Hidden 10 yrs ago Post by ulsterwarrior
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ulsterwarrior

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Westeros. A land of sprawling fields, soaring mountains, vast deserts, and frozen tundra. A land of expanding summers and eternal winters. A land of honor and courage, of war and battle. A land of deceit, lies, treachery, and betrayal. A land divided. Seven kings rule in Westeros. The King in the North rules over the cold expanse, waiting for the return of the threats of Winter. The King of Isles and Rivers governs over his fertile lands, paranoid of his jealous peers. The King of Mountains and Vales watches from high as the realms of men squabble over land. The King of the Rock greedily hoards his money, waiting for a chance to strike at his prey. The King of the Reach enjoys abundant harvests that last for years. The King of the Stormlands faces the sea, battling an endless battle against the cold and salty mistress. And finally, the King of Dorne patiently waits, hidden in the sands. It is a time of war and alliances, of betrayal and treachery. Kingdoms will rise and fall, battles won and lost. Yet, there can only be one king.



So pretty much, this is a NRP set in the world of George R.R. Martin’s game of thrones. It takes place before the time of the series, and even before King Aegon the Conqueror even set eyes of Westeros. Players will be able to take control of each of the Seven Kingdoms of Westeros. They will also be able to command the Free Cities and other Nations in Essos. Also, I will allow players to create nations that lay in the undiscovered West. These will have to be approved me, though, and I will only allow a certain amount of such nations. I hope many of you guys are interested in rping this as much as I am!

How to Play:
Turns- Every player gets a turn, which represents a month’s time in game. During each turn, you will decide on different actions to take. This includes building buildings, such as taverns or barracks, recruiting soldiers, engaging in diplomacy and espionage. Every player starts out with a certain amount of wealth, depending on their nation. Some nations will start off with more money than others (i.e. the Westerlands in Westeros, or the Free City of Pentos.) Wealth will be decided by me individually. Turns will be carried out in two ways. Each turn, players will PM me the list of actions they wish to carry out. All actions cost money. The other way turns will be carried out is in the IC. This would be a roleplay of major events that occur in a nation (for example, a battle or a political marriage.) Some turns last longer than others. Turns in which major battles or sieges occur will take longer, as the players involved will be roleplaying with one another for the actions they take. A single turn lasts until every play has sent me their actions and rped it or, a five days in real time has passed.
Combat- I have an interesting concept with combat. It will require a mixture of strategic genius, overwhelming numbers, and/or a leprechaun’s amount of luck. In their IC posts, players will describe the actions they take in battle. If their strategy is good, or they outnumber their enemies, I will give them a bonus. Bonuses can also be earned for Troop Training, Equipment, and Morale. Once battle is met, I will roll a dice with the due bonuses to decide who wins. I promise, on my honor, that I will answer honestly with the dice result, even if I myself am controlling a NPC involved in combat. Each roll is for a players unit, which is explained later on. Combat will be won when the enemies troops are all killed or their morale drops beneath 25. If morale reaches 0, then the army completely breaks apart and the player does not receive them after the battle, even if they are able to escape. Units can escape, in either two forms. The first is a tactical retreat, in which the player orders his troops to retreat from the battle. The other is when the morale of the troops reaches below 25, and which they flee. I will roll for the success of either. Below is an example of a battle.
The Battle of the Whispering Woods
Player A’s army: 6 Units of Northern Knights, 10 Units of Northern Swordsmen, 5 Units of Northern Archers.
Player B’s army: 8 Units of Westerland Knights, 6 Units of Westerland Spearmen, 7 Units of Westerland Crossbowmen.
Player A’s 1st Post: The night was dark, undisturbed by any form of light. The thick canopy of trees shielded them from the light of the full moon in the sky above. It was dangerous, to be traversing this terrain in the complete darkness of night. It was highly likely that the horses would end up breaking a shoe, or a footman twisting his ankle. It was necessary though. King Robb had ordered no torches, or any other form of light, to mask the army’s approach. The men were all silent, and only occasionally would a horse whinny or snort, and never loud enough. Of course, there was the obvious sound of creaking armor, and hundreds of men moving at once, but still, they were hidden.
The Northerners heard their enemies before they saw them. They were loud and boisterous, completely confident in the fact that they were safe from any enemies. They were laughing and joking, their tongues loosened and voices raised from the effects of alcohol. They had campfires burning and guards posted sentinels held torches. That was a foolish mistake. While the fire allowed them to see what laid in the light, they would not be able to see beyond the reach of the flames. The Northerners, on the other hand, were used to the darkness and could see much further and better than their opponents. Even now, their archers were moving silently and swiftly to intercept the sentinels. Their arrows silently felled the guards, the sounds of their deaths drowned out by the sound of the Westerland men in their camp. King Robb arranged his archers so that they faced the camps of the enemy. They were still hidden under the darkness of the trees. Robb made sure that his men were ready, before he finally gave the order. The archers drew back their bows, aimed, and let loose. The arrows whistled upwards into the night sky, then fell back down to earth in a thick blanket of steel. They landed amongst the unsuspecting Westerlands with a distinctive thud.
Surprise Attack: +2 Attack Bonus
That is generally how a combat post will be made IC. Player B would respond with a similar post describing the movements his troops would make. Once combat has been met, units would face off against one another. I would roll a six sided dice for each unit. The number rolled would be multiplied by 5, and then that number would be subtracted from the overall amount of troops in that unit for the amount of losses the unit suffers in combat. Morale drops by fifteen for every ten troops lost in a unit.
Units- Units vary from nation to nation. This difference can either be slight or large. Units are the different types of troops a nation owns. This includes cavalry, infantry, ranged, artillery, and naval. The specific unit types are special to the region they are recruited from. For example, the Stormlands field the best knights, the Westerlands the best crossbowmen, the Iron Islands the best navy, etc. Units can be upgraded and better trained. The following includes the lists of each nation’s unit tree.
The North: Northern Levy 50 Stags=Northern Archers 100 Stags
=Northern Swordsmen 100 Stags=Northern Axemen 100 Dragons
=Nothern Men-at-Arms 50 Dragons= Northern Knights 100 Dragons
+3 Infantry +2 Cavalry
The Eyrie: Mountain Levy=Mountain Spearmen=Mountain Men-at-arms=Mountain Knights
=Mountain Clansmen
+4 Infantry
The Riverlands: River Levy 50 Stags=River Crossbowmen 100 Stags
=River Spearmen 100 Stags=River Pikemen 100 Dragons
=River Men-at-Arms 150 Stags=River Knights 50 Dragons
+3 Ranged +2 Infantry +1 Cavalry
The Westerlands: Westerland Levy 50 Stags=Westerlands Crossbowmen 100 Dragons
= Westerland Spearmen 100 Stags=Westerland Men-at-arms=150 Stags Dragons Westerland Knights 50 Dragons
+4 Ranged +3 Cavalry
The Reach: Reach Levy 50 Stags=Reach Archers 100 Stags
=Reach Swordsmen 100 Stags=Reach Men-at-arms 50 Dragons=Reach Knights 100 Dragons
+3 Cavalry +1 Infantry
The Stormlands: Stormland Levy 50 Stags=Stormland Archers 100 Stags
=Stormland Spearmen 100 Stages=Stormland Men-at-Arms 50 Dragons=Stormland Knights 100 Dragons
+4 Cavalry +2 Infantry
Dorne: Dorne Levy 50 stags=Dorne Archers 100 stags
=Dorne Spearmen 100 stags=Dorne Men-at-Arms 50 Dragons=Dorne Knights 100 Dragons
+3 Infantry +2 Archers +1 Cavalry

Upgrade of these units will be done through the construction of buildings that they require. Until those buildings are built, the more advanced units are unavailable for recruitment. It is still possible to field these units without these buildings, though. At the start of the game, each player starts with five units of their choosing, along with eight units of their levy. No buildings are required for the recruitment of levy, and they are relatively cheap to purchase. Other ways to earn these advanced units is through a Random Event, such as a group of hedge knights offering to join your cause. Another is when an enemy unit deserts to your nation, it will be automatically converted to your nation’s equivalent.
Resources: Resources are what will help your nation thrive and prosper. Without resources, your nation will sputter and collapse, your hopes and dreams shattered. Resources are generated each turn depending on the buildings you have in your settlements. At the beginning of the game, players will have eight points to spend on their resources, deciding the way your nation will be run. Specific locations held by a nation add a bonus to an individual resource. Below is the list of the different resources that will be used in the game.
Military: Your military is key to survival in Westeros. Without a military, you will not be able to crush your enemies and conquer the rival nations. Or, if you prefer to play defensively, you will require a military to garrison your settlements, otherwise they will be overrun by more militaristic enemies. Each point within your military resources are multiplied by ten, to equal the total amount of units you are able to field. Your military is generated by buildings within your settlements.

Diplomacy: Diplomacy is essential to a nation. Without it, your nation would be completely and utterly alone, surrounded on all sides by enemies. Diplomacy allows you to create alliances, arrange marriages, build military access pacts and defensive pacts, procure trade agreements, and agree to a ceasefire. Alliances are in which two or more nations agree to set aside their own differences to join against a common foe. Battles will be fought together, spoils divided, and decisions made together. Essentially they are one nation played by two players. Marriages are similar to alliances, as they add a bonus to the success rate of a possible alliance. They also help secure lands for different nations. Military access pacts allow a nation to march into another nation’s territory without the threat of war. Defensive pacts are in which two or more nations agree that if one is attacked, the other(s) will help defend the nation. This is usually a precursor to an alliance. Trade agreements are in which nations agree to trade resources to one another, such as a Military Point of a certain amount of wealth. Ceasefires are in which two nations that are engaged in war decide to end hostilities. The higher the diplomacy point, the more likely the success of the diplomatic mission, especially against NPC’s.
Wealth: As with every nation, real or imaginary, wealth is the lifeblood of a people. Actions cannot be carried out without money. The construction of buildings cost the most, especially with the size of the endeavor. Obviously, it will cost more to build a Great Sept than to build an Inn. In the PM, I will subtract the cost of an action from the nation’s wealth. Money is earned with each turn, from taxes and trade. That being said, you can also lose money. If a player owes large sums of debt to another player or myself as the NPC nation, they will soon find their coffers empty. Bankruptcy will lead to unrest, chaos, and possibly war if the nation owes money. Money is set in three different categories in Westeros: A Lion (copper), a Stag (silver) and a Dragon (Gold). Fifty Lions equal 1 Stag, while 50 Stags equal 1 Dragon. One Wealth point is multiplied by 250, which is converted into stags, as that is the standard unit of wealth that will be used.
Food: Obviously, Food is the most required resource. It is needed to feed your population, supply your armies, and prepare for a winter. Food is generated by agricultural buildings and can be traded between nations. Food stores, though, can be destroyed by enemy armies. 1 Food Point is equal to 1,000 pounds of food (wheat, fruit, meat, etc.)
Espionage: Espionage is the sneaky, tricky, covert operations that a nation undertakes. These include spying, sabotaging, bribing, stealing, and assassination. Spying reveals to the spy’s nations a settlement’s garrison and buildings, an army’s numbers or a nation’s plans. Sabotage allows a spy to destroy a settlement’s building or defense, or destroy the supply lanes of a nation, or the baggage train of an army. Bribing is when a spy bribes a general or noble from another nation to join your side. This usually costs a Resource Point, but if the action is successful, the general’s army joins your nation, as does the settlement of a successfully bribed noble. Stealing allows a nation to steal a Resource Point from another nation. This is the second hardest Espionage Act to carry out, and therefore chances of success are low. Assassination is the hardest Espionage Act, in which a spy can kill a leader of another nation. Chances of success are very low, increased only by the skill of the agent. All Espionage Acts will be carried out by PM. I will roll for their success. Once I have decided the outcome, then a roleplay post can be added into the IC.
Religion/Public Order: Religion and Public Order overlap. There are three available religions: the Old Gods and their Weirwoods, the Seven and their Septs, and Rhllor, and his fiery might. Each has a specific bonus. The Old Gods add 2 Military Points in the beginning of the game, while Rhllor adds 2 Espionage Acts, where the Seven add 2 Diplomacy Points. Public Order is generated by Religion. If an opposing nation takes a settlement of a opposite religion, there is much Public Unrest. It will remain so until the entire population is converted. 1/6th of the population is converted every turn. Public Order is the happiness of your nation’s people. If the Nation Public Order reaches below 25, then there is rebellion. If it reaches 0, then it is Civil War. Public Order is gained/loss in battles, depending on whether or not they are won or loss. A victory/loss increases/decreases the PO by 10. Food Points are multiplied by 1000, and if the product is less than the total population, PO is decreased by 20. It is increased by the same increment if it is over. Marriages and Alliances boost PO by 5.
Movement: There is a certain amount of ground a unit can cover with each turn. A single unit of footmen can move 100 miles a turn. With each addition of another unit of footmen, the travel decreases by five miles. The lowest amount of ground an army of footmen can travel is 30 miles a turn. A lone of unit of cavalry can move 150 miles a turn. The same principle of additional units applies. Naval ships can travel 200 miles a turn, barring a Random Event such as a storm. Once again, each unit added subtracts 5 miles.
Random Events: Random Events will become a large part of the game. These are events that occur to either a specific nation or globally. They will be randomly produced by me. Random Events can either be good or bad. These can range from a mercenary group joining your army to a plague spreading across your lands. Be warned, it is randomly generated. Bad Random Events can occur over and over on a certain player. I am not picking on you. You just have bad luck. Really bad luck.
Buildings: I have mentioned several times buildings within your settlements. Buildings create certain bonuses towards your Resource Points. They are necessary to build your nation and win the Game of Thrones.
Military Buildings: These buildings either advance your Military Points, or allow you to upgrade your military units.
• Infantry Barracks Rank 1-Allows you upgrade levies to the next level of infantry units. 150 Stags.
• Archery Yard- Allows you to upgrade levies to archer units. 150 Stags.
• Infantry Barracks Rank 2- Allows you to upgrade infantries to next level of infantry if applies. 300 Stags.
• Cavalry Barrack Rank 1- Allows you to upgrade infantry to cavalry units. 150 Dragons.
• Cavalry Barrack Rank 2- Allows you to upgrade cavalry to next level. 300 Dragons.
• Siege Barracks Rank 1- Allows you to build battering rams, siege ladders, and catapults. 150 Dragons.
• Siege Barracks Rank 2-Allows you to build siege tunnels, siege towers, and trebuchets. 300 Dragons.
• Naval Shipyard- Builds naval units. 300 Stags.
• Strategist’s Stronghold Rank 1- Adds +5 Military Points. 300 Dragons.
• Tactician’s Stronghold Rank 2-Adds +10 Military Points. 600 Dragons.
• Fighter’s Guildhouse-Adds +2 Military Points. 600 Stags.
Diplomacy Buildings:
• Embassy Rank 1-Adds +2 Diplomacy Points. 150 Stags.
• Embassy Rank 2-Adds +4 Diplomacy Points. 300 Stags.
• Embassy Rank 3-Adds +6 Diplomacy Points. 600 Stags.
• Embassy Rank 4-Adds +8 Diplomacy Points. 300 Dragons.
• Embassy Rank 5-Adds +10 Diplomacy Points. 600 Dragons.
Wealth Buildings:
• Merchant’s Guild-Adds +2 Wealth Points. 600 Stags.
• Tax Collector HQ-Adds +4 Wealth Points. 600 Stags.
• Market Rank 1- Adds +2 Wealth Points. 150 Stags.
• Market Rank 2-Adds +4 Wealth Points. 300 Stags.
• Market Rank 3-Adds +6 Wealth Points. 600 Stags.
• Market Rank 4- Adds +8 Wealth Points. 300 Dragons.
• Market Rank 5- Adds +10 Wealth Points. 600 Dragons.
Food Buildings:
• Farm Rank 1- Adds +2 Food Points. 150 Stags.
• Farm Rank 2- Adds +4 Food Points. 300 Stags.
• Farm Rank 3- Adds +6 Food Points. 600 Stags.
• Farm Rank 4-Adds +8 Food Points. 300 Dragons.
• Farm Rank 5- Adds +10 Food Points. 600 Dragons.
Espionage Buildings:
• Spy Quarters Rank 1- +2 Espionage Points. 150 Stags.
• Sabatier Quarters Rank 2- Adds +4 Espionage Points. 300 Stags.
• Coercer Quarters Rank 3- Adds +6 Espionage Points. 600 Stags.
• Thief Quarters Rank 4- Adds +8 Espionage Points. 300 Dragons.
• Assassin’s Quarters Rank 5- Adds +10 Espionage Points. 600 Dragons.
Religion/PO Buildings:
• Minor Sept Rank 1- +2 PO Points. 150 Stags.
• Sept Rank 2- +4 PO Points. 300 Stags.
• Large Sept Rank 3- Adds +6 PO Points. 600 Stags.
• Major Sept Rank 4- Adds +8 PO Points. 300 Dragons.
• Great Sept Rank 5- Adds +10 PO Points. 600 Dragons.
• Minor Weirwood Rank 1- +2 PO Points. 150 Stags.
• Weirwood Rank 2- +4 PO Points. 300 Stags.
• Large Weirwood Rank 3- Adds +6 PO Points. 600 Stags.
• Major Weirwood Rank 4- Adds +8 PO Points. 300 Dragons.
• Great Weirwood Rank 5- Adds +10 PO Points. 600 Dragons.
• Minor Red Priest Rank 1- +2 PO Points. 150 Stags.
• Red Priest Rank 2- +4 PO Points. 300 Stags.
• Major Red Priest Rank 3- Adds +6 PO Points. 600 Stags.
• Great Red Priest Rank 4- Adds +8 PO Points. 300 Dragons.
• Red Priest Prophet Rank 5- Adds +10 PO Points. 600 Dragons.

Major Cities: Each nation has a handful of starting major cities. These are the locations in which building will be constructed, units recruited, and where enemies will besiege.
North- Winterfell, Moat Cailin, The Dreadfort, White Harbor, Torrhen’s Square, Deepwood Motte, and Karhold.
The Vale: The Eyrie, the Bloody Gate, Gulltown, and Longbow Hall.
The Riverlands: Riverrun, Seagard, Saltpans, the Twins, and Oldstones.
The Westerlands: Casterly Rock, Lannisport, Katce, Ashemark, the Crag, Golden Tooth, Harrenhal, Stoney Sept, and Duskendale.
The Reach: Highgarden, Brightwater Keep, Honeyholt, Oldtown, Nightsong, Cider Hall, and Bitterbridge.
The Stormlands: Storm’s End, Bronzegate, Summerhall, Blackhaven, Evenfall Hall, and Greenstone.
Dorne: Sunspear, Yronwood, and Starfall.

Victory Conditions: There is only one way to win the Iron Throne, even if it has not been created: conquest. All seven of the seven kingdoms must bow down beneath you, as their rightful lord. This includes Essos Nations, and imaginary nations. All your enemies must be defeated. Alliances are not allowed for a victory, unless a nation is your client state.

Nation Sheet:
Nation:
Resources (You have eight points for six resources)
Military:
Diplomacy:
Wealth:
Food:
Espionage:
Religion/Public Order:
Starting Troops (You can choose 5 units):
Nation Leader (Pic, Description, Personality, etc.):
Royal Family:
Major Nobles:
History:
Ambitions:

Available Kingdoms:
The North
The Vale:
The Riverlands:
The Westerlands:
The Reach:
Dorne:
The Stormlands:
Hidden 10 yrs ago Post by ulsterwarrior
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