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Song of Ice and Fire House Creation Thread
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Bored to shit so I'll get on the latest quest train, with a twist. This is just House creation, nothing beyond that. The houses will then be available for other house-quest games to use I guess.

I'll track the roll results and vote outcomes but leave the hard work to other anons and myself when there are enough posters to get away with samefaggotry.

Lets get cracking, we need a 3d6 for house location
>>
Rolled 4, 2, 4 = 10 (3d6)

>>46684991


Here goes North of the Wall!
>>
Rolled 4, 3, 2 = 9 (3d6)

>>46684991
>>
>>46685150
Mountains of the Moon, that is to say the Vale of Arryn (unless our house population/influence/law rolls are shit in which case we're some kind of redeemed mountain clan)

Speaking of, time to roll for defense, 7d6+20 thanks to our location. It's onyl downhill from here though.
>>
>>46685164
if we don't like the Mountains, 9 is the Riverlands.
>>
Rolled 2, 5, 2, 2, 6, 5, 3 + 20 = 45 (7d6 + 20)

>>46685186
Lame.
>>
>>46685193
If we're sticking with the Mountsains of the Moon this roll would indicate an incredibly well fortified holding or several well defended holdings.

Now we roll for influence (unless there are excessive objections to location), 7d6+10
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>>46685186
>Mountains of the Moon
Ugh, every single time. Dropped.
>>
Rolled 4, 2, 2, 3, 5, 1, 3 + 10 = 30 (7d6 + 10)

>>46685235
>>
>>46685190
House Gauthier is building up there, though we could make a policy of no more than two houses per realm to not cluster
>>
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Feels like I reposted that shit a thousand time this week
>>
>>46685262
Average influence, if we get through the events phase without too much trouble we'll have some points to work with.

now lands, 7d6-5
>>
>>46685579
>>
Rolled 5, 2, 5, 2, 4, 1, 5 + 5 = 29 (7d6 + 5)

>>46685579
>>
House Gauthier and his banner, House Redbrok
House Shark or something
now is?
>>
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wanna roll something to decide where we situated at?
>coastal
>inland mountain
>inland river
>island

?
>>
>>46685618
-5, so 19

now 7d6-10 for law

so far we're looking mountainous (good defense, shit lands)
>>
Rolled 5, 5, 6, 5, 2, 4, 2 + 10 = 39 (7d6 + 10)

>>46685875
>inbe4 -3 like Bordain
>>
>>46685186
>>46685235
I have an idea for our house, how about a new-ish house, a redeemed clan that was given a nobiliary title and the right to rule over the southern end of the Moon Mountains (their ancestral home) in exchange of having supported Robert during his rebellion?

Other houses from the Vale look down on us because of our origins and our lands, being predominantly rocky mountains don't yield too much. Still, we retain control of the zone due to our extremely strong defenses.

Our main stronghold, Bloodstone, is a sorts of citadel that is dug into the mountain, incorporating the natural cave and tunnel systems so that most of the structures are well-protected within the porous mountains. The name of the fortress comes from the red hue of the iron-rich soil of the zone.
>>
Rolled 3, 3, 5, 6, 2, 1, 1 = 21 (7d6)

>>46685906
Pop
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>>46685927
That would place it around the Redfort?
Why not, if Bordain can make bannerman out of his moon clan anyone can. Though Harrock might be despairing at the fact that he got the short end of the stick yet again
>>
Rolled 4, 1, 4, 1, 5, 3, 2 = 20 (7d6)

>>46685928
Power
>>
Rolled 1 (1d6)

>>46685927
we'll see what the rolls give us

>>46685906
19 for Law too

>>46685928
-5 for pop so 16

impregnable fortress and some influence but no people and mountain clans everywhere.

powe and wealth are both 7d6 rolls without modification.

I'll pre-empt that shit by rolling the age of the house
>>
Rolled 1, 5, 4, 3, 3, 4, 4 = 24 (7d6)

>>46685962
and Wealth
>>
Rolled 2 + 3 (1d6 + 3)

>>46685962
average power for a minor house, we won't have enough for a Banner house (unless our castle is held by the lord and his children)

>>46685968
also age roll indicates a house dating from the Age of Heroes, though to fit it in with this >>46685927 narrative, maybe a house that was destroyed during the Andal invasion and recreated after the Rebellion?

we'll see how the events go, rolling for the number of events.
>>
>>46685968
Ancient, guess that fit with the mountain clan, maybe make the House younger than that, say around the Blackfyre rebellion?
>>
ok, can we get event rolls please, and to gather house stats pre-events;

45 Defense
30 Influence
19 Lands
19 Law
16 Pop
20 Power
24 Wealth
>>
>>46685997
5 events, either it'll go the Gauthier way with 3 boons or the Ironborn House's way of the 3Ds: Doom Decline Defeat
>>
Stonecrow, Burned man, Painted Dog, Moon brothers are actually functions like banners, we may not reject the hypothesis where the clans were actually houses lose or banished long time ago and only the banners live on.
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>>46685956
I was thinking of it being located inwards, on the center of the mountains, which would explain why our lands are so shit and add to our natural defenses, since it'd be difficult for any army to travel through the zone.

Clan activity would also mean that it'd be very hard to keep supply lines open in case someone tried to siege Bloodstone and the unproductive lands also mean there's very little resources for any enemy army to utilize.

But yeah, around Redfort sounds about right.
>>
>>46685997
The house don't need be new, that part can be easily changed. It was just an early concept after all.
>>
Rolled 4, 4, 5 = 13 (3d6)

3d6 for events by the way lads.

I'll start with the founding
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>>46686117
so, raised to nobility by the Mountain Kings of old, next even will be what happened during the Andal invasion.
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Rolled 2, 2, 2 = 6 (3d6)

1st Event
>>
>>46686117
and roll for modifiers
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>>46686135
Madness.
I think that's the 1st time this got rolled
>>
>>46686135
>>46686150
do we want to go with Favor or madess for the founding event? Age of Heroes madness sounds pretty baller
>>
Rolled 1, 2, 3, 4 = 10 (4d6)

>>46686140
Just the 4d6 because of the favor
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>>46686157
Favor, madness seem common these day in /tg/
>>
>>46686157
Yeah let's go with the madness, too rare to pass up
>>
Rolled 4, 5, 3, 2, 1, 5, 2, 1, 3, 3, 2, 3, 3, 5 = 42 (14d6)

rolling madness
>>
>>46686187
so, the madness caused
-3 defense
+1 influence
no chance for Lands
+3 Law
no change to pop
+1 Power
-2 wealth

then the favor
+1 influence
+2 Lands
+3 Law and
+4 Power
>>
>>46686187
>4, 5,
6-9 Defence
>3, 2,
6-5 Influence
>1, 5,
6-6 Lands
>2, 1,
6-3 Law
>3, 3,
6-6 Pop
>2, 3,
6-5 Power
>3, 5
6-8 Wealth
>>
House was founded in some form of heroic madness, when the Andals invaded the house gained favor with the invaders.

next event, this time during Aegons Conquest.
>>
Rolled 3, 6, 5 = 14 (3d6)

>>46686215
Another madness, please
>>
>>46686215
shiting ideas here:

> 1 on 1 on summit
> wrest the king/enemy and jumped together into valley but we survived
> small army vs very large army, win by causing avalanche or landslide
>>
Rolled 4, 3, 5 = 12 (3d6)

>>46686227
>>46686227
Result of that victory
>>
Rolled 1, 6, 5 = 12 (3d6)

>>46686227
victory, so maybe an early adopter of the Targs who helped defeat the rulers of the Vale? maybe held their pass or someshiz?

rolling
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>>46686247
I'll use this for the result and this >>46686253
for the next event

+4 defense
+3 influence
+5 power

and the house did well during the B-fyre rebellion, advantageous marrige, heroic victory or some great deed

now someone roll for what we did when robbie shat the bed
>>
>>46686253
if so, we needs to rewrote the lore as the history seem hidden something away ( a dragon landed and BLOODLESS)
>>
>>46686247
Let's recap our stat after each events

46 Defense
35 Influence
21 Lands
24 Law
16 Pop
30 Power
22 Wealth
>>
>>46686276
We roll for the events, you roll for the result?
>>
>>46686299
i'm happy to sit out, just pushing things along when i get bored.
>>
Rolled 3, 3, 1, 6 = 13 (4d6)

>>46686307
aight then, here's the result for the ascent
>>
>>46686321
That's one lucky moon clan
>>
>>46686328
actually, of the clans, i find that Stonecrow is the most suitable for banner while Painted Dog and Moon brothers sound catchy?

So, we create lore of house creation and fate now?
>>
>>46686336
>>46686336
Let's do that once we've got all the events taken care off
>>
>>46686321
so,
46 Defense
38 Influence
24 Lands
24 Law
16 Pop
31 Power
28 Wealth

now we need the Rebellion Event
>>
Rolled 6, 5, 6 = 17 (3d6)

>>46686391
Doom please
>>
>>46686409
Oh shit, Artys gonna burst a vein
>>
>>46686409
looks like we made bank during the Rebellion.


just browsing over these events it would make sense if this house was;

*In an influential position, even though we've got fuck all pop, we have disproportionate defenses, power and influence, so it's likley we're in one of the passes leading to the Vale

*We're like italians, in that as soon as shit goes south swap sides, we made phat gains during tumultuous times and it suits the madness aspect
>>
Rolled 3, 3, 3, 2 = 11 (4d6)

>>46686409
okay the +something 1st then the negatives
>>
>>46686429
house words "Always Right?"

as for name, I like the idea of burying an invading army in a landslide, and opens the name up to rock related shit.
>>
Rolled 4, 3 = 7 (2d6)

>>46686409
The malus
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>>46686459
In summation

42 Defense
41 Influence
27 Lands
21 Law
19 Pop
31 Power
30 Wealth
>>
>>46686443
>>46686459

42 Defense
41 Influence
27 Lands
21 Law
19 Pop
31 Power
30 Wealth

This is rather a good start.
>>
>>46686482
With the defense I'd got for 1 small castle and a tower or a hall and 2 towers on either side of our pass
>>
>>46686491
>>46686526
I like the Bloodstone mountain castle idea, we could have that with these stats right?, I'd call it Mountainfall though.

With the founding of the house being a Madness event we could slip a Mountains of Madness reference in too.
>>
>>46686875
Yeah a small castle is 30 defense, a hall 20 and a tower 10.
There's also a superior castle for 40
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>>46686906
No wait, a regular castle is 40 and a superior 50.
>>
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>>46686921
I'm new to these threads, how do we build up our stats?
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>>46686939
27 Lands:
>Mountains 9
>Hamlet 10
>River 3
>Dense Woods 5

Left 0
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>>46686947
The rolling was to create the ressources needed to "build" our lands, our armies and everything else.
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>>46687051
>>46687064
I cee, could you explain how this discipline thing works?

Discipline modifiers too please.
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>>46687064
Trained Scouts +5
Trained Infantry +9
Trained Archers +6
Veteran Personal Guards +11

31 Power
>>
>>46687117
The discipline is how they would hold under pressure, wheter they'd break and rout or hold the line. It isn't much used in the /tg/ quests.

The abilities are roughly what they are good at to give you an idea of their role if it isn't clear enough, you can give them additional abilities but it cost exp
>>
>>46687064
based on anon about using the geographic advantages:

>Veteran Guerrillas 7
>Veteran Garrison 7
>Veteran Infantry 9
>Veteran Archers 8
>>
>>46687157

I'm assuming lower discipline is better? Which is why Criminals are +6 and Personal Guards are -6?

So you could give Personal Guards Marksmanship and have them be multi-role guys who can brawl as well as they can shoot?
>>
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Gonna hit the sack so I'm gonna put some of the shit I have, good luck OP and whoever's left to fluff the house
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>>46687223
+6 means that they get a +6 malus the second they enter combat.
So a green unit of criminals would have to beat a roll of 9+6 to not crap itself on a 3d6
>>
The core book is too big to post here so have a link with about everything needed for GoT
https://www.mediafire.com/folder/6sar1o14399xv/SIFRP
>>
>>46686491
>>46687260

30 wealth

>Master of Arms (10) : its requirement Power 31+
>Charcoal (10): if dense wood
> Abbey (10)
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>>46687064
Power: 31
Units:
>Trained Archers
>Veteran Guerrillas
>Veteran Raiders
>Trained Scouts
>Veteran Garrison

Left:0

Guerrillas and Raiders make the most of the rocky difficult terrain and work well together while also covering for archers, that are also at an advantage thanks to both our strong defenses and the uneven terrain. Garrisons male the most of our high defense stats and work very well with Archers too.

The Scouts are always good in foresty areas like we've got.
>>
bumo
>>
>>46689932
bump
Thread replies: 88
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