3 - Regions and Houses

Apriori

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Westeros is a vast and varied continent shaped by centuries of war, noble ambition, and ancient power. Stretching from the icy lands beyond the Wall to the sun-scorched coasts of Dorne, its landscape shifts dramatically across its length - offering snow-blanketed forests, verdant river valleys, windswept mountain ranges, fertile plains, and rocky coastlines. These natural barriers divide the continent into nine distinct Regions, each ruled by powerful Houses with their own cultures, traditions, and ambitions. The Seven Kingdoms are not merely geographic lines - they are living histories of rebellion, loyalty, pride, and blood, each vying for influence over the Realm.


The North
The North is the largest and coldest region in Westeros, marked by dense pine forests, rugged hills, and long winters. Life is harsh, and so are its people: stoic, honorable, and slow to forget betrayal. The Old Gods still hold sway here, with heart trees and weirwoods dotting the land. House Stark of Winterfell once ruled as Wardens of the North, commanding deep loyalty. Other Houses like Bolton, Manderly, and Mormont each bring their own strength, be it through fear tactics, seaborne might, or fierce resilience.​

The Crownlands
The Crownlands sit at the center of Westeros, serving as the seat of royal power and the heart of the realm’s politics. Surrounding the capital of King’s Landing, the region is shaped by ambition, influence, and the legacy of conquest, with fertile lands, valuable ports, and ancient strongholds scattered throughout. House Targaryen of Dragonstone left an enduring mark on the region through its dragons and Valyrian heritage, while Houses like Velaryon and Celtigar preserve the traditions of Old Valyria through naval power, trade, and ancient treasures. In the Crownlands, proximity to the throne can bring unmatched opportunity, but also invites endless rivalries and schemes.​

The Iron Islands
Set apart in the cold waters of the Sunset Sea, the Iron Islands are a cluster of rocky, storm-wracked isles. Their people are hard, proud, and deeply tied to the sea, following the faith of the Drowned God. The Ironborn value strength and reaving, living by the Old Way. House Greyjoy are stationed in Pyke, with rival Houses like the Hoare and Blacktyde lines striving for dominance through naval power and religious fanaticism.​

The Riverlands
Centrally located and endlessly fought over, the Riverlands are fertile, green, and filled with winding rivers. They are often the battleground of Westeros due to their strategic position. The people are hardy and passionate, tied deeply to the land and their kin. House Tully of Riverrun serves as the region’s traditional power, while House Frey of the Twins controls a vital crossing and commands attention through sheer numbers and calculated alliances.​

The Westerlands
Rich in gold and ambition, the Westerlands are a mountainous region in the west, famed for its wealth and well-fortified castles. The land is dotted with mines and keeps, and its people are proud, cunning, and often ruthless in pursuit of power. House Lannister of Casterly Rock dominates the region with vast influence. Noble families like the Reynes and Cleganes serve their own ends through silver, steel, and strength.​

The Vale
A land of high peaks and deep valleys, the Vale is sheltered by the Mountains of the Moon and famed for its near-impenetrable defenses. Isolated and proud, the Vale’s people are steeped in honor and tradition, yet removed from the turmoil of other kingdoms. House Arryn rules from the Eyrie, a skybound fortress unmatched in defense. Houses like Royce and Baelish add layers of martial might and intrigue, with the latter manipulating politics from the shadows.​

The Reach
Blessed with abundant harvests, rolling meadows, and blooming fields, the Reach is the breadbasket of the realm. Its people are cultured, chivalrous, and prideful, with a strong emphasis on beauty, legacy, and courtly power. House Tyrell of Highgarden once held sway, with House Hightower guarding Oldtown’s knowledge, House Tarly commanding military respect, and House Gardener remembered as the ancient kings of the region. The Reach thrives on alliances, pageantry, and political maneuvering as much as warfare.​

The Stormlands
The Stormlands are defined by thunderous coasts, rocky shores, and thick forests - shaped by the relentless storms that batter their shores. Its warriors are tough, unyielding, and fiercely loyal. House Baratheon rules from Storm’s End, a castle said to defy the very sea. House Durrandon’s legacy lingers in the land’s blood, while noble Houses like Selmy continue to defend their honor with unmatched martial skill and valor.​

Dorne
South of the Red Mountains lies Dorne - a land of sun, sand, and fierce independence. Its climate is hot and dry, but its people are passionate, proud, and culturally distinct from the rest of Westeros. Unlike other regions, Dorne honors equal inheritance, and its Houses are known for deadly combat, sharp tongues, and desert resilience. House Martell of Sunspear leads with quiet resolve, supported by ancient Houses like Dayne and Yronwood, whose pride rivals that of kings.​
 
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Apriori

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The North


The North is the largest and oldest of the Seven Kingdoms, stretching from the Neck to the Wall. Defined by harsh winters, vast forests, and ancient traditions, its people descend from the First Men and have endured countless hardships that would have broken lesser realms. Loyalty, resilience, and honor are deeply rooted in Northern culture, producing warriors and rulers who value survival over luxury and steadfastness over ambition.

Regional Legacy - Winter Is Coming
The North has endured countless winters that would have broken lesser kingdoms. Every lord knows that survival belongs to those prepared before the storm arrives.
Effect: BNM units gain +1 DEF when defending against an enemy that attacks first.

Houses

House Stark- Direwolves of Winterfell
The ancient bond between House Stark and the direwolves of the North is unlike any other in Westeros.
Effect: Begin the campaign with 1 Direwolf. Direwolves begin as Cubs and must grow through XP and campaign progression before reaching their full potential.

House Bolton - The Flayed Man
House Bolton has ruled through fear for centuries, leaving enemies broken long after the battle has ended.
Effect: Whenever you defeat another House in battle, they lose an additional 20 Influence.

House Manderly - Lords of White Harbor
White Harbor has made House Manderly the greatest naval and mercantile power of the North.
Effect: Begin the campaign with 2 Advanced Naval Units.

House Mormont - Bear Island's Fury
The warriors of Bear Island are renowned for fighting on long after others would fall.
Effect: Once per Duel, when reduced to 25% HP or lower, gain +1 STR and +1 DEF for 3 turns.
 
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The Crownlands

The Crownlands sit at the center of Westeros, serving as the seat of royal power and the heart of the realm’s politics. Surrounding the capital of King’s Landing, the region is shaped by ambition, influence, and the legacy of conquest, with fertile lands, valuable ports, and ancient strongholds scattered throughout. House Targaryen of Dragonstone left an enduring mark on the region through its dragons and Valyrian heritage, while Houses like Velaryon and Celtigar preserve the traditions of Old Valyria through naval power, trade, and ancient treasures. In the Crownlands, proximity to the throne can bring unmatched opportunity, but also invites endless rivalries and schemes.

Regional Legacy - Crown Authority
As the seat of the Iron Throne, the Crownlands wield influence beyond the strength of their armies alone. The authority of the Crown carries weight throughout the realm.
Effect: Once per Phase, reduce the Influence cost of one action by 25%.


Houses

House Targaryen - Blood and Fire
The blood of Old Valyria grants House Targaryen the ability to bond with dragons, the greatest weapon Westeros has ever known.
Effect: Begin the campaign with 1 Dragon Egg. Dragons must be hatched, bonded, and raised through XP and campaign progression before reaching their full potential.

House Velaryon - Salt and Sea
For centuries, House Velaryon has ruled the waters surrounding Driftmark, establishing itself as the foremost naval power of the Crownlands.
Effect: House Velaryon gains advantages in fleet operations, naval logistics, and control of maritime routes.

House Celtigar - Treasures of Claw Isle
House Celtigar safeguards one of the greatest surviving collections of Valyrian relics in Westeros, a legacy preserved since before the Doom.
Effect: Begin the campaign with 1 Valyrian Steel weapon and 1 Valyrian Steel armor set, ignoring the normal Crafting requirements needed to obtain them.
 
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The Iron Islands

The Iron Islands are a harsh and unforgiving realm of rocky shores, brutal seas, and proud traditions. The Ironborn have long valued strength, independence, and conquest, following the Old Way of taking what they cannot create. Their mastery of naval warfare and devotion to the Drowned God have made them feared throughout Westeros, though their customs often place them at odds with the mainland kingdoms.

Regional Legacy - What Is Dead May Never Die
The Ironborn are shaped by hardship, the unforgiving sea, and a culture that teaches them to endure where others would surrender. Defeat is not the end - it is simply another trial to overcome.
Effect: Iron Islands Houses suffer 10% less Loyalty loss after losing battles.


Houses

House Greyjoy - The Iron Price
House Greyjoy embodies the oldest traditions of the Ironborn, believing that what is taken through strength holds greater value than what is gained through coin or diplomacy.
Effect: Gain 10% additional Gold from pillaging enemy settlements.

House Hoare - The Black Ambition
Before the coming of the dragons, House Hoare wore a crown of its own. Their ambition built kingdoms, conquered lands, and left behind monuments that stood as symbols of their power.
Effect: Keeps and Castles owned by House Hoare gain additional durability.

House Blacktyde - Salt-Hardened Flesh
House Blacktyde remains deeply devoted to the Drowned God, preserving the ancient traditions of the Ironborn. Those who endure the rites of the sea are believed to emerge stronger, hardened by salt and storm.
Effect: Members of House Blacktyde begin with access to Salt-Hardened Flesh without requiring the normal prerequisite.
 
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The Riverlands
The Riverlands are the heart of Westeros, a fertile region defined by its countless rivers, ancient roads, and central location between the great kingdoms. Their position has made them a crossroads of trade, armies, and ambition, but it has also made them a battlefield for nearly every major conflict in history. The people of the Riverlands have learned to survive through adaptability, alliances, and resilience, constantly rebuilding after the wars that sweep across their lands.

Regional Legacy - Crossroads of the Realm
The rivers and roads of the Riverlands connect every corner of Westeros, making the region a place where merchants, armies, and nobles must inevitably pass.
Effect: Players may use 1 additional Scheme per Phase if otherwise allowed.


Houses
House Tully - Lords Paramount of the Trident
House Tully has long ruled the Riverlands by gathering divided lords beneath a shared banner, relying on loyalty and diplomacy rather than conquest.
Effect: House Tully gains +50 Influence when negotiating treaties.

House Frey - The Twins
House Frey's control of the crossing between the North and the Riverlands has made them one of the most strategically important Houses in Westeros.
Effect: House Frey may deny crossing of any river landmark they control.

House Blackwood - The Weirwood’s Memory
House Blackwood has preserved the traditions of the First Men for thousands of years. Beneath the ancient weirwood of Raventree Hall, generations have guarded the memories and knowledge of the past.
Effect: Gain additional information from Scouting and Investigation actions.
 
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The Westerlands
The Westerlands are one of the wealthiest regions in Westeros, blessed with rich mines, fertile lands, and powerful noble families. Their vast resources have allowed their lords to maintain strong armies, influential courts, and extravagant holdings. While their wealth is their greatest strength, the Westerlands have also cultivated a reputation for ambition, pride, and ruthless pursuit of power.

Regional Legacy - The Golden Lands
Beneath the hills of the Westerlands lie some of the richest mines in the known world. Their wealth has shaped kingdoms, financed wars, and elevated noble houses beyond their borders.
Effect: Gain +10 Gold per Structure owned per Phase.


Houses
House Lannister - The Lion’s Gold
The Lannisters are the richest House in Westeros, using their wealth not only to buy luxury, but to secure loyalty, influence, and victory.
Effect: The Influence gained from converting Gold is increased:
May convert up to 100 Gold into 100 Regional Influence per campaign phase.

House Reyne - The Last Roar
The Reynes were proud and defiant, refusing to yield even against overwhelming odds.
Effect: After losing a battle, remaining units gain +1 STR and +1 DEF for the next battle.

House Clegane - The Black Dog’s Fury
House Clegane's rise was forged through violence and loyalty, producing warriors feared throughout Westeros.
Effect: House Clegane characters gain +2 STR or +2 DEF.
 
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The Vale
The Vale of Arryn is a mountainous realm protected by some of the most formidable natural defenses in Westeros. Its isolated valleys and towering peaks have allowed its people to preserve ancient traditions, while its knights have become renowned for discipline, honor, and martial skill. Though difficult to invade, the Vale's isolation has often made its nobles cautious of the conflicts beyond their borders.

Regional Legacy - The Gates of the Moon
The mountains surrounding the Vale have protected its people for thousands of years. Any force that seeks to conquer the region must first overcome the land itself.
Effect: Enemy armies suffer increased travel time when moving through Vale landmarks.


Houses
House Arryn - The Falcon’s Vigil
As Wardens of the East, House Arryn has long watched over the mountain passes and defended the realm from threats beyond its borders.
Effect: Once per campaign, reveal the location of enemy units within the Vale using messenger falcons

House Baelish - The Little Bird
House Baelish rose from humble beginnings through ambition, patience, and an understanding of how information and influence shape the realm.
Effect: Gain access to higher-tier Intrigue Schemes 1 Attribute Level earlier.

House Royce - Runes of Runestone
House Royce carries the legacy of the First Men through the ancient bronze armor and forgotten runic traditions of their ancestors. The warriors of Runestone endure through generations, carrying the strength of the past into every battle.
Effect: House Royce characters gain +1 Durability while equipped with Bronze Armor or higher-tier armor.
 
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The Reach
The Reach is the fertile heartland of Westeros, a realm of endless fields, ancient castles, and powerful noble families. Its wealth comes not only from fertile lands but from trade, chivalry, and the influence of its great houses. Known for its knights, harvests, and courtly traditions, the Reach has long been a center of culture and prosperity.

Regional Legacy - Fields of Plenty
The fertile lands of the Reach have sustained kingdoms for generations. Even after war and hardship, the region's abundance allows it to recover faster than any other realm.
Effect: Structures, Settlements, and other damaged regional assets recover 25% faster.


Houses
House Florent - Fox’s Opportunism
House Florent has survived through ambition, patience, and careful timing. The Fox does not always win by force; it wins by knowing when others have weakened and when opportunity has arrived.
Effect: When another House loses control of a Landmark, Structure, or Settlement, House Florent gains +25 Influence when capturing or reclaiming that location within the same Phase.

House Tyrell - Garden’s Grace
House Tyrell rose through careful diplomacy, generosity, and a deep understanding of courtly relationships. Their strength lies not only in their lands, but in their ability to cultivate loyalty and influence.
Effect: Once per Phase, House Tyrell may reroll one failed Social or Intrigue action.

House Redwyne - The Arbor’s Wealth
House Redwyne controls the Arbor, one of the wealthiest islands in Westeros. Their powerful fleet and trade networks have made them a force beyond the borders of the Reach.
Effect: Transport Ships may carry goods in addition to troops, allowing House Redwyne to gain 20 Gold per successful trade voyage.

House Tarly - Heartsbane Tradition
For generations, House Tarly has carried Heartsbane, the legendary greatsword of Horn Hill. Through centuries of training and tradition, the warriors of Tarly have mastered the use of heavy blades, wielding them with unmatched power and precision.
Effect: House Tarly characters may use Greatswords as if they possess the Westerosi Combat style. Greatswords wielded by House Tarly characters deal +1 DMG.
 
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The Stormlands
The Stormlands are a rugged realm of ancient forests, harsh mountains, and violent seas. The storms that batter its shores have shaped its people into fierce, stubborn warriors who thrive in adversity. Foreign armies may conquer castles and defeat armies, but few can truly overcome the land itself.

Regional Legacy - Storm’s Wrath
The storms of the Stormlands are as much a defense as any fortress. Those unfamiliar with the violent weather and unpredictable conditions struggle to fight effectively within the realm.
Effect: Non-Stormlander units fighting within Stormlands landmarks suffer -1 DEX during battles.


Houses
House Baratheon - Fury of the Stag
The blood of the Storm Kings runs through House Baratheon. Their warriors are renowned for their strength, stubbornness, and commanding presence.
Effect: House Baratheon characters gain +1 Durability at creation.
Enemies suffer +1 Failure when attempting Intrigue against them.

House Caron - The Nightingale’s Vigil
From the walls of Nightsong, House Caron has watched over the Dornish Marches for generations. Their warriors are trained to detect threats before they arrive and seize the initiative before their enemies can react.
Effect: House Caron always gains the first turn in Duels and Bannermen (BNM) battles and an additional 1 AGL/SPD.

House Selmy - The White Bull’s Legacy
House Selmy has produced some of the greatest knights in Westeros. Their warriors embody courage, discipline, and the skill required to stand against overwhelming odds.
Effect: House Selmy characters gain +1 STR and +1 DEF when fighting alone or while defending their honor in single combat.
 
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Dorne
Dorne is the southernmost realm of Westeros, a land shaped by deserts, mountains, and ancient traditions. Unlike the other kingdoms, Dorne has never relied on overwhelming armies or wealth, but instead on patience, adaptability, and an unbreakable sense of identity. Its people have endured invasions and political pressure for generations by refusing to fight on anyone else's terms.

Regional Legacy - Unbowed, Unbent, Unbroken
Dorne has survived countless attempts at conquest by refusing to surrender its identity. Defeat is not the end of the struggle; it is merely another step in a longer fight.
Effect: Dornish units suffer no Loyalty loss after losing battles within Dorne landmarks.


Houses
House Martell - The Sun Spear
House Martell has mastered the art of patience and choosing the right moment to strike. They endure by refusing to fight wars on another's terms.
Effect: Once per Campaign, after losing a Battle or Duel, House Martell may turn the outcome into a Stalemate.

House Yronwood - The Boneway Guardians
House Yronwood has guarded one of the most important routes into Dorne for generations. The Bloodroyals have built their strength through ancient traditions of defense and war.
Effect: Enemy armies suffer increased travel time through Yronwood-controlled Passes.

House Dayne - Legacy of the Sword
House Dayne's traditions stretch back thousands of years. Their mastery of arms has produced some of the most renowned warriors and weapons in Westeros.
Effect: All units begin with Tier II weapons. Crafting weapons costs 20% less Gold.
 
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