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House Creation.

Posted by CaladinFor group 0
Caladin
GM, 1591 posts
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Mon 10 Nov 2014
at 18:29
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House Creation


This Thread will hold the information on House Creation. Including Book Rules to any House Rules that may apply.

We will list the needed steps here as well, ..........

Our House Creation CO-GM and will handle all related questions and builds for House Creation. This is the rule heavy part of the game and is only needed for the set up. Once we get passed this only a few rolls are needed which players will be guided. The storyline and none mechanicals as it relates to the house creation will be handled by Caladin GM.

The goal is to have the details done in advance so that the game can move smoothly as we RP. As a RPG (PbP) game we have to have these items so that there is structure.

Caladin
GM, 1592 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:29
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Re: House Creation


House creation is a cooperative process in which each player has equal say about the most important features pertaining to the house. Most importantly, you and your fellow players will work together to attach stories to mechanical developments in the house creation process. You will use the broad descriptions and details generated from these decisions and transform them into a living, breathing house with a history, future, and interesting family to give rise to the same sorts of investment that players have for their particular characters.


Player Notes:
Player Houses will create their noble house before creating their characters. Doing so will provide a good basis from which each player can build their personas. Each region will be allowed three (3) Player Houses. Once these houses have been created all future players, if interested, will come from these Player Houses.

Non-Player Houses Those not interested in coming from a Player House will pick an exissiting house, but create their characters beforehand, during charater creation they will be allowed to add too the written historical events of that house and develop some new material.

Caladin
GM, 1593 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:33
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Step One: The Realm


Westeros is a vast land, having nearly every type of terrain and climate imaginable. From the frozen mountains and frigid stretches of the North to the arid plains of Dorne, people carve out their homes in a variety of regions, each with their own advantages and disadvantages.


First Step:
Pick your noble house in one of Westeros’s southern realms.

Dorne, ruled by House Martell
The Reach, ruled by House Tyrell
The Stormlands, ruled by House Baratheon

Your realm is important because it has a great deal of influence on other factors, including your house’s starting resources, history (both ancient and recent), and a number of other elements that shape its final form.

This message was last edited by the GM at 04:06, Fri 28 Nov 2014.
Caladin
GM, 1594 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:35
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Step Two: Starting Resources


As much as a house is defined by its place in the Seven Kingdoms, its history, deeds, and alliances, a house is essentially a collection of seven resources.

Each resource, like a character’s abilities, describes aspects of your family’s holdings, such as the size of your Lands, your house’s Status, Wealth, and so on. Each resource has a rating that varies greatly depending on the power of the House, with the higher number representing greater resources and smaller number representing fewer resources. These values will fluctuate during house creation and more during game play, rising and falling depending on how well you play the game of thrones. Since resources are very much a part of the lands where your house resides, your starting kingdom determines your starting values. Unlike a character’s abilities, your resources are not purchased with Experience; rather, they are generated randomly to reflect the deeds of those who have come before you and the circumstances surrounding your family’s founding.


Second Step:
For each resource, roll 7d6 and sum the results. Then find your realm on the Table below: Starting Attributes, and apply the modifiers as shown to each of your resources. For explanations for each resource and their values, see their respective entries below. Modifiers cannot reduce your resources below 1.

Starting Resources
RealmDefenseInfluenceLandsLawPopulationPowerWealth
Dorne+0–5+10–5+0+10+0
The Stormlands+5+0–5+10–5+5+0
The Reach–5+10+0–5+5+0+5

Initial Modifications
Once the starting values for each resource are determined, each player gets to modify the values by rolling 1d6 and adding it to a resource of their choice. The immediate result is that larger groups of players have slightly more powerful houses because they have the benefit of more signature characters. Players may modify any resource they like, but no resource can benefit from more than two extra rolls.

This message was last edited by the GM at 04:47, Tue 11 Nov 2014.
Caladin
GM, 1595 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:36
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Starting Resources


Defense
Defense describes fortifications, castles, keeps, towers, and other structures that serve to protect your holdings. Defense also describes the presence and quality of roads, representing the ability to move troops and supplies to threatened areas.

Influence
Influence describes your presence in the Seven Kingdoms, how other houses see you, and the notoriety attached to your name. A high Influence resource typically describes one of the great houses or the royal family, while a low Influence resource would describe a house of little consequence, small and largely unknown beyond the lands of their liege. Influence is also important in determining your characters’ maximum Status.

It should be noted that holding the titles of King, Queen, Crown Prince (or being part of the Royal Family), King’s Hand or Warden of the East, North, South or West confers Status in addition to that of being Lord of whatever house the one so titled is granted. The maximum Status of heirs and others in the House is still based on the maximum Status of the Lord based on the House’s Influence rating, not on their Status adjusted for title.

Lands
Land resources describe the size of your House’s holdings and the extent of their influence over their region. A high score describes a house that controls an enormous stretch of terrain, such as Eddard Stark and the North, while a small score might represent control over a small town.

Law
Law encompasses two things: the extent to which the smallfolk respect and fear you and the threat of bandits, brigands, raiders, and other external and internal threats. Law is something your family must maintain, and if you don’t invest in keeping your realm safe, it could fall into chaos.

Population
Population addresses the sheer number of people living in the lands you control. The more people there are, the more mouths you have to feed. However, the more people there are, the more your lands produce. This abstract value describes the quantity of folks that live under your rule.

Power
Power describes your house’s military strength, the ability to muster troops and rouse banners sworn to you. Houses with low scores have few soldiers and no banners, while those with high scores may have a dozen or more banners and can rouse an entire region.

Wealth
Wealth covers everything from coin to cattle and everything in between. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more.

Caladin
GM, 1596 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:36
  • msg #6

Step Three: House History


The first historical event rolled describes the circumstances of your house’s origins, defining what sort of event elevated your family to nobility.

These events are broad and loosely defined to allow you and your fellow players the greatest latitude in building your house. It’s up to you, with GM approval to determine the particular details of each event, though suggestions are present under each entry. Come up with particular instances that can help you make your house as interesting and as detailed as the houses in the novels. Doing so binds your characters to the setting and helps to shape your own character’s ambitions and personality. Pay special attention to the first historical event, for it should inform your decisions about your family’s motto and heraldry.


Third Step:
The next step is to determine your house’s historical events, which is done by rolling for your First Founding as shown below: First Founding. When your house was founded determines the number of historical events that can influence the final shape your house takes at the start of the game. Older houses have more historical events, while younger houses have fewer.

First Founding
RollFoundingExampleHistorical Events*
1AncientAge of Heroes1d6+3
2Very OldAndal Invasion1d6+2
3OldRhoynar Invasion1d6+1
4EstablishedThe Seven Kingdoms1d6
5RecentTargaryen Dynasty1d6-1
6NewThe Dance of the Dragons1d6-2
*Minimum one historical event.

Caladin
GM, 1597 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:37
  • msg #7

Ancient History


The Age of Heroes was an era during the history of Westeros which takes its name from the great men and women who lived in the years of peace that followed the forging of the Pact between the First Men and the children of the forest.

Many noble houses trace their family histories to the Age of Heroes and many stories, songs, and legends are told about it. It is an era that is shrouded in mystery, with more myth than fact known about it. There are numerous tales from the Age of Heroes, too many to count. These histories were not recorded in books but passed down from generation to generation through story and song. While some of them may be dismissed as fairytales everyone one of the Seven Kingdoms is defined by them.

History

The Age of Heroes began with the signing of the Pact on the Isle of Faces. The Pact ended the war of the First Men and the children of the forest and lasted for nearly four thousand years.

During that time, a hundred kingdoms rose and fell. This was a rugged time where many ancient traditions and legacies forged by the First Men were established, with influence from the children. Many of these customs live on among the lords of the North, who still bear the blood of the First Men in their veins. The laws of hospitality, the obligation of a judge to also be the executioner, and the renowned Wall are all accredited to these ancestors of the northmen; the barrows of the First Men can still be found throughout the North. This was the time when many legendary kings and heroes walked the earth, such as:

  • Lann the Clever - While House Lannister is of mostly Andal descent, Lann is believed to have been descended from the First Men. One of Lann's female descendants is believed to have married into an Andal family during the Andal invasion. Lann is popular amongst singers and storytellers. One popular story tells how he supposedly swindled Casterly Rock from the Casterlys using nothing but his wits. In another tale he is said to have stolen gold from the sun to brighten his hair. Some claim that Lann still haunts the castle, who supposedly swindled Casterly Rock from the Casterlys using nothing but his wits. House Lannister traces their descent from Lann.
  • Garth Greenhand - who founded House Gardener of the Reach, and from him sprung numerous other lines and families.
  • Durran - first of the Storm Kings, who raised Storm's End to check the wrath of the gods for wedding their daughter Elenei
  • The Grey King of the Iron Islands - legends hold that he wed a mermaid and became king of the western isles and all the sea beyond.
  • Symeon Star-Eyes - a legendary knight who was blind.

Other royal houses from the era include the Blackwoods, Brackens, and Darklyns. During the Age of Heroes the Boltons are said to have flayed Starks and worn their skins as cloaks. A dozen armies smashed themselves to bits upon the Bloody Gate. The Ravenry of the Citadel is believed to have been the stronghold of a pirate lord.

While much was achieved during this ancient era, it was at a cost - in the midst of the Age of Heroes fell the longest and blackest of winters - The Long Night which heralded the arrival of the Others.

The Long Night: In this time, night seems to last for a generation, and the longest, coldest and darkest winter descends on Westeros. The ice spreads down from the north, and under the cover of darkness, the Others invade Westeros from the uttermost north, marching, killing and raising up the dead to be their servants in unlife and nearly destroying all men in Westeros. The Long Night comes to an end with the Battle for the Dawn. The children and the First Men unite to defeat the Others with dragonglass weapons, with the Night's Watch pushing them back into the frozen reaches of the Far North. During this time it was also recorded by the Night's Watch that the children of the forest gave the defenders of the Wall a hundred obsidian daggers every year. Legendary figures from this time include the last hero and Azor Ahai, who wields a great sword of fire, Lightbringer.

Building of the Wall: With the Others defeated, Bran the Builder, with the aid of giants, the First Men, and perhaps the children of the forest, raises the Wall, a monumental fortification of ice and ancient magic, to shelter the realms of men from the menaces of the north. The Sworn Brotherhood of the Night's Watch guards the Wall. It is said that Bran the Builder built Winterfell, he is accredited for other famous constructions, including Storm's End, became the first King in the North, and founded House Stark.

The Night's King: Not long after the Wall was complete, the thirteenth Lord Commander of the Night's Watch breaks his oath. He is seduced by an Other woman from beyond the Wall, declares himself the Night's King, and rises in rebellion with the Watch as his personal army. During the dark years of his reign, horrific atrocities are committed, of which tales would be told in the North even after several millennia. The Starks of Winterfell and the King-beyond-the-Wall, Joramun, join forces to defeat the Night's King and thus restore honor to the Watch. This is the same Joramun who also finds the Horn of Winter, which he is said to use to awaken giants from the earth.


Timeline:
ca.-10,000 to ca.-8,000

Caladin
GM, 1598 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:38
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Very Old History


The Andal Invasion was a migration of the Andals from Essos to Westeros. The time when this occurred is disputed; some sources indicate six thousand years ago, the True History states it was four thousand years ago, and some maesters claim it was two thousand years ago. The migration was often violent. The old kingdoms of the First Men were destroyed and the children of the forest were pushed back to the north. Sometimes the takeover was more peaceful with intermarriage between Andals and First Men as in the case of House Hightower.

History

The Andals were the first new invaders after the First Men had made their Pact with the children of the forest and lived in harmony with them for four thousand years. They came from the hills of Andalos in Essos. They were tall and fair-haired warriors who carried steel weapons and the seven-pointed star of their gods painted on their bodies. They eventually swept across Westeros much as the First Men did thousands of years before.

The Fingers in what is now the Vale of Arryn were where the Andals first landed to wrest from the First Men. The Andals arrived in successive waves. The wars between the First Men and the Andals lasted hundreds of years, but eventually the various First Men realms south of the Neck fell to them. Only the Kings of Winter remained in the North. The Andals burned out all the weirwood groves and slew the children when they found them, believing them abominations, and put the myriad First Men kingdoms of the south to the sword. They created great kingdoms of their own, but this process was somewhat slow. They expanded to the Iron Islands roughly two thousand years after their initial invasion, defeating House Greyiron, which had ruled the Iron Islands for a thousand years.

Eventually, Andal kings joined forces and extinguished House Mudd, who were the rulers of the Kingdom of the River and the Hills and kings among the First Men. After conquering the Trident, the Andals were able to invade the North. However, every attack was thrown back by the crannogmen of the Neck or the strong fortifications of Moat Cailin. Eventually, the Andals relented and the North was allowed to remain in peace, although over succeeding millennia Andal blood entered the North through dynastic marriages.

One of the major, if largely forgotten, consequences of the invasions is the ending of the Pact; the children of the forest abandoned Westeros and slowly disappeared over succeeding generations. During and following the Andal invasions, six southron kingdoms of Westeros were forged: the Kingdom of Mountain and Vale, the Kingdom of the Rock, the Kingdom of the Reach, the Kingdom of the Iron Islands, the Kingdom of the River and the Kingdom of the Stormlands. At this time Dorne was left as a confederation of bickering, feuding states.

The Andals introduced writing, as before that time the First Men only used runes for carving on stone. Everything since written about the Age of Heroes, the Dawn Age, and the Long Night originates from stories written down by septons. They also introduced the Faith of the Seven to Westeros in their newly raised kingdoms and largely extinguished worship of the old gods south of the Neck. An exception to the spread of the Faith is the Iron Islands, where the native worship of the Drowned God was adopted by the invading Andals. They also introduced weapons of iron, the use of horses in warfare and the concept of chivalry.

  • King Tristifer IV Mudd also known as the Hammer of Justice, was the fourth King of the Rivers and the Hills to bear that name. His crypt lies among the ruins of Oldstones. He ruled from the Trident to the Neck in the era where the First Men were being attacked and overrun by the Andal invasion. He fought one hundred battles, winning ninety-nine and losing one. The one battle he lost was his last, where seven Andal kings attacked simultaneously. He raised the castle that became known as Oldstones, where it was the strongest in Westeros at the time of its construction. He was succeeded by his son, Tristifer V Mudd.
  • Ser Artys Arryn also known as the Winged Knight, is a legendary Andal leader who crossed the narrow sea from the hills of Andalos in Essos. He became the first King of Mountain and Vale and founded House Arryn. According to legend Ser Artys was an Andal leader who set out from Essos to conquer Westeros and spread the Faith of the Seven. He commanded the forces that drove the First Men and the children of the forest out of the Vale of Arryn. He flew to the top of Giant's Lance on the back of a giant falcon to slay the Griffin King. There are hundreds of tales recording his adventures. He is said to have been the first King of Mountain and Vale.
  • The Griffin King - is a legendary figure, who lived six thousand years ago. He was the leader of the First Men of the Vale and the last of the Mountain Kings. According to legend, Ser Artys Arryn flew to the top of Giant's Lance on the back of a giant falcon to slay the Griffin King.
  • Mountain King - is the ancient title held by the rulers of the Vale during the domain of the First Men over Westeros until the Andal invasion, during which Ser Artys Arryn slew the last Mountain King. Afterwards, the Arryns became the rulers of the Vale as Kings of Mountain and Vale.
  • King in the North and King of Winter - are ancient titles held for thousands of years by House Stark of Winterfell. They were the last kingdom of the First Men and continued to rule the North after the Andals invaded and took over the southern kingdoms of Westeros. While the running direwolf is the sigil of House Stark, some Kings in the North had personal variants. The last King in the North prior to the end of the third century was Torrhen Stark, who bent the knee to Aegon the Conqueror during the War of Conquest, thus making the North part of the Seven Kingdoms controlled by the Iron Throne.


Foundation of the Faith: In the hills of Andalos on Essos, a new religion takes shape, called the Faith of the Seven. Supposedly, the supreme deity of the Andals appears to them, guiding them into their invasion of Westeros.

The Iron Islands fall: The Andals end the first line of kings ruling the Iron Islands uncontested for over a thousand years, originating from Urron Greyiron. Unlike in the other regions, however, Andals are assimilated to the native beliefs of the Old Way and the Drowned God.


Timeline:
ca.-6,000 to ca.-4,000

Caladin
GM, 1599 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:39
  • msg #9

Old History


The Rhoynar Invasion occurred over a thousand years ago. The Rhoynar people fled Essos after being defeated by the Valyrian Freehold, and settled in Dorne on Westeros. By allying with Queen Nymeria and the Rhoynar, House Martell were victorious against the other Dornishmen in Nymeria's War.

History

Around 700 years before Aegon's Landing, the expansion of the Valyrian Freehold into the western coastal regions of Essos threatened the great city-states of the Rhoyne, a vast river network of the east. The Rhoynar's defense was led by Prince Garin the Great, the wonder of the Rhoyne who temporarily made Valyria tremble. The Valyrians and Volantenes eventually defeated Garin, however, with a quarter of a million Rhoynar men killed in the process. Before his death, Garin is said to have cursed the occupying Valyrians and Volantenes; the conquered city of Chroyane is now largely submerged and known as the Sorrows. The city of Ghoyan Drohe on the Little Rhoyne was turned into a ruin by the Valyrian dragons. Other cities conquered by the Valyrians were Ar Noy, Ny Sar, and Sar Mell.

A Rhoynar ruler, the warrior queen Nymeria of Ny Sar, managed to unite the surviving Rhoynar, most of whom were women, and they began an evacuation from Essos, allegedly fleeing in ten thousand ships across the narrow sea. It is unknown if they evacuated before or after the Rhoynish cities were conquered. After an arduous journey full of storm, disease, and slavery, including living on the Isle of Women for a time, Nymeria's host landed on the eastern coast of Dorne in southern Westeros. Nymeria made common cause with Mors Martell of Sunspear, whose lands were dwarfed by those of House Yronwood. On the day she wed Mors, Nymeria had her fleet burned to affirm that the Rhoynar could not return to Essos.

With Nymeria's vast host at his command, Mors was able to unite the entire peninsula of Dorne under his rule in Nymeria's War. House Fowler sided with the Martells, while the Yronwoods had to be forced into submission. Six self-styled rival Dornish kings were captured and sent to the Wall in golden fetters to join the Night's Watch. In the Rhoynar style, Mors took the title "Prince" and introduced equal primogeniture. The fortress of Sunspear was made capital of Dorne, and House Martell has ruled ever since. The Rhoynar influence remains strong in Dorne.

  • Prince Garin -better known as Garin the Great, is a historical figure of the Rhoynar. Prince Garin led 250,000 men to their deaths in an attempt to stop the Valyrians. He was named Garin the Great for giving the Valyrians pause.
  • Nymeria The Warrior Queen - and a Princess of the Rhoynar. After the Rhoyne was conquered by Valyria, Nymeria led the Rhoynar to Dorne, where she took Lord Mors Martell as her husband. House Nymeros Martell has ruled Dorne since.
  • Mors Martell - was the Prince of House Martell and Lord of Sunspear who married the warrior queen Nymeria. Together they conquered the rest of Dorne in Nymeria's War.

Rhoynar evacuation: Nymeria, a Rhoynish warrior-queen, evacuates the survivors of Garin's war, mostly women and children, on ten thousand ships across the narrow sea, seeking refuge in Dorne in southern Westeros. There, Nymeria forms a marriage alliance with Lord Mors Martell and together they finally organize the land into one kingdom, establishing House Martell as the ruling house of Dorne. Mors adopts many Rhoynish customs. The unification of Dorne under Nymeria and Mors leads to new conflicts with the kingdoms of the Reach and the Stormlands, expressed through raids, skirmishes, and the occasional wars over the centuries.

The Valyrian Freehold: The Valtrian's annexes a small island at the mouth of Blackwater Bay, off the east coast of Westeros. The Targaryens, a minor Valyrian noble family, take control of the island, building a castle whose towers are shaped to look like dragons, giving it its name: Dragonstone.


Timeline:
ca.-700 to ca.-100

Caladin
GM, 1600 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:40
  • msg #10

Established History


The Seven Kingdoms was made up of seven individually ruled kingdoms, for most of their history the regions of Westeros were independent: The Kingdom of the North, the Kingdom of Mountain and Vale, the Kingdom of the Isles and Rivers, the Kingdom of the Rock, the Kingdom of the Reach, the Kingdom of the Stormlands and Dorne. The Riverlands had been independent before, but had fallen to the Storm Kings and to the ironborn. They regained independence after the local lords rebelled against Harren the Black and swore fealty to Aegon during the conquest. The number of these kingdoms and their borders have changed many times.

Centuries After The Andal Invasion: the southern kingdoms of the first men fall, and eventually the Andals raise up six powerful kingdoms of their own.

Wildling Invasion: The free folk (wildlings) unite under the brother Kings-beyond-the-Wall, Gendel and Gorne. They manage to evade the Night's Watch and bypass the Wall in great numbers using a network of tunnels that extend under the Wall. However, they are met by the Stark king on the other side and are eventually thrown back.

House Stark subdues House Bolton: their primary antagonists for dominance in the North. Later Karlon Stark would defeat sea raiders from the east and found the cadet branch House Karstark.

Ironborn rise to power: in the west the Iron Islands, at their peak and control most of the western coast from Oldtown and the Arbor in the south to Bear Island in the north.

The Storm Kings: expand their control of the Stormlands north to include the territory of the Riverlands up to the Neck.

The Ironborn Lose Lands: many of their holdings but, three generations before Aegon's Landing, they conquer the territory of the Riverlands from the Stormlands. An ironborn king, Harren Hoare, builds Harrenhal.


Timeline:
ca.-3000 to ca. -350

Caladin
GM, 1601 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:41
  • msg #11

Recent History


The Targaryen Dynasty started as one of the forty ancient noble houses known as dragonlords who ruled the Valyrian Freehold, a great empire spanning most of the eastern continent. They were traditionally not one of the most important of these families, however. Daenys the Dreamer, the daughter of the head of House Targaryen, Aenar, had visions of a cataclysm that would come over Valyria. Aenar led House Targaryen and their five dragons, including Balerion, to the westernmost outpost of Valyrian influence, the island of Dragonstone, off the east coast of Westeros in 114BC. Twelve years later the Doom descended on the city of Valyria, leading to the collapse of the Freehold. The Targaryens were one of the few families to survive the destruction of their home and were the only dragonriders of Valyria to survive. Thereafter four of the five dragons of House Targaryen died under unknown circumstances, but two more were born from eggs, Vhagar and Meraxes.

Following the Doom, there was pressure for the Targaryens to go east and ally themselves with Volantis, who attempted to restore the Freehold by conquering the rest of the Valyrian colonies to survive the Doom, now known as the Free Cities. However, the Targaryens remained on Dragonstone for another century. After flying to the Disputed Lands and joining an alliance to crush Volantene aspirations, the young Aegon the Conqueror developed ambitions toward Westeros.

Aegon aspired to unite the seven Westerosi kingdoms under one ruler, himself. A hundred years after the Doom, Aegon set forth from Dragonstone with his sister/wives Rhaenys and Visenya, their dragons, and a small force, landing at the mouth of the Blackwater Rush and beginning the Wars of Conquest. During his campaigns, Aegon was anointed king by the High Septon in Oldtown, leading to the unification of the Seven Kingdoms under Targaryen rule from the Iron Throne, starting a dynasty that lasted nearly 169 years. The area where the Targaryens began their conquest became the site of their new capital, King's Landing. Dragonstone was used as the seat of the heir to the throne. The region around these strongholds became known as the Crownlands, and several houses of the area, such as the Velaryons, Darklyns, and the lords of Crackclaw Point, were among the staunchest Targaryen loyalists. Another close ally was House Baratheon; Aegon had installed his bastard brother Orys Baratheon to rule the Stormlands.

Early Dynasty and the Faith Militant Uprising: Despite converting to the Faith of the Seven, the Targaryens held themselves apart from the laws of gods and men, and continued to follow the Valyrian practice of incestuous marriage, which was a sin in the eyes of the Seven. Indeed, Aegon had been married to both of his sisters before the Conquest. When Aegon died 37 years after the end of his Conquest and was succeeded by his incest-born son and heir, Aenys I, local populations revolted in what is known as the Faith Militant uprising. Early Targaryen kings often appointed those of the blood royal to act as their Hand. Such was the case with Aenys, who was served by his brutal half-brother and cousin, Prince Maegor. Maegor conducted the suppression of these revolts, and seized the throne for himself after Aenys's death, going on to earn the moniker "the Cruel" in his attempts to crush the rebellion. Construction of the Red Keep in King's Landing was finished during Maegor's reign. After his mysterious death in 48AC he was succeeded by Aenys's son Jaehaerys the Conciliator, who disbanded the Faith Militant. His rule was wise and long, lasting 55 years.

The Targaryens the dragonlords: Targaryens are closer to dragons than other men are. Aegon I introduced dragons to Westeros when he conquered it, and dragons were kept and ridden by the Targaryens until the last one perished in the reign of Aegon III Dragonbane. The Targaryens kept dragons for much of their reign in Seven Kingdoms. To house them they built an immense domed structure in King's Landing called the Dragonpit.

The War of Conquest was a time when the House Targaryen Dynasty took a leep in westeros with the campaign in which Aegon I conquered Westeros. Supported by his two sisters, their dragons and a small army, the Targaryens subdued six of the Seven Kingdoms, opposed only by Dorne. Not all the continent had to be taken by conquest, some regions and houses actively supported House Targaryen and others submitted voluntarily. The war lasted two years.

Timeline:
114 BC. to 161 AC.

This message was last edited by the GM at 20:59, Fri 02 Jan 2015.
Caladin
GM, 1602 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:42
  • msg #12

New History


The Dance of the Dragons was a civil war during Targaryen rule. A war of succession between Aegon II and his half-sister Rhaenyra over their father Viserys I's throne, the war was fought from 129AC to 131AC. It saw the deaths of both rival monarchs, and the crowning of Rhaenyra's son, Aegon III.

History

King Viserys I had three children by his first queen Aemma Arryn, but only one, Princess Rhaenyra, survived to adulthood. Lacking a son to succeed him, Viserys began to train Princess Rhaenyra to be his heir. Young Rhaenyra was included in discussions of the affairs of state, and was allowed to participate in meetings of the small council. Many of the nobles took note, and Rhaenyra soon acquired a clique of adherents and supporters. However, after his queen died, the king remarried in 106AC, this time to Alicent Hightower and had four more children, including three sons, the eldest son named Aegon. Nonetheless, Viserys I strengthened Rhaenyra's place in the succession; he married her to Ser Laenor Velaryon - who himself had Targaryen blood through his mother, Princess Rhaenys. Rhaenyra gave birth to three sons during her marriage, although there were rumours that the father of these boys was not Ser Laenor, but Ser Harwin Strong.

When Laenor Velaryon passed away Rhaenyra married anew, this time her own uncle, Prince Daemon Targaryen, younger brother to Viserys I Targaryen. Her sons by him are the future Aegon III (called Aegon the Younger in his youth, to distinguish him from his uncle, Aegon II, who on occasion was called Aegon the Elder) and Viserys II. Her father's intention that she should follow him on the Iron Throne was confirmed by proclamation and the will of Viserys I Targaryen. In 105AC, hundreds of Lords and landed knights had done obeisance to the Princess Rhaenyra.

In 111AC, a great tourney was held at King’s Landing on the fifth anniversary of the king’s marriage to Queen Alicent. At the opening feast, the queen wore a green gown, whilst the Princess Rhaenyra dressed dramatically in Targaryen red and black. Note was taken, and thereafter it became the custom to refer to “greens” and “blacks” when talking of the queen’s party and the party of the princess, respectively. In the tourney itself, the blacks had much the better of it when Ser Criston Cole, wearing Princess Rhaenyra’s favor, unhorsed all of the Queen’s champions, including two of her cousins and her youngest brother, Ser Gwayne Hightower.

Rhaenyra and Alicents relationship had gone bad early in Alicent's marriage to Viserys, since both ladies had been trying to be the realm's first lady, and there could only be one. As a consequence of their bad relation, Alicent's sons did not take to Rhaenyra's sons. Ser Otto Hightower had also disliked Prince Daemon since the beginning of Viserys' reign, though the exact reasons are unknown.

  • Aegon II was the sixth Targaryen monarch to sit the Iron Throne, succeeding his father, Viserys I Targaryen. He was married to his full sister Helaena Targaryen. His dragon was Sunfyre. His personal sigil was a golden dragon instead of a red one.
  • Orwyle, Grand Maester during the reigns of Viserys I Targaryen and Aegon II Targaryen. Orwyle pleaded with Aegon II to send him with terms of peace to Rhaenyra Targaryen, but he was refused. The Dance of the Dragons war occurred afterwards.
  • Ser Laenor Velaryon was a knight from House Velaryon and was the first husband of Princess Rhaenyra Targaryen. He was a dragonrider whose dragon was Seasmoke.
  • Ser Otto Hightower was a knight of House Hightower who served as Hand of the King to three kings, although two of the kings removed him from office at various times. When Viserys died in 129AC, Otto played a crucial role in crowning his eldest grandson as Aegon II Targaryen in defiance of the last will of Viserys I, which specified Rhaenyra as the successor. This defiance precipitated the civil war known as the Dance of the Dragons.


The Conquest of Dorne: Young Daeron I Targaryen had long felt that the continued independence of Dorne represented unfinished business for the Targaryens, and upon his ascension he vowed to rectify his ancestor's mistake. He ascended to the throne in 157AC, and marched south, defeating the Dornishmen in battle. He used a goat track to bypass the Dornish watchtowers on the Boneway. Meanwhile, Alyn Velaryon, Daeron's naval commander known as Oakenfist, broke the Planky Town and sailed up the Greenblood while most of the Dornishmen's strength was occupied in the Prince's Pass. Daeron wrote about his victory in his Conquest of Dorne. In order to make it seem more glorious, Daeron exaggerated the strength of the Dornishmen.

After the Submission of Sunspear, the Young Dragon left Lord Tyrell of Highgarden to rule Dorne for him. The Dornishmen proved cunning and impossible to rule, as they had done before. Lord Tyrell moved with his train from one keep to the next, chasing rebels and keeping the knees of the Dornishmen bent. It was his custom to turn the lords of the keeps he stayed in out of their chambers, to sleep in their place. One night, finding himself in a bed with a heavy velvet canopy, he pulled a sash near the pillows to summon a wench. When he did so, the canopy opened and a hundred red scorpions fell upon him. The news of his death led to a rebellion throughout Dorne, and in a fortnight all the work of the Young Dragon was undone.

The Conquest of Dorne lasted a summer and ended with Daeron's death in 161AC at the age of 18 while trying to put down the Dornish rebellion. He possibly died in the Prince's Pass, as the Three Leaves of House Oakheart, including Alester and Ser Olyvar the Green Oak, died there at the side of the Young Dragon. After the death of Daeron, Dorne successfully separated itself from the Seven Kingdoms. It is said Daeron I lost ten thousand men taking Dorne and another fifty trying to hold it.


The Small Council Meeting:Upon the death of King Viserys I Targaryen, on the third day of the third month of 129AC, Queen Alicent and Ser Criston Cole send out the Kingsguard to summon the Small Council members. During the gathering, the conversation quickly stirred towards Rhaenyra’s coronation, but Ser Otto Hightower, the Hand of the King, told those who had gathered that it would be a new King who would be crowned, whilst Lord Lyman Beesbury, the Master of Coin, insisted Rhaenyra should be crowned a queen.

Grand Maester Orwyle predicted a war, believing that Rhaenya would never be willing to give up her birth right, since she had dragons at her disposal. Lord Beesbury declared Rhaenyra had friends as well, and that he was not willing to sit there and listen to people plotting to steal Rhaenyra’s crown. He rose to leave, but Ser Criston Cole forced him back into his seat and opened his throat. This made Lord Beesbury the first casualty of the Dance of the Dragons.

After Beesbury’s death, the green council made their plans, vowing their loyalty to their new King, and arresting all those in King's Landing who could be loyal to Rhaenyra. To all those who might be loyal to Aegon, ravens were sent. Meanwhile, Rhaenyra remained on Dragonstone, unaware of what had happened.

Coronation of Aegon II: Aegon’s coronation was prepared in short time. Ser Criston Cole placed the crown of Aegon the Conquerer on Aegon’s head, while Alicent Hightower placed a crown upon the head of Aegon’s Queen, his sister Helaena.

The night before Aegon’s coronation, however, the first defection had taken place. Ser Steffon Darklyn had left the city, with, amongst other things, the crown Kings Viserys I and Jaehaerys I had worn.

The Black Council: Rhaenyra made her own council, called the Black Council. Participants were, amongst others, Rhaenyra’s husband Daemon, her three eldest sons Jacaerys, Lucerys and Joffrey, Lord Corlys Velaryon, and his wife Princess Rhaenys.


House Targaryen (the blacks)House Targaryen (the greens)
House VelaryonHouse Hightower
House ArrynHouse Lannister
House StarkHouse Baratheon
House ManderlyHouse Reyne
House CeltigarHouse Strong
House DustinHouse Redwyne
House DarklynHouse Lefford
House BlackwoodHouse Crakehall
House FreyHouse Swyft
House RowanHouse Fossoway of Cider Hall
House TarlyHouse Peake
Timeline:
129 AC. to 161 AC.

Caladin
GM, 1603 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:43
  • msg #13

Historical Events


Each house has a history, a chronicle of deeds and crimes that shape its identity. Great deeds might elevate a house to greater heights, while scandal and tragedy can shatter a house’s foundation, forcing it to fall into obscurity. Historical events provide important developments in your family’s history, either adding to your fortunes or diminishing them.


Forth Step:
Each event modifies your resources, increasing or decreasing them by the indicated value. Roll 3d6 once for each historical event and compare the result to Table below: Historical Events. Record them in the order that you rolled them. Historical events can reduce a resource to 0 but no lower.

The first historical event rolled describes the circumstances of your house’s origins, defining what sort of event elevated your family to nobility.


Historical Events
RollEventDefenseInfluenceLandsLawPopulationPowerWealth
3Doom–2d6–2d6–2d6–2d6–2d6–2d6–2d6
4Defeat–1d6–1d6–1d6-–1d6–1d6–1d6
5Catastrophe—1d6–1d6–1d6–1d6
6Madness+6–2d6+6–2d6+6–2d6+6–2d6+6–2d6+6–2d6+6–2d6
7Invasion/Revolt–2d6–1d6–1d6–1d6
8Scandal–1d6–1d6–1d6
9Treachery–1d6–1d6+1d6
10Decline–1d6–1d6–1d6–1d6
11Infrastructure+1d6*+1d6*+1d6*+1d6*+1d6*+1d6*+1d6*
12Ascent+1d6+1d6+1d6+1d6
13Favor+1d6+1d6+1d6+1d6
14Victory+1d6+1d6+1d6
15Villain+1d6+1d6+1d6+1d6
16Glory+1d6+1d6+1d6+1d6
17Conquest–1d6+1d6+1d6–1d6+1d6+1d6
18Windfall+1d6+2d6+1d6+1d6+1d6+2d6+2d6

Event: Infrastructure * Choose two and increase each +1d6


Caladin
GM, 1604 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:45
  • msg #14

Re: Historical Events

Player Notes:
These events are broad and loosely defined to allow you the players the greatest latitude in building your house. It’s up to you, your fellow players and GMs to determine the particular details of each event, though suggestions are present under each entry. You should come up with particular instances that can help make your house as interesting and as detailed as possible. Doing so binds your characters to the setting and helps to shape your own character’s ambitions and personality. Pay special attention to the first historical event, for it should inform your decisions about your family’s motto and heraldry.


Ascent
An advantageous marriage, a great deed for a liege lord, or heroism in a decisive battle can all improve the fortunes of a noble house. If this is your first historical event, it indicates that your house was raised from the smallfolk by marriage or through some great act that warranted your elevation to a noble house. Otherwise, ascent indicates that your house participated in some key historical event that improved their fortunes.

Catastrophe
A result of catastrophe usually indicates a natural disaster, such as an outbreak of plague, blight, or drought, any of which can diminish your population and ability to control your lands. If catastrophe is your first historical event, it means your family may have gained their status through dubious or tragic means, perhaps replacing the previous lords who were wiped out during the catastrophe or were a lesser branch that rose in station as they inherited the holdings of their kin.

Conquest
Your family fought and defeated an enemy, annexing their lands and holdings to their own. With such a victory comes the trouble of old loyalties, weakening your house’s hold and influence over the smallfolk. If conquest is your first historical event, you gained your noble status by defeating another lord or landed knight.

Defeat
Your family fought a war or smaller conflict but was defeated, losing status, precious resources, and influence. If defeat is your first roll, your family might have been swallowed up by another house and forced to marry into a lesser branch until your original bloodline became all but extinct.

Descent
Whether from a poor marriage, a downturn in trade, or a series of tragic losses in a conflict, your house entered a period of decline. If descent is your first roll, your house was probably born from a poor marriage — a desperate lord wedding his daughter to a merchant prince—or of a major branch becoming extinct, leaving the holdings to a lesser branch to rule.

Doom
Easily the worst possible result, your house suffered a terrible series of mishaps, disasters, and tragedies that nearly erased your family. Depending on the era, doom might be of a supernatural origin—a dreadful curse or an attack by horrors from beyond the Wall. In more recenteras, doom would be purely natural, combining the results of several downturns into one catastrophic setback. For a first historical event, your family might have clawed their way out of the ashes of a destroyed house, maybe being loyal retainers or even just smallfolk that seized the old lord’s holdings.

Favor
Your family gained the favor of the king, their lord, the Faith, or from some other powerful body. As a result, their fortunes improved, and they climbed in standing. This favor might also result from the naming of a family member to the ranks of the Kingsguard or attaining the rank of Grand Maester or Great Septon. Should favor be your first historical result, the king likely raised your family to nobility.

Glory
A family wins glory through a military victory, personal achievement, or by a great act of heroism. Glory is similar to ascent, but it focuses on one figure in your family’s past. The result of this individual’s deeds advances your family’s standing in the eyes of its peers. Generally, glory as a first historical event should imply that your house was formed as a reward for the great acts of their founder.

Infrastructure
Infrastructure describes a period of peace and prosperity, a moment in your house’s history remembered for growth and expansion. Whenever you get this result, choose two different resources and increase each by 1d6. If infrastructure is your first result, your house was born during a period of expansion under your lord or king’s rule.

Invasion/Revolt
An invasion or revolt marks a period of collapse, destruction, and ruin. Most of these results come from an external invasion, either from ironmen, clansman, or wildling raiders, or from an enemy house, but it can also stem from a period of inept rule that led to a widespread smallfolk revolt. Invasion/revolt as a first historical event means your house was born from the strife and came to power in the aftermath.

Madness
Inbreeding, fell secrets, disease, or mental defects can produce derangement and madness among any people of Westeros, including its rulers. A madness historical event indicates that a particular figure suffered from some insanity, producing unpredictable results, with positive or negative outcomes. Each resource increases by +6 and then decreases by –2d6, producing a range of +4 to –6. If this was your first result, your family was instead raised by an insane lord or king as appropriate to the period of your first founding.

Scandal
Your family was involved in some disaster, a scandal that haunts them still. Good options include spawning a bastard, incest, failed conspiracies, and so on. In the case of your first roll, the scandal created your family as a way of covering up the crime.

Treachery
Either you suffered the results of treachery or you were involved in committing a treacherous act. In either case, the historical event stains your family’s name. Should treachery be your first result, you gained your house by means of some dark deed, possibly betraying another lord or noble.

Victory
You family achieved an important victory over their enemies. Foes could include ironmen reavers, a King-beyond-the-Wall, or a rival house. In any event, your family rose in prominence and power because of their victory. As an initial historical event roll, this victory was so great that your family was raised to nobility.

Villain
Your family produced a character of unspeakable cruelty and wickedness, a villain whose name is still whispered with dread. Such a character might have committed terrible crimes in his home, killed guests under his roof, or was simply just a bad person. A villain as a first roll usually wins this position by dint of his evil, possibly murdering a rival and seizing his lands or birthright.

Windfall
A windfall is a boon, a blessing that catapults your family into fame (or infamy). Possible results could be an advantageous marriage, a gift from the king, discovery of new resources on one’s lands, and more. If windfall is your first historical event, you won your lands by attaining a victory at a tournament, performing a great act, or something else of the like.

Caladin
GM, 1605 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:45
  • msg #15

Step Five: Defense Holdings


Holdings are like investments in that you use your resources to select specific elements in the form of castles, towers, cities, towns, soldiers, mines, and more. When you define your holdings, you do not reduce the resource; instead, allocate those points to a specific expression of that resource. You don’t need to allocate all of your resources and may keep some in reserve to make other investments as your resources grow from Glory or Coin earned by the player characters or from House Fortunes.

If your resources are later reduced, such as by a blight sweeping through your crops or losing a battle, you may lose your investment. Similarly, if an investment is destroyed, such as having an enemy burn your castle to the ground, you lose the resources you invested in that particular holding. All of the following holdings include how much of your resources you need to invest to gain the holding and a time factor, expressed in months. 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.


Defense
Score
Description
0Desolate, ruined land, ravaged by disaster, war, or simply abandoned. No defensible structures of any kind, and no infrastructure for moving troops. You have no fortifications whatsoever.
1–10Scarce cultivation, mostly wilderness with a few unprotected pockets of civilization, having one or two roads or a minor stronghold.
11–20Some cultivation, presence of a keep or smaller stronghold with a few roads, rivers, or ports.
21–30Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely.
31–40Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alternatively, natural terrain features, such as mountains or swamps, provide additional fortification.
41–50Excellent defenses, with man-made fortifications likely combined with defensible terrain features.
51–60Extraordinary defenses with structures, walls, and terrain features that, when combined, make attacking this land very costly.
61–70Among the greatest defenses in the world. A good example would be the Eyrie and the Vale of Arryn.

This message was last edited by the GM at 02:56, Thu 20 Nov 2014.
Caladin
GM, 1606 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:46
  • msg #16

Re: Defense Holdings

Defense Holdings:
Defense holdings are strongholds, towers, walls, and other fortifications. A defense holding grants benefits to your units’ Defense when defending your lands, but they are also a symbol of status and power. To gain a defense holding, you must have at least one land holding.

Superior Castle
Investment: 50
A superior castle is a massive stronghold in the vein of Harrenhal, the Eyrie, Storm’s End, Dragonstone, and Winterfell. A superior castle has several towers, structures, and smaller buildings, all surrounded by a steep curtain wall and likely a moat as well. 
Benefit: Units defending a superior castle gain a +12 bonus to their Defense.
Build Time: 144+10d6 Months
Castle
Investment: 40
Castles are impressive fortified strongholds but are not as large or as imposing as a superior castle. Most castles incorporate at least one central keep and several towers connected by walls and surrounded by a moat. Example castles include Deepwood Motte, the Twins, and Riverrun. 
Benefit: Units defending a castle gain a +8 bonus to their Defense.
Build Time: 96+10d6 Months
Small Castle
Investment: 30
A small castle is simply a smaller version of a standard castle. It usually has no more than a single keep, perhaps two towers and a wall. Examples of small castles include Bronzegate, Honeyholt, and Yronwood. 
Benefit: Units defending a small castle gain a +6 bonus to their Defense.
Build Time: 72+10d6 Months
Hall
Investment: 20
A hall (or keep) is usually a small, fortified building. It may or may not be surrounded by a wall, and it could have a tower, though it’s unlikely. Examples of halls include Acorn Hall, Cider Hall, and Longbow Hall. 
Benefit: Units defending a hall gain a +4 bonus to their Defense.
Build Time: 60+10d6 Months
Tower
Investment: 10
Towers are single free-standing stone or timber structures that thrust up from the ground. If they have any outbuildings, they are small and unprotected. Petyr Baelish’s holdings in the Fingers included a single tower. 
Benefit: Units defending a tower gain a +3 bonus to their Defense.
Build Time: 36+10d6 Months


Special Defences:
Gatehouse
Investment: 15
Consisting of two towers between a Gate, either free-standing of stone or timber that blocks a natural pass, the structures sometime thrust up from the ground or rest between natural elements. If they have any outbuildings, they are small and on the protected side of the gate. Requirements: Must have a Defense Resource of Hall or greater. The Bloody Gate in the Vale is and example of this type of structure. 
Benefit: Units defending a gated battlement gain a +4 bonus to their Defense.
Build Time: 48+10d6 Months

This message was last edited by the GM at 04:59, Fri 28 Nov 2014.
Caladin
GM, 1607 posts
"Live Free Die Well"
Mon 10 Nov 2014
at 18:48
  • msg #17

Step Six: Influence Holding


Influence represents your social power, your presence in your region and throughout all of Westeros. The primary investment for Influence is in heirs, the children of the house’s head. Heirs are valuable in that they extend the will and presence of the patriarch, but they also provide means to improving the house’s standing through deeds and marriage.

Alternatively, you can reserve Influence to use as an expendable resource. You can reduce your family’s Influence to modify the outcomes of your House Fortunes roll. For every 5 points of Influence you spend, you can add 1d6 to your House Fortunes roll. If reducing your Influence would lower the maximum Status, such characters take –1D to Status tests for each rank they have above the maximum until they raise their Influence back to its original level or higher.

Your character can also expand your family’s Influence, expending 2 points of the Influence resource to gain a +1B on any tests related to intrigues. Again, such expenditures reduce your family’s Influence. Resolve diminishing Influence as described in the previous paragraph.

Influence also establishes the highest Status attained by any member of the household. This character is always the head of the house (Lord or Lady). Limits on Status follow.


Influence
Score
Description
0The house’s name and history has been erased from all records, and no one speaks of them anymore.
1–10Maximum Lord's Status 2. A minor landed knight or the equivalent. An example would be Craster.
11–20Maximum Lord's Status 3. A greater landed knight or the equivalent. A sample house would include the Knotts and Liddles of the North.
21–30Maximum Lord's Status 4. A small minor house. Examples include House Mormont and House Westerling.
31–40Maximum Lord's Status 4. A minor house. Examples include House Clegane, House Payne, and House Karstark.
41–50Maximum Lord's Status 5. A powerful minor house with colorful history. Examples include House Florrent and House Frey.
51–60Maximum Lord's Status 6. A major house. Examples include House Tully and House Martell.
61–70Maximum Lord's Status 7. A great house. Examples include House Arryn, House Stark, House Baratheon and House Lannister.

This message was last edited by the GM at 03:07, Thu 20 Nov 2014.
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