Rules

This page contains the modified rules for generating a house and the rules for monthly play in An Adamant Throne.

## House Generation

Most generation is done according to the RAW contained within the ASOIAF core book. The following are the changes necessary to bring it into line with the setting of AAT.

### Founding and historical events

While the generation of first founding of a knight house and the historical events it experiences work as written, the age of the house is contextualised as follows:

 2
 3
 4
 5
 6

### Defense Holdings

Holdings (castles, forts and towers) are bought as usual except for the following limits on the garrisoning of knights in any locations. A House must be able to garrison its full complement of knights within the alls of a Defense holding.

 Hall/Fort
 Small Castle
 Castle
 Superior Castle

### Land Holdings

Terrain and features are generated as stated, except for the communities. The price of all of these is halved, so a hamlet costs 5, a large town 15 and a large city just 25 (plus terrain costs).

### Influence Holdings

Use table 6-5: Influence and Status to determine the dice pool used to make status rolls for your entire house. For example, a House with 18 Influence would roll 3 dice on a House Fortune roll.

### Power Holdings

Banner houses and training costs are the same as in RAW. However, the units that can be bought in AAT are as follows:

### Wealth Holdings

The following wealth holdings are renamed for the setting, though their effects remain unchanged:

 Godswood
 Maester
 Sept

## Monthly Play

Each turn in AAT is representative of a month on the planet of Tintagel. As a former paradise world, the solar year is divided into 12 months of around 30 days, as close to Terra's calendar as possible. Each month, a House has a choice of three actions:

* **Major action**: An action that may change fates across Tintagel. A major action is any significant political, military, social, infrastructure or other activity which will influence the Houses development. This may include, for instance, the sending of an envoy to another house to formulate an alliance, it may be the declaration of conflict and the movement of troops, it may be the hosting of a tournament or the beginning of construction of a new castle, or even the petitioning of the mechanicum for new knight suits. A major action spawns a communal writing project between the player and the GM or between two (or more) players. A short written piece must be delivered for each major action a house takes, the result of which is determined by the GM. These results may be mechanical or story-based.
* **Minor action**: Working for the good of the house. A member of the house advises, guides or works towards some minor but not insignificant goal that would benefit their standing. A minor action increases any house statistic (Defense, Influence, Lands, Law, Population, Power or Wealth) by a single point.
* **House fortune roll**: Luck and circumstance can sometimes work in a houses favour. Make a House fortune roll as detailed in the RAW. Use the The results of the roll will occur during that month, as detailed by the GM.

A House can take up to three actions per month, with some limitations. A House may take any number of minor actions per turn. A House may make a single House fortune roll per month, but is not required to make more than one every three months. A House may take a single major action per month, but is not required to take more than one every three months.

This means that a three month set of turns may look like the following:

**Turn 1:**

* Major action - Attempt at gaining an alliance with neighbour house.
* Minor action - +1 Wealth
* Minor action - +1 Power

**Turn 2:**

* Minor action - +1 Power
* House fortune roll - Decline: -3 Law
* Minor action - +1 Defense

**Turn 3:**

* Major action - Declaring a war on a neighbouring house with their new allies.
* House fortune roll - Growth: +1 Power
* Minor action - +1 Law