House Creation

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Step One: Location

The group has decided via majority vote that this will be in Dorne, on the Broken Arm.

Step Two: Starting Resources

PK will roll 7d6 seven times to determine these:

RESOURCEVALUE
Defense25
Influence23
Lands17
Law29
Population20
Power23
Wealth29

Then we apply the Location modifiers. The updated results are:

RESOURCEVALUE
Defense25
Influence -518
Lands +1027
Law -524
Population20
Power +1033
Wealth29

Initial Modifications: Each player gets to add +1d6 to one area

PK will roll the d6, the player will decide where to put it. Remember that a resource can only be raised twice.

PLAYERd6 ROLLASSIGNED TO...
Ben+3Defense
Brett+4Defense
Chris+6Wealth
Czar+2Lands
Samjo+2Influence
Tiffany+4Influence

Updated values:

RESOURCEVALUE
Defense32
Influence24
Lands29
Law24
Population20
Power33
Wealth35

Step Three: House History

After some debate, the group decided on Established for the house age.

PK will roll for Historical Events. # of Events: 2

1. Villain (Influence +6, Law +5, Population +2, Power +3)

2. Infrastructure (Power +1, Wealth +6)

Brett: Anyway my vote is that there was a man -- Cyrus the Tormentor of house Brax -- who seized this place and then impaled hundreds of people outside his gates to keep an invading army at bay. It worked and that man went onto found a house there that would capitalize on the nearby trade routes for both legitimate work and a bit of piracy (hence the wealth and power upgrade).

Updated values:

RESOURCEVALUE
Defense32
Influence30
Lands29
Law29
Population22
Power37
Wealth41

Step Four: Holdings

Defense Holdings

One Keep (20)

One Tower (10)

Influence Holdings

One first-born (20)

One second-born (10)

Lands Holdings

Port Town: Plains + Coast + Grasslands + Road (14)

House Seat: Hills + Light Woods + Road (15)

Law Holdings

-2 to House Fortunes

Population Holdings

Small Town (Port Town) (20)

Power Holdings

Veteran Warships (10)

Trained Raiders (where?) (6)

Trained Archers (in Tower) (6)

Trained Personal Guards (in Keep) (9)

Trained Garrison (in Port Town) (5)

(Trained = +60xp, Veteran = +100xp)

Wealth Holdings

Port (in Port Town) (10) -- +2 to HF rolls

Maester (in House Seat) (10) -- +3 to HF rolls

Greenhouse, Herb House (in House Seat) (3, +1 def) -- +1B to Healing (Treat either) in keep

Timber + Lumber Mill + Shipyards (12) (in House Seat) -- +1 to HF rolls, +1 Wealth RGB, -2 to Ships cost, -2 to Shipwright cost

Standard of Living, Comfortable (5) -- +1 Intrigue def, +1B to Endurance to heal at home, <1gd for free

Special: Ben took Head for Numbers, adding +1d to Wealth, so +4 in this case

Updated values

RESOURCEVALUEINVESTEDFREE
Defense32311
Influence30300
Lands29290
Law29--
Population22202
Power37361
Wealth45405

Step Five: Motto & Arms

HOUSE BRAX

Bannermen to House Toland

Arms are an impaled man

Motto is "Salt and Iron"


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