Below are some of the rules which I have looked at and edited to make them clearer, more relevant etc.
Assassinations The Ways to Kill
Anonymous Assassination
- Pick your target
- Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
- PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
- The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
Open Assassination
- Pick your target and get in the same thread as them
- Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
- If possible and time permits, notify a moderator with your reason for the assassination.
- The mod will post the rest (success/failure, whether escaped)
Secret Open Assassination
- Pick your target and get in the same thread as them. They must acknowledge that they are alone.
- From here, follow standard open assassination steps.
- If possible and time permits, notify a moderator with your reason for the assassination.
- A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
Execution by the King
If at any point you find yourself imprisoned in the Kings dungeons, he may at liberty lop off your head without an escape roll. If, after 4 real life days of captivity he has not killed you, you receive an escape roll, weighted against you. For every real life day after this, you receive one escape roll.
If you have been caught by a Lords men and transferred to the King, you receive one escape roll weighted against you, before you are put in the dungeons. After that, the above rules apply.
The Rolls and Chances
Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yoeman. A noble here is defined as: King, Prince/Princess, Lord/Lady, Lords Bannerman, the High Septon, Most Devout Septon, Lord Commander of the Night Watch, Commander of a NW Castle, First Officers of the Night Watch (First Builder, Steward Ranger), Lord Commander of the Kingsguard, Any seat upon the Small Council.
A yoeman is any man who isn't one of the above ranks.
At your Home (the thread you use to receive visitors)
Nobles: 2/20
Yoemen: 5/20
In a neutral house (any other home thread except yours and the assassins)
Nobles: 4/20
Yoemen: 8/20
In the assassins home (the thread he uses to receive visitors)
Nobles: 15/20
Yoemen: 17/20
Any other indoor situation (ie a RP that takes place inside, like a wedding)
Both: 10/20
An outside situation
Both: 13/20
Group Assassinations
If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls, making it more likely you get caught.
Hired Help
There are options to help reduce the risk of an assassination.
Retainer (nobles only)
Instead of attempting yourself, you may opt to have a retainer (an NPC from your household) attempt for you. In this case, you must equip the retainer with any equipment. Note that retainers tend to be clumsy, so 2 is taken from the success and escape chances. If the retainer gets caught, you automatically lose the equipment you gave him, and standard questioning rules apply.
Assassin
If one is willing to spend some money, say 100000 Dragons, one may hire the luxury of an assassin, who benefits from a +2 to all rolls, even if caught. With the assassin, there is less chance of your identity being revealed.
Faceless Man
If one is entirely desperate, and will easily part with a sum of 500000 Dragons, you buy the efficiency of a faceless man. The only way a victim may escape from the Faceless man is by rolling a straight 20. Even then, there is no escape roll as the Faceless Man kills by poison, and leaves before the chance of being discovered.
Special Items
Certain items may be bought in the shop to either aid or discourage assassination. Details may be found in the shop thread.
Armour
If a target is wearing armour, the modifier of that armour becomes an anti-assassination modifier, however the target must have posted he is wearing armour, unless he is on a battlefield, in which case he is assumed to be wearing armour.
Escape
All escape chances after an assassination (failed or successful, unless it is a secret open assassination) start at 20/20 (meaning you will always escape). Depending on the situation, certain modifiers reduce the chance of escape. These are:
- If using a melee weapon -1
- If in a home thread -2
- If in an enclosed area -1
- Every guard present -1
- Every neutral player present -1
- Mods may, at their discretion, take up to -3
Failed Escape
If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope the King forgives. If you sent a retainer or an assassin, they will be tortured for information. The rolls below are for a retainer, for an assassin take two from the chances for each roll.
1-5 - Captive dies in questioning without revealing anything
6-10 - Captive dies in questioning but reveals the identity of his master
11-20 - Captive survives and reveals the identity. He may be used as evidence in court.
Battlefield Assassinations
If a commander is killed on the battlefield, morale takes a hit. Reflecting this, is a noble character gets assassinated on the battlefield, they cause a hit to the rolls according to rank.
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
Spying
Much of the political intrigue and plotting in Westeros goes on behind closed doors, or via the ravens on secretive letters. Although careful steps are taken to keep plans secret, highly trained individuals exist who can spin vast webs of conspiracy from scraps of information. For various prices, different members of the Guild of Whispers may be hired, giving various returns. The possible spies are as follows:
Trainee Spy - 10000 Dragons - Due to being a beginner, this spy is by far the cheapest, however takes a -2 hit to all rolls.
Adept Spy - 20000 Dragons - A fully fledged guild member, though nothing special. He has no bonus to the base rolls.
Master Spy - 60000 Dragons - A highly trained spy, often found heading regional guildhouses. He has a +2 to all rolls.
Guildmaster - 100000 Dragons - The leader of the Guild of Whispers, the guildmaster receives a +4 bonus to all rolls.
The Rolls
To spy, a player must PM a moderator explaining which spy the are hiring, and which thread they wish to target. The mod will then perform the rolls, and depending on the result disclose a certain amount of information on any 'secrets' the thread may contain. This allows previously OOC only knowledge to become IC knowledge.
1-5 - The spy is captured and may be tortured for information.
6-7 - The spy fails to gain any information, though remains undetected.
8-10 - The spy happens upon a small amount of information, revealing the brief outline of a hidden plan.
11-15 The spy happens upon a medium amount of information, revealing some details of a hidden plan.
16-19 The spy happens upon a large amount of information, revealing an in depth plan.
20 - The spy happens upon the jackpot, revealing all aspects of a hidden plan.
*Note*
Moderators remain all discretion when revealing the plans of the target. Their decision based upon the roll and the context is final - you accept this when you ask for the spy roll to be done.
Counterspying
Rest assured, your plans may yet be safe - if you are as devious as those after your secrets. Those who do not make it in the Guild of Whispers, yet learn of their methods, may be hired on a permanent basis to discourage spying. For each counterspy (purchased from the shop), you receive a +1 bonus against spies. Furthermore, if a spy is captured, there is a +2 bonus to the torture roll, in account of the fact your counterspy knows how to loosen their tongues.
Feudel System
This RPG utilises a feudal system in order to emulate the ranks and fealty in the books.
Lands
Westeros has been divided into it's many counties, each with specific incomes (see Income Rules) and levies, both in men and ships. The lists below tell how many men and ships each province gets. Note that, although you may control all the provinces in an area, each character may only collect income from one of them, up to a maximum of three characters. This is to ensure income is equally spread between players.
Granting of Titles
Anyone who holds a title (ie is known as 'Lord' or 'Lady') may grant those under them titles an/or land. To grant land you must own at least two provinces. You may not promote someone to the same rank as you (ie, if you are a Lord of a House that owns two provinces, you may only make a person Lords Bannerman of your second province). Anyone whom you grant lands (and therefore income) must pay you a tax of 10%, unless negotiated otherwise.
Fealty
Whenever a Lord promotes someone, the person who gains the land is presumed to have sworn an oath of loyalty to their benefactor. In effect, the Lord who grants the land still owns the land, and may demote you at any time. The new lord owns the troops and ships of the land he has gained, and therefore their loyalty. In the event of demotion, if the Lord is unhappy he may rebel with his troops. For game purposes, troops are always considered loyal to their direct lord (ie, if Lord Greyjoy grants Lord Harlaw the province of Harlaw, the troops and ships associated with Harlaw are loyal to Lord Harlaw), though are also sworn to the higher lord (in this example, Lord Greyjoy). In the event of rebellion, a dice roll is performed to find the percentage of men who stick with their direct Lord, and the percentage who fight for their overlord. This only applies to the bannermen of Great Houses rebelling, not in the case of the Great Houses rebelling against the crown, as troops owe no loyalty to the King, only the Lords from the Great Houses.
Castellan
A Castellan is appointed in the event that a Lord is unable to attend to their castle, or the noble family ruling that castle is removed. A Castellan lays no claim to ownership of the castle, incomes nor levies, and retains the income of his old rank (ie a Knight appointed Castellen of Highgarden would not collect the income of Highgarden, instead collecting his normal Knightly income). A Castellan may only call his banners in order to defend the castle, not to attack.
Men-at-Arms
Some ranks afford a character a certain amount of retainers, free of charge and upkeep. Freedmen have a retinue of five men, Knights a retinue of 50 men. Lords gain 50 men for each province they control (ie a Lord with a single province has 50 men, a Lord with 3 has 150 men, and a Lord with 5 has 250 men).
Mercenaries
Whilst on campaign anyone can hire Mercenaries to supplement their armies. A simple system of 2000 Dragons per 100 Mercenaries is used. Mercenaries last until they are disbanded, or are defeated in battle (mercenaries will always be defeated first, so if total casualties are higher than the amount of mercenaries you have, you lose all your mercenaries). Every 2000 Mercenaries that are recruited 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 requires 200 Dragons per year upkeep.
Kings Army
The King at all times has a standing army of 5000 goldcloaks. This is separate from the troop numbers listed in the above land maps, and they are free of charge + upkeep.
Misc Rules and Random Events
These are a few extra rules below that just promote fair game play or 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 non-activity. This means 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 can however 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, whilst 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, jousts, 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, and when Winter is on the way there will be a roll with a 15/20 chance of success to see if Autumn ends. Then the same process is done in reverse. It must be Winter or Summer for at least 2 years before rolling starts for the change of seasons. During Winter every character shall have a roll to see if they die, this roll will have a 3/20 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 are 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 may not claim inheritance, although they can if legitimized by the King.
OOC
No use of OOC information whilst In Character. Any RP suspected of doing so will be deleted by moderators and the offending player contacted. In addition, if you have a problem with a player take it to a moderator, not the OOC thread or the other persons inbox. Any OOC fighting will be deleted and the offenders reprimanded.
Random Events
Every year a moderator shall roll a D20 to see if there is a random event, which has a 4/20 chance of passing. If the roll passes, another D20 is rolled to find out which event happens.
Random Events Chart
1. Building Boom
There is a surplus of builders, architects and engineers in the realm. For this year, prices of upgrades or profession buildings are reduced by 20%
2. Pirates
D20*1 pirates are raiding the coast of a random area (chosen by random by a moderator). If the pirates are not defeated, the Great Lord of that area, and all his bannermen lose 10% of their income for the next year.
3. Wolf infestation
Wolves prowl the forests of the Kingdom. Any RP held outdoors is subject to a 5/20 chance of D20*1 wolves attacking for the next two years unless the King leads a hunt to their lair.
4. Metal Working Boom
The finest crafstmen in all the world gather in Westeros. All armour and weapons cost 20% less for this year.
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 arisen 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 1000 troops.
8. A time of Lawlessness
D20 x 50 Bandits are generated. They terrorize a randomly determined province.
9. What a lovely year
Summer rules the roost, not a sign of winter in sight. This only applies to summer years, and adds one year to the length of summer (meaning no change of season roll is done next year).
10. King Tides
A year of massive tides swamps the rivers of Westeros. All river provinces lose their manpower levies for two years.
11. Trade Surplus
Favourable trading conditions with the free cities leads to massive trade surpluses. The King generates an additional D20 x 2000 Dragons, and all Lords of the Realm generate an additional D20 x 100 Dragons.
12. Famine
Crops have withered and fail in these harsh conditions. Every player loses 50% of his income.
13. Wildling Invasion
The wildlings have gathered and the King-beyond-the-Wall plots invasion. Beyond the Wall raises double it's normal levy this year, and a moderator leads an invasion.
14. Peasant Rebellion
The peasants have rebelled! D20*4000 freedmen gather at the walls of Kings Landing to confront the King. A moderator controls the siege of Kings Landing, and a final assault on the second last day of the year. A peasant rebellion ends only when the peasants are defeated in battle, the King abdicates or is killed, or the Freedman leader is assassinated or otherwise captured.
15. A Year of Normality
The Maesters of the citadel are incorrect in their predictions of calamity or bounty. A normal year takes place, with nothing out of the ordinary.
16. Gods Save the King
The King has somehow achieved 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 500 Peasant Volunteers.
17. Diplomatic Opportunity
A diplomatic entourage from beyond the Narrow Sea has arrived in the Royal Court seeking aid for their Kingdom. There are the promises of Dragons and alliance. Moderators decide the origin of the diplomats and the situation requiring aid.
18. Foreign Invasion
A kingdom from across the Narrow Sea wishes to take over the Seven 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 4000 men, and shall be controlled by a Moderator. In the event of a Dothraki invasion the army shall have D20 x 5000
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 family 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 (and the rest of your family is bedridden for a year). For a period of 2 years the levy will not be available due to the significant cost of human life, except in the event of foreign invasion, in which case the levy shall be a quarter of it's normal strength.
20. Population Boom
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.
Freedman Professions
The freedmen professions are professions only available to those who hold no other rank. All freedmen earn the base 3000 Dragons for being a freedman, and then any income from their profession on top of that.
Sell Swords
Establishing a Mercenary Guild
Any player who is a freedman may choose to establish a Mercenary Guild - however they must have 10000 Golden Dragons to do so. If they do, simply create a post in 'The Game of Thrones' subforum, then deduct the money from their accounts. Note that your character is only entitled the rank of 'Novice Sellsword' after the guild is set up, so you may not use the promotion money associated with that rank to set the guild up.
Basic Guild
A basic sellsword guild entitles the owner to a retinue of 50 men, and the option of recruiting up to 500 men. This limit may only be increased by purchasing upgrades to the guild.
Guild Upgrades
A guild owner may upgrade the size of his guild, the size only limited by his purse and his current rank. Each new rank affords the player 3 more upgrades. This means that:
Novice Sellswords are allowed the basic guild and the first three upgrades at 10000 Dragons each
Sellswords are allowed the basic guild, the first three upgrades at 10000 Dragons each, then three more upgrades at 150000 each
Sellsword second in commands are allowed the basic guild, the first three upgrades at 10000 Dragons each, the next three at 15000 Dragons each, and a further three at 20000 Dragons each
Sellsword commanders are allowed the basic guild, the first three upgrades at 10000 Dragons each, the next three at 15000 Dragons each, a further three at 20000 Dragons each, then unlimited upgrades at 30000 each.
Each upgrade allows the Sellsword to command a further 1000 men (ie five upgrades allows command of 5500 men)
Hiring men as a Sellsword
Sellswords, having inside knowledge of the trade, are able to higher mercenaries for a quarter of their price. This means that whilst Lords hire mercenaries at 2000 Dragons per 100 men, Guild owners may purchase at 500 Dragons per 100 men. In addition, they pay less upkeep for their men, at just 50 Dragons per 100 men. This significant advantage allows Sellsword captains to solicit their mercanaries to Lords at a lower price than what they would pay, making their profit in the difference.
Profession Perks
Aside from cheaper men, Sellswords above the rank of novice get a +2 bonus in battle.
Merchants
An alternate option for the less bloodthirsty of the freedmen is to become a Merchant - fighting your battles in gold and words, not with blade and horse.
Becoming a Merchant
The entrance to becoming a merchant is relatively easy - all you have to do is to purchase your first client. No guild is needed, however your rank stays 'Freedman'. Without a guild, you may have up to ten clients before you must purchase a guild house to continue growth.
The Guild House
As your guildhouse grows, so does your merchantly rank. There are four levels of guild, with cumulative benefits.
Merchants Guild Office - Affords the rank of Apprentice Merchant, and allows the purchase of a further 10 clients - 30,000 Dragons
Merchants Guildhouse - Affords the rank of Lesser Merchant, allows the purchase of a further 10 clients and 1 merchant fleet* - 60,000 Dragons
Regional Guild HQ - Affords the rank of Merchant, allows the purchase of a further 20 clients and 2 merchant fleets - 90,000 Dragons
Kings Landing HQ - Affords the rank of Merchant Prince, and allows purchase of unlimited clients and merchant fleets* - 120,000 Dragons
*note Fleets may not be purchased until a wharf has been purchased.
Clients/Fleets
Clients cost 3000 Dragons and give a return of 200 Dragons a year.
Fleets, consisting of 10 Vessels, cost 30000 Dragons, each ship giving a return of 300 Dragons a year (such that a fleet gives 3000 Dragons per year). Note ships may be sunk in times of war.
Other Upgrades
Each of these may only be purchased once
Warehouses cost 12000 Dragons and gives a return of 1000 Dragons a year
A Wharf costs 35000 Dragons and gives a return of 2500 Dragons a year. It also allows a Merchant to purchase Merchant Fleets.
Alternate Money Making
There are two ways that a Merchant may make money other than automatically through his clients and fleets each year.
Money Lending
A Merchant may choose to lend money to Lords, Ladies, even the King, in return for repayments with interest. In this aspect, if they prove to have lower rates than the Iron Bank of Braavos, they may find themselves quickly gaining money. All terms of lending and repayments are decided by the Merchant, as well as any punishment for failing to repay.
Hiring out the Merchant Fleet
In times of war, every ship counts, and an enterprising merchant may choose to hire out his merchant ships to a willing Lord in return for a price. In this case, the Merchant accepts the risk that his ships may be sunk, and that he loses any income from those ships for the duration that they are being hired.
Discuss.




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