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  1. #1
    Adamat's Avatar Invertebrate
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    Default The Bull's Wares

    THE BULL'S WARES

    This is the list of Upgrades and Items you can buy for your Castles and Characters. Post what you buy and the cost here, and don't forget to update your Vault afterwards.



    Personal Equipment
    These are items equipped to characters to improve their traits.
    Short Weapons
    (Less damage, can be used with shields)

    +1 Duels; Tempered steel, 10,000 dragons

    +2 Duels; Folded steel, 20,000 dragons

    +3 Duels; Castle forged 30,000 dragons


    Greatswords
    (High damage, cannot be used with shields, requires some skill)

    +5; Tempered steel, 20,000 dragons

    +6; Folded steel, 30,000 dragons

    +7; Castle forged, 40,000 dragons


    Valyrian Steel

    These swords cannot be purchased or created. They are listed here only for convenience as other weapons are listed here.

    List of VS weapons


    Weapons are one handed swords unless specified as Greatswords. The single axe on the list is to be regarded as a one handed sword.

    - Heartsbane (Greatsword), House Tarly
    - Longclaw (Greatsword), House Mormont
    - Lady Forlorn, House Corbray
    - Red Rain, House Drumm (Probably the stolen ancestral sword of House Reyne)
    - Nightfall, House Harlaw
    - Crab Pincer (Axe), House Celtigar
    - Ice (Greatsword), House Stark (currently therefore in House Lannister's possession)
    - Blackfyre (Greatsword), House Blackfyre
    - Dark Sister, House Blackfyre
    - Vigilance, House Hightower
    - Orphan Maker, House Roxton
    - Dawn (Greatsword), House Dayne (not technically a Valyrian Steel weapon, but said to be as sharp as one, and still magical)
    (Bolded ones are VS swords currently controlled by players at the time of posting)


    Reforging and Renaming rules

    They can be re-forged once acquired for RP purposes at a cost of 40,000 Dragons per reforging.
    --- Can be reforged into the same thing (eg 1h to 1h) to give it a new name and look. You cannot rename without reforging.
    --- Reforging a Greatsword can give you either one new Greatsword or two new Swords.
    --- Reforging two Swords can give you either one new Greatsword or two new Swords.
    --- Reforging will be subject to decent RP being done. House Tarly wouldn't just decide to melt down their ancient family heirloom and reforge two new swords, for example.


    One handed sword, +4 Duels

    Greatsword, +8 Duels


    Armor

    Armor is an RP element. Each piece of armor adds +1 health points in a Duel. There is a 2/20 chance of each piece of armor being destroyed in every battle or duel it is used.

    Iron shield, 5.000
    Helm, 5.000
    Greaves, 5,000
    Chest-plate, 10.000
    Pauldrons, 10,000
    Gauntlets, 10,000
    Plackart, 15,000
    Sabaton, 15,000

    Complete set bonus: +2 Duels and +2hp in a duel.

    Therefore total stat increase for a full set is +10hp in duels and +2 Duels.

    Assassination Tools
    Knife's (or other such close contact weapons)
    20,000 Dragons - +2 to roll
    50,000 Dragons - +3 to roll
    100,000 Dragons - +4 to roll

    Ranged weapons (May be used to attempt an attack twice)
    40,000 Dragons - +1 to roll
    80,000 Dragons - +2 to roll
    120,000 Dragons - +3 to roll



    Security
    Armerd Guards minus one (-1) to assasination roll (may be brought multiple times) 100,000 Dragons

    Concealed Plate minus two (-2) to assassination roll (May be bought once) 200,000 Dragons




    Buildings
    These are structures created in your character's home province that grant improvements to the province itself.

    Buildings Rules

    - To build a Tier II building, you must have its Tier I equivalent. Same for Tier III needing the Tier II equivalent and Tier IV needing the Tier III equivalent. Certain buildings are unlocked without having a specific lower tier, and you may only build one Tier IV building: select wisely.

    - You may only start building something on Tiers II, III and IV once the previous Tier building is finished. You cannot build a Tier II and Tier III building at the same time, for example, so that the Tier III building is already two thirds complete when the Tier II building is finished.

    - The above rule applies only to linked buildings. You can build a Tier II Market and a Tier III Dockyard at the same time, but not a Tier II and III Market at the same time.

    - Unless stated otherwise bonuses stack up. Eg for the Siege Defence buildings, Tier I grants +1, Tier II is overall +2, Tier III +4, Tier IV +6.

    - You may have up to 3 buildings under construction at any one time, following the above rules.


    Tier One

    Cost: 20,000 Dragons
    Build Time: 1 week (from the date you ordered it, eg order on the 7th and its available come the 14th)

    Keep Expansions: +25% castle garrison size permitted
    Militia Armoury: +10% Levy
    Market Square: +10% income
    Wall Reinforcements: +1 Siege Defence rolls
    Prison Cells: 8/20 chance for escape.
    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (last one year)
    Gallows: 10,000 to construct, adds 1 stability in the year that it has finished constructing. (lasts only one year)
    (Coastal Only) Dockyard: +10% naval Levy, +10% income


    Tier Two

    Cost: 40,000 Dragons
    Build Time: 1 week

    Keep Expansions: +50% castle garrison size permitted
    Town Watch: +10% Levy, 5% cheaper professional troop hire.
    Merchant's Square: +10% province income
    Citadel Towers: +1 Siege Defence rolls
    Dungeon: 6/20 chance to escape
    Large Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually)
    Public Execution Square: 20,000 to construct, adds 1 stability through dread (lasts one year)
    (Coastal Only) Large Dockyard: +10% naval Levy, 5% cheaper naval mercs, +5% income


    Tier Three

    Cost: 60,000 Dragons
    Build Time: 1 week

    Keep Expansions: +100% castle garrison size permitted
    Barracks: +10% Levy, 10% cheaper professional troop hire.
    Trade Hub:
    Allows owners of the province to gain an additional trade route.
    Holdfast: +2 Siege Defence rolls
    Obliette: 2/20 chance to escape
    Grand Shrine (Sept/Weirwood Grove/Drowned/Rhllor): adds an additional +1 to your stability level (annually), for a cumulative total of +2 stability.
    Manholes: 40,000 to construct, adds 1 stability per year (lasts two years)


    (Coastal Only) Major Dockyard: +10% naval Levy, 10% cheaper naval mercs, +5% income

    (Buildable only with at least 1 Tier 3 building constructed) Whisper House: -2 on Spying and Assassination rolls in this province when conducted by enemies, +2 when conducted by province owner.


    Tier Four

    You may only have one Tier Four building per province.
    Cost: 150,000 Dragons
    Build time: 1 week

    Keep Expansions: +200% castle garrison size permitted, +1 to seige defense rolls

    Army Barracks: +10% Levy (+20% for Heavy Infantry), 10% cheaper professional troop hire, if the province is beseiged a garrison of 300 light infantry and 300 archers is hastily conscripted to aid in the defence.

    Military Port: +10% Naval Levy, 10% cheaper naval mercs. Ships from this region can move 15 rather than 10 Hexes per day: for RP purposes your ships can be regarded as of superior construction giving them a speed bonus over other ships as their well-crafted hulls break the waves more efficiently.

    Center of Trade: Your province income is increased by 20,000 dragons.

    Spymaster: -4 Spying and Assassination rolls by enemies, +4 for province owner. Only applies to within the province.

    Fortress City: +2 Siege Defence rolls. If the walls fall your garrison retreats to the Holdfast where the siege continues, albeit with what's left of the garrison confined to this single imposing keep. The Holdfast enjoys a +4 to Siege Defence rolls (it is the tier 3 upgrade). While confined within the Holdfast the enemy are regarded as controlling the province, but must keep up the siege of the Holdfast in order to prevent you retaking it immediately when they depart. This upgrade therefore gives you a second chance in a siege if the attack on the walls is not repulsed.



    Mercenaries and Merchants
    These items are available only for Mercenary or Merchant characters.

    Mercenary Equipment - Mercenaries Only!

    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. Promotion to Mercenary Captain. 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. 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. Same rules as above.

    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.



    Mercantile Equipment - Merchants Only!

    Guild House costs:
    Level 1: 30,000
    Level 2: 60,000
    Level 3: 90,000
    Level 4: 120,000

    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.
    Last edited by Poach; January 16, 2014 at 10:31 AM.
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  2. #2
    Campidoctor
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    Default Re: The Bull's Wares

    Lord Helman Manderly purchases a Market Square for 20,000 Dragons.

  3. #3

    Default Re: The Bull's Wares

    Lady Carolei orders the following to be built :

    -Expansion of the local docks with several new fishing wharves and military docks, with two mercantile docks added in tandem with the formation of a basic mercantile guild. (Level 1 Dockyard, 20,000 dragons)
    -Establishment of a minor mercantile guild in preparation for local trade lanes to be established with the other islands of the Ironborn (Level 1 Merchant Square)
    -Renovation of a local shrine to the Drowned God damaged in a storm several years ago. (Level 1 Religious Shrine)


    Total : 60,000
    Time completed : 10/19

  4. #4

    Default Re: The Bull's Wares

    - Militia Armoury: +10% Levy
    - Market Square: +10% income
    - Sept: +1% annual bonus to your stability

    total: 60.000
    Done: 19-10

  5. #5
    Jokern's Avatar Mowbray of Nottingham
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    Default Re: The Bull's Wares

    Lord Wallace Reyne starts the construction of following buildings in Castamere:

    Market Square (Tier I) +10% income
    Militia Armoury (Tier I) +10% Levy
    Prison Cells (Tier I) 8/20 chance of escape

    Cost: 60,000

    Construction completed: 19/10

  6. #6

    Default Re: The Bull's Wares

    By order of Lord Edric Hightower, the following buildings are to be constructed in Oldtown:

    Market Square: +10% income
    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): +1% annual bonus to your stability, whatever rank
    Dockyard: +10% naval Levy, +10% income

    Cost = 20,000 x 3 = 60,000 Dragons

    They shall be completed on October 19, 2013.

  7. #7
    Wheatley's Avatar Primicerius
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    Default Re: The Bull's Wares

    Highgarden is expanded with,
    Militia Armoury: +10% Levy
    Market Square: +10% income
    Wall Reinforcements: +1 Siege Defence rolls
    It sums up to 60k GD
    Last edited by Wheatley; October 12, 2013 at 06:29 AM.

  8. #8
    Campidoctor
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    Default Re: The Bull's Wares

    Ser Gwayne Corbray has his kingsguard shield, helmet, greaves and chest-plate polished and strengthened for 25,000 Dragons.

  9. #9

    Default Re: The Bull's Wares

    Lord Uthor Tully purchases:

    Market Square: +10% income (20,000 dragons)
    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): +1% annual bonus to your stability, whatever rank (2000 dragons)

    and for his son Ser Garth

    Iron shield, 5.000
    Helm, 5.000
    Greaves, 5,000
    Plackart, 15,000

    for a total ammount of 70,000 Dragons



  10. #10
    Poach's Avatar Civitate
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    Default Re: The Bull's Wares

    Lefford: 60,000 on Level 1 Religious, Levy and Income buildings for Goldentooth.

  11. #11

    Default Re: The Bull's Wares

    Lord Tytos Connington, of Griffin's Roost, commands the following to be builded in his lands:
    -Militia Armory
    -Market Square
    -Dockyard
    Total expenditure: 60.000 golden dragons
    In the light of the Seven.
    Signed: Lord Tytos, the Steadfast
    To be finished in: 20/10

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  12. #12
    jacb547's Avatar Primicerius
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    Default Re: The Bull's Wares

    Darry is expanded with:
    -Militia Armory
    -Market Square
    -Sept
    Total expenditure: 60.000 golden dragons
    To be finished in: 20/10
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

  13. #13

    Default Re: The Bull's Wares

    For Nightsong;
    Militia Armoury: +10% Levy
    Market Square: +10% income
    Wall Reinforcements: +1 Siege Defence rolls

    Total expenditure: 60.000dragons
    "You don't say"

  14. #14
    Gobelina's Avatar Decanus
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    Default Re: The Bull's Wares

    Stone Hedge
    - Militia Armoury
    - Market Square
    - Wall Reinforcementa
    Total: 60,000
    Finished: 21/10

  15. #15
    Pinkerton's Avatar Praeses
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    Default Re: The Bull's Wares

    Cost: 60,000 Dragons
    Build Time: 1 week (Will be done by 20/10)

    Militia Armoury: +10% Levy
    Market Square: +10% income
    (Coastal Only) Dockyard: +10% naval Levy, +10% income

  16. #16

    Default Re: The Bull's Wares

    40,000

    Building:
    militia armoury
    wall reinforcements
    Impossible is a word to be found only in the dictionary of fools.
    Napoleon Bonaparte


    While I thought that I was learning how to live, I have been learning how to die.
    Leonardo Da Vinci

    If I cannot find a way I will make one.

    Hannibal Barca

  17. #17
    Nesimī's Avatar Protector Domesticus
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    Default Re: The Bull's Wares

    Bought +2 knife 20,000
    shum

  18. #18
    Hengest's Avatar It's a joke
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    Default Re: The Bull's Wares

    removed
    Last edited by Hengest; October 22, 2013 at 09:28 AM.

  19. #19
    Hengest's Avatar It's a joke
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    Default Re: The Bull's Wares

    Militia Armoury: +10% Levy
    Market Square: +10% income
    Wall Reinforcements: +1 Siege Defence rolls

    -60,000
    Last edited by Hengest; October 22, 2013 at 09:28 AM.

  20. #20

    Default Re: The Bull's Wares

    Lord Farwynd commisioned the building of the following at his keep in the Lonely Light:
    Milita Armoury
    Dockyard
    Also, he has purchased a chestpalte and pauldrons for his personal armour

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