The Nobility
High Queen or High King - 100,000 Dragons
Prince/Princess - 80,000 Dragons
Lord of a Great House/King - 70,000 Dragons
Lord’s Bannerman/High Lord/Petty King - 60,000 Dragons
Sworn Sword - 27,000 Dragons
Hedge Knight - 12,600 Dragons
Squire - 7,500 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 Priesthood
Septon (or equiv): 12,000 (Players start as a Septon (or equiv), 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 - 54,000 Dragons
Commander of a Night Watch Castle - 36,000 Dragons
First Ranger - First Builder - First Steward of The Night's Watch - 18,000 Dragons
Ranger - Builder - Steward of The Night's Watch - 9,000 Dragons
The Kingsguard
Lord Commander of The Kingsguard - 36,000 Dragons
Member of The Kingsguard - 27,000 Dragons
The Goldcloaks Lord Commander of the Goldcloaks - 36,000 Dragons
Captain of the Goldcloaks - 27,000 Dragons
Freemen
Freedman - 4,500 Dragons
Weekly Incomes
The Nobility
Queen or King - Based off land
Prince/Princess - Based off land
Lord of a Great House - Based off land
Sworn Sword - 18,000 Dragons
Hedge Knight - 8,400 Dragons
Squire - 5,600 Dragons
The Mercenaries
Novice Sellsword/sail
Sellsword/sail - 8000 salary
Mercenary Captain - 12,000 salary
Company Captain - 20,000 salary
The Merchants
Merchant Prince - 36,000 Dragons
Merchant - 30,000 Dragons
Lesser Merchant - 24,000 Dragons
The Night's Watch (No personal income, this goes to TNW account)
Lord Commander of The Night's Watch - 36,000 Dragons
Commander of a Night Watch Castle - 24,000 Dragons
First Ranger - First Builder - First Steward of The Night's Watch - 12,000 Dragons
Ranger - Builder - Steward of The Night's Watch - 6,000 Dragons
The Kingsguard
Lord Commander of The Kingsguard - 24,000 Dragons
Member of The Kingsguard - 18,000 Dragons
The Goldcloaks Lord Commander of the Goldcloaks - 24,000 Dragons
Captain of the Goldcloaks - 18,000 Dragons
Freemen
Freedman - 3,000 Dragons
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. 50/50 split between male and female children.
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 Hall
Three Towers
Middlebury
Bardshome
Monderford
Dosk
Smithyton
The Ring
Very Poor Provinces (20,000 Golden Dragons):
Bitterbridge
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
Starfall
Very Prosperous Provinces (50,000 Golden Dragons):
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
Oldstones
Very Prosperous Provinces (50,000 Golden Dragons):
Saltpans
Stoney Sept
Blue Fork
Seagard
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
Harrenhal (Switched with the Oldstones)
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
Gates of the Moon
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):
Duskendale
Rich Provinces = (60,000 Golden Dragons):
Stokeworth
Very Prosperous Provinces (50,000 Golden Dragons):
Antlers
Cracklaw
Rayonet
Prosperous Provinces (40,000 Golden Dragons):
Hayford
Rosby
Sow's Horn
Massey's Hook
Blackwater Rush (King's Landing)
Poor Provinces (30,000 Golden Dragons):
The Kingswood (Bywater)
Wendwater
Edgerton
Rollingford
Dragonstone
Very Poor Provinces (20,000 Golden Dragons):
Sweetport Sound
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
Sharp Point
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
Deepdown
Kingshouse
Driftwood Hall
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
Parchments
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
Traits
In Westeros different individuals have different natural skills. These skill sets are reflected in natural traits.
All characters, no matter what their birth origin is, will begin earning points at the age of 10. 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
Religious Roles +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
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
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.
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.
-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)
- Main Character Slots Players are allowed up to eight main character slots. Main characters are defined as characters with traits and income. Only six of these may be used on lordly characters, lordly characters being any character sharing the last name of a Lord.
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.
Freedman Professions - Sellswords, Merchants, and the Priesthood
The freedmen professions are professions only available to those who hold no other rank.
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.
Merchant Lord, Unique Class
1. The class operates under all the rules and restrictions of the merchant class
2. The Merchant-Lord collects only 25% of the land income
3. The risk rate for assets in his own keep drop from 2/20 to 1/20.
4. They do not collect the bannerman stipend
5. Merchant Lords must be GIVEN lands by a lord qualified to award them lands. They may NOT start with their own lands (as in registering with them)
6. They may raise only half of the levy for any reason.
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.
The Priesthood
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.
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.
- Each High Lordship starts at 100% whatever religion it worships in canon.
- Priesthood characters can do rolls to convert the populace. Conducting a roll in any province of a High Lordship will effect that High Lordship.
- Good or Bad RP of the conversion efforts will apply positive or negative modifiers to the rolls. As such, a well RP'd tale of a priest gathering a flock will be more successful than a barebones 'rolls please' campaign.
---- Once-a-week posts of a sermon doesn't count as 'good RP', make a story of it.
Requirements for Conversion
- A player trying to convert a High Lordship must create a thread called "Converting [High Lordship name, eg The Twins]" where, in the first post, updated track is kept of the %age converted and any army the player has amassed.
- Threads not kept in-date will result in rolls not being done or being done based on the information in the first post at the time of rolling, and not what is technically the most recent development. Keep the first post updated.
Penalties
- At 25% populace following a different religion to the High Lord's, -1 Stability per year.
- At 50% populace following a different religion to the High Lord's, -2 Stability per year.
- At 75% populace following a different religion to the High Lord's, d20*500 peasant revolters. (70/30 l.inf/archer)
- At 100% populace following a different religion to the High Lord's, d20*1,000 peasant revolters (20/50/30 h.inf/l.inf/archer)
Bonuses
- At 25% of the populace following the religion of the priest, Faith Militant rolls can be conducted. They cannot be conducted if your religion is less than a quarter of the High Lordship's populace.
- At 100% of the populace following the religion of the priest, the revolter army that spawns (as listed above in penalties) follows that priest's orders.
AI High Lords
- If the campaign is conducted in an AI High Lord's provinces, the following happens:
-- At 25% of the province populace converted, d20 rolled:
---- 1-2, the High Lord summons his levy and attacks you. If you have no army, he will arrest you, subject to an 14/20 chance escape roll.
---- 3-9, the AI High Lord brings in a priest of the ruling religion to fight back, and he will conduct one roll a year to counter-convert.
---- 10-18, nothing happens.
---- 19-20, the High Lord converts and +5 modifier granted to all future conversion rolls in that High Lordship.
-- At 50% of the province populace converted, d20 rolled:
---- 1-5, the High Lord summons his levy and attacks you. If you have no army, he will arrest you, subject to a 10/20 chance escape roll.
---- 3-15, the AI High Lord brings in a priest of the ruling religion to fight back, and he will conduct one roll a year to counter-convert.
---- 16-18, nothing happens.
---- 19-20, the High Lord converts and +5 modifier granted to all future conversion rolls in that High Lordship.
-- At 75% of the province populace converted, d20 rolled:
---- 1-18, the High Lord summons his levy and attacks you. If you have no army, he will arrest you, subject to a 4/20 chance escape roll.
---- 19-20, the High Lord converts and +5 modifier granted to all future conversion rolls in that High Lordship.
-- At 100% of the province populace converted, the High Lord summons 75% of his levy and barricades himself within his keep, and sends word to the Lord Paramount begging for aid.
-- If the High Lord converts, any roll that results in arrest is an arrest attempt by zealots of the religion you are supplanting. At 100% of the populace, he will send a letter to his Lord Paramount declaring his religion, but will not summon any levy.
Player High Lords
- A player can either bring in a player-controlled Septon (you cannot register a character purely for this purpose) to fight back with their own conversion rolls, or write to the highest ranking Septon in their area to request aid (eg if your Lord Paramount has a player Septon, or the High Septon if not. Players not of the Seven can simply 'bring in' a preacher of their own faith to defend their lands, but it is an AI preacher).
- Alternatively, the player can take matters into their own hands and attempt to arrest or kill the intruding priest.
- The Lord Paramount's Septon can go himself to fight back, or send an AI Septon who can do one roll a year same as a player Septon. The High Septon may only send player or AI Septons, he cannot go himself. The AI Septon will only do conversion rolls, and will not engage in any other politicking, raising of forces, or subterfuge.
Additional Rules for Septons
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
Last edited by Honors Bastion; February 22, 2014 at 09:10 AM.
Stability ranges from +5 to -5. It is to be updated yearly in the stability thread. Every year you start off with a base rate carried over from the previous week and make your calculations based on what transpired in the previous week.
E.g. You receive a blessing from the High Septon you do not add +1 to stability until the following Friday rather than on the same day. Similarly for losses for example, even if you raise 5,000 sellswords on say Monday and on Tuesday you dismiss them, on Friday you will still record a stability hit. The hiring of the mercs was what changed your base stability dismissing them merely resets it. The positive will be reflected the following week when the absence of mercs mean the rate is different to the new base. Therefore you only update once per week, to make things easier for everybody.
Stability Level
+5: Your vassals love your and do not require a levy roll to be raised. +4: Levies require 2-20 rolls to appear and vassal Lords (if you possess any) to answer your call. +3: Levies require 4-20 rolls to appear and vassal Lords (if you possess any) to answer your call. +2: Levies require 6-20 rolls to appear and vassal Lords (if you possess any) to answer your call +1: Levies require 8-20 rolls to appear and vassal Lords (if you possess any) to answer your call. 0: Levies require 10-20 rolls to appear. -1: Levies require 12-20 rolls to appear. Income -10%. If you call your banners, -10% on the number of troops that show up. Same for vassals. -2: Levies require 14-20 rolls to appear. Income -20%. If you call your banners, -20% on the number of troops that show up. Same for vassals. -3: Levies require 16-20 rolls to appear Income -30%. If you call your banners, -30% on the number of troops that show up. Same for vassals. -4: Levies require 18-20 rolls to appear Income -40%. If you call your banners, -40% on the number of troops that show up. Same for vassals. -5:
- Your vassals refuse to answer your call to arms. For your own levies, only 50% of the troops show up.
- Income -50% for the year in which you hit -5 Stability.
- Roll a peasant revolt of d10*(10*province base tax in thousands) peasant revolters. Split is 70% Light Infantry, 30% Archers. (For example, a 70,000 income province would be d10*(10*70) peasant revolters, or d10*700).
- Any High Lordship you conquered in any way in the past 5 years rolls d20 to declare independence, 1-10 successful, modified by your Lord's Loyalty trait. Reconquering this High Lordship within 5 years of Independence will incur only -1 Stability.
Negative Stability Modifiers
Deduct stability for the following reasons. If it is not already stated, assume that the deduction is 1:
Having your levy raised for 2 consecutive weeks or more. For every week that the levy is still raised after the second week, continue to deduct 1 stability.
Having Sellswords under your employ. (1 point will be deducted every week until the sellswords are dismissed. 1 point per sellsword company.)
For every 4,000 professional soldiers that you employ, lose one stability. (So, having between 0- 4,000 is -1 stability, 4,001 -8,000 is -2 stability, 8,001 - 12,000)
Marrying outside your faith. (One time deduction in the year that the wedding occurred.): -2 stability
Changing your faith - Lose 5 stability.
Being denounced by your Lord Paramount, King or High Septon (or equiv if one exists): -2 Stability
Losing your Home Keep: -3 stability
Annexing a new High Lordship into your realm:
Through Conquest: -3 stability
Through Treaty (PvP only): -2 stability
Through Marriage of Your Heir or Eldest Daughter: -1 Stability
Sabotage by hiring a spy:
1-5 Spy is captured.
6-14 the Spy fails to spread dissent but is not detected.
Deduct 1 stability for a roll of 15+
Deduct 2 stability for a natural 20. Only a natural 20.
Positive Stability Modifiers
Gain stability for the following reasons. If it is not already stated, assume that the gain is 1 stability:
Having specific religious buildings. See building the Bull's Ware Thread for more details.
The Marriage of Your House Leader or House Heir. (This applies only to specific characters): +2 Stability
Being blessed by the High Septon
Sending your levys home. (You only get a stability bonus for the following week after this event occurs.)
Dismissing sellswords from your service.
Resource Bonus: +1 Stability for Fruits yearly (Only one fruit bonus at a time), +2 Stability for Perfumes yearly (only 1 perfume bonus at a time), Fruit and perfume are stackable however for a total of +3
Also, moderators reserve the right to add additional stability modifiers based on RP events.
Please list all the modifiers that will affect your stability. It is much easier for the mods to check your stability that way.
Please try to keep at least three years worth of stability in your post. This way the mods can check the consistency of the change in your stability level.
Everybody starts at 0 Stability when you first start out.
Trade
Trade All noble Houses start with two trade routes at the beginning of the game and can gain one more trade route through building upgrades and one more by employing a player controlled merchant. Trade is conducted between two Houses in the game, whether it be two player controlled Houses or a player an a NPC House. However, trade between a player House an a NPC House will only be allowed for specific situations and up is determined by the moderators.
Each region carries a specific trade good which carries a bonus. Stone - decreases castle upgrade costs by 10% Iron - decreases armor/weapon costs by 25% Grains - Increases levy infantry size by 10% Furs - Increases land income by 5% and +1 stability annually (no double bonus, does not stack with fruit) Perfumes -+2 Stability annually (no double bonus) Superior Steeds - Decrease cavalry upkeep costs by 10%, Increases levy cavalry size by 10% Gold - Increases land income by 10% Fruits - Increases levy infantry size by 5% and +1 to Stability annually (no double bonus) Armor - enables 50% of levy light infantry to become heavy infantry OR 25% of levy light cavalry to become heavy cavalry
The North: Furs 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
Trade income is now worth a standard rate of 10,000 per trade route. The five major ports of the realm have a standard rate of 15,000 (Lannisport, White Harbor, Gulltown) or 20,000 (Oldtown, King's Landing) from trade to reflect the greater numbers of merchants and trade that flow through these cities. Furthermore The Arbor also will receive a base of 15,000 due to the World famous nature of its wares.
Note: Your trade resource for the Andal Invasion Restart will be the resource that the capital of your Kingdom is currently. So if you have your capital in a province that is the de jure area of the Reach, your trade resource will be Fruits.
Note: Certain provinces will have access to an additional trade route due to their regional bonuses.
Merchant Trade: Merchants will still function as the outlined in the rules but they will also now have a new role to fulfill. That of freelance contractors who can add additional routes to a lord's trade for a set amount of time. To do this a merchant must be willing to use their caravans or ships or warehouse for a Lord's benefit.
E.g. I have three ships. I use two for my own private ventures (usual income generation) and I hire one out to Lord Serry for trade. This mean the ship will not generate usual profit but 10,000 dragons for the Lord less whatever fees the Merchants charges. This will benefits both parties, but beware, a greedy Lord may try to seize your assets!
Note, in order to prevent abuse, if a merchant character is created solely for the reason to add an additional trade route for a lord or a group of lords and he or she is not consistently played, then the mod team reserve the right to terminate the merchant and his contracts.
Random Events
Random Events
Public descriptions:
- Crafting boom. Your local artisans are poised to enter a bumper year in their productivity.
- Sellsword guild. A local sellsword outfit has moved into your local area.
- Good harvest. The local farmers are reporting perfect conditions for crops!
- Peasant revolt. The local pesantry are becoming restless at the conditions they face.
- Religious unrest. A local firebrand is rabblerousing in your locality.
- Iron Banks Calls in Debts. The Iron Bank has decided to recall the debt in an area.
- Family Inheritance. A member of your family has left you a substantial lump sum!
- Border Dispute. Two border lords can't decide where one's lands ends and the other's begins.
- Shipwreck. A wrecked merchant ship carrying valauble cargo has washed up on the shores.
- Family Feud. An accidental death threatens to explode into local conflict.
- Plus two hidden events that only occur under certain conditions...
Province Limitation and Hereditary Titles
Rule: No one Lord can receive income from more than one province. In the event a character RP's the addition of a new province to their lands (through conquest, inheritance etc.) they have two choices.
1. Name a loyal servant Knight or Lord of those lands, thus raising a new noble House.
2. Raise a family member to the Lordship, thus raising a cadet branch of your family.
This choice must be made (and a Lord named) within 2 RL days. If the player chooses option 1 then the province functions like any vassal province in the game. If the player chooses option 2 then the character raised will now have their own home thread and separate income functioning as a separate Lord.
As an addendum to this rule there shall now be certain non-hereditary titles within each region that a Lord Paramount can grant.
1. Twenty percent of the incomes for these lands must be paid to the Lord Paramount in tax, the remaining eighty per cent goes to the holder of the title.
2. The bearers of these title can be a Knight or higher.
3. The bearers of these titles do not form a noble house of their own.
4. These titles are accounted a great honor, but they do not have to last for life. Should a character be removed from this position (eg to conduct an ambassadorial mission) then the title will be passed to another.
5. LP's will create the home threads for these titles and will receive PM's from the players detailing upgrades bought and the changes in levy numbers etc. (Only when they are actually created)
6. Holders of these titles will be expected to purchase at least two upgrades during their time as wardens of these strongholds.
6. It is strongly suggested that Kings do not simply name another of their characters to these positions but rather use them to boost RP with vassal Houses. You may name one of your characters to such a position, but if it is for too long they may be removed at the discretion of the mods.
Only a ruler who holds the title of High King can appoint someone to a hereditary title. For this period of Westerosi history, all hereditary titles shall be created at player but he or she must get mod approval first.
All titles now give the same bonus of 500 free upkeep heavy cavalry (500 Elite Infantry for the Ironborn) along with the related income of the designated province.
Assassinations
The Ways to Kill Anonymous Assassination
Pick your target
Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target.
PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed.
The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released.
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
Pick your target and get in the same thread as them
Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have.
If possible and time permits, notify a moderator with your reason for the assassination.
The mod will post the rest (success/failure, whether escaped)
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
Pick your target and get in the same thread as them. They must acknowledge that they are alone.
From here, follow standard open assassination steps.
If possible and time permits, notify a moderator with your reason for the assassination.
A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20.
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
Spy Network
Prerequisite: Whisper House (province improvement, already exists), be Master of Whispers, or be a Merchant Prince.
Unlocks: Spy Network
In a Spy Network you may employ a maximum of five spies, each costing 30,000 dragons hire fee and 5,000 dragons salary. These spies may be sent to spy on specific characters, and can start feeding information back to their master after one week.
Spys attempt to infiltrate into the Household of the target, negatively modified by the target's counterspy trait:
1-5 spy caught during infiltration
6-13 spy unable to infiltrate
14-20 spy infiltrates
You may then request one roll per week for information in an Information Roll:
1-5 spy is caught
6-10 no information gathered
11-13 vague information (eg, who they meet with, where they went)
14-16 some information (eg, the general tone of discussion: treason, rebellion, framing someone)
17-19 most information (eg, some specifics. Rebelling against the King, framing the Master of Laws)
20 everything
If the spy is caught, he reveals information. This roll is +modified by the torturing characters counterspy trait. Torture Roll:
1-5 spy dies revealing nothing
6-10 spy survives, but cannot be cracked. He can be used as evidence if his employer can be determined through other means, or executed.
11-15 spy reveals his employer
16-20 spy reveals his employer and any information he's already passed back
Forming a Kingdom
Starting Out:
All players start out as a powerful Petty King who has risen from a local warlord and managed to gain the fealty of three High Lords (Capital + 2 HLs). In order for the player characters to rise through the ranks of the forming Westerosi Society, players must meet the following requirements:
King:
In order to rise to the rank of a King, a player must have control over a minimum of 5 High Lordships.
Rising to High Kingship:
In order to become a High King of a non-Lore-Based Kingdom, a player must perform either do the following
Gain control of 6 or 7 High Lordships and perform an extensive and lengthy roleplay (gain legitimacy to gain a true crown, signs of the Seven, favor of the Old Gods etc etc)
Gain control of a total of 8 or more High Lordships, which rewards an automatic Kingship without the need for extensive roleplay
In order for a player to create a Lore-based Kingdom (such as Kingdom of the Rocks, the Reach, the Trident, Vale, etc etc), the player must fulfill the following requirement(s):
One Petty King/King/non-lore High King must rule all of the de jure territory of the lore-based Kingdom in order to construct it
If necessary, the Petty King/King might also have to roleplay a means of replacing the old dynasty if they are not the family who rules the kingdom in canon (Gardeners to Reach, Durrandons to Stormlands, etc etc).
PvP-Specific Rules (Treaties)
In order to take territory off of a player, you cannot simply annex it and take -3 Stability. You need to force the player to agree to cede it via treaty, which can be mediated and enforced by the mods if the losing player is refusing demands even when their war is clearly lost.
While you occupy the territory that is normally owned by another player, the territory is governed by the Occupied Territory rules found in Section IV > Campaigning III > Occupied Enemy Territory.
Naval Recruitment System:
We will now be using a new system to construct our navies on. Instead of a naval levy system, we shall be using a point system where players can decide the composition of their fleets. Each coastal province will provide a base of 250 points for a player/kingdom to use for their navy with Ironborn provinces providing a base of 350 points. The player is free distribute the points however they feel like it but they must follow some specific guidelines that are illustrated below.
Standard Ships:
Levy Ship: 5 point
Can sail in rivers
Dromond: 10 points
Heavy Galley: 15 points
AOR Ship: 20 points
Grand Warship: 25 points
AOR Ships:
Lannister Carrack: 20 points
Oldtown War Galley: 20 points
Dornish Dromond: 20 points
Stormbreaker Ships: 20 points
Narrow Sea Galleon: 20 points
Riverrun Riverboat: 20 points
Can sail in rivers
Sisterton Pirate Ships: 20 points
White Harbour Warship: 20 points
Ironborn Warship: 20 points
Can sail in rivers
Point Restrictions:
AOR ships cannot take up more than 25% of your total point allotment.
Grand Warships cannot take up more than 10% of your total point allotment.
A player is free to change his fleet composition in between but do note that your fleet will be unavailable for use for 3 RL days after the composition has been changed. This does not apply if you acquire new points and create new ships using only the new points.
A general rule to all ships, each ship can carry 100 people. So if you have 10,000 troops, you need 100 ships to carry them.
A player who resides in a coastal province can increase his or her naval point allotment by constructing the following buildings.
Dockyard: +10% income, gives 100 naval points Large Dockyard: 5% cheaper naval mercs, +5% income, gives 150 naval points (cumulative 250 points) Major Dockyard: 10% cheaper naval mercs, +5% income, provides 250 naval points (cumulative 500 points total) Military Port: 10% cheaper naval mercs. Provides 500 naval points 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.
Example
If a player has an allotment of 500 points, he can easily choose to make a large but weak fleet of 100 levy ships or create a small but powerful fleet of 2 Grand Warships, 6 AOR Ships, and 22 War Galleys.
Provincial Manpower Levy
The Reach - Total Levy: 60,500
Very Large Levy - 5,000
None
Large Levy - 3,000
Highgarden
Oldtown
Goldengrove
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: 54,000
Very Large Levy - 5,000
None
Large Levy - 3,000 Riverrun
Maidenpool
Oldstones
The Twins
Darry
Medium Levy - 2,000
Acorn Hall
Atranta
Saltpans
Seagard
Pinkmaiden (aka Acorn's Ridge)
Stony Sept
The Trident (Also Bluefork)
Small Levy - 1,000
Raventree Hall (Also Blackwood)
Stonehedge
Harrenhal (Switched with Oldstones)
Willow Wood
Lolliston
Turnbridge
Fairmarket
Blackrush
Stillfen
Chilltern
Rushmoor
Gravesham
High Heart
Shoreham
Goodsbrook
Very Small Levy - 500
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
None
Large Levy - 3,000
Casterly Rock
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: 31,500
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
Kingshouse
Deepdown
Driftwood Hall
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 37,500
Very Large Levy - 5,000 None
Medium Levy - 3,000
Storm's End
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
Fawnton
Grandview
Lonmouth
Lockport
Weeping Tower
Mistwood
Tudbury Hall
Wrathrock
Broad Arch
Blue Grove
Galemonth
Adderdell
Crow's Nest
Harvest Hall
Haystack Hall
Parchments
Hadlow Keep
The Vale of Arynn - Total Levy 31,500
Large Levy - 3,000
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 37,000
Very Large Levy - 5,000
None
Large Levy - 3,000 men
Duskendale
King's Landing
Massey's Hook
Rosby
Rayonet
Medium Levy - 1,500
Rook's Rest
The Kingswood (Bywater)
Cracklaw
Dragonstone (Switched with 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
Sweetport Sound
Sharp Point
Dorne - Total Levy 34,000
Large levy - 3,500
None
Medium levy - 2,500
Sunspear
Yronwood
Starfall
Small Levy - 1,500
Godsgrace
Ghost Hill
Kingsgrave
Prince's Pass
Great Desert (Bromholt)
Plankytown
Skyreach
Spottswood
High Hermitage
Very Small Levy - 750
Salt Shore
Sandstone
Blackmont
The Tor
Elbow
Hellholt
Red Dunes
Vulture's Roost
Nymerwell
Wyl
Lemonwood
The Scourge
Ghaston Grey
Scorched Rock
The Iron Isles - Total Levy 12,000
Medium Levy - 2,500
Pyke
Harlaw
Small Levy - 1,250
Great Wyk (aka Hammerhorn)
Orkmont
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
1,200 Light Inf
900 Heavy Inf
600 Polearms
600 Archers
1,200 Light Cavalry
500 Heavy Cavalry
Large: 3,000
600 Light Inf
400 Heavy Inf
400 Polearms
400 Archers
800 Light Cavalry
400 Heavy Cavalry
Medium: 2,500
600 Light Inf
400 Heavy Inf
400 Polearms
100 Archers
700 Light Cavalry
300 Heavy Cavalry
Small: 1,500
400 Light Inf
250 Heavy Inf
350 Polearms
100 Archers
300 Light Cavalry
100 Heavy Cavalry
Very Small: 500
100 Light Inf
100 Heavy Inf
100 Polearms
50 Archers
100 Light Cavalry
50 Heavy Cavalry
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
400 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
1,500 Light Inf
1,200 Heavy Inf
1,200 Polearms
600 Archers
250 Light Cavalry
250 Heavy Cavalry
Large: 3,000
1,000 Light Inf
600 Heavy Inf
600 Polearms
300 Archers
250 Light Cavalry
250 Heavy Cavalry
Medium: 2,500
800 Light Inf
600 Heavy Inf
600 Polearms
200 Archers
150 Light Cavalry
150 Heavy Cavalry
Small: 1,500
600 Light Inf
300 Heavy Inf
300 Polearms
100 Archers
100 Light Cavalry
100 Heavy Cavalry
Very Small: 500
150 Light Inf
100 Heavy Inf
74 Polearms
74 Archers
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
1,500 Light Inf
1,200 Heavy Inf
1,200 Polearms
600 Archers
250 Light Cavalry
250 Heavy Cavalry
Large: 3,500
1,200 Light Inf
600 Heavy Inf
600 Polearms
600 Archers
250 Light Cavalry
250 Heavy Cavalry
Medium: 2,500
800 Light Inf
500 Heavy Inf
500 Polearms
400 Archers
150 Light Cavalry
150 Heavy Cavalry
Small: 1,500
500 Light Inf
400 Heavy Inf
300 Polearms
200 Archers
50 Light Cavalry
50 Heavy Cavalry
Very Small: 250
74 Light Inf
50 Heavy Inf
50 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
1,000 Light Inf
700 Heavy Inf
700 Polearms
1,100 Archers
1,250 Light Cavalry
250 Heavy Cavalry
Large: 3,500
700 Light Inf
500 Heavy Inf
500 Polearms
400 Archers
750 Light Cavalry
150 Heavy Cavalry
Medium: 2,500
600 Light Inf
400 Heavy Inf
400 Polearms
400 Archers
550 Light Cavalry
150 Heavy Cavalry
Small: 1,500
350 Light Inf
200 Heavy Inf
250 Polearms
300 Archers
300 Light Cavalry
100 Heavy Cavalry
Very Small: 750
150 Light Inf
75 Heavy Inf
75 Polearms
150 Archers
225 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
1,100 Light Infantry
400 Heavy Inf
400 Polearms
400 Archers
200 Light Cavalry
0 Heavy Cavalry
Small: 1,250
400 Light Infantry
275 Heavy Inf
275 Polearms
200 Archers
0 Light Cavalry
0 Heavy Cavalry
Very Small: 500
200 Light Inf
100 Heavy Inf
100 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.
Army Size Limitations
A general cap of 25,000 shall be placed on the size of your armies. This is for all realms, no matter how big or small they are.
After a battle, a victorious force cannot move for 3 hours.
Last edited by Honors Bastion; March 02, 2014 at 08:05 PM.
- Scouting can only be requested if Light Cavalry is in the army.
- You may only scout one province per 100 Light Cavalry in the army per 24 hours. If, for example, you have 199 Light Cavalry, you may only scout one province. Special consideration may be given to forces without the requisite numbers if the scouting force constitutes 100% of the light cavalry present anyway.
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.
Campaigning II (Land Units and Land Battles)
Soldiers
Light Infantry. 1 point.
- Soldiers wearing little by way of armour, wearing at most leather, and equipped with light shields and usually a spear. Most light infantry are conscripted peasants fulfilling their levy obligations, though some professional soldiers elect to equip themselves lightly for a variety of purposes.
- Light Infantry get +2 to rolls when attacking enemy walls during a siege.
Archers and Crossbowmen. 1 point.
- Lightly armoured men equipped with ranged weaponry, these men form the ranged component of Westerosi armies, using their weapons to lob deadly projectiles at distant foes.
Polearm Infantry. 1.5 point.
- Men equipped with long polearms designed mainly to engage enemy cavalry, though also capable of using their long weapons to form fearsome spear walls against any enemy force, mounted or not. Usually wearing more in the way of armour than light infantry to compensate for their lack of shield, these men are usually drawn from local militias, as their spear wall tactics vital for their survival require some form of drilling or training, which a levied peasant farmer would not have.
- All polearm troops now get +4 rolls when facing Cavalry if not already committed to combat.
- Polearm troops cannot attack walls during sieges.
Heavy Infantry. 2 point.
- Men wearing anything from chainmail to partial plate, these are the professional fighting foot of any army. Made up of freedmen with the means to provide for the more expensive weapons and armour these men wear, these infantrymen are well armed, well armoured and proficient in warfare.
- Heavy Infantry get -2 to rolls when attacking enemy walls during a siege.
- Heavy Infantry get +2 rolls when facing Light Cavalry, even if committed. This applies during a mixed charge if Light Cavalry make up more than 50% of the charging cavalry.
Elite Infantry. 3 point.
- The upper tier of the fighting foot of an army, elite infantry are the heaviest of the heavy. Veteran soldiers, dismounted knights, minor nobility and full-time mercenaries are found among the ranks of these men, who represent the best armed, best armoured, best trained, most dangerous dismounted force on the battlefield.
- Heavy Infantry get -3 to rolls when attacking enemy walls during a siege.
- Heavy Infantry get +3 rolls when facing Light Cavalry, even if committed. This applies during a mixed charge if Light Cavalry make up more than 50% of the charging cavalry.
Light Cavalry. 1.5 points.
- Mounted men below the rank of knight, these troops are lightly armed and fast, often wearing little more than leather or chain, armed with lances and perhaps a sword or mace. Skilled as scouts, foragers, or cheap mounted manpower.
- Light Cavalry may be deployed (in whole or in part) as a screen to armies, providing two bonuses:
----- 1. Any scout rolls done on the province the army is in are subject to a -1 modifier for every 500 Light Cavalry in the screen.
----- 2. Any enemy army entering the province has a 4/20 chance per 500 Light Cavalry in the screened army to be detected and lose the chance of a surprise attack.
----- Number of Light cavalry on screening duty must be clearly stated in the army's current thread (eg in the Siege of the Twins thread if your army is besieging the Twins)
----- Light Cavalry on screening duty will not be present during any battle that happens in that province.
Heavy Cavalry. 3 point.
- The tanks of the battlefield, heavy cavalry are often found wearing plate armour, on both themselves and their mounts, wielding heavy lances and a variety of sidearms. Comprised of the throngs of knightly families and minor noblemen, a heavy cavalryman is both wealthy and cultured, usually belonging to the lower nobility.
Elite Cavalry. 3.5 point.
- The best of the best, on a horse. Wearing armour and sporting weapons that cost more than some minor Lords even have, these troops are full-time soldiers, spending their whole lives fighting or training. Without a doubt the deadliest, but also most expensive, force to take to any field of battle.
- May dismount and become Elite Infantry. Regional variants become regional variants (for example Westerlander Knights become Elite Westerlander Infantry), while non-regional variants simply become standard Elite Infantry.
- Armies that are only Light Infantry (and/or variants such as Raider infantry) move at 125% speed on the Hex map. - Armies that are only Cavalry (mixed Light, Heavy, Elite) move at 150% speed on the Hex map. - Armies that are only Light Cavalry move at 200% speed on the Hex map.
Rolling a Battle
Player Set-Up
Players must post the layout of their army in the field of battle. This must be divided into three mandatory and one optional component. Mandatory sections are the Left Flank, Center, and Right Flank. These are the three sections that will engage the enemy army.
The optional section is the Reserve, which can be used for a variety of functions. The reserve can have two orders: Intervene (in the left, center, right) or Cover Retreat.
--- With Intervene, the Reserve will counter-attack an enemy victorious flank. Say your Left loses and your Reserve is ordered to Intervene, it will advance and form a new Left flank for you. Once committed to Intervention, the Reserve is used up.
--- Cover Retreat. If you lose the battle, the Reserve will cover the retreat of your army.
Rolling the Battle
The Moderator wll roll with the following formula for each of the Left, Center and Right combats. Bear in mind that Player 1's Left will engage Player 2's Right, and vice versa.
* * *
[Score of Soldiers] * [d10 Roll] = Score. Repeat for both sides. Winner with the highest score.
Winner dead: ( [Lower Score] / [Higher Score] ) * [Loser's Number of Soldiers]. Dead capped at 15% of [Lesser Force]
Loser dead: ( [Higher Score] / [Lower Score] ) * [Winner's Number of Soldiers]. Dead capped at 25% of [Lesser Force]
* * *
The winner is the player that has two of three sections victorious. Remember the reserve capabilities above: if Player 1's left flank loses and his reserve intervenes, a new battle between Player 2's victorious right and Player 1's advancing Reserve will be rolled.
The Aftermath of the Battle
If you win the battle, an enemy rout happens. Depending on whether the enemy has an uncommitted reserve or not.
If they do not have an uncommitted reserve:
Roll d10*5% for routing enemy troop deaths. If the enemy army has 10,000 men when it routs and 8 is rolled, 8*5% = 40%, or 4,000 men killed in the rout.
If they do have an uncommitted reserve:
The strongest victorious enemy flank and the uncommitted reserve conduct a battle, the same as a standard flank battle. If the reserve loses, the rout roll is d10*5% capping the routing dead at 50%. If the reserve wins, no rout roll is made, and the defeated army withdraws in good order.
Players are of course allowed to order their flanks to not attack the enemy reserve if they win, ensuring the defeated foe withdraws in good order, if the victors are unwilling to risk a fight with the reserve.
Thus you are presented with three options every battle:
- Have no reserve, and rely on winning 2 of 3 engagements.
- Have a reserve, order it to commit, and get a second chance on one of your defeated flanks, potentially snatching victory from defeat.
- Have a reserve, order it to cover the retreat, and if you lose you gain either a reduced rout roll or no rout roll.
Retreating from Battle
- A defeated army will retreat to the nearest friendly High Lordship keep. This includes occupied Keeps. Once there it cannot move for 6 hours.
- A defeated army is not permitted to inform other nearby friendly armies of its fate or location of their victorious foe until 6 hours have passed, whether or not they have reached a friendly keep. This is for balance and sportsmanship purposes.
- A victorious army may not move for a period of 6 hours.
Campaigning III (Sieges, Garrisons, Occupied Enemy Territory and Levy Replenishment Rules)
Sieges
Sieges are rolled in the same manner as field battles.
Armies must first lay siege to a castle and prepare for the assault. For each level of +siege defence a castle has, 12 RL hours must be spent preparing the necessary siege equipment to assault the castle. Castles have a natural +2 Siege bonus (24 hours, therefore)
Each point into the +siege skill that the attacking general in overall command has reduces the time taken to prepare the siege equipment by 6 RL hours.
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.
Occupied Enemy Territory
These rules apply if you have captured a castle by force that does not belong to you normally (eg the Boltons capture Winterfell).
1. If a player's castle is occupied he suffers a -3 Stability hit. In addition, he can only collect the income from unoccupied periods of the year. For example, if the player's castle is held by an enemy for 3 of the 7 days of the week, he can only collect 4/7ths of the income. If the player's castle is held by the enemy all week, no income may be collected.
2. If a player occupies a castle not their own on the day of the new year, he may elect to attempt to collect taxes. If he chooses to do so, do three rolls:
---d10*10% for tax income. Collect tax off the base income. For example, using Golden Tooth province (70,000 Dragons base) and rolling a 5 would give 5*10% = 50% = 35,000 Dragons. This is capped at 75%: rolls of 8, 9 or 10 will provide only 75% income.
---d10 for peasant revolt. Rolling 5-10 causes a revolt (eg, 60% chance, 1-4 causing no revolt)
---d10*(10*province base tax in thousands) peasant revolters. Split is 70% Light Infantry, 30% Archers. (For example, a 70,000 income province would be d10*(10*70) peasant revolters, or d10*700).
Levy Replenishment
Men of the levy that are killed replenish at a rate of 50% per year.
Post-Battle wounded rolls
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)
Wounded - 3-7/20 (there will be a further roll to see what type of wound)
Captured - 8-12/20 (you are captured by the other side and must be ransomed or escape)
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
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
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.*
Campaigning IV (Naval Units and Naval Battles)
Conducting a Naval Battle
Posting your Fleets
1. Navies will be divided into at least three squadrons, the mandatory three being Left, Center and Right. These three mandatory squadrons conduct the main battle, with Player 1's Left fighting Player 2's right, and vice versa, and each Player's Center fighting the opposite Center.
2. An unlimited number of optional squadrons can be created to do any additional task you please. Bear in mind this is the Age of Sail, ships are not very manoeuvrable and cannot easily do things like flanking, disengaging, feinting, etc. Complex orders will be subject to any success rolls or negative modifiers that the rolling Moderator decides are appropriate.
3. Players will post each squadron clearly, along with clear and unambiguous orders. Any interpretation the rolling Moderator is forced to do will be their interpretation alone. Each squadron posted will list the following:
- Commander(s)
- Ships(s), this includes posting the ship type, number, points value and any troops they are transporting
- Order(s)
Rolling the Battle
The moderator will roll for each side with the following formula:
d20 * [Total Points] = Score. The winning side is the side with the higher score.
Then, working out ships lost,
Winner Ships Lost %: [Lower Score] / [Higher Score]
Loser Ships Lost %: [Higher Score] / [Lower Score]
Total ships lost is capped at 50% for both sides.
The winner can then capture enemy ships by the following process:
d[Number of Loser Ships Lost]*0.25 (eg, if the losing side lost 100 ships, roll d100*0.25)
This enables up to 25% of the enemy ships 'killed' to be captured. Split up up evenly among types (eg if the enemy fleet had 100 ships, 80 of Levy Ship and 20 of Dromond, and 10 enemy ships were captured, 8 would be Levy Ships and 2 would be Dromonds. If 20 were captured, 16 Levy and 4 Dromonds. Fair split by ratio.)
Aftermath
- Player characters undergo standard wounded/captured rolls.
- The enemy fleet retreats to the nearest friendly port, or to any other port specified by the losing player provided it is not closer than the nearest friendly port to which the ships would otherwise flee to. The port the ships flee to must, however, be friendly: you cannot 'retreat' to an enemy or neutral port.
Ship Types
Standard Ships:
Levy Ship: 5 point
Can sail in rivers
Dromond: 10 points
Heavy Galley: 15 points
AOR Ship: 20 points
Grand Warship: 25 points
AOR Ships:
Lannister Carrack: 20 points
Oldtown War Galley: 20 points
Dornish Dromond: 20 points
Stormbreaker Ships: 20 points
Narrow Sea Galleon: 20 points
Riverrun Riverboat: 20 points
Can sail in rivers
Sisterton Pirate Ships: 20 points
White Harbour Warship: 20 points
Ironborn Warship: 20 points
Can sail in rivers
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
Last edited by Honors Bastion; February 25, 2014 at 07:35 AM.
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.
Oldtown
The City Watch of Oldtown: The city is defended and policed by a force of 2,500 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 2,500 extra troops in seige defense .
Bustling Port: Oldtown is the largest port in all of the Seven Kingdoms. 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
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).
The Westerlands
Casterly Rock
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 and can garrison an additional 100% of its levy within its walls.
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.
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
Strategically Vital Stronghold: Golden Tooth sits in a mountain pass between the Westerlands and the Riverlands and it is a strong fotress. +1 sige bonus rolls.
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.
Dorne
ALL DORNE: non-native, hostile armies will receive a 1-5 roll and that roll will correspond to a % lost to attrition in Dorne. This roll is done once per year for hostile armies.
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.
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 said to be a very large fortress: may garrison an additional 100% of the levy
Storm's End is known for being able to marshall a large force. +5% to total levy size from this region of each unit.
Storm's End is renowned for its blacksmiths. 5% discount on all weapons and armour.
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 10%
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.
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.
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.
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: Moat Cailin is a formiddable fotress and it presents a huge obstabcle to attackers coming from the South. It is capable of defending against a much stronger invading force from the South because of its position, and gains +6 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.
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.
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.
The Crossing (The Twins)
River crossing: The only non-naval, non-penalized crossing from North to South or South to North on the river Trident
Raventree Hall
High walls: +2 siege defence
Lord Harroway's Town
River crossing penalty: forces crossing with ill intent into the Riverlands must contend with the fact that Lord Harroway's town can only provide ferries to cross. Even if you secure all the ferries to cross the river it will take some time. +200% movement time across from west to east or east to west.
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.
The Bloody Gate can hold initially 150% of its levy size as garrison, not counting upgrades
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 Greyiron: Orkmont was the capital of the Greyiron 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.
The Crownlands
Driftmark
Largest Island: The largest island in the narrow sea, Driftmark commands a higher levy than the other islands. +5% land levy.
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.
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 Honors Bastion; February 22, 2014 at 07:57 AM.