your Hills or Mountains domains to have this site. Treat it as a Fortress with 1
Defense invested, that may be expanded with more Defense resources. Realms benefits,
Legacies, Tragedies, and Holdings that apply to Defense Holdings do not apply to Caverns.
Drought
Investment: 0
Time: 1 Month
The weather on your lands has been wretchedly dry for weeks, drying out all but the deepest
sources of water in your lands. Your House gains +1 Lands. Each of your domains can contain
1 fewer Holding than normal. If you take this Holding after House Creation, and one of your
domains now contains more Holdings than allowed, at the start of each month, you choose
which Holdings remain functioning (up to the new limit). Non-functioning Holdings still act as
requirements, but any bonuses or allowed actions are ignored, although any penalties or
hindrances remain.
You can remove one Drought Holding at the end of any month in which you attempted a House
Fortunes test focusing on Lands (whether a success or failure), removing the penalty but also
meaning you no longer have the increased Lands. This may cause your House to lose any Land
Holdings it can no longer pay for (your choice).
Hills [Terrain]
Investment: 1 per 3 domains
Time: 2d6 Months
Either gentle slopes or more severe bluffs. Each hills domain has a base size of 7 square
leagues, and may contain up to 3 Holdings. Hills domains instill slow movement, and provide
+1B to Units on Fighting and Marksmanship tests against foes on lower elevations.
Mountains [Terrain]
Investment: 1 per 3 domains
Time: 4d6 Months
Smooth and weathered or raw and jagged. Each mountains domain has a base size of 5 square
leagues, and may contain up to 2 Holdings. Mountain domains instill very slow movement,
provide +2B to Units on Fighting and Marksmanship tests against foes on lower elevations, but
allow no cavalry or siege engines.
Plains [Terrain]
Investment: 1 per 3 domains
Time: 1d6 Months
Generally flat, easily workable lands. Each plains domain has a base size of 9 square leagues,
and may contain up to 4 Holdings. Plains provide no special rules, but any plains domain
without at least one feature of grasslands, water, or woods is considered a desert, which
imposes slow movement.
Reef [Site]
Investment: 1
Time: 6 + 2d6 Months
Requires: Coast
The waters surrounding your House's lands contain reefs dangerous to passing ships, both
friendly and not. Choose one of your domains with a Coast feature to have this site. It does not
count against the Holding limit. The Discipline of all (not just yours) Warship and Longship Units
acting in this domain is increased by +3.
Volcano [Site]
Investment: 1
Time: 12 + 4d6 Months
Requires: Mountains
Your lands contain one or more volcanoes. You may add a volcano feature to any of your
Mountain domains at a cost of 2 square leagues. The ground surrounding the volcano is
particularly fertile, doubling the House Fortunes bonus from all Farmer Holdings in the same
domain, and making available sufficient obsidian that such weapons and tools can be crafted
from it at normal cost. However, lava flows can limit movement - an additional slow movement
applies to Units in this and adjacent domains.
Note that while eruptions are possible, they are not necessarily frequent. They should be
handled solely as plot elements, rather than random events. That said, if you specifically want to
model a volcano that has frequent minor eruptions, you can rename and use the Drought
Holding to yield applicable effects.
Weirwood
Sacred to those who follow the Old Gods, these large deciduous trees have near bone-white
bark, and blood-red five-pointed leaves and sap. Many have faces carved into them, either long
ago by the children of the forest, or more recently by those descended from the First Men.
A character with Greensight who sleeps in the presence of a weirwood, uses his Greensight,
and rolls a 6, instead of seeing the future, the Premonition or Portent may show a vision of an
event that occurred near a weirwood tree, either in the present or in the past.
Weirwood trees are often used as locations for ceremonies and oaths. All characters find it
difficult to lie in the presence of weirwood trees, taking a -1D penalty to all Deception tests. In
addition, a character who spends a Destiny point when swearing an oath before a weirwood
tree gains a single +1D that may be used once in the next six months in furtherance of that oath.
Wetlands [Terrain]
Investment: 1 per 3 domains
Time: 2d6 Months
Lowlands, frequently marshy and prone to being waterlogged. Each wetlands domain has a
base size of 7 square leagues, and may contain up to 3 Holdings. Water and Coast features
cost 1 fewer square league. Wetlands domains instill slow movement.
Features
Features do not necessarily dominate a domain, but usually at least define the most notable
parts of it. If a feature is intended as the border between two or more adjacent domains, it does
not need to be paid for for each side of the border, only for the domain it is most part of. Some
Site Holdings make available additional features or modify existing ones.
Grassland 1 -
Island ** **
Effects
Most effects remain as in the core rules.
Blocks movement: Non-Warship and non-Longship Units cannot these features.
Blocks water movement: Warship and Longship Units cannot cannot enter areas containing
this feature.
Cover as per Castle Holding: Fortifications provide their Combat Defense bonus to a number
of housed Units as determined by their features.
Enables Warships and Longships: This feature allows the use of warships and longships on
the battlefield. Such Units can only make Fighting tests against adjacent Units, or
Marksmanship tests against Units in range. They may load or unload carried Units onto
adjacent non-Water terrain or features unless the 'no loading/unloading' effect is in place.
Movement Requires Order: Moving through an area containing a fortification requires a
specific order for the Unit, such as scaling a wall, crossing a moat, battering a gate, etc.
Law Holdings
Law does not have Holdings as such. As a general gauge of
orderly conduct on the House's lands and within the household, it
House
instead directly provides a modifier to all House Fortunes tests. A Rank Fortunes
low Law rank may indicate such things as frequent bandit activity Modifier
or internal house conflicts or corruption. A high rank may be due to
0 -20
the populace's fear of the lord's displeasure or true loyalty to
honourable rule. 1 -10
6 +1
7 +2
8 +3
each an
additional additional
+1 +1
Population Holdings
Population holdings roughly describe what the smallfolk on your House's lands do for a living in
a given domain. Each Community and Occupation Population Holding must be assigned to a
domain. A House may still have smallfolk in domains without Population holdings, but they're
scattered and don't have a noticeable impact on House affairs.
Farmers [Occupation]
Investment: 1
Time: 1 + 1d6 Months
Requires: Grasslands
+1 to House Fortunes
Fisherfolk [Occupation]
Investment: 1
Time: 1 + 1d6 Months
Requires: Coast or River
+1 to House Fortunes
Hamlet [Community]
Investment: 1
Time: 4 + 2d6 months
Up to 1 Defense Holding does not count against the Holding limit in a domain with a Hamlet.
Hunters [Occupation]
Investment: 1
Time: 1 + 1d6 Months
Requires: Deep or Light Woods
+1 to House Fortunes
Membership [Occupation]
Investment: 1
Time: 6 + 2d6 Months
Requires: Order
+1 to House Fortunes. A Membership Holding does not get assigned to a specific domain.
Peasant Levies
Investment: 1
Time: 1d6 Months
You gain one Green Peasant Levies Unit. They number 100 men. Choose 5 of the following as
their key abilities: Agility, Athletics, Awareness, Endurance, Fighting, Marksmanship, and
Survival. If the Unit is destroyed in battle, this Holding, and the Population invested, is lost.
Refugees
Investment: 0
Time: 1d6 Months
Your lands have been flooded with people fleeing something - it may be a war, or a natural
disaster, or merely a tyrannical lord. Whatever the reason, they have come to your lands
seeking refuge. While this greatly increases your population, the disruptions come at a cost.
Your House gains +1 Population, but any tests you make as part of a House Action take a -1D
penalty die, and the Difficulty of enemy Espionage House Action in your lands is reduced by
your Population rank (including the bonus from this Holding).
You can remove one Refugee Holding at the end of any month in which you attempted a House
Fortunes test focusing on Population (whether a success of failure), removing the penalty but
also meaning you no longer have the increased Population. This may cause your House to lose
any Population Holdings it can no longer pay for (your choice).
Power Holdings
Power Holdings represent the might of arms a House can bring to bear - either directly via its
own armed men or indirectly via the hosts of the banner houses sworn to it. There are two main
types of Power Holdings - Units and Banner Houses.
Most of the men under arms for a House come from the smallfolk, and typically live that life
unless needed by the Lord for other business. Bringing those forces to readiness uses the
Muster House Action. Power Holdings describe the training, resources, and command
structures needed to prepare and direct those forces in battle.
For each point of Power invested in a Unit Holding, more Units of that type can be mustered. A
House can reduce the maximum number of Green Units by 2 to increase the maximum number
of Trained Units by 1. Veteran and Elite Units can only be obtained via Legacies; certain
Holdings and Legacies can also allow other Unit Types. This only denotes a Unit's starting
training level; as the Unit participates in battles, it will gain and lose experience through victories
and defeats.
A Unit's Discipline and the starting experience available to spend on key abilities are the same
as in the core book, although each type has a greater range of key abilities. Units may be
disbanded without loss of experience, and so when next they are mustered, they can begin with
their previous earned experience and ability ranks. However, Units do not need to always be
mustered in the same configuration - when mustering a Unit, a House may choose to spend its
experience differently, but in such a case, only gets to spend the starting experience for a Unit
of that type and training. The old Unit is still amongst the House's smallfolk though, and may be
mustered at a later time.
Example: House Ashbrooke has invested Power in Foot 1, and their lone Green Foot Unit has
campaigned far and wide, earning up to Athletics 4, Fighting 4, and Endurance 4. Deciding he
needs some ranged support, the House disbands the Unit, and then next month, musters a new
Green Foot Unit - opting for Marksmanship 3.
Meanwhile, House Ashbrooke's Power has increased, and the head of house has invested
another Power to gain Foot 2. With a greater number of foot units now available, he musters
again, and he restores his previously disbanded Foot Unit with Athletics 4, Fighting 4,
Endurance 4 in place of one of the Green Foot Units he is allowed.
Banner Houses do not normally roll House Fortunes during a month, however, they grant a
bonus to their liege's House Fortunes rolls - +1 for every two (round down) Landed Knights, +1
for every Minor House, +1B for every Major House, and +1D for every Great House.
Alternatively, instead of rolling a House Fortunes test, a House may instead choose a number of
Banner Houses up to its Banner Houses rank to roll their own House Fortunes. Banner Houses
get the default 1 House Action per month as normal. Note that Banner Houses are typically
NPCs, and thus run by the Narrator, although a liege lord can certainly encourage certain
activities in his banner houses. A Banner House's starting disposition towards its liege lord is
Friendly.
For each rank invested in Banner Houses, the House gains 4 "eras" to assign to its Banner
Houses. At least one era must be assigned to a Banner House in order for it to exist as a New
House (as per House Creation). For each additional era assigned to a Banner House, that
Banner House can start as one age older (New becomes Recent, Recent becomes Established,
etc.). Banner Houses must have the same Realm as their liege, except if the liege is a Royal
House. Banner Houses otherwise follow normal House Creation rules, except that no Banner
House may be of equal or greater House Position than its liege lord (Note, this does not mean
they must have a lower Influence rank, only that they cannot invest in a House Position equal to
or higher than their liege).
Example: House Ashbrooke is a Recently founded House, given charge over a swath of lands
formerly held by much more powerful (but now gone) figures. House Ashbrooke invests 4
Influence into being a Minor House, and 2 Power into Banner Houses, granting it 8 "eras" to
assign to Banner Houses. It uses 6 of those eras to have two Old Banner Houses, and 2 eras
for another Recent Banner House. All three Banner Houses are limited to being Landed
Knights, but at least two of them have been in the area for much longer than House Ashbrooke,
allowing for all sorts of schemes, possible resentment, and opportunity.
Foot [Unit]
Investment: 1/rank
Time: 1 Month
Rank and file troops, be they infantry, garrisons, scouts, or what not. Foot Units number 100
men. Choose 5 of the following as their key abilities: Agility, Athletics, Awareness, Endurance,
Fighting, Marksmanship, Stealth, Survival, and Will.
Rank 1: 1 Green Unit
Rank 2: 7 Green Units
- each additional rank: +7 Green Units
Horse [Unit]
Investment: 1/rank
Time: 2 + 1d6 Months
Mounted horsemen, be they of knightly traditions or not. Horse Units number 20 men and 20
horses. Choose 5 of the following as their key abilities: Agility, Animal Handling, Athletics,
Awareness, Endurance, Fighting, Marksmanship, Stealth, and Will. They get a -3 modifier to
their Discipline. Note that when mounted, Horse Units use the Athletics and Endurance of their
mounts.
Rank 1: 1 Green Unit
Rank 2: 5 Green Units
- each additional rank: +5 Green Units
Longships [Unit]
Investment: 1/rank
Time: 3 + 1d6 Months
Requires: Coastline or Natural Harbour
Long, sleek, and fast. Smaller ships favoured by Ironborn and smugglers. A Longship Unit
consists of 5 longships and needed crew. Choose 5 of the following as their key abilities: Agility,
Athletics, Awareness, Endurance, Fighting, Marksmanship, and Will. Each longship can carry
one non-naval Unit, and the crew can form one Foot Unit (with the same skills); when
functioning as such, these crews do not count against your Foot Unit limit, and have a +3
modifier to their Discipline if not aboard their ship.
Rank 1: 1 Green Unit
Rank 2: 3 Green Units
- each additional rank: +3 Green Units
Promises of Glory
Investment: 0
Time: 1 Month
Your House has managed to acquire men to your banners by offering them riches and honours
- riches and honours that you haven't yet gained, but you're sure will happen any day now. Your
House gains +1 Power. At the start of each month, raise the Discipline of your Units (and any
under your command) by 1. You may spend 1 Glory to reduce their Discipline by 1 (to a
minimum of their normal Discipline). If the increase to your Units Discipline ever equals your
head of house's Status, your Units desert for better opportunities - all your Units are disbanded,
you lose this Holding (and its increase to Power), as well as losing an additional rank in Power.
You can remove one Promises of Glory Holding at the end of any month in which you attempted
a House Fortunes test focusing on Power (whether a success of failure), removing the
increases to Discipline, but also meaning you no longer have the increased Power. This may
cause your House to lose any Power Holdings it can no longer pay for (your choice).
Raiders [Unit]
Investment: 1/rank
Time: 1 Month
Requires: Mountain Clan
Brutish and savage and often poorly equipped, these men are still able warriors. Raider Units
number 100 Men. Choose 5 of the following as their key abilities: Agility, Athletics, Awareness,
Endurance, Fighting, Marksmanship, Stealth, Survival. They get a +3 modifier to their Discipline,
but may use their commander's Will when making Unit Casualty tests. Mustered Raider Units do
not bestow a penalty to House Fortunes.
Rank 1: 1 Green Unit
Rank 2: 3 Green Units
- each additional rank: +3 Green Units
Warship [Unit]
Investment: 1/rank
Time: 6 + 2d6 Months
Requires: Port or Naval Port
Men trained to fight and sail aboard the great galleons and frigates of Westeros. A Warship Unit
consists of a single warship and its requisite crew. Choose 5 of the following as their key
abilities: Agility, Athletics, Awareness, Endurance, Fighting, Marksmanship, Warfare, and Will. A
warship can carry 5 non-naval Units, and its crew can form two Foot Units - one with the same
abilities as the warship Unit (the officers and sailors), and one with Athletics 3, Endurance 4 and
Discipline 9 (the oarsmen); when functioning as such, these crews do not count against your
Foot Unit limit, and have a +3 modifier to their Discipline if not aboard their ship.
Rank 1: 1 Green Unit
Rank 2: 2 Green Units
- each additional rank: +2 Green Units
Wealth Holdings
Usually, very little of a house's wealth is readily available in coins. Most Houses are able to
supply their families with some coins each month, but the vast majority of their wealth is tied up
in the affairs and luxuries of their lands.
There are two broad of Wealth Holdings, and many miscellaneous ones. Retainer Wealth
Holdings represent specific persons or groups of people (although not necessarily named).
They are not assigned to a specific domain (unless otherwise noted). If the person is killed, you
lose the Holding and the Wealth invested in it, unless stated otherwise. Should the need arise,
the person is considered a Secondary Character. Estate Wealth Holdings represent large
industries or operations that take up a significant portion of a domain's lands and resources.
Each domain can hold a limited number of Estate Wealth Holdings, in combination with
Population and Defense Holdings.
The existence of these Holdings does not preclude a House from having such even without
investment, but unless the Wealth is invested, it can be assumed that they are small enough
that they have a negligible effect on the House's affairs.
Artisan [Retainer]
Investment: 1
Time: 2d6 Months
You gain +2 to House Fortunes.
Assassins [Retainer]
Investment: 2
Time: 6 + 1d6 Months
You have men and women in your service who know how to quietly murder other people. You
gain access to the Assassinate House Action.
Tertiary Character 6
Secondary Character 9
Primary Character 12
The attempt takes one week for every three points of Difficulty (round up) (excluding the
Difficulty for "Rushed Job"). The time can be reduced - for each week it is reduced by, add +3 to
the Difficulty. Each attempt takes at least one week.
On a failed test, the assassin is caught and/or killed, and your House loses all accumulated
degrees of success in Wealth. If it had none, its Wealth is reduced by 1. On a critical failure, any
accumulated degrees of success in Wealth are lost and Wealth is reduced by 1.
After each murder, the House being targeted can search for the assassins. This requires a
Cunning test with a Difficulty equal to the Cunning test rolled for the assassin. On a success, the
assassin is caught before escaping or killing again. If caught, the assassin's employer is
revealed, and your House loses 1 Influence as well as any accumulated degrees of success in
Influence, as well as appropriate in-story consequences.
Targeted PCs should always have a scene played for the attempt.
Bailiffs [Retainer]
Investment: 1
Time: 6 + 1d6 Months
Requires: A Community
+1 to House Fortunes. Members of your House gains the Connections Benefit in each of your
Domains that has a Community, and the Difficulty of all Espionage House Actions against your
Household add +3 to their Difficulty.
Courtiers [Retainer]
Investment: 1
Time: 24 + 2d6 Months
Requires: Minor House or higher Noble House Position
Your Household retains all sorts of notable courtiers and petty nobles. Once per month, when
you succeed on a House Fortunes test, you may make an additional House Fortunes test
focusing on Influence.
Debt
Investment: 0
Time: 1 Month
Choose a House (it need not be a Noble House) that has loaned your House money. Your
House gains +1 Wealth. It also gains a -1 penalty to House Fortunes for each Debt Wealth
Holding (1 Debt is -1, 2 Debts are -2 each for a -4 total, 3 Debts are -3 each for a -9 total, etc).
Increase the penalty by -1 if the moneylender Dislikes you, and by -2 if they're Unfriendly.
Malicious Houses will not lend you money.
You may ignore the penalties of a Debt Holding for one month (it neither gives a House
Fortunes penalty nor increases the penalties of other Debt Holdings), and worsen the
Disposition of the House that loaned you the money by 1 step. If their Disposition reaches
Malicious, they call in your debt. You can either lose this Holding immediately, and improve their
Disposition by one step, or face other consequences as appropriate and as the moneylender is
able to enforce. In either event, the Disposition of all future lenders begins one step worse than
otherwise.
You can remove one Debt Holding at the end of any month in which you attempted a House
Fortunes test focusing on Wealth (whether a success or failure), removing the penalty but also
meaning you no longer have the increased Wealth. This may cause your House to lose any
Wealth Holdings it can no longer pay for (your choice).
Engineer [Retainer]
Investment: 1
Time: 12 + 2d6 Months
The first time you use the Build Projects House Action to invest in a Defense Holding, you get
an additional House Action that month.
Festivals
Investment: 1-2
Time: 3 + 1d6 Months
Your House hosts regular festivals for its smallfolk, celebrating holidays, seasons, harvests,
weddings, and the like. For each Wealth invested, your Household gains +1B on Influence tests
when dealing with its smallfolk, and a +1 bonus to House Fortunes.
Godsworn [Retainer]
Investment: 1
Time: 1d6 Months
Requires: Sept, Great Sept, Minor House or higher Noble House Position, or Order
Your House gains the services of a Septon or Septa.
Herald [Retainer]
Investment: 1
Time: 6 + 1d6 Months
Your House has a skilled and knowledgeable herald, able to identify banners, titles, and names
of all all manner of knights and nobility. Your House gains +1D on Influence tests and House
Fortunes tests focusing on Influence.
Inn [Estate]
Investment: 2
Time: 12 + 1d6 Months
Requires: Road or a Community
An Inn does not could towards a domain's Holding limit if it shares the domain with a
Community. Your House gains a +2 bonus to House Fortunes. Your Household gains the
Connections benefit in neighbouring domains.
Library
Investment: 1+
Time: 4 + 2d6 Months per Wealth invested
Your House collects various books, scrolls, and other bits of written word, gathering knowledge
of all sorts. For every Wealth invested in this holding, increase the size of your library by two
steps (none > a single book > small collection > a modest collection > a considerable collection
> a large collection > a huge collection > a massive collection > an enormous collection). The
size of your collection determines how many successful Knowledge (Research) tests are
needed to find information. You may reduce the size of your collection to add focus: for each
step down in size (to a minimum of a single book), choose one of alchemy, architecture,
astronomy, geography, heraldry, history and legends, magic, nature, religion, or underworld.
Your Household gains a +1D on Knowledge (Research) tests on all subjects of focus, but -1D
on subjects without focus.
Loan
Investment: 1
Time: 1 Month
Your House has loaned money to another House, and receives regular interest payments. You
gain a +1 bonus on House Fortunes, and a +1B on all Intrigue tests when dealing with the
House you loaned money. You also gain access to the Call In Loan House Action.
Maester [Retainer]
Investment: 1
Time: 1d6 Months
Requires: Minor House or higher, or Order
Your House gains the services of a Maester.
Maps
Investment: 1
Time: 6 + 2d6 Months
Your House has acquired or crafted extremely precise maps of a Realm, allowing you a
significant boost in planning campaigns. Choose a Realm. While in that Realm, you gain a +1D
on initiative tests in Warfare, and your Units gain +1B on Awareness, Survival, and Stealth tests.
Mercenaries [Retainer]
Investment: 1+
Time: 1d6 Months
You gain the services of a Mercenary Unit, either 100 men on foot, or 20 men and 20 horses.
Choose 5 of the following as their key abilities: Agility, Animal Handling, Athletics, Awareness,
Endurance, Fighting, Marksmanship, Stealth, Survival, and Will. For 1 Wealth, the Unit is Green;
for 2 Wealth, the Unit is Trained; for 3 Wealth, the Unit is Veteran; and for 4 Wealth, the Unit is
Elite. Mercenary Units do not need to be mustered, and if destroyed in battle, this Holding, and
the invested Wealth, are lost.
Merchant Families
Investment: 2
Time: 24 + 2d6 Months
Requires: Small City or larger
Your lands have attracted the attention of numerous wealthy merchants, which brings in even
more wealth to your lands. Make an additional House Fortunes test focusing on Wealth each
month. With a Large City, get a +5 modifier to this test.
Mill [Estate]
Investment: 1
Time: 1d6 Months
Requires: Plains or Hills with no Woods
Increase the House Fortunes bonus from your Farmers by +1 each.
Mine [Estate]
Investment: 2
Time: 24 + 2d6 Months
Requires: Hills or Mountains
Your House gains a +5 bonus to House Fortunes.
Monument
Investment: 1
Time: 6 + 2d6 Months
Requires: Artisan
The artisan you patron has crafted a monument, tapestry, sculpture or some other trophy that
glorifies your House. While on your own lands, members of your Household treat their Status as
if it was 1 higher for the purposes of determining if a Simple Intrigue can be forced or not and
when determining their Intrigue Defense.
You can remove one Poor Standard of Living Holding at the end of any month in which you
attempted a House Fortunes test focusing on Wealth (whether a success or failure), removing
the penalty but also meaning you no longer have the increased Wealth. This may cause your
House to lose any Wealth Holdings it can no longer pay for (your choice).
Port [Estate]
Investment: 2
Time: 3d6 Months
Requires: Natural Harbour
Once per month, when you succeed on a House Fortunes test, you may make an additional
House Fortunes test focusing on Wealth.
Pyromancer [Retainer]
Investment: 2
Time: 6 + 1d6 Months
Requires: Minor House or higher, or Order
Your House gains the services of a Pyromancer, and a lab wherein he may attempt to craft and
store wildfire. Once per month, during House Actions, but not counting as a House Action, your
Pyromancer can use his secret knowledge to create one or more pots of wildfire. To do so, he
must make a Cunning test against a Difficulty of 12. On a success, the pyromancer makes one
pot per degree of success. On a failure, no wildfire is created. On a critical failure, the nascent
pot of wildfire bursts, killing the pyromancer. Due to distractions, this test takes a -1 penalty for
every House Action you take this month. If the Pyromancer is killed, you lose this Holding and
the Wealth invested in it, but not any accumulated pots of wildfire.
Quarry [Estate]
Investment: 2
Time: 3d6 Months
Requires: Hills or Mountains
Once per month, when you succeed on a House Fortunes test, you may make an additional
House Fortunes test focusing on Defense.
Quartermaster [Retainer]
Investment: 1
Time: 12 + 1d6 Months
Requires: Power 3+
Each of your Units may take up to one Improved Equipment package.
Saboteurs [Retainer]
Investment: 1
Time: 6 + 1d6 Months
You have men and women in your service who know how to disrupt the activities of other
Houses. You gain access to the Sabotage House Action.
Wealth 6
Defense 9
Power 12
On a success, the Holding is sabotaged in someway. Generally, this means the Holding is
unusable for 1 month per degree of success, but the exact effects are determined by the
Narrator.
On a failed test, the saboteur is caught and/or killed, and your House loses all accumulated
degrees of success in Wealth. If it had none, its Wealth is reduced by 1. On a critical failure, any
accumulated degrees of success in Wealth are lost and Wealth is reduced by 1.
After each sabotage, the House being targeted can search for the saboteur. This requires a
Cunning test with a Difficulty equal to the Cunning test rolled for the saboteur. On a success, the
saboteur is caught before escaping or sabotaging again. If caught, the saboteur's employer is
revealed, and your House loses 1 Influence as well as any accumulated degrees of success in
Influence, as well as appropriate in-story consequences.
Sept [Building]
Investment: 1
Time: 12 + 2d6 Months
Requires: A Castle or Palace or a Small Town or larger Community
Your House gains a +2 bonus on House Fortunes tests.
Seneschal [Retainer]
Investment: 2
Time: 12 + 2d6 Months
Requires: A House Position allowing a Head of House a maximum Status of 5 or higher.
You gain an additional House Action each month.
Sheriff [Retainer]
Investment: 1
Time: 12 + 1d6 Months
Requires: A Community
Your House keeps a dedicated retainer who ensures order is maintained in your lands. Once
per month, when you succeed on a House Fortunes test, you may make an additional House
Fortunes test focusing on Law.
Shipwright [Retainer]
Investment: 1
Time: 1d6 Months
Requires: Coast
Increase the maximum number of Warship and Longship Units allowed per invested Power by
1.
Slave [Retainer]
Investment: 1
Time: 6 + 2d6 Months
Your House has a skilled slave at its disposal. The slave is a Secondary Character, but with a
Status of 0 and an additional 2 ranks to be assigned to other attributes. Those who look down
upon slavery may have a worse Disposition towards you as a slave owner.
During the House Actions phase, but not requiring a House Action, you may use any number of
your spy cells. You may invoke the Connections Benefit for each cell used. If you have multiple
cells in a domain, each cell beyond the first grants a +3 bonus to the Connections test. When
invoking this, the head of house of the House ruling the domain makes a Cunning test against
your head of house's passive Cunning; the test gets a +3 bonus for every cell beyond the first,
and is modified by the House's Law House Fortunes modifier. With one degree of success, the
House learns that spying took place. With two or more degrees, the House using the spies
becomes known.
Stonemason [Retainer]
Investment: 1
Time: 2d6 Months
Requires: Castle or Fortress
Increase the Defense bonus for each of your Defense Holdings by +1.
Timber [Estate]
Investment: 1
Time: 6 + 1d6 Months
Requires: Woods with no community larger than a Hamlet
Your House gains a +2 bonus on House Fortunes tests.
Weaponsmith [Retainer]
Investment: 1
Time: 2d6 Months
Requires: Castle or Fortress
All weapons forged in your House count as castle-forged, including those for your Units (except
Mercenaries and Peasant Levies).
The House In Action
So, the House is designed and populated. Ravens sent and banners raised.
What now?
Activity at the House level is typically measured in terms of months of game time. During any
given month, a House makes one House Fortunes test and may perform up to one House
Action. It may also benefit from its household adventuring or campaigning.
House Fortunes
At the beginning of each month, the head of the house must decide which house resource is in
focus. That resource will be the only one affected - for better or worse - by House Fortunes that
month.
To make a House Fortunes test, the head of the house, or his steward, must make a Status
(Stewardship) test, including all applicable modifiers (such as from House Holdings) against the
passive Resource result.
On a successful test, the House accumulates degrees of success for that resource (up to four
degrees per test). When the number of accumulated degrees of success for a resource equal its
current value, the resource is increased by 1 at the end of the month (excess degrees of
success are not carried over). For higher resource values, it may take several months of work to
increase the resource's value.
On a failed test, all accumulated degrees of success are removed. If no degrees of success
have been accumulated, the resource is reduced by 1 point at the end of the month. If this
causes the House to be unable to afford all of their holdings, the House must lose holdings until
they are able to afford all remaining holdings. Note that the house may take on additional Debt
Wealth holdings during the month and/or use their House Action to transfer some of their
Wealth into the about-to-be-reduced resource, in order to continue to pay for their existing
holdings.
On a critical failure, all accumulated degrees of success are removed, and the resource is
reduced by 1 as if no degrees had been accumulated. Then holdings may be lost as in a normal
failure.
If you fail a House Fortunes test that focused on a resource that was already at rank 0, instead
of the normal consequences, your House instead loses all accumulated degrees of success in
every other resource. If there are no other resources with at least one accumulated degree of
success, choose one resource of at least rank 1, and reduce that resource by 1, potentially
losing Holdings as normal. If there are no resources of at least rank 1, the House is ended.
Adventuring
Members of a Household are able to adventure and partake in various missions, intrigues,
tourneys, and campaigns in order to better themselves and bring recognition to their house.
While doing so they collect experience, coin, and Glory, but in particular, earned coin and Glory
may be donated to the House.
When a House Fortunes test is made focusing on Wealth, every 1000 gold dragons donated
grant a +5 bonus to the test.
Each point of Glory can be donated to add a free degree of success to any House resource
(increasing the resource as appropriate). Alternatively, 5 points of Glory can be donated to add
one Legacy Point to the House.
House Actions
Once per month, the Lord can (normally) initiate a single action. Some actions are common to
all Houses; additional actions can become available via some Legacies and Holdings. A
non-exhaustive list of modified and new actions include:
Generate Coin
Most of a House's wealth is tied up in non-liquid funds. At the start of each month, blood
members of a House get a credit allowance of 1 gold dragon per point of Wealth. This can be
added to a character's starting coin, but unspent coin is not retained from month to month.
If extra coin is needed, as a House Action, the House can make a Wealth test, and then reduce
its Wealth by any amount (including zero). For each point the House reduces its Wealth, multiply
the Wealth test result by 10. The final result is the number of gold dragons generated. At the
end of the month, any Wealth Holdings you cannot afford are lost.
Manage Resources
A skilled lord knows how to balance his investments. You may convert any Resource into any
other Resource. Make a House Fortunes test focusing on the destination Resource, but use a
Resource test of the source Resource instead of a Status (Stewardship) test. Other normal
House Fortunes modifiers apply. After the test, reduce the source Resource by 1.
You can convert multiple resources in a month, but all are considered Rushed, and take a
cumulative -1D on the Resource test. Apply an additional -1D when converting from Wealth.
Host Tournament
In order to host a tourney and provide prizes, a House must choose a size for the tourney, and
make a Wealth test. A Local Tourney is Difficulty 6, with a +2 to the Difficulty for each additional
event beyond a joust. A Regional tourney is Difficulty 12, with a +4 to the Difficulty for each
additional event beyond a joust. A Grand Tourney is Difficulty 18, with a +6 to the Difficulty for
each additional event beyond a joust. The tourney costs 1 Wealth for every 6 points of Difficulty
(round up), but this is reduced by 1 for each degree of success beyond the first on the Wealth
test. On a failed test, the tourney still happens, but the House's Wealth is reduced by an
additional 1.
A Local tourney generally awards 400 gold dragons for a joust winner, 200 gold dragons for the
runner-up and a melee champion, and 100 gold dragons for other events. A Regional tourney
awards 4,000 gold dragons for a joust winner, 2,000 gold dragons for the runner-up and a
melee champion, and 1,000 gold dragons for other events. A Grand Tourney awards 40,000
gold dragons for the joust winner, 20,000 gold dragons for the runner up and a melee champion,
and 10,000 gold dragons, for the other events. A maiden daughter may be substituted as the
prize for the joust, granting a bonus to the Wealth test equal to her Status.
Hosting a Local or Regional Tourney takes a single month's House Action. Hosting a Grand
Tourney takes two consecutive months’ actions. The Wealth test is made at the beginning of the
first month. Upon the tourney's conclusion, the hosting House gets an additional House
Fortunes test that month focusing on Influence, with a +2 modifier for each event in a Regional
tourney, and a +5 modifier for each event in a Grand Tourney. A House hosting a Grand
Tourney also gets an additional House Fortunes test focusing on Influence at the end of the first
month, but with a +2 modifier for each event.
Hosting tourneys can be taxing on the attendees as well. For each event included in a tourney
(including the joust), a House must normally wait at least one month before hosting a tourney
again. This time is doubled if the tourney was a Regional tourney, or tripled if a Grand Tourney.
A tourney can be hosted before this time has elapsed, but generally a lesser quality of
attendees will be attracted, halving the bonuses to the extra House Fortunes tests.
However, this is an aggressive action. All non-allied Houses immediately shift their Disposition
towards the actioning House one step worse.
Muster
Some Units remain at the ready at all times, but many disband into the smallfolk of a lord's lands
after a campaign. A House using the Muster action can marshall these untapped forces.
Choose one of type of Unit available to the House, and muster any number of Units of that type
up to the House's Power rank with this action, limited by the total number of mustered Units
allowed by the Unit type. Each mustered Unit that is not being housed bestows a -1 penalty to
House Fortunes.
Example: House Ashbrooke has Power 3, invested into Foot 2 and Horse 1. With a single
Muster action, House Ashbrooke can muster up to 3 Foot Units, until they reach a maximum of
7 mustered Foot Units at one time; or muster up to 3 Horse Units, although with Horse 1, House
Ashbrooke is limited to 1 mustered Horse Unit at a time.
Disband
A House may disband any number of mustered Units of any sort with a single House Action.
Campaign
Waging wars requires a lord's full attention. The number, sizes, and distances of and to various
engagements are not set or limited, but any lord wishing to take Units outside his own lands
must take the Campaign House Action. The Campaign House Action does not need to be taken
if such Units are simply returning home, either led as a host or having been willingly disbanded,
but no orders may be issued to those Units until the Campaign House Action is taken again.
Begin Project
This House Action remains mostly unchanged, except to note that times and requirements for
many Holdings have been added or changed. If the investment for a Holding is 0 (such as with
Debt or Drought), you may begin any number of them (but only one type per Begin Project
House Action).
Wedding Preparations
This House Action represents the final flurry of activity needed to successfully host a proper
wedding of two nobles. Such a wedding must already be agreed to in principle by all interested
parties. Tasks include arranging accommodations, seating plans, food, entertainment, etc. The
head of house, or the person designated to plan the wedding, must make a Status
(Stewardship) test vs Difficulty based on the highest level of a House present - ranging from
Easy (3) for a Landed Knight, to Routine (6) for a Minor House, to Challenging (9) for a Major
House, to Formidable (12) for a Great House, to Hard (15) for a Royal House. Success means
that no unintended incidents happened to mar the festivities.
Hosting a wedding costs coin, requiring 1 Wealth for every 6 points of Difficulty (round up), but
is reduced by 1 for every extra degree of success beyond the first. At the end of the event, the
host may make a House Fortunes test focusing on Influence, with up to two bonuses depending
on the bride and groom's houses: +0 Landed Knights, +1 Minor House, +2 Major House, +3
Great House, +4 Royal House.
Note that the host does not necessarily need to be either of the bride's or the groom's house.
Joining Houses
Upon the completion of the wedding, the Houses of both bride and groom see their resources
change. The bride's House must make a Resource test of their choice, with a penalty equal to
the daughter's Status. On a success, they manage to offer a proper dowry without hardship. On
a failure, the chosen Resource is reduced by 1 (potentially meaning Holdings are lost). Whether
successful or not, the bride's House makes a House Fortunes test focusing on Influence, with a
bonus based on the groom's House: +0 Landed Knights, +3 Minor House, +6 Major House, +9
Great House, +12 Royal House.
The groom's House gains one accumulated degree of success on Wealth per rank of the bride's
Status (increasing the Wealth score as needed, and losing excess degrees of success). If the
bride's house is of higher position than the groom's House, it also gains one accumulated
degree of success to Influence per step of difference (ie. If a groom from a Landed Knight
House marries a bride from a Major House, that's two "steps" (Landed Knight to Minor House to
Major House) and so gains 2 accumulated degrees of success). Increase the groom's House
Influence as necessary, losing excess degrees of success.
If a House has not fully assigned all its available eras granted by its Banner House Holding, it
may attempt to found a new Banner House using this House Action. The Head of House makes
a Status (Stewardship) test against Difficulty 12. On a success, it means lands and holdings
were negotiated and found from unclaimed land, and a House is founded with an age of New,
sworn to the House taking this Action (the newly created House must have a lower House
Position than the House taking this Action). For every degree of success beyond the first, the
new House gains an additional point to spend on initial resources. On a failure, no lands were
found.
In addition, whether the previous test was a success or not, the House taking this Action may
donate any of its Resources and Holdings on a 1:1 basis to the newly formed House. Note that
if the previous test was failed, the House only starts with these donated resources, not the
starting 10 given to New Houses, but it does gain the 7 Legacy Points granted to a New House.
Hostage Negotiations
In the game of thrones, occasion finds that one of your Household is taken captive by another
House, hoping to use them as leverage against you. Alternatively, your heroics may have led to
the capture of some villain, and you bravely seek to extract just compensation for his return to
an opposing House.
Hostage Negotiations occur when two or more Houses wish to exchange one or more hostages
for an agreed upon ransom. Note that the hostages involved do not need to be members of any
negotiating Houses - it is just as possible for House Stark to negotiate for the release of a
member of House Manderly from House Sunderland as for the Lord of White Harbour himself.
The negotiations do not necessarily need to take place in person - use of this House Action
represents the logistics of setting up an in-person meeting, or a series of exchanges by raven or
courier.
All Houses involved in the negotiations must use the Hostage Negotiations House Action in the
same month (although if they are allowed other House Actions, no extra restrictions are placed
on them). If at least two interested parties take this House Action, and at least one has a
hostage desired by another, then negotiations take place. Otherwise, the initial overtures are
rejected, and each House that had tried to use Hostage Negotiations may pick a new House
Action for the month (but suffer a -5 penalty on any associated tests called for by the
replacement House Action)..
To resolve the negotiations, use a Complex Intrigue requiring 1 victory point per rank of Status
of the hostage. Whichever House reaches the required number of victory points first, chooses
which House (not necessarily itself) receives the hostages, and then the receiving House must
pay the agreed ransom to the House yielding the hostage. The ransom for a hostage starts at 1
Wealth. If a House cannot pay the agreed ransom, it may replace the unavailable Resources
with Wealth, taking one or more Debt Holdings to cover any unavailable Wealth. If it cannot, or
chooses not to, meet its concessions, it loses 1 Influence per unmet concession, and may face
other consequences as appropriate.
To begin, each House rolls an Influence test, and then in each round, act in order from highest
to lowest (ties broken by the head of house's Status; if still tied, all House's tied roll again)
During a round, each House gets 1 action:
● Pass, taking no action this round.
● Withdraw, ending their involvement in the negotiations. If only one party remains, or the
House with the hostage in question withdraws, end this House Action for all parties.
Depending on the House that chooses to withdraw, consequences (such as loss of face,
declarations of war, or death of the hostage) may be faced.
● If the House does not have the hostage in question, it may gain 1 victory point by
increasing the ransom by 1 Resource of its choice, or lose 1 victory point by decreasing
the ransom by 1 Resource currently included.
● If the House does have the hostage in question, it may gain 1 victory point by decreasing
the ransom by 1 Resource currently included, or lose 1 victory point by increasing the
ransom by 1 Resource of its choice.
● A House may also gain a victory point by offering a hostage in exchange (this might be
an a different hostage, or perhaps a replacement member of the hostage's Household),
or another concession that is within its ability to grant (such as attacking a third party or
agreeing to a marriage).
● A House may grant a victory point to another House by demanding a hostage (this might
be a different hostage, or perhaps a replacement member for the hostage in question),
or requiring a concession that is within the other House's ability to grant (such as staying
neutral in another conflict or abandoning a Holding).
● Engage in a Standard Intrigue with another involved House, with the winner choosing to
gain a victory point or the loser to lose one, in addition to any other consequences of the
Intrigue (such demanding the losing party end their involvement, support the winner's
claim). Note that the Narrator may include various Scene Modifiers, depending on the
circumstances of the involved Houses.
Example: House Baratheon of King's Landing (ie, House Lannister) has taken Ned Stark's
head, his daughters Sansa and Arya captive, and holds the Valyrian Steel greatsword Ice, while
House Stark has taken Ser Jaime Lannister and a bevy of minor Lannister cousins. Through a
series of ravens and couriers, Robb Stark (leading House Stark in the interim) and Tyrion
Lannister (acting as Hand of the King) begin negotiations to exchange their charges, with the
hostage in question being Ser Jaime, making the required number of victory points 5.
Each House rolls an Influence test, and House Lannister rolls higher.
Round 1 (Lannister 0, Stark 0):
House Lannister offers Sansa Stark, gaining a victory point.
House Stark demands Ned's bones as well, giving House Lannister a victory point.
Round 2 (Lannister 2, Stark 0):
House Lannister offers Arya Stark, gaining a victory point (it knows it cannot meet this
obligation, but is willing to risk the Influence loss).
House Stark engages in a Standard Intrigue with House Lannister, (somehow) convincing it that
Ser Jaime is worth far more than two girls, costing the Lannisters a victory point.
Round 3 (Lannister 2, Stark 0):
House Lannister offers Ned's bones, gaining a victory point.
House Stark offers a Lannister cousin, gaining a victory point.
Round 4 (Lannister 3, Stark 1):
House Lannister demands the second Lannister cousin too, giving House Stark a victory point
House Stark demands recognition of the King of the North and the Riverlands, giving House
Lannister a victory point.
Round 5 (Lannister 4, Stark 2):
House Lannister is unwilling to accept that demand, and so reduces the ransom by 1 Wealth to
lose a victory point.
House Stark demands the return of Ice, granting the Lannisters a victory point.
Round 6 (Lannister 4, Stark 2):
Fearing "winning" the negotiations while the recognition concession is on the table, House
Lannister withdraws, ending the negotiations.
Preparation
Sometimes your House has no particular goal, and merely works toward being better prepared
for any events that may arise. As a House Action, your House performs no particular actions,
but instead grants itself a bonus on a House Fortunes test in the first upcoming month where it
does not take the Preparation House Action. The bonus is equal to +1D for each consecutive
month where the Preparation House Action was taken, to a maximum number of extra test dice
equal to the head of house's Status. Using the Preparation House Action multiple times in a
single month yields no extra benefit.
Warfare
Most of the Warfare rules remain as in the core book, except for Unit starting equipment
(because I've changed up the Units), a few additions to Orders, and a change to battle survival.
Starting Equipment
For each unit type, choose up to 1 package of each type. Not all Unit types have all types of
packages, and some have multiple choices. Improved packages require a Holding or Legacy
that allows them before being selected.
Criminal
Armor
Base: AR: 1, AP: 0, Bulk 0
Improved: AR: 4, AP: -2, Bulk 1
Fighting
Base: Athletics +1
Improved: Athletics +2
Foot
Armor
Light: AR: 2, AP: -1, Bulk 0
Medium: AR: 3, AP: -2, Bulk 0
Improved: AR: 4, AP: -2, Bulk 1
Fighting
Base: Athletics +1
Improved: Athletics +2
Horse
Armor
Light: AR: 2, AP: -1, Bulk 0
Heavy: AR: 5, AP: -3, Bulk 2 (Cannot take Marksmanship package)
Improved Light: AR: 4, AP: -2, Bulk 1
Improved Heavy: AR: 9, AP: -5, Bulk 3 (Cannot take Marksmanship package)
Fighting
Base: Athletics +1
Mounted: Animal Handling +3 (Cannot take Marksmanship package)
Improved: Athletics +2
Improved Mounted: Animal Handling +5 (Cannot take Marksmanship package)
Mounts
Base: Rounseys
Improved: Coursers
Mercenary
Armor
Base: AR: 4, AP -2, Bulk 1
Improved: AR: 5, AP: -3, Bulk 2
Fighting
Base: Athletics +1
Mounted: Animal Handling +3 (Mounted only. Cannot take Marksmanship package)
Improved: Athletics +3
Improved Mounted: Animal Handling +5 (Mounted only. Cannot take Marksmanship package)
Peasant Levy
Armor
Improved: AR: 2, AP: -1, Bulk 0
Fighting
Base: Athletics -1
Improved: Athletics
Marksmanship
Base: Athletics -1; Close Range
Improved: Athletics; Close Range
Warship
Hull*
Base: AR: 5, AP -, Bulk -; Health: 50 (Cover +2)
Improved: AR: 10, AP -, Bulk -; Health: 80 (Cover +4)
Armor
Base: AR: 2, AP: -1, Bulk 0
Improved: AR: 4, AP -2, Bulk 1
Fighting
Base: Athletics +1
Improved: Athletics +4
Marksmanship
Base: Agility +1; Long Range
Improved: Agility +3; Long Range
Siege Weaponry
Base: 1 Siege Weapon
Improved: 3 Siege Weapons
Longship
Hull*
Base: AR: 4, AP -, Bulk -; Health: 25
Improved: AR: 8, AP -, Bulk -; Health: 50 (Cover +2)
Armor
Base: AR: 2, AP: -1, Bulk 0
Improved: AR: 4, AP -2, Bulk 1
Fighting
Base: Athletics +1
Improved: Athletics +2
Marksmanship
Base: Agility +1; Long Range
Improved: Agility +3; Long Range
* Warships and Longships have Health separate from the crews manning them. Attacks against
Warship and Longship Units may target either the ship or the crew. A Warship or Longship
reduced to 0 Health has significant holes and will begin sinking, effectively destroyed. Any Units
aboard, including crew and passengers, are removed from the battle and are considered
destroyed when resolving Unit Casualties at the end of the battle.
Raider
Armor
Base: AR: 2, AP -1, Bulk 0
Improved: AR: 5, AP: -3, Bulk 2
Fighting
Base: Athletics +1
Improved: Athletics +3
Marksmanship
Improved: Athletics +1; Close Range
Siege Team
Armor
Base: AR: 2, AP -1, Bulk 0
Improved: AR: 5, AP: -3, Bulk 2
Fighting
Base: Athletics -1
Improved: Athletics
Orders
When issuing an Order, a commander or subcommander may issue the same order to multiple
Units. The Units must all be of the same type (but not necessarily experience), and the Order
gains a +3 Difficulty for each Unit beyond the first. One roll is made, but only those Units whose
Discipline was equalled or bettered act.
Resource Changes
If the defender loses the battle, that House loses any Defense, Population, and Wealth Holdings
in the domain and the Resources invested in them, as well as the domain itself, and the attacker
gains them, as well as increasing its Lands by 1. If the defending House has any accumulated
degrees of success in Lands, they are removed. If not, the House reduces its Lands resource by
1. This may cause it to have more domains than otherwise allowed; if so, the House suffers a -5
penalty to House Fortunes for each domain beyond the limit until it raises its Land rank
sufficiently.
Units and Casualties
After a battle ends, every unit that participated needs to determine if, and how many, men
deserted or were lost. If too many are lost, then the Unit may lose experience or even be
destroyed. But if not, the Unit gains experience from the battle.
Each Unit makes a Will test vs its ending Discipline. It gains its commander's Warfare rank in
experience points per degree of success. On a failure, it gains a penalty die on one key ability. If
a Unit ever has as many penalty die as its rank in a key ability, it is destroyed. On a critical
failure, the Unit is destroyed. Any Units that were destroyed are lost, but do not reduce your
muster limit (unless the Holding or Legacy says otherwise).
Advancing Units
A Unit may spend 20 experience to raise one of its key abilities by 1, or 10 experience to reduce
its Discipline by 3.
To equip a Unit with one or more pieces of special equipment, you must make a Resource test
for each Unit to be armed at the indicated Difficulty. For every piece of equipment given in a
month beyond the first, a cumulative -1 penalty is applied.
A character from a House may no longer spend or burn a Destiny Point to deflect the results of
a House Fortunes test on one of its Banner Houses.
Benefits
Head for Numbers [Ability]
Requires: Status 3 (Stewardship 1B)
When you test for House Fortunes, add your Cunning rank to your Status test result. In addition,
if the House Fortunes test focuses on Wealth and was successful, you gain an additional 1
degree of success (which may exceed the normal limit of 4).
Heirloom [Fate]
The existence of this Benefit is not required, nor does it require, the House to also have the
Heirloom Legacy. They are merely two different ways to gain heirlooms.
Drawbacks
Ward
The existence of this Drawback is not required if, nor does it require, your birth House and your
foster House to have the Alliance Influence Holding.
Example Houses
House Targaryen of Dragonstone
This is a work-up for House Targaryen during Aegon’s War of Conquest, specifically, just after
Torrhen Stark and Sharra Arryn bent their knees, and as he prepares to march on Oldtown.
Details
Realm: Dragonstone
House Age: Ancient
Arms: A three headed red dragon on black
Words: Fire and Blood
Resources
Defense: 4
Dragonstone Castle - Castle
The Aegonfort - Tower
Influence: 8
Royal House - 8
Lands: 3
Mountains - 1
Dragonstone (Center) - Mountains (Dragonstone Castle)
Dragonstone (Western shore) - Mountains with coastline (Hamlet, Naval Port)
Dragonstone (Eastern shore) - Mountains with coastline
Hills - 1
Aegon's High Hill - Hills with grassland and coastline (The Aegonfort)
Visenya's Hill - Hills with grassland and river
Rhaenys's Hill - Hills with grassland and coastline (Fisherfolk)
Volcano - 1
Law: 4
-1 to House Fortunes
Population: 1
Dragonstone Village - Hamlet
Power: 13
Banner Houses - 9
House Baratheon of Storm's End (New Great House)
House Arryn of the Eyrie (Very Old Great House)
House Stark of Winterfell (Ancient Great House)
House Tully of Riverrun (Ancient Great House)
House Lannister of Casterly Rock (Very Old Great House)
House Tyrell of Highgarden (New Great House)
House Velaryon of Driftmark (Very Old Minor House)
House Celtigar of Claw Isle (Old Major House)
House Massey of Stonedance (Ancient Minor House)
House Rosby of Rosby (Established Major House)
House Stokeworth of Stokeworth (Established Major House)
House Darklyn of Duskendale (Ancient Major House)
House Mooton of Maidenpool (Established Minor House)
Dragon Units - 2
3 Dragon Units (Balerion, Vhagar, and Meraxes; on march (-3 to House Fortunes))
Foot Units - 2
3 Trained Foot Units (1 @ Dragonstone, 1 @ Aegonfort, 1 on march (-1 to House Fortunes))
1 Green Foot Unit (1 on march (-1 to House Fortunes))
Wealth: 3
Naval Port - 1
Debt - 0
Orys Baratheon, the Hand of the King - Seneschal
Legacies
Legacy Points: 0
Legacies: Conqueror, Immigrant (Valyria), Dragonlords
Tragedies: Treacherous, Rival House (House Martell), Resource Poor (Population), Resource
Poor (Wealth), Rowdy, Disfavoured (sibling marriage/polygamy)
House Fortunes
-1 (Law) +6D (Great Banner Houses) +4B (Major Banner Houses) +3 (Minor Banner Houses) -5
(Units on march) -1 (Debt) +13 (Valyria - Banner Houses) +3B (Valyrian Banner Houses) = +6D
+6B (capped) +9
Household
AEGON TARGARYEN, the First of His Name, self-declared King of Westeros
- his wife and elder sister, QUEEN VISENYA
-- her dragon, VHAGAR
- his wife and younger sister, QUEEN RHAENYS
-- her dragon, MERAXES
- his dragon, BALERION
Details
Realm: The Mountains of the Moon
House Age: Very Old
Arms: Silver moon and falcon on sky-blue
Words: As High As Honour
Resource
Defense: 11
The Eyrie - Castle 3 + Donjon
Stone - Fortress 1
Snow - Fortress 1
Sky - Fortress 1
Gates of the Moon - Castle 3
Bloody Gate - Wall
Influence: 7
Great House - 7
Lands: 3
Mountains - 2
Giant's Lance Peak - Mountains
Giant's Lance - Mountains (The Eyrie)
Giant's Lance Lower Slopes - Mountains (Stone, Snow, Sky)
Giant's Lance Foothills - Mountains with deep woods (Gates of the Moon, Hunters)
High Pass - Mountains with road (Bloody Gate)
High Road - Mountains with road
Plains - 1
Vale of Arryn (near foot of Giant's Lance) - Plains with road and grasslands
Vale of Arryn (near High Pass) - Plains with road and grasslands
Vale of Arryn (between those two) - Plains with road and grasslands
Law: 1
-10 to House Fortunes
Population: 1
Hunters - 1
Power: 7
Banner Houses - 5
House Belmore of Strongsong (Established Major House)
House Corbray of Heart's Home (Established Minor House)
House Egen (Very Old Minor House)
House Grafton of Gulltown (Established Major House)
House Hunter of Longbow Hall (Recent Major House)
House Lynderly of Snakewood (Established Minor House)
House Redfort of Redfort (Very Old Minor House)
House Royce of Runestone (Established Minor House)
House Waynwood of Ironoaks (Established Minor House)
Foot Units - 2
3 Green Foot Units (1 @ Stone, 1 @ Snow, 1 @ The Eyrie), 2 Trained Foot Units (1 @ Bloody
Gate, 1 @ Gates of the Moon)
Wealth: 2
Maester Vyrelle - 1
Debt x2 - 0
Sept
Legacies
Legacy Points: 1
Legacies: Conqueror, Legendary Fortress (The Eyrie)
Tragedies: Banditry (Clansmen), Rival House (House Stark), Resource Poor (Law), Resource
Poor (Population)
House Fortunes
+1 (Hunters) -10 (Law) +3B (Major Banner Houses) +6 (Minor Houses) +2 (Sept) -4 (Debt) =
+3B -5
Household
LORD RONNEL ARRYN, Lord Paramount of the Vale
- his mother, LADY SHARRA ARRYN, Lady Regent of the Vale.
Resources
Defense: 0
No holdings
Influence: 10
Order - 5
Alliance - 1
House Hightower - use Land and Population Holdings
Alliance - 1
House Arryn - gain Intrigue bonus and improved Disposition
Alliance - 1
House Lannister - use Land and Population Holdings
Lands: 0
No holdings
Law: 5
+0 to House Fortunes
Population: 10
Membership - 10
Septons and Septas; spread throughout Westeros, except the North and the Iron Islands
Power: 0
No holdings
Wealth: 5
Great Sept - 2
Starry Sept of Oldtown
Sept - 1
The Seven Shrines in Oldtown
Sept - 1
Sailor's Sept in Oldtown
Sept - 1
The Lord's Sept in Oldtown
Legacies
Legacy Points: 0
Legacies: Favoured, Plentiful Resources (Influence), Pious (The Seven)
Tragedies: Dispersed (membership from all realms; as Displaced), Prohibited (Power),
Prohibited (Defense), Resource Poor (Lands)
House Fortunes
+0 (Law) +10 (Membership) +6 (Great Sept) +9 (Septs) = +25 to House Fortunes
Household
THE HIGH SEPTON, an old and contemplative holy man
- his MOST DEVOUT, a collection of Septons and Septas charged with the larger affairs of the
Faith
- his Septons and Septas, spread throughout Westeros as spiritual advisors and leaders of Faith
for smallfolk and nobility alike