1. Small Council
  • HuindilOPMA
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    13 days ago

    Lands and Holdings

    • 00 Cultural Heart
      • Your territory becomes a nexus of both artistry and martial spectacle, blending grandeur and grit. At its core lies a colossal arena, a coliseum of carved stone where knights clash in tournaments, mummers perform epic tragedies, and bards compete in song duels that draw nobles and smallfolk alike. Victorious champions crown your house with prestige, while bets, entry fees, and merchant stalls flood your coffers. Between bouts of steel and song, the arena doubles as a military training yard for drilling troops and a stage for public executions that turn justice into theater.
      • Surrounding the arena, workshops and theaters thrive: sculptors chisel monuments to your legacy, playwrights pen satires skewering rivals, and painters immortalize your triumphs in vivid frescoes. Annual festivals blend jousting tournaments with masquerade balls, attracting spies seeking secrets and artists hungry for patronage. The blend of bloodsport and artistry makes your domain a cultural lodestone, where perception is shaped as deftly by a bard’s ballad as by a champion’s lance.
    • 100 Regional Lordship [House Tarth]
      • A mid-tier lordship controlling land and resources critical to a kingdom’s stability. Examples: the Glovers’ timber-rich Wolfswood, the Manderlys’ coastal trade hub of White Harbor, or the Royces’ mineral-rich Vale territories. Includes a stone castle, 5-10 sworn knightly houses, and specialized income (mining, fishing, wool).
    • 100 Essosi Powerbase
      • Nobility works differently in much of Essos, and this purchase grants you a foothold in Essos’ kaleidoscope of power, be it through merchant cartels, slave markets, mercenary bands, or the shadowy machinations of the Free Cities. Your influence is rooted not in land, but in the currencies Essos values most: gold, secrets, and fear. You might command a network of informants selling whispers to Pentoshi magisters, a fleet of “trading” cogs that smuggle weapons to insurgents in Volantis, or a cadre of pit fighters whose victories launder bribes through Slaver’s Bay. Local elites tolerate, even grudgingly respect, your presence, seeing you as a player who understands their lethal game.
    • 100 Fertile Lands
      • Your soil defies nature, vineyards surpass the Arbor’s wines, orchards fruit in winter, and fields yield triple harvests immune to blight or drought. This bounty transforms your territory into a breadbasket of legend. Granaries overflow, fueling trade caravans that flood markets from Lannisport to Qarth, undercutting rivals and securing alliances through grain diplomacy. Your people thrive, their loyalty hardened by full bellies and the pride of cultivating the finest goods in the known world.
    • 200 Castle of Legend
      • Your seat is an architectural marvel, defying both nature and mortal ambition, a Harrenhal-scaled monstrosity of blackened stone (minus the curse), a sky-piercing fortress carved into mountain peaks like the Eyrie, or a labyrinthine stronghold burrowed deep into gold-rich cliffs akin to Casterly Rock.
      • Additionally, arcane wards are etched into its foundations, repelling siege engines, wildfire, and dragonfire with shimmering barriers that hum like distant thunder. Those possessing the Labyrinthine Sense perk navigate its hidden tunnels and vaults effortlessly, while purchasers of Blood of the Dragon may incorporate a colossal dragonpit into its design. The castle’s sheer presence dominates the landscape, a statement of power that dares rivals to test its walls.
      • So long as the castle remains under your house’s control, its sheer mythic presence stifles rival claims to your lands. Neighboring lords dismiss thoughts of rebellion, cowed by tales of its impregnability and the bloody legacy of those who dared challenge it. Your soldiers fight with the fury of men defending their gods, their morale unbreakable as they rally beneath its shadow. Fertile fields, bustling markets, and veins of precious ore flourish inexplicably further within its sphere of influence, as though the land itself bends to ensure your coffers overflow. This is not mere stone and mortar, but the beating heart of your dominion, radiating power that chokes dissent and bends fate to your lineage.

    Companions (+700cp from One and Done, for Companion)

    • 00 Canon Companions
      • Any characters you convince to join you on your journey may continue with you for free. They will not receive any CP unless included under the Create/Import option. If you choose to do so, they will join you without needing further convincing and will receive 1000 CP to spend, along with the option to take personal drawbacks.
      • Robert Baratheon