[b][i]II. Game Systems[/i][/b] [b][u]Trade & Taxation[/u][/b] [hider=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. In addition some regions, like the five major ports of Westeros, will receive an additional trade route as a regional bonus bringing the maximum number of trade routes to five. Trade is conducted between two Houses in the game, whether it be two player controlled Houses or a player an a NPC House. However, trade between a player House an a NPC House will only be allowed after the majority of the player trade routes have been exhausted and it will be up to the moderators to determine when that time comes. Each region carries a specific trade good which carries a bonus. [b]Stone.[/b] +2 Siege Defence, -10% Building Cost [b]Iron.[/b] +1 to land battles, +250 Land Levy points [b]Grains.[/b] +1,200 Land Levy [b]Furs.[/b] +10% Income, +1 to any rolls to convince an AI character to do something (Includes calling your vassals to war) [b]Perfumes.[/b] +2 to any rolls to convince an AI character to do something (Includes calling your vassals to war) [b]Superior Steeds.[/b] -15% Professional Cavalry Hire Cost, -5% Professional Cavalry Upkeep Cost [b]Gold.[/b] +20% Income (Is not stackable) [b]Fruits.[/b] +600 Land Levy, +1 to any rolls to convince an AI character to do something (Includes calling your vassals to war) [b]Armour.[/b] -15% Professional Infantry Hire Cost, -5% Professional Infantry Upkeep Cost [b]The North:[/b] Fur [b]The Vale:[/b] Stone [b]The Riverlands:[/b] Grains [b]The Iron Islands:[/b] Iron [b]The Crownlands:[/b] Perfumes [b]The Reach:[/b] Fruits [b]The Westerlands:[/b] Gold [b]The Stormlands:[/b] Armor [b]Dorne:[/b] Superior Steeds Trade income is now worth a standard rate of 10,000 per trade route. The five major ports of the realm have a standard rate of 15,000 (for Lannisport, White Harbor, Gulltown) or 20,000 (for Oldtown and King's Landing) from trade to reflect the greater numbers of merchants and trade that flow through these cities. Furthermore The Arbor also will receive a trade income of 15,000 due to the World famous nature of its wares. [b]Merchant Trade:[/b] 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. [/hider] [hider=Taxation] [b]Lords Paramount and High Lords can tax those below them, for a cost.[/b] - Tax may be raised from subordinates in increments of 2.5% of their province's base tax. - For every 2.5% tax, there is a -2 to levy call up rolls that year. This is done friday to friday, so if I collect 10% tax on Friday the 5th of May I have -8 to call-up rolls until Friday the 12th of May. - For every 2.5% tax above 10%, a rebellion will be rolled. Base chance 4/20 (20%) with +2 for every 2.5% above 10%. If a rebellion is rolled, d[number of High Lords] will rise up, with the Lords of the rebellion determined by the Mods. The chance of rebellion is not decreased by the charisma trait. [b]The King may also raise taxes, and these are paid by all Lords Paramount and High Lords.[/b] - The King's Tax is separate from a Lord Paramount's tax. Thus, if the Lannisters are taxing their High Lords at 5% and the King raises a 5% tax, Westerlander High Lords will be paying 10% in taxes, while the Lannisters will also be paying the King 5%. - The King's tax does not come with automatic rebellion mechanics, as Player Lord Paramounts will decide how to deal with any King's Tax. - For every 5% King's Tax, +1 to any rolls for AI High Lords if they're forced to decide between siding with their King or their Lord Paramount. - If the King chooses to only tax is own High Lords in the Crownlands and not every High Lord and Lord Paramount in the realm, then the King’s tax will follow the same rules as the Lord Paramount’s tax. [/hider] [b][u]AI Reactions[/u][/b] [hider=AI Reactions] When a player wants an AI character to do something (including raising levies), they must conduct a roll that will determine whether this AI character agrees or not. The base roll is 10/20. [b]Positive modifiers:[/b] - Character is bound to your House by marriage. +15 - Character is directly sworn to you. +10 - Charisma trait of the character making the request. - Trade Goods that grant bonuses in this area. - Moderator discretion, examples... --- Character has reason to like or trust the character making the request. --- Character is being blackmailed with something, which may alter their willingness. --- Character is under threat on their life or position, or their family is, which may alter their willingness. --- Character has reasons beyond the immediate conversation to agree or disagree with your request. --- The perceived prestige, power or influence of the character making or receiving the request: very powerful people are less likely to be swayed by weaker people. [b]Negative modifiers:[/b] - Character is being asked to fight against his own countrymen (eg Westermen fighting Westermen) (Applies only to High Lords: minor Lords sworn directly to a High Lord ignore this). -15 - Character is being asked to betray a House their family is married in to. -15 - Character is being asked to betray someone they are directly sworn to (eg High Lord betraying Lord Paramount, or Lord betraying High Lord) (Only applies when outside forces are asking, such as a Riverman asking a Westerman to betray the Lannisters: does not come into play in internal revolts). -10 - Character is being asked to betray the King/Queen. -5 - Taxation. -2 per 2.5%. - Moderator discretion, examples... --- Character has reason to dislike or distrust the character making the request. --- Character is being blackmailed with something, which may alter their willingness. --- Character is under threat on their life or position, or their family is, which may alter their willingness. --- Character has reasons beyond the immediate conversation to agree or disagree with your request. --- The perceived prestige, power or influence of the character making or receiving the request: very powerful people are less likely to be swayed by weaker people. [b]Picking a side:[/b] - Characters have 10/20 chance to pick a side if there are sides to choose from. - Modifiers above are counted once. For example, in a rebellion: 10/20 chance of siding with the LP or the Rebels. At -15 for killing their own kinsmen, that's -5/20 for siding with anyone. Being directly loyal to the LP grants +10, giving a 5/20 chance of siding with the Lord Paramount. Any taxation may reduce that chance further: let's assume 5%, thus -2 for the Lord Paramount, putting him at 3/20. The Charisma of the 'main rebel' vs the Lord Paramount may increase or reduce the chances: say the main rebel has +5 and the LP +3, that averages to +2 for the Rebel, putting him at -3/20 and the LP at 1/20 (as the Rebel's Charisma makes High Lords less likely to go against him, naturally) Therefore, after all that, we have -3 for the Rebels and +1 for the LP. As the Rebels have effectively zero chance, a roll is simply done where a natural 20 would have the High Lord raise for the Lord Paramount. If we added marriage into the Rebel house (+15), giving the Rebels a +12 chance of the AI High Lord taking their side, the roll would be 1-12 Rebel, 13-19 neutral, 20 Lord Paramount. As you can see, marriage provides a very strong attraction to a cause, and can be the tipping point between having no support or having a few families join your rebellion. *** *** *** If an AI Lord raises his levies on your behalf, only 90% of his troops will take to the field, with the rest staying as a castle garrison. During the winter time, only 75% of the AI levy shall be given to you. [/hider] [b][u]Random Events[/u][/b] [hider=Random Events] [b]Random Events[/b] Public descriptions: - Crafting boom. Your local artisans are poised to enter a bumper year in their productivity. - Sellsword guild. A local sellsword outfit has moved into your local area. - Good harvest. The local farmers are reporting perfect conditions for crops! - Peasant revolt. The local pesantry are becoming restless at the conditions they face. - Religious unrest. A local firebrand is rabblerousing in your locality. - Iron Banks Calls in Debts. The Iron Bank has decided to recall the debt in an area. - Family Inheritance. A member of your family has left you a substantial lump sum! - Border Dispute. Two border lords can't decide where one's lands ends and the other's begins. - Shipwreck. A wrecked merchant ship carrying valauble cargo has washed up on the shores. - Family Feud. An accidental death threatens to explode into local conflict. - Plus two hidden events that only occur under certain conditions... [/hider] [b][u]Child Birth and Adoption[/u][/b] [hider=Child Birth and Adoption] Child Birth And Adoptions - Frequency As a rule each female character over the age of 14 may receive one childbirth roll per in game year. Only mains or rolled auxes may request a roll. 50/50 split between male and female children. [b][i]Birth Rolls[/i][/b] One per year 1-5: Complications -Secondary roll 1-9: child dies 10-14: child and mother die 15-19: mother dies, child lives 20: Catastrophic failure (see below) --Tertiary Roll 1-8: Child dies, mother barren 9-15: Mother dies, child has defect (dwarfism, useless limb, etc) 16-20: Child has defect, mother barren 6-20: Successful birth [b][i]Child Deaths[/i][/b] One roll every five years until age 15 for a total of three opportunities of death: 1-3: Death 4-20: Life [b][i]Gifted Rolls[/i][/b] Roll 1/50 for every child born. Gifted children will not have any death rolls for their childhood as well as the player's choice of one of the following skills: 1. One extra trait point at every level 2. Warg 3. Greenseer 4. A request for something different, mod approved.[/hider] [b][u]Small Council Powers[/u][/b] [hider=Small Council Powers] [b]Hand of the King[/b] - As the King's Marshal, he may order the Banners of the Crownlands be raised at any time. - If the King leaves the city, the Hand acts as Regent until he returns. If the King is incapacitated in any way, the Hand acts as Regent until he is well. [b]Master of Laws[/b] - The Goldcloaks answer to the Master of Laws, meaning he can use them for his own purposes. This has limits: they won't march in an army with you, but they will arrest people, provide bodyguards or police things in KL. - May issue arrest warrants on anyone in the Kingdom, sending up to 200 Goldcloaks to make the arrest. [b]Master of Ships[/b] - Being responsible for maintaining the Royal Fleet provides connections in the shipbuilding industry. The Master of Ships can hire ships at a 25% discount, which applies to ships hired for the Royal Fleet or for his own. This applies to hire cost, not upkeep cost. [b]Master of Whispers[/b] - The master of whispers receives a 30,000 salary. He hires spies at half price and pays no upkeep. - The Master of Whispers knows the secret passages in the Red Keep. In event of the Master of Whispers having to make an escape roll from inside the Red Keep, he receives +4 to the roll. [b]Master of Coin[/b] - Being responsible for the King's finances and record keeping gives the Master of Coin some perks. He can make the following rolls once each year: -- Embellish money: Roll a 1d20, 1-5 the roll fails, and evidence is left of the attempt. 6-15 it fails, but is covered up. 16-20 it succeeds. If successful, receive 1d20*2000 Dragons. -- Fabricate fraud: Roll a 1d20, 1-5 the roll fails, and evidence is left of the attempt. 6-15 it fails, but is covered up. 16-20 it succeeds. If successful, a document showing Tax Fraud on the target is produced. -- Each point into the "Income" trait gives a +1 modifier to the rolls. -- In event of a 1-5 roll, the evidence can be collected by a successful spy roll on the Master of Coin searching for evidence of foul play. The Master of Coin is encouraged to ask for these rolls via PM to prevent metagaming against him. [b]Grand Maester[/b] - A strong knowledge of poison grants him +2 to assassination rolls, as he can equip himself or an assassin with suitable poison. - That same knowledge makes him valuable as an ally, where assassination rolls done inside the Red Keep receive a -2 modifier. A moderator should contact the Grand Maester player to find out whether he would help the assassination target or simply let him die while pretending to save him. - If a spy is captured in the Red Keep, and the Grand Maester is used to interrogate him, the information roll is given a +2 modifier as the Grand Maester uses his knowledge of substances to make the spy talk. - On the other hand, there are plenty of substances to shut a man up. -2 to the information roll if the Grand Maester so chooses. (Inform a moderator by PM whether you are using your skills to loosen the tongue or shut the spy up)[/hider] [b][u]Province Limitation and Hereditary Titles[/u][/b] [hider=Province Limitation and Hereditary Titles] [b]Rule:[/b] No one Lord can receive income from more than one province. In the event a character RP's the addition of a new province to their lands (through conquest, inheritance etc.) they have two choices. 1. Name a loyal servant Knight or Lord of those lands, thus raising a new noble House. 2. Raise a family member to the Lordship, thus raising a cadet branch of your family. This choice must be made (and a Lord named) within 2 RL days. If the player chooses option 1 then the province functions like any vassal province in the game. If the player chooses option 2 then the character raised will now have their [b]own home[/b] thread and [b]separate income[/b] functioning as a separate Lord. As an addendum to this rule there shall now be certain non-hereditary titles within each region that a Lord Paramount can grant. 1. Twenty percent of the incomes for these lands must be paid to the Lord Paramount in tax, the remaining eighty per cent goes to the holder of the title. 2. The bearers of these title can be a Knight or higher. 3. The bearers of these titles do not form a noble house of their own. 4. These titles are accounted a great honor, but they do not have to last for life. Should a character be removed from this position (eg to conduct an ambassadorial mission) then the title will be passed to another. 5. LP's will create the home threads for these titles and will receive PM's from the players detailing upgrades bought and the changes in levy numbers etc. (Only when they are actually created) 6. Holders of these titles will be expected to purchase at least two upgrades during their time as wardens of these strongholds. 6. It is strongly suggested that LP's do not simply name another of their characters to these positions but rather use them to boost RP with vassal Houses. You may name one of your characters to such a position, but if it is for too long they may be removed at the discretion of the mods. These title are as follows, please note the bonuses are not yet completely decided: [b][i]The North:[/i][/b] [i]Lord Warden of the White Knife[/i] – Receive the province of White Knife and a free upkeep retinue of 500 Northern Swordsmen [i]Lord Warden of the Wolfswood[/i] – Receive the province of Darnforest and a free upkeep retinue of 500 Northern Swordsmen [b][i]The Riverlands:[/i][/b] [i]Lord Warden of the One Trident[/i] – Receive the province of Blue Fork and a free upkeep retinue of 500 Riverlander Knights [i]Guardian of the Ruby Ford[/i] – Receive the province of Red Fork and a free upkeep retinue of 500 Riverlander Knights [b][i]The Westerlands:[/i][/b] [i]Governor of Lannisport[/i] – Receive the province of Lannisport and receive a free upkeep retinue of 500 Guardians of Casterly Rock [i]Knight of Riverspring[/i] – Receive the province of Riverspring and receive a free upkeep retinue of 500 Westerlander Knights [b][i]The Iron Islands:[/i][/b] [i]Lord Admiral of the Iron Fleet[/i] – Receive the province of Sealskin Point and receive command of The Iron Fleet a standing force of 5 Ironborn Warships, 10 dromons, 35 levy ships.) [i]Reaver of the Grey Garden[/i] – Recieve the province of Stonetree and receive command of a standing fleet of 5 Ironborn Warships, 10 dromons, 10 levy ships [b][i]The Vale:[/i][/b] [i]Knight of the Bloody Gate[/i] – Receive the province of the Bloody Gate and a free upkeep retinue of 500 Knights of the Bloody Gate [i]Lord Guardian of The Gates of the Moon[/i] – Receive the province of The Gates of The Moon and a free upkeep retinue of 500 Knights of the Vale [b][i]The Crownlands:[/i][/b] [i]Prince/Lord Castellan of Dragonstone[/i] – Receive the province of Dragonstone and a free upkeep retinue of 500 Crownlandr Knights. Usually the seat of the Crown Prince once he comes of age, can also be granted to a Royal Uncle or brother. Can be granted to a Crownland noble (who is styled as Lord Castellan rather than Prince) as an especial mark of favor. [i]Warden of Blackwater Bay[/i] – Receive the province of Sharp Point and a free upkeep retinue of 5 Narrow Sea Galleons, 10 Heavy Galleys, 10 Levy Ships [b][i]The Stormlands:[/i][/b] [i]Lord Guardian of the Kingsroad[/i] – Receive the province of Hadlow Keep and a free upkeep retinue of 500 Stormlander Knights [i]Knight of Galemont[/i] – Receive the province of Galemont and a free upkeep retinue of 500 Stormlander Knights. [b][i]The Reach:[/i][/b] [i]Master of Horse[/i] – Receive the province of Bardshome and a free upkeep retinue of 500 Reachmen Lancers [i]Warden of the Torrentine Pass[/i] – Receive the province of Torrentspeak and a free upkeep retinue of 500 Hightower Axemen. [b][i]Dorne:[/i][/b] [i]Magistrate of Planky Town[/i] – Receive the province of Planky Town and a free upkeep retinue of 500 Guardians of Sunspear [i]Warden of Ghaston Grey[/i] – Receive the province of Ghaston Grey and a free upkeep retinue of 500 Guardians of Sunspear. Taxes are paid 10% to Sunspear and 10% to Ghost Hill.[/hider] [b][u]Ruined Holdfasts[/u][/b] [hider=Ruined Holdfasts] The following structures are regarded as 'Ruined Holdfasts' which may be garrisoned by armies but have only +2 to defences and will last only 6 months (3.5 RL days) if besieged. These provinces may be granted to anyone deemed eligible by the Lord Paramount, elevating them to Lord status, but will only produce income and have a levy once repaired to their former glory. It costs 200% of their base province income and 1 year (1 RL week) to complete repairs, after which they become fully functioning provinces in their own right. The provinces are: North: Moat Cailin Riverlands: Oldstones Westerlands: Castamere, Tarbeck Hall Stormlands: Summerhall Crownlands: The Whispers Dorne: Nymerswell (Holdfast of Shandystone) Reach: Manderford Vale: Crow's Barrens[/hider] [b][u]Assassinations[/u][/b] [hider=Assassinations] [b][u]The Ways to Kill[/u][/b] [b]Anonymous Assassination[/b] 1. Pick your target 2. Be sure to have a good reason for the assassination. This reason must be relevant and not OOC based. Moderators reserve the right to reject any assassination request if there is no valid reason that you wish to kill the target. 3. PM a moderator stating: The Reason, The Location, The Target and the Items you wish to use. Any character traits aiding assassinations should also be detailed. 4. The mod will post the rest, detailing the attempt, whether it succeeded or failed (and if so, whether you got captured). Your identity will not be released. 5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively. [b]Open Assassination[/b] 1. Pick your target and get in the same thread as them 2. Post requesting an assassination on your target. Ensure you post what equipment and traits regarding assassinations you have. 3. If possible and time permits, notify a moderator with your reason for the assassination. 4. The mod will post the rest (success/failure, whether escaped) 5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively. [b]Secret Open Assassination[/b] 1. Pick your target and get in the same thread as them. They must acknowledge that they are alone. 2. From here, follow standard open assassination steps. 3. If possible and time permits, notify a moderator with your reason for the assassination. 4. A mod will post the result. If successful, you are free to leave. If not, an escape roll is done, in this case a simple 10/20. 5. The time stamp of the PM will freeze the moment in time. If a character leaves the thread after a moderator responds to the assassination request, it still applies retroactively. [b]Execution by the King[/b] If at any point you find yourself imprisoned in the Kings dungeons, he may at liberty lop off your head without an escape roll. If, after 4 real life days of captivity he has not killed you, you receive an escape roll, weighted against you. For every real life day after this, you receive one escape roll. If you have been caught by a Lords men and transferred to the King, you receive one escape roll weighted against you, before you are put in the dungeons. After that, the above rules apply. [b][u]The Rolls and Chances[/u][/b] Depending on your rank and location, the chances of being assassinated differ. Below, players are split into either Noble or Yoeman. A noble here is defined as: King, Prince/Princess, Lord/Lady, Lords Bannerman, the High Septon, Most Devout Septon, Lord Commander of the Night Watch, Commander of a NW Castle, First Officers of the Night Watch (First Builder, Steward Ranger), Lord Commander of the Kingsguard, Any seat upon the Small Council. A yoeman is any man who isn't one of the above ranks. [b]At your Home (the thread you use to receive visitors)[/b] Nobles: 2/20 Yoemen: 5/20 [b]In a neutral house (any other home thread except yours and the assassins)[/b] Nobles: 4/20 Yoemen: 8/20 [b]In the assassins home (the thread he uses to receive visitors)[/b] Nobles: 15/20 Yoemen: 17/20 [b]Any other indoor situation (ie a RP that takes place inside, like a wedding)[/b] Both: 10/20 [b]An outside situation[/b] Both: 13/20 [b][u]Group Assassinations[/u][/b] If more than one person wishes to murder someone, the assassins may work together. Each extra person wishing to assassinate will add 1 to the chances of success. This comes at a price however, as groups are easier to catch than a lone ranger. If the group is attempting a closed or open assassination, each extra assassin takes one from the escape rolls, making it more likely you get caught. [b][u]Hired Help[/u][/b] There are options to help reduce the risk of an assassination. [b]Retainer (nobles only)[/b] Instead of attempting yourself, you may opt to have a retainer (an NPC from your household) attempt for you. In this case, you must equip the retainer with any equipment. Note that retainers tend to be clumsy, so 2 is taken from the success and escape chances. If the retainer gets caught, you automatically lose the equipment you gave him, and standard questioning rules apply. [b]Assassin[/b] If one is willing to spend some money, say 100000 Dragons, one may hire the luxury of an assassin, who benefits from a +2 to all rolls, even if caught. With the assassin, there is less chance of your identity being revealed. [b]Faceless Man[/b] If one is entirely desperate, and will easily part with a sum of 500000 Dragons, you buy the efficiency of a faceless man. The only way a victim may escape from the Faceless man is by rolling a straight 20. Even then, there is no escape roll as the Faceless Man kills by poison, and leaves before the chance of being discovered. [b][u]Special Items[/u][/b] Certain items may be bought in the shop to either aid or discourage assassination. Details may be found in the shop thread. [b]Armour[/b] If a target is wearing armour, the modifier of that armour becomes an anti-assassination modifier, however the target must have posted he is wearing armour, unless he is on a battlefield, in which case he is assumed to be wearing armour. [b][u]Battlefield Assassinations[/u][/b] If a commander is killed on the battlefield, morale takes a hit. Reflecting this, is a noble character gets assassinated on the battlefield, they cause a hit to the rolls according to rank. King is assasinated -5 to the armies battle roll Lord is assasinated -3 to the armies battle roll Bannerman is assasinated -2 to the armies battle roll[/hider] [b][u]Escape Rolls[/u][/b] [hider=Escape Rolls] Escape chance from prison is set at 1/20 with modifiers added as per Moderator discretion, with examples including bribed guards or people with influence aiding in the escape (eg Varys and Jaime helping Tyrion escape). When an Assassin kills someone, or tries to, their escape chance is set to 20/20 with the following modifiers: · If using a melee weapon -2 · If in a home thread -5 · If in an enclosed area -1 · Every guard present -1 · Every neutral player present -1 · Mods may, at their discretion, take up to -3 If you fail your escape roll, you are at the mercy of your captor. If you yourself attempted the assassination, you may as well start kissing the feet of your captor and hope the King forgives. If you sent a retainer or an assassin, they will be tortured for information. The rolls below are for a retainer, for an assassin take two from the chances for each roll. 1-5 - Captive dies in questioning without revealing anything 6-10 - Captive dies in questioning but reveals the identity of his master 11-20 - Captive survives and reveals the identity. He may be used as evidence in court. [/hider] [b][u]Spy Network[/u][/b] [hider=Spy Network] Prerequisite: Be a Lord (or higher), be Master of Whispers, or be a Merchant Prince. In a Spy Network you may employ a maximum of five spies, each costing 30,000 dragons hire fee and 5,000 dragons salary. These spies may be sent to spy on specific characters, and can start feeding information back to their master after one week. Spys attempt to infiltrate into the Household of the target, negatively modified by the target's counterspy trait: 1-5 spy caught during infiltration 6-13 spy unable to infiltrate 14-20 spy infiltrates You may then request one roll per week for information in an Information Roll, +modified by the controlling character's Spymaster trait: 1-5 spy is caught 6-10 no information gathered 11-13 vague information (eg, who they meet with, where they went) 14-16 some information (eg, the general tone of discussion: treason, rebellion, framing someone) 17-19 most information (eg, some specifics. Rebelling against the King, framing the Master of Laws) 20 everything If the spy is caught, he reveals information. This roll is +modified by the torturing characters counterspy trait. Torture Roll: 1-5 spy dies revealing nothing 6-10 spy survives, but cannot be cracked. He can be used as evidence if his employer can be determined through other means, or executed. 11-15 spy reveals his employer 16-20 spy reveals his employer and any information he's already passed back [/hider] [b][u]Wards and Squires[/u][/b] [hider=Wards and Squires] A character may send one of his children to ward at another player's castle or that of an NPC. Alternatively they can attach them as a page/squire to an individual character. All wardships end by the child's 16th year and squireships would end by the child's 18th year, or on an agreed-upon age by the parties involved. [b]Wards[/b] A ward is the son or daughter of a Lord who has been sent to the court of another Lord in order for him or her to be tutored and protected under the other Lord’s care. -- Players are allowed to send one of their young sons or daughters to be a ward to another player (no NPC Houses). The benefit of sending their son or daughter off is that they will have a chance to earn one additional skill point by the time the wardship is over. -- The warding RP can be done directly through the Lord that the ward has been sent to or through his servants like the Lord’s Master, Septon, etc. -- The skill point will be awarded if the moderators have determined that there has been enough RP to justify the skill point. -- There is no set amount of Rp that needs to be done and it will be determined on a case by case basis. -- A ward can only gain a skill point in either: wealth, charisma, spymaster, counterspying, assassin, logistician or pathfinder but only if the Lord has proficiency in that trait (E.g. they cannot gain +1 to spying if the Lord has no such trait) -- A family can take on a maximum of 4 wards, with no more than 2 being from outside the region. -- A ward may earn an additional trait if the moderators determine that there has been sufficient RP done to justify the additional point. [b]Squire/Page.[/b] A squire is a young nobleman who serves a Lord or knight before he can become a knight himself. A page is a young boy who is in training for knighthood, ranking next below a squire in the personal service of a knight or Lord. -- Children under the age of 14 will be considered a page -- Children above 14 will be considered a squire and he is expected to accompany his master on the field of battle (in other words they would take part in combat) -- A squire/page will follow the same requirements as a ward in order to gain a military trait of their choosing (as long as their master has said trait). -- A squire must serve his master for at least two years before he can officially become a knight. -- At the age of 18 and having been a squire for at least 2 years the squire may be knighted. They will receive a horse (purely RP) from their master and one more extra bonus point (if there is sufficient RP) in a different skill to the one they improved as a squire. If they are a younger son they may even gain a place in the court of their master's Lord (as an example). -- Only a knight, or a sitting Lord may take a squire. (No Littlefinger or Varys having a squire). The Ironborn and Northerners can still adopt squires even though they don't follow knighthood, call them shield bearers or something! -- A knight may have no more than two squires at any given time.[/hider]