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House Creation.

Posted by CaladinFor group 0
Caladin
GM, 1608 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:49
  • msg #18

Re: Influence Holding

Influence Holdings :
Your investment in heirs opens up options for players to take the roles of the house’s heirs. Each investment creates a character of a particular Status. Influence does not limit the number of children a house can have, but rather how many heirs with a significant Status you have.

Heirs
Heir’s Status*ExampleCost
Maximum–1First-born son (or daughter in Dorne)20
Maximum–2Second son (or daughter in Dorne), or first-born daughter10
Maximum–3Other children (not including bastards)5

*Minimum Status 3. Status 2 does not cost an Influence investment.

Influence & Status
ResourceMaximum Status
0–102
11–203
21–404
41–505
51–606
61–707
71+8 or higher

Caladin
GM, 1616 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:31
  • msg #19

Step Seven: Land Holding


Lands describe the terrain and extent of your actual holdings. Lands may be forests, lakes, hills, mountains, coastlines, and more, all based on where your house is situated and the terrain of your realm. Each Land investment is called a domain. Each domain is roughly a league (3 miles). Your domains reflect only those lands that are under your direct control and not under the control of your banners, sworn knights, and others in your service.


Lands
Score
Description
0Landless, the house has been completely stripped of its holdings.
1–10A speck of land, no larger than a single town.
11–20A small stretch of land, about the size of a single small island or small portion of a larger island, or a large city and its immediate environs, such as House Mormont.
21–30A modest stretch of land or medium-size island, such as House Frey.
31–40An area of land that includes several terrain features, islands, or large groups of islands, House Greyjoy for example.
41–50A large area of land, that spreads across a great distance. This area likely includes a variety of terrain features. House Martell’s control of Dorne is representative of this level of resource.
51–60A huge area of land representing a considerable portion of Westeros’ geography. House Stark’s command of the North is a good example.
61–70Most, if not all, of the Seven Kingdoms, such as the holdings of King Robert and the royal branch of House Baratheon.

Land Holdings:
Domains each have two components, features and terrain. A feature is something found on that land such as a town, river, woods, or coastline. A domain can have as many features as you’d like to invest. A domain without a feature is barren, being a desert, scrubland, or waste depending on the realm. Terrain specifically describes the lay of land, being mountainous, hilly, flat, or sunken. A domain must have terrain and may only have one type of terrain, even if it has elements of other terrain types.


Terrain & Features of the Lands
RealmTerrainFeatures
DorneHills, Mountains, PlainsCoast, Community, Island, Road, Ruin, Water
The ReachPlainsCoast, Community, Grassland, Island, Road, Ruin, Water
The StormlandsHills, Mountains, Plains, WetlandsCoast, Community, Grassland, Island, Road, Ruin, Water, Woods


Terrain
There are four broad types of terrain. If you cannot afford to invest in a domain, your holdings are smaller than a league and extend out around your primary stronghold.


Terrain Costs
TerrainCostExample
Hills7The Rills
Mountains9The Mountains of the Moon
Plains5The Reach
Wetlands3The Neck

Features
A feature is some descriptive element or noteworthy landmark or place that merits attention and can provide additional advantages in battle. Costs are in addition to the terrain cost.


Feature Costs
Feature CostExample
Coast +3Stony Shore
CommunityHamlet+10Winter Town
 Small Town+20Mole Town
 Large Town+30Gulltown
 Small City+40Lannisport
 Large City+50King’s Landing
Grassland +1Much of the Reach
Island +10Bear Island
Road +5The Searoad
Ruin +3Oldstones
WaterStream+1Much of the Riverlands
 River+3Tumblestone
 Pond+5Much of the Neck
 Lake+7Long Lake
WoodsLight+3Sunkenwood
 Dense+5The Wolfswood

This message was last edited by the GM at 03:25, Thu 20 Nov 2014.
Caladin
GM, 1617 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:31
  • msg #20

Step Eight: Law Holding


Unlike other resources, Law does not have holdings for investment. Instead, your Law resource describes the extent of your authority over your lands, specifically as it applies to drawing resources from your lands with minimal loss due to crime, banditry, and villainy. Maintaining a high Law resource helps reduce waste and loss, generating the full potential of Wealth and allowing your Population to grow. But if you let Law lapse, you derive less and less of your resources, and your Population growth shrinks until it can actually diminish. From the following, find your modifier to your House Fortunes roll.


Law
Score
Description
0Lawless, uncivilized land. You have no authority here—the lands beyond the Wall.
1–10Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.
11–20Lawlessness and banditry are a problem along the fringes of your lands.
21–30The typical level of Law throughout much of Westeros. Crime is common but not out of control.
31–40You exert a great deal of control over your lands, and crime is uncommon.
41–50Such is your influence and devotion to maintaining the peace that crime is rare.
51–60You have almost no crime at all in your lands.
61–70There is no crime in your lands.

Law Holdings:

Law House Fortune Mod.
Law ScoreHouse Fortunes
0–20
1–10–10
11–20–5
21–30–2
31–40–1
41–50+0
51–60+1
61–70+2
71++5


This message was last edited by the GM at 03:33, Thu 20 Nov 2014.
Caladin
GM, 1618 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:32
  • msg #21

Step Nine: Population Holding


You do not invest Population Holdings. Instead, your Population describes the density of people that live on your lands. The greater your Population, the more people occupy your lands. Population, again like Law, modifies the outcome of your House Fortunes; however, more people bring more opportunities for mishaps. Similarly, fewer people mean greater chances for trouble to brew in remote corners of your lands. From the following, find your modifier to your House Fortunes roll.


Population
Score
Description
0Barren. No people live under your rule.
1–10Thinly populated. Tiny settlements are scattered throughout your lands.
11–20Small population but no single community larger than a small town.
21–30Typical population. Most smallfolk live on farmsteads or in hamlets, but you might have a couple of small towns and a community around your primary fortification.
31–40Modest population. At least one town and several small hamlets.
41–50Large population. You have a large number of people in your lands; many live in a large town or spread throughout a number of smaller towns.
51–60Immense population. An enormous number of people live under your protection.
61–70All or nearly all of Westeros.

Population Holdings:

Population House Fortune Mod.
Population ScoreHouse Fortunes
0–10
1–10–5
11–20+0
21–30+1
31–40+3
41–50+1
51–60+0
61–70–5
71+–10


This message was last edited by the GM at 02:29, Fri 21 Nov 2014.
Caladin
GM, 1619 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:33
  • msg #22

Step Ten: Power Resources


From your Power resource, you derive your family’s military might, its sworn swords, knights, guardsmen, and banners that fight on your behalf. You can invest Power into banners, ships, or units. You do not have to invest all of your Power and can keep some or much of it in reserve to deal with Household Fortunes as they crop up.


Power
Score
Description
0Powerless, you have no troops, no soldiers, and none loyal to your family.
1–10Personal guard only, with one or two sworn swords and a cadre of smallfolk warriors at most.
11–20Small force of soldiers largely made up of smallfolk.
21–30A modest force of soldiers, including some trained troops.
31–40A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house.
41–50A large force of diverse, trained, and competent soldiers. You probably also have the services of a small navy as well. Several banner houses are sworn to you.
51–60You can muster a huge force of soldiers, drawn from your lands and those from your numerous banner houses.
61–70You have the strength of most of the Seven Kingdoms behind you.

This message was last edited by the GM at 03:56, Thu 20 Nov 2014.
Caladin
GM, 1620 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:34
  • msg #23

Re: Power Holdings

Power Resources:

Banner Houses
Cost: 20 for the first house, 10 for the second, and 5 for each additional house.

 Banner houses are noble families and landed knights that have sworn vows of service and loyalty to your house in exchange for your house’s protection, support, and aid in times of trouble. While promises bind the banner house to your own, such vows can be tested when personal ambitions get in the way of honor and duty. Moreover, smaller houses often come to envy the power and influence of the larger houses to whom they are sworn, and betrayals, while uncommon since the consequences can be so severe, can and do occur.

 The relationship between you and your vassal is much the same as your relationship between you and your liege, meaning that as you are sworn to provide military and financial support to your lord, so, too, is your banner house. The benefit of the banner house is that it can be called to lend military assistance when in need, grant you 1 Test Die on your Status Tests for House Fortunes (for each banner house) and can even receive House Fortune results if desired. However, they are not blindly obedient, and though they are sworn to you, their interests usually come first. Furthermore, if you want to keep the loyalty of a banner house, you must also support them and their conflicts, even if doing so would interfere with your own plans.

 Your banner house or houses begins loyal to your family, and their dispositions start at Friendly. As with all Narrator characters, developments in the campaign, you and your family’s choices, and reputation can improve or worsen a banner house’s disposition toward you. Should a banner’s disposition ever fall to Malicious, you lose them and the points you invested into this house.

 Ultimately, the GM controls the banner house. The members of the banner house are usually Narrator characters as well; although, to reinforce the bonds of loyalty, players may play characters who are members of these smaller houses.

Player Notes:
Creating Banner Houses

You create a banner houses in the same way as you create your own house, following the same procedures with the following exceptions:

Realm: The banner house’s realm must be the same as your own.

Starting Resources: Roll 5 dice for each resource instead of 7. Your banner house’s starting Influence cannot exceed your own.

First Founding: Your banner house’s first founding must be one “era” more recent than your house’s first founding.

House Fortunes: Your banner house does not roll for House Fortunes. Instead, your House Fortunes can modify your banner houses. Alternatively, you may spend a Destiny Point to deflect a House Fortune onto any one of your banner houses instead of your own house.

Caladin
GM, 1621 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:35
  • msg #24

Re: Power Holdings

Power Resources:

Units
Cost: Varies. See Below Unit Types


 Units are the most common investment for noble houses. They reflect the standing armies that support the household and can be called up to defend the family’s lands at a moment’s notice. Each unit consists of 100 men, 20 men and horses, or 5 warships.

Player Notes:
Training
A unit’s level of training determines the cost of the investment. Training reflects experience, the skill of their masters-at-arms, and their time on the battlefield. Lesser-trained units are cheap but are less reliable and lack the durability of experienced units.

Each level of training includes a base Discipline. This starting level of Discipline determines the troop type and sets the Difficulty of Warfare tests to control these troops on the battlefield. The unit’s type modifies its Discipline.

Units have all the same abilities as characters. The default for each ability is rank 2. Most of these abilities never come into play in battle, so there’s no need to record them. The unit’s training determines the amount of Experience attached to each unit to improve its abilities. To raise an ability one rank, it costs 20 Experience. The unit’s type determines which abilities can be improved with Experience.


Starting level:
 
TrainingBase Power CostDisciplineExperience
Green1Challenging (9)20
Trained3Routine (6)60
Veteran5Easy (3)100
Elite7Automatic (0)140

Green: Green troops are soldiers with little or no experience on the battlefield and may include extremely old veterans well past their primes. Green troops are raw recruits, fresh-faced boys, smallfolk levies, or old men called out of retirement. Many clansmen in the Mountains of the Moon, wildling raiders, and smallfolk levies are green.

Trained: Being professional soldiers, trained troops have spent some time with masters-at-arms and received sufficient instruction to fight competently on the battlefield. Trained troops include household soldiers, garrisons, hedge knights, sworn swords, and the like. The gold cloaks, the Stone Crows at the start of A Clash of ings, House Stark’s garrison, and Roose Bolton’s foot soldiers are
all examples of trained units.

Veteran: Veteran units are trained units that have seen extensive action. Battle-scarred and competent, they are reliable and a valued component of any fighting force. These troops may include established mercenary companies, experienced rangers, anointed knights, and so on. The Burned Men, Drogo’s riders, Benjen Stark’s rangers, and most surviving units after the War of the Five Kings are all representative of veteran units.

Elite: Exceptionally rare and expensive, elite units have the benefit of extensive training, vast experience, and an identity that invokes fear in those who must face them. Examples include the Brave Companions, the Unsullied, and the Brotherhood without Banners.

Caladin
GM, 1622 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:35
  • msg #25

Re: Power Resources


Each unit has a broadly defined type, a role it plays in battle. Type describes how the unit operates and describes the abilities you can improve with the unit’s Experience. In addition, type also modifies a unit’s Discipline, increasing or reducing the Difficulty to control the unit in battle. After all modifications from type, the unit’s final Discipline cannot be lower than Automatic (0).

Most units have just one type, but it’s possible to build units with two or more types provided you invest the total Power to meet the cost for each unit type. When investing experience for a unit with two or more types, you may invest the experience into any Key Ability listed for all unit types the unit possesses. Discipline modifiers are cumulative. While any combination between types in any quantity is possible, too much diversification in a single unit eats up so much Power, you are unlikely to field any other units.

Starting level:
Unit Types

Archers
Key Abilities: Agility, Awareness, Marksmanship
Archers are troops armed with Marksmanship weapons. Typically lightly armored to move about quickly, archers are useful for softening up a foe, but they tend to be vulnerable in close combat. 
Power    Cost: +3
Discipline Modifier: +3
Cavalry
Key Abilities: Agility, Animal Handling, Fighting
Any unit that rides animals into battle counts as cavalry; thus, examples can include units of knights or bands of clansmen raiders mounted on garrons. Cavalry is often combined with other types. Dothraki raiders are units of cavalry raiders, while units of anointed knights are often cavalry crusaders. A cavalry unit that dismounts becomes infantry (though the cost does not change). Cavalry units use the Athletics and Endurance of their mounts in place of their own. 
Power    Cost: +5
Discipline Modifier: –3
Criminals
Key Abilities: Endurance, Fighting, Stealth
Units made up of criminals are cheap to field but are unreliable at best. Usually, such forces are dispatched to the Wall to fight the wildlings, but on occasion, desperate lords may empty their dungeons to field additional troops. 
Power    Cost: +1
Discipline Modifier: +6
Crusaders
Key Abilities: Athletics, Endurance, Fighting
Any troops formed around a political or religious cause count as crusaders. These zealots are fiercely loyal so long as they pursue their objective, but they are often undisciplined and difficult to control. 
Power    Cost: +4
Discipline Modifier: +0
Engineers
Key Abilities: Endurance, Fighting, Warfare
These specialty units exist to circumvent enemy defenses, and on the battlefield, they work to tunnel through walls, assemble and operate siege weaponry, and fashion scaling ladders, pavanes, and a variety of other useful equipment. Engineers tend to be lightly armed and armored, making them vulnerable if attacked directly. 
Power    Cost: +2
Discipline Modifier: +3
Garrison
Key Abilities: Awareness, Endurance, Fighting
A garrison is a unit of soldiers assembled to protect a community or fortification. Many garrisons perform double-duty as watchmen and enforce the lord’s peace. While often competent soldiers, garrisons are better at protecting their homes than fighting on a battlefield, a fact reflected in their poor morale when drawn into a more protracted war. When fighting on their lands, their Discipline Difficulty drops by –3. When away from their lands, their Discipline Difficulty increases by +3. 
Power    Cost: +2
Discipline Modifier: -/+3
Guerillas
Key Abilities: Athletics, Marksmanship, Stealth
Another specialized force, guerillas are trained to fight in specific terrain, exploiting the lay of the land to give them a strategic advantage on the battlefield. As one would expect, guerillas are less useful when fighting outside of their preferred terrain. 
Power    Cost: +2
Discipline Modifier: +3
Infantry
Key Abilities: Athletics, Endurance, Fighting
The most common unit, infantry consists of the common foot soldiers that form the spine of any army. 
Power    Cost: +4
Discipline Modifier: +0
Mercenaries
Key Abilities: Athletics, Endurance, Fighting
Mercenaries are soldiers hired to wage war, protect a fortification or community, or escort troops. While mercenary units are better trained, they are more expensive to field and can be unreliable in larger engagements. Mercenaries tend to fight better when they outnumber their foes. Special: Mercenaries are cheap to field in terms of Power, but they cost you in Wealth. Each unit of a particular training as shown reduces your Wealth. Green, +1; Trained, +3; Veteran, +6; Elite, +9. 
Power    Cost: +1*
Discipline Modifier: +3
Peasant Levies
Key Abilities: Animal Handling, Awareness, Survival
Peasant levies are the rabble rounded up from your hamlets and towns. Each unit of Peasant Levies you field reduces your Population resource by –2. 
Power    Cost: +0*
Discipline Modifier: +6
Personal Guards
Key Abilities: Athletics, Endurance, Fighting
One of the most expensive units in the game, a personal guard unit consists of expert warriors assembled to protect a commander, usually the noble that leads the force. A personal guard unit is disciplined and loyal and rarely breaks in battle. Special: A commander or sub-commander can attach himself to a personal guard unit and retain the ability to issue orders. 
Power    Cost: +6
Discipline Modifier: –6
Raiders
Key Abilities: Agility, Endurance, Fighting
Ironmen, wildlings, and clansman raiders are an undisciplined lot, a fighting force driven by greed and bloodlust. Designed to hit opponents fast and hard to crush their defenses and plunder their holds, they are wholly unsuited to sieges and any extended battles. 
Power    Cost: +3
Discipline Modifier: +3
Sailors
Key Abilities: Awareness, Endurance, Stealth
Whether pirates or smugglers, or members of the sea guard during the reign of the Mad King Aerys II, naval units include any force trained to fight at sea. 
Power    Cost: +4
Discipline Modifier: +0
Scouts
Key Abilities: Agility, Awareness, Fighting
Scouts serve as the forward observers, spreading out to gain intelligence about enemy positions and bringing back the information to their commanders. Typical scouts are not exceptional warriors, though when combined with other types, they can be an effective addition to any force. 
Power    Cost: +2
Discipline Modifier: +3
Special
Key Abilities: Any three
A special unit is a catchall for all other units. Special units tend to have a unique set of abilities and are formed to do a specific task, and do it well. 
Power    Cost: +4
Discipline Modifier: +0
Support
Key Abilities: Animal Handling, Endurance, Healing
A labor force is a unit that specifically works to erect fortifications and construct equipment for the larger force, including arms and armor, while also providing food, new clothes, and even working as medics. Labor units are support troops and are exceptionally vulnerable to attack. In addition to their abilities, support units are trained in caring for equipment, erecting tents, cooking, cleaning, and more. 
Power    Cost: +2
Discipline Modifier: +3
Warships
Key Abilities: Awareness, Fighting, Marksmanship
A unit of warships is a small fleet of combat vessels that can transport another unit into battle. To invest in a warship, you must have at least one domain with a coast, island, pond, lake, or river. Special: A commander or sub-commander can attach himself to a warship unit and retain the ability to issue orders. 
Power    Cost: +7
Discipline Modifier: +0



Community Units:
Unit Types

City Guards
Key Abilities: Awareness, Endurance, Survival
A city guard is a unit of soldiers assembled to protect a community. They perform as watchmen and enforce the lord’s peace. While often competent soldiers, they are better at protecting their homes than fighting on a battlefield, a fact reflected in their poor morale when drawn into a more protracted war. When fighting on their lands, their Discipline Difficulty drops by –2. When away from their lands, their Discipline Difficulty increases by +4. Each unit of City Guards you field reduces your Population resource by –1. Requirements: Must have Land Resource of Small Town or greater. Special: each unit of City Guards receives -1 Law per level of training
  • Green -1 Law
  • Trained -2 Law
  • Veteran -3 Law
  • Elite -4 Law
 
Power    Cost: +2
Discipline Modifier: -2/+4

This message was last edited by the GM at 04:49, Fri 28 Nov 2014.
Caladin
GM, 1623 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:36
  • msg #26

Step Eleven: Wealth Holding


Wealth describes your family’s soluble resources, explaining how they generate their income. You can invest Wealth into specific holdings, which grant specific benefits, or keep it free to spend in other areas as needed. It’s often best to keep some of your Wealth free for problems that might crop up during game play.


Wealth
Score
Description
0Destitute. Your family is penniless.
1–10Impoverished. Your family lacks essential resources and struggles to make ends meet.
11–20Poor. Your family has little excess. While they are able to sustain themselves and their holdings, they do not live in luxury.
21–30Common. Your family has enough to get by.
31–40Prosperous. Your family has the funds to live in accordance with their station.
41–50Affluent. Your family has more funds than it needs and lives in comfort.
51–60Rich. Your family wants for nothing.
61–70Decadent. Your family is so wealthy, they can afford to have seventy-seven course feasts.

Wealth Resources:
The following holdings represent the most common types. Others might be available with your Narrator’s permission (in which case you should all work together to come up with a workable benefit and relevant requirements). Many holdings include requirements, which you must meet before investing in the holding. Finally, all entries include a time entry for investments that occur during game play. Whenever you would invest after house creation, you allocate your resources as normal, but you must wait the allotted time before you can derive the benefits from the investment.

You must meet the requirements of each holding if it lists any. In addition, the holdings also include a time entry in case you would add the holding at a later time.

Artisan
Requirement: Hall or larger defensive structure
Your house acquires the service of a master artisan. Choose one of the following benefits each time you invest in this holding.
  1. Master Weapon Smith: All weapons forged in your house count as castle-forged.
  2. Mason: Cover benefits from fortifications increase the Defense by +1.
  3.   Add +1 to the results of your House Fortunes rolls.
  4. Other benefits may be available at the Narrator’s discretion.
 
Investment: 10
Time: 2d6 Months
Godswood
Requirement: Realm (the North)
Your home has a godswood, a place sacred to the old gods. Having a godswood allows you to add 2d6–6 to the result when rolling House Fortunes. 
Investment: 5
Time: 24+2d6 Months
Guilds
Requirement: Small town or larger community
A Guild controls manufacturing and pricing of commodities. All members of the household gain a 10% discount on any goods purchased in their own lands. 
Investment: 15
Time: 2d6 Months
Maester
Requirement: Influence 20+
All houses can benefit from the wisdom and learning of a maester. Gain a +3 bonus on House Fortunes rolls. In addition, your family acquires the service of a maester. This character can be a player character or a Narrator character. 
Investment: 10
Time: 1d6 Months
Marketplace
Requirement: Small town or larger community
A Marketplace facilitates trade and draws merchants from abroad. Each month, whenever your House Fortune would increase your Wealth resource, the Marketplace increases it further by +1. 
Investment: 10
Time: 1d6 Months
Mine
Requirement: Mountains or hills
You open mines on your lands to generate additional income. Owning a mine grants a +5 bonus on House Fortunes rolls. 
Investment: 10
Time: 24+2d6 Months
Port
Requirement: Coastline
A port enables merchant ships to come to your lands. Gain a +5 bonus on House Fortunes rolls. Also, if you have a Marketplace, whenever a House Fortune indicates you should increase your Wealth, add +1d6 instead of just +1. 
Investment: 10
Time: 3d6 Months
Sept
Requirement: Hall or larger defensive structure or small town or larger community
You erect a sept of the Faith to show your family’s piety. Gain a +3 bonus on House Fortunes rolls. In addition, your family acquires the service of a septon or septa. This character can be a player character or a Narrator character. 
Investment: 15
Time: 12+2d6 Months


Artisan by Trade:
Unit Types

Master Shipbuilder
Requirement: Wealth Holding: Coast or River (Shipyard)
Your house acquires the service of a master shipbuilder. Choose one of the following benefits each time you invest in this holding.
  1. War Galley
  2. Merchant Vessal
  3. Fisherman Boats
 
Investment: 5
Time: 1d6 Months
Master Builders
Requirement: Defense Holding: Hall or larger defensive structure
Your house acquires the service of a master builder. Choose one of the following benefits each time you invest in this holding.
 
Investment: 5
Time: 1d6 Months
Metal Workers
Requirement: Wealth Holding: Mine
Your house acquires the service of a master metal worker. A master artisan in decorative objects, made of metal. Choose one type for worker each time you invest in a mine holding.
  1. Jeweler
  2. Fine Metals
  3. Casting
 
Investment: 5
Time: 1d6 Months

Estate Wealth Holding:
Unit Types

Animal Husbandry
Requirement: Grassland or Water
Your house acquires the service of a Family estate. Choose one type for worker each time you invest in this Wealth Holding.
  1. Breeder (select an animal)
  2. Herder (select a livestock)
 
Investment: 5
Time: 6+1d6 Months
Food Agriculture
Requirement: Hills or Plains
Your house has acquired the service of a family estate. Choose one type for worker each time you invest in this Wealth Holding. Food Agriculture Estates grants a +2 to House Fortune rolls.
  1. Farmers: Rich fertail lands yielding large amounts of food product which can be sold for additional income. Possessing Farmers grants a +1 to Population
  2. Vineyard: Vineyards yield wine that can generate additional income. Owning a vineyard grants a +1 to Status.
  3. Brewery: Bewery yield a malt liquor that can generate additional income. Owning a brewery grants a +1 to Wealth.
 
Investment: 6
Time: 24+2d6 Months
Religious Settlements
Requirement: Any Community
Your house has acquired the service of a religious estate, an abbey, monastery, etc.. Choose one type for settlement each time you invest in this Wealth Holding. Gain a +2 bonus on House Fortunes rolls.
  1. Abbey: is a building or buildings occupied by a community of religious persons
  2. Monastery: a building or buildings occupied by a community of monks living under religious vows
  3. Motherhouse: a founding house of a religious order, sisterhood or brother hood dedicated to a service
 
Investment: 6
Time: 12+1d6 Months

This message was last edited by the GM at 21:14, Thu 06 Aug 2015.
Caladin
GM, 1624 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:37
  • msg #27

Step Twelve: Motto & Arms


All noble families have mottos and arms, and your noble house should be no different. Both of these devices are purely descriptive and do not affect game play in any way at all; instead, they help to unify your group and define your house’s place and purpose in the world.

Motto:
Mottos, or “words,” are formal phrases and declarations that speak to a family’s values, reflect on a significant moment of their history, or encapsulate their vision of the future. A motto is important to a family as it functions as a sort of rallying point, a mantra, so to speak, that can remind players of their characters’ loyalties as they navigate the perilous waters of the game of thrones. You should work together to come up with something that reflects your group’s objectives in the game or to describe a historical event that shaped your house’s current form.


Coat of Arms:
Your house’s coat of arms stands as a symbol of your family, your lineage, and your place in the Seven Kingdoms. Every noble house in Westeros, every landed knight, and even hedge knights all bear coats of arms to be recognized. The colors, patterns, and symbols may recount great moments in your family’s past, or they could represent aspects of your holdings. Most, though, speak of the virtues or vices attributed to the house, often incorporating some historical component that speaks to the circumstances of their founding. Thus, your coat of arms is a significant component of your house’s identity, and you should take care when creating it.

Heraldry is a complex study in history and symbolism, and the art of heraldry involves innumerable rules and strictures. After exploring the minutia of heraldry, this guide link to a message in this game and the information below serves to help you create your house’s colors quickly and easily while providing a wide range of choices that have meaning, and it offers the option to generate coats of arms quickly and easily.

This message was last edited by the GM at 00:06, Fri 21 Nov 2014.
Caladin
GM, 1625 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:38
  • msg #28

Re: Coat of Arms

Creating a Coat of Arms

Creating your house’s heraldry can be a daunting proposition. Choice of color, symbol, partitions, and more, along with complex terminology can all make a person just choose a blue shield and be done with it. To make the process easier, follow these simple steps.

Anatomy of the Shield

When constructing your coat of arms, you should be aware of the various parts that make up the shield’s design. All directions indicated are always from the shield-bearers perspective, so right would be left for those looking at the shield. The components of a heraldic shield are as follows:
  • Chief: The chief is the uppermost third of the shield.
  • Fess: The middle third of the shield is called the fess.
  • Base: The bottom third of the shield is the base.
  • Dexter: Dexter indicates the right side of the shield.
  • Sinister: The left side of the shield is called the sinister.
  • Field: The field describes the shield’s background, and it is always in a single color or metal.
  • Charge: A charge is any distinctive or decorative element placed on top of the field. It can be a simple geometric design, in which case it is called an ordinary, or a creature or object. While the field’s color denotes a virtue, the charge is the most important element, as it is the component by which the wielder is best known and is usually the part that best reflects the origins, deeds, and homeland of the individual wielding it.
  • Partitions: Many shields incorporate partitions to divide a single field into smaller fields. This division is often achieved by using wide or thin lines, either crossing the shield diagonally, vertically, or horizontally. For most common knights, a partition of a single color is all that’s used, but some incorporate animals and objects in smaller fields, usually to reflect lineage.


Step A Colors:
The easiest way to distinguish a shield is by color, though there are specific rules about how colors can be used. There are three broad kinds of colors used in heraldry: tinctures, metals, and furs. When designing your coat of arms, just remember these two guidelines: you should never place a tincture over top of another tincture, and you can never place a metal over top another metal. Thus, you shouldn’t have a green field with a red bar. Nor could you have a silver shield with a golden bar. You could, however, have a green field with a golden bar, or a silver shield with a red bar.

Player Notes:

Tinctures include everything from black to maroon. The color choice is significant because they usually represent something about the house.

There are only two Metals used in Westeros, silver and gold. Charges may incorporate other metallic colors such as brass, bronze, iron, and so on.

Furs are patterns that can be incorporated into the shield. Furs ignore the rules of metals on metals and tinctures on tinctures and can be used alongside any tincture and any metal. The presence of furs in a heraldic device signifies dignity and is usually reserved for houses that have distinguished themselves in some way.

Caladin
GM, 1626 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:38
  • msg #29

Re: Coat of Arms

Tinctures, Metals, & Furs :

TinctureCommon Meanings
Black (Sable)Constancy, Grief
Blue (Azure)Loyalty, Truth, Service
Purple (Purpure)Justice, Sovereignty, Dominion
Red (Gules)Military Strength, Magnanimity, Noble Sacrifice, Warriors
Green (Vert)Hope, Joy, Devout, and Loyal in Love
Orange (Tawny)Worthy Ambition
Maroon (Sanguine)Patience and Victory in Battle

MetalCommon Meanings
White or silver (Argent)Peace or Sincerity
Yellow or gold (Or)Generosity

FurDescription
NoneYour coat of arms does not have a fur
ErmineWhite with black spots
Counter-ermineBlack with white spots
PeanBlack with gold spots
ErminoisGold with black spots

Caladin
GM, 1627 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:39
  • msg #30

Re: Coat of Arms

Step B Field:
The background, or field, may be solid or divided. If you’re using a solid field, assign your tincture, metal, or fur to it, and proceed with the next step. Divided or partitioned shields may incorporate any of the colors you picked or may introduce additional ones into your shield. When it comes to the field, you can have two tinctures or two metals side by side. The restriction applies to the charge.

Player Notes:

Partitions presents the most common partitions in Westeros but is by no means comprehensive.

Caladin
GM, 1628 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:39
  • msg #31

Re: Coat of Arms

Partitions:

FieldDescription
per BendThe shield is divided by a diagonal line from the dexter chief to sinister base.
per Bend SinisterThe shield is divided by a diagonal line from the sinister chief to the dexter base/
per FessThe shield is divided across the middle.
ChapeSimilar to a chevron, except the point reaches the chief.
Chape-ployeAs chape, but the lines curve inward toward the center of the shield.
ChausseReverse of the chape.
Chausse-ployeReverse of the chape-ploye.
per ChevronThe field is split by a thick upside-down V shape. The point reaches the center of the shield.
SolidThere are no partitions.
per Chevron InvertedAs chevron, but upside-down.
per PaleThe shield is divided down the center from the chief to the base.
per PallThe field is divided by three lines to form a Y.
per Pall InvertedAs per Pall but upside down.
per PileTwo diagonal lines descend from the chief, coming together just above the base and forming a wedge shape.
QuarteredThe field is partitioned into four sections. Usually, diagonal sections match.
Quartery of SixThe field is partitioned into six sections, three at the top and three at the bottom.
per SaltireThe field is divided by two diagonal lines forming an X.

Caladin
GM, 1629 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 14:40
  • msg #32

Re: Coat of Arms

Step C Charges:
A charge is the principle design or device featured on the coat of arms. Simple charges, geometric patterns, lines, and the like are called ordinaries. Within each ordinary are a number of variations called subordinaries. In addition to ordinaries and subordinaries, devices can also be objects, animals, plants, and people or parts of people.

Charge Types:

  • Heraldic
  • Plants
  • Animals and Mythological Creatures
  • Ordinaries
  • Subordinaries
  • Objects


Caladin
GM, 1633 posts
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Tue 11 Nov 2014
at 17:08
  • msg #33

Heraldic


A heraldic line is a patterned line used in a partition or an ordinary. Such a line often conveys a special significance. When applied to an ordinary, it can affect just one side, in which case it is signified as chief, base, dexter, or sinister, as appropriate, or both sides, in which it is said to be countered.

Player Notes:

  • Dancette: One or both sides are zigzagged, signifying water
  • Embattled: One or both sides appear as though they have crenellations, thus denoting battlements, or in some cases, fire.
  • Engrailed: The line features semicircular indents along its length. This heraldic line suggests land or earth.
  • Invected: The reverse of engrailed. It has the same meaning.
  • Indented: The line features small wedge-shaped indentations; it represents fire.
  • Nebuly: The side or sides curve in and out sharply along its length, suggesting clouds, air, and sometimes the sea
  • Raguly: Slashes formed along the line give it a ragged appearance. Such a line suggests difficulties encountered.
  • Rayonne: Wavy lines emerge from the charge or partition, suggesting the rays of the sun.
  • Wavy: The line or charge curves back and forth or up and down at regular intervals, usually signifying water and waves.


This message was last updated by the GM at 17:08, Tue 11 Nov 2014.
Caladin
GM, 1634 posts
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Tue 11 Nov 2014
at 17:08
  • msg #34

Plants

Player Notes:
  • Berries: strawberries, raspberries
  • Blasted: A withered tree, no leaves, often uprooted
  • Flower: Carnation, lily, rose
  • Fruit: Apple, grapes, lemons, pears
  • Nuts: Acorns, almonds, walnuts
  • Plant: Cotton, shrubs, wheat
  • Tree: Maple, oak, sentinel, weirwood

Caladin
GM, 1635 posts
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Tue 11 Nov 2014
at 17:09
  • msg #35

Animals & Mythological Creatures

Player Notes:
Charge

AntCockatriceFoxMammothSpider
AntlersCraneGoatMermaidSquirrel
AurochsCrowGooseOtterSwallow
BatDogGriffonOwlStag
BeaverDogHarpyOxSwan
BearDeerHartPigTiger
BeeDolphinHawkRamTortoise
BoarDragonHorseRavenUnicorn
BuckDuckLeopardSalamanderVulture
BullEagleLionSea HorseWolf
ButterflyFalconManticoreScorpionWyvern
CatFishMastiffSerpent 

A charge is any object or figure placed on a heraldic shield or on any other object of an armorial composition. Any object found in nature may appear as a heraldic charge in armory. Charges can be animals, or objects. Apart from the ordinaries, the most frequent charges are the seven pointed star of 'The Seven' – with its many variations – and the lion and eagle. Other common animals are stags, Wild Boars, martlets, and fish. Dragons, bats, unicorns, griffins, and more exotic monsters appear as charges and are not use as often and relate to specific lands and houses.

Players may also check and use the Beastiary link to a message in another game for ideas on other types of possible charges that can be used. Charges that are also known to be used are the head, feet, claws, of animals and two headed beast types as well as the wings of animals or beasts.

Attitude

Usually, animal charges face dexter.
  • Rampant: The body is raised and standing on its rear left leg, its rear right raised. The left foreleg is next, followed by its right foreleg.
  • Salient: The body is raised and standing on its two hind legs, its right foreleg raised slightly above its left.
  • Sejant: The animal sits on its haunches and its forelegs support its head and upper body.
  • Statant: The animal stands on all four legs.
  • Passant: The animal appears in the act of walking, its right foreleg raised and the other three on the ground. When applied to a hoofed animal, the term is trippant.
  • Dormant: The animal’s body is reclined, its head down and eyes closed.
  • Affronte: The animal faces out from the shield.
  • Displayed: (Bird or Winged Only) The wings spread out to either side with the body facing forward.
  • Guardant: The animal’s head is turned and facing out from the shield. Use this attitude with another attitude.
  • Reguardant: The animal’s head is turned backward and facing the sinister side of the shield. Use this attitude with another attitude.

Caladin
GM, 1636 posts
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Tue 11 Nov 2014
at 17:10
  • msg #36

Ordinaries

OrdinaryDescription
AnnuletAs a roundel but hollow in the center.
BarA thin horizontal strip across the shield.
BendA thick diagonal stripe that runs from dexter chief to sinister base.
Bend SinisterAs bend, but it runs from sinister chief to dexter base.
BendletAs bend but with a thin stripe.
BordureA band of color around the edges of the field, often containing other charges.
CantonA square charge, usually in the dexter chief region. Some cantons feature an additional charge inside.
CheckyThe entire field is a checkerboard pattern.
ChevronA thick, upside-down V shape, where the point ends at the center of the field.
ChevronelAs chevron but with a thin line.
ChiefA thick horizontal band that runs along the chief of the shield.
CrossTwo thick stripes that converge in the center to form a cross.
EscutcheonA shield-shaped charge
FusilA lozenge shape.
GyronA wedge-shaped charge, the point ends at the center of the field and has a side common to the side of the shield.
LozengeA diamond-shaped charge.
MascleAs fusil but with a hollow center.
PaleA thick band that runs through the center of the shield.
PallThree thick stripes that converge in the center of the field to create a Y-shaped design.
PalletAs pale but with a thin vertical stripe.
PileA wedge-shaped charge issuing from the chief.
Pile invertedAs pile but issuing from the base.
RoundelA solid circle.

Caladin
GM, 1637 posts
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Tue 11 Nov 2014
at 17:11
  • msg #37

Subordinaries

SubordinaryDescription
Bendy of XThe field is composed exclusively of 2 to 7 diagonal stripes.
Bendy Sinister of XThe field is composed exclusively of 2 to 7 diagonal stripes.
Barry of XThe field is composed exclusively of 2 to 7 horizontal stripes.
Chevronny of XThe field is composed exclusively of 2 to 7 chevrons.
FusilyThe field is made up exclusively of fusils.
Gyronny of Six or EightThe field is entirely made up of gyrons of two colors.
LozengyThe field is entirely made up of lozenges.
Pilly of XThe field is composed exclusively of 2 to 7 piles.
Paly BendyThe entire field is composed of vertical lines and diagonal stripe, giving the appearance of being woven.
Paly of XThe field is composed exclusively of 2 to 7 vertical stripes.

Caladin
GM, 1638 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 17:11
  • msg #38

Objects

Player Motes:
Objects

AnchorColumnHeart, FlamingSaddle
AnvilCometHelmetScales
Arm or Hand in ArmorCornucopiaHorseshoeScourge
Arm, NakedCrescentHourglassShip
AxeCrossed ThighbonesHunting HornShip, Dismasted
BannerCrownJewelsSkull
BatonDaggerKeysSpear
BeaconDiceKnightSpear-heads
BellsDropsLadderSeven Pointed Star
BonesDrumLanceSun in Splendor
BowEscallopLegSword
Bow and ArrowEyeLevelTorch
BridgeFettersLightning BoltTower
BuckleFinger, PointingManTrident
CaltropFireMoonTrumpet
CandleGauntletMountainWheel
CastleGemPillarWings
ChainsHammerPortcullisWoman
CloudsHand, Dexter or SinisterRock 
CoinHarp  

Caladin
GM, 1639 posts
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Tue 11 Nov 2014
at 17:12
  • msg #39

Final Step: The Household


The final step in house creation is describing the household, those individuals who constitute the most important family members and retainers that make up the noble house. Most important are the lord and lady, but there are also the heirs, the maester and septon (if you have them), master-at-arms, castellan, steward, and anyone else who is more than just a common servant. Some of the characters may be player characters under your group’s control, while the rest are Narrator characters (NCs).

When defining these characters, the most important thing to worry about is their names, how they fit in with the rest of the family, what function they fulfill, and the most salient parts of their personal histories to shape their identities. Their statistics and abilities are relatively unimportant, and the GM may fill them in later as needed. Instead, focus on the narrative elements for these individuals, concocting a story that’s both appropriate for the house’s history and its current state.

Caladin
GM, 1640 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 17:12
  • msg #40

Household


Player Character

In addition, part of this process is also the generation of your specific characters. Once you sketch out the family and servants, each player should build their own characters using the information presented in Character Creation link to a message in another game. Generally, your choices about role and function within your group depend a great deal on your character’s Status. Players who staked out their territory early to play scions of the house must invest their own starting Experience in Status and put Destiny Points in specific benefits to meet the requirements of their birth. Other characters have more flexibility, being able to tailor their characters in whatever way they wish, keeping in mind the sort of retainer they wish to play: lady in waiting, ward, master of the hunt, guardsman, and so on.

Caladin
GM, 1641 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 17:13
  • msg #41

Re: Household

Lord, Lady & Heirs
The lord:
The lord (or lady if you like) is the most important character your group
will define. As this is your house, the particulars of the lord’s life and
his deeds are up to you. When defining this character, carefully consider
your house’s history and the political developments on the broader
scale. Some questions you should answer follow:
  1. How old is the lord?
  2. Did he participate in any wars or battles
  3. If so, for whom did he fight?
  4. Did he distinguish himself in these wars or battles?
  5. What is his relationship with his liege?
  6. Does he have any extended family?
  7. What was his relationship with his father or extended family?
  8. Does your lord have any rivals or enemies?
  9. Any strong allies?
  10. Did he have bastards?
  11. Did he have any moments of failure or shame?
  12. Did he have any moments of glory or greatness?
  13. How is he perceived in his realm?
  14. How is he perceived at court?
  15. What does he look like?
  16. Name one ambition.
  17. Describe one mannerism.
  18. Describe one virtue and one flaw.

The Lady:
The lady, the wife and mother, is often an equally important part of the household. While she must defer to the lord in much of the Seven Kingdoms (with Dorne being a shining exception), she is still a valued advisor, instructor, and agent on behalf of the house. When creating the lady, consider the following questions:
  1. Is she still alive?
  2. How old is she?
  3. From what house does she hail?
  4. Does she have any siblings?
  5. What is her relationship with her kin?
  6. Did she have any moments of failure or shame?
  7. Did she have any moments of greatness or glory?
  8. How is she perceived in the realm?
  9. What does she look like.
  10. Name one ambition.
  11. Describe one mannerism.
  12. Describe one virtue and one flaw.

The Heirs:
Most houses have at least one offspring, one heir to carry the line forward. If you invested your Influence in at least one heir, this character must be defined. In most cases, players take the roles of the house’s heirs but not always—and usually not all of the heirs, either. For those siblings not played by the players, consider the following questions for each heir:
  1. Is he or she alive?
  2. What is his or her birth order?
  3. How old is he or she?
  4. Did he or she have any moments of failure or shame?
  5. Did he or she have any moments of greatness or glory?
  6. How is he or she perceived in the realm?
  7. What does he or she look like?
  8. Name one ambition.
  9. Describe one mannerism.
  10. Describe one virtue and one flaw.

Caladin
GM, 1642 posts
"Live Free Die Well"
Tue 11 Nov 2014
at 17:14
  • msg #42

Re: Household


Retainers, Servants, & Household Knights

The remaining characters in your house can be defined, or they can be left vague for the GM & Co-GMs to establish in the unfolding story. You should at least name the most important servants in your house, answering many of the same questions and filling in the details as with the other characters. Again, some of these characters may be played by the players, and so more detail arises during the standard methods of character creation.

Common Retainers:
Castellan
An individual who oversees the defense of the house. Generally, a castellan only serves when the lord is away or otherwise unable to see to this task himself.

Steward
An individual who cares for the family’s financial concerns. Often, a maester handles this business.

Maester
Instructor, advisor, and healer, the maester is a valued member of the lord’s court. You only have a maester if you invest in one.

Septon
A priest of the Faith, septons act as spiritual advisors and mentors. You only have a septon if you invested in a sept.

Master-at-Arms
The individual who oversees the household guard. Generally, this role exists
only if your family invested in a Garrison. The master commands any household
guards and your garrison. A master-at-arms also often instructs the
boys and young men of the household in fighting and leads weapons drills.

Master-of-Horse
The individual in charge of the care, training, and acquisition of steeds.
This master commands a number of stableboys and grooms.

Master-of-the-Hunt
An individual who oversees hunting expeditions. Sometimes filled by
the same individual who maintains the hounds.

Kennelmaster
The person who trains, cares for, and feeds the hounds.

Vassal Knights
Swords sworn to the lord. These may be hedge knights, but they can also be landed knights who have come to serve the lord and advance their own renown. See link to a message in another game for more information.

Others
Servants, blacksmiths, heralds, pages, squires, cooks, scullions, messengers, scouts, wards, children of servants, and more round out your household. Most of these characters are “invisible” and work behind the scenes to ensure your household functions.


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