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    Default Yearly Budget of House Osgrey

    House Details

    House Name: Osgrey, Marshals of the Northmarch

    House Seat: Coldmoat

    Income Details

    Land Income: 75,000 Dragons (50,000 Base, +10% from Wealth Trait, +20,000 from Merchant Taxation edict)

    Trade Income: 10,000 Dragons (Grain)

    Vassal Tax Income: 35,000 Dragons (5,000 Dragons per vassal via Centralised Power and 7 vassals, 5,000*7 = 35,000)

    Total Yearly Income: 120,000 Dragons

    Expenditure Details

    Military Edicts


    Militias. 15,000 Dragons. +1,500 land levy points.

    Military Infrastructure. 15,000 Dragons. +1,500 land levy points.

    Sellsword Contracting Laws. 10,000 Dragons. When you summon your levy, conduct a d20*100 roll for sellswords who join the campaign. Sellsword troop type will be split 10/20/20/30/20 H Cav/H Inf/L Cav/Polearm/Archers. (eg roll a 1 and get 100 troops, 10 are H Cav, 20 H Inf, so on...)

    Press Gangs. 15,000 Dragons. +2,000 naval levy points.

    Naval Infrastructure. 15,000 Dragons. +2,000 naval levy points.

    Castle Quartmaster. 5,000 Dragons. +6 ingame months to siege survival time.

    Barrack Blocks. 5,000 Dragons. +100% Castle Garrison limit.

    Castle Defences. 5,000 Dragons. +2 to Siege Defence Rolls.

    Bastions. 5,000 Dragons. +2 to Siege Defence Rolls (must stack with Castle Defences)

    Holdfast. 5,000 Dragons. If your castle surrenders or is successfully stormed the remaining forces retreat to a Holdfast and the siege resumes. The Holdfast has +2 to Siege Defence Rolls (does not gain bonus from Castle Defences or Bastions) and will hold out for a further one year. (must stack with Castle Defences and Bastions)


    Town Watch. 5,000 Dragons. 500 Light Infantry and 250 Archers defend your home province if invaded or besieged, they will not leave your province once spawned. Not included towards castle garrison limit. +5 to capture rolls (-5 to escape rolls therefore) conducted by you in your province.

    Keep Garrison. 5,000 Dragons. 300 Heavy Infantry defend your home province if invaded or besieged, they will not leave your province once spawned. Not included towards castle garrison limit. -3 to assassination and spy rolls done against you in your home province.

    Postern Gate. 5,000 Dragons. If your castle is besieged, any characters inside may attempt to escape with a 10/20 chance.



    Military Edicts Chosen:
    - Militia and Military Infrastructure (+3,000 Levy Points, 30,000 Dragons)
    - Castle Defences, Bastion, Holdfast (+4 Siege Defence, Holdfast, 15,000 Dragons)
    - Town Watch and Keep Garrison (300 Heavy Infantry, 500 Light Infantry and 250 Archers extra garrison, 10,000 Dragons)

    Total Military Edict Cost: 55,000 Dragons

    Political and Mercantile Edicts


    Vassal Autonomy. 5,000 Dragons per vassal. +500 levy points per vassal when you call your Banners (cannot have if centralised power is taken) (Unavailable to Lords Paramount)

    Centralised Power. +5,000 Dragons to your income per vassal. Vassals only send 50% of their levy instead of 100% (cannot have if vassal autonomy is taken) (Unavailable to Lords Paramount)

    Free Trade. 15,000 Dragons. +1 trade lane. (Trade lanes generate 10,000 Dragons in income, thus you're in effect paying 5,000 Dragons for an extra trade good bonus)

    Merchant Taxation. +20,000 Dragons income, -1 trade lane. (Effectively gaining 10,000 Dragons to give up one trade good bonus)



    Political/Mercantile Edicts Chosen: Merchant Taxation (+20,000 Dragons income), Centralised Power (+35,000 Dragons income, -50% of vassal levy when called up)

    Total Political/Mercantile Edicts Cost:

    Personal Edicts


    Armoursmiths. 10,000 per character. +10 hp in duels.

    Weaponsmiths. 5,000 per character. +2 duels. A character may not have a Valyrian Steel weapon and this edict.

    Master Swordsmith. 15,000 per character. +5 to duels. Cannot be stacked with Weaponsmiths.
    A character may not have a Valyrian Steel weapon and this edict.

    Retainers. 5,000 Dragons per Retainer. Each House may employ up to 5 such men. The House may distribute the retainers among family members as they see fit, but cannot exceed 5 in total.

    Retainers


    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. If killed you may not attempt another roll for 2 years, representing the time it takes to hire another suitable smuggler.

    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.



    Personal Edicts Chosen: Armoursmith and Master Swordsmith (+5 Duels, +10hp in duels, 25,000 Dragons)

    Retainers Hired: Seasoned Sellsword, Dark Bodyguard, Siege Engineer (+1 Battles/Rearguard, Survival, build Siege Weapons, 15,000 Dragons)

    Total Personal Edicts/Retainers Cost: 40,000 Dragons

    Men at Arms


    Select from this thread

    Ignore hire costs, calculate cost based on upkeep cost. The usual rules regarding point caps remain in force.


    Troops selected: (Capped at 6,000 points)

    1,000 Reachman Lancers (The Marcher Company) at 15,000 Dragons upkeep and 3,500 points
    1,500 Light Cavalry (The Marcher Company) at 9,000 Dragons upkeep and 1,500 points

    Total Cost: 24,000 Dragons upkeep and 6,000 points

    -----------
    -----------

    Grand Total Cost of all expenses: 55,000 (Military) + 40,000 (Personal) +24,000 (Troops) = 119,000 Dragons

    Left over: 1,000 Dragons
    Last edited by Poach; December 06, 2015 at 01:48 PM.

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