kYour 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. Feeble Trait (-2 movement on land). Ports count as Trading Posts.
Crownlands: -2 construction time within Crownlands borders.
Fearful Smallfolk((1 extra turn to colonize)) Blood Of Old Valyria for all houses with capitals there.
Riverlands: Greenthumbs (+1 food per turn). Upjumped Stewards (1 extra turn to conquer). Farms (cost 2 food, 2 turns to build, may be built by anyone with land in the riverlands.)
Westerlands: Silverfingered (+1 gold per turn). Fearful Smallfolk (1 extra turn to colonize). Gold Mines (cost 2 gold, 2 turns to build, may be built by anyone with land in the westerlands.)
Iron Islands: Feeble (-2 movement on land). 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.
No embarkment penalty; applies to anyone with troops here.
Automatic seafarer trait