House Affiliation
Status, Power, and Obligation
Power flows downward from the Crown and responsibility flows upward from the people. Every character exists within this chain, whether they rule, serve, scheme, or survive beneath it.
House Affiliation defines where you stand, who answers to you, and who may command you. It is political, social and often lethal, but it is not a mechanical stat.
Status & the Chain of Power
The Seven Kingdoms are ruled by the Royal House, whose authority is founded on conquest and maintained by strength. From the Crown flows recognition and legitimacy, granted to the Great Houses, who in turn command Major Houses, Minor Houses, Knightly Houses, and the Smallfolk who labor beneath them.
Protection, loyalty and obligation bind each link to the chain. When that chain fractures, blood follows.
Status is a roleplay guideline only. It grants no mechanical bonuses but it does shape consequences. An insult given upward can destroy a life. Favor granted downward can build dynasties.
Rankings
King / Queen = 10
Heir to the Throne / Hand of the King = 9
Royal Children / Members of the Small Council = 8
Lord / Lady of a Great House / Lord Paramount = 7
Heir to a Great House = 6
Lord / Lady of a Major House = 5
Heir to a Major House = 4
Lord / Lady of a Minor House = 3
Heir to a Minor House / Knightly House = 2
Smallfolk = 1
Slave = 0
Note: Slavery is not practiced in Westeros. This rank exists only for foreign characters or external reference.
Rise and Fall
Status is not purchased and cannot be improved with points…
- Knightly & Minor House may be elevated or stripped by their liege
- Major Houses answer to their Great House
- Great Houses and Lord Paramount are recognized and removed by the Crown
- Royal authority changes only through conquest
Individual characters may rise and fall through…
- Appointments such as the Small Council, command and offices
- Political disgrace
- Marriage, favor or betrayal
- War
The Game of Thrones is played with Titles but paid for in Consequences.
Governance
House Affiliation determines access to powerful systems, all handled on their own pages…
House Wealth & Stewardship
Managing coffers, surviving famine and safeguarding your people
Trophies & Commerce
Profits of war and trade, captured units and long term investment
Espionage & Intelligence
Gathering secrets, counterintelligence, political exposure, and retaliation
House Strength & Warfare
Armies, fleets, sieges, dragons and the cost of open conflict
Characters may participate in these systems only through their House or with their House approval.
Final Notes
Status does not protect you from Consequences…
Power without stewardship invites collapse…
Every House stands because others believe it should…
