by Pytorb » Sun Mar 20, 2011 3:19 pm
Here's a list I've been working on. I will have to add the Brothel and Gambling Den! It is also interesting that I added a Shipwright instead of going for a Drydock but was basically trying to do the same thing...
Population Holdings
Community land features are purchased using a House's Land and Population Resources, 50% from each. In addition a community holding can only be bought if the Population Resource is higher than the cost of the community holding. For example, to buy a small town (cost 20) the House's Population Resource has to be at least 20 and it would cost the House 10 Population and 10 Land.
New and updated(*) Wealth Holdings
Artisan*
Gain a +2 to House Fortune rolls as one of the options not a +1.
Port*
Gain a +3 to House Fortune rolls not a +5 and adds +1D3 to Wealth Resource if a Marketplace is present not +1D6.
Mine*
Gain a +3 to House Fortune rolls not +5
Guilds*
Gain a +1 to House Fortune Rolls and whenever the House's Law Resource increases due to a House Fortune roll it increases by an additional +1.
Lighthouse
Requirement: Coast or Island
Investment: 5
Time: 1D6 Months
The negative modifier from winter is reduced by 3 as your fisherman can always find their way back to shore. In addition your Trading District can operate in winter.
Lumber
Requirement: Heavy Woods
Investment: 10
Time: 2D6 Months
Gain a +3 to House Fortune Rolls
Arable
Requirement: Grassland or River
Investment: 10
Time: 2D6 Months
Gain a +3 to House Fortune Rolls
Vineyards
Requirement Hills and River, can only beg taken in The Reach (south of Highgarden only) or Dorne
Investment: 10
Time: 10D6 Months
Gain a +3 to House Fortune Rolls
Quarry
Requirement: Hills
Investment: 10
Time: 12+2D6 Months
Gain a +1 to House Fortune rolls and +1 to the defence rating of Defence Holdings and the cover bonus of Communities due to the extra stone available to reinforce the Walls.
Granaries
Requirement: Hall or larger defensive structure
Investment: 5
Time: 4D6 Months
During winter the House does not have a negative modifier to House Fortune rolls from its Population Resource.
Smith (Artisan)
Requirement: Hall or larger defensive structure
Investment: 10
Time: 1D6 Months
Gain a +1 to House Fortune rolls AND all weapons and armour of house power holdings, except Mercenaries, Peasant Levies and Criminals, count as Castle Forged (+1 to result of Fighting tests for the weapons, +1 to AR for the armour)
Shipwight (Artisan)
Investment: 10
Time: 12+2D6 Months
Requirement: Hall or larger defensive structure, Port, Lumber
Gain a +1 to House Fortune rolls AND all Warships start off at AR7 instead of AR5
Bowyer & Fletcher (Artisan)
Investment: 10
Requirement: Hall or larger defensive structure
Time: 1D6 Months
Gain a +1 to House Fortune rolls AND all bows and crossbows of house power holdings, except Mercenaries, Peasant Levies and Criminals, count as Castle Forged (+1 to result of Fighting tests for long range attacks)
Minstrel's Hall
Requirement: Small Town or larger community; Small Castle or larger defensive structure
Investment: 10
Time: 5D6 Months
The Lord is frequently visited by minstrels, mummers and other performers, spreading the news and gossip of the land. Whenever a House Resource increases or decreases by 3 or more the House's Influence Resource also increases or decreases respectively by 1.
Trading Inn
Requirement: Road
Investment: 10
Time: 6+1D6 Months
Whenever your Wealth Resource increases due to a House Fortune roll, the Trading Inn means it increases by a further +1. This effect is cumulative with that of a Marketplace (or Marketplace and Port).
Moneylenders
Requirement: Trading Inn, Marketplace, Large Town or larger Community
Investment: 10
Time: 4D6 Months
Gain a +1 to House Fortune rolls and whenever your Wealth Resource increases due to a House Fortune roll, the Moneylenders means it increases by a further +1. This effect is cumulative with that of a Marketplace (or Marketplace and Port) or a Trading Inn.
In addition the House can borrow up to 500 Gold Dragons (or 3 points of Wealth Resource that have to be spent immediately on Power Holdings) for each point of Land and Wealth Resource put at risk. These points are not actually lost unless the House defaults on the loan. However until the House repays the 500GD, with interest of 50GD per house fortunes roll between loan and payment the House can not increase either Lands or Wealth. This applies to both house fortune rolls or spending Glory. If the House defaults on a loan or has more than half it's Land or Wealth Resource at risk they gain the (Houserule UPDATED) Debt Drawback until this is reduced.
Trading District
Requirement: Moneylenders, Port, Guilds, Small City or larger Community, Small Castle or larger defensive structure, Trained Garrison, minimum (effective) Law Holding of 41
Investment: 20
Time: 12+2D6 Months
The City is frequented by merchants from the Free Cities and beyond drawn by it's wealth, the power of the Lord and the opportunities both offer. They base themselves in the network of marketplaces and warehouses that make up the Trading District. Except during winter (when the weather is too harsh for foreign merchants to travel to your lands) gain +2D6-6 to House Fortune rolls and whenever either your Wealth or Influence Resources increase due to a House Fortune roll, the Trading District means they increase by a further +1D3. This effect is cumulative with Marketplace (or Marketplace and Port), a Trading Inn, or a Moneylenders.
In addition the House can borrow up to 2500 Gold Dragons (or 8 points of Wealth Resource that have to be spent immediately on Power Holdings) for each 3 points of Land and Wealth Resource put at risk. These points are not actually lost unless the House defaults on the loan. However until the House repays the 2500GD, with interest of 250GD per house fortunes roll between loan and payment, the House can not increase either Lands or Wealth. This applies to both house fortune rolls or spending Glory. If the House defaults on a loan or has more than half it's Land or Wealth Resource at risk they gain the (Houserule UPDATED) Debt Drawback until this is reduced.
Organised Crime
Requirement: Law Holding lower than 41
Investment: 10
Time: 4D6 Months
Any domain may suffer from a degree of organisation from it's bandits, smugglers, wreckers, raiders, street thugs, etc. Your House suffers from them to an extent that they almost rival the Lord in the running of the domain. Your Law Holding is effectively increased by 10 when making House Fortune rolls and the modifier from the Enmity of a Neighbouring House can be ignored due to smuggling, corrupt officials in the neighbouring House, etc. However the first point of any increase to the House's Wealth Resource has to be discounted due to corrupt officials in the House, protection rackets, etc. In addition the cost to increase Law Resource is doubled.
House Fortune modifiers:
Winter: -(10 + one tenth of Population Resource)
War: +3D6-10
Enmity of a neighbouring House: -5 (this is cumulative for each House there is enmity with)
Updated House Fortunes Table
2 or lower - Disaster
3 - Curse
4 - Decline
5 - Disaster
6 - Growth
7 - Extra Taxation
8 - Decline
9 - Growth
10 - Curse
11 - Decline
12 - Boon
13 - Extra Taxation
14 - Growth
15 - Decline
16 - Blessing
17 - Growth
18 - Curse
19 - Extra Taxation
20 - Blessing
21-22 - Growth
23 - Curse
24-25 - Decline
26-27 - Blessing
28 - Extra Taxation
29 - Boon
30 - Curse
31-32 - Growth
33 - Decline
34-35 - Growth
36 - Extra Taxation
37-38 - Growth
39 - Curse
40-41 - Growth
42 - Decline
43 - Blessing
44-45 - Growth
46 - Extra Taxation
47 - Boon
48 or more - Blessing
House Fortune extra events:
Taxation: Once a year the House is taxed to fund the King and the Glory of Westeros. Instead of making a House Fortunes roll the House loses Wealth Resource equal to the Head of the House's Status Ability.
Personal Catastrophe: When more than half the dice rolled (before bonus dice are removed) come up as 1's a personal catastrophe such as a fire, outbreak of disease or bad food, etc. has befallen the House. Everyone named in the House's Resources e,g, Head of the House & their wife/husband, Heir and any other siblings, Maester, Septa, etc. that is not a PC must make a ROUTINE (6) Endurance test. Any that fail perish in a manner determined by the GM and players. If the Head of the House perishes, replace the rolled event with a Curse. If any other member of the House perishes, replace the rolled event with a Decline and that resource will not be available for the next House Fortunes roll.
Extra Taxation: If this event is rolled, the House loses Wealth Resource equal to half the Head of the House's Status Ability, rounding up. If this is rolled twice in succession reroll until a different result is obtained.