Addition to Traits
Holy: +1 to religious rolls
Adept: +1 to Maester rolls
Religious Roles - Structure and Pay
Religious Role Abilities
All religious classes will receive half the number of trait points usually allotted and will not be able to claim any military traits.
Septons
The faith of the seven is the most politically relevant of Westeros. Septons can influence the region they preach in. The small folk listen to the words of the holy men very closely. Septons can ask for one roll each year of the following:
Tithe
D20 x (.005 x province income) = the donation
Denouncement
Septons can denounce whoever they wish, but the position of the individual they denounce can make the denouncement less successful. A successful denouncement will give a lord -10% levy size for one year.
Minor Lord: 1-15
High Lord: 1-10
Lord Paramount: 1-5
King/Queen/Small Council: 1-3
Sermonizing (either to a section of a battle line or within a city to gain converts)
1-10 = failure
11-16 = 10% conversion, OR +1 modifier to battle roll for a section of the line
16-20 = 15% conversion, OR +2 modifier to battle roll for a section of the line
Faith Militant
Septons may gather warlike men around them in order to crusade for the faith. The militant side of the faith has plagued lords for decades as it attempts to bring lordly behavior more in line with strictures of the faith in a forceful way.
Septons may roll for the formation of a religious army composed mostly of peasants unless a leading political figure legitimizes the Faith Militant, in which case the composition of the forces will change. If the High Septon asks, a modifier of x5 will be given. If a Devout asks, a modifier of x2 is given.
1-3 = failure
4-8 = 1,000 light infantry/archers
8-12 = 2,000 light infantry/archers
13-16 = 3,000 light infantry/archers/some heavy infantry
17-19 = 4,000 light infantry/archers/some heavy infantry
20 = 5,000 light infantry/archers/some heavy infantry
Red Priests
The Red Faith epitomizes the more mystical nature of religious belief. Exported from Essos, the Red Faith has a slight foothold in Westeros that may be broadened by demonstrating the power of the Red God.
Necromancy
Red Priests can ask R'hllor to intervene and banish death.
1-3 = failure
4-8 = grants one year of extra life
8-12 = grants 2 years of extra life
13-16 = grants 3 years of extra life
17-19 = grants 4 years of extra life
20 = grants 5 years of extra life
Assassination
The Lord of Light gives life, and he takes it away. For each roll a Red Priest requests, death rolls for the priest will be moved forward by two years.
1-5 = failure
6-11 = a shade is generated to be consumed by the target and killed by poison (10% chance of success)
12-14 = a shade is generated to cause an accident to kill the target (20% chance of success)
15-17 = a shade is generated in the form of a wild animal (30% chance of success)
18-19 = a shade is generated in the form of a woman/boy who issues a kiss of death (40% chance of success)
20 = a shade is generated in the form of a man clad in black with a dagger (50% chance of success)
Tithe
D20 x (.005 x province income) = the donation
Fire Gazing (UNOLOCKABLE with Red Temple)
1-5 = failure
6-12 = hazy vision depicting something of yearly importance
13-16 = A less hazy vision depicting something of yearly importance
17-19 = A clear vision depicting something of yearly importance
20 = A completely accurate vision of something of yearly importance
Drowned Priests
The peculiar faith of the Iron Islands serves as an inspiration to do mighty deeds. Drowned Men may do one of the following per year.
Motivation
Drowned Priests can motivate the Ironborn to perform better for a space of one year through shaming and motivation.
1-5 = failure
6-12 = +1 to raid rolls
13-16 = +2 to raid rolls
17-19 = +3 to raid rolls
20 = +4 to raid rolls
Drowning
Drowned Men may perform a ritual drowning of any Lord. 10% chance of death, if successful, the Lord gains +1 stability for the year and +1 to raid rolls for the year.
Seaworthiness (for the year only)
1-5 = failure
6-12 = +1 to sea battle rolls
13-16 = +2 to sea battle rolls
17-19 = +3 to sea battle rolls
20 = +4 to sea battle rolls
Faith of the Old Gods
An ancient and mysterious religious rite that values interactions with nature, wisdom and knowledge. Characters may use a single skill, never both. Characters with a skill cannot be Lords or heirs to a Lordship.
Greenseer
Individuals granted extra sight. One roll per year only
1-5 = failure
6-12 = hazy dream depicting something of yearly importance
13-16 = A less hazy dream depicting something of yearly importance
17-19 = A clear dream depicting something of yearly importance
20 = A completely accurate vision of something of yearly importance
Warg
An individual with the ability to communicate with and share the bodies of animals. Any Warg that asks for more than one roll per animal to use per year will have a 50% chance of getting too mentally absorbed into the animal's psyche and effectively lose their human soul resulting in death, pretty much.
Inhabiting a beast
1-5 = failure
6-20 = success
Inhabiting a small, nonthreatening animal
1-5 = failure
6-20 = success
Additional Rules for Septons + Red Priests
Additional Upgrades to Temples/Septs can ONLY be purchased by the Preist/Septon. The original Sept/Temple can be purchased by either.
Septs
Small Sept - Free.
Medium Sept - 40,000 Dragons. Grants +2 to all religious rolls made.
Large Sept - 80,000 Dragons. Grants +3 to all religious rolls made.
Grand Sept - 150,000 Dragons. Grants +4 to all religious rolls made.
Upgrades
Small Sept Upgrades. 15,000 Dragons.
--- Chapel of the Mother. +1 to Birth Rolls undertaken by the Septon. 15% chance (18-20) that the child gains a single bonus trait point.
--- Chapel of the Father. One-off +1 Stability bonus to the province.
Medium Sept Upgrades. 15,000 Dragons.
--- Chapel of the Crone. +3 counter-spy for the Septon.
--- Chapel of the Smith. +10% to salary, representing improved donations from the artisan class from this Chapel.
Large Sept Upgrades. 20,000 Dragons.
--- Chapel of the Stranger. +2 Survival rolls to the Septon.
--- Chapel of the Warrior. +10% Faith Militant numbers when called up. Battle Sermons now require 12+ to succeed. When delivering sermons to territories for +/- Stability outcomes, a roll of 15-20 will result in d10*100 Faith Militant followers rising to follow you. 70% Light Inf, 30% Archers. If the roll is 20+ (after modifiers), 20% are Heavy Inf, 50% Light Inf, 30% archers.itant rolls +10% militia assemble for Septon
Red Temples
Small Temple - Free.
Medium Temple - 40,000 Dragons. Grants +2 to all religious rolls made.
Large Templet - 80,000 Dragons. Grants +3 to all religious rolls made.
Upgrades
Small Temple Upgrades:
Bonfire Pits (15,000) - Essential to spreading ceremonial practices, converts 10% of the population per year for RP purposes. RP is required for the conversion to take place.
Medium Temple Upgrade:
Great Hearth (15,000) - Unlocks the skill gazing into the fire for the Red Priest
Large Temple Upgrade
Occult Following (20,000) - D20 roll for the generation of a military force that puts itself at the Priest's disposal. moderators will determine who compposes the force






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