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Thread: HammerHorn, Seat of House Goodbrother

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    General Brewster's Avatar The Flying Dutchman
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    Default HammerHorn, Seat of House Goodbrother

    HammerHorn





    House Goodbrother of HammerHorn



    ~We bring the fear~


    Family



    Lord Gorold Goodbrother
    Age: 43, Born 200 AL
    Rank/Titles: Lord of Hammerhorn
    Marital Status: Unwed
    Children: Greydon and Reya(20 at registration)
    Skill(s): +1 Wealth, +2 Duels, +2 Naval Battles, +1 Survival
    Wards: none
    Squires: none
    Equipment:
    Retinue: none

    Phlegmatic:
    - Austere: This character disdains pomp and pageantry, instead preferring a plain & simple (the uncharitable might say 'rigidly spartan') lifestyle. +5% income, -1 Charisma.
    - Reserved: This character is a stoic who generally keeps to him/herself and exercises strict control over their emotions. While this means they're not likely to make reckless moves in court or on the battlefield, they can come across as unfeeling robots to others. +1 battle rolls, -1 Charisma.

    Choleric:
    - Bloodthirsty: This character is hotheaded and loves to jump into fights, lethal or otherwise. This is not something others find endearing off the battlefield, though. +1 Battles, -1 Charisma.



    Greydon Goodbrother

    Age: 24, Born 222 AL -
    Rank/Titles: Heir to Hammerhorn
    Marital Status:
    Children: None
    Skill(s): +1 Wealth, +2 Dueling, +2 Naval Battles, +1 Survival
    Wards: none
    Squires: none
    Equipment: none
    Retinue: none

    Phlegmatic:
    - Austere: This character disdains pomp and pageantry, instead preferring a plain & simple (the uncharitable might say 'rigidly spartan') lifestyle. +5% income, -1 Charisma.
    - Reserved: This character is a stoic who generally keeps to him/herself and exercises strict control over their emotions. While this means they're not likely to make reckless moves in court or on the battlefield, they can come across as unfeeling robots to others. +1 battle rolls, -1 Charisma.

    Choleric:
    - Bloodthirsty: This character is hotheaded and loves to jump into fights, lethal or otherwise. This is not something others find endearing off the battlefield, though. +1 Battles, -1 Charisma.

    Regional Bonus


    Great Wyk


    • Largest Island: Great Wyk is the largest Ironborn island, and thus has an increased population and grants +1,000 Land Militia points.
    • Deep Mines: Metals like lead, tin and iron are mined on Great Wyk by the smallfolk, filling the coffers of their lords. All characters start with additional 30,000 Gold Dragons.
    • Home of the Ironborn: The largest of the Iron Islands, Great Wyk is the home of great sailors just as much as the rest of them. All characters get Pillager +10.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships. 10% reduction in recruitment and upkeep to professional naval units.


    Military

    Personal Retinue and Professional Troops
    Points Used:
    0/5,000

    Total: 0 men

    5,000 points of Professional Warships:

    Dromonds (300 points, 3900/900, 10 ships): 1500 points, 50 ships
    Ironborn Longship (400,5200/1200, 5 ships): 2500 points, 37 ships
    Heavy Galley (500 points, 6500/1500, 10 ships): 2,000 points, 40 Ships
    Grand Warship (500 points, 8000/2500, 5 ships): 2,000 points, 20 ships


    Medium Levy (1,500 points):

    300 Polearms
    600 Archers
    450 Heavy Infantry
    150 Heavy Cavalry


    Naval Militia
    Heavy Galleys: 11
    Ironborn Longships: 14

    Buildings

    T1:
    Market Square: +10% income
    Dockyard: +500 naval militia points, +10% income
    Small Trade Market - Gives access to the trade system, provides one resource to select to trade
    Militia Armoury: +500 Militia Points
    City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.

    T2:
    Large Dockyard: +750 naval militia points, 5% cheaper naval mercs, +5% income
    Merchant's Square: +10% province income
    Town Watch: +1,000 Militia Points, 5% cheaper professional troop hire.

    T3:
    Major Dockyard: +1,000 naval militia points, 10% cheaper naval mercs, +5% income


    T4:
    Military Dockyard
    Bonuses: +3,000 naval professional points cap, 10% cheaper hiring and maintenance of professional ships, +50% ship speed.
    Drawbacks: Can no longer maintain a land militia.

    Fully commit the resources of your province to maintaining a fleet by disbanding all land-based local militias and requiring that those men conduct their service within the naval militia instead and retooling local industries to fully support the construction of warships. Your province will become a centre for naval industries and shipbuilding, producing more ships of superior quality and creating the facilities needed to maintain them effectively.


    Last edited by General Brewster; December 15, 2017 at 05:17 PM.

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