Westeros is seen by the rest of the world as a barbaric land of dirty bearded men slaughtering one another and worshiping a strange god with seven faces. To the Westerosi, Essos is a strange place where they worship fire gods and fight against horsemen. It is a time of strife in both lands, the year is 114 AD (After the Doom). In the East, Horonno, who named himself Triarch for Life and was executed as his dreams of a New Valyria fell apart forever as the Storm King and the Last Dragons fought against Volantis. Westeros is divided into seven Kingdoms as well as several smaller realms. The North, ruled by House Stark rule as Kings of Winter. In the Vale, the Arryns have dominion. The Kingdom of the Rock is ruled by House Lannister of Casterly Rock. The Reach is ruled by House Gardener who claim descent from Garth Greenhand. Dorne is ruled by the Princes and Princesses of House Nymeros-Martell. The Stormlands are ruled by the Storm Kings of House Durrandon who until recently also ruled the Riverlands. The Riverlands and Iron Islands are ruled by the Black Kings of House Hoare. On Dragonstone, the last Valyrians hold Court with their dragons primarily leaving the affairs of Westeros to the Westerosi.
Rules:
1. The Word of Myself(The OP) and my Appointed Co-OPs are Law.
2. If you have problems ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well..
5. Players who are not active at least once per week will have their factions put under limited OP control. After two weeks the Faction will be under complete OP control and it is open to new players.
6. That being said, if you have real world issues. Come to me. I will do my best to keep your Faction safe during your absence. Real Life happens and we all understand.
7. If you want to fight with an Individual, take it to TG.
8. No Spamming. Respect the Threads and everyone who posts in them.
9.This is the internet, however, lets keep any rage we have IC with our characters.
10. Don't post links to your NSFW blog. We don't want it. Keep the stuff you link to PG-13. Also, please ask before advertising for another RP. I will most likely say yes, but this is not a commercial slot
11. Please, for the love of the Gods, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.
GM: Nuxipal - OP, Event Generator, Game Manager, Rule Adjuster.
VGM: G-Tech Corporation - Co-OP, General Assistance and Other
VGM: Greater Germany - Co-OP, Loremaster
Important Links
IC
Archive
ASoIaF Factions System
Currency
Gold is the currency of the ASoIaF Factions. One Gold is representative of one thousand gold coins in actual currency. The world revolves around money, no matter what the Ironborn or Dothraki believe. Without Gold, there is little in the way lords can do. Even great lords may find themselves short on gold. If this is the case, they can borrow from Vassals or the Iron Bank of Braavos.
Settlements: The base of your power are settlements. They are in two primary types (more may be added if we need them): City and Castle. Cities give gold in taxes where as Castles require gold in Upkeep. Larger cities and castles create larger income or upkeep. Castles are also required to train better soldiers and can protect your House's wealth better than a city can. However, a city can recuperate losses to their armies faster than a castle can.
Some Cities have Castles in them. For Infrastructure they count as one Settlement, however, in every other fashion they are two separate settlements. Examples of these are: The Hightower and Oldtown, The Red Keep and Kings Landing, Casterly Rock and Lannisport, Volantis and The Black Wall.
Castle Types: Castles are monuments to the violence that is Westeros. Castles cost upkeep every month depending on their size. Castles also provide a place for your soldiers to garrison up outside of cities and towns or inside of them if that's what you prefer. Upgrades can be applied to castles.
1. Keep- Upkeep 15 Gold, 1 Food. Garrison Max: 250 Example: Standfast, Ironwrath, Clegane Keep
2. Large Keep- Upkeep 25 Gold, 2 Food. Garrison Max: 500 Example: Castle Darry, Castle Rosby,
3. Small Castle - Upkeep 40 Gold, 3 Food. Garrison Max: 1500 Example: Coldmoat, Hornhill,
4. Average Castle - Upkeep 55 Gold, 4 Food. Garrison Max: 2500 Example: The Hightower, The Twins, Nightsong, Yronwood, The Eyrie, The Dreadfort
5. Large Castle - Upkeep 75 Gold, 5 Food. Garrison Max: 4000 Example: Winterfell, Riverrun, Casterly Rock, Storm's End
6. Huge Castle - Upkeep 100 Gold, 6 Food. Garrison Max: 6500 Example: The Red Keep, Harrenhal
City Types: While True cities are a rarity in Westeros, towns and villages are abundant. Each can bring in a certain amount of income, but the larger a city is the more troops are needed to properly police it. Upgrades can be applied to Cities. Large Villages can become Small Towns by obtaining a Township from the King that rules over them. Similarly, Large Towns can become Small Cities if they obtain a City Charter from the King that rules them.
1. Small Village - Income 5 Gold. Garrison Minimum: 0 Example: Nameless villages
2. Village - Income 10 Gold. Garrison Minimum: 0 Example: Nameless Villages
3. Large Village - Income 15 Gold, 1 Food. Garrison Minimum: 25 Example: Nameless Villages
4. Small Town - Income 25 Gold, 3 Food. Garrison Minimum: 50 Example: Inn at the Crossroads
5. Average Town - Income 40 Gold, 4 Food. Garrison Minimum: 150 Example: Ryamsport, Barrowton
6. Large Town - Income 55 Gold, 5 Food. Garrison Minimum: 300 Example: Tumbleton, Saltpans, Fairmarket, Harroway's Town
7. Small City - Income 75 Gold, 7 Food. Garrison Minimum: 600 Example: Tolos, Astapor
8. Average City - Income 100 Gold, 9 Food. Garrison Minimum: 1000 Example: White Harbor, Yunkai
9. Large City - Income 130 Gold, 11 Food. Garrison Minimum: 1500 Example: Lannisport, Gulltown, Meereen, Myr, Tyrosh
10. Huge City - Income 175 Gold, 13 Food. Garrison Minimum: 2250 Example: Volantis, King's Landing, Oldtown, Braavos
Building New Settlements: A lord may decide he needs to build a new settlement, usually a castle or a small village. In some Cases, a castle is being constructed within a city. In the case of city settlements, they always must start as a small village and costs 100 gold plus another 100 gold for each settlement established that year. At the start of a new year the cost decreases by 100. A castle's size can be determined by its builder and can have upgrades added in for additional cost.
Castle Construction Costs: Tier 1 - 400 Gold(2 years). Tier 2 - 500 gold (5 Years). Tier 3 - 1000 Gold (8 Years). Tier 4 - 1500 Gold (12 years). Tier 5 - 2500 Gold (20 Years).
Tier 6 Castles are nearly impossible to build. The only current Tier 6 Castle is Harrenhal, taking 50 years and enormous quantities of gold to build it. Should any other lord attempt to build it without slaver labor it would have the following cost: 7500 Gold (65 Years)
Settlement Upgrades: Improvements to upgrades replace the previous level. So you can't build a Large Port and a Military Port in the same place. Upgrades can take several months to build depending on the upgrade.
Port - 50 Gold. Requires: City or Castle to be coastal. Minimum of Large Fortress or Average Town. Provides: +10 Gold/Month Access to Merchant Ships. Takes 4 Months to build.
- Large Port- 150 Gold. Requires: Port, Small City or Average Castle. Provides: +25 Gold/Month. Takes 3 Months to improve Port.
- Huge Port - 300 Gold. Requires: Large Port, Large City or Huge Castle. Provides: +50 Gold/Month. Allows access to build Dromonds. Takes 2 Months to Improve.
- Military Port - 100 Gold. Requires Port, Small City or Average Castle. Provides +10 Gold/Month. Allows access to build Dromonds. Takes 3 Months to Improve
Curtain Walls - 100 Gold per tier. Requires: Average Town or Small Castle. Improves defenses of the settlement. Increases Max Garrison of Castles by one tier or by 2000 if already a Huge Castle and reduces minimum garrison of cities by one tier. Requires 1 month per tier for the castle or city being upgraded.
Town Market - 20 Gold. Requires: Small Town. Provides +5 Gold/Month per Infrastructure associated with the settlement.
-Increase Size- Town Market can be increased in size. Each Size increase requires more gold and the market can only be increased to a level of 2 x Tier level - 3. Each size increase is equal to the following formula. Size Level x 25. Thus, to upgrade to a Size 2 Market it costs 50 gold. Income equals level times infrastructure. Can only upgrade by one level every 6 months.
Castle Town - 20 gold. Requires: Small Castle. Provides +5 Gold/Month per infrastructure.
- Increase Size- Size can be increased similarly to Town Markets, but only to a max of Size 4. Income increases similarly as well.
Industry
Industry is the backbone of settlements. It is what smallfolk do for a living, it helps lords increase their power over a region and deploy soldiers. Settlements can have 1 Industry per tier. The benefits only apply to infrastructure associated with the settlement that the industry is built in.
Blacksmith - Cost: 20, provides +5 Gold/month to farms with Iron
Jeweler - Cost 30, provides +5 gold/month to trade posts and merchant ships
Armorsmith - Cost 30, required to train Knights
Weaver - Cost 20, provides +5 gold/month to pastoral estates
Potter - Cost 20, provides +5 gold/month
Baker - Cost 20 and 1 food, provides 2 food.
Weaponsmith - Cost 30, required to train Knights
Fisherman - Cost 20, provides +5 gold/month to Fisheries
Tanner - Cost 20, provides +5 gold/month to pastoral estates
Siege Workshop - Cost 30, provides siege engineers, required for siege weapons
Castle Tier Improvement - Upgrading the tier of a castle is an expensive and time consuming process. While lower tier castles can be quickly improved in a few years, larger castles can take decades. The cost for upgrading a castle to the next tier is 75% of the cost of building a new castle of that tier. The time to upgrade is always 1/2 of the time required to build a new castle. Therefore, upgrading a tier 3 castle to a tier 4 castle costs the following: 1125 Gold and would take 6 years. During this time, the castle acts as a tier below its original tier for all other purposes.
City Tier Improvement - This is the more complex of the improvements. Villages are relatively easy to improve, while towns are more difficult and cities are almost impossible to improve. That being said here are the requirements to reach the next tier of a City. They will be arranged by years the levy hasn't been called, number of farms for the settlement, number of infrastructure present near settlement, and gold required to attract more peasants. Time value can be halved should the city settlement be at max infrastructure
Tier 2: 2 Years, 1 food, 1 Infrastructure, 50 Gold
Tier 3: 4 Years, 1 food, 2 Infrastructure, 150 Gold.
Tier 4: Township Charter, 5 years, 2 food, 4 Infrastructure, 300 Gold.
Tier 5: 7 Years, 2 food, 6 Infrastructure, 500 Gold.
Tier 6: 10 years, 3 food, 7 Infrastructure, 750 Gold.
Tier 7: City Charter, 12 Years, 4 food, 9 Infrastructure, 1000 Gold.
Tier 8: 15 Years, 4 food, 10 Infrastructure, 1500 Gold
Tier 9: 20 Years, 5 food, 11 Infrastructure, 2000 Gold.
Tier 10: 30 Years, 6 food, 12 Infrastructure, 3000 Gold.
Not all of these will be reachable, not until we figure out a few more types of infrastructure.
Infrastructure: Infrastructure is associated with settlements, but can be assaulted, ransacked, destroyed, and looted without attacking a settlement. There are limits on how many can be built around a settlement. Infrastructure is also limited based on the tier of your settlement. For each tier that your settlement has, you are able to build 2 infrastructure. Larger towns and castles can support more infrastructure. Therefore a tier 1 village can support two farms, but cannot support anything else until it is improved.
Mine - 50 Gold. Requires Hills or Mountains. Provides +10 Gold/Month and 4 Iron (Max: 2/settlement)
Farm - 40 Gold. Requires Flatlands. Provides +10 Gold/Month and 1 food (Max 4/Settlement)
Timber Farm - 40 Gold. Requires Forests. Provides +10 Gold/Month and 2 Timber, unless Ironwrath, then provides +20 Gold/Month and 2 Timber(Max: 2/Settlement)
Vineyards - 50 Gold. Requires Flatlands, South of Godseye. Provides +35 Gold unless Arbor, then Provides +50 Gold. Counts against Farm Limit (Max 2/Settlement)
Sawmill - 50 Gold. Requires Timber. Provides +15 Gold/Month(Max 1/Settlement)
Windmill - 50 Gold. Requires 2 Farms. Provides +10 Gold/Month. (Max 2/Settlement)
Horsebreeder - 60 Gold. Requires: Dorne or 2 Farms. Provides +15 Gold/Month (Max 1/ Settlement)
Fishery - 40 Gold. Requires Coast, Port. Provides +10 Gold/Month and 1 food(Max 2/Settlement)
Pastoral Estates - 30 Gold. Provides +5 Gold and 1 Food (Max 2/Settlement)
Trade Post - 75 Gold. Requires Coast, Road, or River. Provides +20 Gold/Month (Max 1/Settlement and 3/Faction)
Religious Structures
Currying favor with the Faith of the Seven or to build a temple to your gods is a costly endeavor. The Larger the structure, the larger the cost. However, it does help a settlement grow and can bring favor from the High Septon if you build a new Sept for his followers.
Tiny Sept - 10 Gold - A small private sanctuary for a village or castle
Small Sept - 25 Gold - the most common sized sept, typical for larger villages or small towns and castles.
Average Sept - 50 Gold - Typical of large towns and the largest of castles
Large Sept - 100 Gold - There exists only a few of these Septs in Westeros in the largest of cities and at holy sites around the continent
Huge Sept - 200 Gold - The best example of this sized sept would be the Starry Sept of Oldtown, the seat of the Faith. To build another for the High Septon would bring about a great deal of favor with him
Regional Bonuses and Penalties:
North: Farm cap reduced to 3, Timber Farm Cap increased to 3, Pastoral Estate Limit increased to 3.
Vale: Mine Cap increased to 3, Pastoral Estate Limit increased to 3. Pastoral Estates provide +10 Gold/Month.
Riverlands: Farms Produce +10 Gold/Month, Can produce Fishery. Fishery limit reduced to 1, unless along coastline.
Westerlands: Farm Limit Reduced to 1, Mine Cap increased to 3. Mines provide +20 Gold/Month. Cannot Produce Vinyards.
Blackwater Bay: Fishery Limit Increased by 1, Trade Post Provides +25 Gold/Month. Mining Cap reduced to 1
Stormlands: Cannot produce Vinyards. Mine Cap increased to 3. Timber Farm Increased to 3.
Dorne: Farm cap reduced to 1 if near Torrentine or Greenblood, reduced to 0 otherwise. Vinyards Produce +25 Gold/Month.
Reach: Mine Cap reduced to 0. Timber Farm reduced to 0 north of Horn Hill. Farms Provide +15 Gold/Month. Farm Cap Raised by 2.
Iron Islands: Farm Cap reduced to 0. Timber Farm cap Reduced to 0. Sawmill Cap reduced to 0. Fishery Cap increased to 4. Trade Post cap increased to 2/settlement and 5/House. Fishery provides + 15 Gold/Month.
Vassalage
Several Houses have a few vassal Lords below them. Others have vast swaths of territory and Vassals whom they have never even met. Whatever the case, Vassals typically empower their Lords in ways politically, militarily, and of course, economically. Liege Lords receive +1 Gold per vassal House they have, including cadet branches. Additionally they gain +2 Gold from cities of tier 4 and 5, +3 from tier 6, +4 from tier 7, +5 from tier 8, +6 from tier 9, and +7 from a tier 10 city. They receive no additional bonuses to economy from Castles.
The Iron Bank of Braavos
The Iron Bank of Braavos can be courted for Loans ranging from small loans to put up an extra barn, or for large ones to build a great castle. They do not demand regular payments, but instead you have a deadline on which to pay back the amount with total interest over the lifetime of the loan. Remember, the Iron Bank always gets its due.
Current Bank Interest Rates: 1 year loan at 25% interest. 5 year loan at 20% interest. 10 year loan at 10% interest
Military Units: The Military of Westeros is based primarily on levy soldiers. There are however, a few small standing forces which are ruled over directly by Lords to maintain order in cities, garrison key Castles, and attack rivals.
Soldiers
Town Guard - Training 20 Gold. Upkeep 3 Gold/Month. Unit Size 200. 1 Month to Train.
Men-at-arms - Training: 30 Gold. Upkeep 5 Gold/Month. Unit Size: 200. 2 Months to Train.
Archers - Training: 20 gold. Upkeep: 3 Gold/ Month. Unit Size: 200. 2 Months to Train.
Light Cavalry - Training 30 Gold. Upkeep 5 Gold/Month. Unit Size: 50. 3 Months to Train.
Heavy Cavalry - Training 40 Gold. Upkeep 7 Gold/Month. Unit Size: 50. 4 Months to Train.
Mounted Knights - Training 75 Gold. Upkeep 15 Gold/Month. Unit Size 50. 6 Months to Train.
Siege Engineers - Part of Siege Workshop. Unit Size: 50.
Siege Weapons
Siege equipment is useful in attacking castles. Stronger the castle the more powerful siege equipment will be required to break in. Siege equipment can be useful in a field battle as well, but not all siege equipment can be built in a castle and some must be built in the field. Siege Engineers will be useful for building in the field. Siege warfare is a long drawn out process and most sieges do not come to battle, but instead are determined by which side runs out of food first.
Scorpions - Cost 40 Gold. Upkeep 5 Gold/Month. Unit Size 10. 2 Months to build
Ballista - Cost 50 Gold. Upkeep 5 Gold/Month. Unit Size 5. 2 Months to build
Catapult - Cost 60 Gold. Upkeep 5 Gold/Month. Unit Size 2. 2 Months to build
Trebuchet - Trebuchets are built in 3 tiers all of which must be built on site as they are too large to transport. Each tier is stronger than the last and useful for attacking for longer distances and against stronger castle walls. Tier 1 works well against Tier 1 to 3 castles. Tier 2 against Tier 1 to 4 Castles. Tier 3 against Tier 1 to 5 castles. Tier 6 Castles will require more than one tier 3 trebuchets.
Tier 1 - Cost 100 Gold. Upkeep 10 Gold/Month Unit Size 1. 2 Months to Build
Tier 2 - Cost 150 Gold. Upkeep 15 Gold/Month Unit Size 1. 3 Months to Build
Tier 3 - Cost 200 Gold. Upkeep 20 Gold/Month Unit Size 1. 4 Months to Build
Finally, when you are at war, and have no other option left. You can call up your levies. Levy troops are of lower quality, and their numbers depend on the size of your settlement. Remember,
Castles: Tier 1 - 150 men. Tier 2 - 400 men. Tier 3 - 700 men. Tier 4 - 1400 men. Tier 5 - 2500 men. Tier 6 - 3000 Men.
Cities: Tier 1 - 5 Men. Tier 2 - 20 Men. Tier 3 - 50 Men. Tier 4 - 100 Men. Tier 5 - 250 Men. Tier 6 - 500 Men. Tier 7 - 1250 Men. Tier 8 - 1750 Men. Tier 9 - 2500 Men. Tier 10 - 3500 Men.
When you call your levies, each month you must pay 1 Gold per 200 Men. On top of that, your income is halved from your cities and your upkeep is doubled from your castles. However, your infrastructure will still provide full income.
Replenishment of Troops:
After a war, your army will have taken losses. This is where having cities and farms really help you. Cities tier 1-3 replenish at a rate of 2.5%. Cities tier 4 to 6 replenish your losses by 5% every month, Tier 7 to 9 replenish your losses at 7.5% per month, and a Tier 10 City will replenish your losses by 10% every month. Additionally to this each Farm you have will increase your replenishment rate by 1%.
Castles can replenish armies as well, just not as fast as cities. A tier 1 castle cannot replenish troops, tier 2 replenishes at 1%, tier 3 is 1.5%, tier 4 is 2.5%, tier 5 is 3%, and tier 6 is an incredible 3.5%.
However, if a castle is built within a city, the castle does not replenish troops at all and instead is part of the city's replenishment rate.
Ships
Merchant Ship - Cost 50 Gold, Limit 1 per Trade Route per Faction. Trade Routes are established by a Merchant Ship between two ports controlled by different Houses to trade goods and generate Income. Merchant ships produce 10 Gold when connected to a Trade Route. This increases by +5 for each Trade Post associated with the settlements on that Trade Route. It increases again by +5 or +10 for each Large or Huge Port upgrade associated with the two settlements. In times of war a Merchant Ship can carry 200 men, but they are extremely vulnerable to attack. Requires 1 month to build.
Longship - Cost 20 Gold, Can carry 100 men. Fast and agile, but weak in naval combat. Upkeep 5 Gold. Requires 1 month to build.
War Galley - Cost 50 Gold, Can carry 150 men. Strong naval combatant ideal for coastal defense. Upkeep 5 Gold. Requires 2 months to build.
Dromond - Cost 100 Gold, Can carry 300 men. Requires Military Port or Huge Port. Apex of Naval combat, typically the strongest ships Westeros can build. Upkeep 10 Gold. Requires 4 months to build.
Swanship - Unbuildable, Can carry 300 men. Extremely strong hull combined with great speed and maneuverability puts these Summer Islander ships on par with Dromonds in strength. Typically has a core of elite archers known as Red Archers on board. Upkeep 15 Gold.
Raiding
Ships also permit you to raid coastal towns and countryside. Of course, if you raid the wrong place, you may find your head at the end of a pike. Raids require an entire month to complete. Ships and non-levy troops are required to conduct a raid. A target is chosen by the raiding party and they set off. If the lands are defended a small skirmish or battle can take place. Results vary based on where the defending party is garrisoning its troops. If the raiders go up to the village and it is currently being garrisoned by a unit of Men-at-arms, then it is possible that they could be repelled. The combatants can either fight it out with OP and Co-OPs ruling as judges, they could go to TG and discuss who wins, or they could simply let the OP or a Co-OP determine the outcome of a raid.
A successful raid would mean the income from that settlement or infrastructure (1 infrastructure per unit max) is taken by the raiders. Successful raiders can choose to burn down the infrastructure after stealing its monthly value or leave it standing. If left standing, it returns to full functionality the next month. If not, it takes 2 months and 5 gold to return to half functionality and 5 gold spent to repair it to return another half. The 5 gold can be spent right away to repair damages and have some income from the infrastructure the very next month.
Mercenary Companies: Mercenary companies are an expensive alternative to your own soldiers, however, they are highly skilled and are better suited to fighting a war than regular levies that you can raise from a town or castle. However, for every loyal sellsword there are two dozen who would rather take your money and run. Each company will need a bit of convincing before you can hire them and getting in contact with these companies could bear an expense of its own.
The Bright Banners - 1000 Men-at-arms and 100 Heavy Cavalry - Cost 250 Gold to sign and 45 Gold/Month (Negotiable) - Location: Pentos
The Second Sons - 700 men-at-arms and 100 light cavalry - Cost 200 Gold to sign and 40 Gold/Month (Negotiable) - Location: Qohor
Brave Companions - 500 Men-at-arms, 200 Archers, 100 Light Cavalry - Cost 200 gold to sign and 45 gold/Month (negotiable) - Location: Qohor
Long Lances - 500 Light Cavalry, 200 Heavy Cavalry, 100 Mounted Knights - Cost 250 Gold to sign and 40 Gold/Month (negotiable) Location: Volantis
More to come!
Dragons
Dragons are called fire made flesh. They grow from the size of cats to being large enough to swallow a mammoth. Each dragon is unique in that it has different colored scales and it has different colored flame. As for this RP, Dragons are categorized by Size and Age. Age denotes how old it is and therefore how thick its scales are, thus defensive capabilities. Size denotes how large it is and thus its offensive capabilities. Westeros has not fought dragons since the time of Urrax in the Age of Heroes. Dragons are destructive in combat in both terms of physical men and in morale.
Size rating determines how much damage can be dealt. For every size rating the dragon can consume 10 men in dragonfire during combat. Additionally, they send 100 men into a panic causing them to rout in fear of the dragon itself. Dragons require a bit of luck to bring down as older dragons are nearly impervious to weaponry. A shot to the eye with a scorpion bolt is usually sufficient to take down an older dragon. Younger Dragons are prone to other attacks, but as they grow older their scales harden to the point where attacks on them do less and less damage.
The current Dragons will be listed below.
Valyrian Swords
Other Specialties here: Some Houses have a specialization, those specializations will be listed here for all to see.
Faction List: You can choose any House in any region of Westeros not just the Kings.
Stormlands: House Durrandon - OPEN
The Reach: House Gardener - G-Tech Corporation
House Hightower - Mesrane
House Grimm - The Grim Reaper
House Pennder - Pendragon Empire
The Rock: House Lannister - Austria and Bavaria
Mountain and Vale: House Arryn - Mastropiero
The North: House Stark - OPEN
House Pynegard - Basso-Estena
House Dustin - Stolen Idol
House Manderly - Caermine
Dorne: House Martell - OPEN
Kingdom of Isles and Rivers: House Hoare - Cuprum
House Frey - Jade Confederacy
House Darklyn - Camber and Dufector-Summits
House Stuckley - Olthenia
House Caerlight - Bhikkustan
Dragonstone: House Targaryen - Nuxipal
House Velaryon - OPEN
Stepstones: House Tyrial - Ironsbad
- Code: Select all
House: Ex. House Lannister, House Hightower
Leader: Ex. King Loren Lannister, Lord Hightower
Religion: Ex. Faith of the Seven
Brief Description of Diplomatic Relations:
Military State of Readiness:
History:
Castles, Cities, and Infrastructure:
House Members: (Look them up if a canon House or create a small household if making a custom house)
Military:
RP Example:
S13 - Do Not Remove
Starting Wealth
Starting wealth is calculated based on which tier city or castle is considered your House's primary holding. For each tier, you are granted 100 Gold Coins. You may use these coins to build up infrastructure around your holdings or to hire soldiers without training times.
Updates to Come:
House Bonuses
Dragon Mechanics
Essos?