New Wealth Holdings

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Re: New Wealth Holdings

Postby Irontruth » Mon Apr 04, 2011 9:25 am

How do you build a salt marsh?

I think the marsh itself would be a Land holding, and a salt merchant would be a wealth holding.
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Re: New Wealth Holdings

Postby Daerys » Mon Apr 04, 2011 11:20 am

I realize that the correct terms in english is salt evaporation pond.

Large pond that tide fill and empty... The construction allow to block the tide, letting the time to recolt the salt.
In a medieval this need a lot of man and poor infrastructure...
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Re: New Wealth Holdings

Postby Pytorb » Mon Apr 04, 2011 11:36 am

Indeed and if your Land Holdings are too far north then you would have to collect the brine and use artificial heat e.g. burning wood or peat, to finish the evaporation. There were also brine wells, using evaporation again to finish the job (replace the Coast requirement with Woods), and salt mines.
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Re: New Wealth Holdings

Postby Daerys » Mon Apr 04, 2011 12:54 pm

I'm working on modified house rules for the wealth holdings that have been made before.
The principal adjustement is a cost in wealth and population adapted to each of the holdings.
I will post it on the forum soon.
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Re: New Wealth Holdings

Postby Iron Legs » Wed Apr 13, 2011 12:49 am

Great work!

Any problem if I translate it to Spanish for a forum?
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Re: New Wealth Holdings

Postby Pytorb » Thu Apr 14, 2011 3:33 pm

Please translate away. Here's what should be the final version of the expanded Wealth Holdings. By linking Communities to Population as well Land and putting population requirements on many of the Wealth Holdings I have, kind-of, picked up on Daeys's point...

Again full attributation as not all these ideas are originally mine: Iron Legs for the basis for Brothel, Brudewollen for the basis for Drydock, Daerys for the basis of Salt Lagoons and Brine Well. My apologies if I've missed anyone, please le me know so I can add you to the list.


Land Holdings

The cost of a single Domain of Mountains should be reduced from 9 to 7.
New Land Holding - Navigable River: Cost +4 and allows merchant vessels to sail inland from the coast, as long as there are navigable rivers all the way along.

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 total cost of all community holdings of the House. 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. To by a small town (cost 20) in one Domain and a hamlet (cost 10) in a second Domain the House's Population Resource has to be at least 30 and it would cost the House 15 Population and 15 Land.

New and updated Wealth Holdings
(original unchanged* Holdings added for completeness)

Natural Resources

Arable

Requirement: Grassland or Plains and River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Beeswax

Requirement: Woods
Investment: 10
Time: 2D6+6 Months
Gain a +1 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1. In addition the cost of a Maester or Sept is reduced by 5 Wealth Resource.

Cotton
Requirement: Plains (NOT Desert), Hamlet in the same Domain , Realm: Dorne
Investment: 10
Time: 2D6+6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Fishing Grounds

Requirement: Coast or Island, can only have one per Coast or Island Domain
Investment: 10
Time: 3D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Deep Sea Fishing Grounds

Requirement: Fishing Grounds, Lighthouse, Hamlet or larger Community in the coastal Domain, Shipwright
Investment: 10
Time: 5D6 Months
Gain a +3 to House Fortune Rolls and whenever the House's Population Resource or Wealth Resource increases due to a House Fortune roll they increase by an additional +1. However whenever the House's Law Resource decreases due to a House Fortune roll it decreases by an additional +1 (fishermen are a fairly independent bunch).

Dyestuff or Spices
Requirement: no community larger than a Hamlet in the same Domain
Investment: 25
Time: 2D6 Months
Gain a +1 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +2D3. In addition the cost of a Trading District is reduced by 5 Wealth Resource.

Furs
Requirement: Mountains or Realm: The North, no community larger than a Hamlet in the same Domain
Investment: 10
Time: 2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Linen (from Flax)
Requirement: Grassland or River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Lumber
Requirement: Heavy Woods, no community larger than a Hamlet in the same Domain
Investment: 10
Time: 2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Mine and Smeltworks

Requirement: Mountains or Hills, Hamlet in the same Domain, can not have on the same domain as Quarry
Investment: 10
Time: 24+2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth (or Population if it is a Salt Mine) Resource increases due to a House Fortune roll it increases by an additional +1.

Quarry
Requirement: Hills, Hamlet in the same Domain, can NOT have on the same domain as Mine
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.

Salt Lagoons or Brine Well
Requirement: Coast (for the Lagoon) and Woods if in Realm: The North or Woods alone (for the Well), Hamlet in the same Domain
Investment: 10
Time: 2D6+6 Months
Whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1 and the negative modifier from winter is reduced by 2 as your livestock put by for the winter are always well preserved. If the House also has a Marketplace and a Road or a Port gain a +1 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Vineyards and Vintners
Requirement Hills and River, Road or Port can only be taken in Realm: The Reach (if south of Highgarden), or in Realm: Dorne, can NOT have in the same domain as Wool
Investment: 15
Time: 10D6 Months
Gain a +3 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3.

Wool
Requirement: Hills, no community larger than a Hamlet in the same Domain, can NOT have on the same domain as Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Domain Improvements

Godswood*

Requirement: Realm (The North)
Investment: 5
Time: 24+2D6 Months
Gain a +2D6-6 to House Fortune Rolls.

Granaries and Storerooms

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.

Mill

Requirement: Arable or Stream
Investment: 5
Time: 1D6+3 Months
Whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1. If the House also has a Marketplace whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Toll Bridge
Requirement Road and River/Navigable River both in the same domain
Investment: 10
Time: 3D6 Months
Whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. In addition the cost of a Marketplace or Trading Inn are each reduced by 5 Wealth Resource.

People

Artisan, Mercantile
(e.g. commercial weavers, fullers, chandlers, dyers, tanners, leatherworkers, etc.)
Investment: 10
Requirement: Hall or larger defensive structure, Small Town or larger Community
Time: 2D6 Months
Gain a +1 to House Fortune rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3.

Bowyer & Fletcher (Artisan)
Investment: 10
Requirement: Hall or larger defensive structure
Time: 2D6 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).

Guilds
Investment: 15
Requirement: Small Town or larger Community
Time: 2D6 Months
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. In addition all members of the household gain a 10% discount on any goods purchased in their own lands.

Maester*
Investment: 10
Requirement: Influence 20+, Hall or larger defensive structure
Time: 1D6 Months
Gain a +3 to House Fortune rolls. In addition your family gains the services of a Maester. This character can be a player character or a Narrator character.

Mason
(Artisan)
Investment: 10
Time: 2D6 Months
Requirement: Small Castle or larger defensive structure, Small Town or larger Community
Gain a +1 to the defence rating of Defence Holdings and the cover bonus of Communities due to the extra stone available to reinforce the Walls. In addition the cost of a Sept is reduced by 5 Wealth Resource.

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.

Shipwight (Artisan)
Investment: 10
Time: 2D6 Months
Requirement: Hall or larger defensive structure, Hamlet or larger Community, Port or Drydock, Lumber
Gain a +1 to House Fortune rolls and all Warships start off at AR7 instead of AR5

Smith
(Artisan)
Requirement: Hall or larger defensive structure
Investment: 10
Time: 2D6 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)

Marine Improvements

Drydock

Investment: 15
Requirement: Lumber, Small Castle or larger defensive structure, Hamlet or larger Community in the same Domain, Coast or Island
Time: 12+2D6 Months
Whilst it is possible to build and repair ships without a dedicated series of drydocks, these make it so much faster to produce them. The cost of warships is reduced to 4 Power Resource each and the cost of a Trading District is reduced by 5 Wealth Resource.

Lighthouse

Requirement: Coast or Island
Investment: 5
Time: 1D6 Months
The negative modifier from winter is reduced by 2 as your fisherman can always find their way back to shore. In addition your Trading District can operate in winter.

Port

Requirement changed to Navigable River, Coast or Island, Hamlet or larger Community in the same Domain
Investment: 10
Time: 3D6 Months
Gain a +3 to House Fortune rolls. Also, if you have a Marketplace whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3. In addition whenever the House's Law Resource decreases due to a House Fortune roll it decreases by an additional +1 (sailors are a fairly lawless bunch).

Community Improvements

Brothels

Requirement: Small Town or larger community, Road or Port
Investment: 5
Time: 1D6 Months
Whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. However your Law Holding is effectively decreased by 1 when making House Fortune rolls.

Gambling Dens
Requirement: Large Town or larger community, Road or Port
Investment: 10
Time: 1D6 Months
Gain a +1 to House Fortune rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. However your Law Holding is effectively decreased by 3 when making House Fortune rolls.

Organised Crime
Requirement: Law Resource 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, extortion rackets, cutpurses, etc. Your House suffers from them to an extent that they almost rival the Lord in the running of the domain. Your Law Resource 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.

Sept*
Investment: 15
Requirement: Hall or larger defensive structure or Small Town or larger Community
Time: 12+2D6 Months
Gain a +3 to House Fortune rolls. In addition your family gains the services of a Septon or Septa. This character can be a player character or a Narrator character.

Trade Improvements

Marketplace*

Investment: 10
Requirement: Small Town or larger Community
Time: 1D6 Months
Whenever your Wealth Resource increases due to a House Fortune roll, the Marketplace means it increases by a further +1. This effect is cumulative with that of a Trading Inn.

Trading Inn
Requirement: Road or Navigable River
Investment: 10
Time: 6+1D6 Months
An inn where merchants meet and do business, with just enough outbuildings to be hired out as warehouses. It is often close to a community (or a community is close to it) though it may just be at the junction of trade routes or a convenient distance between two trading centres. 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 Debt Drawback until this is reduced.

Trading District
Requirement: Moneylenders, 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 Debt Drawback until this is reduced.

Trade Contract

Requirement: Road or Port
Investment: 5 (to another House) or receive 5 (from another House)
Time: 1D6 Months
Gain access to a Wealth Holding from this list: Mine, Quarry, Arable, Vineyards, Lumber or lose access to one of the same that is currently in your Domain in return for 5 points of Wealth Resource.

If you are in receipt of a Wealth Holding one possible additional effect of a Decline in House Fortunes would be for the contract to end, meaning you lose access but have your Wealth Resource restored to you. Also one possible additional effect of a Curse on your House Fortunes would be for the contract to be breached, meaning you lose access and not have your Wealth Resource restored to you (which may, if you wish, provoke your enmity or initiate a feud).

If you have sold access to a Wealth Holding one possible additional effect of a Decline in House Fortunes would be for the contract to end, meaning you regain access to your Wealth Holding but have to return the Wealth Resource. You may also chose to do this as a House Action. You may also chose to breach the contract, regaining access to your Wealth Holding and keeping the other House's Wealth Resource. You will lose 1D3 Influence for your lack of honour and breach of trust and may well result in a feud with the other House or provoke their enmity.

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 and/or Power Resource with the total equal to the Head of the House's Status Ability. The second point of Wealth taxed actually goes to the Lord Paramount, e.g. Stark, Greyjoy, Arryn, Tully, Targaryen, Lannister, Baratheon, Tyrell or Martell to fund their more local obligations. If the House refuses or is unable to pay their taxes then they are fined half the taxes owed in Land Resource and lose a point of Influence
Extra Taxation: If this event is rolled, the House loses Wealth Resource (and only Wealth Resource) equal to half the Head of the House's Status Ability, rounding up, all going to the King. If this is rolled twice in succession reroll until a different result is obtained.
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Re: New Wealth Holdings

Postby Sturn » Sat Apr 16, 2011 3:08 pm

Thanks! Was waiting anxiously for the update to include with my document of errata :D
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Re: New Wealth Holdings

Postby Pytorb » Sun Dec 04, 2011 2:47 pm

Pytorb wrote:Please translate away. Here's what should be the final version of the expanded Wealth Holdings. By linking Communities to Population as well Land and putting population requirements on many of the Wealth Holdings I have, kind-of, picked up on Daeys's point...

Again full attributation as not all these ideas are originally mine: Iron Legs for the basis for Brothel, Brudewollen for the basis for Drydock, Daerys for the basis of Salt Lagoons and Brine Well. My apologies if I've missed anyone, please le me know so I can add you to the list.


Land Holdings

The cost of a single Domain of Mountains should be reduced from 9 to 7.
New Land Holding - Navigable River: Cost +4 and allows merchant vessels to sail inland from the coast, as long as there are navigable rivers all the way along.

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 total cost of all community holdings of the House. 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. To by a small town (cost 20) in one Domain and a hamlet (cost 10) in a second Domain the House's Population Resource has to be at least 30 and it would cost the House 15 Population and 15 Land.

New and updated Wealth Holdings
(original unchanged* Holdings added for completeness)

Natural Resources

Arable

Requirement: Grassland or Plains and River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Beeswax

Requirement: Woods
Investment: 10
Time: 2D6+6 Months
Gain a +1 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1. In addition the cost of a Maester or Sept is reduced by 5 Wealth Resource.

Cotton
Requirement: Plains (NOT Desert), Hamlet in the same Domain , Realm: Dorne
Investment: 10
Time: 2D6+6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Fishing Grounds

Requirement: Coast or Island, can only have one per Coast or Island Domain
Investment: 10
Time: 3D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Deep Sea Fishing Grounds

Requirement: Fishing Grounds, Lighthouse, Hamlet or larger Community in the coastal Domain, Shipwright
Investment: 10
Time: 5D6 Months
Gain a +3 to House Fortune Rolls and whenever the House's Population Resource or Wealth Resource increases due to a House Fortune roll they increase by an additional +1. However whenever the House's Law Resource decreases due to a House Fortune roll it decreases by an additional +1 (fishermen are a fairly independent bunch).

Dyestuff or Spices
Requirement: no community larger than a Hamlet in the same Domain
Investment: 25
Time: 2D6 Months
Gain a +1 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +2D3. In addition the cost of a Trading District is reduced by 5 Wealth Resource.

Furs
Requirement: Mountains or Realm: The North, no community larger than a Hamlet in the same Domain
Investment: 10
Time: 2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Linen (from Flax)
Requirement: Grassland or River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Lumber
Requirement: Heavy Woods, no community larger than a Hamlet in the same Domain
Investment: 10
Time: 2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Mine and Smeltworks

Requirement: Mountains or Hills, Hamlet in the same Domain, can not have on the same domain as Quarry
Investment: 10
Time: 24+2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth (or Population if it is a Salt Mine) Resource increases due to a House Fortune roll it increases by an additional +1.

Quarry
Requirement: Hills, Hamlet in the same Domain, can NOT have on the same domain as Mine
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.

Salt Lagoons or Brine Well
Requirement: Coast (for the Lagoon) and Woods if in Realm: The North or Woods alone (for the Well), Hamlet in the same Domain
Investment: 10
Time: 2D6+6 Months
Whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1 and the negative modifier from winter is reduced by 2 as your livestock put by for the winter are always well preserved. If the House also has a Marketplace and a Road or a Port gain a +1 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Vineyards and Vintners
Requirement Hills and River, Road or Port can only be taken in Realm: The Reach (if south of Highgarden), or in Realm: Dorne, can NOT have in the same domain as Wool
Investment: 15
Time: 10D6 Months
Gain a +3 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3.

Wool
Requirement: Hills, no community larger than a Hamlet in the same Domain, can NOT have on the same domain as Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Domain Improvements

Godswood*

Requirement: Realm (The North)
Investment: 5
Time: 24+2D6 Months
Gain a +2D6-6 to House Fortune Rolls.

Granaries and Storerooms

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.

Mill

Requirement: Arable or Stream
Investment: 5
Time: 1D6+3 Months
Whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1. If the House also has a Marketplace whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Toll Bridge
Requirement Road and River/Navigable River both in the same domain
Investment: 10
Time: 3D6 Months
Whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. In addition the cost of a Marketplace or Trading Inn are each reduced by 5 Wealth Resource.

People

Artisan, Mercantile
(e.g. commercial weavers, fullers, chandlers, dyers, tanners, leatherworkers, etc.)
Investment: 10
Requirement: Hall or larger defensive structure, Small Town or larger Community
Time: 2D6 Months
Gain a +1 to House Fortune rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3.

Bowyer & Fletcher (Artisan)
Investment: 10
Requirement: Hall or larger defensive structure
Time: 2D6 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).

Guilds
Investment: 15
Requirement: Small Town or larger Community
Time: 2D6 Months
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. In addition all members of the household gain a 10% discount on any goods purchased in their own lands.

Maester*
Investment: 10
Requirement: Influence 20+, Hall or larger defensive structure
Time: 1D6 Months
Gain a +3 to House Fortune rolls. In addition your family gains the services of a Maester. This character can be a player character or a Narrator character.

Mason
(Artisan)
Investment: 10
Time: 2D6 Months
Requirement: Small Castle or larger defensive structure, Small Town or larger Community
Gain a +1 to the defence rating of Defence Holdings and the cover bonus of Communities due to the extra stone available to reinforce the Walls. In addition the cost of a Sept is reduced by 5 Wealth Resource.

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.

Shipwight (Artisan)
Investment: 10
Time: 2D6 Months
Requirement: Hall or larger defensive structure, Hamlet or larger Community, Port or Drydock, Lumber
Gain a +1 to House Fortune rolls and all Warships start off at AR7 instead of AR5

Smith
(Artisan)
Requirement: Hall or larger defensive structure
Investment: 10
Time: 2D6 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)

Marine Improvements

Drydock

Investment: 15
Requirement: Lumber, Small Castle or larger defensive structure, Hamlet or larger Community in the same Domain, Coast or Island
Time: 12+2D6 Months
Whilst it is possible to build and repair ships without a dedicated series of drydocks, these make it so much faster to produce them. The cost of warships is reduced to 4 Power Resource each and the cost of a Trading District is reduced by 5 Wealth Resource.

Lighthouse

Requirement: Coast or Island
Investment: 5
Time: 1D6 Months
The negative modifier from winter is reduced by 2 as your fisherman can always find their way back to shore. In addition your Trading District can operate in winter.

Port

Requirement changed to Navigable River, Coast or Island, Hamlet or larger Community in the same Domain
Investment: 10
Time: 3D6 Months
Gain a +3 to House Fortune rolls. Also, if you have a Marketplace whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3. In addition whenever the House's Law Resource decreases due to a House Fortune roll it decreases by an additional +1 (sailors are a fairly lawless bunch).

Community Improvements

Brothels

Requirement: Small Town or larger community, Road or Port
Investment: 5
Time: 1D6 Months
Whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. However your Law Holding is effectively decreased by 1 when making House Fortune rolls.

Gambling Dens
Requirement: Large Town or larger community, Road or Port
Investment: 10
Time: 1D6 Months
Gain a +1 to House Fortune rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. However your Law Holding is effectively decreased by 3 when making House Fortune rolls.

Organised Crime
Requirement: Law Resource 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, extortion rackets, cutpurses, etc. Your House suffers from them to an extent that they almost rival the Lord in the running of the domain. Your Law Resource 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.

Sept*
Investment: 15
Requirement: Hall or larger defensive structure or Small Town or larger Community
Time: 12+2D6 Months
Gain a +3 to House Fortune rolls. In addition your family gains the services of a Septon or Septa. This character can be a player character or a Narrator character.

Trade Improvements

Marketplace*

Investment: 10
Requirement: Small Town or larger Community
Time: 1D6 Months
Whenever your Wealth Resource increases due to a House Fortune roll, the Marketplace means it increases by a further +1. This effect is cumulative with that of a Trading Inn.

Trading Inn
Requirement: Road or Navigable River
Investment: 10
Time: 6+1D6 Months
An inn where merchants meet and do business, with just enough outbuildings to be hired out as warehouses. It is often close to a community (or a community is close to it) though it may just be at the junction of trade routes or a convenient distance between two trading centres. 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 Debt Drawback until this is reduced.

Trading District
Requirement: Moneylenders, 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 Debt Drawback until this is reduced.

Trade Contract

Requirement: Road or Port
Investment: 5 (to another House) or receive 5 (from another House)
Time: 1D6 Months
Gain access to a Wealth Holding from this list: Mine, Quarry, Arable, Vineyards, Lumber or lose access to one of the same that is currently in your Domain in return for 5 points of Wealth Resource.

If you are in receipt of a Wealth Holding one possible additional effect of a Decline in House Fortunes would be for the contract to end, meaning you lose access but have your Wealth Resource restored to you. Also one possible additional effect of a Curse on your House Fortunes would be for the contract to be breached, meaning you lose access and not have your Wealth Resource restored to you (which may, if you wish, provoke your enmity or initiate a feud).

If you have sold access to a Wealth Holding one possible additional effect of a Decline in House Fortunes would be for the contract to end, meaning you regain access to your Wealth Holding but have to return the Wealth Resource. You may also chose to do this as a House Action. You may also chose to breach the contract, regaining access to your Wealth Holding and keeping the other House's Wealth Resource. You will lose 1D3 Influence for your lack of honour and breach of trust and may well result in a feud with the other House or provoke their enmity.

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 and/or Power Resource with the total equal to the Head of the House's Status Ability. The second point of Wealth taxed actually goes to the Lord Paramount, e.g. Stark, Greyjoy, Arryn, Tully, Targaryen, Lannister, Baratheon, Tyrell or Martell to fund their more local obligations. If the House refuses or is unable to pay their taxes then they are fined half the taxes owed in Land Resource and lose a point of Influence
Extra Taxation: If this event is rolled, the House loses Wealth Resource (and only Wealth Resource) equal to half the Head of the House's Status Ability, rounding up, all going to the King. If this is rolled twice in succession reroll until a different result is obtained.


Here's a few more natural resources, thanks to DaimosofRedstone for the inspiration for Stud and Pigs. It also felt right to split precious metal mines out from the manufacturing metals and both from Salt Mines...

Charcoal
Requirement: Heavy Woods
Investment: 10
Time: 2D6+6 Months
Gain a +2 to House Fortune Rolls. In addition the cost of a Mine and Smeltworks (either type) or certain Mercantile Artisans, such as a Glazier, is reduced by 5 Wealth Resource.

Mine (Iron, Copper or Tin) and Smeltworks
Requirement: Mountains or Hills, Hamlet in the same Domain, can not have on the same domain as Quarry
Investment: 10
Time: 24+2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1.

Mine (Gold or Silver) and Smeltworks
Requirement: Mountains or Hills, Hamlet in the same Domain, can not have on the same domain as Quarry
Investment: 20
Time: 24+2D6 Months
Gain a +3 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3. In addition the cost of any Wealth Holding is reduced by 5.

Mine (Salt)
Requirement: Mountains or Hills, Hamlet in the same Domain, can not have on the same domain as Quarry
Investment: 10
Time: 24+2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Naphtha
Requirement: Plains or Marsh, can NOT have on the same Domain as any other natural resource holding
Investment: 20
Time: 12+2D6 Months
Gain a +1 to House Fortune rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3. During times of warfare by the Crown this increases to +2D6 as demand for Wildfire increases. In addition the House can equip any siege units with Wildfire at no additional cost.

Pigs
Requirement: Light Woods or Hamlet or Small Town
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Stud
Requirement: Grassland or Plains and River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 10
Time: 2D6+24 Months
Gain a +2 to House Fortune Rolls and the Power cost of mounted units is reduced by 2. Also the characters can have mounts, except Coursers, Destriers and Sand Steeds at half the list price.

Stud - Thoroughbreds
Requirement: Stud, Grassland or Plains and River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 15
Time: 2D6+48 Months
Gain a +2 to House Fortune Rolls and and whenever the House's Influence Resource increases due to a House Fortune roll it increases by an additional +1D3. In addition either the starting movement rate or damage of the house's mounted units can be increased by 2. Also the characters can have Coursers, Destriers and Sand Steeds (Sand Steeds only available in Dorne) at half the list price.

Tar Pits
Requirement: Heavy Woods AND Mountains or The North
Investment: 10
Time: 2D6+48 Months
Gain a +2 to House Fortune Rolls. In addition the cost of a Shipwright or Drydock is reduced by 5 Wealth Resource.

Truffles
Requirement: Light Woods, Pigs
Investment: 10
Time: 2D6+12 Months
Gain a +1 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3.
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Re: New Wealth Holdings

Postby Azai » Tue Apr 24, 2012 10:22 am

Wow, these list of additions are amazing!

I was wondering, if you wanted to have cattle, deer, or other animals as resources would pig be a good template to us?
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Re: New Wealth Holdings

Postby stew31r » Tue Apr 24, 2012 1:33 pm

Cattle would be the pigs benefits with the stud land requirements. Deer are a different story.
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Re: New Wealth Holdings

Postby Pytorb » Fri Apr 27, 2012 3:07 pm

stew31r wrote:Cattle would be the pigs benefits with the stud land requirements. Deer are a different story.


Oops I missed Cattle out of my latest update. Here it is:

Cattle
Requirement: Grassland or Plains and River, Hamlet in the same Domain, can not have on the same domain as Linen or Vineyards
Investment: 10
Time: 2D6+12 Months
Gain a +2 to House Fortune Rolls and whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

Also here's my take on Deer, hot off the pressses so to speak. As you can see it *is* a very different story (for my take on the Reeve, check out my Law Holdings post):

Hunting Grounds
Requirement: Light Woods, can not be on Mountains
Investment: 10
Time: 5D6 Months
Your domain holds rich woods full of deer, wild boar, bears and other game. Nobles come from far and wide to hunt on your lands, with your permission of course. If this light woods domain has a dedicated, additional, Reeve [EDIT: or had a Law resource of 41 or higher] gain a +2 to House Fortune Rolls. In addition whenever the House's Influence Resource increases due to a House Fortune roll it increases by an additional +1D3. If this domain does not have an additional, dedicated, Reeve [EDIT: or had a Law resouce of below 40] lose -1 from House Fortune Rolls but whenever the House's Population Resource increases due to a House Fortune roll it increases by an additional +1.

(edited Hunting Grounds to make reference to the current rules as well rather than just my own house rules)
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Re: New Wealth Holdings

Postby duff » Sat Oct 27, 2012 1:38 pm

For Naptha I suggest any month where the "free wildfire for seige" is used, the wealth benefits should be lost.
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Re: New Wealth Holdings

Postby Legate » Sat Oct 27, 2012 9:47 pm

I don't know why more of these weren't included in the game, all excellent suggestions. i particularly like the Charcoal, Horse breeding, and Hunting grounds; all tradition medieval money makers. Good job! 8)
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Re: New Wealth Holdings

Postby Pytorb » Sun Oct 28, 2012 7:57 am

Thanks Legate. These have been loads of fun to research and put together. Hopefully they are all balanced and work together as I've not had an opportunity to playtest them.

Good suggestion duff, here's an updated version:

Naphtha
Requirement: Plains or Wetlands, can NOT have on the same Domain as any other natural resource holding
Investment: 20
Time: 12+2D6 Months
Gain a +1 to House Fortune rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1D3. During times of warfare by the Crown this increases to +2D6 as demand for Wildfire increases. Alternatively the House can equip any siege units with Wildfire at no additional cost but then, like any tapped resource, it is unavailable for 1D6+3 months.

Also here's Bog Iron and an updated Iron Mine:

Bog Iron and Smeltworks
Requirement: Wetlands, Hamlet in the same Domain
Investment: 10
Time: 12+2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. Do to the relative scarcity of bog iron in marshes and the ease that it can be tapped out whenever the House's Wealth Resource increases this resource is unavailable for 2D6+3 months instead of the usual 1D6+3 months. In addition the cost of a Smith is reduced by 5 Wealth Resource.

Mine (Iron, Copper or Tin) and Smeltworks
Requirement: Mountains or Hills, Hamlet in the same Domain, can not have on the same domain as Quarry
Investment: 10
Time: 24+2D6 Months
Gain a +2 to House Fortune Rolls and whenever the House's Wealth Resource increases due to a House Fortune roll it increases by an additional +1. In addition the cost of a Smith is reduced by 5 Wealth Resource.

And finally, here are some rules, finally written up from a forum suggestion a long time ago, on how a natural resource is not continually available:

A Wealth Resource will always give the bonus to House Fortune Rolls as this represents a standard year round level of output as well as the interest and respect shown the House by neighbours, feudal lord, etc. However many of them also give a bonus to a specific Resource if it is increased by a House Fortune roll. This will represent the maturing of a crop, the holding of a regular trade fair that brings in an increased number of merchants and from further afield, etc. Therefore once a Wealth Resource has been tapped to give a bonus to a resource when he resource is improved that ability is unavailable for 1D6+3 months whilst it replenished.

Only Natural Resources count towards the limit of two Wealth Holdings per Land Domain. All other holdings can be in addition to that limit but there can only be one of them across all of the House's lands unless specified otherwise.
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Re: New Wealth Holdings

Postby Pytorb » Thu Nov 01, 2012 3:09 pm

Sorry, this should have gone up ages ago...

A new House Fortune table to use with all my extra Wealth Resources:

Test Result House Fortune
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
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Re: New Wealth Holdings

Postby InfinityzeN » Sun Nov 18, 2012 10:15 am

Here is an exert from my HR document, which is rather extensive at over 60 pages. Some of the items listed here are similar to mine and I did pick a few from this thread to add in. I found I liked to rules for seasons so I rolled them into my HR and modified a bunch of my holdings to use them. If you see anything that you have questions about just ask. I added house intrigue rules and things you could purchase with every holding.

Defense Holding:
Upgrading a defense holding takes time equal to the base of the upgrade minus the former level, +10d6. So a Tower to Hall takes ((60-36) +10d6) or just 24+10d6 months. While this upgrade is going on, if the Defense Holding has to be used treat it as the pre-upgrade, 1 lower in defense and capacity.

Fortified Community
Your community has a fortified wall built around it, allowing your forces to more easily protect the community.
Requirements: Hamlet or larger community, max investment equals community cost
Investment: 5 per level Time: 24 +2d6 Months
Benefit: Units defending a Fortified Community gain a +1 bonus to their Defense per level of the Fortified Community. A Fortified Community can be manned by a maximum number of units equal to its level.

Watchtower
An elevated tower structure designed to allow anyone in the tower to survey the terrain around them. They provide protection to people inside of them, but are not large enough to house a unit.
Requirements: None (can be built as part of another Defense Holding)
Investment: 5 Time: 1d6 Months
Benefit: Any commander in a Watchtower gains a +1 bonus to his Warfare (Command) test to give units orders and to Warfare (Strategy) test to determine initiative.

Influence Holding:
Used in the purchase of ‘Banner Houses’. (Cost is 1st: 25, 2nd: 15, 3rd+: 10) Max Influence of a ‘Banner House’ is 20 or half yours, whichever is greater.

‘Political Power’ is your houses influence in specific realms and areas. It is used in House Intrigue.
Choose a Category (a Realm; one of your Defense, Land, Power (all units of certain Type), or Wealth (all of type) Holding; GM offered ones).
In the Category Realm, the maximum you can spend is half your Influence in the realm your house is in or a quarter for other realms.
Other than the Category Realm, the most you can spend is how much is invested in a Holding.

Purchase a ‘Strength’ for raising 5 points per (5 for 1, 15 for 2 30 for 3, etc) and ‘Pool’ (2 points per).
Examples would be “The Riverlands (Realm, S: 2, P: 2)” for 19 points or “Weapon Smith (Artisan, S: 1, P: 2)” for 9 points.
Pools refresh by 1 point per month.

Influence can still be burnt as normal (5 for +1d6 to House Fortunes, 2 for +1B to Intrigue) and can also be burnt to increase House Intrigue (2 for +1B on Offensive Techniques, 2 for +1d6 on Defensive Techniques).

‘Heirs’ automatically have their max status set from the chart (minimum 3 for Noble). No purchase price associated with them anymore.

Influence Type (Max Status) Examples & Notes
121+ Required for special titles (8+) Minimum level to be named Warden, King’s Hand, etc
101-120 Great Noble House (Status: 7) House Arryn, House Baratheon, House Lannister, House Stark
81-100 Major Noble House (Status: 6) House Tully and House Martell
61-80 Strong Minor Noble House (Status: 5) House Florrent and House Frey
41-60 Minor Noble House (Status: 4) House Clegane, House Payne, and House Karstark
21-40 Small Minor Noble House (Status: 4) House Mormont & House Westerling
1-20 Landed Knight (Status: 3) The Knotts and Liddles of the North

Lands Holding:
Major River: Cost +5, allows anything requiring a Coast to reach inland. Must be located along one of the major rivers.

The cost of all Communities is halved (5, 10, 15, 20, 25). This represents only the buildings, with no population in them.
Multiple adjacent Lands Holdings with City Communities and the same level of fortified community can be considered to be one large city. This would cause all the city fortifications to be linked, making it much harder to surround and siege it.
Kings Landing is an example of such, containing what would be at least 4 Lands Holdings, each with Large Cities and 1 with a Superior Castle. Additionally, each of the city sections has the maximum level of fortified community applied to it. D 150, L 136 (Plains x4, Grasslands x4, River x2, Coast x2), P 100

Law Holding:
‘City Watch’ cost 5 points per level in a Community, with the max being the points spent on the Communities population. Provides +1 per level on skill rolls to find people, hunt down criminals, and enforce the law within that Community. Defending units in a siege increase their health by the City Watch’s rating. It also provides defense on House Intrigue rolls targeting that Community. Your watch patrols have one guardsman per level.

‘Sheriff’ cost a raising 5 points per level (5 for 1, 15 for 2 30 for 3, etc). Provides +1 per level on skill rolls to find people, hunt down bandits, and enforce the law throughout your Holdings. It also provides defense on House Intrigue rolls throughout your Holdings. Your sheriff patrols have two deputies per level.

‘Spy Network’ is purchased in a ‘Strength’ for raising 5 points per (5 for 1, 15 for 2 30 for 3, etc) and ‘Pool’ (2 points per). ‘Pool’ can be spent to add bonus dice to a skill roll attempting to gain information, in addition to use in House Intrigue. ‘Pool’ refreshes by ‘Strength’ every month (Yes that means with ‘Strength’ 0 you refresh 0 points per month).

Population Holding:
Communities population cost is the same as the Lands Holding cost (5, 10, 15, 20, 25).
Although it is possible to purchase a Wealth holding based off the Land Holding: Communities ranking, you do not get any benefit from it unless your Population Holding in that Community meets the minimum. (ie, Guilds requires both a Lands & Population holding of Small Town or better in a given community)

All Structures, Natural Assets, and Land Exploitation Wealth Holdings require 1 Population per 5 points to be productive. Any Population assigned to a Community can only be used for Wealth Holdings in the same Land Holding as the Community. If you do not have sufficient Population, choose which Wealth Holdings will be manned.


Power Holding:
Units can have a maximum of three ‘Unit Types’, their Primary and up to two Secondary. Selecting a secondary type increases the Power Cost by that type, modifies the Discipline by its Discipline Modifier, gives you access to its three Key Abilities. Additionally it gives the unit experience to spend on one of the secondary type’s key abilities (40 for the first secondary if the Unit has training of Trained or better, 20 for the second secondary if the unit has training of Veteran or better). At least half of all experience must be spent on the skills from the primary ‘Unit Type’, which might restrict your secondary type selection for lesser trained units to ones with at least one key ability that match the primary.

Permanent Mounted Siege Engines can be purchased for Defensive Holdings. The most units of Siege equipment that can be permanently mounted are equal to the Defense bonus. Each Engine must be given a facing (N, NE, E, SE, S, SW, W, NW), with a 90 degree fire arch along that facing. No more Siege Engines than the Defensive Holdings Housing capacity can face a given direction. Cost is as below. Note that that Engineering units can only fire 4 Siege Engines per turn.
Catapult (Small: 1 Power, Medium: 2 Power, Large: 4 Power)
Mangonel (2 Power)
Scorpion (1 Power)
Trebuchet (3 Power)


Wealth Holding:
All Wealth Holdings unless noted otherwise have three levels; Lesser, Major, and Greater.
- Lesser cost the listed amount and takes the listed time to build. Requirements are as listed.
- Major costs double the listed amount, triple the listed time to build, and have double the effect (or select two benefits from a multi list). Requirements for Defense structure or Community size increase by one step. Influence requirements are +20.
- Greater costs triple the listed amount, quintuple (x5) the listed time to build, and have tripled the effect (or select three benefits from a multi list). Requirements for Defense structure or Community size increase by two steps. Influence requirements are +40.
Wealth Holdings are broken down into Structures, Natural Assets, Land Exploitation, Special Personnel, and Outside Element. You may only have 1 Natural Asset in a given Land Holding. You may only have 1 of a given Structure for a given Requirement.

Wealth Holdings (Structures): All of these Wealth Holdings are structures at primarily gain their benefits from the actions of people working or patronizing them.

Academy
You have a military academy producing trained junior officers and sergeants. This improves the quality of training any units you raise have.
Requirements: Small City or greater
Investment: 15 & 5 Power Time: 36 + 4d6 Months
Benefit: Reduce the Power cost of a units training by 1, to a minimum of 1.
Gain an additional +1 Power every time House Fortunes increases your Power.

There are only two levels of Academy.

* Artisan
Your house acquires the service of a master artisan and built the supporting infrastructure.
Requirements: Hall or larger defensive holding
Investment: 10 Time: 2d6 Months
Benefit: +1 to House Fortunes.
Choose 1 at Lesser, 2 at Major, and 3 at Greater.
- Weapon Smithy (Castle-Forged Melee and Thrown Weapons)
- Bower/Fletcher (Castle-Forged Bows and Crossbows)
- Armorer (Castle-Forged Armor)
- Mason (All fortifications receive +1 Defense, buildings are very attractive)
- Smelter (For every Mine you own, gain an additional +1 Wealth every time House Fortunes increases your Wealth)
- Siege Engineer (All Siege Engines have AR +1 and gain +1B when attacking)

Bank
A bank handles your houses money, making loans, helping merchants finance trading expeditions, and providing a solid boost to your economy. They ensure that dept and bills your house owes are paid, as well as setting aside the share for your taxes. It is possible at the higher levels that they can over extend. (Think of this as an accounting firm and loan company, rather than a modern bank)
Requirements: Small City or greater
Investment: 10 Time: 3d6 Months
Benefit: +3 to House Fortune rolls.

If you have a Marketplace, whenever a House Fortune indicates you should increase your Wealth, add +1D/2 instead of just +1. This can only be applied to 1 Marketplace level per Bank level (functions exactly like a Port).

If you have Marketplace/Port combos, the Bank changes the Wealth increase to 1D+1B/2. If both dice roll 1, reduce your next House Fortunes roll by 5.

Brothel
A large brothel staffed by skilled workers is owned by your House.
Requirements: Small town or greater; on or adjacent to Road or Port
Investment: 5 Time: 1d6 Months
Benefit: Gain an additional +1 Wealth every time House Fortunes increases your Wealth.
Your Law Holding is effectively decreased by 2 when making House Fortune rolls.

Common tithe barns
Your holdings have a support infrastructure for the small folk, helping them resist and recover from harsh weather, natural disasters, and the odd attacking group of bandits.
Requirements: hamlet or greater
Investment: 5 Time: 1d6 Months
Benefit: All House Fortune events that would reduce Population are 1 less effective.
Winter penalty to HFR is reduced by 1.

Gambling Den
A large gambling hall is owned by your House.
Requirements: Large town or greater; on or adjacent to Road or Port
Investment: 5 Time: 1d6 Months
Benefit: +1 to House Fortune rolls.
Gain an additional +1 Wealth every time House Fortunes increases your Wealth.
Lose an additional 1 Wealth every time House Fortunes decreases your Wealth.

Granaries & Storerooms
Your house has extensive food and supply storage, set aside to supply the house through Winter and War.
Requirements: Small Town or larger community -or- Hall or larger defensive structure
Investment: 5 Time: 3d6 Months
Benefit: During winter the House does not have a negative modifier to House Fortune rolls from its Population Resource.

* Guilds
A guild controls manufacturing and pricing of commodities.
Requirements: Small Town or larger community
Investment: 15 Time: 2d6 Months
Benefit: +1 to House Fortune rolls.
Gain an additional +1 Law every time House Fortunes increases your Law.
Household gains 10% discount on any goods purchased in their lands.

Hall of Whispers
Your house has an organized group handling your spy network. This lets you ferret out criminals, dissidents, and the spies of other houses, increasing the stability of your lands. There are whispers of a secret dungeon in which people are questioned.
Requirements: Hall or greater -or- Small town or greater; Influence 20+
Investment: 10 Time: 12 +2d6 Months
Benefit: Gain an additional +1 Law every time House Fortunes increases your Law.
All your House Intrigue Pools (Political Power and Spy Network) gain +1 points.
Can acquire the service of a Master of Whispers (Found in Wealth Holdings (Special Personnel).

House of Silence
A skilled house of assassins operates out of your lands, with your Houses permission. They kill the odd overly ambitious criminal and can be hired to perform assassinations or provide poisons. At the highest levels, there might even be a Faceless Man.
Requirements: Hall or greater -or- Small town or greater; Influence 20+
Investment: 10 Time: 12 +2d6 Months
Benefit: All House Fortune events that would reduce Law are 1 less effective.
Your House can increase Law by 1 per month at the cost of 1 Wealth.

House can hire assassins to conduct assassination missions (Cost per assassin is level 1: 1 Wealth, level 2: 3 wealth, level 3: 6 wealth; Strongly suggest playing out missions as one shot)

Inns, Taverns, and Hostels
A district of drinking establishments, dining establishments, and short term quarters. Although this generates revenue and immigration, it also gives some of the more negative elements a foothold.
Requirements: Small town or greater
Investment: 5 Time: 1d6 Months
Benefit: +1 to House Fortune rolls.
Gain an additional +1 Population every time House Fortunes increases your Population.
Lose an additional 1 Law every time House Fortunes decreases your Law.

Lighthouse
A lighthouse leads the way back to your port, allowing your fleet and traders to operate in bad weather.
Requirements: Coast or Island
Investment: 5 Time: 1d6 Months
Benefit: The negative modifier from winter is reduced by 2 as your fisherman can always find their way back to shore. In addition your Trading District can operate in winter.

Minstrel’s Hall
The Lord is frequently visited by minstrels, mummers and other performers, spreading the news and gossip of the land.
Requirements: Small Town or larger community -or- Small Castle or larger defensive structure
Investment: 10 Time: 5d6 Months
Benefit: Access to multiple minstrels, mummers and performers.
Whenever a House Resource increases or decreases by 3 or more the House's Influence Resource also increases or decreases respectively by 1.

Raven Aviary
Your house has a large dedicated raven aviary, breeding and housing a large number of ravens. Often it serves as a transfer house, handling messages for the surrounding area.
Requirements: Hall or greater -or- Small town or greater; Influence 20+
Investment: 5 Time: 2d6 Months
Benefit: +1 to House Fortune rolls.
+1 to House Intrigue Defense and Rolls.
No Aviary = All your neighboring houses, your liege lord, the Lord Paramount (if not your liege), any allies, and the closest Aviary.
Minor Aviary = As above, plus all houses in your area, all Major in your Realm, all the Greater Aviary in your Realm, and the three closest Aviary.
Major Aviary = As above, plus all houses in ~half your Realm, all Greater & Major Aviary in your Realm, the three closest Aviary, and an aviary in an adjacent Realm.
Greater Aviary = All houses in your Realm, a Greater Aviary in each of the surrounding Realms, and the Lord Paramount in each of the surrounding Realms.

Sewers & Aqueducts
A series of structures designed to bring in fresh water and carry out waste. This improves the living conditions in your city and increases the contentment of the population.
Requirements: Water source (Coast, Water); Small City or greater in this or adjacent Land Holding. (Must be built in same or adjacent Land Holding of builders largest City)
Investment: 15 (20 in adjacent holding) Time: 24 +2d6 Months (36 +2d6 in adjacent holding)
Benefit: Negative effects to House Fortunes rolls caused by high Population are reduced by 5.
There is only one level of ‘Sewers & Aqueducts’. There is no benefit to owning more than one.

Ship Yard
Your house has a shipyard that produces and maintains quality trade ships and warships.
Requirements: Coast or Major River with Port
Investment: 10 Time: 3d6 Months
Benefit: +1 to House Fortunes.
Any Warships you produce gain one Unit Improvement for free.
If you own a Lumber Mill, reduce the Power cost of Warships by 1. (limited by lumber take)

Port level must match or exceed Ship Yard level.

Toll Bridge
Your house owns a toll Bridge that operates on a major road.
Requirements: Road and River
Investment: 5 Time: 3d6 Months
Benefit: Gain an additional +1 Wealth every time House Fortunes increases your Wealth.
In addition the cost of a Marketplace or Trading Inn is reduced by 5 Wealth Resource in built in the same Land Holding.

Trading Inn
A large inn and compound built along a major road, with a trading building and stables in the compound. It caters to travelers, providing a place to eat, sleep, and restock supplies.
Requirements: Road
Investment: 10 Time: 6 +1d6 Months
Benefit: +1 to House Fortunes.
Gain an additional +1 Wealth every time House Fortunes increases your Wealth.

University
You have a military academy producing trained junior officers and sergeants. This makes your units more effective then the skill of the soldiers in it would suggest.
Requirements: Small City or greater; 45+ Influence
Investment: 20 Time: 36 + 4d6 Months
Benefit: +3 to House Fortune rolls.
Gain access to multiple Maester NPCs and a size 6 library.
All citizens with Status 3 or higher gain +1B when rolling the Education specialty.

There are only two levels of University. The second level provides +6 to House Fortunes, access to even more Maesters and a size 7 library, and +2B when rolling the Education specialty.

Wealth Holdings (Natural Resources): These are Wealth Holdings making use of the natural assets in a given Land Holding. You may have no more than 1 of these in a given Land Holding, unless otherwise stated in a holdings description. They have multiple levels unless stated different in their description.

Fishing Fleet
You own an organized fishing fleet, bringing in a range of seafood from managed fishing grounds.
Requirements: River, Lake, Coast or Island
Investment: 5 Time: 6 +1d6 Months
Benefit: +1 to House Fortune rolls.
If you own a Ship Yard, gain an additional +1 to House Fortune rolls.
Have access to multiple small boats.

* Godswood
Your home has a godswood, a place sacred to the old gods.
Requirements: Realm (The North); Woods
Investment: 5 Time: 24 +2d6 Months
Benefit: Add 2D6 -6 to House Fortunes.

* Mine
You open mines on your lands to generate additional income.
Requirements: Hills or Mountains
Investment: 10 Time: 24 +2d6 Months
Benefit: +3 to House Fortune rolls.

Possible additional minor benefit as decided by GM based on what is mined.

* Port
A port enables merchant ships to come to your lands.
Requirements: Coastline -or- Major River
Investment: 10 Time: 3d6 Months
Benefit: +3 to House Fortune rolls.

If you have a Marketplace, whenever a House Fortune indicates you should increase your Wealth, add +1D/2 instead of just +1. This can only be applied to 1 Marketplace level per Port level.

Lose an additional 1 Law every time House Fortunes decreases your Law.

Quarry
A quarry producing fine cut and dressed stone. This allows your house to use stone for more of your structures and build more defenses.
Requirements: Hills or Mountains
Investment: 10 Time: 24 +2d6 Months
Benefit: Reduce the cost of Defensive Holdings by 1.
Gain an additional +1 Defense every time House Fortunes increases your Defense.

Salt Evaporation Pond
A salt evaporation pond is designed to trap the incoming tide and hold it till all the water evaporates. It is used to collect one of the most valuable resources, Salt.
Requirements: Coast
Investment: 10 Time: 6 +2d6 Months
Benefit: Winter penalty to HFR is reduced by 2.
Gain an additional +1 Population every time House Fortunes increases your Population.
Gain an additional +1 Wealth every time House Fortunes increases your Wealth if your House owns a Market.

Stables
You have a large stable operation, breeding high quality steed.
Requirements: Plains or Hills with Grasslands and Water, no Community or other Wealth Holdings.
Investment: 10 Time: 12 +2d6 Months
Benefit: +1 to House Fortunes.
Choose 1 at Lesser, 2 at Major, and 3 at Greater. Horses receive benefits from only one stable.
- War Bred (+1 Brawling specialty, treat horse as if it had Armor Mastery for barding)
- Short Racing (+1 Run specialty, gains +1 movement for every 2 in Run specialty)
- Long Racing (+1 Run specialty, Long distance travel increased by +1 League per hour)
- Powerful (+1 Strength specialty, Barding effects modified by AR +1)
- Jumpers (+1 Jumping specialty, +1 Courage specialty)

NOTE: This is sufficient land to handle over 2,000 horses at double the required grazing and 25% of the land used for barns, stables, trails, pens, etc.

Vineyards and Vintners
Your house has a skilled vintner, crafting fine wines. Your parties are legendary.
Requirements: Plains or Hills with Grasslands, water source in this or adjacent Land holding; no Community or Grasslands Land Exploitation. Realm: The Reach or Dorne
Investment: 10 Time: 10d6 Months
Benefit: Gain an additional +1 Wealth every time House Fortunes increases your Wealth.
Gain an additional +1 Influence every time House Fortunes increases your Influence.

Weirwood Grove
There is a small grove of weirwood trees in your holding
Requirements: None level 1; Woods for level 2
Investment: 1 Time: 24 +2d6 Months
Benefit: None per say. It gives your House access to Weirwood without having to buy it.
There are only two levels of Weirwood Grove.

Wealth Holdings (Land Exploitation): These holdings allow you to make some profit off of large swaths of land. Within the title of each will be the feature they make use of (Grasslands, Woods, etc). No two Land Exploitations can make use of the same feature in a given Land Holding. Land Exploitation cannot make use of a Land Holding with a community larger than Hamlet. Land Exploitation Holdings only have one level.

Cash Crop & Processing Center (Grasslands)
Your house has a large cash crop plantation, along with a powered processing center and storage. Possible crops include Honey/Wax, Cotton, Fruit or Nut Orchard, and Linen.
Requirements: Plains or Hills with Stream or River; Grasslands in this or adjacent Land Holdings
Investment: 10 Time: 6 +2d6 Months
Benefit: For every 3 Grasslands in this or adjacent Land Holdings, gain an additional +1 Wealth every time House Fortunes increases your Wealth.
House Fortune rolls receive +1 for every 3 Grasslands in this or adjacent Land Holdings.

For an additional 5 Wealth and 2d6 Months, the “Stream or River” requirement can be ignored by the use of alternate power (Wind, Oxen, etc).

Multiple Holdings cannot benefit from the Grasslands in a given Land Holding. You can have multiple Holdings using different lands.

Grain Mill & Silos (Grasslands)
Your house has an advanced mill, allowing it to process large quantities of grain. Additionally it has plenty of quality storage. This helps during those long winter months or during sieges.
Requirements: Plains or Hills with Stream or River; Grasslands in this or adjacent Land Holdings
Investment: 10 Time: 2d6 Months
Benefit: For every 3 Grasslands in this or adjacent Land Holdings, gain an additional +1 Population every time House Fortunes increases your Population.
Winter penalty to HFR is reduced by 1 for every 3 Grasslands in this or adjacent Land Holdings.

For an additional 5 Wealth and 2d6 Months, the “Stream or River” requirement can be ignored by the use of alternate power (Wind, Oxen, etc).

Multiple Holdings cannot benefit from the Grasslands in a given Land Holding. You can have multiple Holdings using different lands.

Lumber Mill & Logging Crews (Woods)
You have a skilled logging operation and advanced lumber mill, processing large numbers of trees and producing high quality timber. They also plant new trees and clear out underbrush.
Requirements: Plains or Hills with Stream or River; Woods in this or adjacent Land Holdings
Investment: 10 Time: 2d6 Months
Benefit: For every 3 units of Woods in this or adjacent Land Holdings, gain an additional +1 Wealth every time House Fortunes increases your Wealth. Light counts as 1 unit and heavy counts as 2 units. Max gain is +3.

For an additional 5 Wealth and 2d6 Months, the “Stream or River” requirement can be ignored by the use of alternate power (Wind, Oxen, etc).

Multiple Holdings cannot benefit from the Woods in a given Land Holding. You can have multiple Holdings using different lands.

Wealth Holdings (Special Personnel): These are skilled people that reside in your holdings and are usable by your house. They do not take up one of the slots in a Land Holding. They may reside in any location that meets their minimum requirements. The time listed is how long it takes to find and attract one to your holdings after play begins.
NOTE: Maesters fall into this category and reside in your Houses primary holding.

Artist, Exceptional
Your house is the patron of an exceptional artist, whose works attract much attention among the nobility. They often show their newest works at your Houses parties and social events.
Requirements: Large town or greater
Investment: 10 Time: 2d6 Months
Benefit: Gain access to an NPC artist.
Gain an additional +1 Influence every time House Fortunes increases your Influence.
Choose a flavor (Playwright, painter, sculptor etc.)

Begging Brother
A begging brother has made his home in your domain from which he might make his rounds in the region. He acts an adviser in matters of religion and sees to the well being of your small folk.
Requirements: None
Investment: 5 Time: 1d6 Months
Benefit: Gain access to a friendly NPC Begging Brother.
+1 to House Fortune Rolls.
Learn of any problems effecting your small folk quickly.

Also the local population is happier and healthier.

Healer
A trained healer cares for your small folk and provides their services to your house when needed.
Requirements: Hamlet or greater
Investment: 5 Time: 1d6 Months
Benefit: Gain access to an NPC healer. (Healing 4+2B in all Specialties)
For an additional 5 wealth and 2d6 Months time, has the Quality Miracle Worker.

If located in a Large Town or greater, can upgrade to a House of Healing for +5 wealth.
A House of Healing provides access to multiple NPC healers and serves as a Support Unit if the Community they live in is attacked.

Also the local population is happier and healthier.

* Maester
Your house benefits from the wisdom and learning of a Maester.
Requirements: Influence 20+
Investment: 10 Time: 1d6 Months
Benefit: Your house acquires the service of a Maester.
Receive +3 to House Fortune Rolls.

Master Architect
A master architect with extensive knowledge of defensive engineering runs your construction crews.
Requirements: Artisan: Mason
Investment: 10 Time: 12 +2d6 Months
Benefit: Gain access to NPC Master Architect.
Reduce the build time of all Defensive Holdings by 20%.
The defense of Defensive Holdings in the Land Holding the Architect is in receive +1 Defense. He normally resides in the holding with the Artisan: Mason, but can move to other locations as dictated by battle and need.

Master of Whispers
A skilled spy master provides multiple benefits to the house employing him.
Requirements: Hall of Whispers
Investment: 10 Time: 1d6 Months
Benefit: Your house acquires the service of a Master of Whispers.
All your House Intrigue Pools (Political Power and Spy Network) refresh 1 point more per month.

Master Shipwright
A master shipwright runs your ship yard, designing and overseeing the production of your ships.
Requirements: Ship Yard
Investment: 10 Time: 12 +2d6 Months
Benefit: Gain access to NPC Master Shipwright.
Reduce the Power cost of Warships by 1.
Warships can purchase advanced features.

Master Weapon Smith, Exceptional
A master weapon smith from the free cities has settled in your lands. He crafts weapons of exceptional quality.
Requirements: Castle or Small City, 40+ Influence
Investment: 15 Time: 5d6 Months
Benefit: Gain access to NPC Master Weapon Smith.
Allows characters to acquire castle-forged weaponry & armor.
Can reforge Valyrian Steel weapons.

Merchant
A well known and widely traveled merchant who is friendly to your family has taken up residence in your lands.
Requirements: Marketplace or Port
Investment: 5 Time: 1d6 Months
Benefit: Gain access to NPC merchant. Choose primary imports and exports for flavor.
+1 to House Fortune rolls.
Gain access to exotic goods from one location.
Goods the merchant specializes in are available to your house at 90% cost.

If your Marketplace or Port is level 2, can upgrade to a Powerful Merchant for +5 wealth.
Powerful Merchant provides exotic goods from three locations, +2 to House Fortune rolls.

If your Marketplace or Port is level 3, can upgrade to a Merchant Prince for +10 wealth.
Merchant Princes provides exotic goods from six locations, +3 to House Fortune rolls.

Retired War Hero
A respected war hero and commander has retired to your holdings.
Requirements: Small town or greater with Fortifications -or- Hall or greater
Investment: 5 Time: 1d6 Months
Benefit: Gain access to NPC commander. Choose war and battles for flavor.
Acts as a trainer in Fighting, Marksmanship, Warfare.
Acts as a Commander or Subcommander if his retirement location is attacked.

Roll 2D for each below
2~6, Fighting 4; 7~10, Fighting 5; 11~12, Fighting 6. Divide 4B between two weapons.
2~7, Marksmanship 4; 8~11, Marksmanship 5; 12, Marksmanship 6. Choose a 2B.
2~5, Warfare 4; 6~9, Warfare 5; 10~12, Warfare 6. Command 2B and Strategy 2B.
Agility, Animal Handling, Athletics, Awareness, and Endurance are all 3.

Wealth Holding (Outside Element): These are groups that reside in your holdings, but are not sworn to your house. In fact, they might not even be friendly with your house. Most of the independent groups have Power Holding units that belong to them. These units will work with the House if it is within the group’s interest. Outside Elements only have 1 level.

Alien Settlement
A settlement of an alien people is located in your holdings.
Requirements: None
Investment: 5 Time: 12 +1d6 Months
Benefit: Choose a Land Holding without settlements or fortifications. That Land Holding includes a Hamlet with basic political recognition from the house (though not necessarily friendly). Choose its type (Wildling, pirate, dothraki, etc).
The settlement is independent of the house authority, the size of a hamlet, and has 2 Veteran unit of the type chosen below.

Depending on the type, choose a bonus:
* Choose a unit type. Units of that type now costs 1 less power.
* Choose a unit type. All units of that type gain 20 exp.

Charter Settlement
A chartered settlement is located in your holdings.
Requirements: None
Investment: 5 Time: 24 +2d6 Months
Benefit: Choose a Land Holding without settlements or fortifications. That Land Holding includes a charter settlement (Small Town with Fortifications II) that allows you to build whatever requires a small town and gain the benefits of those investments without using Land or Population points.

However, due to its charter it is not under the houses authority and has 2 Veteran Garrison units. Revoking the charter will reduce influence and law by 5.
Capturing the settlement increases Population by 10 and Wealth by 5.

Criminal Syndicate
Your house’s holdings suffer from an organization controlling most of its criminal elements.
Requirements: Law Holding lower than 41
Investment: 5 Time: 12 +1d6 Months
Benefit: The syndicate gains a unit of veteran criminals independent of the houses authority. The house may convert 1 Law into 2 Wealth at a rate up to 2 Law per month.
Your Law Holding is effectively +10 when making House Fortune rolls and the modifier from the Enmity of a Neighboring House can be ignored due to smuggling, corrupt officials in the neighboring House, etc.
However the first point of any increase to the House's Law or Wealth Resource from a HFR is lost.

If the house is ever hostile to the syndicate, Law is treated as halved (and the +10 is lost) for House Fortune rolls for the duration of hostilities.
If the syndicate is destroyed, your house receives 10 Wealth.

Monastery
A monastery and holy order are located within your holdings
Requirements: None
Investment: 5 Time: 24 +2d6 Months
Benefit: Choose a Land Holding without settlements or fortifications. That Land Holding includes a monastery.
The monastery is treated as a Hall for military purposes and allows Crusader military units and access to Septon/Septa NPCs. It also counts as a rank 3 library (see Research under Knowledge).
The monastery is independent of the house authority and has 1 unit of Veteran Crusaders and 1 unit of Trained Support.
The monastery will lend the Support unit liberally to the house if not hostile.
The monastery is worth 10 Wealth if pillaged and can be converted to a Hall for 5 Defense.

Religious Group
A large religious group operates within your lands.
Requirements: None
Investment: 5 Time: 3d6 Months
Benefit: Define the nature of the Group (Sect, Cult, Order, etc.) and choose an appropriate bonus. The group is partially independent of the house's influence and can raise (Population/5) units of Peasants in its defense or if the House comes into conflict with it. Allows Crusader military units, but any Crusader units will side with the Religious Group.

Choose 2 bonuses:
*Crusader units cost 1 less power.
*Crusader units have -3 Discipline.
*Crusader units have 20 more experience.
*When house fortunes increase law, increase by a further +1

Trading District
The trading district and adjacent city is frequented by merchants from the Free Cities and beyond drawn by its 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.
Requirements: Land holding without settlements or fortifications adjacent to Small City or larger; Marketplace, Port, Guilds, Small Castle or larger in your Holdings; Influence and Law Holding of 41+
Investment: 20 Time: 24 +2d6 Months
Benefit: Choose a Land Holding without settlements or fortifications adjacent to a Small City or larger.

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.

The House in Action:
Works on a 3 month cycle. Make 1 HFR per cycle. I use the extended HFR chart included in this thread. May take 6 House Actions per cycle, with a limit of 3 of any one action unless stated differently.

Improve Resources action gives +1 to a House Resource, this action can be taken a maximum of 2 times per cycle.
House Intrigue action lets you roll a House Intrigue action.

Bonus!!! b]Unit Upgrades[/b]
Destriers (Cavalry):
Cavalry units use Courser by default. For 1 wealth their horses can be upgraded to Destrier. This increases the Athletics and Endurance from 4 to 5, but reduces movement to 60.
Barding (Cavalry):
Cavalry units by default do not use barding. For 1 wealth their horses receive chain barding. This provides +1 AR to the unit, but the units movement is reduced by 2 bulk and Animal Handling rolls receive -3. For 1 additional wealth (and if the Cavalry unit has improved their armor) their horses receive half plate barding. This provides +2 AR to the unit, but the units movement is reduced by 3 bulk and Animal Handling rolls receive -5.
(NOTE: If you have a Stables wealth holding with the War Bred bonus, increase the AR bonus and decrease the bulk by 1 each)
Shields (Ships cannot take):
The following unit types start with Shields: Cavalry, Infantry, Mercenaries, Personal Guard
For 1 Wealth, a unit can improve their shield type. Steps are: None, Shields, Large Shields, and Tower Shields.
Shield Type Cost Defense Bulk Notes
Shields 0 / 1 +2 0 Cannot make long range attacks when using this or better
Large Shields 1 / 2 +4 1 Best usable by Cavalry
Tower Shields 2 / 3 +6 2 Reduce sprint to x3, half defense bonus if move

Shielded Railing (Ships only):
This option places shields or other protective structure along the railing of a ship. This provides the ship with +2 defense verses ranged attacks, but provides no benefit during boarding actions. It cost 1 wealth.
Ram (Ships only; Advanced Feature):
Cost 1 wealth. Allows Warships to use the ‘Charge’ order.
Grapples & Lines (Ships only):
Cost 1 wealth. When used, locks two ships together side by side at fighting distance until the lines are cut or released.
Fore & Aft Castles (Ships only; Advanced Feature):
This option cost 2 wealth. It installs elevated battle decks in the fore and aft of the ships, providing +2 defense verses melee attacks when the defending ship in a boarding action and +1B to fighting rolls. The ‘Scale Walls’ order or being attacked by another ship with ‘Fore & Aft Castles’ will remove these bonuses. Increase difficulty of handling ship handling rolls by 1 level.
Siege Deck (Ships only, requires Engineers secondary type; Advanced Feature):
Cost 1 Wealth and sacrifices troop carrying capability, allowing Warships to carry and use up to 2 wealth of siege weapons.
Last edited by InfinityzeN on Wed Feb 27, 2013 3:21 am, edited 2 times in total.
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Re: New Wealth Holdings

Postby Anubisck » Sun Jan 27, 2013 8:35 am

wish this was a one document that could be downloaded
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Re: New Wealth Holdings

Postby DaimosofRedstone » Sun Jan 27, 2013 4:12 pm

Be careful.
If you implement it, it throws the game out of balance.
As designed it works with an increase of 6 points maximum which is extremly rare.
If you take this goody bag, you might look at doubling of the player houses fortunes after a month.
After 5 they are richer than the Lannisters and after 10 the whole deals only ridicilious.
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Re: New Wealth Holdings

Postby Willem Manderly » Sun Jan 27, 2013 7:46 pm

Pytorb, I agree. Landed knights pay their lords, the little lords pay the major Lords, and they pay the Lords of the Seven Kingdoms. What the lord above you does with the taxes is his concern, not yours - typical feudal hierarchy.

Great work on the various Wealth Holdings! Really like the thought that went into it. Houses making deals with other houses (like the Umbers providing lumber for the Manderlys to build ships with) can create great story hooks, and ties various areas, families, and even regions together.
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Re: New Wealth Holdings

Postby Gurkhal » Sun Jan 27, 2013 10:01 pm

Very impressive work, to say the least. I'll make sure to include this in the next game I play.
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Re: New Wealth Holdings

Postby Pytorb » Mon Jan 28, 2013 3:35 pm

Anubisck wrote:wish this was a one document that could be downloaded


I don't think I could put up my houserules (for example) as a single document because that might be sailing a bit close to the wind where it comes to Green Ronin's copyright of the system (rather than GRRM's copyright of the world). I did loads of work houseruling the Arrowflight 1st Ed. years ago and then circulated a link to my pdfs on their mailing list for other fans. Unfortunately it was treading the same ground as something they were working on so they asked me to take it down. So all of the great House Rules across the forum will probably have to remain just as posts unless Green Ronin explicitly says otherwise.

I'm glad you like all the rules on this thread too.
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Re: New Wealth Holdings

Postby shonuff » Mon Jan 28, 2013 10:42 pm

I think that publishing a free pdf of consolidated house-rules would qualify as fair use.
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Re: New Wealth Holdings

Postby Pytorb » Tue Jan 29, 2013 5:14 pm

DaimosofRedstone wrote:Be careful.
If you implement it, it throws the game out of balance.
As designed it works with an increase of 6 points maximum which is extremly rare.
If you take this goody bag, you might look at doubling of the player houses fortunes after a month.
After 5 they are richer than the Lannisters and after 10 the whole deals only ridicilious.


I can't speak for the other fun ideas posted on this thread butI know that my ideas haven't been playtested, our campaign is not moving in that kind of direction. Therefore there could well be balance issues that need to be addressed, especially if a house starts out with a lot of wealth and/or games my houserules for maximum advantage. The fact that some of the natural resources are mutually excluisve, the tax system, extra negative points on the extended house fortune table and refresh times for the natural resources are all meant to provide some checks and balances to my houserules but they may not be enough. So, as DaimosodRedstone said, be careful.
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Re: New Wealth Holdings

Postby Lamech » Thu Jan 31, 2013 3:59 pm

Really just RAW, if you go for getting good house fortune rolls its fairly easy to give yourself results that have a huge average net gain.
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Re: New Wealth Holdings

Postby DaimosofRedstone » Fri Feb 01, 2013 9:45 am

Lamech wrote:Really just RAW, if you go for getting good house fortune rolls its fairly easy to give yourself results that have a huge average net gain.

Sure, but the more additional wealth holdings you introduce, the less you need to even care about rolls, because the flat boni you get already bring you into a part of the table where bad results are rare.
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