ASoIaF RPG - House & Lands Homebrew - BTB Edition

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ASoIaF RPG - House & Lands Homebrew System 

Bran the Builder Edition 

Introduction 
So, why the house rules for house creation? Because I'm an incorrigible tinkerer, mostly. There
are tons of little bits of the existing house creation that I feel were untapped, or don't sync well
with what's presented in the novels. I doubt my version will do better for everyone, but it covers
most of the gaps that I see.

I'm also self-aware enough to realize that this is being written partly because I always get
screwed on my own rolls when designing a house, and these rules remove the random factor.

You may very quickly get the niggling feeling that a lot of this seem familiar. That's intentional. A
lot of it is modeled off the character creation system for ASoIaF RPG - just like that system can
make (arguably) balanced characters young and old, from slave to king, my hope is that this
system can make (arguably) balanced houses newly raised or surviving from the Age of Heroes,
from landed knights to the Royal House seated on the Iron Throne... and possibly even other
organizations, such as the Night's Watch or the Iron Bank of Braavos.

Lack of Random Tables? 


Yes, there's a lack of random tables. I know, the rules provide all sorts of random tables for
those who are indecisive of their character's age, or motivation, or background. I'm not providing
such for these house rules. For those interested in such, it's a simple enough matter to count
the provided options, and roll a die on their own to pick between them.

Document History 
Aegon the Conqueror Initial Draft
Edition

Bran the Builder Edition Changes to Defense Holdings, Banner Houses, some
Realms Benefits, added more Legacies, clarified Espionage
actions and defenses, changed Infamous Dungeon into a
Defense Holding (specifically, Donjon)

   
Table of Contents 
Introduction
Lack of Random Tables?
Document History
Table of Contents
House Creation
House Creation Process
Step One: The Realm
Step Two: House Age
Step Three: House Resources
Step Four: Legacy Points, Legacies, and Tragedies
Step Five: Holdings
Step Six: Details
Legacies and Tragedies
Legacies
Tragedies
Holdings
Defense Holdings
Influence Holdings
Land Holdings
Law Holdings
Population Holdings
Power Holdings
Wealth Holdings
The House In Action
Resource Tests and Passive Values
House Fortunes
Adventuring
House Actions
Warfare
Starting Equipment
Commanders and Orders
Orders
Resolution and Consequences
Special Equipment and Siege Equipment
Destiny & Qualities
Destiny Points
Benefits
Drawbacks
Example Houses
House Targaryen of Dragonstone
House Arryn of the Eyrie
Faith of the Seven

   
House Creation 
House Creation Process 
Step One: Choose Your House's Realm 
The choice of a realm should mainly be for narrative purposes, but there are some mechanical
advantages to each that are meant to encourage the stereotypical houses of that domain.

Step Two: Choose Your House's Age 


Ideally, this system should allow for balanced houses, be they recently founded, or the first ones
in Westeros.

Step Three: Determine Your House's Starting Resources 


As noted by your House's age, each House gets a certain number of points to allocate to their
seven starting resources, which are later used to invest in various holdings.

Step Four: Legacy Points, Legacies and Tragedies 


Young Houses have great potential for writing their legacy on history, whereas as older House's
have much of theirs already written... and have suffered more tragedy as well.

Step Five: Holdings 


Invest your various starting resources into various holdings.

Step Six: Details 


Name, shield, words, household. All those details that make your House pop out as more than
just numbers.

Step One: The Realm 


Where is your House located? A crucial question.

Note, much of this document is heavily skewed towards the Vale, particularly during the Wars of
Conquest conducted by Aegon Targaryen - that’s due primarily to the fact that they were initially
written up for a game in that setting, but they have been expanded to include other realms and
timeframes. Note that a Narrator using these homebrew rules might need to rename the Lieges
for the various realms.

There are tons of sources that describe these places in more detail than I'll go into here, but to
summarize:

Beyond the Wall 


The frozen north, home of the wildlings, giants, direwolves, and worse.
Liege:​ None
Benefit:​ This far north, survival is more important than formalities. Your Head of House may use
Survival (Hunt or Forage) instead of Status (Stewardship) when testing House Fortunes.
Braavos 
Once known as the Secret City, founded away from the eyes of the Freehold of Valyria, Braavos
is now the most powerful of the Free Cities, and sits within a sheltered lagoon in the northwest
of Essos.
Liege:​ The Sealord of Braavos, Merrigio Doramyon
Benefit:​ Braavos has a culture focusing on sea trade. Your House gains +1 to House Fortunes
for each domain with a coastline feature.

Dorne 
A desert land as yet unconquered by Aegon, and home to those of Rhoynar blood.
Liege:​ Princess Mariya Martell, Princess of Dorne, called the Yellow Toad
Benefit:​ Houses from Dorne reduce the Discipline of their Power Units by 3.

Dothraki Sea 
A vast plain of multicoloured grass, home to the nomadic and savage and passionate Dothraki.
Liege:​ None
Benefit:​ Houses from the Dothraki Sea that have at least 1 Power invested into Horse are
considered to have 1 extra Power invested.

Dragonstone 
The lands under the sway of former Valyrian Houses - Dragonstone, Driftmark, Massey's Hook
and Crackclaw Point.
Liege:​ Aegon Targaryen, King of the Seven Kingdoms, although he is like to move his seat to
the Aegonfort.
Benefit:​ Houses from Dragonstone that have at least 1 Power invested into Warships are
considered to have 1 extra Power invested.

King's Landing / the Crownlands 


The lowlands surrounding the lower portions of the Blackwater Rush and Blackwater Bay. At the
time of Aegon's Conquest, little was here; it being a somewhat disputed land between the
Kingdom of the Iron Islands and the Riverlands and the Kingdom of the Stormlands.
Liege:​ Aegon Targaryen, King of the Seven Kingdoms, ruling from the Aegonfort in what will
one day be known as King's Landing.
Benefit​: Spurred by Aegon's example - ruthlessness in the face of dissent, but forgiving for
those truly contrite - Houses in the Crownlands halve any penalties to House Fortunes from a
low Law resource.

The Iron Islands 


The dismal and sparsely populated islands in Ironman's Bay, home of the fierce Ironborn.
Liege:​ None, yet. With the death of Harren Hoare, a power vacuum exists here.
Benefit:​ Houses from the Iron Islands that have at least 1 Power invested in Longships are
considered to have 1 extra Power invested.
The Mountains of the Moon 
A wild land of immense mountains, deep forests, and swift rivers, home to the purest Andal
bloodlines, and fierce clansmen.
Liege:​ Ronnel Arryn, Lord of the Eyrie and Lord Paramount of the Vale and his mother, Sharra
Arryn, Lady Regent of the Eyrie
Benefit:​ Being experts at getting the most out of their lands, Houses from the Vale increase the
Holding limit of each of their domains by 1.

The North 
All the vast lands from the Neck to the Wall, sparsely populated and hewing closely to the ways
of the First Men.
Liege:​ Torrhen Stark, Lord of Winterfell and Warden of the North.
Benefit​: Houses from the North add 2 to the number of domains gained from investing Lands
resources in Terrain Holdings.

The Reach 
The fertile south of the Seven Kingdoms, and home to the center of the Faith of the Seven and
the Maesters of the Citadel.
Liege:​ Lord Harlen Tyrell, Lord of Highgarden and Lord Paramount of the Mander
Benefit:​ Houses from the Reach may convert Green Horse Units into Trained Horse Units at a
3:2 ratio instead of 2:1.

The Riverlands 
The fertile heartlands of Westeros, surrounding and emptying into the Trident.
Liege:​ Edmund Tully, Lord of Riverrun and Lord Paramount of the Trident
Benefit:​ Houses from the Riverlands gain a free Stream feature in each domain, and reduce the
House Fortunes penalties from Communities by 1.

The Stormlands 
A mountainous and wooded realm of savage weather off Shipbreaker Bay, the lands of the
Storm Kings of old were among the first taken by Aegon.
Liege:​ Lord Orys Baratheon, Lord of Storm's End and Hand of the King
Benefit:​ Houses from the Stormlands add their commander’s Will to the Combat Defense bonus
when defending their Defense Holdings.

The Westerlands 
A hilly and wealthy region of ports and mines, although constantly under threat of the Ironborn
and the armies of the Reach.
Liege:​ Loren Lannister, Lord of Casterly Rock and Warden of the West
Benefit:​ Houses from the Westerlands increase the bonuses to House Fortunes tests from
Wealth Holdings by +1.

Valyria 
A broken and ancient land that once dominated Essos. Post-Doom, this realm may not be
chosen as a House's main Realm, but is included for those who are immigrants from Pre-Doom
Valyria.
Liege:​ None
Benefit:​ You grant your liege an additional +1B on his House Fortunes tests. You gain an
additional +1 to House Fortunes for each of your Banner Houses.

Step Two: House Age 


What sort of House to you want to play? Ancient and feared? Young upstarts? A diminished
power grasping at redemption? The age of your house helps determine how many points it has
to spend on starting resources, as well as how much of its legacy has been formed.

New 
The House is brand new, founded no more than a few years before the chronicle begins, and
likely still led by its first Head of House. A New House gets 10 points to allocate to its starting
resources, and 7 Legacy Points.

Recent 
Founded up to four generations before the chronicle begins. The House has existed long
enough that other Houses accept their presence, and more than one member likely figures in
some way of at least the local history. A Recent House gets 15 points to allocate to its starting
resources and 6 Legacy Points, but must start with 1 Tragedy.

Established 
Founded up to ten generations before the chronicle begins. The house has strong ties to many
of the other houses in its realm. An Established House gets 20 points to allocate to its starting
resources and 5 Legacy Points, but must start with 2 Tragedies.

Old 
Founded up to a thousand years before the chronicle begins. The house is among the most well
known (if not still powerful) of its realm, likely even having ties with well known houses of other
realms. An Old House gets 25 points to allocate to its starting resources and 4 Legacy Points,
but must start with 3 Tragedies.

Very Old 
Founded up to six thousand years before the chronicle begins, possibly one of the first Houses
formed after the Andal Invasion. It is one of the houses that steered the way for culture and
reputation for its realm. A Very Old House gets 30 points to allocate to its starting resources and
3 Legacy Points, but must start with 4 Tragedies.

Ancient 
Founded in the mythical times of the Age of Heroes, more than ten thousand years before the
chronicle begins. They were likely kings themselves at one point, if only of a petty kingdom or
two. An Ancient House gets 35 points to allocate to its starting resources and 2 Legacy Points,
but must start with 5 Tragedies.
Step Three: House Resources 
As with the standard rules for Houses, each house has seven resources. The difference, here,
is one of scale and scope. Each resource is measured on a scale from 0 (non-existant) to 7 or
more. Sound familiar? Well, it's a bit different. 7 is not an absolute cap, and many Houses will
go well above those numbers.

Those points you get from the age of your house? Spend them here on a 1:1 basis. Sure, you
may want to cheat and look ahead at the holdings to get an idea of what you want where. That's
cool. I'll wait.

Ok. That may have been a bit overwhelming. Hope you're still following. Just note that for most
of these, there's a geometric growth of sorts. There is no minimum amount of points you must
assign to a Resource, nor is there a maximum. You may not voluntarily reduce a resource below
0 in order to gain additional points, however, several Resources have zero-investment Holdings
that increase a Resource at some other ongoing cost.

Defense 
Used to invest in defensive structures and fortifications. 0 means your House has no home. 1 is
enough for a tower and some outbuildings. The Eyrie comes in at 3.

Influence 
Used to invest in your House's position and securing good relations with other Houses. 0 is
smallfolk or minor merchants. 1 is enough to be a landed knight. 8 is enough to be the Royal
Family.

Lands 
Used to invest in huge tracts of land. 0 means you might have a small farmers field around the
base of your main defensive holding. 3 is enough for all three of the Three Sisters.

Law 
An abstract measure of how orderly and productive your lands are. Low scores mean penalties
to House Fortunes. High scores yield bonuses. A 5 is middle ground.

Population 
Used to invest in Community holdings, as well as generic food production for your House.

Power 
Used to invest in banner houses and military and naval units. 4 points can be enough to field
over 2000 men.

Wealth 
Used to invest in, well... everything else. People, objects, production goods and services, etc.

Resources Below Rank 0 


If a Resource is ever reduced below rank 0 (such as by House Fortunes or House Actions), the
Resource is instead set to 0, and the House fails all House Fortunes tests for the next month,
with the Narrator choose the focuses of the House Fortunes tests where applicable..

Step Four: Legacy Points, Legacies, and Tragedies 


Essentially, Legacy Points are Destiny Points, but for Houses, rather than characters.

A House gets a certain number of Legacy Points at House Creation, depending on its Age as
chosen in Step Two. At House Creation, up to 3 Legacy Points may be invested into Legacies -
traits and features that generally describe benefits for your House, family, and retainers. Other
Legacy Points may be invested after completing appropriate story goals, or retained for use by
spending or burning them for immediate effects.

A House's Age also determines how many Tragedies a House must start with. These describe
the penalties from the hardships and losses that House has endured in the past. These
Tragedies do not yield additional Legacy Points. A House may take on additional Tragedies to
earn additional Legacy Points on a 1-for-1 basis, either at House Creation, or at appropriate
times in-game.

So what can you do with them? Spend, burn, and invest, just like with Destiny points, although
some options are different.

Spending Legacy Points 


You (as a member of a household) can spend a Legacy Point at any time, even when it's not
your turn, but you can only spend one at a time. A spent Legacy Point is regained upon the
completion of a story goal that directly involves the House.
● Grant +1B on a test by any House member, unit, or retainer
● Convert +1B to +1D on one test for the House, unit, or retainer
● Remove -1D
● Bestow -1D on an opponent's House or unit for one test
● Deflect the results of a House Fortunes test onto one of your banner houses
● Automatically rally one unit in a battle
Note that Legacy Points cannot be used to directly negate another House's spent Legacy
Points.

Burning Legacy Points 


You (as a member of a household) can burn a Legacy Point at any time for a greater effect,
even when it's not your turn, but you can only burn one at a time. A burnt Legacy Point is
permanently gone.
● Convert all bonus dice into test dice on one test for the House, unit, or retainer
● Add +5 to a test result for the House, unit, or retainer
● Automatically rally and remove all damage and accumulated Discipline penalties on one
unit
● Permanently remove the penalties associated with a Tragedy
● Gain an extra House Action in a single month
Note that Legacy Points cannot be used to directly negate another House's burnt Legacy Points,
nor automatically cause another House's rolls to fail. Nor can they be used to save individual
characters from certain doom - that's what a PC's Destiny Points are for.

Gaining Legacy Points 


Spent Legacy Points return at story goals, and burnt Legacy Points are gone forever. New
Legacy Points can be gained during play as a story award, by taking on additional Tragedies on
a 1-for-1 basis, or by purchasing them for 5 Glory each. Note that Tragedies earned as a result
of warfare or intrigues do not yield additional Legacy Points.

Investing Legacy Points 


You can also invest your Legacy Points in one or more Legacies. Legacies grant additional
benefits to your House or its members in various situations. Legacy Points cannot be
uninvested, but in some cases can be lost.

Step Five: Holdings 


Six of the seven House Resources can be invested into various Holdings. There's more or less
a geometric growth in these investments. The more you invest in one part, the more you gain
from it. Note that some Legacies and Tragedies may allow additional holdings or limit how a
House can invest.

Step Six: Details 


Come up with your house's name, arms, words. Flesh out some of the household. Add colour
and personality to its history. The core ASoIaF rulebook has some good guidelines on designing
arms and words.

   
Legacies and Tragedies 
Legacies and Tragedies represent the prominent traits and historical events - good, bad, and
simply there - that have shaped your House.

Legacies 
Legacies grant various traits and benefits to your House, based on its heritage or the actions of
important members of the household. Most Legacies have a descriptor - typically either
Heritage, History, or Holdings. These generally do not have an effect on game play unless
specifically called out by the mechanical effects of other Legacies or Holdings. However, a
House may only have a single Heritage Legacy.

Ambitious [History] 
Your House is not content to remain stagnant, and their plans maintain wheels within wheels.
Your House gains an additional House Fortunes test each month.

Andal [Heritage] 
Your House is descended from the Andals. Choose one ability. Once per day, blood members
of your House and your Units gain a +1 bonus to tests for that ability.

Blooded Smallfolk [Holdings] 


Battle is a frequent event on your lands, and so your smallfolk are accustomed to organizing
themselves and following strong leadership. Your Units get a -3 modifier to their Discipline.

Conqueror [History] 
Your House has been particularly able at getting other Houses to bend their knee to you. You
get an extra +2 eras per rank of Power invested in a Banner House Holding.

Crannogman [Heritage] 
Your House is descended from those people who have found means to survive and thrive in the
swamps of the Neck. Your Units do not suffer movement penalties for Wetlands terrain.

Distinguished Service [Holdings] 


Some of your troops have performed stellar deeds in battle. Choose one Unit type your House
meets the requirements to invest in. You may always muster up to 1 Veteran Unit of that type,
regardless of other limits (this is in addition to any musters available by invested Power).

Dragonlords [Heritage] 
Requires:​ Valyrian Realm or Immigrant (Valyria)
Your House is descended from the Dragonlords of Valyria. You may invest Power into the
Dragon Unit Type or the Dragon Egg Wealth Holding. This Legacy may only be taken with
Narrator permission, especially depending on the era of the chronicle.

Exemplary Service [Holdings] 


Requires:​ Distinguished Service
Your House has a tradition of success in memorable campaigns. You may muster up to 1 Elite
Unit of the same type as your Veteran Unit from Distinguished Service (this is in addition to the
Veteran Unit provided by Distinguished Service). If that Unit is destroyed in combat, you lose
the Unit, this Legacy, and the Legacy Point invested, however, it may otherwise be disbanded
and mustered again as normal.

Expansionist [Holdings] 
Your House has slowly and steadily taken in surrounding lands, whether by conquest, trickery,
or mutual benefit. Your House gets an extra +1 domain per invested rank of Lands in a terrain.

Favoured [History] 
Your House has done great deeds in the past, and is often treated with honour reserved for
those well above your station. The maximum Status of your Household is increased by 1.

Fertile Lands [Holdings] 


The lands your House controls are some of the most bountiful in the realm, providing all manner
of benefits to your House. Your domains may hold 1 extra Holding each.

First Men [Heritage] 


Your House is descended from the First Men. Add 2 to the Health of all your Units.

Game Wardens [History] 


The Household has always well understood the ways of the game that lives in your lands -
balancing both the short- and long-term needs of your smallfolk - and that balanced hand has
allowed some truly remarkable specimens to flourish in your lands. Increase the House
Fortunes modifier of your Hunters Population Holdings by +1 if there are no other Holdings in
the same domain, and increase the Glory award of your Great Hunt House Actions by 1.

Gifted [Holdings] 
As reward for a past service, your House was granted a Holding beyond its means. Choose one
Resource. You may spend up to 2 points on Holdings for that Resource. Your rank in that
Resource is unchanged, and these points may not be combined with your normal Resource
rank for larger Holdings. If the Holdings are lost or destroyed, you lose this Legacy and the
Legacy Point invested in it.

Gregarious [History] 
Your House is well known as sociable people, patrons of the arts, and fabulous guests and
hosts. The starting Disposition of any opponent to your Household in an Intrigue is one step
more favourable than normal.

Heirloom [Holdings] 
Your House has gained or crafted some treasured item that has almost become synonymous
with its history. This Legacy does nothing on its own, but acts as a requirement for some
Influence and Wealth Holdings. This Legacy does not replace the Heirloom Benefit nor act as a
requirement, but only serves as an alternate means for a House to gain such items.
Horselords [Heritage] 
Requires:​ Realm - Dothraki Sea or Immigrant (Dothraki Sea)
Your House is known for lightning horseback raids. During battles, your commander may test
Animal Handling (Ride) in place of Warfare (Tactics) when determining initiative.

Immigrant [History] 
Your House was founded in another Realm, possibly not even in Westeros itself. Choose
another Realm. You gain that Realm's benefit in addition to your current one.

Ironborn [Heritage] 
Requires:​ Realm - The Iron Islands or Immigrant (The Iron Islands)
Fighting and living on the deck of a longship is as natural as breathing to your people. Your
Units gain +1B on Fighting and Marksmanship tests while on a longship.

Legendary Fortress [Holdings] 


Requires:​ Castle or Fortress of rank 3+ or Palace of rank 3+
There are small castles and grand fortresses, massive walls and palatial estates. Then there are
those castles that stand above those. That challenge the gods, require unparalleled
deviousness to conquer, or hide secrets untold. Choose one of your Defense Holdings of rank 3
or higher. So long as you control that Holding, you may ignore the first failed House Fortunes
test each month. Should you lose the Holding, you lose this Legacy, and do not regain the
Legacy Point.

Lowborn [History] 
Some Houses attempt to downplay their humble origins, so as to not set themselves below their
fellow nobility. Your House celebrates its origins, remembering its roots and giving hope to all of
its smallfolk for a greater future. Whenever you make a House Fortunes test focusing on
Population (whether a success or failure), your Household gains a +1B on all Persuasion and
Deception tests in Intrigues with characters of Status lower than 3 for the rest of the month.

Loyal Vassals [History] 


Your House has always held a close relationship with its Banner Houses, and treats them well.
Whenever you successfully raise a Resource with a House Fortunes test, one of your Banner
Houses may make a House Fortunes test focusing on that Resource as well.

Military Tradition [History] 


Your forces are well trained to react swiftly to the changing circumstances of battle. Your House
gains an additional order in each round of a battle.

Moneylender [History] 
Your House has a tradition of offering reasonable terms for loans, having a savvy eye for good
investments, and ensuring your money and interest is paid. Every time you invest in a Loan
Wealth Holding, roll 6 + 3d6 to determine the number of months for the term of the loan. When
the loan comes to term and you stop investing in the Loan Wealth Holding, you gain +1 Wealth.
Oath of Service [History] 
Order only
Your membership have specific duties as part of their oaths to your Order. Choose one Retainer
Wealth Holding. Your membership are trained to act as those retainers. You may perform any
House Actions made available by that Holding a number of times each month equal to the
number of Membership Holdings you have.

Pious [History] 
Your House is particularly known for its religious devoutness and fervor. Choose one religion
(ie. The Faith of the Seven, the Old Gods, the Drowned God, etc.). Your House gains a +1
bonus to House Fortunes for each Holding dedicated to that religion, and the disposition of
those of similar belief to your House is one step better.

Plentiful Resources [Holdings] 


The fruits of your lands are obvious, and your smallfolk are ably skilled at making use of them.
Choose one of Defense, Influence, Lands, Law, Population, Power, or Wealth. When testing
that resource, gain +1D.

Raiders [History] 
Your House has traditionally gained most of its good through violence towards its neighbours,
rather than producing much itself, beyond warriors. You gain the Raid House Action.

Raid House Action [Espionage] 


You may send one or more Units to pillage Holdings in other domains. To succeed, the head of
house, or the person in charge of the raiders, must make a Warfare (Command) test for each
participating Unit, that is compared to the Unit’s Discipline, with modifiers as below. The Units
sent do not need to be of the same type, nor must they target the same type of Holding or the
same domain. However, any Units sent on raids cannot be used with other orders in that month,
nor may they defend in battles.
Conditions Discipline Modifier

Population Holding Targeted +3

Wealth Holding Targeted +6

Defense Holding Targeted +9

Additional Holding Targeted +3

Lawlessness Domain's House's Law House Fortunes Modifier


For each Unit that succeeds, your House gains a bonus to your next month’s House Fortunes
tests equal to the House Fortunes bonuses provided by the Holding targeted, and the House
that owns the raided Holding loses that modifier. In addition, surviving Units gain experience
equal to the commander’s Warfare rank times his degrees of success. On a failed test, the Units
are caught and destroyed by the defenders.
Rhoynar [Heritage] 
Requires:​ Realm - Dorne or Immigrant (Dorne)
Descended from the fierce peoples that followed Nymeria to Westeros, your people are skilled
warriors. Your Units gain a +2 bonus to their Combat Defense.

Sisterman [Heritage] 
Requires:​ Realm - the Mountains of the Moon
Your House was founded on the barren rocks that lie in the Bite, known as the Three Sisters,
and it shares the disreputable nature of the one-time pirate kings. Your Longship and Warship
Units may include Stealth as an option when selecting key abilities, and gain a bonus on their
Stealth tests equal to their commander's Warfare rank.

Victorious [History] 
Your House has won notable wars in the past, and those victories are always in people's minds,
spurring your forces to greater achievements and soothing even the harshest defeats. Your
Units get +1D to Unit Casualty tests.

Well Equipped [History] 


Your troops have quality gear, and know how to maintain it. Each Unit may have one extra
Improved equipment package.

Well-Trained [History] 
Your House prides itself on well-rounded troops. Each Unit can have 1 extra key ability.

Tragedies 
Although perhaps overstating the name, Tragedies represent the trials and hardships your
House has faced in its history, many of which continue to have lasting effects on your House's
current state.

Accursed 
Fate has it in for your house, for a crime known or unknown in your House's past, such as
kinslaying or violation of guest rights. Whenever your House opts to spend or burn a Legacy
Point, roll a d6. On a 6, the point is wasted without effect. On any other roll, it is used as normal.

Bad Debt 
Your House has been exceedingly bad at managing its debt in the past. Double the penalty to
House Fortunes from every Debt Wealth Holding and take a -1D penalty on all Wealth tests.

Banditry 
Your House has a particular problem with outlaws, robber knights, and bandits preying on your
smallfolk. Reduce the bonus to House Fortunes by 1 for every Occupation Population and
Estate Wealth Holding that does not share a domain with a Fortification Defense or Community
Population Holding.
Corruption 
There exists within your retainers many who slip their hands into the pot of your House's plans,
preventing progress unless their needs are met. You cannot use the Begin Projects House
Action in a given month unless your first House Fortunes test that month focused on Influence
or Wealth (regardless of success) and whenever your House Fortunes test focuses on Influence
or Wealth, reduce the number of successful degrees of success by 1 (to a minimum of 0).

Defeated 
Your House has lost notable wars in the past, overshadowing any accomplishments it has
earned. Your Units get -2 to Unit Casualty tests.

Disfavoured 
For some act in your House's past (marrying below its station, rallying to a rebel's cause,
abhorrent traditions, etc.), your House draws less respect than it should. The maximum Status
for members of your House are reduced by 1 to a minimum of 2.

Disorderly 
Your House is ill-suited to command large numbers of troops, either due to a lack of skilled
aides and squires, differing military traditions, or mistrust. Your House gets 1 fewer order in
battles than normal, to a minimum of 1.

Displaced 
Your House was founded in another Realm, possibly not even in Westeros itself, and has not
adapted well to the new ways. You lose the benefit of your House's current Realm.

Fairweather House 
When things go well for your House, it is as productive as any, but when setbacks occur, its
machinations grind to a halt. If your House fails its first House Fortunes test in a given month, it
may take no House Actions that month (but ongoing projects continue).

Ill-Trained 
Your troops routinely lack time to be fully trained. Each of your Units gets 1 fewer key ability.

Infighting 
There are two significant factions in your family under the same banner, which may or may not
be visible to the outside world. Both factions put on a show of allegiance to the House (to better
or worse skill), but conspire behind the scenes to control the House instead of the other. Each
month, the two factions must conduct a Standard Intrigue, with the winner getting to choose the
focus of House Fortunes for the next month, as well as any House Actions to be performed.

Injuncted 
For their own purposes, a higher authority has decreed that your House may not take certain
actions. Choose one House Action your House would normally have access to (subject to the
Narrator's approval). Your House may never perform that House Action.
Insular 
Your House does not deal well with those from other cultures, lands, or allegiances. The starting
Disposition of your Household is one step worse when dealing with those outside your House.

Invaded 
Due to past losses and invasions, your House controls less land than it otherwise should. Your
House gets 1 fewer domain per invested rank of Lands in a terrain.

Lesser Claim 
At some point in your House's history, a second son inherited before a first, or a suspected
bastard before trueborn, or similar. Whatever the event, the current lineage of your House has a
lesser claim to the House than someone else. Whether the other party knows of their stronger
claim is up to the Narrator, but others do know (or suspect) your lesser claim. You must invest
an extra point of Influence for each Influence Holding.

Outside Authority 
Order only
Your Order owes allegiance to someone outside its own membership. Although that authority
does not run your day-to-day affairs, they have a say in your Order's membership, goals, and
plans.

Plague 
One or more plagues have ravaged your lands in the past, and even to this day, your smallfolk
have not fully recovered, particularly in communities where pockets may yet fester. Each of your
Community Population Holdings gains a House Fortunes penalty of -1 (or increases the current
one by -1).

Poor Stone 
Your lands have a lack of strong, solid stone, requiring most of the needed materials for your
fortifications and castles to be of lesser worth. Reduce the total Combat Defense bonus of each
of your Defense Holdings by 1 per rank (to a minimum of +1 per rank).

Prohibited 
Either justly or not, a higher authority has banned your House from owning and commanding
certain types of Holdings. Choose one Resource except Law (subject to Narrator's approval).
Your House may not have any Holdings of that type.

Resource Poor 
Whether because of poor quality or poor management, your House is not able to take full
advantage of one of its basic resources. Choose one of Defense, Influence, Lands, Law,
Population, Power, or Wealth. When testing that resource or making a House Fortunes test
focusing on it, you take a -1D penalty.

Rival House 
Your House has often found itself in an antagonistic position with another house, justly or not,
and frequently must contend with their attempts to show-up or defeat your House. Work with the
Narrator to develop an NPC House of similar position as your own as your Rival.

Rowdy 
The smallfolk of your lands are difficult to manage and organize into military units. All of your
Units have a +3 modifier to their Discipline.

Shabby Equipment 
Your forces have little idea how to properly care for their gear. Your Units may not have
Improved Equipment packages and cannot use castle-forged weapons.

Stagnant 
Your House does little to improve itself, hampered either by resting on its laurels or a plain lack
of ambition. Your House may not take the normal House Fortunes test at the start of each
month (although it may still make House Fortunes tests from House Actions or Holdings).

Superstitious 
Most smallfolk relate fanciful tales of the Children of the Forest, giants of ages past, and the
horrors of particularly villainous persons that parents still use as boogeymen. Your smallfolk
believe them. Choose either Forest or Water; your House cannot have Holdings in any domain
with the selected type of feature.

Treacherous 
Your House has a reputation for deception and opportunism that leaves others suspicious of
your goals. The Disposition Rating of your Household's opponents are increased by 1.

Tyrannical 
Whether true or not now, your House has traditionally ruled your lands through fear and tyranny
over your smallfolk and vassals. They serve you still, but do as little to help your House as
possible. Apply the Disposition Rating of your smallfolk as a penalty to your House Fortunes
tests and any tests resulting from House Actions, and reduce the difficulty of enemy assassins,
saboteurs, and spies by the same amount. Their Disposition starts at Indifferent, but may be
modified during play or by other Legacies and Tragedies.

Unblooded 
Your forces have never been tested in battle, and have few men of skill to call on. Your Units
can only start with Green training.

Unruly Vassal 
Whether from mistreatment or past hostilities, one of your Banner Houses retains an
antagonistic attitude towards your House. Ignore the bonus to your House Fortunes from this
Banner House, and its starting disposition towards your House is Dislike.

Vindictive Liege 
Your liege harbours a grudge against your House for some slight - real or imagined - and seems
to take perverse pleasure in making your House's existence difficult. Your House tends to get
the raw end of any decision by your liege, and your liege's starting disposition towards your
House is Dislike.
Holdings 
Holdings represent all the things your House possesses, from the lands it rules, to the people
who serve, to the infrastructure of its wealth, to its prestige and power over other Houses.
Holdings provide housing for your family, bonuses to House Fortunes, new House Actions, or
any number of other abilities.

Each Resource (except Law) has a list of available Holdings, generally requiring the investment
of 1 or more ranks of that Resource, although some Holdings require zero investment, but have
other ongoing costs. New Holdings are generally gained by using the Begin Projects House
Action to start the Holding, or by conquering and taking the Holdings from another House.

Defense Holdings 
Defense Holdings represent all the fortified structures controlled by your House. Many are used
as residences for the House, but they may also serve as watchtowers, outposts, and border
gates. Fortifications are typically defensible structures, and often provide space to house one or
more mustered Units, which negates the penalty to House Fortunes such Units impose.

Castle [Fortification] 
Investment:​ 3+
Time:​ 72 + 10d6 Months
This is a proper castle, with multiple towers, at least one keep, and a solid wall, typically used as
a fortified residence for a noble. Units defending this Holding gain +6 to Combat Defense, and
up to five mustered Units can be housed in it. For each additional Defense resource invested,
the Castle is expanded with more towers and walls, adding +2 to the Combat Defense and two
to the number of housed Units, but adding 30 months to the time to build/improve.

Donjon [Improvement] 
Investment:​ 1
Time:​ 12 + 2d6 Months
Requires:​ Castle or Fortress
There are cells. There are dungeons. Then there’s what lurks beneath your castle. This
structure represents any level of imprisonment or torture beyond simply confining your enemies
into lightless jails. From the open air Sky Cells of the Eyrie, to the narrow Oubliettes of Casterly
Rock, to the flaying rooms of the Dreadfort, these donjons bring an aura of terror even at their
mention. Choose one of your Fortifications. Members of your Household add the investment in
the chosen Fortification to the base influence caused by a successful Influence action using the
Intimidate technique when imprisonment of their opponent is a possible consequence of an
Intrigue. If you lose control of the chosen Fortification, this Holding is lost as well.

Fortress [Fortification] 
Investment:​ 1+
Time:​ 30 + 10d6 Months
A Fortress is a fortified set of one or more towers, and any associated outbuildings, baileys, and
walls, intended for use as a military outpost. It usually lacks the luxuries of a residence, and is
ill-suited to administration work, but is more capable of resisting attacks than a similarly sized
Hall or Castle. Units defending this Holding gain +3 to Combat Defense, and up to two mustered
Units can be housed in it, however, if the Head of House (or his steward) rules from here, the
House suffers a -4 penalty to House Fortunes. For each additional Defense resource invested,
the Fortress is expanded with more towers and walls, adding +3 to the Combat Defense and
three to the number of housed Units, but adding 24 months to the time to build/improve.

Godswood [Improvement] 
Investment:​ 1
Time:​ 12 + 2d6 Months
Your House has cultivated a wood dedicated to the Old Gods, either through piety or tradition.
Choose one of your Fortification Holdings to attach the Godswood. As long as you control the
Holding, add 1D6-3 to your House Fortunes.

Hall [Fortification] 
Investment:​ 2
Time:​ 60 + 10d6 Months
This Holding is a small fortified building, likely with a wall surrounding the main building and
possibly with one or two additional fortified towers. Units defending this Holding gain +4 to
Combat Defense. Up to three mustered Units can be housed in it.

Palace [Fortification] 
Investment:​ 3+
Time:​ 36 + 10d6 Months
A Palace is a residence for someone of noble birth or wealth that is not intended as a defensive
structure, but may have some defensive capabilities. They are often as elaborate as possible,
intending to show off the owner’s power, prestige, and wealth. Units defending this Holding gain
+2 to Combat Defense, up to three mustered Units can be housed in it, and if the Head of
House (or his steward) rules from here, the House gains a +4 bonus on House Fortunes. For
each additional Defense resource invested, the Palace is expanded with more towers,
outbuildings, and decorative features, adding +1 to the Combat Defense, one to the number of
housed Units, and +2 to House Fortunes, but adding 24 months to the time to build/improve.

Rookery [Improvement] 
Investment: ​1
Time: ​6 +1d6 Months
Requires:​ Castle, Fortress, or Palace
Choose one of your Fortifications. That Fortification may send and ravens as if a character there
had the Master of Ravens Benefit with a minimum Animal Handling of 3.

Ruin 
Investment:​ 0
Time:​ Special
At one time, there was a fortification of some sort on your lands, but it has fallen into disrepair -
be it in the distant past, or more recently due to invasion. It may be a completely separate
structure, all but abandoned, or maybe just a portion of a castle you still attempt to keep in vain.
The time required to create a ruin varies - from a few hours to torch a tower, to decades for the
wind to erode an abandoned building. Your House gains +1 Defense. However, ruins -
particularly ill-patrolled ones - often allow banditry, corruption, and laziness thrive. Whenever
you succeed on a House Fortunes test, you gain one fewer degree of success than normal to a
minimum of zero (although 0 degrees of success still counts as a success for other purposes).
On a failure, your House loses an additional degree of success.

You can remove one Ruin Holding at the end of any month in which you attempted a House
Fortunes test focusing on Defense (whether a success or failure), removing the penalty but also
meaning you no longer have the increased Defense. This may cause your House to lose any
Defense Holdings it can no longer pay for (your choice).

Seat [Improvement] 
Investment:​ 1
Time:​ 2 + 1d6 Months
Requires:​ A Fortification Holding
Choose one of your Fortification Holdings. Your Head of House has spent significant time
bolstering the infrastructure of this Holding to support the administration of his domains. Add +1
to your House Fortunes for each Fortification you control. If you lose control of the chosen
Fortification Holding, this Holding is destroyed and the invested Defense is lost.

Tower [Fortification] 
Investment:​ 1
Time:​ 36 + 10d6 Months
This Holding is a simple stone or timber tower, possibly with undefended outbuildings. Units
defending this Holding gain +2 to Combat Defense. Up to one mustered Unit can be housed in
it.

Wall [Fortification] 
Investment:​ 1
Time:​ 60 + 10d6 Months
This is a massive wall, typically used to defend a mountain pass from one direction, and being
significantly more vulnerable from the other. Units defending this Holding gain +6 to Combat
Defense, and up to two mustered Units can be housed in it, however, if the Head of House (or
his steward) rules from here, the House suffers a -8 penalty to House Fortunes.

Influence Holdings 
Most Influence Holdings are House Positions. A House Position Holding denotes the House’s
place in the world of Westeros - be a minor noble such as a Landed Knight or the highest
honour of a Royal House. It is also used to denote a House as an Order (such as the Faith of
the Seven or the Night’s Watch), a merchant prince (like Illyrio Mopatis), a sellsword company
(such as the Second Sons), or something else. A House may only have 1 House Position
Influence Holding.

Some Holdings also have the Noble descriptor - only those House Positions are considered
nobility in Westeros. This does not mean that nobles cannot be found within other Houses, only
that the default member of a non-Noble House is not considered a noble. Each Noble House
Position describes which House Position is above or below as well. All Noble Houses, except for
Royal Houses, are sworn to another Noble House. A House that loses a Noble House Position
without gaining a different Noble House Position is deemed destroyed (although remnants of the
House may attempt to gather in some other fashion, the line of the House’s nobility is ended).
The starting disposition of a Noble House to its liege (and vice versa) is Friendly, although this
may change due to Legacies, Tragedies, Holdings, and/or other events during play.

If a Holding has a requirement of “Complete appropriate story goal”, such requirements may be
met in the House’s backstory at the Narrator’s permission (and likely will be, if the intention is for
the PCs to play noble houses).

If a House’s House Position changes in such a way that household members have a higher
Status than the House Position allows, they take a -1D penalty per excess to all Status tests
until such time as the House’s maximum Status is raised.

Moving Up in the World 


On rare occasions, a House may find itself with the desire to increase its impact in the Game of
Thrones. Assuming an appropriate story goal has been met for a higher ranking Noble House
Position, a House may invest in a new Noble House Position, with a discount equal to its
investment in its current Noble House Position. This requires the Begin Project House Action,
and the time required is not lessened, but the benefits of the lower Noble House Position remain
in effect until those of the new House position do at the end of the specified time.

In most cases, your new Noble House Position will not allow you to remain sworn to your old
liege. Your old liege doesn't lose any Power invested in Banner Houses, but the eras assigned
to you become unassigned, and may be reassigned to new Banner Houses for the old liege.
You may select a new liege of the Noble House Position allowed by your House Position, and
that liege gain a free increase in its Banner House Holding (and thus to its Power resource) to
cover your House's age. If the increase is more than enough to account for your House, then
your new liege can establish more Banner Houses as desired with the extra eras (see Establish
Banner House House Action). Note, however, that even though the maximum Status of the
household may have gone up, their actual Statuses do not change until the individual characters
spend experience to raise them.

Example: ​House Mewsly is a Recent Landed Knight (Investment: 1) sworn to House Ashbrooke
(a Minor House). Through conquest, marriage, and service to their Lord Paramount, House
Mewsly is being risen into true nobility, becoming a Minor House. House Mewsly invests the
difference between Landed Knight and Minor House (4-1 = 3 Influence) which is added to the 1
already invested for Landed Knight for a total of 4 invested Influence, but for two months
continues to function as a Landed Knight. At the end of those two months, the benefits of a
Minor House take effect.

Since House Mewsly and House Ashbrooke are both Minor Houses now, House Mewsly's oath
must be given to a Major House now, such as House Belmore. The two eras House Ashbrooke
had assigned to House Mewsly are freed up, allowing House Ashbrooke to gain up to two New
Landed Knights (see Establish Banner House House Action), and House Belmore gets a +1
boost to its Banner House rank (and Power Resource). As a Recent House, House Mewsly
uses 2 of the gained eras, allowing House Belmore to use the others for New Banner Houses.

Alliance 
Investment:​ 1
Time:​ 1 Month
Requires:​ Complete appropriate story goal
You have forged close ties with another House, be it through marriage, military benefit, shared
wardship/fostering, or exemplary service. Choose another House, and one of the following:
● Your Household gains +1B on all tests during Intrigues with the allied Household, and
their starting Disposition towards you is one step more favourable than normal.
● You may spend your Power on Units available through your Allied House's Holdings (but
not those made available through Legacies). Such Units do not benefit from your
House's Legacies or Realm's benefit, but do retain the benefits of their own House's
Legacies and Realm (if applicable). If mustered, such Units count towards your
mustering limit, not your allied House’s limit.
● You may use their Land and Population Holdings as requirements for your Holdings (but
your Holdings must fit in the allied House's domains).

Free Company [House Position] 


Investment:​ 2
Time:​ 1 + 1d6 Months
Your "House" is a brotherhood of sellswords, mercenaries, and maybe outlaws, having banded
together for any number of reasons, but all pledging their swords to a cause that pays gold, or at
least purpose. It is led by a commander or captain-general, although he may use any other title
he has earned before or since taking command. Your head of house has a maximum Status of
4, and his officers have a maximum Status of 3. Your House may not invest in Lands,
Population, or Estate Wealth Holdings, but may use the Land and Population Holdings of other
Houses as locations for your Defense Holdings (but not as prerequisites). Your House does not
suffer a penalty to House Fortunes for mustered Units.

Great House [House Position, Noble] 


Investment:​ 7
Time:​ 4 Months
Requires:​ Complete appropriate story goal
Your House is one of the Great Houses of Westeros, ruling over an entire realm, and sworn only
to the King. The head of house has a maximum Status of 7, his wife and heir have a maximum
Status of 6, his immediate family have a maximum Status of 5, and his extended family have a
maximum Status of 4.

A Great House sits above a Major House and below the Royal House. If a House can no longer
afford this Holding, it may immediately invest in the Major House, Minor House or Landed
Knight Holdings, ignoring the time requirement and the normal Begin Projects House Action. If
your House is no longer sworn to the same liege, the Banner House eras your old liege
assigned to you become unassigned, and your new liege gains a bonus to its Banner House
rank to accommodate your House.

Held Captive 
Investment:​ 0
Time:​ 1 Month
Requires:​ Noble House Position
One member of your Household is held captive by another House. Your Influence is increased
by an amount equal to the character's Status -3 (minimum 0). While that character remains a
captive of the other House, you treat your Disposition towards that House as if it was the same
as your Disposition towards the character taken (at worse one step better than normal).

If the character is killed while a captive, you lose this Holding and immediately lose that
previously gained Influence. If you negotiate his release (see Hostage Negotiation House
Action), you lose this Holding, but not necessarily the Influence - instead, you lose whatever the
negotiated ransom was; however, the ransom starts at Wealth equal to the character's Status -
3 (minimum 1) rather than the normal 1. If the character is freed through other means (ie,
escaped or sprung), then you lose this Holding, but not the Influence gained.

Alternatively, rather than apply to a person, this Holding may apply to a treasured heirloom of
the House, such as a Valyrian Steel Blade or a Dragon's Egg. In such a case, the Status of the
heirloom is considered to be equal to that of your head of house.

Note that a House does not need to take this Holding if one of their own is taken captive. This
Holding represents a surge of sympathy that the House is able to leverage in the wake of their
kin's capture.

Hostage 
Investment:​ 1+
Time:​ Immediate
Requires:​ Complete appropriate story goal
Through means of might, trickery, or finance, you have made a member of an opposed House
your unwilling guest. The captured person can have a maximum Status of 3 plus the amount of
Influence invested in this Holding. While the hostage is in your possession, you may choose to
have other people's Disposition towards your House be treated as if it was the same as their
Disposition towards the hostage.

If the hostage dies in your care, you lose this Holding and the Influence invested in it. If the
hostage is ransomed back to his own or another House, you still lose this Holding, but regain
the Influence invested in it. In either case, the actual Disposition of the hostage's House is
worsened by at least two steps, to no better than Unfriendly (the Dispositions of other Houses
may or may not change).

Alternatively, rather than apply to a person, this Holding may apply to a treasured heirloom of a
House, such as a Valyrian Steel Blade or a Dragon's Egg. In such a case, the Status of the
heirloom is considered to be equal to that of the head of house for the owning House.

Note that a House is still able to take captives even without investing in this Holding. This
Holding only represents that you are able to better leverage possession of that captive.

Example:​ House Ashbrooke has ambushed House Cassyrion, two Houses normally Indifferent
to each other, and taken Ser Jamyn Cassyrion, heir to Evening's Respite, captive. Everyone
within House Cassyrion adores the Evening's Darling, and thus, House Ashbrooke opts to have
them treat their Disposition as Affectionate towards House Ashbrooke. With that leverage,
House Ashbrooke easily forces House Cassyrion to cede control of a key river ford, and then
returns Ser Jamyn to his family. Afterwards, House Cassyrion harbours ill will, and their
Disposition drops two steps from Indifferent (to Dislike, and then to Unfriendly)

Landed Knight [House Position, Noble] 


Investment:​ 1+
Time:​ 1 Month
Requires:​ Complete appropriate story goal
Your family is a House of Landed Knights sworn to a Minor House. Your House is led by a
knight; although his own smallfolk may honour him with the title Lord, his official title is Ser (Lady
if the head of house is female). The head of house has a maximum Status of 4. All members of
his immediate family have a maximum Status of 3.
● +1 Influence - Sworn to a Major House
● +2 Influence - Sworn to a Great House (or the Royal House, if Realm is Crownlands)

A Landed Knight is the lowest type of Noble House in Westeros, sitting beneath the Minor
Houses. If a House can no longer afford this Holding, it may reduce the required investment by
downgrading the Noble House Position of its liege (this does not change the liege’s position, but
only represents this House finding a new, less powerful, liege). If your House is no longer sworn
to the same liege, the Banner House eras your old liege assigned to you become unassigned,
and your new liege gains a bonus to its Banner House rank to accommodate your House.
In some Realms where knightly traditions are less common, such as the North, Landed Knights
are often referred to as Masterly Houses, with the Head of House using the title Master instead.

Major House [House Position, Noble] 


Investment:​ 6
Time:​ 3 Months
Requires:​ Complete appropriate story goal
Your family is one of the Major Houses if your realm, sworn directly to a Great House (or the
Royal House, if Realm is Crownlands). The head of house has a maximum Status if 6, his wife
and heir have a maximum Status of 5, his immediate family has a maximum Status of 4, and his
extended family has a maximum Status of 3.

A Major House sits above a Minor House and below the Great Houses. If a House can no
longer afford this Holding, it may immediately invest in the Minor House or Landed Knight
Holdings, ignoring the time requirement and the normal Begin Projects House Action. If your
House is no longer sworn to the same liege, the Banner House eras your old liege assigned to
you become unassigned, and your new liege gains a bonus to its Banner House rank to
accommodate your House.

Merchant [House Position] 


Investment:​ 2
Time:​ 3 + 1d6 Months
Requires:​ Wealth 3+
Although not a member of the nobility of the Seven Kingdoms, your success as a merchant has
allowed you some of their comforts. Your House is led by a master, typically styled either
Merchant or Master. Your head of house has a maximum Status of 4, and his immediate family
and mercantile officers have a maximum Status of 3. Your House may not invest in any Lands
or Population Holdings, but may use the Land and Population Holdings of other Houses as
prerequisites and locations for your own, if their allowed number of Holdings have not been
filled. Note, however, such Holdings could be at the mercy of the House that controls those
prerequisite Holdings, unless you maintain a good relationship with them.

Merchant Prince [House Position] 


Investment:​ 5
Time:​ 6 + 2d6 Months
Requires:​ Wealth 6+
Your House is very successful in its mercantile endeavours, and while not of nobility itself, you
rub shoulders with (and provide many comforts for) the highest levels of nobility in Westeros.
Your House is led by a Merchant Prince, typically styled either Merchant Prince or Grandmaster.
Your head of house has a maximum Status of 5, and his immediate family and officers of his
mercantile interests have a maximum Status of 4. Your House may invest in all types of
Holdings, but may also use the Land and Population Holdings of other Houses as prerequisites
and locations for your own, if their allowed number of Holdings have not been filled. Note,
however, such Holdings could be at the mercy of the House that controls those prerequisite
Holdings, unless you maintain a good relationship with them.

Minor House [House Position, Noble] 


Investment:​ 4+
Time:​ 2 Months
Requires:​ Complete appropriate story goal
Your family is a Minor House, sworn to one if the Major Houses of your realm. The head of
house has a maximum Status of 5, his wife and heir have a maximum Status of 4, and his
immediate and extended family have a maximum Status of 3.
● +1 Influence. Sworn to a Great House (or the Royal House, if Realm is Crownlands)

A Minor House is the lowest form of nobility whose Head of House retains the right of pit and
gallows, sitting above Landed Knights and below Major Houses. If a House can no longer afford
this Holding, it may reduce the required investment by downgrading the Noble House Position
of its liege (this does not change the liege’s position, but only represents this House finding a
new, less powerful, liege) or may immediately invest in the Landed Knight Holding, ignoring the
time requirement and the normal Begin Projects House Action. If your House is no longer sworn
to the same liege, the Banner House eras your old liege assigned to you become unassigned,
and your new liege gains a bonus to its Banner House rank to accommodate your House.

Mountain Clan [House Position] 


Investment:​ 1
Time:​ 1d6 Months
Your "House" is not so much a noble House of Westeros, but rather one of the numerous clans
living off the land in the Mountains of the Moon and sworn to no House. Your House is led by a
chieftain, with whatever title he or she feels like using. Your chieftain has a maximum Status of
3, his warriors a maximum Status of 2, and all other clansmen have a maximum Status of 1.
Your clansmen cannot be forced into a simple Intrigue by characters with a Status 3 or more
higher than your clansmen. Your House may not start with any Defense, Community Population,
or Estate Wealth Holdings, and may only invest its Power in Raider Units.

Order [House Position] 


Investment:​ 5
Time:​ 12 + 2d6 Months
Your "House" is an organization, one that ostensibly stretches across Westeros, and perhaps
even farther abroad. The titles of the head of house and his officers vary from order to order.
The head of house has a maximum Status of 6, his high officers have a maximum Status of 5,
and full members have a maximum Status of 3. All members and initiates of your order must
take one or more vows that restrict certain behaviours, and forswear any and all claims to other
Noble Houses. Violating these vows and oaths (and being caught, of course) conveys the
Deserter drawback on the character, without any compensation of Destiny Points.

Royal House [House Position, Noble] 


Investment:​ 8
Time:​ 5 Months
Requires:​ Complete appropriate story goal
Your House is the ruling House of the the Seven Kingdoms, and all the realms of Westeros
ultimately owe your fealty. The head of house is the King, and has a maximum Status of 8, his
wife and heir have a maximum Status of 7, his immediate family have a maximum Status of 6,
and his extended family have a maximum Status of 5.

The Royal House sits above all of the Great Houses, and beneath none. If a House can no
longer afford this Holding, it may immediately invest in the Great House, Major House, Minor
House or Landed Knight Holdings, ignoring the time requirement and the normal Begin Projects
House Action. Since your House may now need to be sworn to a liege, your new liege gains a
bonus to its Banner House rank to accommodate your House.

Throne 
Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ A Castle, Palace, or Fortress of rank 3 or higher
Your House has fashioned some impressive throne or high seat for the head of house, setting
him apart from his audience, and giving all who approach a moment's pause. While seated on
his throne, your head of house (or his designated proxy) goes first during Intrigues. If any
opponents have the Eloquent Benefit, but the head of house does not, roll initiative as normal. If
the head of house is both Eloquent and sitting on his Throne, ignore his opponents' Eloquent
Benefit.

Title 
Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Heirloom Legacy
Your House has established or holds a title of honour, passed down hereditarily. The maximum
Status of your Head of House (but not the rest of your household) is increased by +1.

Land Holdings 
A House's Land Holdings determine the breadth and type of lands directly under the control of
the House. There are two main types of Land Holdings - Terrain Holdings describe the type of
land under a House's control and the number of domains in particular, and Site Holdings either
add new options for domain features, or describe specific places within one of your domains.

Each rank invested in a Terrain Holding grants a House 3 domains of that type. The size of the
domains depends on the terrain and features present. In addition, each terrain type has a
maximum number of Occupation Population, Community Population, Defense, and Estate
Wealth Holdings it may contain. A domain may have any number of features, reducing its total
size by some amount for each one, as long as its final size is no less than 1 square league. A
domain does not need to be a specific shape, but it does need to be contiguous. Most domains
are centered around a primary feature, Holding, or are lined by natural borders, making it
relatively easy to determine the extent of a given domain.

If you are unable to invest in any Terrain Land Holdings, you are allowed a single Defense
Holding and no Population or Estate Wealth Holdings, essentially controlling only a minimum
amount of land outside your Castle's foundation.

Site Holdings represent specific places on your lands. As geological formations, generally
speaking, these places cannot be "built" on the timescale of a single chronicle - they either exist
or not. However, the time listed for each Holding represents how long it takes your House to
make the existing feature actually usable, so even if you haven't invested in such at House
Creation, it does not preclude you from investing in one at a later time.

Cavern [Site] 
Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Hills or Mountains
Your House has discovered a large cavern, large enough to serve as a small fortification.
Choose one of your Hills or Mountains domains to have this site. Treat it as a Fortress with 1
Defense invested, that may be expanded with more Defense resources. Realms benefits,
Legacies, Tragedies, and Holdings that apply to Defense Holdings do not apply to Caverns.

Drought 
Investment:​ 0
Time:​ 1 Month
The weather on your lands has been wretchedly dry for weeks, drying out all but the deepest
sources of water in your lands. Your House gains +1 Lands. Each of your domains can contain
1 fewer Holding than normal. If you take this Holding after House Creation, and one of your
domains now contains more Holdings than allowed, at the start of each month, you choose
which Holdings remain functioning (up to the new limit). Non-functioning Holdings still act as
requirements, but any bonuses or allowed actions are ignored, although any penalties or
hindrances remain.

You can remove one Drought Holding at the end of any month in which you attempted a House
Fortunes test focusing on Lands (whether a success or failure), removing the penalty but also
meaning you no longer have the increased Lands. This may cause your House to lose any Land
Holdings it can no longer pay for (your choice).

Hidden Cove [Site] 


Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Coast
Your House maintains a hidden cove not typically noticed from the open sea. Choose one of
your domains with a Coast feature to have this site. It does not count against the Holding limit.
Noticing the hidden cove requires an Awareness (Notice) test at a Difficulty 12 (penalties for
distance may apply). You may house 1 Warship or Longship Unit in the cove.

Hills [Terrain] 
Investment:​ 1 per 3 domains
Time:​ 2d6 Months
Either gentle slopes or more severe bluffs. Each hills domain has a base size of 7 square
leagues, and may contain up to 3 Holdings. Hills domains instill slow movement, and provide
+1B to Units on Fighting and Marksmanship tests against foes on lower elevations.

Hot Springs [Site] 


Investment:​ 1
Time:​ 6 + 2d6 Months
One or more of the water sources on your lands taps into springs that are warmed from deep
within the ground, providing soothing relief and out-of-season warmth. You may add a hot
spring feature to any of your domains at a cost of 1 square league. Characters resting in a hot
spring gain +1D to Endurance tests to recover from Injuries and Wounds. In addition, you
reduce the penalties to House Fortunes due to winter and the cold by 1 for each hot spring on
your lands (to a minimum of 0)

Mountains [Terrain] 
Investment:​ 1 per 3 domains
Time:​ 4d6 Months
Smooth and weathered or raw and jagged. Each mountains domain has a base size of 5 square
leagues, and may contain up to 2 Holdings. Mountain domains instill very slow movement,
provide +2B to Units on Fighting and Marksmanship tests against foes on lower elevations, but
allow no cavalry or siege engines.

Plains [Terrain] 
Investment:​ 1 per 3 domains
Time:​ 1d6 Months
Generally flat, easily workable lands. Each plains domain has a base size of 9 square leagues,
and may contain up to 4 Holdings. Plains provide no special rules, but any plains domain
without at least one feature of grasslands, water, or woods is considered a desert, which
imposes slow movement.

Reef [Site] 
Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Coast
The waters surrounding your House's lands contain reefs dangerous to passing ships, both
friendly and not. Choose one of your domains with a Coast feature to have this site. It does not
count against the Holding limit. The Discipline of all (not just yours) Warship and Longship Units
acting in this domain is increased by +3.
Volcano [Site] 
Investment:​ 1
Time:​ 12 + 4d6 Months
Requires:​ Mountains
Your lands contain one or more volcanoes. You may add a volcano feature to any of your
Mountain domains at a cost of 2 square leagues. The ground surrounding the volcano is
particularly fertile, doubling the House Fortunes bonus from all Farmer Holdings in the same
domain, and making available sufficient obsidian that such weapons and tools can be crafted
from it at normal cost. However, lava flows can limit movement - an additional slow movement
applies to Units in this and adjacent domains.

Note that while eruptions are possible, they are not necessarily frequent. They should be
handled solely as plot elements, rather than random events. That said, if you specifically want to
model a volcano that has frequent minor eruptions, you can rename and use the Drought
Holding to yield applicable effects.

Weirwood Groves [Site] 


Investment:​ 1
Time:​ 24 + 2d6 Months
Requires:​ Any one of the realm The North, the realm Beyond the Wall, the Legacy Pious (Old
Gods), or the Legacy First Men
Despite their widespread felling by the Andals, your House has been able to maintain one or
more groves of weirwood trees. When you add Deep or Light Woods as a feature to a domain,
or add a Godswood, you may note the presence of weirwood trees. If you have at least one
such instance, your House adds +2d6-6 to its House Fortunes in addition to any other modifiers.

Weirwood 
Sacred to those who follow the Old Gods, these large deciduous trees have near bone-white
bark, and blood-red five-pointed leaves and sap. Many have faces carved into them, either long
ago by the children of the forest, or more recently by those descended from the First Men.

A character with Greensight who sleeps in the presence of a weirwood, uses his Greensight,
and rolls a 6, instead of seeing the future, the Premonition or Portent may show a vision of an
event that occurred near a weirwood tree, either in the present or in the past.

Weirwood trees are often used as locations for ceremonies and oaths. All characters find it
difficult to lie in the presence of weirwood trees, taking a -1D penalty to all Deception tests. In
addition, a character who spends a Destiny point when swearing an oath before a weirwood
tree gains a single +1D that may be used once in the next six months in furtherance of that oath.

Wetlands [Terrain] 
Investment:​ 1 per 3 domains
Time:​ 2d6 Months
Lowlands, frequently marshy and prone to being waterlogged. Each wetlands domain has a
base size of 7 square leagues, and may contain up to 3 Holdings. Water and Coast features
cost 1 fewer square league. Wetlands domains instill slow movement.

Features 
Features do not necessarily dominate a domain, but usually at least define the most notable
parts of it. If a feature is intended as the border between two or more adjacent domains, it does
not need to be paid for for each side of the border, only for the domain it is most part of. Some
Site Holdings make available additional features or modify existing ones.

Feature Size Effects


Cost
Coast - Bluffs 2 Blocks movement, enables warships and longships, no
loading/unloading (warships or longships)

Coast - Coastline 1 Blocks movement, enables warships and longships, no


loading/unloading (warships)

Coast - Natural Harbour 2 Blocks movement, enables warships and longships

Community - Hamlet * Slow movement

Community - Small * Slow movement, cover (+1 Defense)


Town

Community - Large * Slow movement, cover (+2 Defense)


Town

Community - Small City * Slow movement, cover (+2 Defense), no cavalry

Community - Large City * Slow movement, cover (+5 Defense), no cavalry

Fortification * Movement requires order, cover as per Holding

Grassland 1 -

Island ** **

Road 1 Removes non-Water slow movement, changes very slow


movement to slow movement, enables cavalry (in
mountains)

Road - Bridge 1 Requires Road and either Streams or River. Remove


slow movement, change blocks movement to slow
movement

Road - Ford 1 Requires Streams or River. Remove non-Water slow


movement, change blocks movement to very slow
movement. Blocks water movement
Water - Lake 2 Blocks movement, enables warships and longships

Water - Pond 2 Blocks movement, enables warships and longships

Water - River 1 Slow movement, enables longships

Water - Streams 1 Slow movement

Woods - Deep 2 Cover (+5 Defense)

Woods - Light 1 Cover (+2 Defense)


* Note that communities, castles, ruins, and walls are not considered features, and are instead
covered by Community Population and Defense Holdings. Their effects are included here for
completeness.
** There is no specific island feature. An island is merely a set of 1 or more domains of any
terrain, each with at least one coast feature.

Effects 
Most effects remain as in the core rules.
Blocks movement:​ Non-Warship and non-Longship Units cannot these features.
Blocks water movement:​ Warship and Longship Units cannot cannot enter areas containing
this feature.
Cover as per Castle Holding: ​Fortifications provide their Combat Defense bonus to a number
of housed Units as determined by their features.
Enables Warships and Longships: ​This feature allows the use of warships and longships on
the battlefield. Such Units can only make Fighting tests against adjacent Units, or
Marksmanship tests against Units in range. They may load or unload carried Units onto
adjacent non-Water terrain or features unless the 'no loading/unloading' effect is in place.
Movement Requires Order:​ Moving through an area containing a fortification requires a
specific order for the Unit, such as scaling a wall, crossing a moat, battering a gate, etc.

Law Holdings 
Law does not have Holdings as such. As a general gauge of
orderly conduct on the House's lands and within the household, it
House
instead directly provides a modifier to all House Fortunes tests. A Rank Fortunes
low Law rank may indicate such things as frequent bandit activity Modifier
or internal house conflicts or corruption. A high rank may be due to
0 -20
the populace's fear of the lord's displeasure or true loyalty to
honourable rule. 1 -10

Yes, the pattern of negative modifiers is much worse than the 2 -5


pattern of positive ones. That's intentional. Lawlessness and
3 -2
corruption hurts much more than orderly conduct helps.
4 -1
5 +0

6 +1

7 +2

8 +3

each an
additional additional
+1 +1

Population Holdings 
Population holdings roughly describe what the smallfolk on your House's lands do for a living in
a given domain. Each Community and Occupation Population Holding must be assigned to a
domain. A House may still have smallfolk in domains without Population holdings, but they're
scattered and don't have a noticeable impact on House affairs.

Farmers [Occupation] 
Investment:​ 1
Time:​ 1 + 1d6 Months
Requires:​ Grasslands
+1 to House Fortunes

Fisherfolk [Occupation] 
Investment:​ 1
Time:​ 1 + 1d6 Months
Requires:​ Coast or River
+1 to House Fortunes

Hamlet [Community] 
Investment:​ 1
Time:​ 4 + 2d6 months
Up to 1 Defense Holding does not count against the Holding limit in a domain with a Hamlet.

Hunters [Occupation] 
Investment:​ 1
Time:​ 1 + 1d6 Months
Requires:​ Deep or Light Woods
+1 to House Fortunes

Large City [Community] 


Investment:​ 5
Time:​ 30 + 15d6 months
-2 to House Fortunes. The size of the domain with this Holding is increased by 40 square
leagues. Up to 4 Defense Holdings do not count against the Holding limit in a domain with a
Large City.

Large Town [Community] 


Investment:​ 3
Time:​ 12 + 6d6 months
-1 to House Fortunes. The size of the domain with this Holding is increased by 10 square
leagues. Up to 2 Defense Holdings do not count against the Holding limit in a domain with a
Large Town.

Membership [Occupation] 
Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Order
+1 to House Fortunes. A Membership Holding does not get assigned to a specific domain.

Peasant Levies 
Investment:​ 1
Time:​ 1d6 Months
You gain one Green Peasant Levies Unit. They number 100 men. Choose 5 of the following as
their key abilities: Agility, Athletics, Awareness, Endurance, Fighting, Marksmanship, and
Survival. If the Unit is destroyed in battle, this Holding, and the Population invested, is lost.

Refugees 
Investment:​ 0
Time: ​1d6 Months
Your lands have been flooded with people fleeing something - it may be a war, or a natural
disaster, or merely a tyrannical lord. Whatever the reason, they have come to your lands
seeking refuge. While this greatly increases your population, the disruptions come at a cost.
Your House gains +1 Population, but any tests you make as part of a House Action take a -1D
penalty die, and the Difficulty of enemy Espionage House Action in your lands is reduced by
your Population rank (including the bonus from this Holding).

You can remove one Refugee Holding at the end of any month in which you attempted a House
Fortunes test focusing on Population (whether a success of failure), removing the penalty but
also meaning you no longer have the increased Population. This may cause your House to lose
any Population Holdings it can no longer pay for (your choice).

Small City [Community] 


Investment:​ 4
Time:​ 20 + 10d6 months
-2 to House Fortunes. The size of the domain with this Holding is increased by 20 square
leagues. Up to 3 Defense Holdings do not count against the Holding limit in a domain with a
Small City.

Small Town [Community] 


Investment:​ 2
Time:​ 8 + 4d6 months
-1 to House Fortunes. The size of the domain with this Holding is increased by 5 square
leagues. Up to 1 Defense Holding does not count against the Holding limit in a domain with a
Small Town.

Power Holdings 
Power Holdings represent the might of arms a House can bring to bear - either directly via its
own armed men or indirectly via the hosts of the banner houses sworn to it. There are two main
types of Power Holdings - Units and Banner Houses.

Most of the men under arms for a House come from the smallfolk, and typically live that life
unless needed by the Lord for other business. Bringing those forces to readiness uses the
Muster House Action. Power Holdings describe the training, resources, and command
structures needed to prepare and direct those forces in battle.

For each point of Power invested in a Unit Holding, more Units of that type can be mustered. A
House can reduce the maximum number of Green Units by 2 to increase the maximum number
of Trained Units by 1. Veteran and Elite Units can only be obtained via Legacies; certain
Holdings and Legacies can also allow other Unit Types. This only denotes a Unit's starting
training level; as the Unit participates in battles, it will gain and lose experience through victories
and defeats.

A Unit's Discipline and the starting experience available to spend on key abilities are the same
as in the core book, although each type has a greater range of key abilities. Units may be
disbanded without loss of experience, and so when next they are mustered, they can begin with
their previous earned experience and ability ranks. However, Units do not need to always be
mustered in the same configuration - when mustering a Unit, a House may choose to spend its
experience differently, but in such a case, only gets to spend the starting experience for a Unit
of that type and training. The old Unit is still amongst the House's smallfolk though, and may be
mustered at a later time.

Example: ​House Ashbrooke has invested Power in Foot 1, and their lone Green Foot Unit has
campaigned far and wide, earning up to Athletics 4, Fighting 4, and Endurance 4. Deciding he
needs some ranged support, the House disbands the Unit, and then next month, musters a new
Green Foot Unit - opting for Marksmanship 3.

Meanwhile, House Ashbrooke's Power has increased, and the head of house has invested
another Power to gain Foot 2. With a greater number of foot units now available, he musters
again, and he restores his previously disbanded Foot Unit with Athletics 4, Fighting 4,
Endurance 4 in place of one of the Green Foot Units he is allowed.

Banner Houses [Banner House] 


Investment:​ 1/rank
Requires:​ Minor House or higher Noble House Position
Despite the host of men potentially directly available to a House, much of their real strength
often comes from the vassals who support them. Banner Houses bring legitimacy, economic
benefits, and power.

Banner Houses do not normally roll House Fortunes during a month, however, they grant a
bonus to their liege's House Fortunes rolls - +1 for every two (round down) Landed Knights, +1
for every Minor House, +1B for every Major House, and +1D for every Great House.
Alternatively, instead of rolling a House Fortunes test, a House may instead choose a number of
Banner Houses up to its Banner Houses rank to roll their own House Fortunes. Banner Houses
get the default 1 House Action per month as normal. Note that Banner Houses are typically
NPCs, and thus run by the Narrator, although a liege lord can certainly encourage certain
activities in his banner houses. A Banner House's starting disposition towards its liege lord is
Friendly.

For each rank invested in Banner Houses, the House gains 4 "eras" to assign to its Banner
Houses. At least one era must be assigned to a Banner House in order for it to exist as a New
House (as per House Creation). For each additional era assigned to a Banner House, that
Banner House can start as one age older (New becomes Recent, Recent becomes Established,
etc.). Banner Houses must have the same Realm as their liege, except if the liege is a Royal
House. Banner Houses otherwise follow normal House Creation rules, except that no Banner
House may be of equal or greater House Position than its liege lord (Note, this does not mean
they must have a lower Influence rank, only that they cannot invest in a House Position equal to
or higher than their liege).

Example: ​House Ashbrooke is a Recently founded House, given charge over a swath of lands
formerly held by much more powerful (but now gone) figures. House Ashbrooke invests 4
Influence into being a Minor House, and 2 Power into Banner Houses, granting it 8 "eras" to
assign to Banner Houses. It uses 6 of those eras to have two Old Banner Houses, and 2 eras
for another Recent Banner House. All three Banner Houses are limited to being Landed
Knights, but at least two of them have been in the area for much longer than House Ashbrooke,
allowing for all sorts of schemes, possible resentment, and opportunity.

Foot [Unit] 
Investment:​ 1/rank
Time:​ 1 Month
Rank and file troops, be they infantry, garrisons, scouts, or what not. Foot Units number 100
men. Choose 5 of the following as their key abilities: Agility, Athletics, Awareness, Endurance,
Fighting, Marksmanship, Stealth, Survival, and Will.
Rank 1:​ 1 Green Unit
Rank 2:​ 7 Green Units
- each additional rank:​ +7 Green Units

Horse [Unit] 
Investment:​ 1/rank
Time:​ 2 + 1d6 Months
Mounted horsemen, be they of knightly traditions or not. Horse Units number 20 men and 20
horses. Choose 5 of the following as their key abilities: Agility, Animal Handling, Athletics,
Awareness, Endurance, Fighting, Marksmanship, Stealth, and Will. They get a -3 modifier to
their Discipline. Note that when mounted, Horse Units use the Athletics and Endurance of their
mounts.
Rank 1:​ 1 Green Unit
Rank 2:​ 5 Green Units
- each additional rank:​ +5 Green Units

Longships [Unit] 
Investment:​ 1/rank
Time:​ 3 + 1d6 Months
Requires:​ Coastline or Natural Harbour
Long, sleek, and fast. Smaller ships favoured by Ironborn and smugglers. A Longship Unit
consists of 5 longships and needed crew. Choose 5 of the following as their key abilities: Agility,
Athletics, Awareness, Endurance, Fighting, Marksmanship, and Will. Each longship can carry
one non-naval Unit, and the crew can form one Foot Unit (with the same skills); when
functioning as such, these crews do not count against your Foot Unit limit, and have a +3
modifier to their Discipline if not aboard their ship.
Rank 1:​ 1 Green Unit
Rank 2:​ 3 Green Units
- each additional rank:​ +3 Green Units

Promises of Glory 
Investment:​ 0
Time:​ 1 Month
Your House has managed to acquire men to your banners by offering them riches and honours
- riches and honours that you haven't yet gained, but you're sure will happen any day now. Your
House gains +1 Power. At the start of each month, raise the Discipline of your Units (and any
under your command) by 1. You may spend 1 Glory to reduce their Discipline by 1 (to a
minimum of their normal Discipline). If the increase to your Units Discipline ever equals your
head of house's Status, your Units desert for better opportunities - all your Units are disbanded,
you lose this Holding (and its increase to Power), as well as losing an additional rank in Power.

You can remove one Promises of Glory Holding at the end of any month in which you attempted
a House Fortunes test focusing on Power (whether a success of failure), removing the
increases to Discipline, but also meaning you no longer have the increased Power. This may
cause your House to lose any Power Holdings it can no longer pay for (your choice).

Raiders [Unit] 
Investment:​ 1/rank
Time:​ 1 Month
Requires:​ Mountain Clan
Brutish and savage and often poorly equipped, these men are still able warriors. Raider Units
number 100 Men. Choose 5 of the following as their key abilities: Agility, Athletics, Awareness,
Endurance, Fighting, Marksmanship, Stealth, Survival. They get a +3 modifier to their Discipline,
but may use their commander's Will when making Unit Casualty tests. Mustered Raider Units do
not bestow a penalty to House Fortunes.
Rank 1:​ 1 Green Unit
Rank 2:​ 3 Green Units
- each additional rank:​ +3 Green Units

Siege Team [Unit] 


Investment:​ 1/rank
Time:​ 2 + 1d6 Months
Requires:​ Engineer
Your forces include men trained to build, maintain, and operate large siege equipment. Siege
Team Units number enough men and animals to operate a single siege engine. Choose 5 of the
following as their key abilities: Agility, Athletics, Awareness, Endurance, Survival, Warfare, and
Will. They get a +3 modifier to their Discipline, but get a +3 bonus when making a Unit Casualty
test if their siege engine is intact. A Siege Team Unit does not need to have its siege engine
built before marching to war, in fact, many aren't built until the host arrives at a castle to be
besieged. Siege Teams without a siege engine do not bestow a penalty to House Fortunes.
Rank 1:​ 1 Green Unit
Rank 2:​ 9 Green Units
- each additional rank:​ +9 Green Units

Warship [Unit] 
Investment:​ 1/rank
Time:​ 6 + 2d6 Months
Requires:​ Port or Naval Port
Men trained to fight and sail aboard the great galleons and frigates of Westeros. A Warship Unit
consists of a single warship and its requisite crew. Choose 5 of the following as their key
abilities: Agility, Athletics, Awareness, Endurance, Fighting, Marksmanship, Warfare, and Will. A
warship can carry 5 non-naval Units, and its crew can form two Foot Units - one with the same
abilities as the warship Unit (the officers and sailors), and one with Athletics 3, Endurance 4 and
Discipline 9 (the oarsmen); when functioning as such, these crews do not count against your
Foot Unit limit, and have a +3 modifier to their Discipline if not aboard their ship.
Rank 1:​ 1 Green Unit
Rank 2:​ 2 Green Units
- each additional rank:​ +2 Green Units
Wealth Holdings 
Usually, very little of a house's wealth is readily available in coins. Most Houses are able to
supply their families with some coins each month, but the vast majority of their wealth is tied up
in the affairs and luxuries of their lands.
There are two broad of Wealth Holdings, and many miscellaneous ones. Retainer Wealth
Holdings represent specific persons or groups of people (although not necessarily named).
They are not assigned to a specific domain (unless otherwise noted). If the person is killed, you
lose the Holding and the Wealth invested in it, unless stated otherwise. Should the need arise,
the person is considered a Secondary Character. Estate Wealth Holdings represent large
industries or operations that take up a significant portion of a domain's lands and resources.
Each domain can hold a limited number of Estate Wealth Holdings, in combination with
Population and Defense Holdings.

The existence of these Holdings does not preclude a House from having such even without
investment, but unless the Wealth is invested, it can be assumed that they are small enough
that they have a negligible effect on the House's affairs.

Artisan [Retainer] 
Investment:​ 1
Time:​ 2d6 Months
You gain +2 to House Fortunes.

Assassins [Retainer] 
Investment:​ 2
Time:​ 6 + 1d6 Months
You have men and women in your service who know how to quietly murder other people. You
gain access to the Assassinate House Action.

Assassinate House Action [Espionage] 


You may send an assassin to kill someone in another domain. To succeed, the head of house,
or the person in charge of the assassins, must make a Cunning test, with the difficulty based on
the target individual.
Character Targeted Difficulty

Tertiary Character 6

Secondary Character 9

Primary Character 12

Other Conditions Modifier

Lawlessness Domain's House's Law House Fortunes Modifier

Rushed Job +3/week


An assassin may target more than one individual in the same domain, but each roll for success
is made separately, at a cumulative +3 Difficulty, for each additional target.

The attempt takes one week for every three points of Difficulty (round up) (excluding the
Difficulty for "Rushed Job"). The time can be reduced - for each week it is reduced by, add +3 to
the Difficulty. Each attempt takes at least one week.

On a failed test, the assassin is caught and/or killed, and your House loses all accumulated
degrees of success in Wealth. If it had none, its Wealth is reduced by 1. On a critical failure, any
accumulated degrees of success in Wealth are lost and Wealth is reduced by 1.

After each murder, the House being targeted can search for the assassins. This requires a
Cunning test with a Difficulty equal to the Cunning test rolled for the assassin. On a success, the
assassin is caught before escaping or killing again. If caught, the assassin's employer is
revealed, and your House loses 1 Influence as well as any accumulated degrees of success in
Influence, as well as appropriate in-story consequences.

Targeted PCs should always have a scene played for the attempt.

Bailiffs [Retainer] 
Investment:​ 1
Time:​ 6 + 1d6 Months
Requires:​ A Community
+1 to House Fortunes. Members of your House gains the Connections Benefit in each of your
Domains that has a Community, and the Difficulty of all Espionage House Actions against your
Household add +3 to their Difficulty.

Bronze Armour [Heirloom] 


Investment:​ 1
Time:​ 1 Month
Requires:​ Heirloom Legacy, completion of an appropriate story goal
Your House has maintained a suit of armour from the days of the First Men. Covered in runes
and bestowed with magic long lost, it is an awe-inspiring suit. This Holding provides one suit of
armour normally made primarily of metal, forged from bronze (subject to the Narrator's
approval). Due to the lesser quality of bronze compared to steel, reduce the armour rating of the
armour by 1. However, while wearing the armour, the user gains a free Destiny Point that can
only be spent (not burnt) once per combat, joust, or intrigue. If the armour is destroyed, you lose
this Holding and the Wealth invested in it.

Brothel [Estate, Building] 


Investment:​ 1
Time:​ 4 + 1d6 Months
Requires:​ Road or a Community
A Brothel does not count towards a domain's Holding limit if it shares the domain with a
Community. Your House takes a -2 penalty to all House Fortunes tests except those that focus
on Wealth. Your head of house may make a Persuasion (Seduce) test in place of Status
(Stewardship) when making House Fortunes tests focusing on Wealth.

Courtiers [Retainer] 
Investment:​ 1
Time:​ 24 + 2d6 Months
Requires:​ Minor House or higher Noble House Position
Your Household retains all sorts of notable courtiers and petty nobles. Once per month, when
you succeed on a House Fortunes test, you may make an additional House Fortunes test
focusing on Influence.

Debt 
Investment:​ 0
Time:​ 1 Month
Choose a House (it need not be a Noble House) that has loaned your House money. Your
House gains +1 Wealth. It also gains a -1 penalty to House Fortunes for each Debt Wealth
Holding (1 Debt is -1, 2 Debts are -2 each for a -4 total, 3 Debts are -3 each for a -9 total, etc).
Increase the penalty by -1 if the moneylender Dislikes you, and by -2 if they're Unfriendly.
Malicious Houses will not lend you money.

You may ignore the penalties of a Debt Holding for one month (it neither gives a House
Fortunes penalty nor increases the penalties of other Debt Holdings), and worsen the
Disposition of the House that loaned you the money by 1 step. If their Disposition reaches
Malicious, they call in your debt. You can either lose this Holding immediately, and improve their
Disposition by one step, or face other consequences as appropriate and as the moneylender is
able to enforce. In either event, the Disposition of all future lenders begins one step worse than
otherwise.

You can remove one Debt Holding at the end of any month in which you attempted a House
Fortunes test focusing on Wealth (whether a success or failure), removing the penalty but also
meaning you no longer have the increased Wealth. This may cause your House to lose any
Wealth Holdings it can no longer pay for (your choice).

Dragon Egg [Heirloom] 


Investment:​ 2
Time:​ 1 Month
Requires:​ Heirloom Legacy, completion of an appropriate story goal
Your House has secured a precious Dragon Egg, although you lack the means to hatch it.
Beautiful and terrible, none can doubt the awe it inspires. When present during an Intrigue, a
member of your Household may spend a Destiny Point to gain a bonus equal to your Head of
House's Status rank to their next test. If the Dragon Egg is hatched or destroyed, you lose this
Holding and the Wealth invested in it.
Dragonbone Weapon [Heirloom] 
Investment:​ 1-2
Time:​ 1 Month
Requires:​ Heirloom Legacy, completion of an appropriate story goal
Your House has in its possession one weapon primarily made from the bones of a dragon.
This Holding costs 1 Wealth for a one-handed weapon primarily made of wood, or 2 Wealth for
a two-handed weapon primarily made of wood (subject to the Narrator's approval). A Fighting or
Thrown weapon made of dragonbone is considered an extraordinary weapon (granting +1 to
Fighting tests and +1 to base damage). A Bow made of dragonbone gains the Powerful,
Piercing 1, and Two-Handed qualities if it does not already have them, and grants a +1 bonus to
base damage. If the weapon is destroyed or lost, you lose this Holding and the Wealth invested
in it.

Engineer [Retainer] 
Investment:​ 1
Time:​ 12 + 2d6 Months
The first time you use the Build Projects House Action to invest in a Defense Holding, you get
an additional House Action that month.

Festivals 
Investment:​ 1-2
Time:​ 3 + 1d6 Months
Your House hosts regular festivals for its smallfolk, celebrating holidays, seasons, harvests,
weddings, and the like. For each Wealth invested, your Household gains +1B on Influence tests
when dealing with its smallfolk, and a +1 bonus to House Fortunes.

Fishing Fleet [Estate] 


Investment:​ 1
Time:​ 6 + 1d6 Months
Requires:​ Coastline or Natural Harbour
Increase the House Fortunes bonus from your Fishers by +1 each.

Godsworn [Retainer] 
Investment:​ 1
Time:​ 1d6 Months
Requires:​ Sept, Great Sept, Minor House or higher Noble House Position, or Order
Your House gains the services of a Septon or Septa.

Great Sept [Building] 


Investment:​ 2
Time:​ 6 + 2d6 Months
Requires:​ Large City
Your House gains +5 to House Fortunes. Increase the bonus from all other Septs in the same
city (not just yours) by +1.
Guilds 
Investment:​ 1
Time:​ 2d6 Months
Requires:​ Large town or larger community
Your Household gets a 10% discount on goods purchased on their lands.

Herald [Retainer] 
Investment:​ 1
Time:​ 6 + 1d6 Months
Your House has a skilled and knowledgeable herald, able to identify banners, titles, and names
of all all manner of knights and nobility. Your House gains +1D on Influence tests and House
Fortunes tests focusing on Influence.

Horse Ranch [Estate] 


Investment:​ 2
Time:​ 24 + 2d6 Months
Requires:​ Plains or Hills with Grassland, and no communities larger than a Hamlet
Your House gains a +2 bonus to House Fortunes, and your Household gets a 50% discount on
all mounts purchased on their lands.

Inn [Estate] 
Investment:​ 2
Time:​ 12 + 1d6 Months
Requires:​ Road or a Community
An Inn does not could towards a domain's Holding limit if it shares the domain with a
Community. Your House gains a +2 bonus to House Fortunes. Your Household gains the
Connections benefit in neighbouring domains.

Lavish Standard of Living 


Investment:​ 2
Time:​ 6 + 2d6 Months
Your House shows its wealth when and where it can, hosting the best parties and parading in
trendsetting fashions. Your House gains +2 to House Fortunes, and your Household gains +1 to
Intrigue Defense, +1 to Disposition Rating, and +1B on Endurance tests when healing naturally
on your own lands.

Library 
Investment:​ 1+
Time:​ 4 + 2d6 Months per Wealth invested
Your House collects various books, scrolls, and other bits of written word, gathering knowledge
of all sorts. For every Wealth invested in this holding, increase the size of your library by two
steps (none > a single book > small collection > a modest collection > a considerable collection
> a large collection > a huge collection > a massive collection > an enormous collection). The
size of your collection determines how many successful Knowledge (Research) tests are
needed to find information. You may reduce the size of your collection to add focus: for each
step down in size (to a minimum of a single book), choose one of alchemy, architecture,
astronomy, geography, heraldry, history and legends, magic, nature, religion, or underworld.
Your Household gains a +1D on Knowledge (Research) tests on all subjects of focus, but -1D
on subjects without focus.

Livestock Ranch [Estate] 


Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Plains or Hills with Grassland, and no communities larger than a Hamlet
Your House gains a +2 bonus to House Fortunes.

Loan 
Investment:​ 1
Time:​ 1 Month
Your House has loaned money to another House, and receives regular interest payments. You
gain a +1 bonus on House Fortunes, and a +1B on all Intrigue tests when dealing with the
House you loaned money. You also gain access to the Call In Loan House Action.

Call In Loan House Action 


For whatever reason, you have decided to cut the term of a loan short, and demand the money
be returned immediately. Your head of house must make a Status (Stewardship) test vs the
passive Influence of the House loaned money. On a success, the other House must return the
money (losing any relevant Debt Holdings and thus, reducing their Wealth). If this results in
them losing any Wealth Holdings, you may immediately invest the returned Wealth into those
Holdings, taking control of them (even if you don't control the requirements). You then lose this
Wealth Holding. On a failure, the other House has managed to maintain the original terms of the
deal (but you may try this action again the next month).

Maester [Retainer] 
Investment:​ 1
Time:​ 1d6 Months
Requires:​ Minor House or higher, or Order
Your House gains the services of a Maester.

Maps 
Investment:​ 1
Time:​ 6 + 2d6 Months
Your House has acquired or crafted extremely precise maps of a Realm, allowing you a
significant boost in planning campaigns. Choose a Realm. While in that Realm, you gain a +1D
on initiative tests in Warfare, and your Units gain +1B on Awareness, Survival, and Stealth tests.

Market Ward [Ward] 


Investment:​ 1
Time:​ 2d6 Months
Requires:​ Large town or larger community
Your House gains a +2 bonus to House Fortunes.

Master of Arms [Retainer] 


Investment:​ 1
Time:​ 12 + 1d6 Months
Requires:​ Power 3+
Your House retains a skilled weapon master who constantly strives to ready your forces for
battle. Once per month, when you succeed on a House Fortunes test, you may make an
additional House Fortunes test focusing on Power.

Master of Horse [Retainer] 


Investment:​ 1
Time:​ 12 + 1d6 Months
Requires:​ Horse Ranch
Your House has a skill horse trainer and riding instructor. Your Horse Units get +2B on Animal
Handling (Ride) tests.

Master of Hounds [Retainer] 


Investment:​ 1
Time:​ 6 + 1d6 Months
Requires:​ Castle or Hall
Your Household gets a 50% discount on all dogs purchased on their lands. Your Foot and
Horse Units may have tracking hounds for free, granting +2B on Survival (Tracking) tests.

Master of the Hunt [Retainer] 


Investment:​ 2
Time:​ 12 + 1d6 Months
Requires:​ Lands 3+
Your House gains +2 bonus to House Fortunes, and you gain access to the Great Hunt House
Action.

Great Hunt House Action 


Your House hosts a massive hunt for a dangerous, rare, or exotic animal, attracting local lords
and knights to the field. Pay 1 Wealth, and have your head of house make a Status (Reputation)
test against Difficulty 9. On a success, the hunt is held, and each contender makes a Survival
(Hunt) test, with the highest being the winner and earning 1 Glory. Then your House gets to
make an addition House Fortunes test focusing on Influence, with a +3 bonus per degree of
success on the Status (Reputation) test.

Mercenaries [Retainer] 
Investment:​ 1+
Time:​ 1d6 Months
You gain the services of a Mercenary Unit, either 100 men on foot, or 20 men and 20 horses.
Choose 5 of the following as their key abilities: Agility, Animal Handling, Athletics, Awareness,
Endurance, Fighting, Marksmanship, Stealth, Survival, and Will. For 1 Wealth, the Unit is Green;
for 2 Wealth, the Unit is Trained; for 3 Wealth, the Unit is Veteran; and for 4 Wealth, the Unit is
Elite. Mercenary Units do not need to be mustered, and if destroyed in battle, this Holding, and
the invested Wealth, are lost.

Merchant Families 
Investment:​ 2
Time:​ 24 + 2d6 Months
Requires:​ Small City or larger
Your lands have attracted the attention of numerous wealthy merchants, which brings in even
more wealth to your lands. Make an additional House Fortunes test focusing on Wealth each
month. With a Large City, get a +5 modifier to this test.

Merchant Fleet [Estate] 


Investment:​ 2
Time:​ 24 + 2d6 Months
Requires:​ Natural Harbour or River
A Merchant Fleet does not count towards a domain's Holding limit if it shares the domain with a
Small or Large City. Your House gains a +5 bonus to House Fortunes.

Mill [Estate] 
Investment:​ 1
Time:​ 1d6 Months
Requires:​ Plains or Hills with no Woods
Increase the House Fortunes bonus from your Farmers by +1 each.

Mine [Estate] 
Investment:​ 2
Time:​ 24 + 2d6 Months
Requires:​ Hills or Mountains
Your House gains a +5 bonus to House Fortunes.

Monument 
Investment:​ 1
Time:​ 6 + 2d6 Months
Requires:​ Artisan
The artisan you patron has crafted a monument, tapestry, sculpture or some other trophy that
glorifies your House. While on your own lands, members of your Household treat their Status as
if it was 1 higher for the purposes of determining if a Simple Intrigue can be forced or not and
when determining their Intrigue Defense.

Naval Port [Estate] 


Investment:​ 1+
Time:​ 3d6 Months
Requires:​ Natural Harbour
You may house up to 3 Warship or Longship Units per Wealth invested in this Holding. Housed
Units do not add a penalty to House Fortunes.

Noble's Ward [Ward] 


Investment:​ 1+
Time:​ 6 + 2d6 Months
Requires:​ Small City or Large City
You have had a portion of your city improved in order to attract petty lords, minor houses, and
even townhouses and villas for distant noble houses. A Small City may invest up to 1 Wealth in
this Holding, and a Large City may invest up to 3 Wealth. For each point of Wealth invested in
this Holding, two eras of nobility move into your city. These Houses are not necessarily your
Banner Houses, but they do convey a bonus on to your House Fortunes as if they were. They
may not have Terrain, Banner House, or Estate Holdings, and are limited to a Castle equal to
the rank you invested in Noble's Ward.

Open-Air Market [Ward] 


Investment:​ 1
Time:​ 1d6 Months
Requires:​ A Castle, Hall, or a Community
Your House gains a +5 bonus on House Fortunes tests that focus on Wealth.

Poor Standard of Living 


Investment:​ 0
Time:​ 2d6 Months
Your House lives well beneath its means, eschewing luxuries and even lacking some
necessities. Your House gains +1 Wealth. Your Household take -1D on all Status tests when
dealing with other characters of Status 3 or higher, and take a -3 penalty on Endurance tests
when healing naturally in your own lands.

You can remove one Poor Standard of Living Holding at the end of any month in which you
attempted a House Fortunes test focusing on Wealth (whether a success or failure), removing
the penalty but also meaning you no longer have the increased Wealth. This may cause your
House to lose any Wealth Holdings it can no longer pay for (your choice).

Port [Estate] 
Investment:​ 2
Time:​ 3d6 Months
Requires:​ Natural Harbour
Once per month, when you succeed on a House Fortunes test, you may make an additional
House Fortunes test focusing on Wealth.

Pyromancer [Retainer] 
Investment:​ 2
Time:​ 6 + 1d6 Months
Requires:​ Minor House or higher, or Order
Your House gains the services of a Pyromancer, and a lab wherein he may attempt to craft and
store wildfire. Once per month, during House Actions, but not counting as a House Action, your
Pyromancer can use his secret knowledge to create one or more pots of wildfire. To do so, he
must make a Cunning test against a Difficulty of 12. On a success, the pyromancer makes one
pot per degree of success. On a failure, no wildfire is created. On a critical failure, the nascent
pot of wildfire bursts, killing the pyromancer. Due to distractions, this test takes a -1 penalty for
every House Action you take this month. If the Pyromancer is killed, you lose this Holding and
the Wealth invested in it, but not any accumulated pots of wildfire.

Quarry [Estate] 
Investment:​ 2
Time:​ 3d6 Months
Requires:​ Hills or Mountains
Once per month, when you succeed on a House Fortunes test, you may make an additional
House Fortunes test focusing on Defense.

Quartermaster [Retainer] 
Investment:​ 1
Time:​ 12 + 1d6 Months
Requires:​ Power 3+
Each of your Units may take up to one Improved Equipment package.

Saboteurs [Retainer] 
Investment:​ 1
Time:​ 6 + 1d6 Months
You have men and women in your service who know how to disrupt the activities of other
Houses. You gain access to the Sabotage House Action.

Sabotage House Action [Espionage] 


You may send a saboteur to disrupt a Holding in another domain. To succeed, the head of
house, or the person in charge of the saboteurs, must make a Cunning test, with the difficulty
based on the target Holding.
Holding Targeted Difficulty

Wealth 6

Defense 9

Non-House Position Influence 12

Power 12

Other Conditions Modifier

Lawlessness Domain's House's Law House Fortunes Modifier


Rushed Job +3/week
A saboteur may target more than one Holding in the same domain, but each roll for success is
made separately, at a cumulative +3 Difficulty, for each additional target. The attempt takes one
week for every three points of Difficulty (round up) (excluding the Difficulty for "Rushed Job").
The time can be reduced - for each week it is reduced by, add +3 to the Difficulty. Each attempt
takes at least one week.

On a success, the Holding is sabotaged in someway. Generally, this means the Holding is
unusable for 1 month per degree of success, but the exact effects are determined by the
Narrator.

On a failed test, the saboteur is caught and/or killed, and your House loses all accumulated
degrees of success in Wealth. If it had none, its Wealth is reduced by 1. On a critical failure, any
accumulated degrees of success in Wealth are lost and Wealth is reduced by 1.

After each sabotage, the House being targeted can search for the saboteur. This requires a
Cunning test with a Difficulty equal to the Cunning test rolled for the saboteur. On a success, the
saboteur is caught before escaping or sabotaging again. If caught, the saboteur's employer is
revealed, and your House loses 1 Influence as well as any accumulated degrees of success in
Influence, as well as appropriate in-story consequences.

Secret Police [Retainer] 


Investment:​ 2
Time:​ 12 + 2d6 Months
Requires:​ Small Town or larger Community
Your House gains a +2 bonus to House Fortunes, enemy Espionage House Actions have their
Difficulty increased by +6, and your Household is considered to have the Connections Benefit
on your Lands. You gain access to the Secret Police Infiltrate House Action.

Secret Police Infiltrate House Action [Espionage] 


Your Head of House must make a Cunning test against Difficulty 12 to have your secret police
expand into another House's lands, granting both you and, if you wish, that House, the benefits
of this Holding. You may tell the other House about your secret police or not, but if they're
discovered without permission, there's likely to be an incident, in addition to your House losing
any accumulated degrees of success in Influence, or 1 rank of Influence if you have no
accumulated degrees.

Sellsword Company [Retainer] 


Investment:​ 3+
Time:​ 6 + 1d6 Months
Your House has hired on the services of an entire Free Company. For every 3 Wealth invested,
the Free Company represented by this Holding gets 1 era of age (3 Wealth -> New, 6 Wealth ->
Recent, etc.). Although in your service, the Free Company is an NPC House, and their starting
disposition towards your House is Indifferent. Your House takes a -2 penalty to House Fortunes
for each era of age of the company.

Sept [Building] 
Investment:​ 1
Time:​ 12 + 2d6 Months
Requires:​ A Castle or Palace or a Small Town or larger Community
Your House gains a +2 bonus on House Fortunes tests.

Seneschal [Retainer] 
Investment:​ 2
Time:​ 12 + 2d6 Months
Requires:​ A House Position allowing a Head of House a maximum Status of 5 or higher.
You gain an additional House Action each month.

Sheriff [Retainer] 
Investment:​ 1
Time:​ 12 + 1d6 Months
Requires:​ A Community
Your House keeps a dedicated retainer who ensures order is maintained in your lands. Once
per month, when you succeed on a House Fortunes test, you may make an additional House
Fortunes test focusing on Law.

Shipwright [Retainer] 
Investment:​ 1
Time:​ 1d6 Months
Requires:​ Coast
Increase the maximum number of Warship and Longship Units allowed per invested Power by
1.

Slave [Retainer] 
Investment:​ 1
Time:​ 6 + 2d6 Months
Your House has a skilled slave at its disposal. The slave is a Secondary Character, but with a
Status of 0 and an additional 2 ranks to be assigned to other attributes. Those who look down
upon slavery may have a worse Disposition towards you as a slave owner.

Spy Network [Retainer] 


Investment:​ 1+
Time:​ 6 + 2d6 Months
You gain 3 spy cells per Wealth invested, and each spy cell may be assigned to a domain.
When you first build this Holding, or expand it later, your spy cells start in one of your domains,
requiring the use of the Spy Cell Infiltration House Action to first deploy them.

During the House Actions phase, but not requiring a House Action, you may use any number of
your spy cells. You may invoke the Connections Benefit for each cell used. If you have multiple
cells in a domain, each cell beyond the first grants a +3 bonus to the Connections test. When
invoking this, the head of house of the House ruling the domain makes a Cunning test against
your head of house's passive Cunning; the test gets a +3 bonus for every cell beyond the first,
and is modified by the House's Law House Fortunes modifier. With one degree of success, the
House learns that spying took place. With two or more degrees, the House using the spies
becomes known.

You also gain the Spy Cell Infiltration House Action.

Spy Cell Infiltration House Action [Espionage] 


Your Head of House makes a Status (Stewardship) test against Difficulty 9. You may move one
spy cell to another domain per degree of success. The movement takes one month. On a
failure, you lose one cell.

Stonemason [Retainer] 
Investment:​ 1
Time:​ 2d6 Months
Requires:​ Castle or Fortress
Increase the Defense bonus for each of your Defense Holdings by +1.

Sworn Sword [Retainer] 


Investment:​ 1
Time:​ 6 + 2d6 Months
You have attracted an anointed knight to your service. You may increase the difficulty for enemy
Espionage House Actions targeting characters or Holdings in the same domain as the Sworn
Sword by his Awareness rank.

Timber [Estate] 
Investment:​ 1
Time:​ 6 + 1d6 Months
Requires:​ Woods with no community larger than a Hamlet
Your House gains a +2 bonus on House Fortunes tests.

Tourney Grounds [Estate] 


Investment:​ 2
Time:​ 1d6 Months
A Tourney Grounds does not count towards a domain's Holding limit if it shares the domain with
a Small or Large City. You gain +1D on Wealth and Influence tests and any House Fortunes
tests focusing on Wealth or Influence during any months in which you take the Host Tournament
House Action. In addition, you may convert 1 Green Horse Unit to 1 Trained Horse Unit.

Trophy Room [Heirloom] 


Investment:​ 1
Time:​ 1 Month
Requires:​ Heirloom Legacy
Your House has set aside a room, or an object, to record and display the greatness of your
House. Whenever a member of your Household earns a point of Glory, they earn an additional
point.

Valyrian Steel Weapon [Heirloom] 


Investment:​ 1-2
Time:​ 1 Month
Requires:​ Heirloom Legacy, completion of an appropriate story goal
Your House has in its possession one or more weapons forged of mythic Valyrian steel.
Although typically wielded by either the head of house or his heir, only tradition limits its use by
others. This Holding costs 1 Wealth for 1 Long Blade or 2 Short Blade or Fencing weapons, or 2
Wealth for any other Fighting weapon that can reasonably and significantly be made of Valyrian
Steel (subject to the Narrator's approval). A Valyrian Steel weapon is considered an
extraordinary quality weapon, which grants a +1 bonus on Fighting tests and +1 bonus to base
damage. If the weapon is destroyed or lost, you lose this Holding and the Wealth invested in it.

Weaponsmith [Retainer] 
Investment:​ 1
Time:​ 2d6 Months
Requires:​ Castle or Fortress
All weapons forged in your House count as castle-forged, including those for your Units (except
Mercenaries and Peasant Levies).

   
The House In Action 
So, the House is designed and populated. Ravens sent and banners raised.

What now?

Activity at the House level is typically measured in terms of months of game time. During any
given month, a House makes one House Fortunes test and may perform up to one House
Action. It may also benefit from its household adventuring or campaigning.

Resource Tests and Passive Values 


Some House Actions, Legacies, and Holdings require one of the seven House Resources to be
tested. For each rank in a resource, the House gets 1 test dice. The Difficulty is determined by
the circumstances requiring the test. A Resource's passive value is 4 times its rank.

House Fortunes 
At the beginning of each month, the head of the house must decide which house resource is in
focus. That resource will be the only one affected - for better or worse - by House Fortunes that
month.

To make a House Fortunes test, the head of the house, or his steward, must make a Status
(Stewardship) test, including all applicable modifiers (such as from House Holdings) against the
passive Resource result.

On a successful test, the House accumulates degrees of success for that resource (up to four
degrees per test). When the number of accumulated degrees of success for a resource equal its
current value, the resource is increased by 1 at the end of the month (excess degrees of
success are not carried over). For higher resource values, it may take several months of work to
increase the resource's value.

On a failed test, all accumulated degrees of success are removed. If no degrees of success
have been accumulated, the resource is reduced by 1 point at the end of the month. If this
causes the House to be unable to afford all of their holdings, the House must lose holdings until
they are able to afford all remaining holdings. Note that the house may take on additional Debt
Wealth holdings during the month and/or use their House Action to transfer some of their
Wealth into the about-to-be-reduced resource, in order to continue to pay for their existing
holdings.

On a critical failure, all accumulated degrees of success are removed, and the resource is
reduced by 1 as if no degrees had been accumulated. Then holdings may be lost as in a normal
failure.

If you fail a House Fortunes test that focused on a resource that was already at rank 0, instead
of the normal consequences, your House instead loses all accumulated degrees of success in
every other resource. If there are no other resources with at least one accumulated degree of
success, choose one resource of at least rank 1, and reduce that resource by 1, potentially
losing Holdings as normal. If there are no resources of at least rank 1, the House is ended.

Seasons and Weather 


On occasion, Westeros is known for lengthy seasons - both summer and winter - and some truly
phenomenal storms. At the Narrator’s discretion, a modifier to all House Fortunes tests in a
given month may be applied, typically ranging from +3 at the height of summer to -10 or more in
the dead of the Long Night.

Adventuring 
Members of a Household are able to adventure and partake in various missions, intrigues,
tourneys, and campaigns in order to better themselves and bring recognition to their house.
While doing so they collect experience, coin, and Glory, but in particular, earned coin and Glory
may be donated to the House.

When a House Fortunes test is made focusing on Wealth, every 1000 gold dragons donated
grant a +5 bonus to the test.

Each point of Glory can be donated to add a free degree of success to any House resource
(increasing the resource as appropriate). Alternatively, 5 points of Glory can be donated to add
one Legacy Point to the House.

House Actions 
Once per month, the Lord can (normally) initiate a single action. Some actions are common to
all Houses; additional actions can become available via some Legacies and Holdings. A
non-exhaustive list of modified and new actions include:

Generate Coin 
Most of a House's wealth is tied up in non-liquid funds. At the start of each month, blood
members of a House get a credit allowance of 1 gold dragon per point of Wealth. This can be
added to a character's starting coin, but unspent coin is not retained from month to month.
If extra coin is needed, as a House Action, the House can make a Wealth test, and then reduce
its Wealth by any amount (including zero). For each point the House reduces its Wealth, multiply
the Wealth test result by 10. The final result is the number of gold dragons generated. At the
end of the month, any Wealth Holdings you cannot afford are lost.

Manage Resources 
A skilled lord knows how to balance his investments. You may convert any Resource into any
other Resource. Make a House Fortunes test focusing on the destination Resource, but use a
Resource test of the source Resource instead of a Status (Stewardship) test. Other normal
House Fortunes modifiers apply. After the test, reduce the source Resource by 1.
You can convert multiple resources in a month, but all are considered Rushed, and take a
cumulative -1D on the Resource test. Apply an additional -1D when converting from Wealth.

Host Tournament 
In order to host a tourney and provide prizes, a House must choose a size for the tourney, and
make a Wealth test. A Local Tourney is Difficulty 6, with a +2 to the Difficulty for each additional
event beyond a joust. A Regional tourney is Difficulty 12, with a +4 to the Difficulty for each
additional event beyond a joust. A Grand Tourney is Difficulty 18, with a +6 to the Difficulty for
each additional event beyond a joust. The tourney costs 1 Wealth for every 6 points of Difficulty
(round up), but this is reduced by 1 for each degree of success beyond the first on the Wealth
test. On a failed test, the tourney still happens, but the House's Wealth is reduced by an
additional 1.

A Local tourney generally awards 400 gold dragons for a joust winner, 200 gold dragons for the
runner-up and a melee champion, and 100 gold dragons for other events. A Regional tourney
awards 4,000 gold dragons for a joust winner, 2,000 gold dragons for the runner-up and a
melee champion, and 1,000 gold dragons for other events. A Grand Tourney awards 40,000
gold dragons for the joust winner, 20,000 gold dragons for the runner up and a melee champion,
and 10,000 gold dragons, for the other events. A maiden daughter may be substituted as the
prize for the joust, granting a bonus to the Wealth test equal to her Status.

Hosting a Local or Regional Tourney takes a single month's House Action. Hosting a Grand
Tourney takes two consecutive months’ actions. The Wealth test is made at the beginning of the
first month. Upon the tourney's conclusion, the hosting House gets an additional House
Fortunes test that month focusing on Influence, with a +2 modifier for each event in a Regional
tourney, and a +5 modifier for each event in a Grand Tourney. A House hosting a Grand
Tourney also gets an additional House Fortunes test focusing on Influence at the end of the first
month, but with a +2 modifier for each event.

Hosting tourneys can be taxing on the attendees as well. For each event included in a tourney
(including the joust), a House must normally wait at least one month before hosting a tourney
again. This time is doubled if the tourney was a Regional tourney, or tripled if a Grand Tourney.
A tourney can be hosted before this time has elapsed, but generally a lesser quality of
attendees will be attracted, halving the bonuses to the extra House Fortunes tests.

Call the Banners 


Desperate times call for desperate measures. When a lord needs to muster all his forces, he
sends word to all his people. A House using this action can use as many Muster actions as
desired, and each of its Banner Houses may use an additional Muster action this month,
sending at least half of its mustered Units to serve their liege until dismissed.

However, this is an aggressive action. All non-allied Houses immediately shift their Disposition
towards the actioning House one step worse.
Muster 
Some Units remain at the ready at all times, but many disband into the smallfolk of a lord's lands
after a campaign. A House using the Muster action can marshall these untapped forces.
Choose one of type of Unit available to the House, and muster any number of Units of that type
up to the House's Power rank with this action, limited by the total number of mustered Units
allowed by the Unit type. Each mustered Unit that is not being housed bestows a -1 penalty to
House Fortunes.

Example:​ House Ashbrooke has Power 3, invested into Foot 2 and Horse 1. With a single
Muster action, House Ashbrooke can muster up to 3 Foot Units, until they reach a maximum of
7 mustered Foot Units at one time; or muster up to 3 Horse Units, although with Horse 1, House
Ashbrooke is limited to 1 mustered Horse Unit at a time.

Disband 
A House may disband any number of mustered Units of any sort with a single House Action.

Campaign 
Waging wars requires a lord's full attention. The number, sizes, and distances of and to various
engagements are not set or limited, but any lord wishing to take Units outside his own lands
must take the Campaign House Action. The Campaign House Action does not need to be taken
if such Units are simply returning home, either led as a host or having been willingly disbanded,
but no orders may be issued to those Units until the Campaign House Action is taken again.

Begin Project 
This House Action remains mostly unchanged, except to note that times and requirements for
many Holdings have been added or changed. If the investment for a Holding is 0 (such as with
Debt or Drought), you may begin any number of them (but only one type per Begin Project
House Action).

Wedding Preparations 
This House Action represents the final flurry of activity needed to successfully host a proper
wedding of two nobles. Such a wedding must already be agreed to in principle by all interested
parties. Tasks include arranging accommodations, seating plans, food, entertainment, etc. The
head of house, or the person designated to plan the wedding, must make a Status
(Stewardship) test vs Difficulty based on the highest level of a House present - ranging from
Easy (3) for a Landed Knight, to Routine (6) for a Minor House, to Challenging (9) for a Major
House, to Formidable (12) for a Great House, to Hard (15) for a Royal House. Success means
that no unintended incidents happened to mar the festivities.

Hosting a wedding costs coin, requiring 1 Wealth for every 6 points of Difficulty (round up), but
is reduced by 1 for every extra degree of success beyond the first. At the end of the event, the
host may make a House Fortunes test focusing on Influence, with up to two bonuses depending
on the bride and groom's houses: +0 Landed Knights, +1 Minor House, +2 Major House, +3
Great House, +4 Royal House.

Note that the host does not necessarily need to be either of the bride's or the groom's house.

Joining Houses 
Upon the completion of the wedding, the Houses of both bride and groom see their resources
change. The bride's House must make a Resource test of their choice, with a penalty equal to
the daughter's Status. On a success, they manage to offer a proper dowry without hardship. On
a failure, the chosen Resource is reduced by 1 (potentially meaning Holdings are lost). Whether
successful or not, the bride's House makes a House Fortunes test focusing on Influence, with a
bonus based on the groom's House: +0 Landed Knights, +3 Minor House, +6 Major House, +9
Great House, +12 Royal House.

The groom's House gains one accumulated degree of success on Wealth per rank of the bride's
Status (increasing the Wealth score as needed, and losing excess degrees of success). If the
bride's house is of higher position than the groom's House, it also gains one accumulated
degree of success to Influence per step of difference (ie. If a groom from a Landed Knight
House marries a bride from a Major House, that's two "steps" (Landed Knight to Minor House to
Major House) and so gains 2 accumulated degrees of success). Increase the groom's House
Influence as necessary, losing excess degrees of success.

Establish Banner House 


Requires:​ Minor House or higher House Position
Sometimes a lord wishes to reward a brother or second son with lands and a keep, if only to
ensure a measure of responsibility grows on the otherwise non-inheriting family member, or
reward a loyal retainer with a gift of land.

If a House has not fully assigned all its available eras granted by its Banner House Holding, it
may attempt to found a new Banner House using this House Action. The Head of House makes
a Status (Stewardship) test against Difficulty 12. On a success, it means lands and holdings
were negotiated and found from unclaimed land, and a House is founded with an age of New,
sworn to the House taking this Action (the newly created House must have a lower House
Position than the House taking this Action). For every degree of success beyond the first, the
new House gains an additional point to spend on initial resources. On a failure, no lands were
found.

In addition, whether the previous test was a success or not, the House taking this Action may
donate any of its Resources and Holdings on a 1:1 basis to the newly formed House. Note that
if the previous test was failed, the House only starts with these donated resources, not the
starting 10 given to New Houses, but it does gain the 7 Legacy Points granted to a New House.

Hostage Negotiations 
In the game of thrones, occasion finds that one of your Household is taken captive by another
House, hoping to use them as leverage against you. Alternatively, your heroics may have led to
the capture of some villain, and you bravely seek to extract just compensation for his return to
an opposing House.

Hostage Negotiations occur when two or more Houses wish to exchange one or more hostages
for an agreed upon ransom. Note that the hostages involved do not need to be members of any
negotiating Houses - it is just as possible for House Stark to negotiate for the release of a
member of House Manderly from House Sunderland as for the Lord of White Harbour himself.
The negotiations do not necessarily need to take place in person - use of this House Action
represents the logistics of setting up an in-person meeting, or a series of exchanges by raven or
courier.

All Houses involved in the negotiations must use the Hostage Negotiations House Action in the
same month (although if they are allowed other House Actions, no extra restrictions are placed
on them). If at least two interested parties take this House Action, and at least one has a
hostage desired by another, then negotiations take place. Otherwise, the initial overtures are
rejected, and each House that had tried to use Hostage Negotiations may pick a new House
Action for the month (but suffer a -5 penalty on any associated tests called for by the
replacement House Action)..

To resolve the negotiations, use a Complex Intrigue requiring 1 victory point per rank of Status
of the hostage. Whichever House reaches the required number of victory points first, chooses
which House (not necessarily itself) receives the hostages, and then the receiving House must
pay the agreed ransom to the House yielding the hostage. The ransom for a hostage starts at 1
Wealth. If a House cannot pay the agreed ransom, it may replace the unavailable Resources
with Wealth, taking one or more Debt Holdings to cover any unavailable Wealth. If it cannot, or
chooses not to, meet its concessions, it loses 1 Influence per unmet concession, and may face
other consequences as appropriate.

To begin, each House rolls an Influence test, and then in each round, act in order from highest
to lowest (ties broken by the head of house's Status; if still tied, all House's tied roll again)
During a round, each House gets 1 action:
● Pass, taking no action this round.
● Withdraw, ending their involvement in the negotiations. If only one party remains, or the
House with the hostage in question withdraws, end this House Action for all parties.
Depending on the House that chooses to withdraw, consequences (such as loss of face,
declarations of war, or death of the hostage) may be faced.
● If the House does not have the hostage in question, it may gain 1 victory point by
increasing the ransom by 1 Resource of its choice, or lose 1 victory point by decreasing
the ransom by 1 Resource currently included.
● If the House does have the hostage in question, it may gain 1 victory point by decreasing
the ransom by 1 Resource currently included, or lose 1 victory point by increasing the
ransom by 1 Resource of its choice.
● A House may also gain a victory point by offering a hostage in exchange (this might be
an a different hostage, or perhaps a replacement member of the hostage's Household),
or another concession that is within its ability to grant (such as attacking a third party or
agreeing to a marriage).
● A House may grant a victory point to another House by demanding a hostage (this might
be a different hostage, or perhaps a replacement member for the hostage in question),
or requiring a concession that is within the other House's ability to grant (such as staying
neutral in another conflict or abandoning a Holding).
● Engage in a Standard Intrigue with another involved House, with the winner choosing to
gain a victory point or the loser to lose one, in addition to any other consequences of the
Intrigue (such demanding the losing party end their involvement, support the winner's
claim). Note that the Narrator may include various Scene Modifiers, depending on the
circumstances of the involved Houses.

Example:​ House Baratheon of King's Landing (ie, House Lannister) has taken Ned Stark's
head, his daughters Sansa and Arya captive, and holds the Valyrian Steel greatsword Ice, while
House Stark has taken Ser Jaime Lannister and a bevy of minor Lannister cousins. Through a
series of ravens and couriers, Robb Stark (leading House Stark in the interim) and Tyrion
Lannister (acting as Hand of the King) begin negotiations to exchange their charges, with the
hostage in question being Ser Jaime, making the required number of victory points 5.

Each House rolls an Influence test, and House Lannister rolls higher.
Round 1 (Lannister 0, Stark 0):
House Lannister offers Sansa Stark, gaining a victory point.
House Stark demands Ned's bones as well, giving House Lannister a victory point.
Round 2 (Lannister 2, Stark 0):
House Lannister offers Arya Stark, gaining a victory point (it knows it cannot meet this
obligation, but is willing to risk the Influence loss).
House Stark engages in a Standard Intrigue with House Lannister, (somehow) convincing it that
Ser Jaime is worth far more than two girls, costing the Lannisters a victory point.
Round 3 (Lannister 2, Stark 0):
House Lannister offers Ned's bones, gaining a victory point.
House Stark offers a Lannister cousin, gaining a victory point.
Round 4 (Lannister 3, Stark 1):
House Lannister demands the second Lannister cousin too, giving House Stark a victory point
House Stark demands recognition of the King of the North and the Riverlands, giving House
Lannister a victory point.
Round 5 (Lannister 4, Stark 2):
House Lannister is unwilling to accept that demand, and so reduces the ransom by 1 Wealth to
lose a victory point.
House Stark demands the return of Ice, granting the Lannisters a victory point.
Round 6 (Lannister 4, Stark 2):
Fearing "winning" the negotiations while the recognition concession is on the table, House
Lannister withdraws, ending the negotiations.
Preparation 
Sometimes your House has no particular goal, and merely works toward being better prepared
for any events that may arise. As a House Action, your House performs no particular actions,
but instead grants itself a bonus on a House Fortunes test in the first upcoming month where it
does not take the Preparation House Action. The bonus is equal to +1D for each consecutive
month where the Preparation House Action was taken, to a maximum number of extra test dice
equal to the head of house's Status. Using the Preparation House Action multiple times in a
single month yields no extra benefit.

   
Warfare 
Most of the Warfare rules remain as in the core book, except for Unit starting equipment
(because I've changed up the Units), a few additions to Orders, and a change to battle survival.

Starting Equipment 
For each unit type, choose up to 1 package of each type. Not all Unit types have all types of
packages, and some have multiple choices. Improved packages require a Holding or Legacy
that allows them before being selected.

Criminal 
Armor 
Base:​ AR: 1, AP: 0, Bulk 0
Improved:​ AR: 4, AP: -2, Bulk 1

Fighting 
Base:​ Athletics +1
Improved:​ Athletics +2

Foot 
Armor 
Light:​ AR: 2, AP: -1, Bulk 0
Medium:​ AR: 3, AP: -2, Bulk 0
Improved: ​AR: 4, AP: -2, Bulk 1

Fighting 
Base:​ Athletics +1
Improved:​ Athletics +2

Marksmanship (Cannot take Shields package) 


Base:​ Agility +2; Long Range
Improved:​ Agility +3; Long Range

Shields (Cannot take Marksmanship package) 


Base:​ +2 Combat Defense
Improved: ​+4 Combat Defense, +1 Bulk

Horse 
Armor 
Light:​ AR: 2, AP: -1, Bulk 0
Heavy:​ AR: 5, AP: -3, Bulk 2 (Cannot take Marksmanship package)
Improved Light:​ AR: 4, AP: -2, Bulk 1
Improved Heavy:​ AR: 9, AP: -5, Bulk 3 (Cannot take Marksmanship package)
Fighting 
Base:​ Athletics +1
Mounted:​ Animal Handling +3 (Cannot take Marksmanship package)
Improved:​ Athletics +2
Improved Mounted:​ Animal Handling +5 (Cannot take Marksmanship package)

Marksmanship (Cannot take Shields package) 


Base:​ Agility +2; Long Range
Improved: ​Agility +3; Long Range

Shields (Cannot take Marksmanship package) 


Base:​ +2 Combat Defense
Improved:​ +4 Combat Defense, +1 Bulk

Mounts 
Base:​ Rounseys
Improved:​ Coursers

Mercenary 
Armor 
Base:​ AR: 4, AP -2, Bulk 1
Improved:​ AR: 5, AP: -3, Bulk 2

Fighting 
Base:​ Athletics +1
Mounted:​ Animal Handling +3 (Mounted only. Cannot take Marksmanship package)
Improved:​ Athletics +3
Improved Mounted:​ Animal Handling +5 (Mounted only. Cannot take Marksmanship package)

Marksmanship (Cannot take Shields package) 


Base: ​Agility +1; Long Range
Improved:​ Agility +3; Long Range

Shields (Cannot take Marksmanship package) 


Base:​ +2 Combat Defense
Improved:​ +4 Combat Defense, +1 Bulk

Mounts (Mounted Only) 


Base:​ Rounseys
Improved:​ Coursers

Peasant Levy 
Armor 
Improved:​ AR: 2, AP: -1, Bulk 0
Fighting 
Base:​ Athletics -1
Improved:​ Athletics

Marksmanship 
Base:​ Athletics -1; Close Range
Improved:​ Athletics; Close Range

Warship 
Hull* 
Base:​ AR: 5, AP -, Bulk -; Health: 50 (Cover +2)
Improved:​ AR: 10, AP -, Bulk -; Health: 80 (Cover +4)

Armor 
Base:​ AR: 2, AP: -1, Bulk 0
Improved:​ AR: 4, AP -2, Bulk 1

Fighting 
Base:​ Athletics +1
Improved:​ Athletics +4

Marksmanship 
Base:​ Agility +1; Long Range
Improved:​ Agility +3; Long Range

Siege Weaponry 
Base:​ 1 Siege Weapon
I​mproved:​ 3 Siege Weapons

Longship 
Hull* 
Base:​ AR: 4, AP -, Bulk -; Health: 25
Improved:​ AR: 8, AP -, Bulk -; Health: 50 (Cover +2)
Armor 
Base:​ AR: 2, AP: -1, Bulk 0
Improved: ​AR: 4, AP -2, Bulk 1
Fighting 
Base:​ Athletics +1
Improved: ​Athletics +2
Marksmanship 
Base:​ Agility +1; Long Range
Improved:​ Agility +3; Long Range

* Warships and Longships have Health separate from the crews manning them. Attacks against
Warship and Longship Units may target either the ship or the crew. A Warship or Longship
reduced to 0 Health has significant holes and will begin sinking, effectively destroyed. Any Units
aboard, including crew and passengers, are removed from the battle and are considered
destroyed when resolving Unit Casualties at the end of the battle.

Raider 
Armor 
Base:​ AR: 2, AP -1, Bulk 0
Improved:​ AR: 5, AP: -3, Bulk 2
Fighting 
Base:​ Athletics +1
Improved:​ Athletics +3
Marksmanship 
Improved:​ Athletics +1; Close Range

Siege Team 
Armor 
Base:​ AR: 2, AP -1, Bulk 0
Improved:​ AR: 5, AP: -3, Bulk 2
Fighting 
Base:​ Athletics -1
Improved:​ Athletics

Commanders and Orders 


At the beginning of combat, each commander and subcommander may declare one Unit as his
command unit. While attached to that Unit, the character may still issue orders.

Orders 
When issuing an Order, a commander or subcommander may issue the same order to multiple
Units. The Units must all be of the same type (but not necessarily experience), and the Order
gains a +3 Difficulty for each Unit beyond the first. One roll is made, but only those Units whose
Discipline was equalled or bettered act.

Resolution and Consequences 


Glory rewards remain unchanged.

Resource Changes 
If the defender loses the battle, that House loses any Defense, Population, and Wealth Holdings
in the domain and the Resources invested in them, as well as the domain itself, and the attacker
gains them, as well as increasing its Lands by 1. If the defending House has any accumulated
degrees of success in Lands, they are removed. If not, the House reduces its Lands resource by
1. This may cause it to have more domains than otherwise allowed; if so, the House suffers a -5
penalty to House Fortunes for each domain beyond the limit until it raises its Land rank
sufficiently.
Units and Casualties 
After a battle ends, every unit that participated needs to determine if, and how many, men
deserted or were lost. If too many are lost, then the Unit may lose experience or even be
destroyed. But if not, the Unit gains experience from the battle.

Each Unit makes a Will test vs its ending Discipline. It gains its commander's Warfare rank in
experience points per degree of success. On a failure, it gains a penalty die on one key ability. If
a Unit ever has as many penalty die as its rank in a key ability, it is destroyed. On a critical
failure, the Unit is destroyed. Any Units that were destroyed are lost, but do not reduce your
muster limit (unless the Holding or Legacy says otherwise).

Advancing Units 
A Unit may spend 20 experience to raise one of its key abilities by 1, or 10 experience to reduce
its Discipline by 3.

Special Equipment and Siege Equipment 


During House Actions, but not counting as a House Action, your House may provide extra and
specialized equipment to its Units, or craft a siege engine for a Siege Team Unit. The
mechanics of these pieces of equipment remain as in the core rules, but the costs are changed.

To equip a Unit with one or more pieces of special equipment, you must make a Resource test
for each Unit to be armed at the indicated Difficulty. For every piece of equipment given in a
month beyond the first, a cumulative -1 penalty is applied.

When a Unit is disbanded or destroyed, its equipment is destroyed.

Ram:​ Lands vs Difficulty 3


Covered Ram:​ Lands vs Difficulty 6
Boiling Water/Oil (One Use):​ Wealth vs Difficulty 3
Mantlets:​ Wealth vs Difficulty 3
Scaling Ladders, Ropes, and Grapples:​ Wealth vs Difficulty 3
Siege Tower:​ Wealth vs Difficulty 6
Turtle:​ Wealth vs Difficulty 3
Wildfire:​ Not purchasable. See Pyromancer Wealth Holding. You may equip your Units with any
pots of wildfire you've accumulated, with effects as in core rules.
Catapult:​ Wealth vs Difficulty 3 (Small)/6 (Medium)/12 (Large)
Mangonel:​ Wealth vs Difficulty 9
Scorpion:​ Wealth vs Difficulty 3
Spitfire:​ Wealth vs Difficulty 6; May only use wildfire if you have a Pyromancer to make pots.
Trebuchet:​ Wealth vs Difficulty 12
Destiny & Qualities 
Destiny Points 
Spending and burning Destiny Points cannot affect any use of spending or burning Legacy
Points and vice versa.

A character from a House may no longer spend or burn a Destiny Point to deflect the results of
a House Fortunes test on one of its Banner Houses.

Benefits 
Head for Numbers [Ability] 
Requires:​ Status 3 (Stewardship 1B)
When you test for House Fortunes, add your Cunning rank to your Status test result. In addition,
if the House Fortunes test focuses on Wealth and was successful, you gain an additional 1
degree of success (which may exceed the normal limit of 4).

Heirloom [Fate] 
The existence of this Benefit is not required, nor does it require, the House to also have the
Heirloom Legacy. They are merely two different ways to gain heirlooms.

Drawbacks 
Ward 
The existence of this Drawback is not required if, nor does it require, your birth House and your
foster House to have the Alliance Influence Holding.

   
Example Houses 
House Targaryen of Dragonstone 
This is a work-up for House Targaryen during Aegon’s War of Conquest, specifically, just after
Torrhen Stark and Sharra Arryn bent their knees, and as he prepares to march on Oldtown.

Details 
Realm:​ Dragonstone
House Age:​ Ancient
Arms:​ A three headed red dragon on black
Words:​ Fire and Blood

Resources 
Defense: 4 
Dragonstone Castle ​- Castle
The Aegonfort ​- Tower

Influence: 8 
Royal House - 8

Lands: 3 
Mountains - 1
Dragonstone (Center) - Mountains (Dragonstone Castle)
Dragonstone (Western shore) - Mountains with coastline (Hamlet, Naval Port)
Dragonstone (Eastern shore) - Mountains with coastline
Hills - 1
Aegon's High Hill - Hills with grassland and coastline (The Aegonfort)
Visenya's Hill - Hills with grassland and river
Rhaenys's Hill - Hills with grassland and coastline (Fisherfolk)
Volcano - 1

Law: 4 
-1 to House Fortunes

Population: 1 
Dragonstone Village​ - Hamlet

Power: 13 
Banner Houses - 9
House Baratheon of Storm's End (New Great House)
House Arryn of the Eyrie (Very Old Great House)
House Stark of Winterfell (Ancient Great House)
House Tully of Riverrun (Ancient Great House)
House Lannister of Casterly Rock (Very Old Great House)
House Tyrell of Highgarden (New Great House)
House Velaryon of Driftmark (Very Old Minor House)
House Celtigar of Claw Isle (Old Major House)
House Massey of Stonedance (Ancient Minor House)
House Rosby of Rosby (Established Major House)
House Stokeworth of Stokeworth (Established Major House)
House Darklyn of Duskendale (Ancient Major House)
House Mooton of Maidenpool (Established Minor House)
Dragon Units - 2
3 Dragon Units (Balerion, Vhagar, and Meraxes; on march (-3 to House Fortunes))
Foot Units - 2
3 Trained Foot Units (1 @ Dragonstone, 1 @ Aegonfort, 1 on march (-1 to House Fortunes))
1 Green Foot Unit (1 on march (-1 to House Fortunes))

Wealth: 3 
Naval Port - 1
Debt - 0
Orys Baratheon, the Hand of the King​ - Seneschal

Legacies 
Legacy Points:​ 0
Legacies:​ Conqueror, Immigrant (Valyria), Dragonlords
Tragedies:​ Treacherous, Rival House (House Martell), Resource Poor (Population), Resource
Poor (Wealth), Rowdy, Disfavoured (sibling marriage/polygamy)

House Fortunes 
-1 (Law) +6D (Great Banner Houses) +4B (Major Banner Houses) +3 (Minor Banner Houses) -5
(Units on march) -1 (Debt) +13 (Valyria - Banner Houses) +3B (Valyrian Banner Houses) = +6D
+6B (capped) +9

Household 
AEGON TARGARYEN, the First of His Name, self-declared King of Westeros
- his wife and elder sister, QUEEN VISENYA
-- her dragon, VHAGAR
- his wife and younger sister, QUEEN RHAENYS
-- her dragon, MERAXES
- his dragon, BALERION

- his small council


-- ORYS BARATHEON, Hand of the King and newly raised Lord Paramount of the Stormlands
-- {DAEMON VELARYON}, Lord of Driftmark, Master of Ships, died at Gulltown
-- TRISTAN MASSEY, Lord of Stonedance, Master of Laws
-- CRISPIAN CELTIGAR, Lord of Claw Isle, Master of Coin
- his Lords Paramount
-- ORYS BARATHEON, Lord Paramount of the Stormlands
-- TORRHEN STARK, Lord Paramount of the North
-- EDMUND TULLY, Lord Paramount of the Trident
-- RONNEL ARRYN, Lord Paramount of the Vale
-- LOREN LANNISTER, Lord Paramount of the Westerlands
-- HARLEN TYRELL, Lord Paramount of the Mander

House Arryn of the Eyrie 


This work-up represents House Arryn, just as Queen Sharra, acting as regent for the boy king,
Ronnel Arryn, bends the knee to Visenya Targaryen.

Details 
Realm:​ The Mountains of the Moon
House Age:​ Very Old
Arms:​ Silver moon and falcon on sky-blue
Words:​ As High As Honour

Resource 
Defense: 11 
The Eyrie ​- Castle 3 + Donjon
Stone​ -​ ​Fortress 1
Snow ​- Fortress 1
Sky ​- Fortress 1
Gates of the Moon​ - Castle 3
Bloody Gate​ - Wall

Influence: 7 
Great House - 7

Lands: 3 
Mountains - 2
Giant's Lance Peak - Mountains
Giant's Lance - Mountains (The Eyrie)
Giant's Lance Lower Slopes - Mountains (Stone, Snow, Sky)
Giant's Lance Foothills - Mountains with deep woods (Gates of the Moon, Hunters)
High Pass - Mountains with road (Bloody Gate)
High Road - Mountains with road
Plains - 1
Vale of Arryn (near foot of Giant's Lance) - Plains with road and grasslands
Vale of Arryn (near High Pass) - Plains with road and grasslands
Vale of Arryn (between those two) - Plains with road and grasslands
Law: 1 
-10 to House Fortunes

Population: 1 
Hunters - 1

Power: 7 
Banner Houses - 5
House Belmore of Strongsong (Established Major House)
House Corbray of Heart's Home (Established Minor House)
House Egen (Very Old Minor House)
House Grafton of Gulltown (Established Major House)
House Hunter of Longbow Hall (Recent Major House)
House Lynderly of Snakewood (Established Minor House)
House Redfort of Redfort (Very Old Minor House)
House Royce of Runestone (Established Minor House)
House Waynwood of Ironoaks (Established Minor House)
Foot Units - 2
3 Green Foot Units (1 @ Stone, 1 @ Snow, 1 @ The Eyrie), 2 Trained Foot Units (1 @ Bloody
Gate, 1 @ Gates of the Moon)

Wealth: 2 
Maester Vyrelle - 1
Debt x2 - 0
Sept

Legacies 
Legacy Points:​ 1
Legacies:​ Conqueror, Legendary Fortress (The Eyrie)
Tragedies:​ Banditry (Clansmen), Rival House (House Stark), Resource Poor (Law), Resource
Poor (Population)

House Fortunes 
+1 (Hunters) -10 (Law) +3B (Major Banner Houses) +6 (Minor Houses) +2 (Sept) -4 (Debt) =
+3B -5

Household 
LORD RONNEL ARRYN, Lord Paramount of the Vale
- his mother, LADY SHARRA ARRYN, Lady Regent of the Vale.

- his counselor and tutor, MAESTER VYRELLE

Faith of the Seven 


This work-up represents the Faith of the Seven, as they existed on Westeros at the time of
Aegon’s Conquest.
Details 
Realm:​ None
Liege:​ None
House Age:​ Very Old
Words: ​Father, Mother, Warrior, Maiden, Smith, Crone, Stranger

Resources 
Defense: 0 
No holdings

Influence: 10 
Order - 5
Alliance - 1
House Hightower - use Land and Population Holdings
Alliance - 1
House Arryn - gain Intrigue bonus and improved Disposition
Alliance - 1
House Lannister - use Land and Population Holdings

Lands: 0 
No holdings

Law: 5 
+0 to House Fortunes

Population: 10 
Membership - 10
Septons and Septas; spread throughout Westeros, except the North and the Iron Islands

Power: 0 
No holdings

Wealth: 5 
Great Sept - 2
Starry Sept of Oldtown
Sept - 1
The Seven Shrines in Oldtown
Sept - 1
Sailor's Sept in Oldtown
Sept - 1
The Lord's Sept in Oldtown

Legacies 
Legacy Points:​ 0
Legacies:​ Favoured, Plentiful Resources (Influence), Pious (The Seven)
Tragedies:​ Dispersed (membership from all realms; as Displaced), Prohibited (Power),
Prohibited (Defense), Resource Poor (Lands)

House Fortunes 
+0 (Law) +10 (Membership) +6 (Great Sept) +9 (Septs) = +25 to House Fortunes

Household 
THE HIGH SEPTON, an old and contemplative holy man
- his MOST DEVOUT, a collection of Septons and Septas charged with the larger affairs of the
Faith
- his Septons and Septas, spread throughout Westeros as spiritual advisors and leaders of Faith
for smallfolk and nobility alike

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