Song of Ice and Fire: Dragons at War


Recruitment

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Towns are apparently part of Population, not Lands. I think we should let Warlord take us through this step by step and show is our options with each step. This seems to be a lot different.


I think you might be right. I don't know of the other pdfs so I don't know all the options and I feel I'm just shooting in the dark a bit with my limited knowledge of how it all comes together.


Defense is rather the same, the only additions are:

I would suggest buying a Hall and Watchtower.

Watchtower 5 points.
+1 to all Warfare concerning units in that territory

Pallisade 10 Point/community
Wood or Mud Wall give +1 Defense for those fighting in that community.


With a 29 Defense, I think that's the best option. A Hall and a Watchtower it is.

And with that, I am going to bed. I will be back in the morning.


I am beginning to think I'm the only one in a different time zone.


Probably best for us to only have the one domain for now, save the rest of the land for once we get more defense and can build a small castle somewhere or something of that nature.


I would still say have to domains, have town and a hamlet and a Hall and watchtower or save the Defense and buy a tower in your other domain later.

You have enough Power to have a garrison in both domains, the more domains and features, the more different Wealth Holding you can aquire.

Like Mine, Lumber, charcoal, kennels, etc... which is more than likely what your House makes it's money from.


MWahaha, the I would probably go with my original thought. The plains, with the river and coastal outlet forming a delta with some light trees. And the Hill with a coastal line forming a good mining and lumbering area. Probably dense trees as well in the hills. Wouldn't hurt to have a road or two somewhere as well though to be honest.


You need Road or Port for a Market and a Small Town minimum

So whats the Defense Holding just the Hall for now and save the other 9 points?


Either that or pop the watch tower. Though, I think we could hold off for a tower. If we couldn't manage that our house is doomed


Well, there are plenty of Houses with just a Hall and 2 domains and they do perfectly fine lol you are going overboard.


See, see I figured as much. We gotta wine and dine and slay our way to being more influential. Nothing to it, a few heavy glasses here...maybe an apothecaries help there. Attempted making of a bastard to debase the worth of a rival house's only daughter there....it'll all work out.


Do you guys have any of the expansion books?


I do not myself.


Cassondria Gaelinarys? (AlexM): Eldest Daughter
Darne Naelareon (Vitaliano da Riva): younger Brother

Maester Lucan (Daniel Stewart): Warrior-Maester
Marcus Stormborn (Grovo): Knight
Matthias(Gendo): Knight/Cousin
Garran Fain(Phantm888): Master of the Hunt

NPC Cast Members:
House Lord: Father or a sickly Elder brother was mentioned?
House Lady: Dead
Master at Arms - No benefits

The House spots filled by PC do not cost to the House (First Born Daughter, Second Son), but they still grant benefits accordingly such as the Maester and Master of the Hunt

Defense 29 (9)
Hall

Influence 32
First Born Daughter
Second Born Son

Lands 34
Discuss, remember you have a Master of the Hunt so at least some kind of forest, also there is many more wealth holdings other than port and market combo to make a lot of wealth, they just have terrains and communities prerequisites that you have to meet.


Nice, it is good that they don't hurt yah for having pcs take those key political roles. That opens up our options quite a bit influence wise. I shall look forward to seeing what the others think.


And again awake :) Seems good so far.

I do have Out of Strife Prosperity book but might be older edition. Anyway the things with Lifestyle etc is a bit confusing even for me as I go through it.

I do suggest also that we go something like this

Defense 29 -> Hall (9 Defense points left)

Influence 32 -> Landed Knight & Option according to choices GM gives

Populations 34(29) -> Options according to choices GM gives

Power 32 -> Garrison with 2 Veteran Units Infantry and 1 Green unit Archeres (6 Power points left)

Law 34 -> -1 to House Fortune Rolls

Lands -> Hills (7) Plains (5) | Hamlet (10) Coast (3) Road (5) Woods Light (3) (1 Land points left)

Wealth -> 29 This one is problematic

With this arrange we do have everything for lands and can expand to different types of Wealth "Houses"

EDIT: Since I did suggest only Hamlet (small town/village) we could get with Wealth

Food Agriculture (plains or huills with no woods or communities larger than hamlet) [5 wealth] -> House Fortune +1 | Population +1 | Power +1

- Gives 3 Upgrade options [Mill / Granaries / Alcohol Distillerie]


I didn't even realise they'd put out any expansions, I don't mind dropping the $5 on it if it's going to be useful - any of the other books likely to be useful/any good for reading through (yeah I sometimes read rpg books just for the sake of it, I'm a nerd).

Never mind, decided to pick up the pdf anyway. reading through it now.


Marcus, I think the Game of Thrones Edition makes Hamlets and such an aspect of Population purchasing. I also think that Warlord said there are things we can actually purchase with our Law stat, which might be nice. Unfortunately, as I don't have the newer edition, I don't know what those are.

As for power, I don't know that "Veteran" would make sense, unless we've fought in a war recently. "Trained" makes more sense, and leaves us more Power points open to buy some other units. We could technically use some Influence and Power for a Banner House, per Warlord's post about Influence holdings on the previous page.

Now, I need to create my alias.


Defense 29 (9) > Hall (20)
Power 32 (10) > 2x veteran Infantry ((5veteran+4infantry=9)x2=18) Green Archers (1green+3Archers=4)
- Do we want to add Garrison to the infantry for +2pts each, gives +3 discipline on our lands but -3 on other lands?
Wealth 29 > Do we have to pay for a Maester, or do we get it it free?
Food agriculture seems a solid choice. Probably Mill as well as it seems appropriate for riverlands (5food agri +5mill)
Tolls (5) may be worth while, or alternatively a Trading Inn (10), which could be later expanded to another community?

Influence 32 (32) > as far as I can ascertain you only allocate this to heirs? though you can burn it for bonuses?
Population (34) > Doesn't seem to be allocated, just gives bonus to event rolls (+3)


In my GoT edition it still has Communities listed as 'Features' you do have to break it down into "Domains" though, so you'd have:
Hills (7)
-Woods, Light (3)
Plains (5)
-Coast (3)
-Hamlet (10)
-Road (5)
-Stream (1)

That gives us one domain with light woods, for hunting etc, and a more community based domain. I've added a stream in there with our last point, since we're in the Riverlands and all.
Personally I'd be inclined to drop the coast and have us more inland and get a Ruin for the wooded hills, give us a focal point for that domain.
Each domain is roughly a league (3 miles), if it's relevant.

On Power: I'm not sure having only a Hamlet really feels like we should have Bannermen, though I suppose the books/series never indicated the Starks had more than that.

How about going with:
Household Guard
Trained (3) Infantry (4) Garrison (2) (9)

First Infantry
Trained (3) Infantry (4) (7)

First Cavalry
Trained (3) Cavalry (5) (8)

House Rangers
Green (1) Scout (2) Archers (3) (6)

Total 30 (2 points remaining)


True. But I would like to see us later developing more in Sea Trade direction so having access early on Coast would be good. However, I am happy also with that since we are deciding these things together.

Traveling Inn is something I did also consider and would like to have but then with Tolls.. it does make sense if we get River instead of Stream but then we have to somehow arrange Domains.

Garrison we can leave out agreed. 2 Veteran units I would still leave since all minor houses should have some troops and so far just 2 units of Veterans is ok. We could however drop Green Archer unit and consider that Banner House option.


Hmm, would we prefer having a Bannerman? Banner Houses cost 20, which leaves us only 12 points for our own forces, which we could scrape together a Trained Infantry and Green Infantry unit?

What events did we end up with, it feels odd having a Veteran unit if they've not actually had some decent field experience.

NB: Dug them out:
Events:
Glory
Victory
Favour
Decline

Nothing indicating recent military activity, in my mind.


Glory & Victory & Favor & Declain

Victory and Favor does support that I would say

EDIT: Ya, we can take our time and nothing is finalized yet. We can then even spread our resources a bit and see if we can get somehow balanced house & domain


Should we take some time to flesh out what our events meant, or do we need to wait on The Warlords advice for that, from the initial statement I guess the 'Glory' part was to do with the Faith Militant uprising (Years 41-48 AL), current date is 124AL, so the other events happened over the course of 76 years.


I was thinking we should take the time to flesh out our history a bit more. I'm not particularly strong in my knowledge of this era, so I'd definitely like Warlord's advice for that.

Again, I disagree with the need for Veteran units. A trained force of guards is just fine.

For Defense, Warlord said one of the expansions added a Watchtower as holding. It costs 5, and if we have 2 domains, could be useful for the second domain.

On the previous page, Warlord listed a Banner House as being 10 Power, 10 Influence, and 5 something else. That makes a Banner House a more affordable choice from a Power standpoint, and since we have 2 players playing heirs, I think he said we don't need to buy them.

EDIT: That post lists a Banner House as 10 Power, 10 Influence, and 5 Population.


I need some help. I am flailing about here trying to get an alias set up for Matthias. Also, not sure what I need to do to follow this so see it without having to search for it.

Basics about Matthias he is the eldest son of the Lord's younger brother and his wife. Regretably, his parents, having contracted greyscale while travelling, died despite the best efforts of the Maesters. Matthias was raised by the Lord after his parents perished. he is just shy of 29th year, having been taken in by his Uncle when he was 8 years of age. Due to the loss of his parents, he tends to be reserved. He is motivated to insure that the Naelareon name is held in high regard.


Hey Gendo,

What sort of help do you need getting set up for the alias? I'll help you out as much as I can.


So, what about this then

Leftover from Resources
Defense 9 | Power 7 | Wealth 4 | Influence 17 | Population 24 | Law 34 | Lands 1

Holdings
Banner House [10 Influence, 10 Power, 5 Population]
Landed Knight [5 Influence, 5 Population ] +5 bonus resources: Law, Influence and Power
Hall [20 Defense] Units defending a hall gain a +2 bonus to their Defense

Troops
Trained Infantry [7 Power]
Trained Cavalry [8 Power]

Domains
Hills [7 Land]
- Light [3 Land]
Plains [5 Land]
- Road [5 Land]
- Hamlet [10 Land]
- Coast [3 Land]

Wealth spent
Food Agriculture [5 Wealth] House Fortune +1 | Resource Gain Bonus: Population +1 Power +1
- Upgrade options available [Mill | Granaries | Alcohol Distillery]
Trading Inn [10 Wealth] House Fortune +1 | The Trading Inn is considered a Fortification for the purposes of Warfare, granting a +2 Defense for 1 unit.
- Upgrades available
Tolls [5 Wealth] Resource Gain Bonus: Law +1, Wealth +1
Timber [5 Wealth] OR Fishery [5 Wealth] House Fortune Rolls: +1
- Upgrade options available [Lumber Mill | Ship Yards] OR [Processing | Whaling | Fishing Fleet]


Here is a test house coat of arms....what do you all think?

Coat of Arms


I believe Holdings need allocating to Domains, but I'm assuming everything is in the plains area, and the Hills are just hunting grounds?

Gendo - you look like you've made profiles before.
1) Click on 'My Account' at the top of the page
2) 3rd box on the left has the button 'Create Alias'
3) Create Avatar name, assign an image if wanted.

I don't think you can follow the thread directly, either bookmark it or you can click 'Focus' on the recruitment forum, which only shows you threads you've looked at (ones you've posted in have a dot next to it).

Once we have a Campaign thread linked it should appear in the 'Your Campaigns' tab of your profile after you've posted in it at least once.


Lucen: I'm not sure I like the seahorse, and I think our charge should be in silver/white, signifying sincerity.

Marcus: I like the Wealth options, Holdings, and Domains. I think we should go with Timber over Fishery so we can eventually upgrade to a Ship Yards and build Warships. For Power, do we want to spend 5 more and get a Trained Garrison? My book makes it look like "Garrison" can be a unit all its own, and one we can leave at home. Trained Archers might work, too.


You can select multiple options from the unit list - though I imagine many of them have diminishing returns.

What do the units actually represent, a standing army? Or is it folk that are trained to fight but usually have day-jobs? I'm just trying to visualise how our realm is functioning.


I think "Garrison" would tend to represent your standing army - men-at-arms who are tasked with defending your realms at all times. I'd think other Trained units would be folk who have been trained to fight, but have other day-jobs they do during times of peace. Cavalry I could see as being Knights sworn to the house.


The Landed Knight gains those bonuses, not the House. I suppose it wasn't clear.

Flesh out History and Land Holdings, Get 2 Landed Knights instead so you have power for your own units.

Hall gives +4 Defense, Tower +3

Law Holdings
Bailiff
Barrister
Gaol
Magistrate


2 Landed Knights instead of a banner house, sounds good.

Can we spend Power during the game to raise armies, if we have some left over?

What are the costs and effects of the Law Holdings?

As far as the House History goes, I think our events would look something like this:

Ser [first name here] Naelareon joined with Maegor Targaryen to aid in crushing the Warrior's Sons in [battle name here] during the Faith Militant uprising. For his service, Ser [name] was awarded land and a title, for he acquitted himself with Valor and Loyalty to the King. Ser [first name here] also aided several Victories over other armies of the Faith Militant. Ser [name]'s son, Lord [name here] Naelareon was one of those who bent knee to Rhaenyra in 105 AC, promising to support her rule on the Iron Throne. In 111 AC, he acquitted himself well in the Grand Melee at the tourney in King's Landing, earning favor from the King. Unfortunately, he died in a riding accident returning from King's Landing, and [Cassondria and Darne's father's name] became the head of the House. Somewhat sickly, the house's influence has declined during his tenure to where it is now.

It needs names and probably some more fleshing out, but that encompasses all 4 of our events, and puts them in an order that makes sense (Glory, Victory, Favor, Decline). It builds on our motto, as well.

All that information came from the ASoIaF wiki.


Since we already have 2 Knights it would fit perfectly and we dont have to spend so much in Banner House

As for Law Holdings, I would suggest either we dont spend anything OR we grap Magistrate. I dont see much sense for Bailiff or Gaol since not really liking that direction 1)because of my PC personality 2)the way our House is getting up


I was thinking primarily of the Magistrate. The others are highly unnecessary, given the size of our house.

How does this sound for Power Holdings:

Trained Garrison (Cost 5)
Trained Infantry (Cost 7)
Trained Archers (Cost 6)
Trained Cavalry (Cost 8)

6 Power left. Since we will likely need to lead our armies in the war, that gives us three trained units to lead to battles and a trained unit to leave at home protecting our lands.


Landed Knight
Cost: 5 Influence, 5 Power, 5 Population
Starting Resources 4d6, + History, Does not roll House Fortunes
+5 bonus resources to Law, Influence and Power.

You need 5 population, 5 power, 5 influence per Landed knight gentlemen, so you would have to make some sacrifices somewhere to pay for those.

G%# d~#n copy past skipped the Cost: since it was an image, and this post do not do much converting with them.


So, here is the updated list and recommendations.

Please comment if there is something to be changed or want to do something else

Leftover from Resources
Defense 9 | Power 6 | Wealth 4 | Influence 17 | Population 19 | Law 29 | Lands 1

Holdings
#1) Landed Knight [5 Influence, 5 Population ] 4d6 + History | +5 bonus resources: Law, Influence and Power TO Landed Knight resources -> NOT PCs

#2) Landed Knight [5 Influence, 5 Population ] 4d6 + History | +5 bonus resources: Law, Influence and Power TO Landed Knight resources -> NOT PCs

# Hall [20 Defense] Units defending a hall gain a +2 bonus to their Defense | Defense +4

# Magistrate [5 Law] Law +1. Any Law lost due to a lost battle is also reduced by 1. #### Assuming 5 Wealth --> 5 Law ####

Troops
Trained Garrison [5 Power]
Trained Infantry [7 Power]
Trained Archers [6 Power]
Trained Cavalry [8 Power]

Domains
Hills [7 Land]
- Light [3 Land]
Plains [5 Land]
- Road [5 Land]
- Hamlet [10 Land]
- Coast [3 Land]

Wealth spent
Food Agriculture [5 Wealth] House Fortune +1 | Resource Gain Bonus: Population +1 Power +1
- Upgrade options available [Mill | Granaries | Alcohol Distillery]
Trading Inn [10 Wealth] House Fortune +1 | The Trading Inn is considered a Fortification for the purposes of Warfare, granting a +2 Defense for 1 unit.
- Upgrades available
Tolls [5 Wealth] Resource Gain Bonus: Law +1, Wealth +1
Timber [5 Wealth] House Fortune Rolls: +1
- Upgrade options available [Lumber Mill | Ship Yards]


Making a post with everything so far for me to easily reference.

Attributes:

Defense 29
Influence 32
Lands 34
Law 32
Population 34
Power 32
Wealth 29

Holdings:

Naelareon Hall (Hall, Cost 20 Defense)
Landed Knight (Cost 5 Influence, 5 Power, 5 Population)
Landed Knight (Cost 5 Influence, 5 Power, 5 Population)
Domain 1: Hills (Cost 7 Lands), Light Forest (Cost 3 Lands)
Domain 2: Plains (Cost 5 Lands), Hamlet (Cost 10 Lands), Road (Cost 5 Lands), Coast (Cost 3 Lands)
Food Agriculture (Cost 5 Wealth)
Trading Inn (Cost 10 Wealth)
Tolls (Cost 5 Wealth)
Timber (Cost 5 Wealth)

Attributes remaining to spend:

Defense: 9
Influence: 22
Lands: 1
Law: 32
Population: 24
Power: 22
Wealth: 9

So, for Troop purchases, that means we have 22 Power to spend.

Trained Garrison (Cost 5 Power)
Trained Cavalry (Cost 8 Power)
Trained Archers (Cost 6 Power)

That troop array leaves 3 Power leftover.

We also have quite a bit of Influence to spend, as well as Law and Population (If we have options for the latter).


Landed knights GAIN +5 bonus resources: Law, Influence and Power, do to your House Protection, not the PC's House for having them.

Which we don't need a story for the Landed Knights unless someone wants to give it to them.

I will create their Houses to speed things I suppose.

Seems you guy are getting a decent House so far, just remember that Communities are bought with Population nor Land.

So your Domains is still listing Hamlet, which you buy with Population Resource, not Land Resource.


Good. Fixing that then

Leftover from Resources
Defense 9 | Power 3 | Wealth 4 | Influence 2 | Population 9 | Law 29 | Lands 11

Holdings
#1) Landed Knight [5 Influence, 5 Population, 5 Power ] 4d6 + History | +5 bonus resources: Law, Influence and Power TO Landed Knight resources -> NOT PCs

#2) Landed Knight [5 Influence, 5 Population, 5 Power ] 4d6 + History | +5 bonus resources: Law, Influence and Power TO Landed Knight resources -> NOT PCs

# Hall [20 Defense] Units defending a hall gain a +2 bonus to their Defense | Defense +4

# Magistrate [5 Law] Law +1. Any Law lost due to a lost battle is also reduced by 1. #### Assuming 5 Wealth --> 5 Law ####

Troops
Trained Garrison [5 Power]
Trained Archers [6 Power]
Trained Cavalry [8 Power]

Domains
Hills [7 Land]
- Light [3 Land]
Plains [5 Land]
- Road [5 Land]
- Coast [3 Land]

Community
Hamelet [10 Population]

Influence
Married Well [10 Influence] Major House connection-> information knowledge & possible aid for different situations
Happily remarried [5 Influence] possible aid for different situations from 2 families (from mother side & stepmother side

Wealth spent
Food Agriculture [5 Wealth] House Fortune +1 | Resource Gain Bonus: Population +1 Power +1
- Upgrade options available [Mill | Granaries | Alcohol Distillery]
Trading Inn [10 Wealth] House Fortune +1 | The Trading Inn is considered a Fortification for the purposes of Warfare, granting a +2 Defense for 1 unit.
- Upgrades available
Tolls [5 Wealth] Resource Gain Bonus: Law +1, Wealth +1
Timber [5 Wealth] House Fortune Rolls: +1
- Upgrade options available [Lumber Mill | Ship Yards]

Comments if something is wrong / Need to be changed. Nothing is final until all / majority agrees

Since we now have 11 Extra Lands I would like to suggest 1 extra Feature OR 1 Domain with 1 extra feature.


Personally with some of the influence left over and this may be greed on my part but it wouldn't hurt mine and my sister's standing to have Married Well(10 influence), and Happily Remarried(5 influence) in the influence.

Based on backstories on the both of us, I assume we are still without a mother of sorts but one of my have had an influential mother but father was insistent on maintaining good relationships with both mother's families.

If someone has something else they would rather see in for Influence I am more then happy to hear it.


Do we want to add a River to the Coastal domain for that delta you wanted, and a Ruin to the forested domain like Cassondria wanted?

Also, each Landed Knight costs 5 Power as well as the Influence and Population. Let's drop the Trained Infantry and our leftover power down to 3 to cover the cost of 2 Landed Knights.


Hmmm...I'd consider dropping the cavalry over the infantry to be honest. Most houses sport an infantry before horsemen, though it would still make sense with a bit of my background.

I would not mind adding in the river and the ruin, that would be useful.


Changed the required information as well added the new Influence cost for Happily remarried & Married Well. Removed Trained Infrantry to support the costs for 2 Landed Knights

Will post the list again when we have decided what we will do with extra Land and if all others agree with extra Influence cost.

- What do we benefit from having Ruins feature? I am not entirely sure about it.

EDIT: Would you guys be okey also to invest -1 Defense & -2 Wealth for Moderate Library?


To be honest, I see the ruins as more of a GM fodder piece and for flavor for history and such. If for instance it was a long forgotten battle sight or something to that effect, it could in a way be used for harvesting goods....but most likely it might be something to denote to our history and the like. Perhaps the battle site in which our house earned the honor of establishing itself or something of that nature.

Edit: I would be ok with a library, a place to consult about other house's histories and the like would be good for pretty much any of our characters.


Could spend our extra land to have either another plains region (5) or wetland (3) with a River (+3) and move the Trading Inn over to there, then if we managed to expand our population we could create a secondary community around the Inn? (I think you can actually buy that as an upgrade). Though we may be better building our current settlement up before adding another...

Library sounds good.

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