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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.



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










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


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.


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.

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