Houses and Lands of Westeros

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Houses and Lands of Westeros

Post by GM on Sun Jan 22, 2017 8:42 pm

Land of Birth:  All characters receive a bonus based on the land of either their birth or the land that their ancestors hail.  Besides the land bonus, the characters also receive a bonus from both their paternal and maternal houses.  The major bonus is as listed below depending on the house; however the lesser bonus is half of what is listed below of the second parents house, it doesn't matter which side the major or lesser bonus comes from.  The mothers house maybe the major or lesser or vice versa.  As for bastards, they receive double the bonus of the lands rather than a major house bonus.  Greater bastards may choose either side as a lesser bonus.  The people Beyond the Wall, regular bastards, and the small folk are all considered bastards and have no houses; therefor they receive the double land bonus and a lesser bonus of their land (half of what their land offers).  A bastard from Kings Landing would receive 25% resistance to heath and a 25% bonus to speed, as well as a +2 modifier for green sight.  Any fractions are rounded down in calculation.    

Beyond the Wall: 20% resistance to the cold and ice and a +1.5 modifier for the dice roll for warg. +2 modifier for giant's blood.  When traveling beyond the wall all characters lose a base of 20 endurance per turn.   A campfire may be purchased from the weapons section to recover any lost endurance with +5 endurance per turn until the character reaches their maximum endurance.  Other winter gear equipment that could prevent or slow down the endurance loss may also be purchased from the weapons shop.    Once a character's endurance reaches 0 they begin to lose 15% of their total health per turn.    
   
The Wall: -10% endurance while on top of the Wall or in the mountains near the Wall.

The North: 10% cold and ice resistance and a +1 modifier for the roll for green seer abilities and giants blood.  Bastard name is Snow.  During the winter characters lose 10 endurance per turn while traveling in the North.  A campfire may be purchased from the weapons section to recover any lost endurance with +10 endurance per turn until the character reaches their maximum endurance.  Other winter gear equipment that could prevent or slow down the endurance loss may also be purchased from the weapons shop.    Once a character's endurance reaches 0 they begin to lose 10% of their total health per turn.    

The Riverlands: 10% endurance bonus and free +10 health per turn while in the Riverlands.  Bastard name is Rivers.

The Vale: 10% dexterity bonus.  They do not suffer an endurance debuff while on mountains or the Wall.  All others -10% endurance while in the Vale.  Bastard name is Stone

The Iron Islands:  10% dexterity and speed bonus while in or on water.  Have an innate knowledge of CPR allowing them to bring back a drowned character with 0 to -5 health.   Bastard name is Pyke.

The Westerlands: 10% bonus in all gold earned and +10 golden dragons starting out.  +1 modifier for the giants blood roll.  Bastard name is Hill.

The Crownlands: 10% fire and heat resistance and 10% speed bonus.  +1 modifier for the green seer roll.  Bastard names are Waters, anyone born of a union that included at least one Targaryen make join the Blackfyre house.    

The Reach: +10 health per turn in the Reach and +5 health per turn anywhere else.  +5 gold dragons starting out.  Bastard name is Flowers.  

The Stormlands: 10% strength bonus and 10% endurance bonus.  +1 modifier for the giants blood roll.  Bastard name is Storm.  

Dorne: 10% dexterity and 10% off poison weapons.  10% resistance to heat.  Bastard name is Sand.  All characters lose 10 endurance per turn while traveling through Dorne, until water is consumed.  While in Dorne water must be purchased from the weapons section.  Once a character's endurance reaches 0 they begin to lose 10% of their total health per turn.  Unlike the rest of the Seven Kingdoms the heir of the seat is the eldest child, whether that be male or female.      


House (Paternal and Maternal):

The North:

House of Stark:  Liege lord and former Kings of the North, and heirs to the Valyrian great-sword Ice as well as the epic hold Winterfell.  Stark Honor is the thing of legend and such Stark characters receive double honor points.  Access to the Dire Wolf (Weapon).  +3 modifier for the roll for Warg.  +1 modifier for green seer abilities.  10% bonuses to skill and leadership.  +4200 silver stags(20 golden dragons)

The Riverlands:

House of Tully: Liege lord of the Riverlands, heirs of the fortress with rivers on three sides; Riverrun.  +20 health.  Companionship of other characters grow twice the amount of normal for any character of the Tully house.  10% bonuses to endurance and health.  +4200 silver stags(20 golden dragons)

The Vale:

House of Arryn: Liege lord heirs of the mountain castle the Eyrie.  Free climbing mule mount (weapon).  Maximum dexterity of 120.  10% in dexterity and intellect.  +600 silver moons (20 golden dragons)

The Iron Islands:

House of Greyjoy: Liege lord of the Iron Islands, heirs to the castle of Pyke.  Able to hold their breath thrice as along as those not of the house of Greyjoy.  10% bonuses to endurance and speed.  The iron price discount (A ship worth 20 golden dragons and a crew to sail, free of any honor charges).  Enough iron ore to fetch 10 golden dragons once sold to a merchant in any large city (the price maybe lower in smaller villages).

The Westerlands:

House of Lannister:  Liege lord and former Kings of he Rock, heirs to Casterly Rock, Lannisport, and the Valyrian sword Brightroar.  A one time loan of 100 golden dragons can be given to any Lannister character as Lannisters always pay their debts (All coined earned is paid towards the loan until it is paid back).  10% bonus in all money earned.  10% bonuses to skill and intellect.  +30 golden dragons

The Crownlands:

House of Targaryen: King's of the realm and seven kingdoms (Kings Blood), heir to Dragonstone, Kings Landing and its Redkeep, and the valyrian steel sword Dark Sister.  A chance (1/6) to roll for a Dragon mount (weapon).  +3 modifier for the dragon mount roll.  (Any character that successfully rolls a dragon mount is considered an honorary "dragon" and rewarded an additional 10% resistance to fire and heat)  10% resistance to fire and heat damage. 10% bonuses to leadership and speed.  +30 golden dragons

The Reach:

House of Tyrell: Liege lords of the Reach and heirs of the castle of Highgarden. +25 total health for all characters from house Tyrell.  Health increases by 10 points per turn while in the Reach.  10% bonuses to health and endurance.  +25 golden dragons

The Stormlands:

House of Baratheon:  Liege lords of the Stormlands and heirs to the impregnable castle of Storm's End; a structure made to defy the god's themselves.  Maximum strength of 120sp.  +20 total health for all characters from the house Baratheon.  +2 modifier for the giants blood roll.  10% bonuses to speed and dexterity.  +4200 iron stags (20 golden dragons)

Dorne:

House of Martell:  Prince or Princess (liege lords) of the deserts of Dorne and heirs to the seat of Sunspear.  10% discount on all poisons.  Access to the Red Scorpion trap (weapon).  10% bonuses to dexterity, skill, and speed.  +235,200 pennies (20 golden dragons)

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