Plankytown viewed from the outskirts; the Greenblood provides fertile irrigation

Plankytown rests along the estuary of the Greenblood, and the eponymous floating settlement of wooden shanties and docks lies covering most of the entrance onto the river from the ocean. Growing inward, the town turns to more traditional architecture of mudbrick and sandstone, though the town is full of canals. West along the Greenblood's banks stretch a few miles of thick farmland and orchards, lined with date trees and palms.

In this lifetime, Plankytown has been recently reinforced with new defenses by House Allyrion on behalf of the Prince of Dorne; A great chain now exists hanging from two towers, ready to be drawn taut across the bay if invaders sail close to the city. The walls have been reinforced and expanded to cover much fo the farmland, with new towers built in modern styles from Essos.

Plankytown has been traditionally ruled by Magistrates appointed by the Prince of Dorne; by House Martell. It is still so, now.

Current Magistrate: n/a

Regional Bonus
  • Large port: +1 to sea battle rolls in the area for the owner of the harbor and grants the owner access to one additional trade route. Grants a special naval militia instead of the standard levy ships

Defenses Minor Castle: base +4
+2 from Tier II Citadel Towers
Total Siege Bonus: +6

Boom Towers & Harbor Chain: (cost 40,000 dragons originally) In case of an enemy fleet, two stout towers on opposite ends of the harbor/bay will raise up a large, strong chain which blocks ships from entering into the harbor - stopping a disaster such as that which happened in the historical invasion of Dorne by Daeron I.
Infrastructure - II. Town Watch: +1,500 Militia Points, 5% cheaper professional troop hire.
- II. Citadel Towers: +2 Siege Defence rolls
- II. Large Dockyard: +1250 naval militia points, 5% cheaper naval mercs, +15% income
- I. City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.