[b][i]I.II Character Rules (Cont.)[/i][/b] [b][u]Freedman Professions - Sellswords, Merchants, and the Priesthood[/b][/u] The freedmen professions are professions only available to those who hold no other rank. [hider=Sell Swords] [b][u]1. Starting Up[/u][/b] Characters can be either a Sellsword or Sellsail. They start at the rank of Sellsword/Sellsail. Novice rank is for RP purposes (eg your Sellsword has a son, he can be a Novice Sellsword). You must be either a Sellsword or Sellsail, you cannot be both. [b]Ranks are:[/b] Novice Sellsword/sail Sellsword/sail - Starts with 15,000 Dragons. 8000 salary. Mercenary Captain - 12,000 salary and promotion money. Company Captain - 20,000 salary and promotion money. [b][u]2. Guilds[/u][/b] Your character starts off without a guild to his name. You may only own one guild. [u]No Guild:[/u] You may have 1,500 points in your company. You may go over the 1,500 point limit by 1 unit. [u]Small Guild:[/u] 10,000 Dragons. Allows you to have a home thread named "CompanyName, CityItsIn". Maximum 2,500 points. Same rules as above. [u]Medium Guild:[/u] 30,000 Dragons. Promotion to Mercenary Captain. Max 4,000 points. Same rules as above. [u]Large Guild:[/u] 50,000 Dragons. Promotion to Company Captain. Max 8,000 points. [b][u]3. Buildings[/u][/b] The mercenary can construct some addons to their guild to assist them. Bonuses listed here are applied directly to your character. [i]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 1000 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 3000 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.[/i] [b][u]4. Perks[/u][/b] [i]- Knowing the trade enables you to hire your men at half the cost. - Being that you ARE a mercenary company, you don't pay upkeep costs. You may set your own hire price to the discretion of the moderators: a 15,000 man company would not take a 5,000 dragon fee. - A high level mercenary guild represents a very powerful standing army, that could significantly augment any force and shift the balance of power.[/i] [b][u]5. Drawbacks[/u][/b] [i]- Be wary of where you site your guild. Fuedal law means the local Lords may shut it down. (eg Lord of Lannisport can do it in Lannisport, Lannisters can do it anywhere in the Westerlands, King can do it anywhere in Westeros). -- Your guild house does not cease to exist, you merely cease to own it. You can try to get it back through talk or steel. -- You keep the standing troops you have if you lose the guild house, but cannot hire any other troops until you get it back or make a new one. -- You lose all the perks given by the guild house if you lose it. - Be wary of who your enemies are. Mercenaries have very few ways to increase their protection against assassination and virtually no standing in courts.[/i] [b][u]6. Contracts[/u][/b] A Sellsword may enter into contracts with any employer who has the coin, but there are stipulations in the contract by game rules: [i]- The money offered must be appropriate to the company being hired. Contracts may be vetoed by the Mods if it is felt players are colluding to increase their forces at low rates. - Companies must be hired for a specific, and finite, job. You may not contract a company 'for ever' to simply be in your employ. They must be contracted for a set period of time for a set job, which cannot include obvious loopholes in the above statement such as 'guard my home town and wait for any more instructions': sellswords must be provided a contract that has a feasible termination, examples include "raid the Riverlands", "Fight in my army for the duration of this war", "Protect the Bloody Gate until the Lannisters are defeated", and so on. - Sellsword players must not set themselves up as serving a single client all game. Previous versions of GoT have suffered from Sellsword players becoming full-time soldiers for one other character for the entire game, and this is being stopped.[/i] [/hider] [hider=Merchants] For those with a smaller thirst of blood and a respect for knowledge they should work on becoming a merchant where battles are fought with words and coin, instead of men and sword. [b][u]Starting Up[/u][/b] 1. Players start off as a Lesser Merchant: 36,000 purse and 24,000 weekly wage. There are three trees they can follow, and their Merchant character must start in one (and only one): [b]Landlord[/b] The Lodging House tree. This lets them buy and operate Lodging Houses in provinces of their choice. They start off with a single Level One Lodging House in whatever city they want to be in. [b]Caravan Master[/b] The Caravan tree. This lets them buy and operate Caravans. They start off with a Warehouse and 1 Caravan in whatever city they want to be in. Warehouse is mainly for RP purposes. [b]Sea Master[/b] The naval tree. This lets them buy and operate Trade Ships. They start off with a Wharf and 1 Ship in whatever city they want to be in. Wharf mainly for RP purposes. [b]Merchant Lord, Unique Class[/b] 1. The class operates under all the rules and restrictions of the merchant class 2. The Merchant-Lord collects only 25% of the land income 3. The risk rate for assets in his own keep drop from 2/20 to 1/20. 4. They do not collect the bannerman stipend 5. Merchant Lords must be GIVEN lands by a lord qualified to award them lands. They may NOT start with their own lands (as in registering with them) 6. They may raise only half of the levy for any reason. [b][u]Buildings[/u][/b] 2. The buildings and incomes are re-organised to balance the trees: [i]Rules[/i] - You must have at least one asset of the previous level before acquiring one of the level above it. - This is tree-specific: You cannot buy a level 2 Caravan without a level 1 Caravan. Level 1 Ships or Lodging Houses do not count. - You may decommission lesser assets once you have moved up. If you have a level 1 Ship, and buy a level 2 ship, you are regarded as being on level 2 of that tree. You can disband your level 1 assets and continue to purchase level 2 items. - You must start from level 1 on the tree if, for any reason, you lose all your assets in that tree. For example, if you own 4 level three ships, and all 4 are lost, you are considered "ruined" and must start from level 1 ships to rebuild your company. See "Losses" for more detailed information. - There is a 1 week cooldown between purchases: your buildings start working for you the moment you buy them (and their incomes can be added to your vault at the turn of the year), but you must stay on the tier you are on for 1 year before moving up. (eg you cannot buy a L1 Ship and then immediately purchase a L2 Ship in the same year) - Assets don't "upgrade": if you have a level 1 Inn and buy a level 2 Inn, you have a level 1 and 2 Inn, not just a level 2 Inn. You may need to delete your level 1 Inn once you buy the level 2 Inn if you're at your limit of ownable assets. [i]Level One Trade Asset[/i] - 15,000 to acquire. - 5,000 Dragons a year in income. - Small Inn - Small Caravan - Trade Cog [i]Level Two Trade Asset[/i] - Costs 30,000 to acquire. - 15,000 Dragons a year in income. - Lodging House - Trade Caravan - Trade Hulk [i]Level Three Trade Asset[/i] - 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. [i]Level Four Trade Asset (Only one allowed)[/i] - 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... - Smuggling Ship (Tier 4 Ship) --- Allows the ship to run a blockade on a coastal settlement with a 15/20 chance of success. This will reset the siege timer on the besieged town back to 1 year (1 RL week) [b][u]Guild Houses[/u][/b] 3. The Guild Houses You may only own one Guild House. [i]No Guild House[/i] - Merchant can own up to 3 assets, all of which must be level one and all of which must be in his tree. [i]Level One House[/i] - Small Trade Company - Permits the Merchant to have a home thread, titled "Guildhouse of MerchantName, City of CityItIsLocatedIn" - Costs 30,000 Dragons - Merchant can own up to 3 assets, which must be level one or two, and must be in his tree. [i]Level Two House[/i] - Trade Company - Costs 60,000 Dragons - Merchant can own up to 5 assets, which must be level one or two, and must be in his tree. - Merchant promoted from Lesser Merchant to Merchant. [i]Level Three House[/i] - Trading Guild - Costs 90,000 Dragons - Merchant can own up to 5 assets, which must be levels one, two or three, and must be in his tree. [i]Level Four House[/i] - Trade Palace - Costs 120,000 Dragons - Merchant can own up to 7 assets, which can be of any level, and in any tree. Remember the rules about asset levels. - Merchant promoted from Merchant to Merchant Prince. [b][u]Losses[/u][/b] 4. Losses Every merchant must take risks and suffer losses. For every asset every year do a 2/20 roll for loss, eg to burning down, bandits or storms. There are unique rules for building tiers for Merchants: - You can only buy higher level assets if you have an asset on the same level or one below that level. For example you must own a L2 or L3 Ship to buy L3 ships, and you must own a L3 asset to get the L4 version. If you own a L4 asset you can buy anything from L1 to L3, though. - This is tree-dependant. They need to be assets of the same tree. - Thus you are presented with a risk: you can upgrade all of your assets to Level 3, for example, and make a lot of money. If you lose your L3 assets, however, you will have to start over from level 1. It may be prudent to avoid centralising all your assets to protect from seizure or to keep some lower level assets around. You'll make a little less money but will have some insurance. - All is not lost. You can see that these assets have no build time: Merchants buy things, they don't build. If you've lost all your higher level assets, but have coin to spare, you can pay the L1+L2+L3 cost (15+30+60=105k) to "powerlevel" up the tree in one swift movement. If you decide to do this, you do not keep the L1 and L2 version of the assets: this is a fast-track back to higher levels for those with the coin to do it, getting you an asset on level 3 allowing you to purchase more level 3 assets at normal cost. Again, this is tree-dependant. [b][u]Final Remarks[/u][/b] 5. Closing Words Merchants have the ability to be significantly powerful non-state actors. Hiring or owning private armies or fleets, having the money to bribe or support/attack others with spys, assassins, kickbacks, paid-for allies, what-have-you. Be wary of your power and of the Fuedal lifestyle. Lords and Kings might seize your assets if you become a threat: make sure you have well-paid allies in positions of power before you get involved in politics, and that your assets are spread out. Only the King can seize from anywhere: a business in the Reach will be safe from Lannister hands. [/hider] [hider=The Priesthood] [b][u]Religious Roles - Structure and Pay[/u][/b] [u]Septon Ranks[/u] 1. Septon. Starting rank. 8,000 Dragons salary. 2. Veteran Septon. Requires Medium Sept. 16,000 Dragons salary. Only one may exist per High Lordship, which you must be promoted to. 3. Influential Septon. Requires Large Sept. 30,000 Dragons salary. Only one may exist per Lord Paramountcy, which you must be promoted to. 4. High Septon. Requires Grand Sept. 50,000 Dragons salary. Only one may exist in-game at a time, which you must be promoted to. [b]Promotion:[/b] The High Septon decides all promotions. Promotion to the rank of High Septon is done by the Most Devout. There are 8 most devout. In the event that all 8 are not players rolls will be done to determine who they support based on RP, decided by the Mods. The King or Hand of the King may appoint a High Septon themselves, overruling the Most Devout. Note: if you purchase, for example, a Large Sept but are not promoted to a Lord Paramount's Sept, you do not become an Influential Septon. You have the potential to be one, but must acquire the position before becoming the rank. Note: Your Sept "goes with you": when you move from a Septon (of, say, Nunn's Deep) to a Veteran Septon (of, say, Goldentooth), your Sept isn't lost. All upgrades transfer to your new Sept. [u]Red Priests[/u] 1. Red Priest. Starting rank. 8,000 Dragons salary. Requires conversion of a minor lord to establish a small temple. 2. Veteran Red Priest. Requires Medium temple. 16,000 Dragons salary. Only one may exist per High Lordship, which necessitates the conversion of a High Lord. 3. High Priest. Requires Large temple. 30,000 Dragons salary. Only one may exist per Lord Paramountcy, which necessitates the conversion of a Lord Paramount Promotions in the Red Faith are determined by the position of the Priest relative to the political structure of Westeros. Advancement depends upon the priest's ability to find and convert a coopeerative lord that consents to the establishment of temples. [b][u]Religious Role Abilities[/u][/b] All religious classes will receive half the number of trait points usually allotted and will not be able to claim any military traits. [b][i]Septons[/i][/b] The faith of the seven is the most politically relevant of Westeros. Septons can influence the region they preach in. The small folk listen to the words of the holy men very closely. Septons can ask for one roll each year of the following: [u]Tithe[/u] D20 x (.005 x province income) = the donation [u]Denouncement[/u] Septons can denounce whoever they wish, but the position of the individual they denounce can make the denouncement less successful. A successful denouncement will give a lord -10% levy size for one year. Minor Lord: 1-15 High Lord: 1-10 Lord Paramount: 1-5 King/Queen/Small Council: 1-3 Sermonizing (either to a section of a battle line or within a city to gain converts) 1-10 = failure 11-16 = 10% conversion, OR +1 modifier to battle roll for a section of the line 16-20 = 15% conversion, OR +2 modifier to battle roll for a section of the line [u]Faith Militant[/u] Septons may gather warlike men around them in order to crusade for the faith. The militant side of the faith has plagued lords for decades as it attempts to bring lordly behavior more in line with strictures of the faith in a forceful way. Septons may roll for the formation of a religious army composed mostly of peasants unless a leading political figure legitimizes the Faith Militant, in which case the composition of the forces will change. If the High Septon asks, a modifier of x5 will be given. If a Devout asks, a modifier of x2 is given. 1-3 = failure 4-8 = 1,000 light infantry/archers 8-12 = 2,000 light infantry/archers 13-16 = 3,000 light infantry/archers/some heavy infantry 17-19 = 4,000 light infantry/archers/some heavy infantry 20 = 5,000 light infantry/archers/some heavy infantry [b][i]Red Priests[/i][/b] The Red Faith epitomizes the more mystical nature of religious belief. Exported from Essos, the Red Faith has a slight foothold in Westeros that may be broadened by demonstrating the power of the Red God. [u]Necromancy[/u] Red Priests can ask R'hllor to intervene and banish death. 1-3 = failure 4-8 = grants one year of extra life 8-12 = grants 2 years of extra life 13-16 = grants 3 years of extra life 17-19 = grants 4 years of extra life 20 = grants 5 years of extra life [u]Assassination[/u] The Lord of Light gives life, and he takes it away. For each roll a Red Priest requests, death rolls for the priest will be moved forward by two years. 1-5 = failure 6-11 = a shade is generated to be consumed by the target and killed by poison (10% chance of success) 12-14 = a shade is generated to cause an accident to kill the target (20% chance of success) 15-17 = a shade is generated in the form of a wild animal (30% chance of success) 18-19 = a shade is generated in the form of a woman/boy who issues a kiss of death (40% chance of success) 20 = a shade is generated in the form of a man clad in black with a dagger (50% chance of success) [u]Tithe[/u] D20 x (.005 x province income) = the donation [u]Fire Gazing[/u] (UNOLOCKABLE with Red Temple) 1-5 = failure 6-12 = hazy vision depicting something of yearly importance 13-16 = A less hazy vision depicting something of yearly importance 17-19 = A clear vision depicting something of yearly importance 20 = A completely accurate vision of something of yearly importance [b][i]Drowned Priests[/i][/b] The peculiar faith of the Iron Islands serves as an inspiration to do mighty deeds. Drowned Men may do one of the following per year. [u]Motivation[/u] Drowned Priests can motivate the Ironborn to perform better for a space of one year through shaming and motivation. 1-5 = failure 6-12 = +1 to raid rolls 13-16 = +2 to raid rolls 17-19 = +3 to raid rolls 20 = +4 to raid rolls [u]Drowning[/u] Drowned Men may perform a ritual drowning of any Lord. 10% chance of death, if successful, the Lord gains +1 stability for the year and +1 to raid rolls for the year. [u]Seaworthiness[/u] (for the year only) 1-5 = failure 6-12 = +1 to sea battle rolls 13-16 = +2 to sea battle rolls 17-19 = +3 to sea battle rolls 20 = +4 to sea battle rolls [b][i]Faith of the Old Gods[/i][/b] An ancient and mysterious religious rite that values interactions with nature, wisdom and knowledge. Characters may use a single skill, never both. Characters with a skill cannot be Lords or heirs to a Lordship. [u]Greenseer[/u] Individuals granted extra sight. One roll per year only 1-5 = failure 6-12 = hazy dream depicting something of yearly importance 13-16 = A less hazy dream depicting something of yearly importance 17-19 = A clear dream depicting something of yearly importance 20 = A completely accurate vision of something of yearly importance [u]Warg[/u] An individual with the ability to communicate with and share the bodies of animals. Any Warg that asks for more than one roll per animal to use per year will have a 50% chance of getting too mentally absorbed into the animal's psyche and effectively lose their human soul resulting in death, pretty much. [i]Inhabiting a beast[/i] 1-5 = failure 6-20 = success [i]Inhabiting a small, nonthreatening animal[/i] 1-5 = failure 6-20 = success [b][u]The Conversion System[/u][/b] - Each High Lordship starts at 100% whatever religion it worships in canon. - Priesthood characters can do rolls to convert the populace. Conducting a roll in any province of a High Lordship will effect that High Lordship. - Good or Bad RP of the conversion efforts will apply positive or negative modifiers to the rolls. As such, a well RP'd tale of a priest gathering a flock will be more successful than a barebones 'rolls please' campaign. ---- Once-a-week posts of a sermon doesn't count as 'good RP', make a story of it. [b]Requirements for Conversion[/b] - A player trying to convert a High Lordship must create a thread called "Converting [High Lordship name, eg The Twins]" where, in the first post, updated track is kept of the %age converted and any army the player has amassed. - Threads not kept in-date will result in rolls not being done or being done based on the information in the first post at the time of rolling, and not what is technically the most recent development. Keep the first post updated. [b]Penalties[/b] - At 25% populace following a different religion to the High Lord's, -1 Stability per year. - At 50% populace following a different religion to the High Lord's, -2 Stability per year. - At 75% populace following a different religion to the High Lord's, d20*500 peasant revolters. (70/30 l.inf/archer) - At 100% populace following a different religion to the High Lord's, d20*1,000 peasant revolters (20/50/30 h.inf/l.inf/archer) [b]Bonuses[/b] - At 25% of the populace following the religion of the priest, Faith Militant rolls can be conducted. They cannot be conducted if your religion is less than a quarter of the High Lordship's populace. - At 100% of the populace following the religion of the priest, the revolter army that spawns (as listed above in penalties) follows that priest's orders. [b]AI High Lords[/b] - If the campaign is conducted in an AI High Lord's provinces, the following happens: -- At 25% of the province populace converted, d20 rolled: ---- 1-2, the High Lord summons his levy and attacks you. If you have no army, he will arrest you, subject to an 14/20 chance escape roll. ---- 3-9, the AI High Lord brings in a priest of the ruling religion to fight back, and he will conduct one roll a year to counter-convert. ---- 10-18, nothing happens. ---- 19-20, the High Lord converts and +5 modifier granted to all future conversion rolls in that High Lordship. -- At 50% of the province populace converted, d20 rolled: ---- 1-5, the High Lord summons his levy and attacks you. If you have no army, he will arrest you, subject to a 10/20 chance escape roll. ---- 3-15, the AI High Lord brings in a priest of the ruling religion to fight back, and he will conduct one roll a year to counter-convert. ---- 16-18, nothing happens. ---- 19-20, the High Lord converts and +5 modifier granted to all future conversion rolls in that High Lordship. -- At 75% of the province populace converted, d20 rolled: ---- 1-18, the High Lord summons his levy and attacks you. If you have no army, he will arrest you, subject to a 4/20 chance escape roll. ---- 19-20, the High Lord converts and +5 modifier granted to all future conversion rolls in that High Lordship. -- At 100% of the province populace converted, the High Lord summons 75% of his levy and barricades himself within his keep, and sends word to the Lord Paramount begging for aid. -- If the High Lord converts, any roll that results in arrest is an arrest attempt by zealots of the religion you are supplanting. At 100% of the populace, he will send a letter to his Lord Paramount declaring his religion, but will not summon any levy. [b]Player High Lords[/b] - A player can either bring in a player-controlled Septon (you cannot register a character purely for this purpose) to fight back with their own conversion rolls, or write to the highest ranking Septon in their area to request aid (eg if your Lord Paramount has a player Septon, or the High Septon if not. Players not of the Seven can simply 'bring in' a preacher of their own faith to defend their lands, but it is an AI preacher). - Alternatively, the player can take matters into their own hands and attempt to arrest or kill the intruding priest. - The Lord Paramount's Septon can go himself to fight back, or send an AI Septon who can do one roll a year same as a player Septon. The High Septon may only send player or AI Septons, he cannot go himself. The AI Septon will only do conversion rolls, and will not engage in any other politicking, raising of forces, or subterfuge. [b][u]Additional Rules for Septons + Red Priests[/u][/b] Additional Upgrades to Temples/Septs can ONLY be purchased by the Preist/Septon. The original Sept/Temple can be purchased by either. [b]Septs[/b] Small Sept - Free. Medium Sept - 40,000 Dragons. Grants +2 to all religious rolls made. Large Sept - 80,000 Dragons. Grants +3 to all religious rolls made. Grand Sept - 150,000 Dragons. Grants +4 to all religious rolls made. [b]Upgrades[/b] Small Sept Upgrades. 15,000 Dragons. --- Chapel of the Mother. +1 to Birth Rolls undertaken by the Septon. 15% chance (18-20) that the child gains a single bonus trait point. --- Chapel of the Father. One-off +1 Stability bonus to the province. Medium Sept Upgrades. 15,000 Dragons. --- Chapel of the Crone. +3 counter-spy for the Septon. --- Chapel of the Smith. +10% to salary, representing improved donations from the artisan class from this Chapel. Large Sept Upgrades. 20,000 Dragons. --- Chapel of the Stranger. +2 Survival rolls to the Septon. --- Chapel of the Warrior. +10% Faith Militant numbers when called up. Battle Sermons now require 12+ to succeed. When delivering sermons to territories for +/- Stability outcomes, a roll of 15-20 will result in d10*100 Faith Militant followers rising to follow you. 70% Light Inf, 30% Archers. If the roll is 20+ (after modifiers), 20% are Heavy Inf, 50% Light Inf, 30% archers.itant rolls +10% militia assemble for Septon [b]Red Temples[/b] Small Temple - Free. Medium Temple - 40,000 Dragons. Grants +2 to all religious rolls made. Large Templet - 80,000 Dragons. Grants +3 to all religious rolls made. Upgrades Small Temple Upgrades: Bonfire Pits (15,000) - Essential to spreading ceremonial practices, converts 10% of the population per year for RP purposes. RP is required for the conversion to take place. Medium Temple Upgrade: Great Hearth (15,000) - Unlocks the skill gazing into the fire for the Red Priest Large Temple Upgrade Occult Following (20,000) - D20 roll for the generation of a military force that puts itself at the Priest's disposal. moderators will determine who compposes the force.[/hider]