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Role Play Guide

Official Game of Thrones Roleplay Guide

Written by House Arryn and House Stark
Formatted by House Adera-Baratheon

Starting Resources - Food, Lumber, Minerals
Minor Canon Houses (MCH) and Player Created Houses (PLC) start with 2000 of their specialty resources, 1400 of their secondary resource and 800 of the tertiary resource. Each house can specialize in a singular resource which will come in at a rate of 100 every week, distributed on Monday. The other two resources are significantly smaller incomes at 40 per week for the secondary resource and then 20 per week for the tertiary resource.

Great Canon Houses (GCH) start with 4000 of their specialty resources, 2800 of their secondary resource and 1600 of the tertiary resource. Each house can specialize in a singular resource which will come in at a rate of 150 every week, distributed on Monday. The other two resources are significantly smaller incomes at 60 per week for the secondary resource and then 40 per week for the tertiary resource.

It is important to remember that you cannot switch the resources that you have chosen to prioritize midway through the Game.

Resources
Food: This resource comprises all possible sources of food.
Lumber:This resource comprises all possible necessities for building structures and basic tools.
Minerals:This resource comprises all possible valuable minerals.

Purchasing and Trades
If you choose to purchase any of the goods or services listed below, contact an Administrator and detail what you would like to purchase and they will carry it out on the “Official List of Noble Houses” for you. The purchase is not confirmed until officially added to the aforementioned list. If you are making a trade of some sort with another house, contact an Administrator and detail the trade, all trades will be approved, and the “Official List of Noble Houses” will be updated accordingly. The trade is not confirmed until officially added to the list.

Resource Allocation Adjustments
All weekly resource allocation will be completed on the “Official List of Noble Houses” on Mondays by an Administrator. All variations on this will be outlined in this “Official List of Noble Houses” and the Administrator will allocate with knowledge of these variations.

Sieges
If your castle is formally under siege you no longer receive resources and depending on your fortification you can hold for 12 months (12 IRL days) if you have a Superior Castle, 8 months (8 IRL days) if you have a castle, 4 months (4 IRL days) if you have a small castle, and 0 months (0 IRL days) if you have any other kind of fortification before you start losing resources. After that point, you lose 30 food a day. For every food you go below 0, someone in the castle will perish. This goes on until all your troops, special persons, and family is dead.



Towns
Town TypeResource CostPopulation
Conurbation5500 Minerals
5500 Lumber
5500 Food
1,000,000+ Citizens, Must be Upgraded from Large Metropolis (Gives a Bonus of +200 to all Resources)
Large Metropolis4500 Minerals
4500 Lumber
4500 Food
500,001-1,000,000 Citizens, Must be Upgraded from Small Metropolis (Gives a Bonus of +180 to all Resources)
Small Metropolis3600 Minerals
3600 Lumber
3600 Food
250,001-500,000 Citizens, must be upgraded from Large City (Gives a Bonus of +160 to all Resources)
Large City2800 Minerals
2800 Lumber
2800 Food
100,001-250,000 Citizens, must be upgraded from Small City (Gives a Bonus of +140 to all Resources)
Small City2100 Minerals
2100 Lumber
2100 Food
50,001-100,000 Citizens, must be upgraded from Large Town (Gives a Bonus of +120 to all Resources)
Large Town1500 Minerals
1500 Lumber
1500 Food
25,001-50,000 Citizens, must be upgraded from Small Town (Gives a Bonus of +100 to all Resources)
Small Town1000 Minerals
1000 Lumber
1000 Food
5001-25,000 Citizens, must be upgraded from Large Village (Gives a Bonus of +80 to all Resources)
Large Village600 Minerals
600 Lumber
600 Food
1001-5000 Citizens, must be upgraded from Small Village (Gives a Bonus of +60 to all Resources)
Small Village300 Minerals
300 Lumber
300 Food
A 251-1000 Citizens, must be upgraded from Hamlet (Gives a Bonus of +40 to all Resources).
Hamlet100 Minerals
100 Lumber
100 Food
101-250 Citizens, must be upgraded from Thorpe (Gives a Bonus of +20 to all Resources)
Thorpe25 Minerals
25 Lumber
25 Food
50-100 Citizens (Gives a Bonus of +10 to all Resources)



NOTE:
All towns need access to a maester, or else they will be unable to call for assistance if raided or else struck with difficulty.


Fortifications
Fort TypeResource CostProperties
Superior Castle/Fortress5000 Minerals
25000 Lumber
1000 Food
A superior castle is a massive stronghold held by a Great Canon House. A superior castle has several towers, structures, and smaller buildings, all surrounded by a steep curtain wall and likely a moat as well.
Castle2500 Minerals
12500 Lumber
500 Food
Castles are impressive fortified strongholds but are not as large or as imposing as a superior castle. Most castles incorporate at least one central keep and several towers connected by walls and surrounded by a moat. Example castles include Deepwood Motte, the Twins, and Riverrun.
Small Castle1250 Minerals
6250 Lumber
250 Food
A small castle is simply a smaller version of a standard castle. It usually has no more than a single keep, perhaps two towers and a wall. Examples of small castles include Bronzegate, Honeyholt, and Yronwood.
Hall625 Minerals
3125 Lumber
25 Food
A hall (or keep) is usually a small, fortified building. It may or may not be surrounded by a wall, and it could have a tower, though it’s unlikely. Examples of halls include Acorn Hall, Cider Hall, and Longbow Hall.
Tower300 Minerals
7000 Lumber
50 Food
Towers are single stone or timber structures that thrust up from the ground. If they have any outbuildings, they are small and unprotected. Petyr Baelish’s holdings in the Fingers included a single tower.
Wall5000 Minerals
1000 Lumber
50 Food
A wall is made of wood and surrounds the castle or fortification in which your house is located. These walls act as an extra level of fortification to ensure the safety of your noblemen.
Reinforced Wall2000 Minerals
4000 Lumber
200 Food
A reinforced wall is made of stone bricks and wood and surrounds the castle or fortification in which your house is located. These reinforced walls act as an extraordinary level of fortification to ensure the safety of your noblemen and can also be damaged with advanced siege ware.
Moat & Drawbridge2500 Minerals
3500 Lumber
150 Food
A moat and drawbridge is a castle defense system in which a pool of water is created around the castle that can only be crossed with a bridge that draws up with a mechanism within the castle. This moat and drawbridge add an extra level of fortification to ensure the safety of your noblemen.




Troops
Troop TypeResource CostQuantity Result
Champion150 Minerals
0 Lumber
15 Food
+1
(-1 Knight)
Guardian Sentry
Defensive Only
50 Minerals
0 Lumber
10 Food
+1
Knight50 Minerals
0 Lumber
10 Food
+1
Personal Guard0 Minerals
0 Lumber
10 Food
+1
Light Infantry
Skirmishers or Lightly Armored Infantry
0 Minerals
5 Lumber
20 Food
+10
Heavy Infantry
Heavily Armored Infantry, various weapons
5 Minerals
0 Lumber
20 Food
+10
Light Calvary
Fast and Mobile Cavalry
0 Minerals
5 Lumber
25 Food
+5
Heavy Calvary
Armored and Hard Hitting, but slow
5 Minerals
0 Lumber
25 Food
+5
Archers0 Minerals
10 Lumber
25 Food
+10
Mounted Archers
Archers on Horses. Requires Training to fire from horseback
0 Minerals
15 Lumber
25 Food
+5
Prisoner Levies10 Minerals
0 Lumber
20 Food
+25
Peasant Levies
Armed with Spears or Farming Tools
5 Minerals
0 Lumber
20 Food
+25
Hired Arms
Mercenary Forces. Expire after 2 years (24 irl days)
10 Minerals
0 Lumber
0 Food
+10
City Watch
Defensive Only
15 Minerals
0 Lumber
10 Food
+20
Special5 Minerals
5 Lumber
10 Food
+1
Training Points
(Can be used on any one troop, but typically used on Knights)
10 Minerals
0 Lumber
0 Food
+1
Regional Special Units
Usable only by Houses that rule over territory in that region for a time period of 1 year or more
Dorne - Sand Steeds
Elite (+1 Training point) Light Cavalry
10 Minerals
15 Lumber
15 Food
+5
The Riverlands - Trident Guard
Elite (+1 Training Point) Peasant Levies
10 Minerals
10 Lumber
10 Food
+10
The Vale of Arynn - Knights of the Vale
Elite (+1 training Point) Heavy Cavalry
15 Minerals
10 Lumber
15 Food
+5
The North - Free Folk Skirmishers
Elite (+1 training point) Light Infantry
10 Minerals
10 Lumber
10 Food
+5
The Westerlands - Sarsfield Mounted Archers
[i}Elite (+1 training point) Mounted Archers
10 Minerals
15 Lumber
15 Food
+5
The Iron Islands - Thrall Levies
Elite (+1 Training Point) Prisoner Levies
10 Minerals
10 Lumber
10 Food
+10
The Stormlands - Flameswords
Elite (+1 Training Point) Heavy Infantry
10 Minerals
10 Lumber
10 Food
+5
The Crownlands - King’s Guard
Elite (+2 Training Points) Personal Guard
5 Minerals
5 Lumber
5 Food
+1




Siegeware
Siegeware TypeResource CostDescriptionQuantity Result
Siege Grapplers60 Minerals
50 Lumber
0 Food
Siege Grapplers are large siege engines which can fire a spiked Harpoon to implant into a wall or the side of a ship. Those used on ships are outfitted with hand cranks to pull the target vessel in closer for boarding actions.+1
Ballista50 Mineral
50 Lumber
0 Food
Ballistae are typically used in siege warfare as a means of causing damage to lighter portions of the walls such as gates, castellations, or even targeting enemy troops atop the wall. Defensively it provides a highly accurate means of targeting infantry formations or enemy siege weapons. Fires heavy round stones.+1
Battering Ram10 Minerals
150 Lumber
0 Food
A battering ram is a two part siege engine. The first part consists of the housing, typically coated in animal hides and other flame resistant material. This part protects its operators from being attacked while performing their duty. The second part is the ram, a heavy wooden device that may be capped with iron or bronze to give it more penetrating power. Used to smash through wooden walls or city/castle gates+1
Mangonal50 Minerals
25 Lumber
0 Food
Mangonals are the most basic of siege equipment. Built to fling stones or other projectiles at or over walls, the Mangonals are relatively easy to construct and maintain.+1
Siege Tower50 Minerals
500 Lumber
0 Food
During great siege battles, there comes a time when starving out a city can put a strain on the resources of the attacker. When this time comes, building a Siege Tower could prove an asset to help scale walls and capture the gates to allow their army in.+1
Trebuchet50 Minerals
25 Lumber
0 Food
Large and Immobile, a Trebuchet is the ultimate in siege warfare. Used both offensively and defensively, a Trebuchet can hurl large rocks or large quantities of Caltrops to make the ground much harder to cross. Many Trebuchets are capable of throwing stones weighing up to 100 kg up to 300 meters. Range can be increased with Training points (1 point = +20m)+1
Wildfire500 Minerals
0 Lumber
0 Food
Wildfire is a cruel and devastating alchemical solution which reacts explosively when heated by a flame. Wildfire is particularly hard to put out and has been known to burn for days even on the surface of the sea. Use in populated areas is not advised.+1
Scorpion25 Minerals
25 Lumber
0 Food
Scorpions are smaller than Ballistae and are easily transported using wagons or similar logistics vehicles. They can also be installed on walls and ships to provide additional defense or firepower. Scorpions fire a meter long steel tipped bolt that is pointed at one end. It was a Scorpion Bolt that killed the great dragon Meraxes in Dorne during the Dornish Wars of Aegon’s Conquest.+ 1
Scaling Ladder10 Minerals
10 Lumber
0 Food
Scaling ladders are heavy ladders built to scale walls of opposing fortifications. Scaling Ladders are the most basic of siege weaponry and offer no protection for their users.+2




Navalware
Navalware TypeResource CostProperties
Sailor0 Minerals
0 Lumber
10 Food
A sailor to man your naval ships.
Whaler0 Mineral
200 Lumber
5 Food
The whaler is operated through three sailors and adds an additional 10 Food OR 10 Mineral a week.
Longship0 Minerals
60 Lumber
5 Food
The longship has a capacity of 50 and is solely for transport purposes.
There does not need to be any sailor to operate a longship.
A longship cannot carry horses.
Caraval0 Minerals
100 Lumber
10 Food
The caravel has a capacity of 100 and is solely for transport purposes, but also has defensive measures such as five archer posts. They are also known for their speed and are the fastest ship available.
There needs to be five sailors to operate a caravel.
Galley25 Minerals
500 Lumber
50 Food
The Galley has a capacity of 200 and is a war ship as well as transport ship, it is armed with four standard catapults to attack opposing ships, fifteen archer posts, and a bridge in order to board other ships.
There needs to be ten sailors to operate a galley.
Frigate50 Minerals
500 Lumber
50 Food
The frigate has a capacity of 250 and is is a war ship, transport ship, and siege ship, it is armed with six siege engines, six standard catapults, thirty archer posts, and a bridge in order to board other ships.
There needs to be ten sailors to operate a frigate. (No mineral cost on the Iron Islands).
Dromon500 Minerals
500 Lumber
50 Food
The dromon has a capacity of 25 and is is a war ship and siege ship, it is armed with twelve siege engines, twelve standard catapults, wildfire, and a bridge in order to board other ships.
There needs to be twenty-five sailors to operate a dromon. The dromon is also clad in iron.




Special Features and People
Feature TypeResource CostProperties
Master Artisan75 Minerals
0 Lumber
50 Food
Your House acquires the service of a master artisan of one craft.
Adds a bonus to the House’s minerals of +10 per week.
Godswood0 Minerals
200 Lumber
5 Food
Your home has a godswood, a place sacred to the old gods.
Adds a bonus to the House’s primary resource by +20 a week.
Guild10 Minerals
75 Lumber
0 Food
A Guild controls manufacturing and pricing of commodities, ensuring equal prices and a basic quality.
Maester10 Minerals
0 Lumber
10 Food
All houses can benefit from the wisdom and learning of a maester and even minor houses keep maesters in their employ. A maester helps the house have access to the Citadel’s knowledge.
Maesters are also needed to send ravens and can help heal the wounded and ill.
[50 Minerals to Level Up Maester]
Marketplace100 Minerals
50 Lumber
0 Food
A marketplace facilitates trade and draws merchants from near, far, and wide to do business in your lands.
Adds a bonus of +10 to any one of the House’s resources every week.
Mine0 Minerals
1000 Lumber
0 Food
You open one or more mines on your lands to generate additional income.
Adds a bonus to the House’s minerals of +20 per week.
Sept150 Minerals
50 Lumber
50 Food
You erect a sept of the Faith to show your family’s piety.
Adds a bonus of +20 to the House’s food every week.




Bannerhouses
Bannerhouse TypeResource CostProperties
Small Bannerhouse250 Minerals1-5 House Members & 25 Soldiers.
Average Bannerhouse500 Minerals6-25 House Members & 50 Soldiers.
Large Bannerhouse1000 Minerals26-50 House Members & 100 Soldiers.
Naval Bannerman500 Minerals
100 Lumber
0 Food[
6-25 House Members
2 Longships
2 Galleys
20 Sailors




A BEGINNER'S GUIDE TO WESTEROS
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