All rules not modified by this post will remain in effect, subject to flavor edits or other edits necessary to maintaining the balance of the game. If ANY ambiguity in the rules could lead to their exploitation players are under a duty to notify moderators. Failure to do so may result in penalties being applied for the exploitation of rules loopholes. When in doubt, ask. Rulesets are never perfect despite our best efforts.
Playable Houses
Winterfell - House Stark of Winterfell, Lord of Winterfell, the King in the North. (Main Stark Branch, the King in the North)
- Castle Cerwyn - House Cerwyn of Castle Cerwyn.
- King's Course - House Cassel of King's Course.
- Torrhen's Square - House Tallhart, Master's of Torrhen's Square.
- Dawnforest - Special non-hereditary title bestowed by House Stark. Bearer titled "Lord Warden of The Wolfswood".
Dreadfort - House Bolton of The Dreadfort. High Lords of The Weeping Water. (Former Kings)
- Overton - House Overton of Overton.
- Ethering - House Wells of Ethering.
- Highpoint - House ???? of Highpoint. (available for a player to make up a house)
Wolf's Den - House Greystark of Wolf's Den. High Lords of The White Knife. (Stark Cadet Branch)
- Whitford - House Waterman of Whitford.
- Oldcastle - House Locke of Oldcastle. (Former Kings)
- White Knife - Special non-hereditary title bestowed by House Stark. Bearer titled "Lord Warden of The White Knife". Fealty owed directly to Winterfell.
Moat Cailin - (Not Ruined) - No House. Controlled by House Reed, the Marsh Kings
Karhold - House Karstark of Karhold. High Lords of The Grey Cliffs. (Stark Cadet Branch)
- Weeping Bay - House Lightfoot of Weeping Bay.
- Eastmelt - House Mollet of Eastmelt.
Last Hearth - House Umber of Last Hearth. High Lords of The Last River. (Former Kings)
- Seal Shore - House Holt of Seal Shore.
- Last River - House Long of Last River.
- Lonely Hills - House Lake of Lonely Hills
Greywater Watch - House Reed of Greywater Watch. High Lords of The Neck, Marsh Kings of the Crannogmen (Independent)
- Silvereed - House Fenn of Silvereed.
- Churwell - House Marsh of Churwell
- Greycronn - House Blackmyre of Greycronn
Bear Island - House ????? of Bear Island. High Lords of The Bay of Ice. (Controlled by Ironborn)
Barrowton (Barrowlands) - House Dustin of Barrowton. High Lords of The Barrowlands. (Former Kings)
- Fever - House Marsh of The Fever River.
- Goldgrass - House Stout of Goldgrass.
The Broken Branch - No High Lord
- Hornwood - House Hornwood of Hornwood
- Ramsgate - House Woolfield of Ramsgate Sworn to White Harbor/Wolf's Den
- Widow's Watch - House Flint of Widow's Watch
- Sheepshead Hills- House Ashwood of Sheepshed Hills Sworn to White Harbor/Wolf's Den
The Rills - House Ryswell of The Rills. High Lords of The Rills and The Stoney Shore.
- Blackpool – House Slate of Blackpool Keep. (Former Kings)
- Stony Shore - House Fisher of Stony Shore. (Former Kings)
- Sea Dragon Point - House Condon of The Point.
- Withered Heath - House Ironsmith of Withered Heath.
- Rillwater Crossing- House Glenmore of Rillwater Crossing
Flint's Finger - House Flint of Flint's Finger. High Lords of The Saltspear.
- Cape Kraken - House ???? of Cape Kraken. (Controlled by Ironborn)
- Flint Cliffs - House Flint of Flint Cliffs.
Deepwood (Wolfswood) - House Glover of Deepwood Motte. Masters of The Wolfswood. (Former Kings)
- Wolfswood - Clan Woods of The Wolfswood.
- Ironrath - Clan Forrester of Blackgrove.
- King's Grove - Clan Branch of King's Grove.
- Acorn Grove - Clan Bole of Acorn Grove.
The Mountains of The North - No High Chief
- Flint Keep (Breakstone Hill) - Clan Flint of Flint Keep. (Former Kings)
- Pinesend- Clan Liddle of Pinesend.
- Crow's Edge - Clan Wull of Crow's Edge.
- Arrendell - Clan Knott of Arrendell.
- Shadowmoor - Clan Norrey of Shadowmoor.
Skagosi Islands - No High Chief - All Independent Kings
- Kingshouse (Skagos) - Clan Magnar of Kingshouse.
- Deepdown - Clan Crowl of Deepdown.
- Driftwood Hall - Clan Stane of Driftwood Hall.
The Night's Watch*
Castle Black: Seat of the Lord Commander of the Night's Watch
Eastwatch by the Sea: Seat of the Commander of Eastwatch
The Shadow Tower: Seat of the Commander of the Shadow Tower
1. Night's Watch characters gain a +1 charisma bonus with landed NPC lords or knights and a -10 modifier against any NPC beyond the wall.
*These seats are necessarily the mechanical limits of castles able to be garrisoned by the Night's Watch at game start but are by no means the limit of expansion
Any of the following castles may be built or rebuilt as may be the case:
Freefolk
1. Register a tribe as a sellsword company
2. Select a tribe/culture: Cave People, Ice River Clan, Thenns, Hornfoots, Frozen Shore Clans
3. Free folk characters gain a +3 charisma bonus with other Wildling NPCs, Children of the Forest, or giants. They gain a -5 modifier to diplomacy with the Night's Watch
Available titles:
King Beyond the Wall
Chieftain
Recommended reading
Land Incomes
(DO NOT Claim Bannerman bonus, that is accounted for by the edited income rules)
Very Rich Provinces (70,000 Golden Dragons):
Winterfell
The Dreadfort
Karhold
Rich Provinces = (60,000 Golden Dragons):
Barrowtown
The Rills
Last Hearth
Deepwood Motte
Very Prosperous Provinces (50,000 Golden Dragons):
Deepwood (Wolfswood)
Wolf's Den
Greywater Watch
Hornwood
Prosperous Provinces (40,000 Golden Dragons):
Bear Island
Hornwood
Torrhen's Square
Flint's Finger
Flint Keep
Flint Cliffs
Crow's Edge
Poor Provinces (30,000 Golden Dragons):
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
Knifesport
Cape Kraken
Sea Dragon Point
Withered Heath
Whitford
Arrondale
Shadowmoor
White Knife
Ethering
Oldcastle
Fever
Ramsgate
Widow's Watch
Coldgrass
Moat Cailin (Ruined: See 'Ruined Holdfasts' Rules)
Oldcastle
Deepdown
Kingshouse
Driftwood Hall
The Mountains of the North
The Stony Shore
Silvereed
Churwell
Greycronn
Northern Levy
Huge Levy – 7,500 Points
Winterfell
Large Levy – 4,500
Karhold
The Dreadfort
Last Hearth
Barrowtown
Greywater Watch
Medium Levy - 2,750 Points
Deepwood Motte
The Rills
Hornwood
Wolf's Den
Small Levy – 1,500 Points
Torrhen's Square
Bear Island
Shadowmoor
White Knife
Moat Cailin
Flint's Finger (aka Flint's Keep)
Crow's Edge
Very Small Levy – 500 Points
Kingshouse
Deepdown
Driftwood Hall
The Mountains of the North
Widow's Watch
Silvereed
Churwell
Greycronn
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
Overton
Sheepshead Hills
Lonely Hills
Wolfswood
Blackgrove
King's Grove
Acorn Grove
Tine's End
Arrondale
*Followers of the Seven Houses replaced with random extinct northern houses
Naval Levy
35 Levy Ships per region
Oldcastle
Whitsford
Ramsgate
Flint's Finger
Deepwood
Bear Island
Stony Shore
Widow's Watch
Barrowtown
Karhold
Night's Watch and Free Folk Rules
The Night's Watch or Free Folk can establish new settlements or castles meeting the following requirements:
The Night's Watch
Income for the Night's Watch
The Night's Watch generates a very small income of their own, but rely on other sources such as donations for any other need.
The Night's Watch will generate 1 Dragon of income per year for each point of soldiers in the order. Players may donate money to the Watch as they see fit. Any money owned by a player character forced to join the Night's Watch is seized, by moderator discretion (eg based on the circumstances) by any of...
- The King
- A Lord Paramount
- The character's family
- Another player character
- The Night's Watch
This strongly depends on circumstance. In the majority of cases any money will be seized by the family (as a Tarly would, for example, keep any of his money in Horn Hill or in a family-controlled account somewhere) but powerful characters such as the King or Lord Paramount may order it surrendered to them personally, giving the family the chance to refuse or agree. In instances where there isn't a family to seize the money (eg the player being forced to go to the Wall is a sellsword, merchant, freeman etc) it will normally be seized by the character forcing them to take the Black, but again moderation will review the circumstances.
Items
The Lord Commander may take for free any set of weapons and armour.
All characters registered for the purposes of being in the Night's Watch only may likewise select any free set of weapons and armor.
All other characters sent to the wall will have only the equipment they show up to the Wall with or that are bought for them by the Night's Watch or other player characters.
Night's Watch - Total Levy = 17,500 points
Important Note: The Night's Watch does not have a levy as such. All points below are considered standing troops, levied for free at all times.
Major Castles - 3,000 points
Castle Black
Large Castles - 2,000 points
Shadow Tower
Eastwatch-By-The-Sea
Nightfort
Medium Castles - 1,000 points
Westwatch-By-The-Bridge
Queensgate
Small Castles - 500 points
Deep Lake
Sentinel Stand
Greyguard
Stonedoor
Hoarfrost Hill
Icemark
Oakenshield
Woodswatch-By-The-Pool
Sable Hall
Rimegate
Long Barrow
Torches
Greenguard
Night's Watch Levy Composition
20% Light Infantry
30% Heavy Infantry
30% Archers
10% Light Cavalry
10% Heavy Cavalry
(This will give the Night's Watch a strength of 13,708 Black Brothers if all castles are fully manned.)
Building new castles
To build a new castle for the Night's Watch funds equal to 50 times their levy points must be raised or granted to the Watch. Thus a 500 point castle needs 25,000 Dragons to construct. Due to the poverty of the Watch these funds are more likely to come from donations from other parts of Westeros or from funds brought by third+ sons of wealthy Lords.
A new castle takes 1 RL week to construct. The Watch must have the manpower ready to garrison it when it is completed (a minimum of one third of the points value of the castle), else it will instantly become an abandoned castle and will have to be rebuilt again before becoming useable.
Minimum castle garrisons
In order for castles to remain active, a minimum of one third of their points value must be garrisoned there. The castles may be left vacant for short periods (eg if the Night's Watch marches to war or post-battle) but at least one third of the points value must have their "home base" at the castle for it to remain active.
If the Night's Watch lacks the manpower to maintain a castle at one third of the points value, it is considered abandoned and falls to ruin. It may be reconstructed for half the money it would cost to build it brand new.
It is a requirement for the Lord Commander of the Night's Watch player to maintain an up to date list of castles and their garrisons, detailing clearly the castle's points value, the current garrison troops, and their total points value. Failure to do so may cause the moderators to act and shut down castles they feel are not sufficiently manned.
Castles manned at game start (Changes per setting)
Current setting = North-only pre-Aegon's Conquest
Major Castles - 3,000 points
Castle Black
Large Castles - 2,000 points
Shadow Tower
Eastwatch-By-The-Sea
Nightfort
Medium Castles - 1,000 points
Westwatch-By-The-Bridge
Queensgate- Does not exist yet.
Small Castles - 500 points
Deep Lake- Does not exist yet.
Sentinel Stand
Greyguard- Does not exist yet.
Stonedoor
Hoarfrost Hill- Does not exist yet.
Icemark
Oakenshield- Does not exist yet.
Woodswatch-By-The-Pool
Sable Hall- Does not exist yet.
Rimegate
Long Barrow- Does not exist yet.
Torches
Greenguard- Does not exist yet.
Replacing dead Brothers
The Night's Watch is not like any normal Lordship or fief in Westeros: the brothers are sworn to celibacy and thus do not replace their dead on their own. The Watch relies on outside sources to replace those lost in battle and this can be represented ingame in the following manners:
The d20 roll outcomes produce points of recruits, not numbers of men.
1. Every player character joining the Watch (willingly or not) rolls a d20*10 for new recruits. This can be represented ingame as co-conspirators forced into exile with him, or smallfolk inspired to join as they see a nobleman pledging his life to the cause.
2. Every year the Night's Watch may request a d20*20 roll for new recruits, representing people coming willingly to serve the order.
3. One Player Lord Paramount may be approached each year (cannot stack with 4, delete one) for prisoners or recruits. If they are willing to pay 40,000 Dragons (representing the cost of searching their realm's dungeons and transporting them to one place) the Night's Watch gets a d20*50 roll for new recruits.- Not appropriate for the current setting.
4. Three Player High Lords may be approached each year (cannot stack with 3, delete one) for prisoners or recruits. If they are willing to pay 20,000 Dragons (representing the cost of searching their fief's dungeons and transporting them to one place) the Night's Watch gets a d20*10 roll for new recruits.
5. Any player character may donate money to the Watch to aid their recruitment efforts at any time, with 20 Dragons producing 1 point of recruits.
Free Folk:
Free Folk can establish Villages (the equivalent of a minor castle) for 40,000 dragons. All Free Folk characters that do not have a "home village" will be considered as sellswords until they become village/tribal chieftains by establishing a village. Establishing these villages is completely an RP element. Individual chieftains must find a location for a village and RP its founding. This will determine its income. Once a village is founded, it may be upgraded as with any castle. The previous sellsword company will become a standing army for the chief and considered militia for the purpose of upkeep. It may then be treated as any militia would.
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.
Each region carries a specific trade good which carries a bonus. Each designated High Lordship and its sworn houses may trade in the enumerated resource.
Stone. +2 Siege Defence, -10% Building Cost
Bronze. +1 to land battles, +250 Land Levy points
Grains. +1,200 Militia Points
Furs. +5% Income, +1 to any rolls to convince an AI character to do something (Includes calling your vassals to war)
Amber. +2 to any rolls to convince an AI character to do something (Includes calling your vassals to war)
Superior Steeds. -15% Professional Cavalry Hire Cost, -10% Professional Cavalry Upkeep Cost
Gold. +10% Income
Salted fish. +600 Militia Points, +1 to any rolls to convince an AI character to do something (Includes calling your vassals to war)
Leather. -15% Professional Infantry Hire Cost, -10% Professional Infantry Upkeep Cost, -10% to purchasing weapons and armor
Furs/skins: Wolf's Den, Greywater Watch
Stone: Last Hearth, Northern Mountain Clans
Grains: Dreadfort
Bronze: Karhold
Amber: Winterfell
Salted fish: Rills, Bear Island
Gold: Flint's Fingers, Barrowtown
Leather: Deepwood
Superior Steeds: Broken Branch
Trade income is now worth a standard rate of 10,000 per trade route.
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.
Trade Contract Lengths:All NPC trade routes will only last for three years before they must be renegotiated. This includes trade routes for Essos. Trade routes between two players will never expire unless one side wants to intentionally break the agreement.
Trade Difficulty for NPC Trade Routes:
Easy: Base 10/20 chance
Medium: Base 5/20 chance
Hard: Base 1/20 chance
Trade Modifiers: In order to represent their positions as a major port, trade center, or influence (like Lord Paramounts or the King), certain cities/provinces will gain a modifier to increase the chance of gaining a trade deal. Any two bonuses can stack.
House of Influence: +1
-- Defined as an LP House or any House that holds a powerful position (Small Council, non-hereditary title held by family member, Marshal of your region, etc) – Can only be considered
once so multiple positions do not stack.
Renewal Bonus: +1 from attempting to renew a trade agreement
Center of Trade: +2
Major Port City: +3
-- Defined as being any city/province with a +1 trade lane
Merchant Bonus: +5
In addition, any bonuses from charisma related things like the actual trait or trade resources only grant half of their value rounded down with a minimum of 1. So a +7 combined charisma bonus becomes a +3 modifier while a +1 charisma is still +1 for that minimum.
Regional Bonuses
Winterfell
- 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 its owner to recruit troops at 75% of the normal cost, though upkeep remains the same. In addition, Lord Stark receives an additional +2 to his AI reaction rolls when dealing with Northern Lords.
Wolf's Den
- As descendants of House Stark they are of the royal blood, and therefore gain an advantage in their interactions with other Houses. +1 AI Interactions with Northern Lords.
Dreadfort
- Ruling Through Intimidation: +2 to AI reaction rolls for its vassals.
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 siege 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%)
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 opportunities 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.
Barrowton
- Prosperity of the Barrowlands: Barrowton sits upon one of the most fertile areas of the North on a great plain near one of the tributaries of the Fever River. This makes it an idea location for commerce and trade. +10% to land income.
Karhold
- The Karstarks are the principal bannermen of House Stark, and fearsome warriors. The lords of Karhold pass down an ancestral weapon from one father to the son, and have for decades. (Karstark character may select one free weapon that is the ancestral weapon of their house)
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
Additional bonuses may be added based upon RP in the founding of new castles, villages, etc.
Additional Military Rules for Northern Setting
1. Militia points may not be spent on heavy cavalry.
2. Professional points may not be spent on heavy cavalry, elite cavalry, or AOR cavalry.
3. For professional troop recruitment, consider the flavor of the setting. "Dismounted knights" therefore might be better characterized as simply "Heavy Infantry" as a vanilla characterization or something else such as "Bolton Heavy Swordsmen (heavy infantry)"












