So these are your starting resources:
Defense: 23
Influence: 30
Lands: 19
Law: 18
Population: 31
Power: 23
Wealth: 27
Now we add modifiers based on the kingdom in which Kelterin dwells. I have to eyeball this, since the table in the book is obviously for Westeros.
Defense: 23+5=28
Influence: 30+5=35
Lands: 19+10=29
Law: 18+20=28
Population: 31+5=36
Power: 23+5=28
Wealth: 27+20=47
Here's a bit what the numbers mean about Kelterin:
Defense 28 - Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely.
Influence 35 - A minor house. (Examples from Westeros: House Clegane, House Payne, House Karstark, if you've read the books)
Lands 29 - A modest stretch of land or medium-size island (ex. House Frey)
Law 28 - Typical level of Law. Crime is common, but not out of control.
Population 36 - Modest population. At least one town and several small hamlets.
Power 28 - A modest force of soldiers, including some trained troops.
Wealth 47 - Affluent. Your family has more funds than it needs and lives in comfort.
Now we come to the part where you get to do some initial modifications to these numbers. In the book, each player member of the House gets to roll 1d6 and add that number to one of the numbers (up to 2 rolls extra per resource). Since you're the only member of the House, I'll let the other players roll in as well, if they like, and you can tell me where you'd like to place it. I will note that it takes hitting the 10 (so, say, going from Wealth 47 to Wealth 50) in order to bump up to the next level.
I'll roll one in and you can tell me where to put it, and the rest of you can roll in and [MENTION=15132]Steve Gorak[/MENTION] can decide where to place the numbers.
Kelterin modification roll: 1D6 = [1] = 1
Not too high. Let me know where to put it and everyone go ahead and roll once.