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    Default The Bull's Wares

    THE BULL'S WARES

    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.




    Personal Equipment
    These are items equipped to characters to improve their traits.

    Weapons and Armour


    Armour sets are available to all characters and both genders, with certain ranks beginning with access to certain armour sets. The attire chosen for wear impacts the wearer's abilities in terms of movement and survivability.

    Armour Sets

    Studded Leather Armour (+5 hp, +2 Scout, +2 Assassin, +2 Capture) - The simplest armour in terms of creation and the weakest by way of protection, this armour nonetheless provides the user much better movement and is favoured by those who would rather be quick on their feet over having the ability to slug it out in a melee. A studded leather chestpiece with hardened leather vambraces, shinguards, thighguards and boots. This set of armour costs 15,000 Dragons.

    Chainmail Armour (+10 hp, +1 Scout, +2 Duels, +1 Survival) - The armour of choice for most freedmen, chainmail is affordable yet offers some protection on the battlefield. A mix of studded leather with a mail coat or mail worked into the leather. This set of armour costs 30,000 Dragons.

    Partial Plate (+20 hp, +4 Duels, +2 Survival) - The optimal trade-off between mobility and protection, partial plate armour is often worn by those of a knightly bearing. A thick and solid plate chestpiece protects the vital organs while segments covering the thighs, shins and forearms allow blows to be deflected or absorbed. Leaving the upper arms and legs largely unrestricted means that movement isn't too heavily constrained, allowing the wearer mobility for duelling. This set of armour costs 40,000 Dragons.

    Full Plate (+20 hp, +1 Battles, +6 Survival, +5 post-battle condition rolls) - Covering oneself from head to toe in the best plate available brings significant advantages and drawbacks. You become near-impossible to kill but also don't move much yourself. Favoured by knights taking to the battlefield, knowing their main role in such an event will be to present the heaviest possible mass atop a horse to plough through enemy troops in a formation of massed heavy horse, this is a set of armour for surviving a major battle rather than a set for everyday wear or single combat. This set of armour costs 60,000 Dragons.

    Weapons

    Weapons are divided into three overaching types: those used exclusively in one hand, those used with one or two depending on the context, and those large enough to require two hands at all times. Each comes with benefits and drawbacks.

    A single handed weapon and shield (+2 Duels, +4 Survival, +6 hp) offers the most survivability, allowing the user to shelter behind the shield and use it to further protect themselves, but at the cost of sacrificing the reach and power afforded by the larger, heavier weapons. This combination costs 30,000 Dragons.

    A bastard sword (+4 Duels, +4 Survival), the most common name for large single-handed weapons, are typically used without shields but are lighter and thus more mobile than greatswords, giving the user the ability to position themselves faster and exploit the situation with more agility, at the cost of reduced reach and less power than a greatsword, but superior reach and power to a single handed weapon. These weapons cost 25,000 Dragons.

    A greatsword (+7 Duels, +2 Survival) represents those swords that are the largest, heaviest weapons, be they swords, poleaxes, greataxes or warmaces. These weapons are sluggish but mighty: a solid blow from such a weapon, even to a shield, could break the arm of the target or outright shatter lesser weapons. The key to surviving such weapons is mobility, while the key to their masterful use is conservation of energy and the efficient application of it into well aimed, well timed strikes of immense power. These weapons cost 30,000 Dragons.

    Notes

    - Kingsguard may select any single armour and weapon set for free.
    - If a character with any of this equipment dies, their weapon may be inherited but the armour cannot be inherited: anyone can use any weapon, but armour was crafted to fit the user.



    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 (Bastard Sword) -
    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
    (Bastard Sword), ancestral sword of House Targaryen/Blackfyre, processed by Maelys 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.


    Any House in possession of any of the one-handed variant of these weapons is entitled to a free "single handed weapon and shield" weapon, with the +Duels bonus being +4 rather than +2. Any House in possession of any of the Bastard Sword variants is entitled to a free " hand-and-a-half longsword" weapon, with the +Duels bonus being +6 rather than +4. Any House in possession of any of the Greatsword variants is entitled to a free "greatsword" weapon, with the +Duels bonus being +9 rather than +7.


    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 5,000 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.

    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! +3 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.

    Middle man: This man serves as the go between between you and your spies protecting your identity. +1 Spy trait


    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: +500 Militia 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.

    Spy guild- allows for the recruitment of 1 additional spy

    (Coastal Only) Dockyard: +500 naval militia 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: +1,000 Militia 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 +1, in siege battles, increases defender archery rolls by +1

    City Watch Barracks: 200 Archers permanently stationed in your home territory. Cannot be moved elsewhere.

    Veteran Spy guild- allows for the recruitment of 1 additional spy and gives +1 to all spy rolls


    (Coastal Only) Large Dockyard: +750 naval militia 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: +1,000 Militia 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 +1, in siege battles, increases defender archery rolls by +1

    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.

    Master Spy Guild- allows for the recruitment of 1 additional spy and gives +1 to all spy rolls Spy upkeep 25% cheaper


    (Coastal Only) Major Dockyard: +1,000
    naval militia points, 10% cheaper naval mercs, +5% income

    (River Provinces Only) Major Riverport: +5% income,

    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 siege defense rolls

    Militia Armoury: +1,000 Militia Points, 10% cheaper professional troop hire, if the province is besieged a garrison of 300 light infantry and 300 archers is hastily conscripted to aid in the defence.

    Army Barracks: Professional unit cap increased by +2,000 points. Requires the "Barracks" Tier III building to unlock.

    Military Port: +2,000 naval militia 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.

    Fortress City: +1 Siege Defence rolls. +1 year to siege hold out time, +6 months to Holdfast hold out time.

    Grand Master Spy guild- allows for the recruitment of 2 additional spy and gives +1 to all spy rolls. Spy upkeep 25% cheaper.


    Edicts


    An 'Edict' is a temporary effect that players may purchase for their characters or provinces. Edicts only last for one RL week unless specified otherwise. If a player wishes for their chosen edicts to last longer, they must buy them again. It is possible to simply re-buy the edicts you want every week and therefore never lose their bonuses, but you must pay for them every week to do this.

    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.

    Vassal Autonomy. 5,000 Dragons per vassal. Vassals will send 50% extra Militia and Levy if summoned. (cannot have if centralised power is taken) (Unavailable to Lords Paramount)

    Centralised Power. +5,000 Dragons to your income per vassal. Vassals will not maintain their own Militia and will only send 50% of their Levy if summoned. (cannot have if Vassal Autonomy is taken) (Unavailable to Lords Paramount)

    Land Edicts

    Militias. 10,000 Dragons. +1,000 militia points.

    Military Infrastructure. 10,000 Dragons. +1,000 militia 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. 10,000 Dragons. +1,000 naval militia points.

    Naval Infrastructure. 10,000 Dragons. +1,000 naval militia points.


    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 1,000 points 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 1,000 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.


    Spies
    Spy Cost 15,000 upkeep 5,000

  2. #2

    Default Re: The Bull's Wares

    Winterfell:

    Militia Armoury: +500 Militia Points

    Market Square: +10% income

    Wall Reinforcements: +1 Siege Defence rolls

    -60,000

  3. #3

    Default Re: The Bull's Wares

    Barrowton:

    Militia Armoury: +500 Militia Points

    Market Square: +10% income

    Military Infrastructure. 10,000 Dragons. +1,000 militia points.

    Militias: +1000 militia points (free edict)

    Total: 50,000 dragons


    Theon:

    Bronze scale armour (+20 hp, +4 Duels, +2 Survival) - 40,000

    A bastard sword (+4 Duels, +4 Survival) - 25,000

    Total: 65,000 dragons
    Last edited by Gandalfus; August 24, 2016 at 08:07 AM.

  4. #4

    Default Re: The Bull's Wares

    Wolfswood :
    Market Square: +10% income
    Militia Armoury: +500 Militia Points
    Total : 40,000

    ----
    Edit 8/23 :
    Clan Woods -
    Militias. 10,000 Dragons. +1,000 militia points.

    Free edict until the 26th.
    Last edited by Xion; August 23, 2016 at 02:04 PM.

  5. #5
    Trot's Avatar Vicarius Provinciae
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    Default Re: The Bull's Wares

    Beron Mormont Purchases a Bastard Sword

    -25,000

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Bull's Wares

    Deepwood Motte:

    Militia Armory: +500 Militia pts.
    Market Square: +10% income

    Total: -40,000

    Galbart Glover: Studded Leather Armor (-15,000)

  7. #7

    Default Re: The Bull's Wares

    Cerwyn.

    Keep Expansions: +25% castle garrison size permitted

    Militia Armoury: +500 Militia Points

    Market Square: +10% income
    --------------------------------
    60,000.

    Bolton:

    Keep Expansions: +25% castle garrison size permitted

    Militia Armoury: +500 Militia Points

    Market Square: +10% income
    --------------------------------
    60,000.

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  8. #8
    Dirty Chai's Avatar Dux Limitis
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    Default Re: The Bull's Wares

    Due to the threats from the sea, the Karstarks oversee the construction of a ring wall and enforce watchmen duty on the folk of Karhold.

    - I. Militia Armoury: +500 Militia Points
    - I. Wall Reinforcements: +1 Siege Defence rolls
    - I. City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.

    Cost: 60,000
    Completed on Tuesday, August 30

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

    Due to regional bonus of Karhold, Lord Karstark claims his free, ancestral weapon:
    A bastard sword (+4 Duels, +4 Survival), the most common name for large single-handed weapons, are typically used without shields but are lighter and thus more mobile than greatswords, giving the user the ability to position themselves faster and exploit the situation with more agility, at the cost of reduced reach and less power than a greatsword, but superior reach and power to a single handed weapon. These weapons cost 25,000 Dragons.
    It shall be a high-tin bronze longsword known as Aurora

  9. #9
    The Mad Skylord's Avatar Tribunus
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    Default Re: The Bull's Wares

    Militias
    Military Infrastructure

    Market Square

    30'000 Dragons
    Last edited by The Mad Skylord; August 23, 2016 at 07:59 AM.

  10. #10
    Dirty Chai's Avatar Dux Limitis
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    Default Re: The Bull's Wares

    Militias. 10,000 Dragons. +1,000 militia points.
    via the free edict we get until the 26th of August

  11. #11
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: The Bull's Wares

    Umber
    - Barracks
    - Market
    - Port

    Marsh
    - Barracks
    - Market
    - Port

  12. #12

    Default Re: The Bull's Wares

    House STark issues the following edicts:

    Militias. 10,000 Dragons. +1,000 militia points.

    Military Infrastructure. 10,000 Dragons. +1,000 militia points.

  13. #13
    Jokern's Avatar Mowbray of Nottingham
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    Posts
    6,900

    Default Re: The Bull's Wares

    Clan Flint builds at Flint Keep:

    Militia Armoury: +500 Militia Points
    City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.

    Total cost: 40,000
    Finished 31/8
    Last edited by Jokern; August 25, 2016 at 02:07 AM.

  14. #14

    Default Re: The Bull's Wares

    Kingshouse and the Wolfswood -
    2x Merchant Taxation edicts

  15. #15

    Default Re: The Bull's Wares

    Free naval edict


    Sent from my iPhone using Tapatalk

  16. #16
    Indefinitely Banned
    Join Date
    Nov 2015
    Location
    United States
    Posts
    1,444

    Default Re: The Bull's Wares

    Shadowmoor:
    City Watch Quarters, 20,000 Dragons

  17. #17

    Default Re: The Bull's Wares

    Rickard purchases a set of Bronze Scale armor (Full Plate equivalent)

    -60,000

    Winterfell:

    Keep Expansions: +25% castle garrison size permitted

    City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.

    -40,000
    Last edited by Pontifex Maximus; August 26, 2016 at 08:04 AM.

  18. #18

    Default Re: The Bull's Wares

    Kingshouse :
    (Coastal Only) Dockyard: +500 naval militia points, +10% income
    Market Square: +10% income
    Militia Armoury: +500 Militia Points
    Total : 60,000 dragons
    Wolfswood :
    (River provinces only) Small Riverport: +10% income
    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.
    Total : 60,000

  19. #19
    Barry Goldwater's Avatar Mr. Conservative
    Join Date
    Oct 2008
    Location
    Richmond, Virginia
    Posts
    16,469

    Default Re: The Bull's Wares

    House Glover purchases the following:

    City Watch Quarters: 400 Light Infantry permanently stationed in your home territory. Cannot be moved elsewhere.
    Dockyard: +500 naval militia points, +10% income
    Mounted Light Ballistae: Increases dragon death chances by +1, in siege battles, increases defender archery rolls by +1

    -60,000, will be ready on Sept. 2

  20. #20
    Trot's Avatar Vicarius Provinciae
    Join Date
    Jun 2012
    Posts
    11,632

    Default Re: The Bull's Wares

    Mormont buys


    Studded Leather Armour (+5 hp, +2 Scout, +2 Assassin, +2 Capture) - The simplest armour in terms of creation and the weakest by way of protection, this armour nonetheless provides the user much better movement and is favoured by those who would rather be quick on their feet over having the ability to slug it out in a melee. A studded leather chestpiece with hardened leather vambraces, shinguards, thighguards and boots. This set of armour costs 15,000 Dragons. rped as fur for Brandon Mormont.

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