THE BULL'S WARESPersonal Equipment
This is the list of Upgrades and Items you can buy for your Castles and Characters. Post what you buy and the cost here, and don't forget to update your Vault afterwards.
These are items equipped to characters to improve their traits.
Short Weapons (Less damage, can be used with shields)
+1 Duels; Tempered steel, 10,000 dragons
+2 Duels; Folded steel, 20,000 dragons
+3 Duels; Castle forged 30,000 dragons
Greatswords (High Damage, cannot be used with shields, requires some skill)
+5; Tempered steel, 20,000 dragons
+6; Folded steel, 30,000 dragons
+7; Castle forged, 40,000 dragons
Valyrian Steel
These swords cannot be purchased or created. They are listed here only for convenience as other weapons are listed here.
List of VS weapons
Weapons are one handed swords unless specified as Greatswords. The single axe on the list is to be regarded as a one handed sword.
- Heartsbane (Greatsword) - House Tarly of Horn Hill
- Longclaw (Greatsword) - House Mormont of Bear Island
- Lady Forlorn - House Corbray of Heartshome
- Red Rain, House Drumm (Probably the stolen ancestral sword of House Reyne)
- Nightfall, House Harlaw of Harlaw
- Crab Pincer (Axe - One Hand Sword for stat purposes), House Celtigar of Claw Isle
- Ice (Greatsword), House Stark of Winterfell
- Blackfyre (Greatsword), ancestral sword of House Targaryen/Blackfyre,location unknown.
- Dark Sister, ancestral sword of House Targaryen,location unknown.
- Vigilance, House Hightower of Oldtown
- Orphan Maker, House Roxton of the Ring
- Dawn (Greatsword), House Dayne of Starfall(not technically a Valyrian Steel weapon, but said to be as sharp as one, and still magical)
- Lamentation - Ancestral sword of House Royce.Location unknown, rumored to lie in the Dragon Pit.
Reforging and Renaming rules
They can be re-forged once acquired for RP purposes at a cost of 40,000 Dragons per reforging.
--- Can be reforged into the same thing (eg 1h to 1h) to give it a new name and look. You cannot rename without reforging.
--- Reforging a Greatsword can give you either one new Greatsword or two new Swords.
--- Reforging two Swords can give you either one new Greatsword or two new Swords.
--- Reforging will be subject to decent RP being done. House Tarly wouldn't just decide to melt down their ancient family heirloom and reforge two new swords, for example.
One handed sword, +4 Duels
Greatsword, +8 Duels
Armor
Armor is an RP element. Each piece of armor adds +1 health points in a Duel. There is a 2/20 chance of each piece of armor being destroyed in every battle or duel it is used.
Iron shield, 5.000
Helm, 5.000
Greaves, 5,000
Chest-plate, 10.000
Pauldrons, 10,000
Gauntlets, 10,000
Plackart, 15,000
Sabaton, 15,000
Complete set bonus: +2 Duels and +2hp in a duel.
Therefore total stat increase for a full set is +10hp in duels and +2 Duels.
Assassination Tools
Knife (or other such close contact weapons)
20,000 Dragons - +2 to roll
50,000 Dragons - +3 to roll
100,000 Dragons - +4 to roll
Ranged weapons (May be used to attempt an attack twice)
40,000 Dragons - +1 to roll
80,000 Dragons - +2 to roll
120,000 Dragons - +3 to roll
Security
Armed Guard minus one (-1) to assassination roll (may be bought multiple times) 100,000 Dragons
Concealed Plate minus two (-2) to assassination roll (May be bought once) 200,000 Dragons
Personal Retinue
These are people that can be hired to augment the player character's abilities through their expertise.
Retinue
A Lord is always accompanied by a retinue, which is usually made up of his most trusted knights, companions, friends and other persons of use to him. A Lord so willing can attract any manner of person to his service when the right incentives are offered: people with particular skills will sell their services to whoever can pay for them, and are often freedmen not bound by oath to any single Lord.
A Lord may hire up to five such persons, each one costing 15,000 Dragons up front and taking a salary of 8,000 Dragons each year. You cannot hire multiple instances of the same person (eg you can't hire 2 Seasoned Sellswords).
Important: Sellsword characters may not hire the Seasoned Sellsword, Seasoned Captain, Dark Bodyguard, Ranger or Veteran Swordsman as their own Guild building trees have trait upgrades of this nature already.
Seasoned Sellsword: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Land Battles and Rearguard.
Seasoned Captain: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Sea Battles.
Redeemed Bandit: A man who made his living preying upon the innocent for personal gain and plunder. Eventually captured, but pardoned by an unreasonably forgiving minor Lordling. Unwilling to tempt fate twice, this former-bandit now finds employment in his old trade semi-legally by doing it on behalf of a Lord rather than in opposition to one. +1 Pillager.
Smuggler: A man with the ability to covertly move goods from A to B is very valuable if you're under siege. 50% chance that a castle can hold out for 24 hours longer, 25% chance he fails, 25% chance he is killed in the attempt.
Ranger: A man attuned to nature, trained and keenly skilled as a huntsman, stalker and survivalist, a Ranger is capable of tracking your enemy with great skill and deploying his understanding of tracking to help cover your own tracks. +1 Scout and Pathfinder.
Wagonmaster: Lords often laugh at someone who tells them wars are won by the side with the best logistics, but not all. Experienced, professional wagonmasters make an army move like clockwork, with supplies always ready to move and camps going up and down in record time. +1 Logistician.
Dark Bodyguard: Being seen with plenty Knights about you makes you look secure, but you aren't really. Assassins can see those Knights too and know how to avoid them. Someone not in armour, but still making it their business to protect you from the shadows, might see people the Knights don't. +1 Survival.
Veteran Swordsman: What better way to stay at the top of your game than to have someone paid to spar with you? A veteran swordsman is a man whose lifetime has been spent with a sword, who knows every move and counter-move, and he can teach them all to you. +1 Duel.
Prime Stallion: The very best horses aren't easy to find and aren't cheap to maintain if they're to stay the best. Making room in your budget to always have the best horse money can buy available is a wise move for any Knight. +1 Joust.
Middle-man: Assassinations are dangerous, especially to politicians, and aren't all Lords politicians? Cultivating middle-men with some deniability on your part is a must-do if underhandedness is in your toolbox. +1 Assassin and Spymaster.
Counter Spy: Spies work by infiltrating your keep, your social circle, your retinue. You don't know every single knight, cook, maid, man-at-arms and hanger-on by heart, do you? Someone whose job it is to keep tabs on everyone privy to your business probably would, though. +2 Counter Spy.
Unassuming idiot: That guy over there can't possibly be of interest, can he? He clearly looks like the village fool. Good, that's how he's supposed to look: no one ever suspects the idiot... +3 to escape rolls.
Headhunter: He's good with faces and has a keen eye for them. If you need someone seized against their will, having someone who can pick them out even in a crowded tavern full of screaming people just after you bust down the door is a good investment. +2 Capture.
Merchant: Greedy and amoral, merchants. Excellent with money, though! +1 Wealth.
Orator: He was once a playwrite, spent time in a famous acting troupe in King's Landing, and co-wrote some play that was all the rage in the Free Cities. A man whose profession is to charm and entertain has uses beyond keeping your retinue regailed with tales of heroism and bravery, he's also very useful at teaching you how to come across more convincingly. +1 Charisma.
Mystic: A fortune teller, some say; a professional con artist that has somehow duped a Lord into paying a sizeable salary for nonsense, say others. No matter your opinion, it is hard to deny that this mystic can either see the future or has a good eye for assessing the odds and suggesting the likely outcome... +2 Fate.
Siege Engineer: A man who has studied the art of siege warfare. He allows his employer to construct advanced siege equipment and build siege weapons.
Agents for Hire:
Spy
Recruitment Cost: 30,000
Yearly Salary: 5,000
Buildings
These are structures created in your character's home province that grant improvements to the province itself.
Buildings Rules
- To build a Tier II building, you must have its Tier I equivalent. Same for Tier III needing the Tier II equivalent and Tier IV needing the Tier III equivalent. Certain buildings are unlocked without having a specific lower tier, and you may only build one Tier IV building: select wisely.
- You may only start building something on Tiers II, III and IV once the previous Tier building is finished. You cannot build a Tier II and Tier III building at the same time, for example.
- The above rule applies only to linked buildings. You can build a Tier II Market and a Tier III Dockyard at the same time (assuming you have the previous tiers already), but not a Tier II and III Market at the same time.
- Unless stated otherwise bonuses stack up. Eg for the Siege Defence buildings, Tier I grants +1, Tier II is overall +2, Tier III +4, Tier IV +6.
- You may have up to 3 buildings under construction at any one time, following the above rules.
- References to +income% refer to an increase in base Land Income only: a 70,000 Dragons province building a +10% income building (such as the Market Square), will grant an income increase of 7,000 Dragons.
--- Adding additional +income% buildings similarly increases from base income only. Building both a Market Square and a Dockyard will grant +20% (eg, 14,000 for a 70,000 province for 84,000 Dragons total), not +21% (eg 14,700 for 84,700).
Tier One
Cost: 20,000 Dragons
Build Time: 1 week (from the date you ordered it, eg order on the 7th and it's available come the 14th)
Keep Expansions: +25% castle garrison size permitted
Militia Armoury: +250 Land Levy Points
Market Square: +10% income
Wall Reinforcements: +1 Siege Defence rolls
Mounted Light Ballistae: Increases dragon death chances by +1, in siege battles, increases defender archery rolls by +1
City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.
(Coastal Only) Dockyard: +500 naval points, +10% income
(River provinces only) Small Riverport: +10% income, mutually exclusive with the Coastal Dockyards
Tier Two
Cost: 40,000 Dragons
Build Time: 1 week
Keep Expansions: +50% castle garrison size permitted
Town Watch: +250 Land Levy Points, 5% cheaper professional troop hire.
Merchant's Square: +10% province income
Citadel Towers: +1 Siege Defence rolls
Mounted Medium Ballistae: Increases dragon death chances by +2, in siege battles, increases defender archery rolls by +2
City Watch Barracks: 200 Archers permanently stationed in your home territory. Cannot be moved elsewhere.
(Coastal Only) Large Dockyard: +750 naval points, 5% cheaper naval mercs, +5% income
(River provinces only) Large Riverport:+5% income
Tier Three
Cost: 60,000 Dragons
Build Time: 1 week
Keep Expansions: +100% castle garrison size permitted.
Barracks: +500 Land Levy Points, 10% cheaper professional troop hire.
Trade Hub: Allows owners of the province to gain an additional trade route.
Holdfast: +1 Siege Defence rolls. Holdfast acts as a second castle within the first, which has the basic +siege bonus plus the Tier I and Tier II bonuses. Will survive a 6 month (3.5 day) siege from when the outer castle falls.
Mounted Heavy Ballistae: Increases dragon death chances by +3, in siege battles, increases defender archery rolls by +3
City Watch Fortifications: +2 to detection rolls against enemy armies entering your home territory. 100 Heavy Infantry permanently stationed in your home territory. Cannot be moved elsewhere.
(Coastal Only) Major Dockyard: +1,000 naval points, 10% cheaper naval mercs, +5% income
(River Provinces Only) Major Riverport: +5% income,
(Buildable only with at least 1 Tier 3 building constructed) Whisper House: -2 on Spying and Assassination rolls in this province when conducted by enemies, +2 when conducted by province owner.
Tier Four
You may only have one Tier Four building per province.
Cost: 150,000 Dragons
Build time: 1 week
Keep Expansions: +200% castle garrison size permitted, +1 to seige defense rolls
Army Barracks: +500 Land Levy Points, 10% cheaper professional troop hire, if the province is beseiged a garrison of 300 light infantry and 300 archers is hastily conscripted to aid in the defence.
Military Port: +2,000 naval points, 10% cheaper naval mercs. Ships from this region can move 15 rather than 10 Hexes per day: for RP purposes your ships can be regarded as of superior construction giving them a speed bonus over other ships as their well-crafted hulls break the waves more efficiently.
Center of Trade: Your province income is increased by 40,000 dragons.
Spymaster: -4 Spying and Assassination rolls by enemies, +4 for province owner. Only applies to within the province.
Fortress City: +1 Siege Defence rolls. +1 year to siege hold out time, +6 months to Holdfast hold out time.
Edicts
An 'Edict' is a temporary effect that players may purchase for their characters or provinces.
Military Edicts
Political Edicts
Stockpiles. Takes 2 days to build, costs 30,000 Dragons, and lasts for 1 week. +6 months to siege survival time if castle is besieged before that 1 week is up.
Autonomous Vassals. Must have vassals for this to apply. 10,000 Dragons up front. +10% vassal levy numbers if called up, -4 to call-up rolls.
Centralised Power. Must have vassals for this to apply. 10,000 Dragons up front. -10% vassal levy numbers if called up, +4 to call up rolls.
Land Edicts
Sellsword Contract Laws. 10,000 Dragons up front. 10% discount on Sellsword upkeep costs, +12hrs to land levy call-up time. 20,000 Dragons to cancel. Contract Laws apply to all vassals below you: if a Lord Paramount enacts it, all vassals must pay the cost and have the modifier, and must pay the cancellation too if the LP cancels it.
Militias. Cost 10,000/year, take 2 days to set up first time, and last until cancelled. +1,500 points of land levy and -2 hours for levy mobilisations.
Town Armouries. 10,000 Dragons up front, 5,000 a year afterwards. -2hrs to land levy call-up time.
Naval Edicts
Sellsail Contract Laws. 10,000 Dragons up front. 10% discount on Sellsail upkeep costs, +12hrs to naval levy call-up time. 20,000 Dragons to cancel. Contract Laws apply to all vassals below you: if a Lord Paramount enacts it, all vassals must pay the cost and have the modifier, and must pay the cancellation too if the LP cancels it.
Press Gangs. Cost 10,000/year, take 2 days to set up first time, and last until cancelled. +1,000 points of naval levy and -2 hours for levy mobilisations.
Naval Arsenal. 10,000 Dragons up front, 5,000 a year afterwards. -2hrs to naval levy call-up time.
Mercantile Edicts
Market Town Charters. -20,000 Dragons income penalty, +1 trade route.
Merchant Taxation. +20,000 Dragons income, -1 trade route.
Roleplay Edicts
Grand Feast. Cost 30,000 Dragons, takes 2 days to set up. Creates an RP event where the Lordly classes are invited, with the host deciding how far afield he will send invitations. +2 to the host's Charisma for 2 years. (Non-stacking with Tourneys)
Tourney. Cost 50,000 Dragons, takes 3 days to set up. Creates a Tourney RP, where the host may charge entry and distribute prizes, keeping a profit if he deems so. +2 to the host's Charisma for 2 years. (Non-stacking with Feasts)
A Tourney or a Feast may not be called until 2 years after the previous one has concluded. This is per edict: you can call a Tourney a year after a Feast, for example, if the last Tourney was 2 years before that.
Other Items
Myrish Eyes: Grants +1 Battle and +1 Counterspy. You must have a trade contract with Myr to purchase one and you can only purchase one eye per year.
Mercenaries and Merchants
These items are available only for Mercenary or Merchant characters.
Mercenary Equipment - Mercenaries Only!
Guilds
Your character starts off without a guild to his name. You may only own one guild.
No Guild: You may have 1,500 points worth of men or ships in your company. You may go over the points cap by one unit. Say you already have 1,200 points devoted to 4 units. You are allwoed to go over that cap with one additional unit like a polearm worth 450 points for total of 1,650 points.
Small Guild: 10,000 Dragons. Promotion to Mercenary Captain. Allows you to have a home thread named "CompanyName, CityItsIn". Maximum 2,500 points worth of men or ships. Same rules as above.
Medium Guild: 30,000 Dragons. Max 4,000 points of or ships. Same rules as above.
Large Guild: 50,000 Dragons. Promotion to Company Captain. Max 8,000 points of men or ships. Same rules as above.
Buildings
The mercenary can construct some addons to their guild to assist them. Bonuses listed here are applied directly to your character.
Basic Additions:
10,000 Dragons, requires a Small Guild.
- Map Room. Plan your campaigns and battles more effectively. Grants +1 Field Battles/Sea Battles.
- Company Medic. Hire a trained healer for your company. +1 Survival rolls.
- Raven Roost. Acquire a Raven roost. Allows you to send and receive ravens, which non-nobles normally cannot do.
Advanced Additions
20,000 Dragons, requires a Medium Guild.
- Training field. Drill your troops for superior discipline. +1 Field Battles/Sea Battles, +1 Duels. Requires a map room.
- Medical Tent. Expand your company medic into a dedicated battlefield medical team. +1 Survival rolls. Requires a company medic.
- Quartermaster. An organised armoury and accounts process yields benefits. 25% cheaper weapons and armour.
Elite Additions
30,000 Dragons, requires a Large Guild.
- Drill Sergeant. A grizzled, experienced veteran retained for training purposes. +2 Field Battles/Sea Battles, +2 Duels. Requires a training field.
- Battlefield Surgeon. A highly experienced and talented man of medicine. +1 Survival rolls. Requires a medical tent.
- Recruiting Sergeant. A veteran kept on to recruit potential new fighters. Allows an additional 2000 men/10 ships to be fielded.
Specialisms
50,000 Dragons, requires a Large Guild, only one allowed.
- Master Scout. A quick, quiet, elite pathfinder. +4 to your own detection rolls, -4 to detection rolls made against you. Only works in the field, won't help you hide in a castle, for example.
- Master Recruiter. A true poet, attracting many young men to your company. Allows an additional 3000 points to be fielded. Requires Recruiting Sergeant.
- Master Surgeon. This man could amputate your leg and attach a peg-leg before you'd even noticed he'd started. +2 survival rolls. Requires Battlefield Surgeon.
- Master Armsman. What do we say to the God of Death? Not today! +2 duels. Requires Drill Sergeant.
- Master Tactician. Apparently there is no such thing as a no-win scenario. +2 field battles/sea battles. Requires Drill Segeant.
Mercantile Equipment - Merchants Only!
Guild House costs:
Level 1: 30,000
Level 2: 60,000
Level 3: 90,000
Level 4: 120,000
Level One Trade Asset
- 15,000 to acquire.
- 5,000 Dragons a year in income.
- Small Inn
- Small Caravan
- Trade Cog
Level Two Trade Asset
- Costs 30,000 to acquire.
- 15,000 Dragons a year in income.
- Lodging House
- Trade Caravan
- Trade Hulk
Level Three Trade Asset
- Costs 60,000 to acquire
- 30,000 Dragons a year in income.
- Large Tavern
--- Grants +1 to spy rolls for your Merchant in the city it is located in. Represents tavern gossip yielding information. These do not stack: having 3 Large Taverns in King's Landing nets +1, not +3.
--- Merchants can hide people or items in the inns in secret. If, somehow, their pursuers trace them to the inn a detection roll must be made, weighted in favour of the hidden player/thing.
- Lucrative Trade Caravan
--- Grants a private army of 50 Light Infantry per Caravan, representing sellsword henchmen/guards, which can be used as the Merchant pleases.
- Trade Galley
--- The Galley can be converted for use as a Warship, and its large size gives it a +3 to battle rolls.
Level Four Trade Asset (Only one allowed)
- Costs 120,000 to acquire.
- 60,000 Dragons a year in income.
- Whorehouse (Tier 4 Lodging House)
--- Grants +2 spy rolls for your Merchant in the city it is located in. This represents the prostitutes passing along information from clients.
--- Secret entrance/exit. Clients value privacy, players or items hidden in this inn get an escape roll if their enemies make a successful detection roll. If the hidden player/item makes a successful escape roll, they escape without being seen.
- Trade Route (Tier 4 Caravan)
--- Grants the Merchant a private army of 200 Heavy Infantry that he employs on his Trade Route. They can be used for other henchmen things...
- Organised Smuggling Ring (Tier 4 Ship)
--- Grants the Merchant the ability to bypass blockades and move things in and out of cities undetected, subject to a roll, weighted in their favour.





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