Central both to the books of George R.R. Martin and the TV show, and hence to the game as well, are the noble houses and the never-ending dance of the Game of Thrones. Although there's a lot of support in the core rulebook for the process of creating your own houses to provide an original focus for your game, it can be quite a daunting prospect. This book is in effect a worked example of the house creation process, and can fill many roles. Perhaps you like one of these houses well enough to take it on as your own. Perhaps the Narrator will use all or some of them as the other houses with which yours interacts. There is also an expansion of the Riverlands region, where it is assumed that these houses are to be found - although only one actually holds allegiance to the Tullys who rule over them. Maybe at this time of relative peace they don't mind too much! Finally, there's a plotline to kickstart a new chronicle and enable your new house to make a start at making their mark on Westeros.
The houses and their allegiances are: Barnell (which looks to the Starks), Bartheld (Baratheon), Dulver (Lannister), Kytley (Frey), Marsten (Arryn) and Tullison (Tully). In many ways it is the houses, rather than individuals, who are the players in the Game of Thrones, and these house provide ample scope. They are, however, all quite nice... nicer than many (most?) of those found in the books, although there is a note with each one about how to run them in a darker manner if so wished. For each house there is a history, their arms and words, a stat block and information on their holdings, style and much, much more. There are detailed notes on persons of note in each house (including full character stat blocks) with plenty of background to enable you to bring them to life. Mostly they hang together well - even if Bartheld appears to think it's called Hart House half the time, Hart House being the name of their principle residence but it comes over rather confusing! - and the characters are interesting and well-developed. Plenty of scope here...
The middle section of the book is devoted to the Riverlands, presenting corners of the region suitable for annexation by a house of the group's own devising if they don't want to play any of the ones provided. There's also the delightful Market Town, determined to live free of noble influence, serving as neutral territory and home to many a scheme and plot. There are also various traditions, events and locations suitable for incorporation into whatever is going on in your game. Each listing is replete with interesting characters and other snippets poised to breathe life into proceedings, as well as many ideas for plots.
Finally there is the Iron Plot. This is an adventure that begins in the party's own house, but takes the characters far afield about the business of the house's liege lord. It can serve as an introduction to a whole series of adventures, a jumping-off point for your whole chronicle. It also provides opportunities to introduce some of the major players in Westeros, the ones well-known from the books or TV screen, into your game, rubbing shoulders - crossing swords or wits even - with members of the party. Part of the adventure involves investigating another house, and two options are provided for the target house - both ones listed in this book. but of course the party may be part of one of them. It all ends, of course, with a good brawl... but one which leaves as many questions as it answers, great scope for further adventure.
This is indeed a shining example of what you can do with this ruleset - a resource you can mine or just an exemplar for your own creations, but well worthy of being picked up by any Narrator.
Return to Chronicle Starter page.
Reviewed: 11 February 2016