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:
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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)
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| 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:
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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)
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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 |