Regional Traits

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Your region helps define you. These stack with House Traits so that may factor into your House Creation

Vale:

Castles get one extra turn of siege Capital trait

Feeble Trait (-2 movement on land). Capital trait

Ports count as Trading Posts. Land trait

Crownlands:

Craftsmen. Capital trait

Fearful Smallfolk((1 extra turn to colonize)) capital trait

Blood Of Old Valyria for any person with a region here; who moves a noble here. Land Trait

Riverlands:

Greenthumbs (+1 food per turn). Capital Trait

Upjumped Stewards (1 extra turn to conquer). Capital Trait

Farms (cost 2 food, 2 turns to build, may be built by anyone with land in the riverlands.) Land trait

Westerlands:

Silverfingered (+1 gold per turn). Capital Trait

Fearful Smallfolk (1 extra turn to colonize). Capital Trait

Gold Mines (cost 2 gold, 2 turns to build, may be built by anyone with land in the westerlands.) Land trait

Iron Islands:

Feeble (-2 movement on land). Capital Trait

Reavers Trait (sacking a territory yields 1/1-max one territory per turn). When a siege is complete gains half of the saved resources rounded up. Capital Trait

No embarkment penalty; applies to anyone with troops here. Land trait

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