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6. Resultados y discusión

6.2. Resultados de la Segunda Actividad

Family, blood, and history are of paramount importance to the people of Westeros. A person’s family often says as much or more than do the merits of the individual, shrouding the person in the deeds, actions, and legends of his family’s past. A person born to a noble family with a his- tory of honor, fairness, and courage often inherits those same attributes, at least in the eyes of those they meet. Similarly, an individual born to a house noted for being corrupt, brutal, and bloodthirsty bears these stains on their person even if he is kind, innocent, and peaceful. In many cases, the heritage of one’s family is so strong that even those who have none of the inclination attributed to their house develop them anyway, possibly in response to expectations, necessity, or some other circumstance.

The element that binds player characters together is the shared loyalty to a common family, be they blood relations to that family or retainers who swear their swords to the defense of a noble bloodline. This common purpose is what unites the often fractious and divisive interactions between those of powerful birth and gives the players a strong foundation from which they can explore the Seven Kingdoms and play the game of thrones.

The group’s noble house, though, is more than just a cement to keep players working together; it is a means of grounding the players in the set- ting, helping players to realize that their characters are as much a part of the Seven Kingdoms as the Starks, Boltons, Freys, Liddles, and everyone in between. The noble house the players control gives them a thread in the grand tapestry of blood and

relation, making their charac- ters feel as though they have a place in the world—and have the ability to change it.

Ultimately, the noble house is, in many ways, another character, but it is one controlled by all the players. It has a history, a place, and a func- tion. It has quantifiable attributes that reflect its strengths and weak- ness, and it can grow and thrive or wither and die. But for as much as the house is integral to the players, it also stands apart, functioning in the background as the player characters carve out their places in history. The house has lived long before the players, and unless disaster strikes, it will live long after they are all dust.

Creating

the House

Unlike character creation (described in chaPter 2: Game ruleS), house creation is a cooperative process in which each player has equal say about the salient features pertaining to the house. House creation involves making important decisions, rolling dice, and applying the re- sults. Most importantly, you and your fellow players will work together to attach stories to mechanical developments in the house creation pro- cess. You will use the broad descriptions and details generated from these decisions and transform them into a living, breathing house with a history, future, and interest- ing family to engender the same sorts of investment that players have for their particu- lar characters.

“Justice… that’s what kings are for.”

—daenerys, A sTorm

of swords

chaPter 6: houSe & landS

chaPter 6: houSe & landS

CHapter 6: House & Lands

Ideally, your group should create their noble house before creating their characters. Doing so provides a good basis from which each player can build his or her personas. Some groups may find that creating their characters beforehand helps guide their choices about the house and its historical developments. There’s no wrong order, so follow whatever approach works best for you.

SteP one: the realm

Westeros is a vast land, having nearly every type of terrain and climate imaginable. From the frozen mountains and frigid stretches of the North to the arid plains of Dorne, people carve out their homes in a variety of regions, each with their own advantages and disadvantages. Your first step, then, is to place your noble house in one of Westeros’s realms. chaPter 1: a WeSteroS Primer goes into extensive detail about each of these places, but their most salient features and the cur- rent lords of each are included here for easy reference. You may choose any one “realm” or roll 3d6 and compare the sum to taBle 6–1: Start- inG realm for a random result.

Your realm is important because it has a great deal of influence on other factors, including your house’s starting resources, history (both ancient and recent), and a number of other elements that shape its final form.

King’S landing

L

ieGe

: r

obert

b

aratheon

, k

inGofthe

s

eVen

k

inGdoMs

The very place where Aegon the Conqueror began his campaign to con- quer the Seven Kingdoms, King’s Landing has become the seat of pow- er and center of trade throughout the Seven Kingdoms. King’s Landing is the cultural and political heart of Westeros. It is from here that King Robert, sometimes called the Usurper, rules the entirety of the Seven Kingdoms from his mighty castle, the Red Keep.

While King’s Landing is but a city, a number of noble houses swear fealty directly to the crown and the capital of the land. Houses sworn to King’s Landing benefit from a slightly higher population, improved law, and defenses due to their proximity to the Iron Throne. How- ever, they are almost all smaller, weaker, and less influential than other houses.

dragonStone

L

ieGe

: s

tannis

b

aratheon

, L

ordof

d

raGonstone

The former seat of House Targaryen, Dragon- stone is an ancient castle festooned with dragon carvings that rises from the narrow sea beyond the Blackwater Bay. When King Robert awarded Dragonstone, a lordship of small influence and few banners, to his brother Stannis, it was viewed as an insult. There are few houses sworn to Dragonstone. Isolation and lack of arable lands make houses sworn to Dragonstone small and poor, but the rocky islands and remoteness make besieging them difficult.

the north

L

ieGe

: e

ddard

s

tark

, L

ordof

W

interfeLL

,

W

ardenofthe

n

orth

Until Aegon the Conquerer, the Kings of the North ruled this realm. Faced with annihilation, the last king knelt before the Targaryen warlord and swore fealty to their line. Easily the largest of Westeros’ realms, it also cleaves closest to the ways and cus- toms of the First Men. Thinly populated, much of the North is an untamed wilderness punctuated by the occasional castle or keep and littered with the ruins of another age. Houses in the North have greater holdings than

do their southron counterparts, and because Lord Stark is the Warden of the North, those sworn to him have slightly more influence than their rivals. The North, though, is a poor land, sparsely populated and frequently plagued by wildlings that come over the Wall.

the iron iSlandS

L

ieGe

: b

aLon

G

reyJoy

, L

ord

r

eaperof

p

yke

Consisting of seven islands spread throughout Ironman’s Bay, the Iron Isles are home to a fierce people who, for generations, subsisted by raiding and pillaging. While others may view such activities with re- vulsion, the ironborn celebrate them as their way of life and custom. Only through superior numbers of the rest of the Seven Kingdoms

houSe orlych

oF rimehall

Throughout this chapter are examples of the various stages and steps involved with the creation of a noble house. The de- tails included reflect the decisions of a typical gaming group, and the house, as presented, can serve as your own noble house if you don’t have the time or inclination to create one of your own. The house’s full details can be found on page 116.

table 6–1: Starting realm

roll reSult

3 King’s Landing

4 Dragonstone

5–6 The North

7 The Iron Islands

8–9 The Riverlands

10–11 The Mountains of the Moon

12–13 The Westerlands

14–15 The Reach

16–17 The Stormlands

CHapter 6: House & Lands

CHapter 6: House & Lands

the mountainS oF the moon

L

ieGe

: J

on

a

rryn

, L

ordofthe

e

yrie

,

h

andofthe

k

inG

, W

ardenofthe

e

ast

The Mountains of the Moon spread through the east- ern corner of Westeros, scratching the sky with their high peaks. Infested with savage clans of mountain men, it is a wild place, scarcely under the control of its lord. One region shines brightest, however, and that’s the Vale of Arryn. Wrested from the old Mountain Kings of the First Men, the Vale of Arryn is now the seat of power for one of the purest Andal lines in Westeros and features the lands and holdings of House Arryn and those

banners sworn to him. Houses sworn to House Arryn enjoy the benefits of the mountains, but there is little available land for new lords. Furthermore, the mountain clans cause endless trouble for the people living here.

the weSterlandS

L

ieGe

: t

yWin

L

annister

, L

ordof

C

asterLy

r

oCk

,

W

ardenofthe

W

est

Located west of the riverlands, the westerlands a hilly region is noted for its great wealth and power. Having numerous ports and countless mines, it wields a great deal of power and influence in the Seven Kingdoms. House Lannister, who governs these lands, is easily one of the greatest houses in Westeros and is strengthened all the more by its ties to the Iron Throne.

degreeS

oF FocuS

The rules presented in this chapter are designed to help shape the attitudes and objectives of the player characters. While it’s possible to play in a campaign where the focus on the noble house is much greater, the rules here are intentionally basic and serve to enhance game play rather than define it. Thus, the ex- tent to which a house influences the game depends entirely on the players’ and the Narrator’s tastes.

Some games may dispense with the noble house entirely, fo- cusing on the deeds and actions of the characters, and if the house exists at all, it does so merely as a background element.

Other games may take a top-down approach, where the no- ble house is everything, and the characters are unimportant in comparison. In such games, each player might control their own noble house and have a stable of characters they might use to facilitate the interests of their house and its survival, and when game play focuses on characters, it does so using only those characters pertinent to the greater story of the campaign.

Most games, though, take a middle-ground approach, where the players interact with the setting with just one character, and their house, while important, is not as vital as the development of the individual characters and the unfolding of their stories.

have the ironmen been brought to heel, but such a hold over them is tenuous at best. Like vicious dogs, they attack if they sense a weakness, and should the Seven Kingdoms falter, there can be no doubt that Lord Balon Greyjoy and his ironborn will once again take to the seas, bent on rapine and plunder. It is, after all, their way. The Iron Islands are strong and defensible, but defeat during Greyjoy’s Re-

bellion has diminished this realm’s influence in the Seven Kingdoms.

the riverlandS

L

ieGe

: h

oster

t

uLLy

, L

ordof

r

iVerrun

This area was originally held by the Riverlords of old, defeated long ago during the Andal invasion and later by the ironmen. A fertile realm, the riv- erlands form the heartlands of Westeros, from the edge of the Red Trident to the Mountains of the Moon, from the swamps of the Neck to the shores of the Gods Eye. Rolling farmlands, the waters of the Trident, and numerous other creeks and streams

characterize this region. Verdant lands with countless streams and rivers, the riverlands enjoy an abundant population, and houses here have slightly larger holdings. However, the lay of the land makes defense difficult.

CHapter 6: House & Lands

CHapter 6: House & Lands

the reach

L

ieGe

: M

aCe

t

yreLL

, L

ordof

h

iGhGarden

,

W

ardenofthe

s

outh

Like the riverlands, the Reach is an area of fertile country, but it is south of the westerlands. A place of frequent conflicts with the Dornishmen to the south, this realm serves as a border between the somewhat independent Dorne and the rest of Wes- teros. The most notable place in the Reach is Old- town, which is known to be the oldest community in the Seven Kingdoms; it once served as the seat of the Faith, and it still houses the Maester’s Citadel.

the StormlandS

L

ieGe

: r

enLy

b

aratheon

, L

ordof

s

torM

s

e

nd

The stormlands are a stretch of land bounded by the Reach to the west, King’s Landing to the north, and Dorne to the south. Facing Shipbreaker Bay, it is a place of sometimes savage weather, hence the name. The stormlands were held in olden times by the Storm Kings, who were eventually defeated by a Targaryen bastard who was raised up and made lord of all those lands.

dorne

L

ieGe

: d

oran

n

yMeros

M

arteLL

, L

ordof

s

unspear

The lands of Dorne spread south of the Dornish Marches, a people far different from those of the rest of Westeros, differing in custom, blood, and heritage. Forged from the Rhoynar invasion long ago, Dorne maintained its independence and even resisted the Targaryen conquest. It wasn’t until a century later that this realm joined with the rest of the Seven Kingdoms, their loyalties

ensured through marriage and alliance. Even though they swear fealty to the Iron Throne, they are very much a people apart from the rest of Westeros.

Example

Chris, Steve, Nicole, and Hal all sit down to create their noble house. No one has any preferences as to where to place the house. Although Hal grumbles a bit about never wanting to serve the Lannisters, he doesn’t feel strongly enough about it to not let fate decide. Chris rolls three dice, sums them, and compares the result to taBle 6–1:

StartinG realm. He rolled a 5, which puts the group’s house in

the North, a result everyone can agree with. This makes Eddard Stark, Lord of Winterfell, the house’s liege-lord and means the house probably has a bit more latitude and territory than the more crowd- ed lands to the south.

SteP two: Starting reSourceS

As much as a house is defined by its place in the Seven Kingdoms, its history, deeds, and alliances, a house is essentially a collection of seven resources. Each resource, like a character’s abilities, describes aspects of your family’s holdings, such as the size of your landS, your house’s

StatuS, Wealth, and so on. Each resource has a rating that ranges from 1 to 10 or higher, with the higher number representing greater re- sources and smaller number representing fewer resources. These values will fluctuate during house creation and more during game play, rising and falling depending on how well you play the game of thrones.

Since resources are very much a part of the lands where your house re- sides, your starting kingdom determines your starting values. Unlike a char- acter’s abilities, your resources are not purchased with Experience; rather, they are generated randomly to reflect the deeds of those who have come before you and the circumstances surrounding your family’s founding.

For each resource, roll 7d6 and sum the results. Then find your realm on taBle 6–2: StartinG attriButeS, and apply the modifiers as shown to each of your resources. For explanations for each resource and their values, see their respective entries. Modifiers cannot reduce your resources below 1.

deFenSe

Defense describes fortifications, castles, keeps, towers, and other struc- tures that serve to protect your holdings. Defense also describes the presence and quality of roads, representing the ability to move troops and supplies to threatened areas.

inFluence

Influence describes your presence in the Seven Kingdoms, how other houses see you, and the notoriety attached to your name. A high Influ- ence resource typically describes one of the great houses or the royal family, while a low Influence resource would describe a house of little consequence, small and largely unknown beyond the lands of their liege.

Influence is also important in determining your characters’ maximum Status, as shown under influence holdinGS on pages 102-103.

landS

Land resources describe the size of your House’s holdings and the extent of their influence over their region. A high score describes a house that controls an enormous stretch of terrain, such as Eddard Stark and the North, while a small score might represent control over a small town.

law

Law encompasses two things: the extent to which the smallfolk respect and fear you and the threat of bandits, brigands, raiders, and other ex- ternal and internal threats. Law is something your family must main- tain, and if you don’t invest in keeping your realm safe, it could fall into chaos.

CHapter 6: House & Lands

CHapter 6: House & Lands

inFluence

Score deScriPtion

0 The house’s name and history has been erased from all records, and no one speaks of them anymore. 1–10 A minor landed knight or the equivalent. An example would be Craster. 11–20 A greater landed knight or the equivalent. A sample house would include the Knotts and Liddles of the North. 21–30 House Mormont and House Westerling.A small minor house. Examples include 31–40 A minor house. Examples include House Clegane, House Payne, and House Karstark. 41–50 Examples include House Florrent and House Frey.A powerful minor house with colorful history. 51–60 A great house. Examples include House Tully and House Martell.

61–70 The King’s family, Hand of the King, Wardens of the East, West, North, or South. Examples include House Arryn, House Stark, House Baratheon, and House Lannister.

deFenSe

Score deScriPtion

0 Desolate, ruined land, ravaged by disaster, war, or simply abandoned. No defensible structures of any kind, and no infrastructure for moving troops. You have no fortifications whatsoever. 1–10 Scarce cultivation, mostly wilderness with a few unprotected pockets of civilization, having one or two roads or a minor stronghold. 11–20 Some cultivation, presence of a keep or smaller stronghold with a few roads, rivers, or ports.

21–30 Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely.

31–40 Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alter-natively, natural terrain features, such as mountains or swamps, provide additional fortification. 41–50 Excellent defenses, with man-made fortifications likely combined with defensible terrain features.

51–60 Extraordinary defenses with structures, walls, and terrain features that, when combined, make attacking this land very costly. 61–70 Among the greatest defenses in the world. A good example would be the Eyrie and the Vale of Arryn.

table 6–2: Starting attributeS

realm defenSe influence landS laW PoPulation PoWer Wealth

King’s Landing +5 –5 –5 +20 +5 –5 –5

Dragonstone +20 –5 –5 +5 +0 +0 –5

The North +5 +10 +20 –10 –5 –5 –5

The Iron Islands +10 –5 –5 +0 +0 +10 +0

The Riverlands –5 –5 +5 +0 +10 +0 +5

Mountains of the Moon +20 +10 –5 –10 –5 +0 +0

The Westerlands –5 +10 –5 –5 –5 +0 +20 The Reach –5 +10 +0 –5 +5 +0 +5 The Stormlands +5 +0 –5 +10 –5 +5 +0 Dorne +0 –5 +10 –5 +0 +10 +0

landS

Score deScriPtion

0 completely stripped of its holdings.Landless, the house has been

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