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ASOIAF: House Creation

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Thread replies: 118
Thread images: 15

File: SevenKingdoms.jpg (2MB, 1280x4019px) Image search: [Google]
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Anyone feel like rolling up a A Song of Ice and Fire House using the SIFRP rules?

https://www.mediafire.com/folder/6sar1o14399xv/SIFRP

I'm using the stuff from there if you're unfamiliar and Out of Strife, Prosperity.

If there is interest give me a 1d10 for starting realm.
>>
File: Realm.1.png (20KB, 395x293px) Image search: [Google]
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Ignore the numbers on the side of pic related. Just go 1 through 10, 3d6 is dumb for starting realm.
>>
Rolled 5 (1d10)

>>455553
>>
File: StartingResources.2.png (31KB, 798x318px) Image search: [Google]
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>>455588
Well I guess failing anyone else we can go with that. The Riverlands it is.

Now I need 7 7d6s for Starting Resources.
>>
>>455553
dice+1d10
>>
Rolled 4, 6, 2, 6, 4, 5, 1 = 28 (7d6)

>>455787
>>
Rolled 3 (1d10)

>>455813
I fucked up
>>
Rolled 5, 5, 2, 6, 6, 6, 2 = 32 (7d6)

>>455787
>>
Rolled 3, 1, 5, 4, 2, 3, 1 = 19 (7d6)

>>455787
>>
Rolled 4, 1, 2, 1, 4, 3, 5 = 20 (7d6)

>>455787
Guess we'll samefag the rolls
>>
Rolled 2, 6, 4, 4, 6, 6, 2 = 30 (7d6)

>>455787
well no one else is around so might as well.
>>
Rolled 3, 5, 3, 4, 2, 6, 2 = 25 (7d6)

>>455787
Maximum power
>>
Rolled 1, 2, 5, 3, 6, 3, 5 = 25 (7d6)

>>455787
Come on big money.
>>
Rather solid.

the +3 House Fortunes from the Pop bonus is huge and the good influence makes the Lord a status 4.
>>
File: Founding.3.png (24KB, 394x233px) Image search: [Google]
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>>455865
>>455877
>>455880
>>455889
>>455900
>>455909

So current Resources:
Defense 23
Influence 27
Lands 24
Law 20
Population 40
Power 25
Wealth 30

Not a bad start at all.

So next up I will need a 1d6 for Founding.
>>
Rolled 1 (1d6)

>>455936
Ancient
>>
Rolled 1 (1d6)

>>455936
>>
>>455945
>>455948

Huh. Well alright then, Ancient it is.

Need a 1d6+3 for number of Historic Events.
>>
Rolled 5 + 3 (1d6 + 3)

>>455953
Looks like we've seen some shit and shit accessories.
>>
There's also a bonus die that can be added once the initial roll is done, hardly ever used when /tg/ made the Houses as you could end up with a ton of anons rolling depending of the time you put the thread up.
>>
>>455959
Don't think I can beat a 8, so I'll pass rolling unless OP wants me to roll for shit and giggles.
>>
File: HistoryEvents.4.png (45KB, 802x447px) Image search: [Google]
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>>455968
Given we're only looking at two anons here I think I might allow that, if we need the extra boost somewhere.

>>455959
Seen some shit indeed. I'll take that 8, good god.

So what I need next are 8 rolls of 3d6. Damn son.
>>
Rolled 6, 4, 2 = 12 (3d6)

>>455990
>>
Rolled 3, 2, 3 = 8 (3d6)

>>455990
Madness, madness everywhere
>>
Rolled 6, 3, 6 = 15 (3d6)

>>455990
>>
Rolled 2, 3, 6 = 11 (3d6)

>>455990
>>
Rolled 4, 4, 3 = 11 (3d6)

>>455990
>>
Rolled 2, 2, 2 = 6 (3d6)

>>455990
last event for me
>>
Rolled 1, 2, 4 = 7 (3d6)

>>455990
>>
Rolled 3, 2, 1 = 6 (3d6)

>>455990
>>
>>456015
>>456021

4th and 5th madness in 3 House creation thread on /qst/ I think.
>>
>>455998
>>456002
>>456005
>>456008
>>456010
>>456015
>>456016
>>456021

Ascent
Scandal
Villian
Infrastructure
Infrastructure
Madness
Invasion/Revolt
Madness

Whew boy is that an up and down history.

I'm going to do it one at a time, don't care who rolls for which, if you guys want to keep it even or roll for the event you rolled that works for me.

First up is the Ascent, I need a 4d6 for that please.
>>
Rolled 5, 6, 6, 6 = 23 (4d6)

>>456034
ones we rolled sounds fair to me.
>>
>>456038
Glorious
>>
>>456038
>dem rolls
Dayum son. +5 to Influence. +6 to Lands, Power, and Wealth.

Scandal is next I need a 3d6 for that please other anon.
>>
Rolled 6, 3, 3 = 12 (3d6)

>>456055
comin' right up
>>
>>456061
That first one is going to hurt. -6 to Influence. -3 to Lands and Power.

Next is the Villian, same anon I need a 4d6 if you would.
>>
Rolled 6, 3, 6, 3 = 18 (4d6)

>>456071
>>
>>456074
>all these 6s

+6 Influence, -3 Law, -6 Population, +3 Power.

I think I'll skip the Infrastructures so you guys can apply them after the Madness fuckery that is sure to occur.

That being said, same anon again, I now need 14d6 for the first Madness.
>>
Rolled 4, 4, 4, 3, 6, 6, 4, 5, 3, 6, 6, 6, 3, 5 = 65 (14d6)

>>456098
>>
>>456108
Oh boy. Ohhhhh boy.

-2 Defense, -1 Influence, -6 Lands, -3 Law, -3 Population, -6 Power, & -2 Wealth

Ouch.

And right on to the next painful event, other anon, I need a 5d6 for Invasion/Revolt.
>>
Rolled 4, 3, 3, 5, 2 = 17 (5d6)

>>456119
Why can't we have nice things?
>>
>>456121
Because you touch yourself at night Anon.

-7 Law, -3 Population, -5 Power & -2 Wealth.

Again, ouch.

Same anon, another 14d6 for Madness if you would, and may the Seven have mercy on our souls.
>>
The Law took quite the beating.
>>
Rolled 1, 4, 1, 5, 5, 6, 3, 4, 1, 1, 6, 1, 2, 5 = 45 (14d6)

>>456134
But it's the early morning where I am...
>>
>>456145
pretty good madness, could have been much worse.
>>
>>456145
+1 Defense, -5 Lands, -1 Law, +4 Population, -1 Power, & -1 Wealth

Less painful than the first at least.

So currently your totals are:

Defense 22
Influence 31
Lands 16
Law 6
Population 32
Power 19
Wealth 31

Alright so other anon, I need 3d6 for Infrastructure. 2 are for the event, 1 is for your bonus dice as discussed previously. Please also include the 3 resources you'd like to apply those to.
>>
Rolled 5, 4, 2 = 11 (3d6)

>>456183
Lands Law and Power
>>
>>456185
+5 Lands, +4 Law, & +2 Power.

And lastly, the last event, other anon, the same as above please. 3d6 and your 3 resources.
>>
Rolled 3, 1, 5 = 9 (3d6)

>>456191
Law, Power, Wealth
>>
Even with 5 negative events the House is still strong
>>
File: DefenseHoldings.png (442KB, 790x921px) Image search: [Google]
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>>456193
+3 Law, +1 Power, & +5 Wealth

Alrighty so end totals are:

Defense 22
Influence 31
Lands 21
Law 13
Population 32
Power 22
Wealth 36

What a House, surprisingly well off. Fucking Riverlands I swear.

So first up for purchases is Defense Holdings, pic related. As it stands you can purchase a single Hall, two Towers, one Tower and hold onto the rest. Give it a thought while I grab a beer.
>>
File: Westeros_Riverlands.jpg (429KB, 956x888px) Image search: [Google]
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>>456228
I'd take a Hall and place it near the Mountain of the Moon.
Would explain the law getting raped.
Or play the Ironborn card and have a House near the Ironman bay.
>>
>>456243
Let's put it on the other side of old stones. And can't we use the gold for a 2-1 conversion for defense? I'd at least like a castle for 30 def.

But that would take 16 wealth away and leave us with 20.., I dunno maybe we should invest in holding improvements instead.
>>
>>456243
For some context, I'm considering running a game with this House set the year before Aegon's Conquest.

So the current overlord of the Riverlands would be House Hoare and Harrenhal would almost be done. The Invasion/Revolt event was probably their initial conquering of the Riverlands.

So really any place is good for the current timeframe, the Riverlands were pretty beat up then.
>>
>>456243
I'm cool with a Hall. Would prefer it to be over by the coast though by House Mallister. But that's just me.
>>
>>456267
>>456275
I'm fine with either
>>
File: Influence.5.png (30KB, 365x282px) Image search: [Google]
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>>456267
>And can't we use the gold for a 2-1 conversion for defense?
You can I suppose. But yeah that -16 to Wealth is a sizable portion to lose just for a Small Castle.

Well regardless, it looks like we're going to pick up a Hall for -20. The location, kind of TBD? Looks like we're leaning towards the western coast so the Ironborn can give the House a right proper fucking.

Let's see, next up is Influence, pic related.

Thoughts?
>>
We could even take Oldstone since House Mudd died out against the Durrandons sometimes before House Hoare conquered the Riverlands
>>
Shit alright looks like we are a bit divided here.
So imma do a little vote to see what really takes the cake.

Vote for your favorite land type you'd like to be near:
>mountain
>river
>road
>coast
>forest
>plains

Feel free to pick multiple, there is enough geographical diversity to compensate for many of these.

Really I think it sould be river, forest and road.
The road for money, the river and forest to double as defense and resources. Mountains are meh personally
>>
>>456293
Hmm, I'm fine with either 1 or 0 kids, 1 could allow us to play the heir but it can be a pain.
>>
>>456298
I think it would be fair to say given the age of the House and the location you were once sworn to House Mudd. The Ascent event being the founder of your House having been raised up by one of the River Kings.

If the House is sworn to someone else or directly to House Hoare now, who could say. A madness event might imply a member of your House aided the Ironborn in conquering the Riverlands.
>>
>>456293
I'd say first born daughter? Mother was from the iron islands maybe? That would make dad an absolute madman in the eyes of the other River lords.
>>
>>456321
Would also explain the Villain event.
>>
>>456293
Err, let's just go first born son, second born bastard, second born daughter. In that order.
>>
>>456323
>>456324
These are good points actually, so first born daughter for 10. First born bastard for 0. First born son for 20. Or should we get rid of the bastard? I think having a really young heir would be interesting.
>>
>>456321
Also we need to remember that back then, the Riverlands was hurting quite bad under House Durrandon's rules and they were quite happy to have the Ironborn come liberate them, though the glamour wore off pretty fast.

History remember this House as the one who let the fox into the chicken coop, or something like that.
>>
>>456324
Villian event was a long time ago, might be during the Andal Invasion, if I had to put a date on it.

The more recent events are the Invasion/Revolt and Madness, those are the ones that are defining the House right now.

>>456310
>>456323
These two kind of work together, if other anon is cool with only a first born daughter. The Ironborn wife is an interesting idea.

>>456327
Or this, also a valid option. Not to sure about the bastard son though.
>>
>>456343
>History remember this House as the one who let the fox into the chicken coop, or something like that.

That is actually really good. Especially if it's a coastal House and works with the first Madness event. The House let House Hoare land upon their lands, a poorly calculated idea that lead to the destruction of their lands in the following invasion.

Perhaps to the Lord at the time it did not seem like Madness, rather it was a way to get out from under the Storm Kings. But history now tells it as the current Lord was absolutely out of his bloody mind.
>>
>>456345
I'm fine with either.
>>
>>456345
The bastard son creates an interesting dynamic with the other children. So the daughter is obviously going to get shit on because she is the result of a marriage to a filthy salt woman, her pent up resentment might flood into the space of the bastard, who is basically in the same position. Fuck it mabye it's an incestual relationship, it makes sense considering the possible history. Additionally the little heir might detest his sister for her abrasive personality but admire the bastard for being cool and badass.

I dunno throw a bastard in there and things get a lot more interesting.
>>
>>456345
I'd be cool with firstborn daughter and younger firstborn son. Can they have like a decade between them? Chalk it up to some miscarriages between?
>>
>>456370
>>456373

Hmm... Together, not a terrible idea. Incest might be a bit far but possibly, the dynamic would be fun at least.

Coupled with the Madness event and the current Lord freaking out because of the miscarriages, fucks a whore, gets a healthy baby boy that he recognizes to spite his wife. Years later the firstborn son is born, maybe make him a bit sickly and weak where his elder sister and brother are healthy.

Yeah I'm cool with that, all things considered. You guys alright with that?

First born Daughter, 10. Age 17
Bastard Son, 0. Age 14.
First born Son, 20. Age 7.

Approve?
>>
>>456352
>a coastal House

A coastal House that let the Ironborn land on their shore would put the House on the Mallisters shitlist.

That would be great, even more so with Aegon's burning of Harrenhal.
>>
>>456393
Sure, let's do that.
>>
>>456393
Sounds like a fun fucked up time. What a weird House.
>>
File: Lands.png (117KB, 802x962px) Image search: [Google]
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>>456396
>A coastal House that let the Ironborn land on their shore would put the House on the Mallisters shitlist.

I think I'd play up a historic rivalry with the Mallisters. Both Houses are just not big fans of the other.

>>456398
>>456403

Alright then, a fucked up House indeed. Will have to think of who the ironborn wife is after we name the House and kids. House Humble or Codd for maximum Madness? Who knows.

So next up is Lands, pic related. Ignore that the Riverlands can't have a Coast, that's stupid.

You currently have 21 Lands to spend, so spend wisely.
>>
>>456431
Hills
Coast
Hamlet
Grassland or stream

Or
Plain
Coast
Hamlet
Wetlands or river
>>
>>456431
Plains w/ Coast, Grasslands, Hamlet for 19

Hamlet for our considerable Population makes sense to me.
>>
>>456431
River,coast,hamlet,road
>>
>>456446
I'd allow Hills because according to this >>456243 there are some right to the north of Riverrun. I think that's getting pretty close to the Westerlands territory but we can fudge it a bit. Also this option is pretty similar to >>456450, except it uses all of your Lands. A valid option. I also agree I think a Hamlet makes sense. Second anon you fine with Hills rather than Plains, and first anon you fine with Grasslands?

>>456453
Not a valid option. You need a Terrain type, Table 6-6, for the base domain and then you can add Features from Table 6-7.
>>
>>456480
Yeah I'm fine with Hills. Looks like a good place.
>>
>>456480
Fine with either but the rigid structure of the building phase place us in a weird position.

A coastal House without a Port is a rather amusing thing. To get the port we'd have to invest 20 land into a Small Town.
>>
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>>456492
>>456513

That works for me, Hills+Coast+Grasslands+Hamlet it is. Which is actually pretty good all things considered. Going to need some timber trade though.

>A coastal House without a Port is a rather amusing thing.

Yeah I always thought that was silly, guess it makes sense when you could just plop one of those down with the base rules like it was nothing.

>To get the port we'd have to invest 20 land into a Small Town.

I think I'd do like the other QMs do and just let you make up the difference to upgrade the Hamlet you currently have. Fluff it as another part of the Invasion event.

So Law and Population don't have anything specific. Other then noting that your 13 Law gives you a -5 to House Fortunes, and your 32 Population gives you a +3 the max.

So next up to decide upon is Power, pic related once more. You have 22 to spend. Not listed is the Bannerhouse for 20 but I seriously doubt you guys would pick that given how low your Power is.
>>
>>456533
Trained Archers 6
Trained Garrison 5

and either a Vet Personal Guards for 11 or a Trained Warships fleet for 10
>>
>>456541
Agreeing with this. Only throwing my vote towards veteran Personal Guard.
>>
>>456541
Could also drop the Archers for 1 green Scouts and 1 green Guerillas, both units taking the 6 of the Archers.
>>
>>456557
Eh I'd prefer the archers.
>>
>>456541
>>456551
>>456557
>>456569

Hmm looks like Trained Archers, Trained Garrison, and Veteran Personal Guard. Using up all of your Power. I personally subscribe to a Personal Guard without Calvary is 100 men strong. So total you have 300 men. Which is damn small indeed, good thing you don't have much to protect.

So lastly for the night is Wealth, pic related for the final time. You guys have a lot of options from your Lands it looks like.

Not listed is Maester which is 10 Wealth.
>>
>>456613
Pic ples
>>
File: QR.OOSPHoldings.png (383KB, 1909x869px) Image search: [Google]
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>>456613
>>456615

Opps don't know where that went.
>>
>>456616
Salt works, food agriculture, animal husbandry, mine.

Let's get them gains boys.
>>
>>456613
Maester 10

Could either take the Food Agriculture at 5 or the Fishery at 5 and one of their upgrade for 5 again.

Mine, Salt Works or Quarry at basic entry for 10 or something like Apiary/Textile/Herb field for 5+upgrades Salt Works.

Could turn into a production oriented House easily.
>>
>>456616
Valuable Mine w/ gemstones?, 15
Fishery w/ Processing, 10
Maester, 10
>>
>>456630
>>456650
>>456651

Some sort of Salt Works makes sense. We'll go with that. Maesters are common place enough that it makes sense to have one of those. So that's 20.

How to spend the rest though?

Fishery and Processing + Food Agriculture
Animal Husbandry + Food Agriculture or Fishery
Food Agriculture and one of its upgrades + Fishery

Something else?
>>
>>456690
Animal husbandry plus the food. Maximum fortune gains and power growth boys.
>>
>>456690
>Animal Husbandry + Food Agriculture or Fishery

Either works
>>
>>456690
Guess I'll follow the pack with animal husbandry and food agriculture. That sounds fine.
>>
>>456706
>>456715
>>456723

Okay then, good enough for me. So that uses up 35 Wealth, 1 leftover.

And that's all I can do tonight unfortunately. Need to head off for bed for the night work in the morning.

Some things to discuss
>Name of the House
>Coat of Arms
>Name of the Current Lord, Daughter, Bastard Son, and other son
>Name and House of Wife
>Name of your Hall

Anything else regarding the History events you want to fluff feel free, we seem to have some of those sort of filled out. This was fun, I'll be back tomorrow to continue with rolling up some characters.
>>
It's funny really, we're building a House that has ties with House Hoare, it's safe to assume that we would be feeding Harrenhal with the amount of food we produce.

By being their food producer we don't really need to have an armed force since Lord Hoare would protect us.

Shame that Aegon will fuck us up in a few years.
>>
>>456751
Night OP, was a fun ride.
>>
>>456751
Please have incest
>>
Hope the OP comes back as promised
>>
>>459483
Probably the thread is dead or new thread will pop back up.
>>
assuming this thread's still alive, what kind of heraldry would be good?

I was thinking a blue and white/grey checkered field with some symbol over it. The grey/white represents our salt, which we derive from the ocean. Unsure about a symbol though, any ideas?
>>
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>>462309
>>
>>462326
change the silver to gold, something about the green/silver combo doesn't look right.

Depending on the impurities in salt, the color can vary pretty wildly. Maybe golden salt is our family's trademark?
>>
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>>462336
>>
File: House something 3.png (71KB, 432x446px) Image search: [Google]
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>>462336
>>
File: yellow salt.jpg (33KB, 650x511px) Image search: [Google]
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>>
Only yellow salt I know of is a chemical that's man made. Also both carcinogenic and an oxidizer.

Cancer, birth defects, burns and stuff similar to lung rot if it gets in/on you.

Or normal salt mixed with a yellow spice like turmeric.

As for house name. House Salann?

Irish for salt^
>>
>>462754
I'm inclined towards House Saltwater
>>
>>462759
With this color scheme?
House Packer
>>
>>462829
How about we get 10 results from a name generator and roll a 1d10 for our choice?
>>
>>462858
Why not, you wanna do it and post the generated names?
>>
>>463013
Fairwood
Seariddle
Bronzeburn
Bellwater
Amberfield
Copperstream
Lostu
Glalbaiwl
Wairvil
Keedgern

Used this generator: http://fantasynamegenerators.com/noble-house-names.php
>>
Rolled 2 (1d10)

Let's roll then lads.
>>
>>463058
Man, Seariddle is kinda meh.
But I'll abide by the dice roll.

I feel that the name of the family members should be made by the OP or whoever wants to run the thing, if it does take off.
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