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House in Action

Neither a created House nor an NPC house is frozen in time; rather, the process of
house creation is a moment in its life, defining it as it stands. Your actions and
choices determine the fate of your house. If your exploit its resources, wringing
your holdings for every resource to increase your Wealth or Power, your lands will
suffer and eventually die. On the other hand, if you have care and cultivate your
holdings, you can grow them through alliances battles you win and the acclaim your
family earns.
However, your house is a vehicle to creating adventures, a place to call home and
the inspiration that drive you to reach for greatness. It should never define your
play experience though, for the game is about the characters story and not
governance and shrewd accounting of ones resources. Thus most of the house
rules that follow are necessary abstractions designed to reflect change and to
create consequences and rewards for your actions.

Months & Actions


Time is measured for the purposes of using your house in months. Each month is
about four weeks long, and each quarter your house has one House Action to
manage your resources determined by your stewardship roll. During this House
Action, your house has one House Fortune roll (Status + Stewardship + Bonuses) &
one House Action.

House Fortune
A House Fortune is an event that affects your lands, either improving or diminishing
one or more resources, revealing a complication or disaster or awarding a great turn
of events or a boon. Each quarter the Staff will roll a House Fortune Roll, this will
determine events that may have taken place during the downtime and will involve a
unique event which has occurred to the House during that quarter which can either
be beneficial or not. There is only one character who must be chosen in the case of
PC ran houses; they are responsible for the rolls during House in Action downtimes.

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That player can choose to roll for House Fortune or they may instead increase any
resource by 1.

Test Result
2 or less
3
4
5
6
7
8
9
10
11
12

House
Fortune
Disaster
Curse
Decline
Disaster
Growth
Decline
Growth
Curse
Decline
Growth
Boon

House Fortunes
Test Result
House
Fortune
13
Decline
14
Blessing
15
Growth
16
Curse
17
Decline
18
Blessing
19
Curse
20
Blessing
21-22
Growth
23
Curse
24-25
Growth

Test Result
26-27
28
29
30
31-34
35
36
37-41
42 or More

House
Fortune
Blessing
Boon
Curse
Blessing
Growth
Blessing
Boon
Growth
Boon

Character Actions and House Fortunes Roll Results


Boon
A Boon is a fortune of considerable benefit and value to the house. Its occurrence
might signify favor from a lord or the king, a windfall, a beneficial alliance, a
business opportunity or a profitable marriage. A boon should always improve one of
a houses resources by 1-6 points or two of a houses resources by 1-3.

Blessing
A Blessing is a minor benefit, an upturn in events that improves the house in some
way. Blessings might be useful alliances, receiving an invitation to participate in a
notable tournament, a visit from a powerful lord and so on. Blessings improve one
resource by 1-3 points or two resources by 1 point each.

Growth
Growth reflects the improvement of one or more of the houses resources. It might
result in a gift of land, a sudden swell in population, an upturn in the economy, and
so on. Growth should improve one resource by 1 point.
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Decline
Decline reflects a diminishing of one or more of the houses resources. Decline
reveals a shift int eh houses fortunes, such as the loss of land, the weakening of
defenses, an outbreak of sickness, and other minor but unfortunate developments.
Decline should reduce one resource by 1 point.

Curse
A curse is an unfortunate downturn in events that could weaken the house in some
way. Curses are significant setbacks, and they can include brigands, bad weather,
blights, desertion, lawlessness, and other effects. A curse reduces one resource by
1-3 points or two by 1 point.

Disaster
A disaster is an event of catastrophic proportions and sets the house back in a
significant way. Examples include the outbreak of plague, the disfavor of a lord or
king, the disgrace of a staunch ally, widespread lawlessness or a combination of any
of these dire events. Disaster reduces a single resource by 1-5 points or two
resources by 1-3 points.

How to Improve House Holdings


The easiest way to improve a houses holdings is through role-play and involving
yourself in the story. By undertaking missions, engaging in intrigues and cementing
alliances, you and your fellows earn rewards. But there are other methods at your
disposal as well, Coin and Glory (House XP).

Donating Coin
For every 200 gold dragons you donate, you can increase your houses wealth
resource by +1.

Donating Glory
Glory is the currency of the noble and is only used to directly improve your familys
fortunes. Whenever you acquire Glory as a reward, you may invest that Glory into
your familys house. Glory cannot be used to raise the base stat but can be used to
purchase Land, Power & Wealth Holdings (There is no limit to the # of Holdings that
can be purchased with Glory). The effect of Glory can often cause issues such as
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not having housing or food enough to feed the number of soldiers you have. Some
expenditures are also far less immediate as many holdings take time to create /
build.
Glory can be earned via actions and deeds, most often than not Glory can be earned
through combat prowess but remember that not all combat is physical. Whether
your used tongue or sword as your weapon, your achievements will earn you Glory
as well. Glory rewards come from scenes where the outcome advances your
personal reputations and, by extension, that of your house.
Glory is rewarded based on how challenging the scene/combat or manipulation was
in order for you to further your personal goals and thereby your houses reputation.
Players can earn no more than 2 Glory per Session.
*** Note: A character chooses to donate their points of Glory into the house they
serve, it is not automatically placed into that House. ***
Glory Rewards
Challenge Level
Glory Earned
Minor (9)
0-1
Moderate (12)
1-2
Major (15+)
2

House Actions
Once per quarter, the lord or lady may take a single action. The possible actions
listed here describe the most basic choices. You can expand these as desired to
provide even more detail to your house and lands.

Manage Resources
One of the easiest actions a lord can take is the management of resources.
Essentially, managing a resource allows you to convert one type of resource for
another, such as investing Wealth into Law or investing Lands into Defense. There
are limitations on what resources can be converted, as shown on the Table below.
During a House Action, you can only convert resources based on your Status +
Stewardship pull difficulty 6, if the reduction results in an inability to pay for an
investment, you lose that investment. If yours desperate, you can convert two
resources, but the exchange is worse. Such exchanges are called rushed and the
conversion is also shown on the Table below and can be more costly.

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Resource
Defense
Influence
Lands
Law
Population
Power
Wealth

Resource Management
Exchange
Rate
Law
1:1
Defense
1:1
Power
1:1
Influence, Law,
1:1
Population
All
2:1

Rushed
2:1
2:1
2:1
2:1
3:1

Begin Projects
Another way to improve your holdings and resources is to begin a project, an
investment of existing resources into an improvement, such as a castle, a guild, or
even just the acquisition of more domains. Income and Expenditures are hidden
inside the resources, so the only funding you need to supply is through the resource
that governs the investment and the time to complete the project. Once you begin
a project (such as building a castle), initiating the project starts on the month, and
you make progress each month that follows. You must invest the requisite amount
of resources into the project and keep them invested even though you derive no
benefit until the project is complete. When your house begins a project, it counts as
your houses action.

Wage Wars
The realm of the Seven Kingdoms is no stranger to warfare, and small battles erupt
constantly. Most conflicts are skirmishes, localized engagements between two
houses whose dispute proves impossible to solve through peaceful means. Full
details on mass combat rules can be found under Warfare Rules, including what
results from a successful or failed skirmish or battle, as well as how those results
affect your house and its resources

Host Tournaments
The greatest pastime in the Seven Kingdoms is the tournament. Ranging from
small, localized affairs to larger events filled with pomp and ceremony and overseen
by the king, the tournament is a spectacle, an opportunity to win glory, to exchange
news, forge alliance, engage in intrigues and more. The tournament is a valuable
even for the knights who participate, giving them the chance to win fame and gold.
More importantly though, its a great even for the sponsoring family as a
tournament helps establish ones presence as a significant house, gains the
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attention of the great houses, advertise daughters and sons for good marriages and
above all grow the houses renown and magnanimity.
Generally there are three sizes of tournaments in the Seven Kingdoms. The
tournaments size determines the sort of participants it will draw and the value of
the prize offered. Larger tournaments are far more expensive than the smaller ones
but can also win more acclaim and generate more influence
A tournament offers a great deal to the sponsor house, even though it can break the
houses finances to host one of significance. Once the tournament is finished,
prizes awarded and knights, ladies and the rest depart, the sponsoring house gains
+1d6 Influence, +0 for local tournaments, +3 for regional tournaments and +6 for
grand tournaments.

Size

Local

Regio
nal

Grand

Tournament Types
Description
A local tournament usually costs 2 Wealth to sponsor and 2 Wealth as the
prize. You can substitute the hand of a lesser daughter for the prize if
desired. Local tournaments are small, drawing no more than 100 knights
from lands around your own and hedge knights in the area. Most local
tournaments feature a joust and may include a grand melee and archery
contest. Each additional contest beyond the joust requires an additional
loss of 1 Wealth.
A regional tournament encompasses the entire realm (all of the
Westerlands for example) and may draw upwards of 500 knights. Putting a
regional contest costs 5 Wealth plus 2 Wealth for each contest featured at
the tournament.
A grand tournament is an enormous event that encompasses much if not
all of the Seven Kingdoms. These events draw thousands of knights and
their entourages and are great place to encounter the lords and ladies of
the most powerful houses in the Seven Kingdoms. A grand tournament
costs 10 Wealth, plus an additional 5 Wealth as a prize for each contest
featured.

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