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  1. #1

    Default The Rules and Regional Bonus Information

    Starting Incomes/Promotion Money

    The Nobility
    Queen or King - 100000 Dragons
    Prince/Princess - 80000 Dragons
    Lord of a Great House - 70000 Dragons
    Lord’s Bannerman - 60000 Dragons
    Sworn Sword - 27000 Dragons
    Hedge Knight - 12600 Dragons
    Squire - 7500 Dragons

    Religious Folk
    In order of 'The Seven' - 'R'hllor' - 'The Drowned God'
    High Septon - No equivalent - No equivalent - 36000 Dragons
    Most Devout Septon - High Priest of R'hllor - Damphair - 27000 Dragons
    Septon - Red Priest - Drowned Man - 18000 Dragons
    Acolyte Septon - Slave of R'hllor - Acolyte of the Droned God - 9000 Dragons

    Maesters
    Grand Maester - 38000 Dragons
    Archmaester - 28000 Dragons
    Maester - 20000 Dragons
    Acolyte Maester - 10000 Dragons

    The Mercenaries
    Novice Sellsword/sail
    Sellsword/sail - Starts with 15,000 Dragons.
    Mercenary Captain - 12,000 promotion money.
    Company Captain - 20,000 promotion money.

    The Merchants
    Lesser Merchant: 36,000 (Players must start as a Lesser Merchant, and this class has no associated promotion money)

    The Night's Watch (No personal income, all money goes to TNW accounts)
    Lord Commander of The Night's Watch - 54000 Dragons
    Commander of a Night Watch Castle - 36000 Dragons
    First Ranger - First Builder - First Steward of The Night's Watch - 18000 Dragons
    Ranger - Builder - Steward of The Night's Watch - 9000 Dragons

    The Kingsguard
    Lord Commander of The Kingsguard - 36000 Dragons
    Member of The Kingsguard - 27000 Dragons

    Freemen
    Freedman - 4500 Dragons
    Weekly Incomes
    The Nobility
    Queen or King - Based off land
    Prince/Princess - Based off land
    Lord of a Great House - Based off land
    Lord’s Bannerman - 10,000 Gold Stipend, the rest is Based off land
    Sworn Sword - 18000 Dragons
    Hedge Knight - 8400 Dragons
    Squire - 5600 Dragons

    Religious Folk
    In order of 'The Seven' - 'R'hllor' - 'The Drowned God'
    High Septon - No equivalent - No equivalent - 24000 Dragons
    Most Devout Septon - High Priest of R'hllor - Damphair - 18000 Dragons
    Septon - Red Priest - Drowned Man - 12000 Dragons
    Acolyte Septon - Slave of R'hllor - Acolyte of the Droned God - 6000 Dragons

    Maesters
    Grand Maester - 26000 Dragons
    Archmaester - 20000 Dragons
    Maester - 16000 Dragons
    Acolyte Maester - 6000 Dragons

    The Mercenaries
    Novice Sellsword/sail
    Sellsword/sail - 8000 salary
    Mercenary Captain - 12,000 salary
    Company Captain - 20,000 salary

    The Merchants
    Merchant Prince - 36000 Dragons
    Merchant - 30000 Dragons
    Lesser Merchant - 24000 Dragons

    The Night's Watch (No personal income, this goes to TNW account)
    Lord Commander of The Night's Watch - 36000 Dragons
    Commander of a Night Watch Castle - 24000 Dragons
    First Ranger - First Builder - First Steward of The Night's Watch - 12000 Dragons
    Ranger - Builder - Steward of The Night's Watch - 6000 Dragons

    The Kingsguard
    Lord Commander of The Kingsguard - 24000 Dragons
    Member of The Kingsguard - 18000 Dragons

    Freemen
    Freedman - 3000 Dragons
    Land Incomes for Nobles
    The Westerlands

    Very Rich Provinces (70,000 Golden Dragons):
    Golden Tooth
    Castamere
    Casterly Rock
    Sarsfield

    Rich Provinces = (60,000 Golden Dragons):
    Ashemark
    Lannisport
    Silverhill
    Payne Hall
    The Crag
    Kayce
    Cornfield
    Crakehall

    Very Prosperous Provinces (50,000 Golden Dragons):
    Fair Isle
    Tarbeck Hall
    Nunn's Deep
    Pendric Hills
    Hornvale
    Tarbeck Hall
    Thurock
    Wyndhall
    Maunhill
    Goldshire
    Fallwell
    Greenfield

    Prosperous Provinces (40,000 Golden Dragons):
    Myatt
    Brent Brook
    Peckledon
    Banefort
    Feastfires
    Fang Tower
    Glitterdale
    Oxcross
    Riverspring
    Drox Castle
    Deep Den
    Redbramble
    Tendrig
    Greenmonth
    Hawthorne


    Very Poor Provinces (20,000 Golden Dragons):
    None
    The Reach
    Very Rich Provinces (70,000 Golden Dragons):
    The Arbor
    Highgarden
    Oldtown

    Rich Provinces = (60,000 Golden Dragons):
    Ashford
    Brightwater Keep
    Golden Grove

    Very Prosperous Provinces (50,000 Golden Dragons):
    Roseford
    Horn Hill
    Cider Hall
    Shield Islands (Oakenshield)
    Tumbleton

    Poor Provinces (30,000 Golden Dragons):
    Grassy Vale
    Honeyholt
    Old Oak
    Sunflower Hill
    Three Towers
    Middlebury
    Bardshome
    Monderford
    Dosk
    Smithyton
    The Ring

    Very Poor Provinces (20,000 Golden Dragons):
    Bitterbridge
    Three Towers
    Blackcrown
    Bandalon
    Longtable
    Torrentpeak
    Sunhouse
    Norcross
    Dunsbridge
    Fawn Crag
    Hunt Hills
    Greenshield
    Greyshield
    Southshield
    Catswold
    Redding
    Coldmoat
    Standfast
    Wythers
    Alden Keep
    Inchfield
    Starpike
    Harpshire
    Hammerhall
    New Barrel
    Yelshire
    Appleton
    Hastwyck
    Leygood Keep
    Dorne

    Very Rich Provinces (70,000 Golden Dragons):
    Sunspear

    Rich Provinces = (60,000 Golden Dragons):
    Ghost Hill
    Godsgrace
    Yronwood

    Very Prosperous Provinces (50,000 Golden Dragons):
    Starfall
    Lemonwood
    Planky Town
    Blackmont
    Hellholt
    Spottswood
    The Tor
    Wyl

    Prosperous Provinces (40,000 Golden Dragons):
    Kingsgrave
    Vulture's Roost
    Salt Shore
    Skyreach
    High Hermitage
    The Scourge
    Ghaston Grey
    Scorchd Rock
    Nymerwell
    Prince's Pass
    Red Dunes
    Sandstone
    Elbow
    The Riverlands
    Rich Provinces = (60,000 Golden Dragons):
    Riverrun
    The Twins
    Maidenpool
    Harrenhal

    Very Prosperous Provinces (50,000 Golden Dragons):
    Saltpans
    Stoney Sept
    Blue Fork
    Coldstones
    Darry

    Prosperous Provinces (40,000 Golden Dragons):
    Lord Harroway's town
    Pinkmaiden (Acorn's Ridge)
    Fairmarket
    Raventree hall (Blackwood)
    Stone Hedge

    Poor Provinces (30,000 Golden Dragons):
    Acorn Hall
    Atranta
    Darry
    Seaguard
    The Trident
    Lolliston
    Branston
    Maidstone
    Blackrush
    Blue Fork (Trident)
    Red Fork
    Stillfen
    Green Fork
    Rushmoor
    Martlet Bay
    Shoreham
    Esgaroth
    Goodsbrook
    Castlewood
    High Heart
    Willow Wood
    Turnbridge
    Gravesham
    Kanet
    Chilltern
    Wycombe
    Medway
    Wayfarer's Rest
    Mistlewood
    Cape of the Eagles
    Freylands
    Erenford
    The Vale of Arynn
    Very Rich Provinces (70,000 Golden Dragons):
    The Vale (The Eyrie)

    Rich Provinces = (60,000 Golden Dragons):
    Gulltown
    Wikenden

    Very Prosperous Provinces (50,000 Golden Dragons):
    Strongsong
    Longbow Hall
    New Keep

    Prosperous Provinces (40,000 Golden Dragons):
    Ironoaks
    The Fingers (Midlor Point)
    Old Anchor
    Runestone
    Coldwater
    Heart's Home
    Scorched Vale
    Bite Coast
    Crow's Barrens

    Poor Provinces (30,000 Golden Dragons):
    Grey Glen
    Redfort
    Snakewood
    Ninestars
    Ruthermont
    Grey Glen
    Darkmoor
    Monnsgrey
    Coldwater Burn
    Sunset Keep
    Pebble (island in central fingers sea zone)
    The Paps (island in northern fingers sea zone)

    Very Poor Provinces (20,000 Golden Dragons):
    Sweetsister
    Littlesister
    Longsister
    The Bloody Gate
    Crabshore
    Wycliff
    Crown's Crag
    The Crownlands
    Very Rich Provinces (70,000 Golden Dragons):
    King's Landing

    Rich Provinces = (60,000 Golden Dragons):
    Stokeworth

    Very Prosperous Provinces (50,000 Golden Dragons):
    Duskendale
    Antlers
    Cracklaw
    Rayonet

    Prosperous Provinces (40,000 Golden Dragons):
    Hayford
    Rosby
    Sow's Horn
    Massey's Hook
    Dragonstone

    Poor Provinces (30,000 Golden Dragons):
    The Kingswood (Bywater)
    Wendwater
    Edgerton
    Rollingford

    Very Poor Provinces (20,000 Golden Dragons):
    Claw Island
    Diftmark
    Birch Hall
    Brindlewood
    Bromsfort
    Farring Cross
    Greensward
    Longward Hall
    Dalston Keep
    The Whispers
    Woodmere
    Attadale
    Hollard Hall
    Rook's Rest
    Dyre Den
    North Cracklaw
    Chyttering Brook
    Byford
    Mosborough
    The North
    Very Rich Provinces (70,000 Golden Dragons):
    Winterfell

    Rich Provinces = (60,000 Golden Dragons):
    White Harbour

    Very Prosperous Provinces (50,000 Golden Dragons):
    The Dreadfort
    Karhold
    The Rills
    Deepwood (Wolfswood)

    Prosperous Provinces (40,000 Golden Dragons):
    Deepwood Motte
    Last Hearth
    Hornwood
    Flint Keep

    Poor Provinces (30,000 Golden Dragons):
    Greywater Watch
    Bear Island
    Hornwood
    Barrowtown
    Torrhen's Square
    Flint's Finger
    Blazewater
    Blue Hills
    Weeping Bay
    Eastmelt
    Seal Shore
    Last River
    Aylesvale
    Dawnforest
    Castle Cerwyn
    King's Course
    Overton
    Sheepshead Hills
    Lonely Hills
    Wolfswood
    Blackgrove
    King's Grove
    Acorn Grove
    Tine's End
    Crow's Edge

    Very Poor Provinces (20,000 Golden Dragons):
    Flint Cliffs
    Cape Kraken
    Sea Dragon Point
    Withered Heath
    Whitford
    Arrondale
    Shadowmoor
    White Knife
    Ethering
    Oldcastle
    Fever
    Ramsgate
    Widow's Watch
    Coldgrass
    Moat Cailin
    Oldcastle
    Skagos
    The Mountains of the North
    The Stony Shore
    Silvereed
    Churwell
    Greycronn
    The Stormlands
    Very Rich Provinces (70,000 Golden Dragons):
    Storm's End

    Rich Provinces = (60,000 Golden Dragons):
    Griffin's Roost
    Nightsong

    Very Prosperous Provinces (50,000 Golden Dragons):
    Summerhall
    Stonehelm (Redhall)
    Estermont

    Prosperous Provinces (40,000 Golden Dragons):
    Haystack Hall
    Lonmouth
    Lockport
    Wendwater
    Rain House
    Blackhaven
    Rainwood
    Tarth

    Poor Provinces (30,000 Golden Dragons):
    Gallowsgrey
    Fawnton
    Grandview
    Galemonth
    Bronzegate
    Felwood
    Amberly
    Felwood
    Gallowsgrey
    Weeping Tower
    Hadlow Keep
    Mistwood
    Tudbury Hall
    Wrathrock

    Very Poor Provinces (20,000 Golden Dragons):
    Amberly
    Broad Arch
    Harvest Hall
    Blue Grove
    Adderdell
    Crow's Nest
    Drakesgrave
    Poddingfield
    Grandview
    The Iron Islands
    Very Rich Provinces (70,000 Golden Dragons):
    None

    Rich Provinces = (60,000 Golden Dragons):
    Pyke
    Harlaw

    Very Prosperous Provinces (50,000 Golden Dragons):
    Blacktyde
    Great Wyk (Hammerhorn)
    Lonely Light

    Prosperous Provinces (40,000 Golden Dragons):
    Orkmont
    Saltcliffe
    Lordsport
    Volmark
    Stonetree

    Poor Provinces (30,000 Golden Dragons):
    Old Wyk
    Blacktyde
    Sealskin Point
    Pebbleton
    The Wall
    Very Rich Provinces (70,000 Golden Dragons):
    None

    Rich Provinces = (60,000 Golden Dragons):
    None

    Very Prosperous Provinces (50,000 Golden Dragons):
    None

    Prosperous Provinces (40,000 Golden Dragons):
    None

    Poor Provinces (30,000 Golden Dragons):
    Brandon's Gift
    New Gift
    Eastwatch

    Very Poor Provinces (20,000 Golden Dragons):
    Castle Black
    Shadowtower
    Westwatch
    Beyond the Wall
    Very Rich Provinces (70,000 Golden Dragons):
    None

    Rich Provinces = (60,000 Golden Dragons):
    None

    Very Prosperous Provinces (50,000 Golden Dragons):
    None

    Prosperous Provinces (40,000 Golden Dragons):
    None

    Poor Provinces (30,000 Golden Dragons):
    Craster's Keep
    Thenn

    Very Poor Provinces (20,000 Golden Dragons):
    The Shivering Shore
    Fist of the First Men
    Skirling Pass
    The Gorge
    The Frozen Shore
    The Haunted Forest
    Hardhome


    Note:
    You may, at most, start with two provinces. One must be poorer than the other. For example, if you have a Very Rich province, the other must be Rich or below. If you are a bannerman, you must have your overlord's permission (and an acceptable backstory) for your second province.
    Taxes

    Tax levels are determined by the hierarchy of Lords, from King to Major House Lords, to bannermen. In the event of an NPC lord of a higher rank, tax levels will be rolled from 1-25% annually.

    Traits
    In Westeros different individuals have different natural skills. These skill sets are reflected in natural traits.

    Commoners

    Beginning at age 20, commoners may select two skill points. 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 30, 35, 40, 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)

    Nobility
    At age 10 nobles may begin assigning trait points. 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 defenses. Counts whether attacker or defender) +1

    Capture rolls (when capturing someone) +1

    Income (Tiered)
    Tier 1: 1 point (+2.5% earned
    Tier 2: 3 points (+5% earned)
    Tier 3: 5 points (+7.5% earned)

    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

    Birth rolls +1

    Spy: +1 to spying rolls

    Counterspy: -1 to spy rolls against this character

    Pillager (Tiered)
    Tier I: 1 point (+2.5% earned)
    Tier 2: 3 points (+5% earned)
    Tier 3: 5 points (+7.5% earned)

    Loyalty (Tiered)
    Tier 1: 1 point. Men will accept half pay for one year
    Tier 2: 3 points. Men will accept no pay for a single year
    Tier 3: 5 points. Men will fight for no pay for two years

    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

    Ranks

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

    The Nobility
    King
    Prince/Princess
    Lord of a Great House
    Lord’s Bannerman
    Sworn Sword
    Hedge Knight
    Squire

    Religious Folk
    In order of 'The Seven' - 'R'hllor' - 'The Drowned God'
    High Septon - No equivalent - No equivalent
    Most Devout Septon - High Priest of R'hllor - Damphair
    Septon - Red Priest - Drowned Man
    Acolyte Septon - Slave of R'hllor - Acolyte of the Droned God

    The Mercenaries
    Ranks
    Company Captain
    Mercenary Captain
    Sellsword/sail
    Novice Sellsword/sail

    The Merchants
    Merchant Prince
    Merchant
    Lesser Merchant
    Apprentice Merchant

    The Night's Watch
    Lord Commander of The Night's Watch
    Commander of a Night Watch Castle
    First Ranger - First Builder - First Steward of The Night's Watch
    Ranger - Builder - Steward of The Night's Watch

    The Kingsguard
    Lord Commander of The Kingsguard
    Member of The Kingsguard


    The Kings Offices
    The King’s Hand
    Grand Maester (NPC)
    The Master of Ships
    The Master of Whispers
    The Master of Coin
    The Master of Laws
    The Regents
    Warden of the North
    Warden of the East
    Warden of the South
    Warden of the West
    Last edited by Pontifex Maximus; May 30, 2013 at 12:33 PM.

  2. #2

    Default Re: Severus' unofficial rules suggestions

    Feudal System

    This RPG utilizes 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.

    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).

    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. You can hire mercenary companies or recruit professional standing armies from their respective threads, but beware of their hire costs.

    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.


    List of High Lordships and Minor Houses

    Spoiler Alert, click show to read: 

    Westerlands

    Spoiler Alert, click show to read: 


    The Crag
    - Banefort
    - Tarbeck Hall

    Ashemark
    - Thurock
    - Glitterdale
    - Wyndhall

    Goldentooth
    - Nunn's Deep
    - Pendric Hills

    Kayce
    - Fair Isle
    - Maunhill
    - Feastfires

    Sarsfield
    - Goldshire
    - Oxcross

    Castamere
    - Hornvale
    - Deep Den

    Casterly Rock
    - Lannisport
    - Tendrig
    - Fang Tower

    Crakehall
    - Fallwell
    - Greenmonth
    - Hawthorne

    Cornfield
    - Lonmont
    - Greenfield

    Silverhall
    - Myatt
    - Redbramble

    Payne Hall (Gold Road)
    - Brent Brook
    - Peckledon
    - Riverspring
    - Drox Castle


    The Vale

    Spoiler Alert, click show to read: 


    Wickenden
    - Ninesisters
    - Crabshore

    Runestone
    - Gulltown
    - Ruthermont
    - Redfort

    Old Anchor
    - Ironoaks
    - Upcliff
    - Longbow Hall

    Eyrie
    - Heart's Home
    - Grey Glen
    - Bloody Gate
    - Darkmoor

    Strongsong
    - Monnsgrey
    - Crown Crag

    Newkeep (Northweald)
    - Coldwater Burn
    - Snakewood

    Scorched Vale
    - Bite Coast
    - Crow's Barrens

    Midlor Point (Fingers)
    - Sunset Keep
    - Wycliff
    - Pebble (island in central fingers sea zone)
    - The Paps (island in northern fingers sea zone)

    Sweetsister
    - Littlesister
    - Longsister


    Stormlands

    Spoiler Alert, click show to read: 


    Nightsong (Dornish Marches)
    - Drakesgrave
    - Poddingfield
    - Blackhaven

    Summerhall
    - Gallowsgrey
    - Fawnton
    - Grandview

    Stonehelm (Red Watch)
    - Lonmouth
    - Lockport

    Estermont (Cape Wrath)
    - Weeping Tower
    - Mistwood
    - Tudbury Hall
    - Wrathrock

    Rainwood
    - Broad Arch
    - Blue Grove
    - Rainhouse

    Storm's End (Shipbreaker Bay)
    - Galemonth
    - Griffin's Roost
    - Adderdell
    - Crow's Nest

    Tarth (Straits of Tarth)
    - Harvest Hall
    - Haystack Hall

    Wendwater
    - Hadlow Keep
    - Bronzegate
    - Felwood
    - Amberly


    Crownlands

    Spoiler Alert, click show to read: 


    King's Landing
    - Edgerton
    - Rollingford
    - Bromsfort
    - Farring Cross
    - Dalston Keep

    Bywater (Kingswood)
    - Woodmere
    - Attadale
    - Greensward
    - Longward Hall

    Massey's Hook
    - Wendwater

    Rosby
    - Hayford
    - Stokeworth
    - Sow's Horn

    Duskendale
    - Hollard Hall
    - Brindlewood
    - Antlers
    - Birch Hall

    Cracklaw
    - Rook's Rest
    - Dyre Den
    - Whispers
    - North Cracklaw

    Dragonstone
    - Driftmark
    - Claw Isle

    Rayonet (Blackwater Rush)
    - Chyttering Brook
    - Byford
    - Mosborough


    Iron Isles

    Spoiler Alert, click show to read: 


    Pyke
    - Lordsport
    - Saltcliffe

    Harlaw
    - Volmark
    - Stonetree

    Hammerhorn (Great Wyk)
    - Pebbleton
    - Sealskin Point

    Orkmont (Seastone Isles)
    - Old Wyk
    - Blacktyde

    Lonely Light (out by itself, House Greyjoy?)


    Dorne

    Spoiler Alert, click show to read: 


    Sunspear (Broken Arm)
    - Spotswood
    - Plankytown
    - Lemonwood

    Ghost Hills
    - The Tor
    - The Scourge
    - Ghaston Grey

    Godsgrace (Vaith)
    - Red Dunes
    - Salt Shore
    - Scorched Rock

    Yronwood (Stoneway)
    - Kingsgrave
    - Wyl
    - Vulture's Roost

    Prince's Pass
    - Skyreach (both seem to be owned by the same person)

    Great Desert (Brimstone)
    - Hellholt
    - Nymerwell
    - Sandstone

    Starfall (Red Mountains)
    - Elbow
    - High Hermitage
    - Blackmont


    Riverlands

    Spoiler for Central and Southern Riverlands


    Riverrun
    - Lolliston
    - Branston
    - Turnbridge
    - Kanet

    Blackwood
    - Maidstone
    - Blackrush
    - Fairmarket

    Blue Fork (Trident)
    - Red Fork
    - Stillfen
    - Green Fork
    - Chilltern
    - Wycombe

    Coldstones
    - Rushmoor
    - Seagard
    - Martlet Bay
    - Gravesham

    Stone Hedge (Southstone)
    - Medway
    - High Heart
    - Wayfarer's Rest

    Harrenhal
    - Shoreham
    - Esgaroth
    - Atranta
    - Willow Wood
    - Goodsbrook

    Darry (Bay of Claws)
    - Maidenpool
    - Saltpans
    - Lord Harroway's Town

    Pinkmaiden (Acorn's Ridge)
    - Stoney Sept
    - Acorn Hall
    - Castlewood


    The North


    Spoiler for Northern Riverlands and Southern North


    Spoiler for Central North


    Spoiler for Northern North and Night's Watch


    Greywater Watch
    - Silvereed
    - Moat Cailin
    - Churwell
    - Greycronn

    Flint's Finger
    - Flint Cliffs
    - Cape Kraken

    Barrowtown (Barrowlands)
    - Fever
    - Coldgrass

    Hornwood
    - Ramsgate
    - Widow's Watch

    White Harbour
    - Whitford
    - White Knife
    - Ethering
    - Oldcastle

    Rills
    - Blazewater
    - Stoney Shore
    - Blue Hills
    - Sea Dragon Point
    - Withered Heath

    Karhold
    - Weeping Bay
    - Eastmelt

    Last Hearth
    - Seal Shore
    - Last River
    - Aylesvale

    Winterfell
    - Darnforest
    - Castle Cerwyn
    - King's Course
    - Torrhen's Square

    Dreadfort
    - Overton
    - Sheepshead Hills
    - Lonely Hills

    Deepwood (Wolfswood)
    - Wolfswood
    - Blackgrove
    - King's Grove
    - Acorn Grove

    Flint Keep
    - Tine's End
    - Crow's Edge
    - Arrondale
    - Shadowmoor


    The Reach

    Spoiler for Southern Reach


    Spoiler for Northern Reach


    Oldtown
    - Blackcrown
    - Bandalon
    - Honeyholt
    - Torrentpeak
    - Uplands
    - Three Towers
    - Sunhouse

    Brightwater Keep
    - Norcross
    - Dunnsbridge

    Horn Hill (Westmarch)
    - Middlebury
    - Fawn Crag
    - Hunt Hills
    - Sommerset
    - Darkdale

    Highgarden
    - Bardshome
    - Monderford
    - Westbrook
    - Smallwood

    Oakenshield (Shield Isles)
    - Greenshield
    - Greyshield
    - Southshield

    Old Oak (Ocean Road)
    - Catswold

    Redwater Keep (Red Lake)
    - Redding

    Derring Downs (Northmarch)
    - Dosk

    Goldengrove
    - Ivy Hall
    - Smithyton
    - Coldmoat
    - Standfast

    Cider Hall (Mandervale)
    - Inchfield
    - Holyhall

    Ashford (Cockleswhent)
    - Starpike
    - New Barrel
    - Yelshire

    Grassy Vale (Blueburn)
    - Appleton
    - Hastwyck

    Roseford (Rose Road)
    - Longtable
    - Bitterbridge
    - Leygood Keep

    The Ring
    - Wythers
    - Alden Keep

    Tumbleton
    - Harpshire
    - Hammerhall


    Province Fleet Levy
    Westeros - Total Levy 1320
    The Iron Islands - Total Levy 600

    1. Blacktyde - Island - Ironborn Levy - 65 Levy (55 levy ships, 10 Dromonds, 5 ironborn warships)
    2. Great Wyk - Island - Ironborn Levy - 65 Levy (50 levy ships, 10 Dromonds, 5 ironborn warships)
    3. Harlaw - Island - Ironborn Levy - 65 Levy (50 levy ships, 10 Dromonds, 10 ironborn warships)
    4. Old Wyk - Island - Ironborn Levy - 65 Levy (50 levy ships, 10 Dromonds, 5 ironborn warships)
    5. Orkmont - Island - Ironborn Levy - 65 Levy (50 levy ships, 10 Dromonds, 5 ironborn warships)
    6. Pyke - Island - Ironborn Levy - 65 Levy (50 levy ships, 15 ironborn warships, 10 Dromonds)
    7. Saltcliffe - Island - Ironborn Levy - 65 Levy (50 levy ships, 5 ironborn warships, 10 Dromonds)
    8. Ten Towers - Island - Ironborn Levy - 65 Levy (50 levy ships, 5 ironborn warships, 10 Dromonds )
    9. Lonely Light - Island - Ironborn Levy - 65 Levy (50 levy ships, 5 ironborn warships, 10 Dromonds )

    Reach - Total Levy 320
    1. The Arbor - Island - Very High Levy - 50 Levy ( 27 levy ships, 10 Dromonds, 10 heavy galleys, 2 Oldtown war Galleys, 1 Grand Warship)
    2. The Shield Islands - Island - Very High Levy - 50 Levy (30 levy ships, 15 Dromonds, 5 heavy Galleys)
    3. Oldtown - Coastal Province - Very High Levy - 50 Levy ( 30 Levy ships, 10 Dromonds, 5 Heavy Galleys, 4 Oldtown War Galleys, 1 Grand Warship)
    4. The Three Towers - Coastal Province - Very High Levy - 50 Levy (30 levy ships, 15 Dromonds, 5 heavy galleys)
    5. Brightwater Keep - Coastal Province - Medium Levy - 30 Levy (15 Levy Ships, 5 Heavy Galleys, 10 Dromonds)
    6. Holy Hall - Coastal Province - Medium Levy - 30 Levy (15 Levy Ships, 5 Heavy Galleys, 10 Dromonds)
    7. Blackcrown - Coastal Province - Small Levy - 20 Levy (10 Levy Ships, 5 Heavy Galleys, 5 Dromonds)
    8. Old Oak - Coastal Province - Small Levy - 20 Levy (10 Levy Ships, 5 Heavy Galleys, 5 Dromonds)
    9. Bandalon - Coastal Province - Very Small Levy - 10 Levy (6 levy ships, 2 Dromonds, 2 Heavy Galleys)
    10. Sunflower Hall - Coastal Province - Very Small Levy - 10 Levy (6 Levy ships, 2 Dromonds, 2 heavy galleys)

    Westerlands - Total Levy 200
    1. Casterly Rock - Coastal Province - Medium Levy - 30 Levy (15 Levy ships, 5 Dromonds, 4 heavy Galleys, 5 Lannister Carracks, 1 Grand Warship)
    2. Fair Isle - Island - High Levy - 40 Levy (20 Levy ships, 10 Dromonds, 5 Heavy Galleys, 4 Lannister Carracks, 1 Grand Warship)
    3. Lannisport - Coastal Province - Very High Levy - 50 Levy (20 levy ships, 15 Dromonds, 10 Heavy Galleys, 4 Lannister Carracks, 1 Grand warship)
    4. Castamere - Coastal Province - Small Levy - 20 Levy (10 levy ships, 6 Dromonds, 4 heavy galleys)
    5. Kayce - Coastal Province - Small Levy - 20 Levy (10 levy ships, 6 Dromonds, 4 heavy Galleys)
    6. Tarbeck Hall - Coastal Province - Very Small Levy - 10 Levy (6 levy ships, 4 Dromonds)
    7. Feastfires - Coastal Province - Very Small Levy - 10 Levy (6 Levy ships, 2 Dromonds, 2 Heavy Galleys)
    8. Banefort - Coastal Province - small levy - 20 levy (10 Levy Ships, 7 Dromonds, 3 Heavy Galleys)

    The Crownlands (provinces redistributed) - Total Levy 260
    1. Kings Landing - Coastal Province - Huge Levy - 100 (50 Levy ships, 25 Dromonds, 17 Heavy Galleys, 6 Narrow Sea Galleons, 2 Grand warships)
    2. Dragonstone - Island - High Levy - 40 Levy (20 Levy ships, 10 Dromonds, 5 Heavy Galleys, 4 Narrow Sea Galleons, 1 Grand Warship)
    3. Claw Island - Island - Medium Levy - 30 Levy (15 levy ships, 10 Dromonds, 5 Heavy Galleys)
    4. Duskendale - Coastal Province - Medium Levy - 30 Levy (15 Levy Ships, 10 Dromonds, 5 Heavy Galleys)
    5. Driftmark - Island - Small Levy - 20 Levy (15 levy ships, 5 Dromonds, 5 heavy galleys
    6. Rosby - Coastal Province - Small Levy - 20 Levy ( 15 levy ships, 5 Dromonds, 5 heavy galleys)
    7. Massey's Hook - Coastal Province - Small Levy - 20 Levy (15 levy ships, 5 Dromonds, 5 heavy galleys)

    The North - Total Levy 60
    1. Bear Island - Island - Very Small Levy - 10 Levy (8 levy ships, 2 Dromonds)
    2. Skagos - Island - Very Small Levy - 10 Levy (8 levy ships, 2 Dromonds)
    3. Flint's Finger - Coastal Province - Very Small Levy - 10 Levy (8 levy ships, 2 Dromonds)
    4. White Harbor - Coastal Province - Medium Levy - 30 Levy (15 levy ships, 5 Dromonds, 5 heavy galleys, 5 White Harbour warships)

    The Riverlands - Total Levy 80
    1. Seaguard - Coastal Province - medium Levy - 30 Levy (10 levy ships, 10 Dromonds, 5 Heavy Galleys, 5 Riverrun riverboats)
    2. Maidenpool - Coastal Province - Small Levy - 20 Levy (10 levy ships, 5 Dromonds, 5 Heavy Galleys)
    3. Saltpans - Coastal Province - Small Levy - 20 Levy (10 levy ships, 5 Dromonds, 5 Heavy Galleys)
    4. Oldstones - Coastal Province - Small Levy - 20 Levy (10 levy ships, 5 Dromonds, 5 Heavy Galleys)

    The Vale - Total Levy 70
    1. The Three Sisters - Island - Medium Levy - 30 Levy (10 levy ships, 10 Dromonds, 5 Heavy Galleys, 5 Sisterton Pirate Ships)
    2. Gulltown - Coastal Province - Medium levy - 30 Levy (10 Levy ships, 15 Dromonds, 5 Heavy Galleys)
    3. Old Anchor - Coastal Province - Small Levy - 20 Levy (10 Levy Ships" 5 Dromonds, 5 Heavy Galleys)
    4. Runestone - Coastal Province - Small Levy - 20 Levy (10 Levy Ships" 5 Dromonds, 5 Heavy Galleys)

    Dorne - Total Levy 150
    1. Sunspear - Coastal Province - High Levy - 40 Levy (20 Levy Ships, 10 Dromonds, 5 Heavy Galleys, 4 Dornish Dromonds, 1 Grand Warship)
    2. Planky Town - Coastal Province - Medium Levy - 30 Levy (15 Levy Ships, 10 Dromonds, 4 Heavy Galleys, 1 Dornish Dromond)
    3. Yronwood - Coastal Province - Medium Levy - 30 Levy (10 Levy ships, 15 Dromonds, 10 Heavy Galleys, 5 Dornish Dromonds)
    4. Starfall - Coastal Province - Medium Levy - 30 Levy (10 Levy Ships, 15 Dromonds, 15 Heavy Galleys)
    5. Godsgrace - Coastal Province - Small Levy - 20 Levy (10 Levy ships, 5 Dromonds, 4 Heavy Galleys, 1 Dornish Dromond)

    The Stormlands - Total Levy 100

    1. Storm's End - Coastal Province - High Levy - 40 Levy (20 Levy Ships, 10 Dromonds, 5 Heavy Galleys, 4 Stormbreaker Ships, 1 Grand Warship)
    2. Tarth - Island - Medium Levy - 30 Levy (10 Levy Ships, 10 Dromonds, 5 Heavy Galleys, 5 Strombreaker Ships)
    3. Estermont - Island - Medium Levy - 30 Levy (20 Levy Ships, 10 Dromonds)

    Beyond The Wall - Total Levy 0
    No notable ships.

    The Wall - Total Levy 30
    1. Eastwatch - Coastal Province - Small Levy - 20 Levy
    2. Westwatch - Coastal Province - Very Small Levy - 10 Levy
    Provincial Manpower Levy
    The Reach - Total Levy: 60,500

    Very Large Levy - 5,000
    Highgarden
    Oldtown
    Goldengrove

    Large Levy - 3,500
    Ashford
    Brightwater Keep
    Horn Hill
    Tumbleton

    Medium Levy - 1,500
    Oakenshield (High Lord of the Shield Island's keep)
    Cider Hall
    Bitterbridge
    Old Oak
    Redwater Keep
    Derring Downs
    Grassy Vale
    Roseford
    The Ring
    The Arbor

    Small Levy - 500
    Longtable
    Honeyholt
    Red Lake
    Torrentpeak
    Middlebury
    Sommerset
    Hammerhall
    Wythers
    Hastwyck
    Starpike
    Coldmoat
    Bardshome
    Darkdale
    Smallwood
    Holy Hall
    Blackcrown
    Ivy Hall
    Sunflower Hall
    Three Towers
    Uplands
    Bandalon
    Uplands
    Norcross
    Dunbridge
    Fawn Crag
    Hunt Hills
    Monderford
    Westbrook
    Greenshield
    Greyshield
    Southshield
    Standfast
    Smithyton

    Very Small Levy - 250

    Catswold
    Redding
    Dosk
    Inchfield
    New Barrel
    Yelshire
    Appleton
    Longtable
    Bitterbridge
    Leygood Keep
    Alden Keep
    Harpshire

    The Riverlands - Total Levy: 53,500

    Very Large Levy - 5,000
    Riverrun

    Large Levy - 3,000
    Maidenpool
    Harrenhal
    The Twins
    Darry

    Medium Levy - 2,000
    Acorn Hall
    Atranta
    Saltpans
    Coldstones
    Pinkmaiden (aka Acorn's Ridge)
    Stony Sept
    The Trident (Also Bluefork)

    Small Levy - 1,000
    Raventree Hall (Also Blackwood)
    Stonehedge
    Blue Fork
    Seagard
    Willow Wood
    Lolliston
    Turnbridge
    Fairmarket
    Blackrush
    Stillfen
    Chilltern
    Rushmoor
    Gravesham
    High Heart
    Shoreham
    Goodsbrook

    Very Small Levy - 500
    High Heart
    Lord Harroway's town
    Branston
    Kanet
    Maidstone
    Red Fork
    Green Fork
    Wycombe
    Martlet Bay
    Medway
    Wayfarer's Rest
    Esgaroth
    Castlewood
    Mistlewood
    Cape of the Eagles
    Freylands
    Erenford

    The Westerlands - Total Levy: 47,500

    Very Large Levy - 5,000
    Casterly Rock

    Large Levy - 3,000
    Goldentooth
    Castamere
    Ashemark

    Medium Levy - 2,000
    Crakehall
    Kayce
    Silverhill
    Cornfield
    Sarsfield
    Payne Hall

    Small Levy - 1,000
    Banefort
    The Crag
    Fang Tower
    Greenfield
    Fair Isle
    Hornvale
    Thurock
    Wyndhall
    Nunn's Deep
    Goldshire
    Greenmonth
    Myatt
    Riverspring
    Drox Castle

    Very Small Levy - 500
    Tarbeck Hall
    Feastfires
    Pendric Hills
    Glitterdale
    Lannisport
    Maunhill
    Feastfires
    Oxcross
    Deep Den
    Tendrig
    Fallwell
    Hawthorne
    Redbramble
    Brent Brook
    Peckledon

    The North - Total Levy: 31,000

    Large Levy - 3,500

    Winterfell

    Medium Levy - 2,500
    Karhold
    White Harbour
    The Dreadfort

    Small Levy - 1,500
    Flint's Finger (aka Flint's Keep)
    Deepwood Motte
    The Rills
    Last Hearth
    Barrowtown
    Hornwood

    Very Small Levy - 250
    Greywater Watch
    Skagos
    Bear Island
    The Mountains of the North
    Widow's Watch
    Silvereed
    Moat Cailin
    Churwell
    Greycronn
    Flint Cliffs
    Cape Kraken
    Fever
    Coldgrass
    Ramsgate
    Whitford
    White Knife
    Ethering
    Oldcastle
    Blazewater
    Stoney Shore
    Blue Hills
    Sea Dragon Point
    Withered Heath
    Weeping Bay
    Eastmelt
    Seal Shore
    Last River
    Aylesvale
    Dawnforest
    Castle Cerwyn
    King's Course
    Torrhen's Square
    Overton
    Sheepshead Hills
    Lonely Hills
    Wolfswood
    Blackgrove
    King's Grove
    Acorn Grove
    Tine's End
    Crow's Edge
    Arrondale
    Shadowmoor

    The Stormlands - Total Levy 37,000

    Very Large Levy - 5,000
    Storm's End

    Medium Levy - 3,000
    Stonehelm
    Blackhaven
    Nightsong

    Small Levy - 1,500
    Summerhall
    Estermont
    Rainwood
    Wendwater
    Tarth
    Bronzegate

    Very Small Levy - 500
    Felwood
    Gallowsgrey
    Grandview
    Griffin's Roost
    Amberly
    Rain House
    Drakesgrave
    Poddingfield
    Blackhaven
    Gallowsgrey
    Fawnton
    Grandview
    Lonmouth
    Lockport
    Weeping Tower
    Mistwood
    Tudbury Hall
    Wrathrock
    Broad Arch
    Blue Grove
    Galemonth
    Adderdell
    Crow's Nest
    Harvest Hall
    Haystack Hall
    Hadlow Keep
    Felwood
    Amberly

    The Vale of Arynn - Total Levy 31,500

    Large Levy - 3,500

    The Vale (The Eyrie)

    Medium Levy - 2,500
    Runestone

    Small Levy - 1,500
    Old Anchor
    Gulltown
    NewKeep
    Sweetsister
    Midlor Point (The Fingers)
    Wikenden
    Strongsong
    Scorched Vale
    The Bloody Gate

    Very Small Levy - 500
    Grey Glen
    Redfort
    Coldwater
    Ninestars
    Crabshore
    Ruthermont
    Ironoaks
    Upcliff
    Longbow Hall
    Heart's Home
    Grey Glen
    Darkmoor
    Monnsgrey
    Crown Crag
    Coldwater Burn
    Snakewood
    Scorched Vale
    Bite Coast
    Crow's Barrens
    Sunset Keep
    Wycliff
    Pebble (island in central fingers sea zone)
    The Paps (island in northern fingers sea zone)
    Littlesister
    Longsister

    The Crownlands - Total Levy 36,500

    Very Large Levy - 5,000

    King's Landing

    Large Levy - 2,500 men
    Duskendale
    Massey's Hook
    Rosby
    Dragonstone

    Medium Levy - 1,500
    Rook's Rest
    The Kingswood (Bywater)
    Cracklaw
    Rayonet

    Small Levy - 750
    Antlers
    Stokeworth
    Brindlewood
    Claw Island
    Driftmark
    Dyre Den
    Hayford
    Sow's Horn
    The Whispers
    Edgerton
    Rollingford
    Bromsfort
    Farring Cross
    Dalston Keep
    Birch Hall
    Dyre Den
    North Cracklaw
    Chyttering Brook
    Byford
    Mosborough

    Very Small Levy - 250
    Woodmere
    Attadale
    Greensward
    Longward Hall
    Wendwater
    Hollard Hall

    Dorne - Total Levy 34,000

    Large levy - 3,500

    Sunspear

    Medium levy - 2,500
    Godsgrace
    Yronwood

    Small Levy - 1,500
    Starfall
    Ghost Hill
    Kingsgrave
    Prince's Pass
    Great Desert (Bromholt)
    Plankytown
    Skyreach
    Vulture's Roost
    High Hermitage

    Very Small Levy - 750
    Salt Shore
    Sandstone
    Blackmont
    The Tor
    Elbow
    Hellholt
    Red Dunes
    Spottswood
    Nymerwell
    Wyl
    Lemonwood
    The Scourge
    Ghaston Grey
    Scorched Rock

    The Iron Isles - Total Levy 12,000

    Medium Levy - 2,500

    Pyke

    Small Levy - 1,250
    Great Wyk (aka Hammerhorn)
    Orkmont
    Harlaw
    Ten Towers

    Very Small Levy - 500
    Old Wyk
    Saltcliffe
    Lonely Light
    Lordsport
    Blacktyde
    Volmark
    Stonetree
    Pebbleton
    Sealskin Point


    The Nights Watch - Total Levy 3,500
    Castle Black
    1,000 Men

    Shadow Tower & East Watch
    750 Men

    Westwatch, Brandon's Gift & New Gift
    500 Men
    Beyond the Wall - Total Levy 12,000
    Very Large Levy - 2,500
    Fist of the First Men

    Large Levy - 1,500
    The Gorge
    The Haunted Forrest
    Craster's Keep

    Medium Levy - 1,000
    Hardhome
    The Shivering Coast
    Thenn
    Skirling Pass
    The Frozen Shore
    Levy Compositions
    The Vale:
    Spoiler Alert, click show to read: 

    Very Large: 5,000
    750 Falconguard (Elite Polearm Equivalent)
    1,000 Light Inf
    750 Heavy Inf
    500 Archers
    500 Crossbowmen
    1,500 Light Cavalry
    500 Knights of the Vale

    Large: 3,500
    500 Falconguard (Elite Polearm Equivalent)
    500 Light Inf
    500 Heavy Inf
    300 Archers
    300 Crossbowmen
    1,000 Light Cavalry
    400 Knights of the Vale

    Medium: 2,500
    400 Falconguard (Elite Polearm Equivalent)
    400 Light Inf
    400 Heavy Inf
    100 Archers
    200 Crossbowmen
    700 Light Cavalry
    300 Knights of the Vale

    Small: 1,500
    300 Falconguard (Elite Polearm Equivalent)
    300 Light Inf
    200 Heavy Inf
    100 Archers
    200 Crossbowmen
    300 Light Cavalry
    100 Knights of the Vale

    Very Small: 500

    50 Falconguard (Elite Polearm Equivalent)
    100 Light Inf
    50 Heavy Inf
    50 Archers
    100 Crossbowmen
    100 Light Cavalry
    50 Knights of the Vale

    Westerlands, Crownlands, The Reach, The Riverlands:
    Spoiler Alert, click show to read: 

    Very Large: 5,000
    2,200 Light Inf
    1,000 Heavy Inf
    500 Polearms
    500 Archers
    550 Light Cavalry
    250 Heavy Cavalry

    Large: 3,500
    1,500 Light Inf
    700 Heavy Inf
    400 Polearms
    400 Archers
    350 Light Cavalry
    150 Heavy Cavalry

    Large: 3,000
    1,250 Light Inf
    600 Heavy Inf
    350 Polearms
    350 Archers
    300 Light Cavalry
    150 Heavy Cavalry

    Medium: 2,500
    1,000 Light Inf
    600 Heavy Inf
    300 Polearms
    300 Archers
    200 Light Cavalry
    100 Heavy Cavalry

    Medium: 2,000

    750 Light Inf
    500 Heavy Inf
    250 Polearms
    300 Archers
    200 Light Cavalry
    100 Heavy Cavalry

    Small: 1,500
    500 Light Inf
    400 Heavy Inf
    200 Polearms
    200 Archers
    150 Light Cavalry
    50 Heavy Cavalry

    Small: 1,000
    300 Light Inf
    200 Heavy Inf
    200 Polearms
    150 Archers
    100 Light Cavalry
    50 Heavy Cavalry

    Very Small: 750
    250 Light Inf
    125 Heavy Inf
    125 Polearms
    100 Archers
    100 Light Cavalry
    50 Heavy Cavalry

    Very Small: 500
    200 Light Inf
    50 Heavy Inf
    50 Polearms
    100 Archers
    50 Light Cavalry
    50 Heavy Cavalry

    Very Small: 250
    75 Light Inf
    25 Heavy Inf
    50 Polearms
    50 Archers
    25 Light Cavalry
    25 Heavy Cavalry

    Stormlands:
    Spoiler Alert, click show to read: 
    Advantage: More Heavy Inf & Polearms.
    Disadvantage: Less Cav.

    Very Large: 5,000
    1,000 Bronzegate Axemen (equivalent elite infantry)
    1,000 Light Inf
    1,000 Heavy Inf
    1,000 Polearms
    250 Archers
    250 Crossbowmen
    250 Light Cavalry
    250 Heavy Cavalry

    Large: 3,000
    500 Bronzegate Axemen (equivalent elite infantry)
    500 Light Inf
    500 Heavy Inf
    500 Polearms
    250 Archers
    250 Crossbowmen
    250 Light Cavalry
    250 Heavy Cavalry

    Medium: 2,500
    500 Bronzegate Axemen (equivalent elite infantry)
    400 Light Inf
    500 Heavy Inf
    500 Polearms
    150 Archers
    150 Crossbowmen
    150 Light Cavalry
    150 Heavy Cavalry

    Small: 1,500
    400 Bronzegate Axemen (equivalent elite infantry)
    200 Light Inf
    200 Heavy Inf
    300 Polearms
    100 Archers
    100 Crossbowmen
    100 Light Cavalry
    100 Heavy Cavalry

    Very Small: 500
    75 Bronzegate Axemen (equivalent elite infantry)
    75 Light Inf
    75 Heavy Inf
    50 Polearms
    50 Archers
    100 Crossbowmen
    50 Light Cavalry
    25 Heavy Cavalry
    The North:
    Spoiler Alert, click show to read: 
    Advantage: More Heavy Inf & Polearms.
    Disadvantage: Less Cav.

    Very Large: 5,000
    1,000 Stark Swordsmen (equivalent elite infantry)
    1,000 Light Inf
    1,000 Heavy Inf
    1,000 Polearms
    500 Archers
    250 Light Cavalry
    250 Heavy Cavalry

    Large: 3,500
    1,000 Stark Swordsmen (equivalent elite infantry)
    500 Light Inf
    500 Heavy Inf
    500 Polearms
    500 Archers
    250 Light Cavalry
    250 Heavy Cavalry

    Medium: 2,500
    750 Stark Swordsmen (equivalent elite infantry)
    400 Light Inf
    450 Heavy Inf
    300 Polearms
    300 Archers
    150 Light Cavalry
    150 Heavy Cavalry

    Small: 1,500
    500 Stark Swordsmen (equivalent elite infantry)
    200 Light Inf
    300 Heavy Inf
    200 Polearms
    200 Archers
    50 Light Cavalry
    50 Heavy Cavalry

    Very Small: 250
    50 Stark Swordsmen (equivalent elite infantry)
    50 Light Inf
    25 Heavy Inf
    25 Polearms
    50 Archers
    25 Light Cavalry
    25 Heavy Cavalry
    Dorne:
    Spoiler Alert, click show to read: 
    Advantage: More Light Cav & Archers.
    Disadvantage: Less melee infantry & Heavy Cav.

    Very Large: 5,000
    1,100 Dornish Spearmen
    750 Sand Steed Riders
    400 Light Inf
    500 Heavy Inf
    500 Polearms
    1,000 Archers
    500 Light Cavalry
    250 Heavy Cavalry

    Large: 3,500
    600 Dornish Spearmen
    350 Sand Steed Riders
    400 Light Inf
    500 Heavy Inf
    500 Polearms
    500 Archers
    500 Light Cavalry
    150 Heavy Cavalry

    Medium: 2,500
    550 Dornish Spearmen
    250 Sand Steed Riders
    400 Light Inf
    250 Heavy Inf
    250 Polearms
    350 Archers
    300 Light Cavalry
    150 Heavy Cavalry

    Small: 1,500
    370 Dornish Spearmen
    150 Sand Steed Riders
    200 Light Inf
    100 Heavy Inf
    105 Polearms
    275 Archers
    200 Light Cavalry
    100 Heavy Cavalry

    Very Small: 750
    150 Dornish Spearmen
    150 Sand Steed Riders
    50 Light Inf
    50 Heavy Inf
    50 Polearms
    200 Archers
    75 Light Cavalry
    25 Heavy Cavalry
    Iron Isles:
    Spoiler Alert, click show to read: 
    Advantage: None, really. (weaker on land than sea)
    Disadvantage: No Cav except on Medium Levy, no Heavy Cav whatsoever.

    Medium: 2,500
    500 Ironborn Hearth-Warriors
    500 Harlaw Reavers
    500 Light Infantry
    250 Heavy Inf
    250 Polearms
    350 Archers
    150 Light Cavalry
    0 Heavy Cavalry

    Small: 1,250
    250 Ironborn Hearth-Warriors
    200 Harlaw Reavers
    200 Light Infantry
    200 Heavy Inf
    200 Polearms
    200 Archers
    0 Light Cavalry
    0 Heavy Cavalry

    Very Small: 500
    100 Ironborn Hearth-Warriors
    100 Harlaw Reavers
    100 Light Inf
    50 Heavy Inf
    50 Polearms
    100 Archers
    0 Light Cavalry
    Night's Watch:
    Spoiler Alert, click show to read: 
    Advantage: +1 to all battle rolls with Wildlings & Others.
    Disadvantage: Tiny #'s, worse than the Ironborn.

    Castle Black: 1,000
    400 Heavy Inf
    200 Polearms
    200 Archers
    200 Heavy Cav

    Shadow Tower, East Watch: 750
    350 Heavy Inf
    150 Polearms
    150 Archers
    130 heavy cavalry

    Westwatch, Brandon's Gift, New Gift: 500
    250 Heavy Inf
    100 Polearms
    100 Archers
    50 Heavy Cav

    Levy Rules

    When raising NPC levies:

    1. A maximum of 90% will join the field army

    2. When in winter, a maximum of 75% will join

    3. For anyone using stability, it will affect the levy cap depending on your level.


    Misc Rules, Domain Stability, Trade, 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 off 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 10/20 chance of passing. If the roll passes, another roll is held 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. Queer stirrings north of the wall point to the awakening of an ancient foe.

    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 75 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. Intrigue
    A random bannerman has engaged in activity (raid, murder, refusing to pay tax) that seems questionable at best. Random roll to determine which region and which NPC lord.

    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 1000 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. Religious Unrest
    It seems a new religion has gained a foothold in (random region, determined by rolls) and that this has caused a bit of a negative reaction. If the situation isn't resolved, it could come to armed conflict between the faithful (D20 x 150 peasant rebellion, 10% roll for NPC lords to engage in hostilities based on religious conversion)

    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! The invasion location and motive will be decided at the discretion of the moderator. The invasion army consists of D20 x 4000 men, and shall be controlled by a Moderator.

    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 penalty for raising levies for too long a time.

    21. Peasant revolt
    A random Lord Paramount loses 25% popularity and is confronted with a D20*200 rebellion of peasants.

    Domain Stability
    These new changes will affect every Lord Paramount, the King, and every High Lord. You must keep up with your own stability or there will be penalties applied. I highly recommend reading it over thoroughly. Offer constructive suggestions, especially for built in actions that can raise or lower stability. These changes will go into place with the new heirarchy. If you are currently using the stability system and have 100+ stability, you will start at 95% with the new form.

    Stability Forms for the King and Lords Paramount

    Lord popularity will depend on a number of factors including tax level, how often the levy is raised, and how long the levy remains raised. Drawbacks for low popularity will range from reducing the % of available levy to peasant revolts. The Stability system applies only to Lords Paramount and the King, other lords may opt in viewing a different form (see below).

    Every Lord begins with 85% popularity in his domain. The points run from 0-100% and should not exceed 100%

    Stability Form: Use it to calculate your stability, this form should be filled out every year. You may skip doing it if no changes occurred that year.

    These fields represent a loss:
    Deduct five points for every 1% of taxes levied on Land Taxes for nobles:
    Deduct two points points for every 1% of taxes levied on Trade Taxes:
    Deduct a point for every 500 men levied from a province:
    Deduct a point for every 1,000 professional soldiers you own:
    Deduct 10 points for marrying outside of your faith:
    Deduct for sabotage conducted (spy costs are the same for spying rolls as sabotage rolls)
    Deduct any additional points as directed by a moderator for any event not listed above
    Sabotage, based on the rolls and costs for spying:
    1-5 - The spy is captured and may be tortured for information.
    6-7 - The spy fails to spread dissent, though remains undetected.
    8-10 - The spy succeeds in raising a bit of trouble (-10 stability)
    11-15 The spy succeeds in making the small folk question their Lord's abilities (-20 stability)
    16-19 The spy raises a decent deal of trouble. (-30 stability)
    20 - The spy succeeds in causing a large amount of tension in the region. (-45 stability)


    Total stability lost:

    These fields represent a gain:
    Add three points for every year without Land Taxes on nobles:
    Add two points for every year without Trade Taxes in your provinces:
    Add x number of points for dread added to stability from temporary buildings:
    Add any points as directed by a moderator (flexible):

    Total Stability Gained:

    Gross Stability:

    ---------------
    Stability Effects
    95% - ( NPC levy rolls, 1-19 needed)
    90% - (NPC levy rolls, 1-18 needed)
    85% - (NPC levy rolls, 1-17 needed)
    80% - -5% levy, -2.5% income, (NPC levy rolls, 1-16 needed)
    75% - -10% levy, -5% income (NPC levy rolls, 1-15 needed)
    70% - -15% levy, -10% income (NPC levy rolls, 1-14 needed)
    65% - -20% levy, -15% income (NPC levy rolls, 1-13 needed)
    60% - -25% levy, -20% income (NPC levy rolls, 1-12 needed)
    55% - -30% levy, -25% income (NPC levy rolls, 1-11 needed)
    50% - -35% levy, -30% income (NPC levy rolls, 1-10 needed)
    45% - -40% levy, -35% income (NPC levy rolls, 1-9 needed)
    40% - -45% levy, -40% income (NPC levy rolls, 1-8 needed)
    35% - -50% levy, -45% income (NPC levy rolls, 1-7 needed)
    30% - -50% levy, -45% income, 25% chance of peasant revolt (D20x200) (NPC levy rolls, 1-6 needed)
    25% - -50% levy, -50% income, 50% chance of peasant revolt (D20x200) (NPC levy rolls, 1-5 needed)
    20% - -50% levy, -50% income, 75% chance of peasant revolt (D20x300) (NPC levy rolls, 1-4 needed)
    15% - -50% levy, -50% income, 100% chance of peasant revolt (D20x300) (NPC levy rolls, 1-3 needed)
    >10% - -75% levy, -75% income, 100% chance of peasant revolt (D20x400) (NPC levy rolls, 1-2 needed)


    Stability form for High Lords and Minor Lords
    Lord popularity will depend on a number of factors including tax level, how often the levy is raised, and how long the levy remains raised. Drawbacks for low popularity will range from reducing the % of available levy to peasant revolts. This Stability form applies only to Lords lower than Lord Paramount.

    Every Lord begins with 85% popularity in his domain. The points run from 0-100% and should not exceed 100%

    Stability Form: Use it to calculate your stability, this form should be filled out every year. You may skip doing it if no changes occurred that year.

    These fields represent a loss:
    Deduct two points for every 1% of taxes levied on Land Taxes for nobles:
    Deduct one point for every 1% of taxes levied on Trade Taxes:
    Deduct a point for every 1,000 men levied from a province:
    Deduct a point for every 2,000 professional soldiers you own:
    Deduct 10 points for marrying outside of your faith:
    Deduct 10 points if denounced by the Lord Paramount:
    Deduct 10 points if denounced by the King:
    Deduct 5 points if denounced by a member of the small council (may not stack with denouncement by a Lord Paramount):
    Deduct for sabotage conducted (spy costs are the same for spying rolls as sabotage rolls)
    Deduct any additional points as directed by a moderator for any event not listed above
    Sabotage, based on the rolls and costs for spying:
    1-5 - The spy is captured and may be tortured for information.
    6-7 - The spy fails to spread dissent, though remains undetected.
    8-10 - The spy succeeds in raising a bit of trouble (-10 stability)
    11-15 The spy succeeds in making the small folk question their Lord's abilities (-20 stability)
    16-19 The spy raises a decent deal of trouble. (-30 stability)
    20 - The spy succeeds in causing a large amount of tension in the region. (-45 stability)


    Total stability lost:

    These fields represent a gain:
    Add two points for every year without Land Taxes on nobles:
    Add one point for every year without Trade Taxes in your provinces:
    Add x number of points for dread added to stability from temporary buildings:
    Add any points as directed by a moderator (flexible):

    Total Stability Gained:

    Gross Stability:

    ---------------
    Stability Effects
    Nota Bene: Not all Lords will have an NPC levy
    95% - ( NPC levy rolls, 1-19 needed)
    90% - (NPC levy rolls, 1-18 needed)
    85% - (NPC levy rolls, 1-17 needed)
    80% - -5% levy, -2.5% income, (NPC levy rolls, 1-16 needed)
    75% - -10% levy, -5% income (NPC levy rolls, 1-15 needed)
    70% - -15% levy, -10% income (NPC levy rolls, 1-14 needed)
    65% - -20% levy, -15% income (NPC levy rolls, 1-13 needed)
    60% - -25% levy, -20% income (NPC levy rolls, 1-12 needed)
    55% - -30% levy, -25% income (NPC levy rolls, 1-11 needed)
    50% - -35% levy, -30% income (NPC levy rolls, 1-10 needed)
    45% - -40% levy, -35% income (NPC levy rolls, 1-9 needed)
    40% - -45% levy, -40% income (NPC levy rolls, 1-8 needed)
    35% - -50% levy, -45% income (NPC levy rolls, 1-7 needed)
    30% - -50% levy, -45% income, 25% chance of peasant revolt (D20x150) (NPC levy rolls, 1-6 needed)
    25% - -50% levy, -50% income, 50% chance of peasant revolt (D20x150) (NPC levy rolls, 1-5 needed)
    20% - -50% levy, -50% income, 75% chance of peasant revolt (D20x175) (NPC levy rolls, 1-4 needed)
    15% - -50% levy, -50% income, 100% chance of peasant revolt (D20x200) (NPC levy rolls, 1-3 needed)
    >10% - -75% levy, -75% income, 100% chance of peasant revolt (D20x250) (NPC levy rolls, 1-2 needed)

    Trade
    Each region has specific resources that generate not only specific tax revenue but a bonus for having resources within a Lord's domain. Each Lord may have only three trade lanes unless otherwise specified by a bonus.

    Lords Paramount may take any percentage of the sum in parentheses, but will face a stability deduction. Minor Lords may take only 10% of the total.

    Stone - decreases castle upgrade costs by 10% (50,000 taxable Dragons)
    Iron - decreases armor/weapon costs by 10% (100,000 taxable Dragons)
    Grains - Increases levy infantry size by 5% (100,000 taxable Dragons)
    Timber - 10% reduced cost for ships (100,000 taxable Dragons)
    Perfumes - Increases popularity 10% per year (150,000 taxable Dragons)
    Superior Steeds - Increase levy cavalry size by 5% (100,000 taxable Dragons)
    Gold - Increases land income by 5% (200,000 taxable dragons)
    Fruits - Increases levy infantry size by 2.5% and increase popularity by 5% per year (100,000 taxable Dragons)
    Armor - enables 15% of light infantry to become heavy infantry

    The North: Timber
    The Vale: Stone
    The Riverlands: Grains
    The Iron Islands: Iron
    The Crownlands: Perfumes
    The Reach: Fruits
    The Westerlands: Gold
    The Stormlands: Armor
    Dorne: Superior Steeds
    Assassinations
    The Ways to Kill
    Anonymous Assassination
    1. Pick your target
    2. 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.
    3. 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.
    4. 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.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    Open Assassination
    1. Pick your target and get in the same thread as them
    2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. The mod will post the rest (success/failure, whether escaped)
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    Secret Open Assassination
    1. Pick your target and get in the same thread as them. They must acknowledge that they are alone.
    2. From here, follow standard open assassination steps.
    3. If possible and time permits, notify a moderator with your reason for the assassination.
    4. 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.
    5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively.


    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.

    Any main character may engage in spying. Main characters registered with the sole purpose of spying in a particular situation will not be tolerated. (registering a 40-50 year old spy, stacking his traits, and sending him in)

    Spy Rolls
    1-3: Captured
    4-10: No information gathered
    11-14: Some information collected, but not very much
    15-18: A decent amount of information gathered, with some important holes
    19-20: Much information gathered, perhaps even some evidence of activities as well

    Spy Roll Modifiers:
    Within your home/holding: +3
    Within a neutral party's home/holding: -1
    Within an avowed enemy's home/holding: -5
    Other RP situations at the discretion of the moderator

    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.
    Rogues

    Character bit

    The Rogue is a man of no sense of justice; dispensing hard justice to all those who are weak and rich. Whilst they are seen as monsters; they are all professional and follow a strict code of conduct, selling their wares, goods and services to anyone, if they have the coin that is.

    Base Pay:
    3000 dragons

    Home Thread:
    A Rogue can create a Bandits guild; mainly situated out of reach and in very isolated areas.

    Bandits Guild;
    Cost - 20,000 Dragons. The guild is where these shadowy figures lurk; all congregating in one area to train themselves in the secret arts and await a suitable contract. Building one of theses gives the Rogue character a standing force of 25 men and an additional 2 full-time Assassins.

    A Rogue may build multiple guilds; gaining another 25 men and 1 Assassins/Thieves in the process for each one constructed. They also grant the constructors an additional +1 for escape rolls for each construction.

    Assassins
    Assassins are the masters of killing; and as such are the perfect individuals to call upon when you need someone disposed of. They can be used to attempt to eradicate a target, having a +1 bonus in assassination. Unlike normal people; they are trained not to release the names of their clients and have a reduced chance of releasing information under torture.

    Thieves
    Thieves are the masters of stealing and procuring items; leaving no trace of their actions behind. They can be used to try and steal money or certain items from a individuals homes/vaults; having a rolled chance of whether they are successful in stealing or not.

    Bringer of Death
    The Rogue gains a +1 Assassination bonus when assassinating a target personally.

    A Born Thief
    The Rogue gains a +2 Pillaging bonus when targeting small settlements of individual targets.

    A Rogue only may pick one of the above.

    Spoiler Alert, click show to read:*

    Thieves- Same as above and take a cut of the profit for themselves, which is 25% of the payout. Cost x amount for hiring and come in 3 levels-
    Novice (no roll bonus)
    Professional (+1)
    Master (+2)

    Thieves Guild- For Rouges specializing in Thievery. +1000 to income, grants 50 Thieves and costs 20,000 dragons. Can be upgraded to include defenses and stuff.

    Jobs- The Guild Master can send out thieves on various jobs (the Skyrim ones) with differing chances of success and profit for each one. Naturally the higher paying ones are harder
    Last edited by Pontifex Maximus; June 05, 2013 at 03:39 PM.

  3. #3

    Default Re: Severus' unofficial rules suggestions

    Greenseers, Wargs and Shapeshifters

    A Warg is a very rare kind of person who has an animal familiar they can transform into. However, most are unaware of their abilities, and simply have an animal they can command who they slip into the skin of every now and then, most commonly during dreams. A Warg starts off with the following bonuses:

    +2 duels
    +2 escape
    +2 assassinations

    Once a Warg has mastered his skill (via a series as events) they can control their certain animal. You may only have one animal at your command (unless you are a wildling, then you may have, multiple obtained via events)

    Dire Wolf: + 2 assassination, +2 escape, +2 duels , +1 field battles.
    Great Lion: +3 field battles, +3 duels, +2 escape
    Dire Bear: +3 duels, +3 field battles, + 1 siege
    Hawk: +2 asassination , +3 escape, +2 duels

    A greenseer is a master of sightseeing and may see the future via event. They also have these bonuses:

    +3 field battles
    +3 sieges
    +2 duels

    How to become a Warg or a greenseer?

    When a child is born, we do a 1/50 roll to see if the child is a Warg. Regardless If the roll is successful, we do another roll (1/50) to determine if the Child is a greenseer. The child may select an animal at the age of 10.
    Child Birth and Adoptions
    Child Birth And Adoptions
    - Frequency
    As a rule each female character over the age of 14 may receive one childbirth roll per in game year. 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 traveling 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
    Gifted Rolls
    Roll 1: Skilled or not?

    After all rolls have been done to determine that the child will live, this roll takes place, using a d20.

    1-2: skilled in three areas
    3-6 skilled in two areas
    7-12: skilled in one area
    13-20: not skilled


    - 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


    As for any survival roll, birth roll chances are capped at 19/20, as there is always a slight chance of death in childbirth, even in the real world.
    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

    In regards to your main characters 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 5 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. For reasons of fear of abuse, you are allowed one Merchant/Sellsword/Sellsail per family so that nobody sells Merc's for a quarter of the price and gives money for free...

    - 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 50 your characters will be subject to natural death rolls done each week by the moderators, the chance of natural death being 2/20. Every 5 years the chance of death will go up by 2/20 (Ex. at age 55 4/20, age 60 6/20 etc...) 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


    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 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.

    - 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.

    - Naval Battles
    Ships may carry 100 men, in addition to the crew

    - 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:

    Battles will commence in the following way:

    When two armies come face to face across the field of battle, both armies will be divided into three parts, the left, center, and right. For each section of the army, generals will send in strategies of attack or defense to the battle moderator. Once all of these orders have been sent, read, and understood, moderators may form the basis for how the engagement will be carried out. Generals may be as creative as they want in their strategies, but should contain only realistic directives.

    In the event that an army consists of multiple commanders, the overall highest ranking nobleman will have the highest authority in the army, but lesser lords or knights do not necessarily have to follow the orders they are given.

    Once orders have been given, a system of rolls will determine the overall effectiveness of each action. A D20 roll will determine effectiveness. The lower the number rolled, the less successful the action. To use a simple example, if two bodies of massed infantry simply charge into one another, and Body A rolls a 15 while Body B rolls a 5, Body A's charge is considered more devastating by a factor of 2. Casualties should be noted accordingly.

    However, modifiers will exist based on the traits, terrain, situations, or any extra factors moderators deem appropriate. In fact, modifiers should be added in our revised example event. Suppose Body A is composed of heavy infantry, while Body B consists of light infantry. The charge effectiveness of heavy infantry should give them a considerable advantage against light infantry.


    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

    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 casualties either side can take. However at a moderators discretion this may be removed. Sieges 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 lost.

    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 lost.
    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 lost.

    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 lost.
    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)

    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.

    Campaigning II (Garrison and Levy replenishment rules)


    Garrison
    Only 75% of the regional levy can be garrisoned within a castle except for a single holding of the Lord Paramount, to be decided by the Lord Paramount which may hold 100% to begin with.

    Levy Replenishment
    Men of the levy that are killed replenish at a rate of 50% per year.

    A character fighting on the front-line could be matched up with an enemy character, at least in the wing/center he's been assigned to. Then a duel with the usual rolls & stuff is done for them, instead of randomly delivering them their fate. A character without an engaged partner would still have his fate rolled as before. Your dueling characters' dueling/survival skills & equipment will be applied, of course.

    For example, say A/B/C/D are fighting E/F/G. One character to each flank & one to the center, with D also being assigned to the right flank of Army 1 with C. A would then be matched against E, B VS. F, C VS. G, and D would have his fate rolled.

    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. (only if a character isn't engaged in a duel)

    Killed In Action – 1-2/20 (if a 1 is rolled your character is killed and a 2 is mortally wounded)
    Captured - 3-7/20
    (you are captured by the other side and must be ransomed or escape)
    Wounded - 8-12/20 (there will be a further roll to see what type of wound)
    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.)

    In the event that the overall leader in command, or one of the section commanders is killed, a negative modifier may be added to the army/army section who losses a commander. The size of the modifier will be determined by moderator discretion. A more central, militarily accomplished character will be more of a loss and blow to morale than an incompetent commander.

    - 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 guarantee 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

    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

    Baggage Train: All Westerosi 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 leveling 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.*
    Unit Types
    Light Infantry - Peasant conscripts, skirmishers and other such base rabble. Probably will form the bulk of any lord's army, just like a classical feudal force.

    Heavy Infantry - Dismounted men-at-arms, professional mercenaries, dismounted knights and so on. Equally capable of giving & receiving punishment.

    Pikemen - Whether they're peasants or armored professionals, these guys carry pikes into battle, obviously, and will be your primary anti-cavalry force.

    Halberdiers - Better armored spear infantry than pikemen, halberdiers specialize against cavalry but are rather inflexible on the battlefield.

    Axemen - Wielders of axes, armored variously depending on unit type. Axemen are shock infantry that are highly effective against armored opponents. Axemen generally have a hard time extracting themselves once committed.

    Archers - Exactly what it says on the tin, long-range missile troops armed with bows. Archers have a faster reload time than crossbowmen, making them more feasible for field battles.

    Crossbowmen - Crossbows are better suited for piercing armor, but their reload time is considerably longer than a bow (almost 3:1). This makes crossbowmen ideal for castle defense.

    Light Cavalry - Outriders, hobilars, light lancers. Fast, maneuverable but lightly equipped horsemen.

    Heavy Cavalry - The tanks of a medieval army. Knights, men-at-arms, heavy lancers, household knights.
    Raiding
    Raiding is simple and works as follows.

    1. First a detection roll is made to see what resistance(if any) the raiders will face
    2. The raiders face the resistance(if any is rolled) on the battle field
    3. If the resistance is beaten(or no resistance was faced) a second roll is made (d20) which determines the x% looted from the province.

    ex: Raiding a Rich province successfully and rolling a 10 for the loot roll means you get 10% of 60,000, or 6,000 dragons as loot.

    Modifiers
    Very poor - 20,000
    Poor - 30,000
    Prosperous - 40,000
    Very prosperous - 50,000
    Rich - 60,000
    Very rich - 70,000


    Raid detection rolls
    1-5: Raid goes ahead totally undetected, province's population's resistance is negligible. No problems, raiders successfully loot the province & go home before a proper response can be mounted. (5/20 chance)
    6-10: Raid runs into some trouble and despite initial success, the smallfolk are able to organize a militia and prepare to do their best against the raiders while the local lord's response will still be too slow. 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the raiders. (12/20 chance)
    10-18: Raid is substantially opposed initially, but perhaps more pressing is the fact that the smallfolk identified your banners and it is know known who conducted the raids. Initially, however, 1d20*100 Light Infantry + 1d6*100 Archers will mobilize to oppose the raiders. (12/20 chance)
    18-20: Player Controlled only: The raid gets spotted in advance, and the raiders identified. The Lord gets to respond to any attacks with his professional troops, while a D20*3 will indicate what percentage of the levy can be hastily called up to defend the province against the raiders. NPC: Raiders identified, 1d20*100 Light Infantry + 1d6*100 mobilized in defense. (3/20 chance)

    Ironborn have perfected the art of raiding, and will gain a base modifier of -2 for all detection rolls.

    Reavers - the raiders of the Ironborn, famed for their fierceness in battle and their drunkenness out of it - 1d10(in formal battles) and 1d14(in raiding battles, IE detection rolls of 8-17)
    (Note: Each Ironborn ship will have 60 of these units)
    Duels
    Simply, each player has 20 health points.
    For every 4 survival points, a player can have 1 extra health point.


    Then Roll "rounds" these in order:
    2 D20
    [(Higher Roll - Lower Roll) / 2] + Weapon/Traits of Winner - Armor/Traits of Loser = Damage to Loser ;
    1 D20, 50% chance of damage to Winner also;
    If Damage is done:
    1 D10, 10 is 100% same as Damage to loser, while 1 is 10%.
    Take this number and apply halved Weapon/Armor/Trait numbers to it.
    (We round up if you get a decimal)
    Then you let the players RP it and decide whether to continue or not.


    Worse case scenario, the loser player loses 10 health in one round.




    You keep doing these "rounds" until one player dies, submits, or otherwise "loses".


    In a normal tourney, unless otherwise stated, characters are given equal armor and weapons, and as such, the weapon/armor points are non-existent.
    Jousts

    For jousts, you do two D20 rolls, one for each player.


    1-5 miss
    5-10 glancing blow, body
    11-16 - shield hit, good
    16-19 - shield hit, flawless
    20 - potentially fatal hit


    When one player rolls 20 against the other, another 1D20 is rolled.
    1-5 = death

    Freedman Professions

    The freedmen professions are professions only available to those who hold no other rank, apart from sworn swords who can be mercenaries.. All freedmen ( and sworn swords for mercenaries) earn the base 3000 Dragons for being a freedman, and then any income from their profession on top of that.
    Sell Swords

    1. Starting Up


    Characters can be either a Sellsword or Sellsail. They start at the rank of Sellsword/Sellsail. Novice rank is for RP purposes (eg your Sellsword has a son, he can be a Novice Sellsword). You must be either a Sellsword or Sellsail, you cannot be both.

    Ranks are:
    Novice Sellsword/sail
    Sellsword/sail - Starts with 15,000 Dragons. 8000 salary.
    Mercenary Captain - 12,000 salary and promotion money.
    Company Captain - 20,000 salary and promotion money.



    2. Guilds


    Your character starts off without a guild to his name. You may only own one guild.

    No Guild: You may have 1000 men in your company or 5 ships. You may go over the 1,000 man limit by 1 unit (eg if you have 3 units totalling 800 men, you can have a 4th taking you to 1100, but you may not then hire more units above that number)

    Small Guild: 10,000 Dragons. Allows you to have a home thread named "CompanyName, CityItsIn". Maximum 3,000 men or 15 ships. Same rules as above.

    Medium Guild: 30,000 Dragons. Promotion to Mercenary Captain. Max 5,000 men or 25 ships. Same rules as above.

    Large Guild: 50,000 Dragons. Promotion to Company Captain. Max 10,000 men or 50 ships.



    3. Buildings


    The mercenary can construct some addons to their guild to assist them. Bonuses listed here are applied directly to your character.

    Basic Additions:
    10,000 Dragons, requires a Small Guild.

    - Map Room. Plan your campaigns and battles more effectively. Grants +1 Field Battles/Sea Battles.
    - Company Medic. Hire a trained healer for your company. +1 Survival rolls.
    - Raven Roost. Acquire a Raven roost. Allows you to send and receive ravens, which non-nobles normally cannot do.

    Advanced Additions
    20,000 Dragons, requires a Medium Guild.

    - Training field. Drill your troops for superior discipline. +1 Field Battles/Sea Battles, +1 Duels. Requires a map room.
    - Medical Tent. Expand your company medic into a dedicated battlefield medical team. +1 Survival rolls. Requires a company medic.
    - Quartermaster. An organised armoury and accounts process yields benefits. 25% cheaper weapons and armour.

    Elite Additions
    30,000 Dragons, requires a Large Guild.

    - Drill Sergeant. A grizzled, experienced veteran retained for training purposes. +2 Field Battles/Sea Battles, +2 Duels. Requires a training field.
    - Battlefield Surgeon. A highly experienced and talented man of medicine. +1 Survival rolls. Requires a medical tent.
    - Recruiting Sergeant. A veteran kept on to recruit potential new fighters. Allows an additional 2000 men/10 ships to be fielded.

    Specialisms
    50,000 Dragons, requires a Large Guild, only one allowed.

    - Master Scout. A quick, quiet, elite pathfinder. +4 to your own detection rolls, -4 to detection rolls made against you. Only works in the field, won't help you hide in a castle, for example.
    - Master Recruiter. A true poet, attracting many young men to your company. Allows an additional 3000 men/15 ships to be fielded. Requires Recruiting Sergeant.
    - Master Surgeon. This man could amputate your leg and attach a peg-leg before you'd even noticed he'd started. +2 survival rolls. Requires Battlefield Surgeon.
    - Master Armsman. What do we say to the God of Death? Not today! +2 duels. Requires Drill Sergeant.
    - Master Tactician. Apparently there is no such thing as a no-win scenario. +2 field battles/sea battles. Requires Drill Segeant.

    [Mod notes:
    Max skills therefore:
    +4 battles
    +3 duels
    +3 survival
    Without a specialism. Max you can get is +6 battles OR +5 duels OR +5 survival if you pick that specialism. It comes down to whether you want your character to be a good general, difficult to kill, or dangerous with a weapon, or you can pick the company specialisms that make your troop count larger or your company very difficult to track. I figure Sellsword characters should be the best base-stats fighters since they're professional soldiers. Nobles will have the money to kit up in awesome gear which a Sellsword will struggle to match with their low salaries.]


    4. Perks


    - Knowing the trade enables you to hire your men at half the cost.
    - Being that you ARE a mercenary company, you don't pay upkeep costs. You may set your own hire price to the discretion of the moderators: a 15,000 man company would not take a 5,000 dragon fee.
    - A high level mercenary guild represents a very powerful standing army, that could significantly augment any force and shift the balance of power.


    5. Drawbacks


    - Be wary of where you site your guild. Fuedal law means the local Lords may shut it down. (eg Lord of Lannisport can do it in Lannisport, Lannisters can do it anywhere in the Westerlands, King can do it anywhere in Westeros).
    -- Your guild house does not cease to exist, you merely cease to own it. You can try to get it back through talk or steel.
    -- You keep the standing troops you have if you lose the guild house, but cannot hire any other troops until you get it back or make a new one.
    -- You lose all the perks given by the guild house if you lose it.

    - Be wary of who your enemies are. Mercenaries have very few ways to increase their protection against assassination and virtually no standing in courts.

    Merchants

    For those with a smaller thirst of blood and a respect for knowledge they should work on becoming a merchant where battles are fought with words and coin, instead of men and sword.

    Starting Up

    1. Players start off as a Lesser Merchant: 36,000 purse and 24,000 weekly wage. There are three trees they can follow, and their Merchant character must start in one (and only one):

    Landlord
    The Lodging House tree. This lets them buy and operate Lodging Houses in provinces of their choice. They start off with a single Level One Lodging House in whatever city they want to be in.

    Caravan Master
    The Caravan tree. This lets them buy and operate Caravans. They start off with a Warehouse and 1 Caravan in whatever city they want to be in. Warehouse is mainly for RP purposes.

    Sea Master
    The naval tree. This lets them buy and operate Trade Ships. They start off with a Wharf and 1 Ship in whatever city they want to be in. Wharf mainly for RP purposes.


    Buildings

    2. The buildings and incomes are re-organised to balance the trees:

    Rules
    - You must have at least one asset of the previous level before acquiring one of the level above it.
    - This is tree-specific: You cannot buy a level 2 Caravan without a level 1 Caravan. Level 1 Ships or Lodging Houses do not count.
    - You may decommission lesser assets once you have moved up. If you have a level 1 Ship, and buy a level 2 ship, you are regarded as being on level 2 of that tree. You can disband your level 1 assets and continue to purchase level 2 items.
    - You must start from level 1 on the tree if, for any reason, you lose all your assets in that tree. For example, if you own 4 level three ships, and all 4 are lost, you are considered "ruined" and must start from level 1 ships to rebuild your company. See "Losses" for more detailed information.
    - There is a 1 week cooldown between purchases: your buildings start working for you the moment you buy them (and their incomes can be added to your vault at the turn of the year), but you must stay on the tier you are on for 1 year before moving up. (eg you cannot buy a L1 Ship and then immediately purchase a L2 Ship in the same year)
    - Assets don't "upgrade": if you have a level 1 Inn and buy a level 2 Inn, you have a level 1 and 2 Inn, not just a level 2 Inn. You may need to delete your level 1 Inn once you buy the level 2 Inn if you're at your limit of ownable assets.

    Level One Trade Asset
    - 15,000 to acquire.
    - 5,000 Dragons a year in income.
    - Small Inn
    - Small Caravan
    - Trade Cog

    Level Two Trade Asset
    - Costs 30,000 to acquire.
    - 15,000 Dragons a year in income.
    - Lodging House
    - Trade Caravan
    - Trade Hulk

    Level Three Trade Asset
    - Costs 60,000 to acquire
    - 30,000 Dragons a year in income.
    - Large Tavern
    --- Grants +1 to spy rolls for your Merchant in the city it is located in. Represents tavern gossip yielding information. These do not stack: having 3 Large Taverns in King's Landing nets +1, not +3.
    --- Merchants can hide people or items in the inns in secret. If, somehow, their pursuers trace them to the inn a detection roll must be made, weighted in favour of the hidden player/thing.
    - Lucrative Trade Caravan
    --- Grants a private army of 50 Light Infantry per Caravan, representing sellsword henchmen/guards, which can be used as the Merchant pleases.
    - Trade Galley
    --- The Galley can be converted for use as a Warship, and its large size gives it a +3 to battle rolls.

    Level Four Trade Asset (Only one allowed)
    - Costs 120,000 to acquire.
    - 60,000 Dragons a year in income.
    - Whorehouse (Tier 4 Lodging House)
    --- Grants +2 spy rolls for your Merchant in the city it is located in. This represents the prostitutes passing along information from clients.
    --- Secret entrance/exit. Clients value privacy, players or items hidden in this inn get an escape roll if their enemies make a successful detection roll. If the hidden player/item makes a successful escape roll, they escape without being seen.
    - Trade Route (Tier 4 Caravan)
    --- Grants the Merchant a private army of 200 Heavy Infantry that he employs on his Trade Route. They can be used for other henchmen things...
    - Organised Smuggling Ring (Tier 4 Ship)
    --- Grants the Merchant the ability to bypass blockades and move things in and out of cities undetected, subject to a roll, weighted in their favour.


    Guild Houses

    3. The Guild Houses

    You may only own one Guild House.

    No Guild House
    - Merchant can own up to 3 assets, all of which must be level one and all of which must be in his tree.

    Level One House
    - Small Trade Company
    - Permits the Merchant to have a home thread, titled "Guildhouse of MerchantName, City of CityItIsLocatedIn"
    - Costs 30,000 Dragons
    - Merchant can own up to 3 assets, which must be level one or two, and must be in his tree.

    Level Two House
    - Trade Company
    - Costs 60,000 Dragons
    - Merchant can own up to 5 assets, which must be level one or two, and must be in his tree.
    - Merchant promoted from Lesser Merchant to Merchant.

    Level Three House
    - Trading Guild
    - Costs 90,000 Dragons
    - Merchant can own up to 5 assets, which must be levels one, two or three, and must be in his tree.

    Level Four House
    - Trade Palace
    - Costs 120,000 Dragons
    - Merchant can own up to 7 assets, which can be of any level, and in any tree. Remember the rules about asset levels.
    - Merchant promoted from Merchant to Merchant Prince.


    Losses

    4. Losses

    Every merchant must take risks and suffer losses. For every asset every year do a 2/20 roll for loss, eg to burning down, bandits or storms. There are unique rules for building tiers for Merchants:

    - You can only buy higher level assets if you have an asset on the same level or one below that level. For example you must own a L2 or L3 Ship to buy L3 ships, and you must own a L3 asset to get the L4 version. If you own a L4 asset you can buy anything from L1 to L3, though.
    - This is tree-dependant. They need to be assets of the same tree.

    - Thus you are presented with a risk: you can upgrade all of your assets to Level 3, for example, and make a lot of money. If you lose your L3 assets, however, you will have to start over from level 1. It may be prudent to avoid centralising all your assets to protect from seizure or to keep some lower level assets around. You'll make a little less money but will have some insurance.

    - All is not lost. You can see that these assets have no build time: Merchants buy things, they don't build. If you've lost all your higher level assets, but have coin to spare, you can pay the L1+L2+L3 cost (15+30+60=105k) to "powerlevel" up the tree in one swift movement. If you decide to do this, you do not keep the L1 and L2 version of the assets: this is a fast-track back to higher levels for those with the coin to do it, getting you an asset on level 3 allowing you to purchase more level 3 assets at normal cost. Again, this is tree-dependant.


    Final Remarks

    5. Closing Words

    Merchants have the ability to be significantly powerful non-state actors. Hiring or owning private armies or fleets, having the money to bribe or support/attack others with spys, assassins, kickbacks, paid-for allies, what-have-you.

    Be wary of your power and of the Fuedal lifestyle. Lords and Kings might seize your assets if you become a threat: make sure you have well-paid allies in positions of power before you get involved in politics, and that your assets are spread out. Only the King can seize from anywhere: a business in the Reach will be safe from Lannister hands.


    Last edited by Poach; July 14, 2013 at 09:32 AM.

  4. #4

    Default Re: Severus' unofficial rules suggestions

    These men are professional soldiers who can be used to bolster your levy or offer an advantage in battle. These men can be invaluable, if you have the coin to pay for them. Make sure you update your home thread with the size of your troops and your income thread for the expenses.

    Spoiler Alert, click show to read: 
    Basic Soldiers
    Armoured Spearmen - heavy infantry (+1 against light cavalry)
    Size: 1 unit = 300 men
    Cost: 6000 Dragons per unit
    Upkeep: 1700 Dragons per unit

    Archers (-1 against armored units)
    Size: 1 unit = 250 men
    Cost: 5000 Dragons per unit
    Upkeep: 1500 Dragons per unit

    Northern Axemen - light infantry (+1 against heavy infantry)
    Size: 1 unit = 150 men
    Cost: 8000 dragons per unit
    Upkeep: 1800 dragons per unit

    Light Cavalry
    Size: 1 Unit = 100 men
    Cost: 7000 dragons per unit
    Upkeep: 1500 Dragons per unit

    Outriders
    Size: 1 unit = 130 men
    Cost: 5000 dragons per unit
    Upkeep: 1400 dragons per unit



    Professional Soldiers
    Men at Arms (Light infantry, +1 against Pikemen/Halberdiers)
    Size: 1 unit = 150 men
    Cost: 7,000 dragons per unit
    Upkeep: 2400 Dragons per unit

    Armoured Archers
    (+1 against light infantry, -1 against armored units)
    Size: 1 unit = 200 men
    Cost: 8000 dragons per unit
    Upkeep: 2000 dragons per unit

    Heavy Axemen (+1 against heavy infantry, -1 against pikemen/halberdiers)
    Size: 1 unit = 200 men
    Cost: 11,000 Dragons per unit
    Upkeep: 2500 Dragons per unit

    Heavy Cavalry (+1 to rolls against light infantry, +1 to rolls against light cavalry)
    Size: 1 unit = 200 men
    Cost: 14,000 Dragons per unit
    Upkeep: 3000 Dragons per unit.

    Armoured Swordsmen (Heavy infantry, +1 to rolls against light infantry)
    Size: 1 unit = 200 men
    Cost: 15,000 Dragons per unit
    upkeep: 4000 dragons per unit

    Armoured Halberdiers - heavy infantry with cavalry advantage (Heavy infantry, +1 to rolls against cavalry)
    Size: 1 unit = 200 men
    Cost: 16,000 Dragons per Unit
    Upkeep: 3500 dragons per unit

    Crossbowmen (+1 to rolls against armored units, -1 against light infantry and light cavalry)
    Size: 1 unit = 300 men
    Cost: 16,000 Dragons per unit
    Upkeep: 4500 Dragons per unit

    Mounted Hedge Knights (+1 to rolls against light infantry)
    Size: 1 unit = 250 men
    Cost: 16,000 dragons per unit
    Upkeep: 5000 dragons per unit

    Dismounted Hedge Knights (Heavy infantry, +1 to rolls against light infantry and light cavalry
    Size: 1 unit = 300 men
    Cost: 16,000 dragons per unit
    Upkeep: 5000 dragons per unit

    Heavy Galley (+5 to battle rolls against smaller vessels, -2 damage modifier dealt to this ship)
    Size: 5 ships
    Cost: 20,000
    Upkeep: 10,000


    Elite Soldiers
    Grand Warship (+10 to battle rolls against smaller ships, -5 damage modifier dealt to this ship - can have multiple decks)
    Size: 2 ships
    Cost: 40,000
    Upkeep: 20,000

    Elite Crossbows (+2 to rolls against armored units)
    Size: 200 men per unit
    Cost: 20,000 Dragons per unit
    Upkeep: 11,000 Dragons per unit

    Mounted Household Knights (Heavy Cavalry, +2 to rolls against light infantry and light cavalry)
    Size: 200 men per unit
    Cost: 25,000 Dragons per unit
    Upkeep: 15,000 Dragons per unit

    Dismounted Household Knights (Heavy infantry, +2 to rolls against light infantry and heavy infantry)
    Size: 250 men per unit
    Cost: 25,000 Dragons per unit
    Upkeep: 15,000 dragons per unit

    Lord's Retinue (Bodyguards, Heavy cavalry, +3 to rolls against light infantry, light cavalry specifically and +1 to all others)
    Size: 100 men per unit
    Cost: 30,000 dragons per unit
    Upkeep: 18,000 Dragons per unit


    AOR Units
    Essos:

    Dothraki Horsemen (Light infantry, +1 against all unarmored units)
    Size: 300 men per unit
    Cost: 15,000 dragons per unit
    Upkeep: 6000 Dragons per unit

    Professional Unsullied (Heavy infantry, +3 against all units)
    Size: 300 men per unit
    Cost: 50,000 dragons per unit
    Upkeep: None

    Ghiscari Legions (Mixed infantry, +1 against unarmored units)
    Size: 300 men per unit
    Cost: 13,000 dragons per unit
    Upkeep: 4500 dragons per unit

    Braavosi Bravo's (Light infantry, +1 against pikemen/halberdiers)
    Size: 250 men per unit
    cost: 15,000 dragons per unit
    Upkeep: 5000 dragons per unit

    Elephants (Heavy cavalry, +1 against all infantry)
    size: 50 elephants per unit
    cost: 25,000 dragons per unit
    Upkeep: 20,000 dragons per unit.

    Westeros:

    The Westerlands: All units gain a general modifier of +1 while fighting in the Westerlands in addition to their special skill

    Mounted Westerlander Knights (+1 against unarmored units)
    Size: 300 men per unit
    Cost: 18,000 per unit
    Upkeep: 9000 dragons per unit

    Dismounted Westerlander Knights (+1 against all infantry)
    Size: 300 men per unit
    Cost: 18,000 per unit
    Upkeep: 9000 dragons per unit

    Westerlander Crossbowmen (+1 against all armored units)
    Size: 350 men per unit
    Cost: 16,000 per unit
    upkeep: 8000 dragons per unit

    Lannister Outriders (+1 to scouting rolls)
    Size: 300 men per unit
    Cost: 10,000 per unit
    Upkeep: 5000 dragons per unit

    Guardians of Casterly Rock (+1 against all infantry)
    Size: 200 men per unit
    Cost: 20,000 Dragons per unit
    Upkeep: 10,000 Dragons per unit

    The Reach: All units gain a general modifier of +1 while fighting in The Reach in addition to their special skill

    Reachman Lancers (+1 against light infantry)
    Size: 300 men per unit
    Cost: 18,000 per unit
    Upkeep: 7000 dragons per unit

    Reachman Broken Lances (+1 against heavy infantry)
    Size: 300 men per unit
    Cost: 17,000 per unit
    Upkeep: 7500 dragons per unit

    Hightower Axemen (+1 against heavy infantry)
    Size: 250 men per unit
    Cost: 18,000 dragons per unit
    upkeep: 9000 Dragons per unit

    Dorne: All units gain a general modifier of +1 while fighting in Dorne in addition to their special skill

    Mounted Yronwood Knights
    (+1 against unarmored units)
    Size: 300 men per unit
    Cost: 18,000 dragons per unit
    Upkeep: 9000 dragons per unit

    Dornish Spearmen (+1 against all cavalry)
    Size: 1 unit = 250 men
    Cost: 8500 Dragons per unit
    Upkeep: 4300 Dragons per unit

    Dismounted Knights of the Dawn (+1 against light infantry)
    Size: 250 men per unit
    Cost: 20,000 dragons per unit
    Upkeep: 10,000 dragons per unit

    Guardians of Sunspear (+1 against all cavalry)
    Size: 300 men per unit
    Cost: 17,000 dragons per unit
    Upkeep: 7500 dragons per unit

    Sand Steed Riders (+1 to scouting rolls)
    Size: 300 men
    Cost: 16,000 dragons per unit
    Upkeep: 8000 dragons per unit.

    Stormlands: All units gain a general modifier of +1 while fighting in the Stormlands in addition to their special skill

    Mounted Stormlander Knights (+1 against unarmored units)
    Size: 250 men per unit
    Cost: 17,000 per unit
    Upkeep: 7500 dragons per unit

    Dismounted Knights of Griffins Roost (+1 against light infantry)
    Size: 300 men per unit
    Cost: 18,000 per unit
    Upkeep: 9000 dragons per unit

    Bronzegate Axemen (Heavy infantry, +1 against heavy infantry)
    size: 350 men per unit
    Cost: 18,000 per unit
    Upkeep: 9000 Dragons per unit

    Crownlands: All units gain a general modifier of +1 while fighting in the Crownlands in addition to their special skill

    Duskendale Archers (+1 against light infantry and archery units)
    Size: 400 men per unit
    Cost: 18,000 Per unit
    Upkeep: 9000 dragons per unit

    Rosby Lancers (+1 against all infantry)
    Size: 200 men per unit
    Cost:17,000 per unit
    Upkeep: 7500 dragons per unit

    Kingswood Woodsmen (Axemen) (+1 against heavy infantry)
    Size: 500 men per unit
    Cost: 10,000 per unit
    Upkeep: 5000 Dragons per unit

    Riverlands: All units gain a general modifier of +1 while fighting in the Riverlands in addition to their special skill

    Knights of Riverrun (+1 against unarmored units)
    Size: 300 men per unit
    Cost: 18,000 per unit
    upkeep: 9000 dragons per unit

    Guardians of the Twins (Halberdiers, +1 against all cavalry)
    Size: 400 men per unit
    Cost: 19,000 per unit
    Upkeep: 8500 Dragons per unit

    Seagard Archers (+1 against light infantry)
    Size: 400 men per unit
    Cost: 17,000 per unit.
    upkeep: 7500 Dragons per unit

    The Vale: All units gain a general modifier of +1 while fighting in the Vale in addition to their special skill

    Falconguard (Pikemen, +1 against all cavalry)
    Size: 300 men per unit
    Cost: 20,000 per unit
    Upkeep: 10000 dragons per unit

    Dismounted Knights of the Bloody Gate (+1 against light infantry)
    Size: 250 men per unit
    Cost: 18,000 per unit
    Upkeep: 9000 dragons per unit

    Knights of the Vale (+1 against light infantry)
    Size: 300 men per unit
    Cost: 19,000 per unit
    Upkeep: 8500 dragons per unit

    The North: All units gain a general modifier of +1 while fighting in the North in addition to their special skill

    Dreadfort Cleavers (Heavy infantry, +1 against heavy infantry)
    Size: 350 men per unit
    Cost: 18,000 per unit
    Upkeep: 9000 dragons per unit

    Umber Axemen (Light Infantry, +1 against heavy infantry)
    Size: 300 men per unit
    Cost: 17,000 per unit
    Upkeep: 7500 dragons per unit

    Stark Swordsmen (+1 against all infantry)
    Size: 400 men
    Cost: 20,000 per unit
    Upkeep: 10000 per unit

    Crannogmen (+1 against all units, THE NECK ONLY)
    Size: 100 men
    Cost: 6,000 per unit
    Upkeep: 3,000 per unit

    The Iron Islands: All units gain a general modifier of +1 while fighting in the Iron Islands OR during raids in addition to their special skill

    Ironborn Hearth-Warriors (Heavy Infantry, +1 against light infantry)
    Size: 350 men
    Cost: 18,000 Per unit
    Upkeep: 9000 per unit

    Ironborn Berserkers (Heavy infantry, +1 against heavy infantry and heavy cavalry)
    Size: 300 men
    Cost: 20,000 per unit
    Upkeep: 10000 per unit

    Harlaw reavers (Light infantry, +1 against pikemen/halberdiers)
    Size: 400 men
    Cost: 18,000 per unit
    Upkeep: 9000 per unit

    Ironborn Warships (+2 against all ships)
    Size: 3 ships
    Cost: 15,000 per unit
    Upkeep: 7,500 per unit

    Beyond the Wall (Wildlings ONLY): All units gain a general modifier of +1 while fighting Beyond the Wall in addition to their special skill

    Thenn Axemen (Light infantry, +1 against heavy infantry)
    Size: 500 men
    Cost: 5000 per unit
    Upkeep: 1000 per unit

    Wildling Raiders (Light infantry, +1 against pikemen/halberdiers)
    Size: 400 men
    Cost: 6000 per unit
    Upkeep: 1500 per unit

    First Men Clansmen (Heavy infantry, +1 against light infantry)
    Size: 600 men
    Cost: 7000 per unit
    Upkeep: 2000 per unit

    Wilding Garrons (Light Cavalry, +1 to scouting rolls)
    Size: 300 men
    Cost: 5000 per unit
    Upkeep: 1500 per unit

    Wildling bowmen
    Size: 200 men
    cost: 3000 per unit
    Upkeep: 1500 per unit
    Last edited by Pinkerton; January 06, 2013 at 10:10 PM.

  5. #5

    Default Re: Severus' unofficial rules suggestions

    Regional Bonuses


    ~Incomplete regions to be completed by request~

    The Reach


    Highgarden
    • Fertile lands: The seat of the Gardener Kings, Highgarden is surrounded by bountiful lands, and there are great stockpiles beneath the city that allow for food to be stored for the harsh winter months, giving -1 to all character death rolls. The lands also breed excellent horses, giving all characters +1 to jousting.
    • Ancient Fortress: Highgarden was once the seat of House Gardener, Kings of the Reach. It is an ancient castle, with strong tiered walls, giving +3 to all siege defense rolls.

    The Arbor

    • Island Nation: The Arbor is a great island of the West coast of Westeros, and as such can only be attacked by sea. The people of the island know this, and are prepared to defend their coastlines. +1 to naval battle rolls around the Arbor for the owner. Additionally, all characters receive +1 to sea captain.
    • Bustling island: The Arbor is renowned not only in Westeros, but as far away as Slaver's Bay as the producers of the finest wines. People flock to the Arbor from the corners of the world to trade for their wines, and this gives the controller of the Arbor an additional trade route.

    Oldtown

    • The City Watch of Oldtown: The city is defended and policed by a force of 250 men, which the owner does not need to pay for. These help protect against spying and assassination rolls in the city, and also are used in defense battles. -2 to spying, assassination and escape rolls for foes in the city, plus 250 extra troops in seige defense .
    • The Citadel, home of the Maesters and learning: The owner of Oldtown has access to a Maester to help in childbirth and healing, even if the city is owned by a minor house.
    • Bustling Port: Oldtown is the second largest port in all of the Seven Kingdoms, second only to King's Landing itself. Traders from all corners of the known world come here to sell and buy wares, allowing the owner one additional trade route.
    • Oldtown: Large city - may garrison an additional 200% of the levy. Requires at least 1,000 men to defend or a -1 siege defense modifier is applied.

    Ashford

    • Historic Tourney Site: One of the few places outside of King's Landing and the seats of the major houses where a tournament may be held.
    • Thick castle walls: Ashford castle lies next to the town, and is built in the shape of a triangle, with towers reaching 30 feet tall at the points of the triangle. Thick walls run between the towers, making it an excellent and defensible castle, giving +1 to seige defense rolls.

    Horn Hill

    • Densely wooded: The area around Horn Hill is thick, and can hide an army fairly well. -2 to all scouting rolls in the region for players not in control of the region and +2 to scouting for the Lord or his allies in the region. The woods are also full of game, making it an attractive location to any lords who wish to hunt.

    Shield Islands

    • Defenders of the Mander: Situated at the mouth of the Mander river, the Shield Islands serve to protect the lands upriver from raids by ironborn. They are well prepared for naval attacks, and get +2 to naval battles around the islands, and +1 to siege battles against those who make it onto the shore.

    Brightwater Keep
    • Strong Walls: Brightwater Keep is one of the stronger castles in the Reach, with sturdy stone walls and plentiful larders stuffed with goods & game from the Honeywine. +2 to seige defense rolls.
    • The Light of the Honeywine: Brightwater Keep sits at the top of the Honeywine River, the agricultural capital of the Reach, and thus could easily stock its larders to near-bursting in time for winter. -1 to death rolls.

    Bitterbridge
    • The Bitterbridge: The castle is named after the ancient stone bridge crossing the Mander near it, which needless to say will cause problems for any invading army and has been a blessing to many defending forces. +2 to battle rolls for the defenders.

    Cider Hall
    • Fed by the Mander: Cider Hall is located on the shores of the Mander, and the swift river makes the lands surrounding Cider Hall extremely fertile. -1 to character death rolls.

    Goldengrove

    • Golden canopies: -2 to all enemy scouting rolls in the region and +2 to all ally scouting rolls, due to Goldengrove's forested terrain.
    • Marchlands: +2 rolls against all attacks coming from the north (ie Westerlands).


    To be done:
    • Grassy Vale
    • Harvest Hall
    • Honeyholt
    • Old Oak
    • Sunflower Hall
    • Tumbleton
    • Three Towers
    • Blackcrown
    • Bandalon
    • Longtable
    • Uplands
    • Holy Hall
    • Ivy Hall
    • Red Lake


    The Westerlands

    Casterly Rock
    • "All the gold in Casterly Rock...": A famously rich region, the vaults of Casterly Rock are said to be filled with more gold than those of any other city or castle in Westeros. All characters start with an additional 50,000 Gold Dragons.
    • Talent for Coin: It is one thing to amass a fortune, and another to expand it. The Lannisters have done just that for centuries, and all characters get +5% income
    • Ancient Fortress: The Rock was built in or before the Age of Heroes, making it at least 8,000 years old, possibly older. It is carved into a great stone hill, giving it excellent natural defences, which are added to by thick walls and towers. Casterly Rock has never been taken in recorded history. it is the second largest castle after Harrenhal. +3 to defense rolls.
    • The Bowels of the Rock: The rocks prisons are renowned as the foulest and darkest prisons in the world, worse than the black cells. -3 to escape rolls when captured in the rock.

    Castamere
    • Gold Mines: Castamere is a rich region, though not as rich as Casterly Rock, as like the Rock the land is rich with veins of gold. All characters start with an additional 50,000 Gold Dragons.
    • Formidable Fortress: Castamere, being one of the wealthiest areas in the west, is also one of the most fortified. +2 to siege defence rolls.

    Lannisport
    • Wealthy city: Lannisport is situated perfectly for making money. It sits at the meeting point of the sea road, the gold road and the river road, and is one of the largest ports in Westeros, allowing its owner one additional trade route.
    • City Watch: Lannisport is patrolled by the City Watch, renowned for being far better trained than their Oldtown counterparts. This gives Lannisport an additional 2000 men for siege defence and -2 to assassinations, spying and escape rolls to foes within the city.

    Golden Tooth
    • Gold mines: The Golden Tooth is a rich region, though not as rich as Casterly Rock. It is aptly named, as like the Rock the land is rich with veins of gold. All characters start with an additional 50,000 Gold Dragons.
    • Strategically Vital Stronghold: Golden Tooth sits in a mountain pass between the Westerlands and the Riverlands, and it is widely agreed that the only way to attack the Westerlands from the East is to take the Golden Tooth. As a result, its defences are very strong on the Eastern side, but weak on the Western side. +1 to siege defence for attacks from the East, but -1 to siege defence for attacks from the West.

    Fair Isle
    • Raiding target: Historically, Fair Isle has been raided on multiple occasions by the ironborn. Now, it's people are prepared for attacks. All characters get +1 to sea captain, and +2 to naval rolls in the vicinity of the isle.

    Ashemark
    • Hilly Area: The territory around Ashemark itself is renowned for being quite hilly and hard to secure. +1 to siege defence rolls.


    Clegane's Keep


    • Commanding View: +1 to scouting rolls and -1 to enemy scouting rolls in the region

    To be done:
    • Sarsfield
    • Silverhill
    • Greenfield
    • Cornfield
    • Kayce
    • Crakehall
    • Feastfires
    • Hornvale
    • The Crag
    • Banefort


    Dorne

    Sunspear

    • The Spear Tower: A huge stone tower, with a spear of gilded steel at its top, the Spear Tower is the tallest building in Sunspear, and the upper floors serve as prisons for any highborn captives. The prisoners are generally well treated, but escape is extremely difficult, as the height of the tower means any attempting to leave must fight their way down the entire tower. -2 to all escape rolls from Sunspear.
    • Triple Walls: Sunspear is protected by three great winding walls encircling one another, dating well before the times of the Targaryens. The only way to enter the city is through the Threefold Gate, a trio of gates, one in each of the three walls, that line up with one another, allowing straight access to the city. Not only that, but Sunspear is surrounded by the sea on three sides, meaning it can only be attacked from one direction, giving it excellent natural defenses. +3 to seige defense rolls.

    Yronwood
    • Guard of the Boneway: Yronwood sits at the entrance to the Boneway Pass, and defends Dorne from any intruders seeking to traverse the Red Mountains from the Stormlands. As a result, the castle is highly fortified on the Northern side. +3 to seige defense against attacks from the North.

    Starfall
    • Important Castle: Starfall is situated near Dorne's Eastern border with the Reach, and lies on one of only three paths into Dorne by land. This makes it an incredibly important castle, and it's defenses are suitably strong. +3 to seige defense rolls.

    Vulture's Roost
    • Mountain Stronghold: Vulture's Roost lies deep within the Red Mountains, and is a strong enough castle to be considered a stronghold. Though it does not lie directly along the Stone Way, any invading through the Stone Way must take or besiege Vulture's Roost, or risk an attack from the rear. +3 to seige defense rolls.

    Prince's Pass
    • Pass through the Mountains: The Prince's Pass is one of the only land routes into Dorne, so it is protected with strong defenses. +2 to seige defense rolls.

    Kingsgrave
    • Mountain Stronghold: Kingsrave lies deep within the Red Mountains, halfway through the Prince's Pass, in a valley alcove. Because of it's geographic position, any invading force passing through the Prince's Pass must take or besiege Kingsgrave, or risk an attack from the rear. +2 to seige defense rolls.


    To be done:
    • Lemonwood
    • Planky Town
    • Godsgrace
    • Blackmont
    • Ghost Hill
    • Hellholt
    • Spottswood
    • The Tor
    • Wyl
    • Salt Shore
    • Skyreach
    • High Hermitage
    • Red Dunes
    • Sandstone


    The Stormlands

    Storm's End
    • Mythical fortress: Storm's End is one of the oldest strongholds in Westeros, allegedly built by the Storm King Durran during the Sawn Age. Legends say that the Children of the Forest helped him construct the castle, weaving their magics into the stone walls, so that the vicous winds could find no purchase. Others say that Durran was aided in the construction by a young Bran the Builder. Regardless, Storm's End has endured many sieges in it's time, but has rarely been taken. +4 to seige defense rolls.
    • Storm's End is known for being able to marshall a large force. +5% to total levy size from this region of each unit.

    Nightsong
    • Dornish Marches: Nightsong is the main settlement in the Dornish Marches, an historically war-torn zone between the Reach, Dorne, and the Stormlands. Nightsong is a strong castle, and has to be to hold this dangerous region. +1 to siege defense rolls.

    Tarth
    • Strong fleet: Tarth, though a poor island, provides much of the fleet of the Stormlands, and is vital to the regions naval power. As a result, all characters get +2 to sea captain during naval battles in the stormlands.

    Griffin's Roost
    • Strong Defensive Position: Griffin's Roost is surrounded on three sides by the Shipbreaker Bay, and the only approach is past a fortified gatehouse and through the 'griffin's throat', a long bare ridge where the defenders can easily shower any hostiles with missiles from the two towers around the castle's main gates. +3 to siege rolls.
    • Strong levy: The levy in this region increases 2%

    Blackhaven
    • Defense of the Boneway: The castle of Blackhaven sits at the bottom of the Boneway, the last stop on the Stormlands side of the narrow passes of the Dornish Marches. +2 to siege rolls.

    Stonehelm

    • Stonehelm is situated at a key position in the Stormlands, controlling River access deeper inland. +1 to trade routes.

    Summerhall

    • Summerhall is the pleasure retreat of the Royal House Targaryen, and as such is graced with sudden infusions of cash: +5% to income
    • Summerhall has been fortified in order to protect visiting Royals. +2 to siege rolls.

    Haystack Hall

    • The breadbasket of the Stormlands, granting it a +5% general levy number

    Estermont

    • Mountainous Shores: Having steep shores below it, Greenstone is perched upon the mountainous reaches of Estermont, and protected from naval attack. -2 to All enemy attacks against Estermont
    • Cape Wrath: -3 to all naval rolls of ships not from Estermont, Mistwood, or Rainhouse.

    Mistwood

    • Eyes and Ears of the Owl: The foggy shores and woods of Mistwood are known best by their owners. -2 Scouting rolls for enemies here, +2 scouting for Mistwood here
    • Cape Wrath: -3 to all naval rolls of ships not from Estermont, Mistwood, or Rainhouse.


    Rainhouse

    • The Rainwood: The foggy shores and woods of the Rainwood are known best by their owners. -2 Scouting rolls for enemies here, +2 scouting for Rainhouse here
    • Cape Wrath: -3 to all naval rolls of fleets not from Estermont, Mistwood, or Rainhouse.


    To be done:
    • Haystack Hall
    • Broadarch
    • Bronzegate
    • Crow's Nest
    • Felwood
    • Gallowsgrey
    • Amberly
    • Grandview


    The North

    Winterfell
    • Hot Springs: Winterfell stays relatively warm, even in winter, giving a -1 to all character death rolls in winter.
    • Brandon's Walls: Legends say that Winterfell was built some 8000 years ago by Brandon the Builder, who used giants to help him construct the castle. The castle is surrounded by two huge, thick granite walls, with a moat between them, making it incredibly defensible. This gives the defenders +3 to seige defense rolls.
    • Bastion of Strength: Though those in the North will fight on even if Winterfell is taken, it represents the strength of the North, and whoever holds it gains a huge morale boost and the loyalty of many in the North, allowing it's owner to recruit troops at 75% of the normal cost, though upkeep remains the same.

    White Harbor
    • Wolf's Den: An ancient, now disused castle which serves as the dungeons of the city. Once made to stop people getting in, now it has been engineered to stop people getting out. -2 escape rolls for captives in the city.
    • Good smiths: White Harbor is well known for having some of the best smiths north of the Neck, particularly silver smiths. All weapons and armour cost 10% less to buy.

    Dreadfort
    • Fortress: The Dreadfort has high walls and triangular merlons that look like teeth, making for an intimidating sight. +2 to seige defense.
    • Volcanic vents: The Dreadfort is situated on volcanic vents which, much like the hot springs of Winterfell, keep the fortress warm in dark winters, giving -1 to character death rolls in winter

    Torrhen's Square
    • Strong Keep: Though not as fearsome as the Dreadfort or Winterfell, Torrhen's Square is nonetheless considered a difficult castle to take, and the defenders get +2 to seige defense rolls.

    Greywater Watch
    • Wandering Castle: Greywater Watch is built on one of the strange floating islands found in the swamps of the Neck, and is notoriously difficult to find. Any wishing to seige the castle must roll to see if they can find it (20% chance). If they do not, they may try again in a year.
    • Dangerous Swamps: Greywater Watch is surrounded by bogs and marshlands, almost impossible to navigate without a local guide. Any army wishing to pass through the neck must either have the permission of whoever holds Greywater Watch or lose a % of their men dependent on a d15 (so up to 15%)

    Bear Island
    • Targeted by Raiders: Despite its lack of wealth, Bear Island is often attacked by raiders from the Frozen Shore or the Iron Islands. As such, all characters have some naval prowess, and get +1 to sea captain near the island.
    • Warrior Women: When the men of Bear Island are away, the women are left to defend their homes, and this has created a warrior culture among the women. Bear Island gains an additional 750 defenders when besieged (1d10).

    Moat Cailin
    • The Causeway: Moat Cailin controls the only safe land route out of the Neck from the South, and into it from the North. Those who wish to travel through have three options - besiege the fortress, pass through with the permission of the Lord who holds it, or risk the dangerous swamps, losing a % of their men dependent on a d10 (so up to 10%).
    • Ruined Sronghold: Though only a few towers of Moat Cailin still stand, it is capable of defending against a much stronger invading force from the South because of its position, and gains +3 to seige defense rolls when attacked from the South.

    Skagos
    • Perilous Waters: The mountainous island of Skagos is surrounded by rough waters, so that any attacking the island by sea get -2 to their rolls.

    Deepwood Motte
    • The Wolfswood: This sprawling, dense forest can prove a dangerous maze for those unfamiliar with it, and provides excellent oppurtunities for ambush. The houses that live around Deepwood Motte are excellent woodsmen, so the controller of the castle gains +3 to battle rolls in the woods, including at Deepwood Motte itself.

    Karhold
    • Strong Castle: Karhold is certainly not the equal of Winterfell, or even the Dreadfort, but it is still a strong castle. +2 to seige defense.

    To be done:
    • Last Hearth
    • Ramsgate
    • Widow's Watch
    • Hornwood
    • Barrowtown
    • Flint's Finger
    • Oldcastle
    • The Mountains of the North
    • The Rills
    • The Stony Shore


    The Riverlands

    Riverrun
    • River Defenses: Riverrun has excellent natural defenses, as it is situated at the meeting point of two roaring rivers, the Tumblestone and the Red Fork. It even has a third man-made ditch covering the land around the walls between the two rivers, that can easily be filled with water from a sluice gate in times of siege. This effectively turns Riverrun into an island, making any attacks all but impossible. +3 to siege defense rolls.
    • Well Watered Lands: Fed by the many rivers coursing through it, the Riverlands are one of the most fertile regions of Westeros, matching the Reach in its bounty. Riverrun's vast stocks are usually stuffed to bursting by the bounty reaped by the Riverlords, providing an ample reserve to last the winter with. -1 death rolls.

    Seagard
    • Defender of the Coast: Seagard was built to protect the coast of the Riverlands from raiding ironborn. It proved its usefulness in the Greyjoy Rebellion, when Lord Jason Mallister slew Rodrik Greyjoy beneath the walls and threw the ironborn back into the sea. It is an impressive castle in its own right, and can defend from both the sea and land. +3 to seige battles, +2 to naval battles around the castle
    • The Booming Tower: A massive tower in Seagard named for its immense bronze bell, this tower is used to sight longships and sound the bell, alerting the townsfolk to the threat. The tower is manned day and night, making surprise sea attacks on the city impossible except in very dense fog. +3 to raid rolls (For discovery and defense)

    Oldstones
    • Ruin: The old seat of House Mudd, Kings of the Rivers and the Hills, Oldstones had thick curtain walls, but now stands as a ruin. The result is eerie, causing enemy soldiers to lose morale (-1 to battle rolls of aggressor force)

    High Heart
    • Though little more than a tall hill, High Heart makes an excellent place to camp, as the land surrounding it is low and flat, making it very defensible. +2 to seige defense.

    Harrenhal

    • Immense Castle: Built by Harren the Black on an enormous scale and burnt by Aegon's dragons, Harrenhal is one of the largest castles in the Seven Kingdoms, and anyone with enough men to defend it properly will find it to be one of the strongest too. +4 to seige defense, rising to +6 if the defender has at least 10,000 men.
    • Harrenhall: Large castle - may garrison an additional 200% of the levy. Requires at least 1,000 men to defend or a -1 siege defense modifier is applied.
    • The Curse of Harrenhal: Harrenhal is notorious in that those who control the castle often meet horrific ends, ever since Harren was burned to death in his castle. Chance of death in death rolls increases +1.

    The Twins

    • The Crossing: Consisting of two identical castles straddling the Green Fork, The Twins is not a pretty fortress, but it is a fortress nonetheless, and a vital one, for it controls one of the few river crossings. +3 to siege defense.
    • Toll: Due to the influx of merchants and lords who cross the twins, House Frey has made a pretty penny on crossing fees. +2.5% to income.

    To be done:

    • Maidenpool
    • Saltpans
    • Stoney Sept
    • Lord Harroway's town
    • Pinkmaiden
    • Fairmarket
    • Raventree hall
    • Stone Hedge
    • Acorn Hall
    • Atranta
    • Darry
    • The Trident
    • Willow Wood


    The Vale
    The Eyrie

    • The Giant's Lance: The Eyrie is situated at the peak of the Giant's Lance, the highest mountain in all Westeros, and is further protected by the Gates of the Moon at the mountain's feet, and the three smaller castles of 'Stone', 'Snow' and 'Sky'. It is considered virtually impenetrable to any besieger foolhardy or unfortunate enough to have to attack it. +6 to siege defense rolls.
    • The Sky Cells: The Eyrie's prisons, the Sky Cells, are small open shelves in the mountainside that ever-so-slightly slant downward. They are notorious for terrifying their unlucky occupants so greatly that many choose to commit suicide than to continue to rot there, in danger of simply rolling off the edge in their sleep every night and constantly exposed to the elements. Escape is impossible from the Eyrie. Additionally, all prisoners have a 2/20 chance each year to die while in the Eyrie.
    • Flee to nowhere: Capture rolls of all characters in the Eyrie are increased by +2 chance of capture

    Gulltown
    • Prosperous Port: One of the largest ports in Westeros and one of only a few that can genuinely claim to be a city, Gulltown is the largest and perhaps most important settlement in all of the vale. Supplies flow into the city from Westeros and across the Narrow Sea. The owner of this city may have one additional trade route.
    • Sailor's Den: Gulltown's location on the Narrow Sea and the fact it is a booming trade hub means that many great sailors are attracted to the city, and their great collective experience can easily be drawn on if a man buys them a drink or two. The ruling House of Gulltown get +1 to Sea Captain.

    The Bloody Gate
    • "Who would pass the Bloody Gate?": The question traditionally asked of all who seek to travel through this route into the Vale. Built at the narrowest point of a valley, and consisting of two long parapets built into the stone of the mountains and two watchtowers connected by a bridge, the Bloody Gate is in a naturally strong defensive position. +2 to seige defense.

    Runestone
    • The Lord of Runestone possesses an ancient set of bronze armour, which supposedly is engraved with runes that protect the wearer from harm. -2 to assassination rolls against the Lord of Runestone, +1 to his survival.


    Iron Islands


    Pyke
    • Clifftop Stronghold: With many of it's towers standing on thin stacks in the sea, it is a miracle that so much of the castle of Pyke is still standing. A thick curtain wall surrounds the area of the castle which stands on the mainland, and the towers are connected by thin bridges, meaning that storming them is incrdibly difficult, as many of the bridges are too small for two men to cross side by side. +3 to seige defense.
    • Home of the Ironborn: Few of the ironborn would say that any one of their islands is more important than the others, but to those from the mainland Pyke is the main island, as it is the home of the Lords Paramount, House Greyjoy. All characters get +10% pillage.
    • Capitol of the Iron Born: Discount of 15% for all naval units.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.

    Saltcliffe
    • Home of the Ironborn: Though not particularly notable, Saltcliffe is still one of the islands where the ironborn live, and like the rest produces excellent sailors. All characters get +10% pillage.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.

    Great Wyk
    • 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 +10% pillage.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.

    Old Wyk
    • What is Dead may Never Die: Considered by the ironborn to be the holiest of all the islands, Old Wyk is the place where the first ironborn found the Seastone Chair, and where the Grey King is said to have slain the sea dragon Nagga. All characters get +2 Denouncer.
    • Home of the Ironborn: Like the rest of the Iron Islands, the people of Old Wyk live on the sea as much as they do the land. All characters get +10% pillage.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.

    Orkmont
    • Home of the Ironborn: Like the rest of the Iron Islands, the people of Orkmont live on the sea as much as they do the land. All characters get +10% pillage.
    • Seat of House Hoare: Orkmont was the capital of the Hoare kings, a well fortified stronghold of the ironborn. +2 siege defence.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.

    Blacktyde
    • Home of the Ironborn: Like the rest of the Iron Islands, the people of Blacktyde live on the sea as much as they do the land. All characters get +10% pillage.

    Harlaw
    • Home of the Ironborn: Like the rest of the Iron Islands, the people of Harlaw live on the sea as much as they do the land. All characters get +10% pillage.
    • Wealthy Island: The wealthiest of the iron islands, all characters on Harlaw get an extra 2.5% to income.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.
    • Largest Island: Harlaw is a large ironborn island, and thus has an increased population: +5% land levy size.

    Ten Towers
    • Home of the Ironborn: Like the rest of the Iron Islands, the people of Blacktyde live on the sea as much as they do the land. All characters get +10% pillage.
    • Strong Castle: The newest castle in the Iron Islands and one of the strongest, Ten Towers (so named because it looks more like ten castles pushed together than one castle) was built by House Harlaw after their previous seat of Harlaw Hall flooded. +3 to seige defense.
    • Ironborn Fleet: The Ironborn lords have access to a large amount of longships: 10% discount when buying ships.
    • Largest Island: Ten Towers is a large ironborn island, and thus has an increased population: +5% land levy size.


    The Crownlands

    Kings Landing
    • The Capital: Kings Landing houses half a million people, and is the centre of royal power in westeros. As a result, when the city is besieged, thousands answer the call to arms. d10*1000 Peasant Volunteers are generated when the city comes under attack.
    • The Gates and Walls: Kings landing has many well fortified gates and walls, making it a hard nut to crack. +2 to siege defence when the walls are being attacked.
    • The Red Keep: A natural fortress, the red keep was built on top of Aegon's Hill, the highest of the hills in the capital. It has huge walls and towers, with many different holdfasts and keeps built into it. +3 siege defence when the red keep is being attacked.
    • The Black Cells: Some of the most feared prisons in Westeros, named due to them being incredibly dark and dingy. -3 to all escape rolls whilst held prisoner in Kings Landing.

    Dragonstone
    • Valyrian Fortress: Built by the architects of the Valyrian Freehold, Dragonstone is an extremely tough castle to take. It is built into a cliff; wrought from mysterious black stone. +4 to siege defence rolls.
    • Narrow Sea Lord: The chief lord of the lords of the narrow sea is the lord of Dragonstone. As such, he commands an larger ship levy than other lords. +5% ship levy.
    • Map of Westeros: Dragonstone has access to a huge map of westeros, engraved into the table of Dragonstone to prepare for Aegon's conquest. As such, the Lord of Dragonstone has a higher tactical knowledge of the area. +1 field battles.

    Driftmark
    • Largest Island: The largest island in the narrow sea, Driftmark commands a higher levy than the other islands. +5% land levy.

    Claw Isle
    • Treasures: House Celtigar is renowned for its wealth of treasures; a valyrian steel handaxe, and a horn that can summon Krakens from the sea, among other items. All characters start with an extra 20,000 Dragons.

    Massey's Hook
    • Sharp Point: A large watchtower in which a great fire burns atop, Sharp Point aids in the navigation of the waters surrounding Massey's Hook. +1 to naval battles around the area.

    Stokeworth
    • Food Supplies: The breadbasket of the Crownlands, Stokeworth has access to a larger regional levy. +5% to land levy.

    Duskendale
    • The Dun Fort: The Dun Fort is a large castle that overlooks the town of Duskendale. It is the seat of House Darklyn. It has a large square keep and big drum towers. +2 siege defence.
    • Royal Seat: Duskendale used to be the royal seat of the Darklyn Kings before they were conquered by the Stormlanders. As a result, it is a settlement of great importance, size, and wealth. +5% land income.

    The Whispers
    • Old Legend: The whispers get their name from the Legend of Ser Clarence Crabb, who used to bring the old heads of kings and lords back to life to give him counsel. This old legend does not aid the eerie atmosphere of the ruined castle. -1 to all offensive rolls against the castle.

    The Kingswood
    • Huge Forest: The Kingswood is a sprawling forest, and has no real centre of power. Due to this, it is very hard to capture. -2 to enemy siege rolls, -1 to enemy field battle rolls within the region.


    To be done:
    • Brindlewood
    • Dyre Den
    • Rook's Rest.
    • Hayford
    • Rosby
    • Sow's Horn.
    • Antlers



    The Night's Watch

    Castle Black
    The Wall provides a huge defensive bonus, and secret stores may hold the key to banishing an ancient evil. +8 siege rolls, Obsidian weapon stores.

    Shadow Tower
    The fortifications of Shadow Tower provide strong defenses. +4 to Siege rolls. Obsidian stores.

    Eastwatch
    Hidden obsidian stores

    If a player has two or more regions, and those regions have bonuses which affect the same skill for all characters positively (i.e. +1 to seige battles and +2 to seige battles) only the greater bonus has any effect.
    Last edited by Dirty Chai; May 21, 2013 at 05:06 AM.

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