Posted 09 December 2015 - 09:12 AM
I met with Margrave on IRC. He had been planning on writing something up, but decided he liked my history better. So it's official. Neither he nor I like the proposed house words. Also, the words of House Oakheart, which is a Reach house, are Our Roots Go Deep which is rather close to the one you guys liked. (Those of you who've read the books may remember Arys Oakheart, a Kingsguard member. That's his house.) Thus I have come up with some proposals which take into account the decidedly martial flavour of your house's history, and tie that to the Old Gods.In The Silence (silence being a reflection both of the godswood and also of military tactics.)Beware Oblivion (oblivion means both death and forgetfulness)Iron Roots Unseen We Advance In Dreams We See (reference to prophetic visions, and greendreams)Forever There. Any favourites? Margrave and I worked out a proposal for the house's holdings as well. Resources aren't just numbers, they can be invested in particular features, which give your house defined holdings which your characters can use. Invested land gives your house territory, power gives you military units, influence gives you heirs, wealth gives you facilities of various sorts, and defense gives you fortifications. Resource points do not all have to be invested. Resources can sometimes fluctuate downward as well as up, and if they fluctuate down below the level required for the investment, then you lose the investment. Therefore it's a good idea to have a few spare points in each section. Influence is the easy one. Your Lord's Status is 4. That means that his first-born son has a Status of 3, and anyone else in the family has a Status of 2. Status 2 heirs do not need investment points spent. A first-born son costs 20 Influence for the investment. Therefore, Lord Blackweir has a first-born son, and the House has 16 spare Influence points. Influence points can sometimes be used during gameplay to influence events; doing so burns the points and reduces the House's Influence but can be worth it, depending on the situation. In a way, Power is pretty easy too. You guys have almost no military. You do have money though. (Power investments can also be used to acquire banner houses. The first banner house costs 20 power, almost double what you have. You don't have any banner houses.) Thus, I suggest having two military units. The first military units is a trained quality mercenary unit, which costs 4 Power points and 3 Wealth points. The second unit is a green quality infantry unit, which costs 5 Power points. That leaves you with 2 Power points spare. You could technically afford a trained quality infantry unit, but that would leave you with no Power to spare. Land is next. Your house's land resource, never that enormous, got demolished by historical events. Land is broken down into domains. For each domain, there's a base cost for the type of terrain used, and then you add the costs of features found in the domain. The proposal is to have one domain. All domains in The Reach have plains as their terrain type, which costs 5 Land. Putting the land domain on the coast costs +3 Land, giving you a hamlet (a small village) costs +10, and putting some ruins in costs +3. That rates the total cost of the domain at 21 Land, leaving you with two land points to spare. Next, Defense. You only have one domain, and it's pretty important. 30 points gets you a small castle to protect your village with, and leaves you with 9 points to spare. You could split your defenses up into smaller fortifications, but given that you have just the one domain and if you lose it, your House is homeless, it seems sensible to protect it as best you can. Finally, Wealth investments. Godswoods normally cost 5 Wealth, but they also normally require the House to be in the North. Therefore, I'm doubling the cost. 10 Wealth. Artisans cost 10 points. There are various effects that they can have; the one I'm suggesting is the blacksmith. If you have a blacksmith, then weapons made in the castle count as castle-forged, which means they're much better quality. Since you have a Coastline domain, you can have a Port. Ports cost you 10 points and tend to help you grow your house's fortunes faster. The mercs cost you 3 points. Your Wealth is 34, and that totals 33. You have one spare point. What that gives you is a fortified port, with a village there to support the port. There's no road out of town, so it's a minor port that supports the area. Probably it is mostly used to export farm produce, and bring in Arbor gold and other supplies for the castle. The castle is garrisoned by a combination of mercenary soldiers and less-experienced local troops. However, they are at least real soldiers, if inexperienced; they aren't peasant levies. Margrave has expressed an interest in playing the captain of the mercenaries. Names... The castle is Castle Blackweir in the history. Margrave suggested this for the ruin: Peake's Eyre; it was a large castle with tall towers. Now it's simply the Pyre, a large area filled with tumbledown building stones and the ruins of a keep, fire blackened. I suggested making the ruin one of the ancient castles of House Peake that Bryon Snow originally captured back when he changed sides in the war between Tyrell, Peake and Manderly. So that name fits that history. A name for the hamlet would be good. Black Harbor is one possibility; perhaps Landfall? Oh, I dunno.
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Haflinger
Haflinger
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Posted 10 December 2015 - 03:02 PM
Man those are some good house words. In the Silence was sexy, as was Unseen, We Advance and Forever
I would personally rather not have a godswood if we can apply those points more appropriately. I know it will be a burden not being able to pray but I think the idea that there's not a weirwood with face carved on it would pre-suppose us having one anyway. Perhaps we just have a very old weirwood in the ruins on our land that doesn't have a face? For words, I think something like "Eternal Vigilance" would be good.
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