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: All BNM units gain +1 DEF when defending against invaders in the North for the duration of the battle.
Effect: Travelers in the North suffer from the extreme weather conditions, losing 1 HP every 4 turns of noncombat.

Houses

House Stark- Direwolves of Winterfell
The ancient bond between House Stark and the direwolves of the North is unlike any other in Westeros, perhaps second only to the Targaryens bond.
Effect: Begin the campaign with 1 Direwolf. Direwolves begin as Cubs and must grow through XP and campaign progression before reaching their full potential. Details can be found in the Beastiary.

House Bolton - The Flayed Man
House Bolton is an ancient and feared House of the North, infamous for its ruthless nature and long history of conflict with its rivals. From the Dreadfort, they have cultivated a reputation for cruelty, intimidation, and an unwavering willingness to do what others will not.
Effect: Whenever a Bolton character deals damage to an enemy, that enemy becomes Wounded. Wounded enemies suffer -1 DMG on their next attack against the Bolton character.

House Manderly - Lords of White Harbor
House Manderly is one of the North's wealthiest Houses, ruling White Harbor, the North's greatest port and center of trade. Their southern origins have shaped them into skilled merchants and diplomats while generations in the North have forged an unwavering loyalty to Winterfell.
Effect: Begin the campaign with 2 Advanced Naval Units of your choice. Both Units do not have to be the same type.

House Mormont - Bear Island's Fury
House Mormont rules the harsh and isolated Bear Island, where generations of hardship have forged a fiercely resilient people. Their reputation is built upon unwavering loyalty, independence, and a willingness to endure hardships that would break lesser warriors.
Effect: When a Mormont character would be reduced to 0 Health, they may remain at 1 Health and continue fighting for 4 turns. At the end of the duration, they take the accumulated damage.
 
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Apriori

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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: Influence gains in the Crownlands increase by 25%.


Houses

House Targaryen - Blood and Fire
The blood of Old Valyria runs through the blood of House Targaryen. This allows them to bond with dragons, the greatest weapon Westeros has ever known.
Effect: Members of House Targaryen begin the campaign with 1 Dragon Egg. These eggs are able to hatch and grow into powerful beasts via EXP and Attribute Points. More details regarding dragons can be found in the Beastiary.

House Velaryon - Salt and Sea
House Velaryon is an ancient Valyrian House whose mastery of the sea has made them among the greatest navigators and sailors in Westeros. Their knowledge of currents, winds, and distant waters allows their fleets to travel where others would hesitate.
Effect: Members of House Velaryron have +1 Navigation as well as 1 Warship at the start of the campaign.

House Celtigar - Treasures of Claw Isle
House Celtigar is an ancient Valyrian House renowned for the treasures and relics preserved within Claw Isle. Their vaults hold rare Valyrian artifacts, weapons, and other treasures passed down through generations.
Effect: Begin the campaign with 1 Valyrian Steel armor set, ignoring the normal Crafting requirements needed to obtain them.
 
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-Akuma-

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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 25% 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 25% additional Gold from pillaging enemy settlements.

House Harlaw - The Iron Bastion
House Harlaw is one of the oldest and wealthiest Houses of the Iron Islands, ruling from the fortified island of Harlaw. Their wealth and long history have allowed them to maintain formidable strongholds, making them among the most difficult Ironborn Houses to dislodge from their lands.
Effect: Keeps and Docks owned by Harlaw gain additional 10 HP.

House Blacktyde - Against The Tides
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 the Salt-Hardened Flesh Feat without requiring the normal prerequisites.
 
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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 attempt 1 additional Scheme at a time.


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: Tully Members and their BNM units gain +1 STR when fighting alongside allied BNM.

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, preventing rivals from crossing without payment of their choice.

House Blackwood - Ravens of the Old Gods
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: Blackwood characters possess an uncanny awareness of events around them. Twice per campaign, they may receive a 'Raven Omen" concerning a nearby danger, revealing one piece of information chosen by the GM.

House Mooton - Maidenpool's Opportunism
House Mooton has long benefited from its position in the Riverlands, using Maidenpool's strategic location and the shifting fortunes of its neighbors to expand its influence. When others falter, the Mootons are quick to seize the opportunity.
Effect: When another House loses control of a Landmark, Structure, or Settlement, House Mooton gains double the Influence when capturing or reclaiming that location during the same Phase.
 
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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
House Lannister is the wealthiest House in Westeros, using its vast fortunes to secure loyalty, influence, and power. Their gold has made them capable of turning wealth into political strength when others cannot.
Effect: The Influence gained from converting Gold is increased. House Lannister may convert up to 100 Gold into 100 Regional Influence per Campaign Phase.

House Reyne - The Last Roar
House Reyne is a proud and defiant House, renowned for its refusal to yield even when faced with overwhelming odds. Their warriors fight hardest when defeat seems closest, turning desperation into renewed strength.
Effect: When a Reyne is challenged by an opponent of greater Rank or AP, they gain +1 to their DMG against them.

House Clegane - The Black Dog's Fury
House Clegane rose through violence and unwavering loyalty, forging a reputation for brutal and formidable warriors. Their martial tradition favors strength and endurance above all else.
Effect: House Clegane characters gain +2 STR or +2 DEF during character creation.
 
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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 mountains, increasing their travel time by 50%.


Houses
House Arryn - As High As Honor
As Wardens of the East, House Arryn has long watched over the mountain passes and defended the realm from threats beyond its borders.
Effect: Structures created by House Arryn have severely increased heights, negating the use of Siege Towers against them.

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 an additional Active Intrigue Scheme.

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 armor gain +1 additional effect through their etched Runes, allowing them to have an extra perk.
 
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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: Keeps, Walls, and other Defensive Structures recover at 40% of the cost instead of 75%, rounded up to the nearest 10.


Houses
House Hightower - Light the Way
House Hightower has long stood as one of the greatest strongholds of the Faith of the Seven, with Oldtown serving as a center of worship and devotion. Their deep connection to the Faith has allowed generations of Hightowers to cultivate a profound understanding of its teachings.
Effect: Hightower characters with 5 or more Piety may select a second Aspect of the Faith of the Seven. The second Aspect grants access to its Passive Blessings, but not its Active Blessings.

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: Tyrell owned Keeps generate 50% more Gold per update.

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: Redwyne Fleets generate 10% more Gold per successful battle.

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 stronger Greatswords as if they possess the Westerosi Combat style. These Greatswords can bypass Tier I and II armor as if not worn.
 
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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: Travelers in the Stormlanss suffer from the extreme weather conditions, losing 1 DEX every 4 turns of noncombat.
Effect: Warships made by non Stormlanders suffer a loss of 1 DEF in the Stormlands due to the intense weather.


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 as well as an additional weapon without requiring the necessary Fighting Style.

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 gain 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 and an additional +1 STR/DEF for every additional opponent above 2.
 
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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 and Schemes that attempt to sway them against allies fail.
Effect: Travelers in Dorne suffer from the extremely arid conditions, losing 1 HP every 4 turns of noncombat. This is increased to every 2 turns for Northerners.


Houses
House Martell - The Sun Spear
House Martell is renowned for its mastery of poison, turning even ordinary weapons into deadly instruments. They are feared for their ability to strike swiftly and leave venom to finish what the blade began.
Effect: House Martell characters have more potent poisons than other Houses and gain access to normal poisons at 1 less Intrigue. All weapons wielded by a Martell character are also considered poisoned.

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: House Yronwood may deny crossing of any Dornish landmark they control, preventing rivals from crossing without causing battle.

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: House Dayne members start with 1 Valyrian Steel Weapon at the start of the campaign.
 
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