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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Diplomacy: Middlelands of Westeros
FanficRules for the game of diplomacy on ASOIAF forums. All ASOIAF names, places, etc are owned by GRRM and his publishers/editors this for a fan based game only; no profit nor gain is sought by the writer.