An Affair for the Loyal
Creating Your House
Unlike Character Creation house creation is a cooperative process in which each player has equal say about the salient features pertaining to the house. House creation involves making important decisions, spending points and dealing with the results. Most importantly, you and your fellow players will work together to attach stories to mechanical developments in the house creation process. You will use the broad descriptions and details generated from these decisions and transform them into a living, breathing house with a history, future, and interesting family to engender the same sorts of investment that players have for their particular characters.
House character sheets can be found here .
All houses must hale from the Westerlands have sworn oaths of fealty to Lord Tywin. Located west of the riverlands, the Westerlands a hilly region, is noted for its great wealth and power. Having numerous ports and countless mines, it wields a great deal of power and influence in the Seven Kingdoms. House Lannister, who governs these lands, is easily one of the greatest houses in Westeros and is strengthened all the more by its ties to the Iron Throne.
Your House has a total of 20 points to invest in 8 categories described below. Your house being already politically invested starts with one point in each.
Age – Older houses command respect, but much has been lost since the Age of Heroes.
1. A new house, founded during the war of the usurper.
2. A recent house, founded most likely during the Blackfyre rebellion.
3. An established house, founded during Aegon’s Conquest.
4. An old house, established during the Rhoynar Invasion.
5. A very old house, established during the Andal Invasion.
Defense – Though the seed is strong, how about it’s walls?
1. Scarce cultivation, mostly wilderness with few pockets of civilization, one or two roads.
2. Some cultivation, presence of a Keep and a few roads provides support.
3. Defensible, with at least one fortified town or castle. Ports and rivers are present.
4. Good defenses with almost certainly a castle along with a few other strong points. Roads are ubiquitous, rivers are present.
5. Excellent defenses with a man made fortification combined with defensible terrain features.
Influence – Just how important is your house and it’s Lord?
1. A minor landed knight, such as the Crastor’s.
2. A greater landed knight, or the equivialent. Much like the Knotts and Liddles of the North.
3. A small minor house, such as the Mormont’s or House Westerling.
4. A minor house, such as Clegane or Payne.
5. A powerful minor house with a colourful history such as Florrent or Frey.
Lands – How plentiful are your lands?
1. A speck of land, no larger than a single town.
2. A small trench of land about the size of a small island. Perhaps 1 large city.
3. A modest stretch of land or medium sized island, such as House Frey.
4. An area of land that includes several islands or terrain features, such as House Greyjoy.
5. A great area of land such as House Martell’s control of Dorne.
Law – While the King may honor your title, do the Smallfolk?
1. Bandits, raiders, and criminal bands are afoot in your lands.
2. Lawlessness and banditry are a problem along the fingers of your land.
3. The typical level of law in Westeros. Crime is common but not out of control.
4. You exert great control of your land, crime is uncommon.
5. Such is your influence and devotion to your Smallfolk, crime is rare.
Power – This represents your military might.
1. Personal guard only, with one or two sworn swords, a militia at most.
2. Small force of soldiers largely made up of Smallfolk.
3. A modest force of soldiers, including some trained troops and at least one banner house.
4. A trained force of soldiers including cavalry and possibly ships. You have at least 2 banner houses.
5. A large force of diverse, trained, and competent soldiers. You control a small navy, and several banner houses.
Population – What good is a crown with no one to rule?
1. Thinly populated. Tiny settlements are scattered throughout your lands.
2. Small population but no single community larger than a small town.
3. Typical population, Most smallfolk live on farmsteads or in hamlets. You may have a few small towns.
4. Modest population. At least one town and several small hamlets.
5. Large population. You have a large number of people on your lands, and many live in a large town or spread through several smaller towns.
Wealth – Money talks.
1. Impoverished. Your family lacks essential resources and struggles to make ends meet.
2. Poor. While you are able to sustain yourself you do not live in excess.
3. Common. Your family has enough to get by.
4. Prosperous. Your family has the funds to live in accordance with their station.
5. Affluent. Your family has more funds than it needs and lives in comfort.
Once you have assigned your points, the ST will take you through a history of your house and adjust those attributes based on the favor of the Gods. You will also receive an adjustment based on your region. After all this each member of the house is allowed to place one dot in any category he wants. Please note that, if after the adjustments, an attribute would be at 0 or below, dots must be spent to increase the attribute to at least 1.
Name and Words
Mottos, or “words,” are formal phrases and declarations that speak to a family’s values, reflect on a significant moment of their history, or encapsulate their vision of the future. A motto is important to a family as it functions as a sort of rallying point, a mantra, so to speak, that can remind players of their characters’ loyalties as they navigate the perilous waters of the game of thrones.
As the Eunich said “each person has their role in life”, and the same is true with families. The character with the most status becomes the heir to the title. He will function largely as the party leader and the weight of his household will be on his shoulders. That is not to say that lesser family members aren’t important, their role in society is less crucial as heirs will stand to inherent the house, and their politics will shape it.
Your house starts at a glory rating of 6. Just like your characters your familial name carries with it the burden of it’s deeds. After each adventure your behavior will cause the house to either gain Glory or Infamy through it’s acts.