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  1. #1
    Bonez's Avatar Protector Domesticus
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    Default (Proposal) Westeros RPG

    So I would have to get a map for later, but I was wondering if anyone would want to do an RPG based around the world of Westeros, we would start as it was at the start of the game of thrones book, and before anyone asks I call Starks... But, I was thinking for battle rolls and everything we could borrow the system from GSTK if they are in agreeance.

    Here is a map of the proposed area.

    Spoiler for Map of Westeros


    Spoiler for List of Mods
    Bonez899
    Psychotic Barbarian
    Bjorn
    Barry Goldwater


    Spoiler for Main Positions for Start of RPG
    Lord of Winterfell and the north - Bonez899
    Lord of Riverrun - IrishBlood
    Lord of The Eyrie - Legate Legolas
    Lord of Casterly Rock - Glorious Gandalf
    Lord of Iron Isles - Cleftjaw
    Lord of Storm's End - Bjorn
    Lord of High Garden - Rathertallhat
    Lord of Dorne - Darkan



    Spoiler for Sub-Forum layout
    A Game of Thrones RPG (An RPG that takes place in the world of Westeros)

    -King's Landing (capital of Westeros, throne of the King)
    Sticky - The Royal Palace (RP's with the King)
    Sticky - Small Council (decisions deciding war and other decisions with multiple people)
    - Iron Bank of Braavos (player accounts)
    - Lands of the Seven(all home threads)
    - The Game of Thrones(where all the RPG adventurey goodness takes place)
    -A Feast for Crows (where all battles take place)
    - Beyond the Land of Westeros(where any interactions in places such as the free cities takes place)
    - The Spiders Lair (moderator only thread)

    Updated to, we are going to base it around the world of Westeros, but as Barbarian said we need to make our own characters and storyline so that the RP remains rather unlocked.
    Last edited by Bonez; April 15, 2012 at 07:42 PM.

  2. #2
    Bonez's Avatar Protector Domesticus
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    Default Re: (Proposal) Westeros RPG

    Income Rules
    In times of war, a noble will be able to levy their troops for no extra bulk pay, but will need to spend 1 Stag per man to maintain them (and that includes the year one levies them).

    2 coin type system:
    1 Gold Dragon = 200 Silver Stags (instead of 210). The cost of 1 man is still 1 Stag/week or 200 men for 1 Dragon/week)
    Starting Income/Promotions:

    King/Queen of Westeros – 20000 Silver Stags = 100 Gold Dragons
    Prince/Princess – 10000 Silver Stags = 50 Gold Dragons
    Lord of Major House – 15000 Silver Stags = 75 Gold Dragons
    Lord’s Bannerman – 8000 Silver Stags = 40 Gold Dragons
    Sworn Sword – 4000 Silver Stags = 20 Gold Dragons
    Hedge Knight – 2000 Silver Stags = 10 Gold Dragons
    Squire – 1000 Silver Stags = 5 Gold Dragons
    Freeman – 1000 Silver Stags = 5 Gold Dragons

    MERCENARIES:
    Sellsword Commander/Sellsail Commander – 10000 Silver Stags = 50 gold Dragons
    Sellsword Second-in-command/Sellsail Captain – 5000 Silver Stags = 25 Gold Dragons
    Sellsword/Freerider/Sellsail – 3000 Silver Stags = 15 Gold Dragons
    Novice Sellsword/Novice Sellsail – 2000 Silver Stags = 10 Gold Dragons
    Freeman – 1000 Silver Stags = 5 Gold Dragons

    RELIGION:
    High Septon – 12000 Silver Stags = 60 Gold Dragons
    Damphair/High Priest of R’hllor/Most Devout Septon - 8000 Silver Stags = 40 Gold Dragons
    Drowned Man/Red Priest/Septon – 4000 Silver Stags = 20 Gold Dragons
    Acolyte of the Drowned God/Slave of R’hllor/Acolyte Septon – 2000 Silver Stags = 10 Gold Dragon
    Freeman – 1000 Silver Stags = 5 Gold Dragons

    MERCHANTS:
    Merchant Prince – 12000 Silver Stags = 60 Gold Dragons
    Merchant – 8000 Silver Stags = 40 Gold Dragons
    Lesser Merchant – 4000 Silver Stags = 20 Gold Dragons
    Apprentice Merchant – 2000 Silver Stags = 10 Gold Dragons
    Freeman – 1000 Silver Stags = 5 Gold Dragons

    THE NIGHT’S WATCH:
    Lord Commander of TNW – 10000 Silver Stags = 50 Gold Dragons
    Commander of a NW Castle – 5000 Silver Stags = 25 Gold Dragons
    First Ranger/First Builder/First Steward of TNW – 3000 Silver Stags = 15 Gold Dragons
    Ranger/Builder/Steward of TNW – 2000 Silver Stags = 10 Gold Dragon
    Recruit of TNW – 1000 Silver Stags – 5 Gold Dragon
    Freeman – 1000 Silver Stags = 5 Gold Dragons

    THE KINGSGUARD:
    Lord Commander of The Kingsguard – 10000 Silver Stags = 50 Gold Dragons
    Member of The Kingsguard – 5000 Silver Stags = 25 Gold Dragons

    This is the lump sum added to your account when either starting a new character (as freemen) or when receiving a promotion from higher Lords/King/Clergy/Merchant. Note, you only get these when promoted upwards. If you are demoted, you do not get this.

    Weekly Incomes For Non-Nobles and Nobles without land:
    High Septon – 4000 Silver Stags = 20 Gold Dragons
    Damphair/High Priest of R’hllor/Most Devout Septon - 3000 Silver Stags = 15 Gold Dragons
    Drowned Man/Red Priest/Septon - 2000 Silver Stags = 10 Gold Dragons
    Acolyte of the Drowned God/Slave of R’hllor/Acolyte Septon - 1000 Silver Stags = 5 Gold Dragons
    Sworn Sword – 3000 Silver Stags = 15 Gold Dragons
    Hedge Knight – 1400 Silver Stags = 7 Gold Dragons
    Freeman – 400 Silver Stags = 2 Gold Dragons

    - Clergy Notes
    As per the Church Rules below, the Church gains a set income per week depending on the amount of main clergy characters in the game:
    High Septon – 8000 Silver Stags = 40 Gold Dragons
    Damphair/High Priest of R’hllor/Most Devout Septon - 4000 Silver Stags = 20 Gold Dragons
    Drowned Man/Red Priest/Septon - 2000 Silver Stags = 10 Gold Dragons
    Acolyte of the Drowned God/Slave of R’hllor/Acolyte Septon - 1000 Silver Stags = 5 Gold Dragons

    Weekly Incomes for Nobles
    Note: Sworn Swords earn the Hedge Knight base pay of 1400 SS = 7 GD plus a wage given by their liege of 1600 SS = 8 GD.
    Nobles are unique in that they draw their income from their lands. Each noble is a Knight thus they receive the Hedge Knight’s base pay of 1400 Silver Stags = 7 Gold Dragons per week, as well as an income from each of their lands based on the wealth of the land. On top of this, all members of the Noble Peerage of a rank of Bannerman or higher receive an additional 10% to their income to represent the taxation of minor nobility and estate holders.

    The income generated by the lands is indicated on the maps below, as are the levy numbers for each province. Nobles simply add all their lands incomes together combined with their Knightly base pay of 1400 Silver Stags = 7 Gold Dragons to receive their total weekly income. In times of war, a noble will be able to levy their troops for no extra bulk pay, but will need to spend 1 Silver Stag per man/week to maintain them (and 1 Silver Stag per man when one levies them).
    Income lists
    Beyond the Wall
    Beyond the Wall
    Ruined Castle - 200 man levy, 400 Stag income.
    Forever Winter - 200 man levy, 400 Stag income
    The Frozen Shore - 200 man levy, 400 Stag income
    Frostfangs - 200 man levy, 400 Stag income
    Frozen Coast - 200 man levy, 400 Stag income
    The haunted forest - 400 man levy, 800 Stag income
    Hardhome - 200 man levy, 400 Stag income

    The North
    The North
    Capital - Winterfell - 3000 man levy, 4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Widow’s Watch
    Skagos
    Bear Island
    Moat Cailin
    Oldcastle

    Medium Lands - 1000 man levy, 1500 Stag income
    Last Hearth
    Lonely Hills
    Ramsgate
    The Stoney Shore
    Torren’s Square

    Large Lands - 1500 man levy, 2000 Stag income
    The Dreadfort
    White Harbor
    The Mountains
    Barrowton
    Flint’s Finger
    Greywater Watch
    The Rills

    Very Large Lands- 2000 man levy, 2500 Stag income
    Karhold
    Deepwood Motte

    The Riverlands
    The Riverlands

    Capital - Riverrun - 3000 man levy, 4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Seagard
    Fairmarket
    Lord Harroway’s Town

    Medium Lands - 1000 man levy, 1500 Stag income
    Old Stones
    Saltpans
    Antlers
    Aeron Hall

    Large Lands - 1500 man levy, 2000 Stag income
    Pinkmaiden
    Stoney Sept
    High Heart

    Very Large Lands- 2000 man levy, 2500 Stag income
    The Twins
    Harrenhall

    The Iron Isles
    Iron Islands

    Capital - Pyke - 3000 man levy, 4000 Stag income

    Medium Lands - 1000 man levy, 1500 Stag income
    Orkemont

    Large Lands - 1500 man levy, 2000 Stag income
    Great Wyk
    Ten Towers

    The vale
    The Vale

    Capital - The Eyrie - 3000 man levy, 4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Sisterton

    Medium Lands - 1000 man levy, 1500 Stag income
    Heart’s Home
    The Bloody Gate
    Wickenden
    Sunkenwood

    Large Lands - 1500 man levy, 2000 Stag income
    Strongsong
    Longbow Hall
    Gulltown

    Very Large Lands- 2000 man levy, 2500 Stag income
    Coldwater

    The Westerlands
    The Westerlands

    Capital - Casterly Rock - 3000 man levy, 8000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Deep Den
    Ashemaker
    Faircastle

    Medium Lands - 1000 man levy, 1500 Stag income
    Goldentooth
    Banefort
    Kayce
    Sar Field


    Large Lands - 1500 man levy, 2000 Stag income
    Lannisport
    Cornfield

    Very Large Lands- 2000 man levy, 2500 Stag income
    Silverhall
    Crakehall

    The Crownlands
    The Crownlands

    Capital - King’s Landing - 6000 man levy,4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Dragonstone
    Claw Isle

    Medium Lands - 1000 man levy, 1500 Stag income
    Rosby
    Kingswood

    Large Lands - 1500 man levy, 2000 Stag income
    Rook’s Rest
    Duskendale
    Sharp Point

    The Reach
    The Reach

    Capital - Highgarden - 3000 man levy,4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Cider Hall
    Ashford
    Sheild Islands

    Medium Lands - 1000 man levy, 1500 Stag income
    The Reach
    Tumbleton
    Longtable
    Grassy Vale
    Blackcrown
    Oldtown
    Three Towers

    Large Lands - 1500 man levy, 2000 Stag income
    Bitterbridge
    Old Oak
    Horn Hill
    Brightwater Keep
    Uplands
    The Arbor

    Very Large Lands- 2000 man levy, 2500 Stag income
    Goldengrove

    The Stormlands
    The Stormlands

    Capital - Storm’s End - 6000 man levy,4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Griffin’s Roost
    Greenstone

    Medium Lands - 1000 man levy, 1500 Stag income
    Fellwood
    Stonhelm
    Nightsong

    Large Lands - 1500 man levy, 2000 Stag income
    Bronzegate
    Evenfall Hall
    Rainhouse
    Mistwood
    Blackhaven

    Very Large Lands- 2000 man levy, 2500 Stag income
    Summerhall

    Dorne
    Dorne

    Capital - Sunspear - 6000 man levy,4000 Stag income

    Small Lands - 500 man levy, 1000 Stag income
    Blackmont
    Vaith

    Medium Lands - 1000 man levy, 1500 Stag income
    High Hermitage
    Kingsgrave
    Wyl
    Starfall
    Hellholt
    Skyreach
    Ghost Hill

    Large Lands - 1500 man levy, 2000 Stag income
    Yronwood
    The Tor
    Salt Shore

    Very Large Lands- 2000 man levy, 2500 Stag income
    Sandstone


    MERCENARIES Weekly Income:

    Mercenaries should base their income on being hired by a Noble. The Commanders of a MC (Mercenary Company) or MF (Mercenary Fleet) will discuss contracts and amount directly with those that wish to hire them. However, they should still have a fixed income even if they are not employed (to represent small jobs they might do when not on campaign).

    Sellsword Commander/Sellsail Commander – 3000 Silver Stags = 15 Gold Dragons
    Sellsword Second-in-command/Sellsail Captain – 2000 Silver Stags = 10 Gold Dragons
    Sellsword/Freerider/Sellsail – 1400 Silver Stags = 7 Gold Dragons
    Novice Sellsword/Novice Sellsail – 600 Silver Stags = 3 Gold Dragons

    MERCHANTS Weekly Income:
    Merchant Prince – 6000 Silver Stags = 30 Gold Dragons
    Merchant – 5000 Silver Stags = 25 Gold Dragons
    Lesser Merchant – 4000 Silver Stags = 20 Gold Dragons
    Apprentice Merchant – 2000 Silver Stags = 10 Gold Dragons

    THE NIGHT’S WATCH WEEKLY INCOME:
    Members of TNW can hold no titles or land therefore money for themselves is unesscessary. However, they gain income from Brandon’s Gift and New Gift, as there are several villages in these areas. Also, they gain income from pirate ships/fleets that they manage to capture. *There is a NW Fleet at East-Watch-by-the-Sea. For every man in the Night's Watch they shall receive this income to fill their coffers and buy equipment for the watch.

    Lord Commander of TNW – 6000 Silver Stags = 30 Gold Dragons
    Commander of a NW Castle – 4000 Silver Stags = 20 Gold Dragons
    First Ranger/First Builder/First Steward of TNW – 2000 Silver Stags = 10 Gold Dragons
    Ranger/Builder/Steward of TNW – 1000 Silver Stags = 5 Gold Dragons
    Recruit of TNW – 600 Silver Stags = 3 Gold Dragons

    THE KINGSGUARD WEEKLY INCOME:
    Members of The Kingsguard can hold no titles or land. They are paid by the King and are under direct orders of the Royal Family.

    Lord Commander of The Kingsguard – 4000 Silver Stags = 20 Gold Dragons
    Member of The Kingsguard – 3000 Silver Stags = 15 Gold Dragons

    Ranks
    Ranks
    We try to emulate to the best of our ability Westeros society and in such a society we have a hierarchy of ranks.

    - Ranks
    The Nobles
    The King - Supreme ruler of all of Westeros and its kingdoms and dictates the direction of Westeros.
    The Princes and Princesses - Generally a RP rank given to Auxes of the current King though occasionally a main character in their own right (usually suggesting they are to be the next King)
    Lord - Highest rung of the peerage. These men are hold large portions of land.
    Lord’s Bannerman- Modest land owners in the realm these men are more often than not a vassal of a Major House.
    Sworn Swords - These men are men of worth under oath to their over lords, they hold no land yet are considered to be on the rise in return for excellent service to their masters.
    Hedge Knight - These men are men just knighted who hold no oaths, or land.
    The Freemen - These are just normal men who hold little to no real power, they could be Squires, Smiths, Merchants, Mercenaries, et cetera.

    Over time, Kings may introduce new ranks to represent a new style of relationship for his vassals.

    Religion
    High Septon - The highest rank for a member of the faith. Directs the faith and its funds as well as wielding influence over Westeros politics.
    Damphair/High Priest of R’hllor/Most Devout Septon - People who have proven their faith and usually hold a a position of power within the faith.
    Drowned Man/Red Priest/Septon - The bulk of the clergy, usually preside over a small Sept.
    Acolyte of the Drowned God/Slave of R’hllor/Acolyte Septon - The lowest rank if the clergy.

    MERCENARIES
    Sellsword Commander/Sellsail Commander – A person who has survived many a fight and can command many thousands of sellswords.
    Sellsword Second-in-command/Sellsail Captain – A person who has survived a few fights and can command several thousand sellswords.
    Sellsword/Freerider/Sellsail – A person who has survived a couple of battles and can hire near a thousand sellswords.
    Novice Sellsword/Novice Sellsail – A person who has hopes to become one of the most powerful non nobles in the land.

    MERCHANTS
    Merchant Prince – A person who has achieved great wealth through the trading of goods and if wanted could challenge most minor lordlings within the land.
    Merchant – A person who has achieved a measure of wealth through the trading of goods and can challenge the wealth of a few lords within the realm.
    Lesser Merchant – A person who has achieved some wealth through the trading of goods and can usually afford a manse within a city.
    Apprentice Merchant – A person just starting out in the world of merchanting, holds gold just over that of a freedman.

    THE NIGHT’S WATCH
    Lord Commander of TNW – He has been chosen by his brothers to lead along the wall. Has overall control and command over the Night’s Watch
    Commander of a NW Castle – He has been shown to be competent with command and chosen by the Lord Commander to hold one of the castle’s being manned.
    First Ranger/First Builder/First Steward of TNW – He has served for many years and risen through the ranks to become the best of his profession, serves as an advisor to the Lord Commander on matters within their position.
    Ranger/Builder/Steward of TNW – He has said his vows before his gods, he is a full man of the Night’s Watch.
    Recruit of TNW – He is a green boy from south of the wall, he will be trained until deemed ready to serve. When that comes he will be put into the profession best suited him.

    THE KINGSGUARD
    Lord Commander of The Kingsguard – Supposed to be the greatest knight within the realm, he holds no lands and fathers no children and the kings life should be considered worth more then his.
    Member of The Kingsguard – The greatest knights of their age, protecting the royal family unto their last breath. May take commands of battle in the Kings name.


    The Offices
    The King’s Hand - He is the king’s chief advisor and can sit on the throne in his stead, and sign with his authority.
    The Master of Whispers - A man given the title of Lord but holding no lands. He is in-charge of the spies and knowing all that happens within the realm.
    The Master of Coin - The man in charge of the kingdoms finances.
    The Regents - These are men who have temporary King powers usually used in a transitional period between full Kings.
    Warden of the North - The King's man in charge of all troops and bannermen within the area.
    Warden of the East - The King's man in charge of all troops and bannermen within the area.
    Warden of the South - The King's man in charge of all troops and bannermen within the area.
    Warden of the West - The King's man in charge of all troops and bannermen within the area.

    - Promotions
    Promotions may be given to any character at any time by those in the position to do so. Any man who holds rank may promote another to a place below him.


    Feudel System
    Fuedel system
    We run a feudal system which determines the amount of forces your character controls, remember only main character can hold actual lands resulting in troops.

    - Lands
    We have divided Westeros into lands which are used to give to promoted players. Each land gives a certain amount of income (see income section in the above post).
    Westeros



    - Granting Of Titles
    Anyone who holds two or more counties can grant a title (land) to another player in return for fealty (vassalage) promoting them to an appropriate rank. Note that you may only promote someone to a rank below your own. Kings usually didn’t promote below Lord and instead would suggest a Lord to promote a worthy person to the ranks of Knight/Landed Knight/Bannerman so therefore generally land is given to Lords and filtered down through the vassals.

    - Fealty
    When given a promotion or land by an overlord usually an oath is undertaken to the higher Lord. In effect the higher Lord still actually owns the land given to the promoted player however the troops the land has is controlled by the newly-promoted player. Thus some trust is implied between the Lord and his vassal since if the Lord is unhappy with his vassal he can revoke the titles and take back the land, however this could erupt into a war if the revoked player doesn’t agree. Civil wars in this way can erupt if the vassal receives support from another Lord altogether (note, for game purposes, troops are always considered loyal to their current lord).

    - Castellan
    In the event that a lord is unable to attend to their castle a Castellan may be nominated by either the subject family’s choice, or by the choice of the King. This Castellan is able to make decisions about the castle concerning its defence and the people around it.

    Castellan:
    The Castellan is a mere simple Caretaker to the Castle he is charged with.. A Castellan does not get any bonus pay's or any extra entitlements for being a Castellan, he/she receives their BASE pay. IE. If a Knight becomes the Castellan of a Castle, he is still paid as a Knight, NOT a higher rank..



    - Men-at-Arms
    Most ranks have a basic number of men that follow them. Freedmen always have 5 people that can fight for them, Knights always have 50 men. However, for Nobles it is a little different. Each noble always has 50 men from each county, similar to a knight. So if a noble owns three counties, then they have 150 men. These men are permanent, and require no upkeep. However, if a noble so wishes, he may increase the number of men at his command. Each 100 men cost 2000 Stags to recruit, and then cost 200 Stags per year to maintain. Once you have spent the money on the troops it is required that you wait a period of two weeks for the training of said troops. You will not be able to use them, but you still have to maintain them. This is to ensure that rich nobles do not bulk buy cheap troops for instant attacks - for that, they would have to pay a heftier price for mercenaries. Note, that the king may require you to maintain a certain number of men. In times of war, a noble will be able to levy their troops for no extra bulk pay, but will need to spend 1 Stag per man to maintain them (and that includes the year one levies them).

    - Mercenaries
    Whilst on campaign anyone can hire Mercenaries to supplement their armies. A simple system of 6000 Stags per 100 Mercenaries is used, which lasts until either a) They are disbanded or b) The Mercenaries are defeated in battle. Every 1000 Mercenaries that are recruited will generate an (NPC) Mercenary Captain, who gives a bonus of +1 to the battle section he is placed in. There is no cap on the amount of mercenaries that can be hired. In addition to this, every 100 Mercenaries required 600 Stags per year upkeep.

    - Kings Army
    The King at all times has a standing army of 2000 goldcloaks. This is totally separate from the troop numbers listed in the above land maps.

    - Navy
    The navy at this time is made up of very few professional vessels and will require the players to put forward money in order to support a larger navy comprised of requisitioned merchant vessels. To represent this, the navy is comprised of a standing force of 30 vessels. Additional ones may be purchased at the cost of 100 Dragons and are limited to two vessels per territory a player owns (Note: This is a one-off payment). Example: A player with two territories may support up to four vessels (two from each territory) and will pay 2 Dragons for each one in service.


    Misc Rules and Random Events
    Misc Rules and Random Events

    There are a few extra rules below that just promote fair game play but do not belong under any specific headings.

    - Leaving a Thread
    All characters who posted in a thread are assumed to remain in that thread unless they post a leaving post or after two full days of no activity. Meaning that if you posted in a thread that you were there, and then someone an hour later assassinated you, you can’t claim that you were no longer there unless you specifically posted that you left before the assassination attempt was made.

    - Letting Others Respond
    In your posts if they involve actions of other characters it is a rule that you must allow them a chance to respond and refrain from one post wins. For example: You cannot just post "John cut of Jimmy’s finger" you however can post "John went to cut off Jimmy’s finger" as you can see the second version allows Jimmy to respond to your action before you've done it (since you can’t take back a cut off finger).

    - Dice Rolls.
    All chance rolls (i.e. a birth roll, or an assassination attempt) are based on a D20, and have been done so that regardless of modifiers a natural 1 will always succeed. While a natural 20 will always fail. Thus a roll of 15/20 will succeed on 1 - 15, and fail on a 16, 17, 18, 19 & 20.
    All vs rolls on the other hand (duels, battle rolls, etc) are based of the highest score wins. A + modifier always improves the roll odds, while a -Modifier always worsens the odds.

    - Winter
    Every year there shall be a roll with a 10/20 chance of success to see if Winter is on the way, when Winter is on the way there is a roll with a 15/20 chance of success to see when Autumn ends. Then the same process is done in reverse. It must be Winter or Summer for at least 2 years before we start rolling for the change of seasons. During Winter every character shall have a roll to see if they die, this roll will have a 5/20 chance for all.

    - Bastards
    In Westeros there are brothels a plenty and it is known for men to have several Bastards within their lifetime. The surnames of bastards will be as follows, Storm for those born in the Stormlands
    Hill for those born in the Westerlands
    Flowers for those born in the Reach
    Snow for those born in the The North
    Stone for those born in the The Eyrie
    Waters for those born in the The Crownlands
    Sand for those born in the Dorne
    Pyke for those born in the Iron Islands
    Rivers for those born in the Riverlands
    A Bastard has no claims to inheritance, although they can if legitimized by the King.

    -OOC
    There shall be NO OOC squabling over things nor should the mere smell of OOC information being used be present. Believe me, it KILLS the game. Problems should be directed to the MODS and resolved in this fashion Offended Player----> Mod Team ----> Offending Player. The two should NOT have any contact in manner of offense and blows. Any post of the sort should be deleted without further warning and the mod team ask the player to talk to them instead of the player

    - Random Events
    Every 5 years the moderators shall take turns rolling a D20 which if a 5 or below is rolled another D20 will be rolled to pick an event from the below chart at the beginning of the new in game year, the result of which shall be posted on Income/New year thread.

    Random Events Chart
    1. Building Boon!
    The Kingdom has a surplus of Architects, Engineers and Builders. For this year there shall be a 20% discount to all Castle Upgrade Purchases.

    2. Pirates!
    The sea trade lanes of the the Kingdoms are being raided by Pirates. D20 x 1 Pirate Ships are spawned. Unless defeated by the Royal Navy the Kingdom's income is reduced by 20% for the next three years.

    3. Toad Plague!
    There are bloody Toads everywhere. No affect.

    4. Metal Working Boon!
    The Westeros armouries are spoilt for a choice with an influx of fine Castle made swords and armour. For this year there shall be a 20% discount to all Weapons and Armour purchases.

    5. Flash Winter
    After a warm and welcome Summer, Winter falls upon Westeros with barely an Autumn to prepare.

    6. Something in the water!
    You've all been very busy at home. For this year all players shall receive a free roll in the Physicians House using the Maester.

    7. A dragon arises!
    A person claiming the blood of the dragons has arised in the free cities. For the next 3 years there will be a roll with a 5/20 chance of invasion. This shall be moderator controlled and will have D20 x 500 troops.

    8. A time of Lawlessness!
    D20 x 50 Bandits are generated. They terrorize a randomly determined province.

    9. What a lovely year!
    No affect.

    10. King Tide in the Blackwater!
    A massive King Tide floods all provinces along the Blackwater. All provinces located along the Blackwater including the City of Kings Landing will not be able to levy troops for a period of two years.

    11. Trade Surplus!
    Favourable trading conditions with other Kingdoms has led to a trade surplus. The King generates an additional D20 x 1000 Stags, and all Lords of the Realm generate an additional D20 x 500 Stags.

    12. Famine!
    The crops have withered and died, consumed by a combination of poor weather and pestilential infestation. All landowners lose D20 x 200 Stags from their income.

    13. Bumper Harvest!
    Perfect weather conditions have led to a record Harvest of crops. All Landowners generate an additional D20 x 200 Stags for their income due to the excess grained and produce harvested.

    14. Peasant Rebellion!
    The serfs have become disenchanted with the current King. The Rebellion generates D20 x 1000 peasant soldiers and is Moderator Controlled. The Peasant army is defeated when;

    a) It is defeated in battle
    b) The Current King abdicates or is Killed, or
    c) The Peasant Leader is assasinated or otherwise killed.

    15. Wildings Over the Wall!
    A large group of Wildings has climbed over the wall and started terroising the land. The Wildings receive D20 x 500 men.

    16. God Save the King!
    The King has wide spread popularity and the serfs worship the very ground their King walks on. For a period of 3 years, if the Realm is faced with Rebellion, Civil War or Foreign Invasion, the Crown shall generate D20 x 200 Peasant Volunteers.

    17. Diplomatic Opportunity!
    A Foreign Diplomatic entourage has arrived in the Royal Court seeking Westeros Aide for their Kingdom. There are the promises of land and Stags.

    18. Foreign Invasion!
    A kingdom from across the narrow sea wishes to take over the 7 kingdoms for themselves! There shall be a roll to see who is invading 1 Dothraki 2-7 Braavosi 8-15 Qarth 16-20 The Free Cities. The Invasion Army consists of D20 x 1500 men, and shall be controlled by a Moderator. In the event of a Dothraki invasion the army shall have D20 x 2000

    19. Plague!
    Plague has reached the shores of Westeros and infected its population. All players will be rolled on a D20. A roll of 2 - 5 will result in your main character falling gravely ill and becoming bed ridden for a period of 1 year. A roll of 1 will result in your main characters death by plague. For a period of 2 years the levy will not be available due to the significant cost of human life.

    20. Population Boon!
    The Population of Westeros has swelled dramatically, and the serfs vie aggressively with each other for any work that is available, even if they are merely paid in food. For a period of 2 years, Lords of the Realm will not incur ANY monetary cost for levying provinces.


    Arrest, Capture, and Escape
    Arrest, Capture, and Escape
    In Westeros the King is the ultimate justice, what he says is law or will be passed into law. Therefore there are situations that arise when characters are arrested or captured by the King or other characters, in these situations various rules below apply.

    - Arrests
    The King at any time can issue a warrant for the arrest of any character. This is usually done by a post from the King himself in the characters home thread or any thread where the character is at currently.

    If this occurs the arrested character is to be given the choice to either go peacefully, or request an escape roll. If they escape roll succeeds the character can only post in The King’s Forests thread which is the safe haven for outlaws, or enter a Sept and claim Sanctury.

    If you wish to have an escape roll contact a moderator preferably by posting here also indicate in the thread in which the arrest is being made so that the King knows of your request (All Kings, please note that this is the players right and do not therefore post that they are in fact arrested before receiving confirmation either from the player or a mod).


    - Killings Ordered By the King
    1. The King's word is law. If he deems someone to deserve an execution then he need only roll to capture his victim.
    2. Once captured, the victim is entirely at the mercy of the King and cannot roll to escape unless he has spent four real days in captivity.
    3. If the victim has not been caught by the King's men but instead by another and brought to the King, the King will require another capture roll in order to take the victim into his custody. This roll will be in the favour of the King, representing the difficult situation that the victim now finds himself in.

    - Captures
    Players in certain situations may wish to capture or kidnap other characters to serve a RP purpose, provide a gain for their character, to assist a rebellion or various other reasons. For these situations the below chances will be applied based on the rank of the character doing the capturing/kidnapping.

    Base Chances
    Freedmen or Knight – 5/20 (if the roll is 5 or below the Freedmen or Knight successfully captures his target)
    Landed Knight – 8/20
    Bannerman – 10/20
    Lord – 13/20

    Modifiers
    Capturing someone in your home thread - +3 to your chance of success
    Capturing someone in their home thread - -3 to your chances
    Capturing someone of a lower rank - +2 to your chances

    - Escaping
    Every character that is arrested or captured has the right to an escape roll before any following actions can be taken against your character. The chances of escape are based on the location you are being held as below.

    Secured in Outdoor Location - Free - You have tied your prisoner to a tree, or he has been hogtied and is guarded by your mastiffs - 12/20 to escape.

    Secured in a Castle/Palace - Free - You have locked your prisoner away in a room which is guarded by your men - 10/20 to escape. (Baron or higher)

    Purchasable Items from The Bull’s Wares

    Cells - 50000 Stags - This residence has been upgraded with a series of barred rooms for the most unwelcome of guests - 8/20 to escape.

    Dungeons - 100000 Stags - The bottom of this residences Keep has been dugout to include a stone duneon including manicles with which to chain a prisoner to the wall, upside down if need be - 6/20 to escape. (Requires a +3 Castle including a Keep)

    Black Cells - 150000 Stags - This is a in the deepest most accursed subterannean vault of your residence. It is so deep that the light of day will never penetrate, even if the rest of the castle was to be torn apart above. - 4/20 to escape. (Requires a +6 Castle including a Keep)

    An escape roll can be requested once every 4 real days of imprisonment. This is to reflect that after an unsuccessful escape attempt the guards would be on high alert for some time before relaxing their guard a bit.


    Child Birth and Adoptions
    Child Birth And Adoptions
    - Frequency
    As a rule each female character may only receive a childbirth roll once every 1 real week. Only mains or rolled auxes may request a roll.

    - Costs and Chances
    The below costs represent not only the cost of the birth, but other expenses such as the doctor travelling to your home to deliver the child etc. There are two chances, first a chance for the wife’s survival during the birth and a second for the child’s survival. A roll is also performed to determine the gender of the child.

    No Physician (literally on your own without medical assistance) - Free
    Chance of Wife's survival: 12/20
    Chance of Child's survival: 10/20

    Poor Physician - 1500 Stags
    Chance of Wife's survival: 14/20
    Chance of Child's survival: 12/20

    Average Physician - 3000 Stags
    Chance of Wife's survival: 16/20
    Chance of Child's survival: 14/20

    Renowned Physician - 5000 Stags
    Chance of Wife's survival: 18/20
    Chance of Child's survival: 16/20

    Maester - Free
    Chance of Wife's survival: 19/20
    Chance of Child's survival: 17/20

    - Adoption
    In Westeros you might sometimes wish to adopt a child. Providing that it isn't the rolled child of another player. The following rolls are made depending on your station in life. These are to represent the risk of childhood disease. Any adoption is subject to the kings whim. So if he dislikes you adopting, he is within his rights to demand that they not take your family name (and thus unable to inherit). Adoptions are subject to the one week gap rule, just as births are.

    Lower Class (Freedman or equivalent) - 10/20 chance of survival
    Middle Class (Knight or equivalent) - 13/20 chance of survival
    Upper Class (Swornsword, Bannerman or equivalent) - 15/20 chance of survival
    Nobility (Lords, Princes and Kings) - 16/20 chance of survival


    Special Items
    Special Items
    In Westeros we have a simply item system where one may purchase whatever item they wish according to the system laid out in the opening post of The Bull’s Wares

    - Weapons
    Used in duels and RP, these provide a bonus to your roll in personal combat.

    - Armour
    Used in duels and RP, these provide a negative to your opponents rolls.

    - Assassination Weapons
    Used in assassination attempts (whether open or secret), these provide a bonus to your assassination attempt roll (see Assassination Rules below).

    - Security Goods
    These provide defence against Assassinations. The Guards will follow you around, unless ordered to wait.

    - Castle/Seige Goods
    Gives advantages in Siege battles and in building castles and holdfasts.

    - Town Buildings
    Give advantages to whoever has them. Such as +1 in duels or battles.

    - Use of Bull’s Wares
    To purchase an item simply choose the modifier you want to pay for (of course the higher the modifier the more expensive) then post saying you purchased the item (you may name the item as you wish) of said modifier and pay the price. You must then go and update your financial accounts accordingly.


    Family Rules
    Character Rules
    In regards to your main character we have a set of rules to promote fairness to all players.

    - Family Rules
    In Westeros our RP shall be based around a family setting. You can have a family as big as you wish it to be, but you can only RP 6 of them at a time. These 6 will have individual accounts within your vault for their personal purchases and shall be subject to all rules. These 6 characters are the main ones from your family and could differ greatly, you could have one who is a tourney knight, but couldn't fight on the field to save his life, another who has forsaken his family to trade as a Merchant and does not want the life of a knight, and yet another that can fight on the field and command like nobody's business, yet couldn't look into a book of numbers to save their life.

    - Skills
    In Westeros we have traits, this reflects what your characters are good at. Some might like to role play being a good swordsman, and this allows them to support that role play. Others might be tactical genii, and again this allows the dice to reflect that.

    For commoners starting at the age of 20 you can select two points in the skills below. A point is defined as a single bonus. So taking +1 in assassinations would be a single point. Thus you could use both points and have +2 in assassinations or split them over several skills. Every 10 years (ie 30, 40, 50, etc etc) you gain another 2 points to assign. However for balancing reasons you cannot have more points in any single trait than the first digit in your age (so a max of 3 points if your 30, 4 points if your 40, etc etc) If you are raised to a noble rank you shall begin gaining skill points in that style.

    For nobles starting at the age of 10 you can select two points in the skills below. A point is defined as a single bonus. So taking +1 in assassinations would be a single point. Thus you could use both points and have +2 in assassinations or split them over several skills. Every 5 years (ie 15, 20, 25, etc etc) you gain another 2 points to assign. However for balancing reasons you cannot have more points in any single trait than the first digit in your age (so a max of 3 points if your 30, 4 points if your 40, etc etc)

    Skills
    duels +1
    field battle rolls (away from castles) +1
    siege rolls (anything involving castles or defences. Counts whether attacker or defender) +1
    capture rolls (when capturing someone) +1
    income +5%
    survival rolls (in battles + age related rolls) +1
    assassinations (doing and defending) +1
    escape rolls (in battles and in relation to assassinations) +1
    archer (any roll using a bow, ie tournament or assassination) +1
    fist fighter (weaponless rolls) +1
    jouster +1
    tourney knight (all rolls in a tournament) +1
    birth rolls +1
    pillage +5% earned from it
    loyalty +1, men will go a year in game without pay
    businessman (bonus to the merchant venture rolls, ie roll of 8 by mod would become 9 with a +1 in this) +1
    smith +1 (bonus to forging rolls)
    Devote Member of the Faith (may excommunicate and denounce one rank higher)
    denouncer (causes extra unrest when denouncing and excommunicating) +5%
    Fate (50:50 chance of a +1 or a -1 to any roll)
    sea captain (rolls at sea) +1

    - Auxiliary Characters
    These are characters you can play from time to time for more in-depth and creative RP, they can hold no actual money or items and are used solely for RP purposes. Auxes can hold Ranks as long as they are lower than that of your Main Character. These ranks give no advantages and are solely for the purposes of RP. Major Aux characters should be registered here this is to provide background for other players who may come across your Auxes. However spur of the moment Auxes do not have to be registered.

    - Killing Auxes
    For an aux to be killed, there must be just as good a reason as if they were a main.

    When it comes to the actual assassination, the same roll is used as if the character was a main but the success rate of the assassination attempt is doubled. However as with all rolls 19/20 is the highest success rate. Heirs shall not receive this penalty and will be rolled as if they were a Main Character.

    Escape rolls apply at the normal (not doubled) rate. Murder is murder regardless of who's killed.

    -Aging
    Characters age at a rate of one in game year per real week. At the age of 55 your characters will be subject to natural death rolls done each week by the moderators, the chance of natural death being 2/20. When your character reaches the age of 65 the chance each week increases to 5/20. This is to naturally kill off any super old and therefore unrealistic characters. The character can see out the remainder of any thread in which he is RPing, but must die by the end of that game year.

    - Heirs and Wills
    When your main character dies you must post a will detailing the distribution of your lands, belongings and money within 24 hours of death. Only proper “birth rolled” children and other main characters are eligible to receive anything from a deceased main character. (Note that since you can only have one main character at a time, if you main dies and you have no “birth rolled” heir, all your lands, belongings and money can only be passed to another person’s main character. NOT YOUR NEXT MAIN CHARACTER)


    Campaigning
    Campaigning, Scouting, Battles, and Pillages

    Battles have a predominantly RP purpose as this not a strategy game, therefore in order to keep wars fluid and moving a simple battle system is in place which quickly determines the outcomes of battles providing the info required for fun RP of the battle. All battles take place in the Feast for Crows sub forum.
    Scouting:
    When scouting is requested, the mods do one D20 roll with the following possible results:

    1-4/20 - Scouts captured by the enemy -The scouts are captured and may now be tortured for information.
    5-10/20 - Scouts fail to return with any information
    11-12/20 - Scouts return with 20% accurate range - Mods post back a wide range of possible army numbers (20% accuracy)
    13-14/20 - Scouts return with 40% accurate range - Mods post back a narrower range of possible army numbers (40% accuracy)
    15-16/20 - Scouts return with 60% accurate range - Mods post back a small range of possible army numbers (60% accuracy)
    17-18/20 - Scouts return with 80% accurate range - Mods post back a ting range of possible army numbers (80% accuracy)
    19-20/20 - Scouts return with exact enemy numbers

    The above are the base rolls, mods can add bonuses to rolls (+) for good RP, taking into account specific scouting RP's etc.

    When posting back results, mods do not post the actual roll they performed just the random range of numbers based on the accuracy of said roll outcome. When deciding the range, mods simply take the actual troop numbers x inaccuracy (opposite of accuracy) which will give them their interval, which they can apply into a range any way they like (as long as the actual army numbers fall within the range).

    For example: The interval of 20% accuracy on 1000 troops is worked by 1000x0.8=800, thus the range is 800 wide. Now the mod can post back any range of 800 hundred that they like as long as 1000 is within that range. For example 800-1600 range, or 950-1750 or even 1000-1800.

    - Setting Up Of A Battle
    Simply post a new thread in the Battlegrounds sub forum with some lead up RP as to why your armies are there and who they are fighting against. Include a count of your troop numbers and update as others if any join in on the engagement. Remember that Medieval Armies often suffered if they gathered in too large numbers for any period of time. Once yourself and your opponent is ready, request a battle roll from the mods. Such requests can be in the battle thread.

    - Moderator Assigned Battle Modifiers
    In certain cases the moderators may feel that a slight modification is required to the rolls in order to reflect certain battlefield situations, these can be anything but typically include factors like fortifications, surprise etc. These modifications are applied to an army roll to enhance the outcome providing a bonus for one army and a negative for the opposing side. In setting up of your battle thread you can request these types of modifications, but they are solely up to moderators discretion and should not be viewed as a given. Also, Moderators are able to give out additional bonuses based upon RP and other factors as they feel fit.

    - Battle Roll System
    A battle occurs when two opposing generals, with any other characters, choose to engage by creating a thread in the Battlegrounds sub-forum. It shall take the following steps:

    1) Both generals will choose to divide their army as follows, a centre, a left flank and a right flank. The General may assign one or more player characters to each section. It is assumed, but not necissarily enforced, that they command their troops in that section. The centre must have at least a third of the men, the other sections can be as large or small as wished.

    2) When battle is fought, rolls will be made for the corresponding sections of the field, bearing in mind that one army's Right Flank is the opposing army's Left Flank.
    a) A 20-sided die will be rolled for each army's Centre, Right and Left separately. Each number is multiplied by the number of friendly troops in that section and the results are compared. The lower total is the loser of that section and will suffer 50% casualties. The winner will suffer casualties equal to
    (Loser's total/Winner's total) * 0.5.
    b) Each Character in a section will add a bonus to their respective section's rolls:

    Bannerman & Greater Landed Knights- +1
    Major House Lord, Army Leaders & Rebel Leaders - +2
    Kings & Kings Guard - +3

    3) If an army wins two or more sections of the field, they are considered the winners of the battle. The losers of the battle must retreat to a friendly fortification or settlement, even if it is in a different region.

    Example:
    Lord A brings 5000 troops against Bannerman B who has 3000 and a second Bannerman. Each General allocates troops to the flanks and centre.

    Lord A places 1,500 on the right, 1,500 on the left, and keeps 2,000 for the centre. Lord A leads the centre.
    Bannerman B places 1,000 of his men in both flanks and the centre. His fellow Bannerman takes command on the right hand flank. While he leads from the left.

    Thus the rolls are done (The higlighted colour is the random roll, that could change as its done on a D20)

    Lord A
    Left - 10 x 1,500 = 15,000
    Centre - (14 +2 as he is a Lord = 16) x 2,000 = 32,000
    Right - 3 x 1,500 = 15,000

    Bannerman B
    Left - (15 +2 as he leads the army = 17) x 1,000= 17,000
    Centre - 6 x 1,000 = 6,000
    Right - (19 + 1 as a Bannerman leads the flank = 20) x 1,000 = 20,000

    Remembering that the right flank of one army faces the left of the other you get the following result.

    Lord A - Bannerman B
    15,000 vs 20,000
    32,000 vs 6,000
    15,000 vs 17,000

    Thus you can clearly see that whilst Lord A won the centre, both his flanks were turned. Bannnerman B therefore won the day.


    Rearguard Rules
    Army has a sufficient Rearguard.
    A sufficient rearguard will generally contain about 10-25% of the standing army.
    Bonuses made for both Options


    Capturing troops after a pitched battle
    When a victory occurs along the entire front of a battle then there should be a Roll made by the mods afterwords through a Dx20 die. As long as the Victor has chosen so,
    RearGuard

    1

    2-5

    6-9

    10-13

    14-17

    18-20



    Army does not have a rearguard
    1-3

    4-6

    7-10

    11-15

    16-19

    20


    However here is where the problem with no rearguard. Your troops are unable to reorganize, and instead flee south with any reasonable goal. your army cannot participate in any Rp made in the Next3-4 days (half year/campaign season)

    - Casualties
    Battles of the time almost never ended in total destruction of the losing side. Therefore we have the following system for casualties. To calculate the percentage of the winning side’s casualties we take the lowest battle score divided by the highest battle score giving the winners casualty percentage. To calculate the losers casualties percentage we do the opposite, taking the highest battle score divided by the lowest battle score.

    Usually a 50% max limit is placed on the casulties either side can take. However at a moderators discretion this may be removed. Seiges are a common example.

    Example:
    Continuing from the battle example above, Bannerman B won the day therefore their casualties are as follows:

    Left (Lord A's):
    Winner Bannerman B: (15,000/20,000)x0.5=0.375 or 37.5%. Therefore 1,000 men x 0.375=375 men were lost.
    Loser Lord A: (20,000/15,000)x0.5=0.66 or 66%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men losts.

    Centre:
    Winner Lord A: (6,000/32,000)x0.5=0.094 or 9.4%. Therefore 2,000 men x 0.094=188 men were losts.
    Loser Bannerman B: (32,000/6,000)x0.5=2.66 or 266%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,000 men x 0.5=500 men losts.

    Right (Lord A's):
    Winner Bannerman B: (15,000/17,000)x0.5=0.44 or 44%. Therefore 1,000 men x 0.44=440 men were losts.
    Loser Lord A: (17,000/15,000)x0.5=0.56 or 56%. As it is higher than 50% and there are no special circumstances we simply use 50%. Therefore 1,500 men x 0.5=750 men were lost.

    Overall:
    Bannerman B won the day by winning two sections, he lost a total of 1315 men and has 1685 remaining.
    Lord A was forced from the field by losing two sections, he lost a total of 1688 men and has 3312 remaining.


    Wounded:1- you always, no matter what have the men supplied by your counties (which is 50 per county you own, regardless of size. Own 6 counties, that is then 300 men)

    2- after a battle, or whatever that causes your men to get hurt, a roll is done. This roll determines the rate of casualties to mortalities. They will be limited to 25% either side. (so off the final casualty result a min of 25% will be injured and live to fight another day, and a maximum of 75% can survive - thus some will always live, and always die, regardless of the roll result) A moderator will assign +5, or -5 to the roll result depending on the battle results (ie, if the enemy battle score is double yours, you death roll gets higher mortalities than would otherwise be)

    3- the above point may be wavered in cases where the mods deem it suitable (ie sieges, even if some do survive, there is no way they will be able to regroup somewhere with you, they'd have all been captured by the attackers)

    4- casualties are always injured for a week from the point the dice was rolled. So if the dice for that battle is rolled at 7pm on a Monday, at 7pm the week later they will be available to use again.

    5- those that die, obviously have to be replaced.

    - Characters after Battle
    The aftermath of battles were a confused state, therefore your character will be given a D20 roll by a mod to determine your individual outcome.

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Wounded - 3-7/20 (there will be a further roll to see what type of wound)
    Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
    Free - 13-20/20 (you get through the battle without being captured or wounded)

    - Wounded
    If it is rolled and you are wounded during a battle there shall be another roll under this category to see where the wound is. This roll will only give you a general area, after that it is up to you to RP it.

    Head wound - 1-5/20 (you have taken some sort of wound to the face or head)
    Arm wound - 6-10/20 (you have taken some sort of wound to the arms or hands)
    Leg wound - 11-15/20 (you have taken some sort of wound to the legs or feet)
    Torso wound - 16-20/20 (you have taken some sot of wound to the back, stomach, chest area.)

    Battlefield Assasinations
    In the event that the leader of an army is killed on the battlefield before the two hosts join battle and the battle is rolled, a negative roll modifier will be placed upon the target army. This represents the armies most competent and effective leader having being slain and the negative affect this would have on the armies morale.

    King is assasinated -5 to the armies battle roll

    Lord is assasinated -3 to the armies battle roll

    Bannerman is assasinated -2 to the armies battle roll

    Knights is assasinated -1 to the armies battle roll

    The roll is applied to the section (right/left flank and centre) that the assasinated character was leading.

    - Pillage and Loot
    One of the main motivations for a Noble Lord participating in Westeros - this was the grease which kept the cogs of war running. Bannermen and Lords just simply wouldn't embark on campaign unless there was a garuntee of loot and plunder, and if the King failed to provide such revenue it would result in him becoming incredibly unpopular indeed. In Westeros we have a very simple method for representing the sack and pillage of foreign settlements or indeed other nobles settlements during times of warfare. Castles and Cities are delegated by the moderation team as one of four different types of settlement.

    Village: A small village or town with no walls. No Pillage.

    Minor settlement: A small town surrounded by a pallisade including a small garrison (usually with a maximum of 2+ fortifications). Capturing this settlement yields D20 x 1000 Stags, to be distributed by the King or Campaign leader at the end of campaign.

    Minor City: A Large town surrounded by a stone wall, keep and moat, including a large Garrsion (usually with a minimun of 4+ fortifications) Capturing this settlement yields D20 x 5000 Stags, to be distributed by the King or Campaign leader at the end of campaign.

    Capital City: A very large and extensively fortified city, with an equally large Garrison (8+ fortifications) Capturing this settlement yields D20 x 10000 Stags, to be distributed by the King or Campaign leader at the end of campaign.

    Baggage Train: All medieval armies on campaign carried baggage trains. This is where the loot from the campaign is stored. When an army loses a battle whilst on campaign, a D20 is rolled on the following table;

    1-2: Loot seized - The entire baggage train and all loot is captured by the enemy
    3-10: Loot raided - The enemy has pilfered the loot. 50% of the loot goes to the enemy
    11-20: Baggage train escaped. Thank the Gods they didn't get our loot.

    *Obviously armies invading Westeros will also roll for their loot and be accompanied by a baggage train. If the Westerosi manage to defeat a foreign invader in battle they will also get a chance to seize the loot of the campaign

    Ruination: A sacked fortress of city will lose all of its defensive values to represent the absolute levelling of the city. These defensive fortifications will have to be 're-constructed' at a price of half the original value of the fortifications. In the Castle Upgrade thread in the Iron Bank of Braavos, the fortress/city will be classified as 'Ruined' until reconstruction is completed/and paid for.

    *Important Note: Besieged defenders of cities and castles may be subject to disease and starvation rolls. These rolls will be based on the RP situation and will attempt to reflect the situation realistically. Additionally, large armies (traditionally over 70k) and armies on ships will also trigger disease/starvation/desertion rolls.*


    Assassination
    Assasination Rules
    In Westeros there are many rivalries, debates, arguments and full blown hatred between different characters at different times. This is great RP and really adds depth and believability to our Westeros world. And thus we have an assassination system where a character may try to kill a rival either covertly or openly.

    - The Ways to Kill
    The first way to assassinate someone is covertly or "Anonymous Assassination" this way is all done via PM's with mods and therefore you do not give away your identity.

    Anonymous Assassination Steps
    1. First pick your target.
    2. Be sure to have a good reason to kill him. Now this may be confusing to some people but in order to stop rampant assassinations for no other reason than based on their previous character you must have a reason. OOC reasons and reasons based on old events etc will not be approved. Your current character must have a genuine in game reason to want to kill the other player’s current character.
    3. Next PM a mod stating your reason, assassination items you wish to use (more on this later), your target, and location.
    4. The mod will do the rest, he will do a roll and post in the desired thread, no hint will be given to your identity.


    The second way to kill is Open Assassination; these are usually done in the spur of the moment and instantly reveal your identity for all to see.

    Open Assassination Steps
    1. First you must be in the same thread as your target.
    2. No approval is required for open assassinations, however we would like for you to pm a mod telling you your reason BEFORE you post you are trying to kill your target if at all possible to give the mods a heads up (most of the time though the reason is obvious if you are resorting to a open assassination... but you never know, if no mod is on you can skip this step as time may be of the essence).
    3. Post that you are trying to kill so-and-so using whatever assassination items you wish to use with the roll.
    4. A Mod will do the rest posting the results in the thread.


    The final way to kill someone is a secret open assassination; this is where you get the person alone and then in act an open assassination. The beauty of these is that although it’s an open assassination no other characters in game will actually know that you did it (this assuming that they are following the OOC knowledge rules) and you will not need an escape roll since no one will find the body until after you have left.

    Secret Open Assassination Steps
    1. You must be in the same thread as the person. And you must post and they must acknowledge that you are alone (in a side room, forest, boat really anywhere as long as you post and they acknowledge).
    2. Contact a mod with your reasons as with normal open assassinations above.
    3. Post your assassination attempt in the thread as per normal open assassinations above.
    4. Mod will post the results in the thread.


    Executions by the King
    1. The King's word is law. If he deems someone to deserve an execution then he need only roll to capture his victim.
    2. Once captured, the victim is entirely at the mercy of the King and cannot roll to escape unless he has spent four real days in captivity.
    3. If the victim has not been caught by the King's men but instead by another and brought to the King, the King will require another capture roll in order to take the victim into his custody. This roll will be in the favour of the King, representing the difficult situation that the victim now finds himself in.


    - The Rolls and Chances
    This is based primarily on two factors, are you, or the target nobles or not, and what is the location. Nobles are defined as Bannerman, Lord, Prince, King, Most Devout, and High Septon. It also includes people with noble type positions, such as the Castellan. While Commoners or Yeomen are defined as Knight, Septon, Freedman.

    At Home
    Yeoman – 6/20
    Nobles – 2/20

    In a friendly house (ie not yours or the assassins)
    Yeomen - 7/20
    Nobles – 3/20

    In the assassins house
    Yeomen - 17/20
    Nobles – 15/20

    An indoor situation - 10/20

    An outside situation - 12/20

    - Group Assassinations
    If more than one player should attempt to kill someone, there is a further +2 bonus for each person. This is cumulative, so should three extra people join the attempt there would be a +6 bonus to the rolls.

    But, larger groups are easier to catch, and so a -2 is added to the escape rolls. Its your choice, do you prefer to get the job done, or remain anomalous while doing it? (note, that each person involved in the attempt, must PM the moderator, else they will not be included)

    There is an additional bonus of +2 or -2 for every ten men accompanying you.

    Example: 4 Characters try to capture me, a knight which is a +8 bonus. I am currently accompanied by my retinue of 50 men, which is a -10 bonus. This means that the total bonus for this capture is -2.

    - Hired help
    If you are a noble you may chose to attempt the murder yourself, or have one of your people to do it. Having a retainer make the attempt comes at a -2 to the attack, but keeps your own character much safer. You may give the retainer your assassination weapon, increasing their chances, however if they fail the weapon is found by the person they were attempting to assassinate.. The retainer MUST come from your own men.
    At the cost of 2000 dragons a man my purchase a faceless man. A purchase of this type results in a guaranteed assassination with no chance of being caught or held responsible.

    - Assassination/Anti-Assassination Items
    Characters can purchase a range of assassination/anti-assassination items for the eventual use in assassination attempts. These provide either a bonus to assassination attempt rolls or a defence against assassinations.

    Assassination Items
    These are items which the assassin wishes to use in his attempt; they add onto the assassination chances to create an increased chance of success.

    There are two types of assassination weapons, knives and other such melee weapons, and bows and other such missile weapons. Knifes are more dangerous, and tend to be cheaper to purchase, while bows allow for a second assassination attempt (at a -5 chance), should the first fail. A knife may only be used against one target, before a fight will occur. Knives can be used everywhere, while bows on the other hand may only be used in outside situations.

    Example: To kill a noble the home chances are 2/20 however if the assassin has an assassination dagger with +2 to assassinations the chances are increased to 4/20 (meaning a roll anywhere under 4 results in the King being killed). Should two people join the attack then the roll would 8/20.


    Anti-Assassination Items
    Trained guards in general are the most effective aid against assassins. They are hired specially and will accompany you everywhere outside your home, unless it is established in the thread that they are not there. You may hire as many as you like, though their services are expensive, each one gives a -1 modifier to the attempt.

    Example: You are attempting to kill someone in an indoor thread, which has the base chance of 10/20. But they have two guards, reducing the odds to 8/20 (meaning the assassin must roll less than 8 in order to succeed).


    Armour
    If the target happens to be wearing any armour, the defence stats of that armour is taken as a anti-assassination item. Thus there is a higher chance of failure if you target someone in a battle thread.

    The wearing of armour unless in a battle thread must however have been previously posted.


    Health points
    When the roll is done, it is much like a duel except the assassin gets a free shot at the target with all of the traits and SI's added in. After the first roll, it then devolves into a normal duel.

    Now if the Assassin rolls 20 or above its still a clean one-shot kill(If the Victim has not bought Guards or have traits, ect, ect.), but if it for example is 16(And the Assasin don't have traits Weapons Ect. Ect. Ect.).

    Then the victim has a chance to fight back. However, he has still been hit hard.

    The assassin is unharmed and the victim is at 4(If he had no SI's or Guards, Traits ect).

    This gives the victim a chance to use some swearwords and even fight back a little, if he is lucky, kill or scare away the assassin.


    - Escapes after Assassination Attempts
    In regards to covert assassinations above after the assassination attempt has taken place (regardless of success or failure) the assassin must escape the area. The chances of this escape are determined by several things. An escape chance starts off at 20/20 and suffers negative modifiers for each point as listed below.

    •If using a melee weapon - -1 to roll
    •If inside an enclosed area - -1 to roll
    •If inside a home thread - -1 to roll
    •For each guard in area: -1 to roll
    •For each other player in area: -1 to roll
    •Other modifiers may be applied by the Mods if deemed necessary, up to a maximum of -3.

    Example

    The assassin is using a knife(-1) to attack someone with two bodyguards(-2) while indoors(-1). They thus need 20-1-2-1= 16/20 to successfully escape.

    Failed Escapes
    If you fail the escape roll, one of two things will happen, either you will be at the mercy of your ‘victim’ or your retainer will be. If you had attempted the attack yourself, there is little to do other than beg for you’re your life and pray they are the forgiving type. If however its your retainer that is captured, not all is lost. The retainer may be tortured for information, and the following rolls will apply.

    1-5 they die during questioning.
    6 - 10, they die during the torture, but revel the identity of their liege.
    11-20, they survive the torture and reveal the identity of their liege. They can now be used as evidence in court, or before the king.

    Battlefield Assasinations
    In the event that the leader of an army is killed on the battlefield before the two hosts join battle and the battle is rolled, a negative roll modifier will be placed upon the target army. This represents the armies most competent and effective leader having being slain and the negative affect this would have on the armies morale.

    King is assasinated -5 to the armies battle roll

    Lord is assasinated -3 to the armies battle roll

    Bannerman is assasinated -2 to the armies battle roll

    Knights is assasinated -1 to the armies battle roll

    The roll is applied to the section (right/left flank and centre) that the assasinated character was leading.


    Duels
    Duels
    We now work on a health bar system that is split into five stages, each stage consisting of four health-points.

    Stage 1: 0-4
    Stage 2: 5-8
    Stage 3: 9-12
    Stage 4: 13-16
    Stage 5: 17-20

    Bonuses work as normal. Each fight now has a chance of taking a little longer.
    Lets start explaining.

    O'Hagan roll 13
    Wilson roll 5

    That means Wilson is 8 points down and at stage two, almost stage 3.
    The Reason He takes 8 Damage is because:
    His Performance Vs O'Hagans Performance
    13 - 5 = 8

    So it went badly for him there, now they can RP that O'Hangan got a good hit in on Wilson. Or several.

    And now Wilson have a chance for a Comeback.

    Though, now O'Hagan is on 20 and Wilson 12(Unless They have armour, Armour is put on top of their "Health")

    Lets say they roll this:
    Wilson: 19
    O'Hagan: 15

    Now, Wilsons wrath gave him a good comeback and he got a few hits in on O'Hagan.
    And so on and so forth. They may even decide to stop the battle in the RP.

    This way people have a chance of a comeback and the fight is not determined by a single roll, It may be.
    Wilson: 24(+4 Sword)
    O'Hagan: 4

    This means a battle is one roll as normal and that Wilson won it quite fast.
    My hope is that this will lead to alot more RP.


    Professions
    Professions
    The Freedman professions are those things that can be done without holding lands and titles. All professions earn the basic 1000 Stags per year salary that is open to freedmen, but have ways of topping up on that.
    Sell Swords

    The Sell Sword Captain

    Mercenaries had a mixed reputation. Some are seen as untrustworthy, only as loyal as their coin, and completely unwilling to hold the line when things turn against them. Others however had shining reputations, once bought are elite fighters capable of getting the job done. The Captain is the one who leads them, negotiating contracts, and leading them in battle.

    Base Pay:
    400 Stags

    Home Thread:
    A Mercenary company can be established anywhere, and have its home wherever it likes, though most tend to be based around the larger cities or roaming the land.

    Building Options:
    Sellsword Guild;
    Cost - 10000 Stags. The Sellsword Guild is where mercenaries from all over the Kingdom go to find employment. It is a meeting place in which mercenaries are able to find employment with a contractor - The Captain. Conversely, it is also a place where the noble lords of the Realm may solicit the Captain for his services, if the price is right.

    A Sellsword Guild will provide the Captain with a retinue of 50 retainers, his cadre of followers.

    A Sellsword may upgrade his guild infinite times for a further 10000 Stags, providing him with an extra 50 standing men. Every third upgrade the cost goes up by a price of 5000 Stags.

    Example: I just bought my third upgrade, now I pay 15000 Stags until I reach 6 upgrades, then I pay 20000 Stags until 9 upgrades.

    Every 3 guild levels will up your rank as a Sellsword and give you the ability to hire an additional 100 men.

    A seller of souls:
    The Captain can buy Sellswords at 1000 Stags for 100 men, 75% cheaper than normal, and indeed this is how the Captain makes his money. Sellswords recruited by a Sellswords captain only require 100 Stags per year upkeep. A member of the Noble Peerage is able to purchase mercenaries of his own accord at the prescribed price - its up to The Captain to offer the Noble Lord a better price...

    EXAMPLE;A noble lord can purchase 100 Sellswords for 4000 Stags.
    The Captain can purchase 100 Sellswords for 1000 Stags.

    A Sellsword Captain can recruit 500 men to start, affter that they must upgrade their guild, each upgrade giving them an addition 100 men that they can recruit, aswell as giving them a higher rank and base income as a Sellsword.

    Leader of Men:
    The Captain has a +2 Leadership Bonus during battles.

    Hired Assassination:
    Players are able to privately approach the Captain to perform acts of murder on their own behalf, for the correct negotiated amount of Stags. This takes all of the risks associated with assassination out of the aggressor players hands, as those risks are now the providence of the Captain. It is now the captain's responsibility to perform the assassination, and as such the Captain PM's the moderator with the assassination request. There is of coarse, always the risk that the Captain may get killed in the attempt, or could be captured and decide to spill the name of their contractor anyway...


    Merchants

    Merchant
    Merchants hold the rank of freedman along with the accompanying 400 Stags per year income. The goal of the Merchant is to accumulate money either through a solid investment/return procedure and/or a risk/reward scheme.
    A Merchant may purchase the following in order to boost his or her income with a certainty in returns:

    Warehouse - 12000 Stags
    A warehouse grants an additional 1000 Stags per year. Cumulative; one purchase only.
    Wharf - 28000 Stags
    A wharf grants an additional 2000 Stags per year. Cumulative; one purchase only.

    Client - 3000 Stags
    This represents the merchant putting money into his business to expand its clientele, popularity, quality or celebrity. Grants an additional 200 Stags per year. Cumulative; may purchase as many times as you like.

    Merchant Fleet - 30000 Stags
    A fleet of five ships, used for the most profitable of trading. Each ship provides an additional 600 Stags per year (so the entire fleet provides 3000 Stags, but may be sunk in times of war. Cumulative; may purchase as many times as you like.

    Climbing the ladder;
    Every Merchant starts off as little more than a freedman, and must work his way up. A Merchant works his way up in the world by purchasing a Merchants compound. These compounds start at a rather low price of 15000 Stags and double in price for every upgrade.

    Example: I buy my first upgrade for 15000 Stags, my next upgrade costs 30000 with the upgrade to Merchant Prince costing 240000 Stags.
    A starting Merchant can hold no more than 2 Merchant fleets, and 10 clients. This doubles with every rank they gain until they reach the rank of Merchant Prince where they can buy as many as they have money for.

    Inheriting;
    Since merchants can feasibly make a lot of money, and have huge numbers of clients and fleets at hand a simple rule is used when a new merchant inherits a merchant empire, this is to show the lack of age, and the fickleness of clients going to another proven merchant rather than an inheriting novice. Since change is almost always treated cautiously by moneymen 10% of the empires clients and fleets are lost (in terms of fleets, this may mean individual ships). However for every year under the age of twenty a further 5% of them is lost. This represents the fact that older inheritors are likely to have met many of the clients, have spent some time learning the business and so forth. So someone of the age of sixteen would lose 10% (automatic loss) + 40% (20years - his sixteen equals 40%) = 50% of the business in total. Since however this can be quite harsh, if say a merchant has two hundred clients, and his eleven year old son inherits when there is no savings, one last full income is allowed.


    Please excuse any similarity to the GSTK rules as I posted a topic and asked permission for use of the rules as a base. Physcotic Barbarian told me to go ahead and do so, and the topic was archived if you wish to look it up.
    Last edited by Bonez; April 15, 2012 at 06:11 PM.

  3. #3
    Bonez's Avatar Protector Domesticus
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    Default Re: (Proposal) Westeros RPG

    Reserved
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  4. #4
    Karazor's Avatar Miles
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    Default Re: (Proposal) Westeros RPG

    can i be lord of Griffin's roost ?

  5. #5
    Bonez's Avatar Protector Domesticus
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    Default Re: (Proposal) Westeros RPG

    Quote Originally Posted by Karazor View Post
    can i be lord of Griffin's roost ?
    If you can find it on a map, or tell me where it is go ahead.

  6. #6
    Karazor's Avatar Miles
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    Default Re: (Proposal) Westeros RPG

    Quote Originally Posted by bonez899 View Post
    If you can find it on a map, or tell me where it is go ahead.
    it's under storm's end


  7. #7
    Darkan's Avatar Senator
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    Default Re: (Proposal) Westeros RPG

    I´m interested in this, though I didn´t play any RPG´s here, so I´m as noobs as they come. Anyway, I´d like Dorne and one question, the additional character, should it be from somewhere else, or can it be from Dorne as well? (cause I was thinking Oberyn Martell)
    Re-read the OP again, I guess I should start thinking of another character. Oh btw, I don´t see the Greyjoys on your list, or the Freys.
    Basically our family character can be lord of whatever, right, or does it have to be one of the "kings" of Westeros?
    Read the OP a third time (something is happening to me today, I can´t focus): OK, these 9 charcters to start with.

    Dorne and Tyrion Lannister (better re-read the genealogy of the Martells ...and man was Oberyn busy)

    I´ll keep Dorne for now, will see later what happens, I´m not sure about the second character as I don´t know how to play...yet. Also, after I thought better I decided I prefered someone able to defend himself in a fight.
    Last edited by Darkan; February 29, 2012 at 05:26 AM.
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  8. #8
    Darkan's Avatar Senator
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    Default Re: (Proposal) Westeros RPG

    During Robert's Rebellion, Lord Jon Connington was raised to the position of Hand of the King to Aerys II. After his failure at the Battle of the Bells, Lord Jon was stripped of his titles and Griffin's Roost was taken by the crown. However, Robert Baratheon unseated Aerys II and claimed the throne. Lord Jon's cousin had fought for Robert during the rebellion and was awarded the castle, but the better part of the lands and all the gold that Lord Jon had forfeited to the crown were kept by Robert. From here. Also there´s a pic with the location. But at this time, Jon Connington is in exile.
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  9. #9
    Barbarian Nobility's Avatar Tribunus
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    Default Re: (Proposal) Westeros RPG

    My suggestion would be this; we have the same place names as GoT, same map, similar history...but we dont include the GoT houses - we create our own. My only reason for suggesting this is because if we stick with the GoT universe houses then we're HEAVILY restricted in our RP...

    Do this and i'd be happy to throw my weight/mod experience behind this project so far as troop numbers and rulesets go.

    I would format the RPG like this;

    A Game of Thrones RPG

    King's Landing (capital of Westeros, throne of the King)
    - The Royal Palace (RP's with the King)
    - The market place (purchases)
    - The Red Tower (player accounts)
    Lands of the Seven (all home threads)
    The Game of Thrones (where all the RPG adventurey goodness takes place)
    A Feast for Crows (where all battles take place)
    The Spiders Lair (moderator only thread)
    Last edited by Barbarian Nobility; February 29, 2012 at 05:49 AM.

  10. #10
    Bonez's Avatar Protector Domesticus
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    Default Re: (Proposal) Westeros RPG

    Quote Originally Posted by PsychoticBarbarian View Post
    My suggestion would be this; we have the same place names as GoT, same map, similar history...but we dont include the GoT houses - we create our own. My only reason for suggesting this is because if we stick with the GoT universe houses then we're HEAVILY restricted in our RP...

    Do this and i'd be happy to throw my weight/mod experience behind this project so far as troop numbers and rulesets go.

    I would format the RPG like this;

    A Game of Thrones RPG

    King's Landing (capital of Westeros, throne of the King)
    - The Royal Palace (RP's with the King)
    - The market place (purchases)
    - The Red Tower (player accounts)
    Lands of the Seven (all home threads)
    The Game of Thrones (where all the RPG adventurey goodness takes place)
    A Feast for Crows (where all battles take place)
    The Spiders Lair (moderator only thread)
    Barbarian, I think that you have the right idea, and that works, people are still going to go with characters that are from the books but it looks to be the right way to go about it because of the RP options that appear with it.

    I would love your expertise and things added in this so for now I will add the format to the first post and amend some other things.

  11. #11
    Darkan's Avatar Senator
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    Default Re: (Proposal) Westeros RPG

    What about "careers" in Westeros? Will the players be able to choose from more of them? Something like maester, knight, mercenary, etc etc? Or will the player start as the head of a house, be it a minor one or a large one?
    Let´s not forget the Night´s Watch or the Kingsguard!
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  12. #12
    Barbarian Nobility's Avatar Tribunus
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    Default Re: (Proposal) Westeros RPG

    Quote Originally Posted by Darkan View Post
    What about "careers" in Westeros? Will the players be able to choose from more of them? Something like maester, knight, mercenary, etc etc? Or will the player start as the head of a house, be it a minor one or a large one?
    Let´s not forget the Night´s Watch or the Kingsguard!
    Its 'Game of thrones' so i'd be voting to hold back on careers and simply play a political game of the nobility. For the start of the game players would begin as the head of their own household with land already established. Subsequent players would choose a house to swear fealty to.

  13. #13
    Cleftjaw's Avatar Semisalis
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    Default Re: (Proposal) Westeros RPG

    I'd really like to play one of the Greyjoys, why aren't they on the list?
    Last edited by Cleftjaw; February 29, 2012 at 08:51 AM.

  14. #14

    Default Re: (Proposal) Westeros RPG

    From this day I herby lay claim to play House Bolton of Dreadfort!

  15. #15
    jacb547's Avatar Primicerius
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    Default Re: (Proposal) Westeros RPG

    I claim Old Lord Walder!And the freys.
    Last edited by jacb547; February 29, 2012 at 10:25 AM.
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

  16. #16

    Default Re: (Proposal) Westeros RPG

    I would like to be lord of the Pyke (Iron Islands).




  17. #17
    Darkan's Avatar Senator
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    Default Re: (Proposal) Westeros RPG

    Quote Originally Posted by bonez899 View Post
    ...we are going to base it around the world of Westeros, but as Barbarian said we need to make our own characters and storyline so that the RP remains rather unlocked.
    So how will this work exactly? Do we make a character that has titles (EX: John Darry, Lord of Winterfell) or are the major houses and major characters NPCs? If so, who will "roleplay" them? I for instance chose Dorne, do I play as Doran Martell or do I create a Dornish character starting at the court of Sunspear?
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  18. #18
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: (Proposal) Westeros RPG

    Hmmm...I may lay claim to one of the houses, but overall, this sounds very very interesting. I am game.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


  19. #19
    Raglan's Avatar ~~~
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    Default Re: (Proposal) Westeros RPG

    this has been done before. In one of the alliance games. I played the starks, and managed to seize the iron throne (which was fun)

    heres a map if your interested.

    Spoiler Alert, click show to read: 

  20. #20
    Bonez's Avatar Protector Domesticus
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    Default Re: (Proposal) Westeros RPG

    Raglan, Thank you for that map which I will definitly use.

    To person what will happen is the titles and such will be the same but the characters will be unique.

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